- Man0u1 barely started. Just enough there to get the player out of the PrivateArea and into the public zone.
- All of the old Populace uniqueId scripts for both quests nuked into high orbit.
- DftSea: Master list of function names and argument counts added to the list. Will be whittling away at this over the coming week.
- GM Warp: For whatever reason using "" to compare against a nil wasn't working anymore. Set it to nil instead.
Man0u0 nearly finished. Needs some misc. background actors Id'd and placed, and some additional bug-testing.
Man0u1 still very early. Initial area's actors mostly scripted.
PopulaceCompanyWarp made to look more retail authentic. Can't figure out how to make it not play the 'npc untargeted' sound though like retail.
Music command has second argument for transition type. Added an overloaded function in Player.cs to support this.
Setappearance adjusted to work again on player targets.
DftWil updated to cover near everything.
Re-added shop-related luas that were removed for some reason.
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ChocoboRideCommand - Fixed the mount speed to be retail accurate.
TeleportCommand - Added anima costs, mount check, and placeholder for Favoured destinations
nudge/spawn/warpid - Plus 1 to GetPos() arrays
MarketEntrance.lua - Script mostly laid out and documented. Some debugging info left in while various warp locations and PrivateAreas still need finishing up.
CraftCommand.lua - WIP on crafting menu + minigame. Menu flow worked out for the most part, it's just a matter of plugging in various data for them to replace the debugging values I set currently.
DummyCommand.lua - WIP on Mining minigame. Still lots missing but it's a start. Cannot use mining nodes ingame currently without modifying KickEventPacket.cs
Removed orphaned individual ShopSalesman scripts since their info was tabled into a single script awhile back.
Adding the rest of the missing item graphics for DOH/DOL weapons. Modified the equip script to also set the correct "special" graphics for the workbenches and such.