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Topic: 2026/6/22 Update (Server-Side-Only)

I've changed the game scripting, so there is no longer any distinction between an "NPC ID" and an "NPC tag ID" inside scripts.

You shouldn't notice this unless there I introduced any bugs with this, but if you see any quest bugs, etc., definitely let me know. Thank you!

God bless.

James

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Re: 2026/6/22 Update (Server-Side-Only)

I always wondered what gsTag was actually for. We reversed it as some expression of 8192 and mapid and 2048 and npcid. But I dont think "other faldon" ever used the NPC tag for anything. Unsure if old client used it for anything specific, tbh

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Re: 2026/6/22 Update (Server-Side-Only)

The server keeps track of monsters in a static two-dimensional array (map, monster number).
It does this because when I first started it, I didn't know you could allocate memory in Visual Basic. Still at this point, it uses fairly little memory allocation.
It's specific to the server. The client does not use it.

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Re: 2026/6/22 Update (Server-Side-Only)

James wrote:

The server keeps track of monsters in a static two-dimensional array (map, monster number).
It does this because when I first started it, I didn't know you could allocate memory in Visual Basic. Still at this point, it uses fairly little memory allocation.
It's specific to the server. The client does not use it.

Yeah ours did much the same. Each map had a dictionary with key = npc_id (1 to 8192 client id and DB serial for spawn mobs) and data of mob data. On leave or die remove, on spawn/enter add. Runs into issues early on when summons ate up a lot of IDs since 8192 seems client max. It is sorta smart to just have a global collection for monsters disassociated from a map tbh.

Last edited by RealCatbert (Today 4:46 AM)