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Wa666r
Wa666r
Slow, meticulous, and boring. Copy-pasting for constantly while I watch a show or something. Making sure to save with each import (each save taking up to a minute with such a large file), restarting the editor to prevent crashes, and making plenty of backups in case anything breaks. It takes a long time for even a single race.

Afterwards, all the puzzle pieces are there I have to make fit the pieces.
Daffa
Daffa
Thank you, that is really helpful (and sounds very painful). At least now I know it's not as simple as I thought, so I'll put similar idea into the backburner and just craft more races first :D
Wa666r
Wa666r
Painful is an understatement. Do you happen to know how to optimize a large periodic event? The one I have now causes micro stutters.
Daffa
Daffa
What's the one you have now? The approach I have in mind is using one timer for all needs regarding periodic events (similar to TimerUtils). This depends on your timer uses and might not be the most ideal.

If possible, I also delegate most timer related works into one or few systems. For example, all custom DOT under a DamageOverTime system so only one timer handling all DOT related spells.

EDIT:
If you currently use multiple periodic timers, reducing the timer into one timer should improve performance.
Daffa
Daffa
Another one I can think of is to make sure loop triggers only run when respective spells are active, turned off when there's no instance of the spell.
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