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Job Example scripts Mon, 11 November 2013 09:02 Go to next message
Keshire is currently offline  Keshire
Messages: 137
Registered: August 2013
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Pretty much all the job scripts use this setup. I think the jobcoordinator.lua picks them up based on file name.

These may be a little off. But they are just examples anyway.

jobexamplemanager.lua
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jobexampleinstance.lua
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Here are the possible job types as defined in the jobcoordinator
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[Updated on: Sun, 17 November 2013 20:53]

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Re: Job Example scripts Mon, 11 November 2013 12:18 Go to previous messageGo to next message
asmcint is currently offline  asmcint
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Registered: September 2013
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It appears to be referencing jobs leftover from Fable II. I wonder just how much of the code for those are there. 0_o

To whomever designed the map of Mistpeak Valley to look so much more simple than the actual level is: May the Archangel Michael descend from the heavens and plant his boot squarely between your legs for your asshattery.
Re: Job Example scripts Mon, 11 November 2013 13:17 Go to previous message
Keshire is currently offline  Keshire
Messages: 137
Registered: August 2013
Senior Member
asmcint wrote on Mon, 11 November 2013 12:18
It appears to be referencing jobs leftover from Fable II. I wonder just how much of the code for those are there. 0_o


I think it was all shuffled around. Most of the job code for Fable 2 is in the gameflow which was plain text. ;)

I know for a fact that the hero and henchmen trackers were pulled straight from the Fable 2 gameflow script into their own script for Fable 3.

Edit:
Uploaded some decompiled F2 scripts. LuaDec isn't perfect, but it's better than asm.
Also checked the assassination scripts, and they are handled differently. There is no JobCoordinator function for Fable 2.

[Updated on: Mon, 11 November 2013 18:16]

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