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Posted

Needs testing and fixing, it should be very accurate but I'm sure I made typos. Known issues: barriers don't get properly destroyed.

Here's a list of things I renamed (only listed first NPC, you get the point):

// - Rename ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// -- "Manager#aru01_02" -> "Manager#arug_cas01"
// -- "Steward#aru01" -> "Steward#ar01"
// -- "#aru01_RL00" -> "RL0#arug_cas01"
// -- "#aru01_df01" -> "df1#arug_cas01"
// -- "#aru01_gard01" -> "gard1#arug_cas01"
// -- "1st Guardian Stone#aru01" -> "1st Guardian Stone#ar01"
// -- "2nd Guardian Stone#aru01" -> "2nd Guardian Stone#ar01"
// -- "Control Device01#aru01" -> "Control Device01#ar01"
// -- "Kafra Employee#aru01" -> "Kafra Employee#ar01"
// - ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This was terrible, I'm never doing something like this again, Maki, you better have made some good cookies.

Good night.

Edit: v2 actually works.

guild2-v2.rar

guild2_v2.gz

  • Upvote 1
Posted

I think the main functions templates (Manager, gard, df and RL) should be as the WOE FE one, 1 npc working for all the castles, because making duplicates for each castle multiplies memory and CPU usage.

Posted

The only problem I see with that is managing timers (Manager, gard, and df all have them). Is it really worth setting up one gigantic NPC full of conditionals? (Remember, SE is far more complex than FE...)

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