1
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case +1:
if ( 1 ) {
SetCharacterData( 8, 0, 255, 5, 7 ) <-- this one I made to not make Beatrix temporary and let the passive ability on
WindowSync( 0, 128, 175 )
if ( GetDialogChoice == 0 ) {
SetPartyReserve( 4095 )
SetCharacterData( 7, 0, 255, 5, 7 )
Party( 4, 0 )
UpdatePartyUI( )
} else {
if ( GetDialogChoice == 1 ) {
SetPartyReserve( 4095 )
SetCharacterData( 11, 0, 255, 21, 7 ) <-- Blank (I could not remove the temporary flag like Marcus and Cinna because if I remove it turns back in Amarant, Eiko and Quina.. I don't know why)
SetName( 11, 74 )
}
WindowSync( 0, 128, 176 )
if ( GetDialogChoice == 0 ) {
SetPartyReserve( 4095 )
SetCharacterData( 6, 1, 255, 21, 6 )
Party( 4, 0 )
UpdatePartyUI( )
} else {
if ( GetDialogChoice == 1 ) {
SetPartyReserve( 4095 )
SetCharacterData( 10, 1, 255, 21, 0 ) <--Marcus
SetName( 10, 73 )
}
WindowSync( 0, 128, 177 )
if ( GetDialogChoice == 0 ) {
SetPartyReserve( 4095 )
SetCharacterData( 5, 0, 255, 5, 5 )
Party( 4, 0 )
UpdatePartyUI( )
} else {
if ( GetDialogChoice == 1 ) {
SetPartyReserve( 4095 )
SetCharacterData( 9, 0, 255, 21, 5 ) <--Cinna
SetName( 9, 72 )
Party( 4, 0 )
UpdatePartyUI( )
}
}
}
}
} else {
Party( 0, 0 )
UpdatePartyUI( )
}
if ( IsInParty(5) ) {
set Setting_OptionalQuina = 1
}
break
}
@ToraCarol: Maybe it has something to do with the dialog itself? What text opcodes are you using?
I'm a such a turtle!
Is you text added in right text block for this field (iirc Text Panel -> Alexander)
Looks like a script called text that doesn't exist!.
@ToraCarol: There should not be any "return" line if the first "if" block that you show.
The problem with the jump animation is more likely to be the one described here. You need to use this jump animation before in the script to let the game load it (using "SetRightAnimation( 5041 )" just before "SetRightAnimation( 5224 )" is enough).
Emulating a "Change disc" screen requires modding the C# code and adding new assets (textures) to the game. I don't know if it can work, sorry.
You may more easily add a "Would you like to save?" screen, as it can simply be emulated with a dialog box... but I can understand that it's not what you want.
Marcus's model might not have a jump animation as I don't think there is any point in the story that he jumps.
This sounds like the model moving, trying to execute an animation that doesn't exist, so instead doesn't do anything for the duration that the animation is meant to happen and then returning to the normal state.
What is the current script that you got?
There are two possibilities: either the loop enters a case where the script "returns" (which stops for good the script making her following Zidane) or you forget to set the safety variable back to its normal state (that's if the cutscene safety relies on a variable).
}
if ( ( IsMovementEnabled == 0 ) && ( General_ScenarioCounter <= 3820 ) ) {
Wait( 1 )
return
} else {
if ( ( IsMovementEnabled == 0 ) && VAR_GlobBool_247 ) {
InitWalk( )
Walk( GetFieldExitX, GetFieldExitY )
return
}
}
Function Blank_Init
switchex 3 ( General_FieldEntrance ) {
case 150:
set VAR_GlobInt16_0 = 65390
set VAR_GlobInt16_4 = 62586
set VAR_GlobInt16_6 = 151
set VAR_GlobInt16_2 = 937
break
case 152:
set VAR_GlobInt16_0 = 117
set VAR_GlobInt16_4 = 3048
set VAR_GlobInt16_6 = 255
set VAR_GlobInt16_2 = 65349
break
case 10000:
set VAR_GlobInt16_0 = 64979
set VAR_GlobInt16_4 = 65407
set VAR_GlobInt16_6 = 64
set VAR_GlobInt16_2 = 65321
break
default:
set VAR_GlobInt16_0 = 65382
set VAR_GlobInt16_4 = 62643
set VAR_GlobInt16_6 = 0
set VAR_GlobInt16_2 = 937
}
SetModel( 5467, 87 )
CreateObject( VAR_GlobInt16_0, VAR_GlobInt16_4 )
TurnInstant( 80 )
SetStandAnimation( 5041 )
SetStandAnimation( 462 )
SetWalkAnimation( 5225 )
SetRunAnimation( 5222 )
SetLeftAnimation( 5223 )
SetRightAnimation( 5224 )
SetJumpAnimation( 5041, 9, 25 )
SetObjectLogicalSize( 20, 20, 30 )
SetAnimationStandSpeed( 14, 16, 18, 20 )
SetHeadAngle( 96, 61 )
MoveInstantXZY( GetEntryPosX(255), VAR_GlobInt16_2, GetEntryPosY(255) )
SetPathing( 1 )
DefinePlayerCharacter( )
EnableHeadFocus( 0 )
if ( General_FieldEntrance == 10000 ) {
SetObjectFlags( 14 )
SetObjectSize( 12, 0, 0, 0 )
}
return
@ToraCarol: It's not really possible to do that because not all the characters have the correct animations (like opening a chest or climbing a ladder).
"InitObject( 251 )" works only if there are script functions for the character. For instance, if Eiko is the first character, then the script must have a "Eiko_Init" function attached to Eiko's entry for "InitObject( 251 )" to work.
You can see in the "Edit Entries" window that there is always an entry for the player characters. It's just that they usually don't have any function linked to them.
In order for the player to control a character, it's something different: you need to use "DefinePlayerCharacter()" in the entry that you want the player to take control of (usually, it's in the "Init" function but it can be in another function if, for instance, the control is not given as soon as the characters are placed).
You don't bother me; it's just that I stopped modding so I don't answer right away anymore.
@ToraCarol: Yes, that's the main point of my previous message.
@ToraCarol: You can put the "Freya follows Zidane" code in a new function with a high function code (let's say "Function Freya_20" if it doesn't exist already) and add the line "RunScriptAsync( 2, 255, 20 )" inside the "Freya_Init" function (replace 20 by your function code if needed).
This way, it won't mess with the "Freya_Loop" function. The condition "IsMovementEnabled" in the code I showed should be enough to disable that feature during cutscenes.
You may want to add a "return" line after the end of the "while ( 1 )" loop even though that shouldn't be problematic (I think I added a warning if there's no "return" or "loop" line when you parse).
Thank YOU for all the replies Tirlititi! Tomorrow I check