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Add ID gaps for missing NPCs in Academy
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@ -46,8 +46,10 @@ void TableData::init() {
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int instanceID = npc.find("mapNum") == npc.end() ? INSTANCE_OVERWORLD : (int)npc["mapNum"];
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#ifdef ACADEMY
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// do not spawn NPCs in the future
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if (npc["x"] > 512000 && npc["y"] < 256000)
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if (npc["x"] > 512000 && npc["y"] < 256000) {
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nextId++;
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continue;
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}
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#endif
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BaseNPC *tmp = new BaseNPC(npc["x"], npc["y"], npc["z"], npc["angle"], instanceID, npc["id"], nextId);
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@ -269,8 +271,10 @@ void TableData::init() {
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#ifdef ACADEMY
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// do not spawn NPCs in the future
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if (npc["iX"] > 512000 && npc["iY"] < 256000)
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if (npc["iX"] > 512000 && npc["iY"] < 256000) {
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nextId++;
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continue;
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}
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#endif
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Mob *tmp = new Mob(npc["iX"], npc["iY"], npc["iZ"], npc["iAngle"], instanceID, npc["iNPCType"], td, nextId);
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@ -288,11 +292,15 @@ void TableData::init() {
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auto leader = _group.value();
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auto td = NPCManager::NPCData[(int)leader["iNPCType"]];
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uint64_t instanceID = leader.find("iMapNum") == leader.end() ? INSTANCE_OVERWORLD : (int)leader["iMapNum"];
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auto followers = leader["aFollowers"];
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#ifdef ACADEMY
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// do not spawn NPCs in the future
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if (leader["iX"] > 512000 && leader["iY"] < 256000)
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if (leader["iX"] > 512000 && leader["iY"] < 256000) {
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nextId++;
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nextId += followers.size();
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continue;
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}
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#endif
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Mob* tmp = new Mob(leader["iX"], leader["iY"], leader["iZ"], leader["iAngle"], instanceID, leader["iNPCType"], td, nextId);
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@ -305,7 +313,6 @@ void TableData::init() {
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nextId++;
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auto followers = leader["aFollowers"];
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if (followers.size() < 5) {
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int followerCount = 0;
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for (nlohmann::json::iterator _fol = followers.begin(); _fol != followers.end(); _fol++) {
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