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  #1  
Old 11-13-2012, 09:41 PM
KLS
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It's not really anything new, game recreations requiring original installs have been around for a long time. Regardless this isn't the place.
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  #2  
Old 11-13-2012, 10:32 PM
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Secrets
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Just an update, moved mercs to NPC derived, gonna be a lot of bugs/un-implemented things that were bandaided before, such as merc death, merc zoning, etc.

Group joining/states will also be a pain to work with, from my limited testing.

Committing what I did tonight though
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  #3  
Old 11-14-2012, 07:56 AM
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trevius
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Quote:
Originally Posted by Secrets View Post
Committing what I did tonight though
Did this commit go in? The last rev I see is 2255 from Nov 11th.

The sooner we can get this on the Trunk, the better, I think. I know Akka has a big change ready to go that might be a bit of a pain to get merged into the branch.

Inheriting mercs from NPCs will likely require quite a bit of work and testing to get the kinks all knocked out. It does make sense since technically mercs are NPCs. It would probably require a lot more duplicated code leaving mercs as their own class under mob. I kinda liked the idea of mercs being directly under mob, but hopefully having them under NPCs can be worked out before too long if we stick with using that route. I think having them as their own class directly under mob would probably allow for a cleaner and more flexible solution (even with duplicated code).
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  #4  
Old 11-16-2012, 01:18 AM
bad_captain
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The sooner we can get this on the Trunk, the better, I think. I know Akka has a big change ready to go that might be a bit of a pain to get merged into the branch.
I think if we make sure all servers can continue to run without mercs after getting latest, it should be able to be merged now. And for that to happen, we just need a simple script to change the 9 mercenary liaisons (class_id 71) to guards or whatever, then we should be good to go. (I have 9, stock peq may have fewer- I can't remember if I've added any mercenary liaisons)

We still need the scripts to change all of the current PoK guards into mercenary liaisons, but that shouldn't be too much work. I have a bunch of collects, so I think I'd just need to create the scripts and test it all out. This would then be added to the current mercs.sql to fully enable mercs on servers who want them.
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  #5  
Old 11-16-2012, 06:08 PM
KLS
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Could you not add a rule that just makes them not respond?
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  #6  
Old 11-16-2012, 06:59 PM
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Could you not add a rule that just makes them not respond?
Would probably be the best way to do it. I just got a job irl (shocking i know) so i'll have less time to work on this but i'll see about doing that.
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  #7  
Old 11-16-2012, 09:59 PM
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You really really aren't going to want to merge all of my changes manually, so give me an idea of when this is going to happen.
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