Editing Dialogue (Warning complicated and loads to read)

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Mr Dev
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Editing Dialogue (Warning complicated and loads to read)

Post by Mr Dev » Wed Aug 23, 2006 6:05 am

Editing Dialogue Attached To A Certain Campaign Level

To edit in-level dialogue (after mission name display and once you can see the map):
This bit is more complicated than the pre-level stuff, the final dialogue commands work the exactly the same as prelevel but there is a little more to it as you have to do:
Pre-day 1, Day by Day, Triggered Dialogue and Victory/Defeat.

First go to the normal map header, not the worldmap one. And follow the pointer from that which corresponds to dialogue.

When you follow that you'll notice that you are confronted with 6 more pointers. All of these are to do with in-level dialogue just each one corresponding to a certain aspect of it. These pointers don't go far, they'll only just go up a few lines.

Slight Update here. The different pointer affect when the dialogue is show.

Pointer 1 - Before the day number is displayed. (Usually for time up triggers and pre day 1 dialogue).
Pointer 2 - Just after the day number has been shown. (Usually used for day by day speech or a day after something has has happened trigger, like Flak responding to your CO power)
Pointer 3 - In the middle of the day. (Semi-Unconfirmed)
Pointer 4 - In the middle of the day. (Semi-Unconfirmed)
Pointer 5 - In the middle of the day. (Semi-Unconfirmed)
Pointer 6 - Any time (Used for normal victory Defeat, special V/c are done via middle of the day or preday).

These pointers don't go directly to each aspect of this dialogue. They go to where conditions that activate that dialogue then a pointer to it.

Triggers/Conditions/Commands:

Dialogue at (Needs to be after a trigger/condition or a strand of them):
07FF 0000 B810 4A08
Red: Dialogue at 4A10B8. Can be 0000 0000 and only have a flag set.
Common Values: (These are used for special V/d triggers, they only goto a 40 command, which intiates victory/loss dialogue and a the corresponding victory/defeat type).
D80C 4A08 - Initiate Win Dialogue and Victory (Does not link to DIRECTLY victory dialogue).
F80C 4A08 - Initiate Loss Dialogue and Defeat 1 (Does not link DIRECTLY to loss dialogue).
180D 4A08 - Initiate Loss Dialogue and Defeat 2 (Does not link DIRECTLY to loss dialogue).
380D 4A08 - Initiate Loss Dialogue and Defeat 3 (Does not link DIRECTLY to loss dialogue).

Blue : Set a flag? (My terminology). 01-FE are flags, event happens only once(Not tested, but low numbers work), and FF is no flag, but even can happen multiple times.

Triggers/If Certain paramenters that must be met to trigger a dialogue.

Army Day (Mostly used in day-by-day)
0001 0100 0000 0000
Red: Army
Blue: Day (If army has a value and day has the value 00 = any day on set armies turn?).

On: (Selecting a menu item)
0418 0000 0000 0000
Bold:
18 - On select capture.
19 - On select fire.
20 - On select Supply.
21 - On select wait.
29 - On select end.
0E - On select build, (Must befollowed by a 01 command of the unit build that triggers this). (May be able to use this to prevent building of certain units in a mission, but not take them off the menu completely, just suggesting this as a stand-in).

Unit type selection:
0107 0000 0000 0000
Red: Unit ID

Flag Checkers: Checks if flags are on/off, from being set by a 07 command.
0204 0000 0000 0000
Bold: 02 - Flag is on/triggered, 03 - Flag is off/untriggered.
Italics: ## - Flag number (from a 07 command).

More Complex Trigger:
0600 0000 1D86 0308
Red: In the case of '1D86 0308' being used as a pointer. 06 is defeat, 05 victory. With other pointers it's 06 = If false 05 = If true. From what I have researched.
Bold: Complex Trigger: (I know these are pointers but they are very complex and will take a while to solve, but the ones in normal font I have full confidence will work on any level, the red ones are ones that seem very specific to a level, such as certain cities having to be captured. As I test them out I will confirm, this is only theoretical/from what I can deduce at this stage.)
0500 0000 D157 0408 - All Deathray's on map destroyed. (Example: Final Front).
0500 0000 E957 0408 - All lasers destroyed. (Example: To The Rescue).
0500 0000 3158 0408 - All Pipe Seams destroyed (Example: All factory missions, that's why there is only ever one pipe seam on a factory mission ;) )
0500 0000 0158 0408 - All Black Cannons Destroyed (Examples: Andy's Time, Hot pursuit)
0500 0000 1958 0408 - All Minicannons destoyed (Examples: Show stopper, Foul Play, sea fortress)
0500 0000 9945 0708 - Army 1's (Player 1's) Co (Normal) Power Meter is full.
0500 0000 195B 0408 - Army 1 has used Normal CO Power
0500 0000 115D 0408 - Army 2 has no battleships (No wonder in sinking feeling BH is so far away from a port.
0500 0000 2559 0408 - All Army 1's units out of fuel (Cleanup)
0500 0000 315B 0408 - Cities Captured Around Fortress (Blue Moon, T Minus 15. Now it seriously looks like this wouldn't work elsewhere)
0500 0000 F15B 0408 - Reach HQ, Blue Moon Nature Walk (You reach your HQ)
0500 0000 E95C 0408 - Reach HQ, Yellow Comet A Mirror Darkly (Enemy Reaches your HQ)
[0500 0000 A945 0708
(0600 0000 9945 0708)] - You have been in a battle for the first time. The Bracketed part is another command coming after. I have seen this used in Flak Attack and Andy's Time, but in Lash Out the bracketed Part isn't included. (This one I am unsure whether It'd work elsewhere and if only affects army 1, but I kept it here to be safe, when the second part is understood also.) Square Bracketed to show it is kept together.
0500 0000 195C 0408 - You lose Cities (YC Duty And Honour):
[0600 0000 E957 0408
0500 0000 4D5D 0408] - Met up with army 2, Green Earth To The Rescue. Square Bracketed to show it is kept together.
0500 0000 4958 0408 - OS Map containing city captured.
0500 0000 A158 0408 - BM Map containing city captured.
0500 0000 CD58 0408 - GE Map containing city captured.
0500 0000 F958 0408 - YC Map containing city captured.


NOTE: Lab Maps are causing me headaches again. I was saying to Xen earlier that when I wiped the trigger part for capturing the lab map city even if you still got that building, after the level you would not get the lab unlocked. This made it seem like unlocking a lab level was programmed in here somewhere. But when I transplanted the trigger for a labmap to anywhere else when you captured the city/got the lab map the level was still not unlocked. I'm not 100% sure, but now I have the most important triggers, I can go back and fiddle about until it all makes sense, or as much as it ever will >_>.


Data End (Ends that strand, used to end Pre-day 1, Day by Day, Triggered Dialogue or Victory/Defeat):
0800 0000 0000 0000

Bits that still need to be cracked: (Progress shown)
NONE AT THE MOMENT


For any of this to work it needs to be in sequence. Mostly one condition then a pointer bit to that dialogue section. Of course more complicated bits with more than one condition/trigger can be made.

Well fair enough, that's how to do triggers/conditions, next the actual dialogue. Follow the pointer from the 07... etc command of the bit you wanna change. Then you'll be confronted with more, this is once again done by commands but no triggers here.

Actual Dialogue:

This is what you can do: (Bold values are constant)

Typical speechbox:
3800 0000 0000 0000 0000 0000 0000 0000
1900 0000 0000 0000 3E00 0000 0000 0000
Red: Which co is talking:
00 - Nell
01 - Andy
02 - Max
03 - Olaf
04 - Sami
05 - Grit
06 - Kanbei
07 - Sonja
08 - Eagle
09 - Drake
0A - Sturm
0B - Flak
0C - Lash
0D - Adder
0E - Hawke
0F - Hachi
10 - Colin
11 - Jess
12 - Sensei
13 - OS Troop
14 - BM Troop
15 - GE Troop
16 - YC Troop
17 - BH Troop
18 - Nell Happy
19 - Andy happy
Etc...
Blue: What is being said (Text index)

Clear Textbox:
This removes anytextbox from screen. But beware, needs a 17 command before the next time a textbox appears or the game crashes. This is usually used by IS to make the textbox colour change look nicer and work smoother. Also used before an 04 command to make that work well.
1800 0000 0000 0000 0000 0000 0000 0000

Switch speechbox positioning: (Will visibly switch position on screen and make all textboxes after this in this strand in the specified position)
1700 0000 0000 0000 ##00 0000 0100 0000
Red: Switch showing a cos face
Blue: Position, 00 = top, 01 = bottom.

Flashing $$ on screen at co-ordinates # , * (Displayed tiles, on screen.)
NOTE: The co-ordinates specified here aren't from the maps 0,0 tile (top left) it's from the screen's 0,0 (top left) tile. It's confusing at first but makes sense later.
NOTE 2: ! can be used for pixels of a tile (out of 16 and in hex), so it flashes/points at halfway into the next tile (Used in cleanup to make it look like it points at the info panel about the BH infantry on day 2 cleanup when nell explains HP, instead of pointing partly into the panel.)

2800 0000 0000 0000 #!00 *!00 $$00 0000
Red: X co-ordinate (From left)
Blue: Y co-ordinate (From top)
Green: What appears on screen:
01 - Normal Cursor
02 - The thing that appears when you press R on a unit/terrain.
03 - Right pointing yellow arrow (Like menus).
04 - Unaligned build cursor
05 - Delete Cursor
06 - Red X cursor
07 - Circle flash (Like cleanup and Border Skirmish)
08 - Unaligned Build cursor
09 - Unaligned Delete Cursor
0A - Unaligned Top Left Delete Cursor
0B - Unaligned Top Right Delete Cursor
0C - Left Pointing Check Arrow
0D - Right Pointing Check Arrow
0E - Glowing Upwards Arrow (As in info panes)
0F - Glowing Downwards Arrow (As in info panes)
10 - Glowing Lefwards Arrow (As in info panes)
11 - Glowing Rightwards Arrow (As in info panes)
12 - Missile Range
Beyond this is more unaligned stuff, and even further, completely glitched.

Clear all flashing things (Like the above command summons)
2900 0000 0000 0000 0000 0000 0000 0000

Move screen to see, co-ordinates ##,** (I think it moves an invisible cursor in pre-day1 stuff)
0F00 0000 0000 0000 ##00 **00 0000 0000
14 removed as it no longer fits.
Red: X co-ordinates of map from top left.
Blue: Y co-ordinates of map from top left.

Change music
4100 0000 0000 0000 #### 0000 0000 0000
Red: Music ID

Change textbox colour (By Colours)
3100 0000 0000 0000 ##00 0000 0000 0000
Army Colour:
00 - BH
01 - OS
02 - BM
03 - GE
04 - YC
05 - BH
06+ - Screwed up

Change textbox colour (By Army)
3000 0000 0000 0000 ##00 0000 0000 0000
Army Colour:
01 - By Army 1 colour.
02 - By Army 2 colour.
03 - By Army 3 colour.
04 - By Army 4 colour.

Flag check:
Checks if a flag has been activated in the triggers section.
3E00 0000 A815 4A08 0100 0000 0000 0000
Blue: Where to go if has been activated. If it hasn't then whatever comes after this command will happen.
Underlined: Flag number to check.

Continue Dialogue from:
Folloe this by an 04 command to prevent odd effects.
1D00 0000 A815 4A08 0000 0000 0000 0000
Red: Where to continue reading dialogue commands from.

Screen shake and explosion (Like The Final level)
0000 0000 AD5E 0408 0000 0000 0000 0000

Explosion and white flash
0000 0000 255F 0408 0000 0000 0000 0000

Sturm Death Scream
0000 0000 415F 0408 0000 0000 0000 0000

End of dialogue:
Changed 04 ends strand, 18 = unknown.

0400 0000 0000 0000 0000 0000 0000 0000

Initiate Victory/Loss:
4000 0000 0000 0000 0100 0000 0000 0000
This is used in followup to a special victory/defeat condition, it only leads to one of these and an 04 command. It initiates win/defeat dialogue then a victory defeat afterwards.
Bold: Initiates:
01 - Victory
02 - Defeat Type 1
03 - Defeat Type 2 (Different failure tune)
04 - Defeat type 3 (Different failure tune)

Must be used first thing in a menu selection Dialogue section.
1100 0000 0000 0000 B100 0000 0A00 0000
Blue: (What happens?)
0-3 - Nothing special happens, only as per the green part.
4-B - Won't allow selection, cursor moves down 1 (on menu) + click sound (Over-rides green thingy).
C-F - Won't + Click sound (Over-rides green thingy).
Green: (Allow?)
Be careful here not all things do the same for each selection. So experiment.
0 - Won't allow selection
1 - Will allow selection
2 - Won't Allow
Pink: Delay after selection. Unit unknown.

Pause
0100 0000 0000 0000 0000 0000 7800 0000
Red : Length of pause? (Unit unknown, if true)

Not useful, but it strikes again (reset)
0000 0000 0000 0000 0000 0000 0000 0000

Unconfirmed (Or not 100%):


Must be used for the preday stuff (At beginning)
0000 0000 9598 0108 0000 0000 0000 0000 - OS preday 1

MUST BE USED IN VICTORY DEFEAT DIALOGUE
Not quite sure what roles these play but every map has these in the places label'd so I'd follow suit just to be safe, if it is ever found out what these do then this will be changed.
0000 0000 7D4F 0308 0000 0000 0000 0000 - Start of victory and defeat dialogue strands.
0000 0000 8D4F 0308 0000 0000 0000 0000 - End of victory and defeat. But before the 04 command.

Don't know quite what it does:
Here I'll give the command and where it is as to give any clues. All from cleanup.

1400 0000 0000 0000 ##00 ##00 0000 0000

2D00 0000 0000 0000 0000 0000 0000 0000 - OS day by day start


To edit pre-level dialogue (Before the level name and map appears, displayed on worldmap):

This is the easier bit, not in how it actually is done, but because it's just one set you are editing, no triggers or conditions.

First go to the level's worldmap header and find the prelevel dialogue pointer. Go to the location that it points to. Then use the commands at the end in the section above.

Final notes: I believe any other parts of the game with dialogue that works like this would be in a fashion similar to the last bit. I know the prologue does. I have seen some of these bits and they have more commands etc. Which can be a bit daunting.
Last edited by Mr Dev on Thu Feb 08, 2007 7:38 am, edited 45 times in total.

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RadioShadow
Rank: Holding the Mega Drive controller
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Post by RadioShadow » Wed Aug 23, 2006 7:18 am

Holy ****. A lot of findings. I will try and get my head around it tomorrow.
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Mr Dev
Rank: Slaving Away On Something or Another
Location: The Moon

Post by Mr Dev » Wed Aug 23, 2006 7:40 am

As usual, don't understand, ask me. And I'll give more help/explanation.

Mr Dev
Rank: Slaving Away On Something or Another
Location: The Moon

Post by Mr Dev » Sun Feb 04, 2007 5:35 am

Thinking about this now. Some of those undiscovered triggers are screaming assembly to me, but I still don't get it.

So I think i'll continue in this field. If I'm ever gonna continue my super hack I'll need to :3

EDIT: Actually fudge YES!

I did something which made you able to end turn without moving units but unable with units moved ZOMG!

By moved units I mean at least 1 infantry and one APC.

EDIT 2:But pinning some of this down is going to need me to hax some maps, yays ^_^

EDIT 3: Made some progress with the unknown things. It's bugging me :\

EDIT 4: I is a happy Dev, I believe I have cracked all of the triggers stuff in cleanup -loss of fuel thing.

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Xenesis
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Post by Xenesis » Sun Feb 04, 2007 1:18 pm

That's awesome! ^_^
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

Mr Dev
Rank: Slaving Away On Something or Another
Location: The Moon

Post by Mr Dev » Mon Feb 05, 2007 5:33 am

Hmm originally what I thought the 05/06 commands were for, are not what they are.

They appear on non victory/defeat things.

Yup the co power meter and Max are you ok thing appear twice, except slighly differently. And It doesn't seem V/D conditions are set in those either, as removing the Victory and defeat trigger parts only make the defeat/victory sequence begin immediately and not after dialogue.

And lab map triggers, both the map finding and neotank activation are going to be really headache-y.

Mr Dev
Rank: Slaving Away On Something or Another
Location: The Moon

Post by Mr Dev » Thu Feb 08, 2007 3:31 am

You can see my days work of findings in the first post. I went through the entire campaign and worked my way through getting all the useful/cool/new triggers.

Next time it will be analysing further to gain more information.


EDIT: Updated a few things on both triggers and actual dialogue.

But victory/defeat is being evil now, I wipe the trigger for victory defeat dialogue and yet it still happens. I also search fo that pointer and there is only one occurance, the place I just wiped >_>

This is headache-y.


Okay done some work work today and I think I almost have this bit totally sorted. In the fact that I could make a semi decent level, with what AW2 has in it already :P

Oh and without a Lab Map >_>

PS: Need more comments dammit :P
I've been working my arse off >.<

EDIT: Oh and if you hacking types need more info/don't understand muchos I'd gladly put up a few annotated examples/a guide.

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RadioShadow
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Post by RadioShadow » Thu Feb 08, 2007 4:05 am

Well done rimdev!

I would help but I'm busy making it a lot eaier to add in AW2 maps.

Keep up the good work. :wink:
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rpgfan

Post by rpgfan » Sun Apr 01, 2007 8:07 pm

thx, this peice is helping me crack the pre level dailouge struggle. Right now I can control what they say, and control whose talking (yay). But how do you control what levels the triggers are... well... triggered on?

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Mark999
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Post by Mark999 » Mon Apr 30, 2007 11:34 am

Sorry if this bumps an old topic...but I have a question...
How do you find the world map header and dialog pointers?

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Xenesis
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Re: Editing Dialogue (Warning complicated and loads to read)

Post by Xenesis » Wed Jun 17, 2009 11:25 pm

In my search of ways of unravelling AW2's Battle Maps shop, I uncovered another script command.

1A00 0000 0000 0000 XXXX 0000 0000 0000

This is the script command specifically for Hachi's Shop dialogue boxes. The only commands needed are the 1A command for the text and an 04 command at the end.

XXXX is the text ID you want to speak. If any of the text commands include a Yes/No, if yes is selected you will purchase said item.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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Xenesis
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Re: Editing Dialogue (Warning complicated and loads to read)

Post by Xenesis » Tue Sep 27, 2011 11:28 pm

Thought I'd throw up something I put together for the War Room Hack Challenge.

This is a very simple script: All it does is display that one dialogue box while playing some music when you start a map :)
XXXXXX08 00000000 00000000 00000000
00000000 00000000 08000000 00000000
This is the script that is referenced by the code. Adjust the pointer to reference the next code!
00010100 00000000 07FF0000 YYYYYY08
08000000 00000000 00000000 00000000
This is a sub-script (referred to from the first pointer). It checks whether it is Day 1, Player 1. This particular script is set to run pre-day 1. The pointer refers to the dialogue script below.
41000000 00000000 9D010000 00000000
17000000 00000000 00000000 00000000
38000000 00000000 00000000 00000000
19000000 00000000 3E000000 00000000
18000000 00000000 00000000 00000000
04000000 00000000 00000000 00000000
This code plays some music (Orange Star Theme), creates a text box, initiates the dialogue 0x003E, destroys the text box and then ends.

Additionally, a script entry of
00000000 ZZZZZZ08 00000000 00000000
Allows the game to run arbitrary assembly code at the pointer referenced in bold.

Cleanup for example runs code at 0x08019895, which disables CO Powers.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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x0_000
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Re: Editing Dialogue (Warning complicated and loads to read)

Post by x0_000 » Tue Jul 24, 2012 3:41 pm

Here's a dissection of Cleanup's dialogue events. It's got some interesting information!

TL;DR summary in the spoilers:
Spoiler: show
Here's a breakdown of the pointers:
- Pointer 1 events are checked at the beginning of the day, before the day X scroll (already known)
- Pointer 2 events are checked at the beginning of the day, after the day X scroll (already known)
- Pointer 3 events are checked when selecting a unit.
- Pointer 4 events are checked when a unit is put in "Wait" mode.
- Pointer 5 events are checked when a menu command is used.
- Pointer 6 events are checked when one side wins.

Pointers 3-5 were checked by moving Pointer 6 Events there and triggering the victory dialogue using the given conditions (LOL) Additionally, the mission does not end just by triggering the Pointer 6 Events, so that's not part of the event code. Further testing shows that Pointer 4 events can be triggered by ANY unit waiting, including the enemy!

Doing this also confirmed that the command 07 XX not only raises a flag, but also checks if the flag is raised. (Because I was able to activate the victory dialogue repeated since it uses 07 FF, but the Fuel dialogue only runs once.)

Also, based on the structure, it looks like the way the dialogue works is that the game keeps processing instructions until it hits instruction 07 BLAH for conditional checks

oh yeah I'm pretty sure 06 is "run the next instruction if ASM routine returns 0" and 05 is the opposite version so you can make some pretty complex events using this

I'm kind of surprised there isn't a "turn flag off" code, I would guess it's 08 if it weren't already used as a terminator (???)
Pointer 1 Events
http://pastebin.com/ig9c08kH
Basic dialogue, nothing special.

Pointer 2 Events
http://pastebin.com/aUjDtrKx
Also basic dialogue, but special note is the Fuel easter egg dialogue! It has an ASM routine that I've confirmed checks the number of units that ran out of fuel. Note: This dialogue is only run once, but there isn't any checks in this code. However, based on the rest of the code it looks like 07 XX also checks if flag XX was raised. (i.e. 07 XX BLAH is the same as 03 XX 07 FF BLAH; recall 03 XX checks if flag XX hasn't been raised)

Pointer 3 Events
http://pastebin.com/m2PaJqkB
Stuff we're familiar with. However, if you compare these with Pointer 4's Events, you'll notice they call the same code (01 XX), but are activated under different circumstances. So it might be that Pointer 3 Events are only checked if a unit is selected.

Pointer 4 Events
http://pastebin.com/fePwGu90
The most complicated batch of events, but also informative. The game raises 4 flags for each unit that ends its turns. This is why Nell pops up after you moved all your units (not because you have no active units, but because you moved... 3 infantry and an APC :V) Since this also uses code 01 XX, it's likely that Pointer 4 Events are checked when a unit ends its turn.

Pointer 5 Events
http://pastebin.com/MVbEEDH4
Just from the type of events being called, I would guess Pointer 5 events are checked when a menu option is selected. Reading the code you can also see that the condition to be able to end turn 1 is to end the turn of 1 infantry and 1 APC. (Also it seems like calling an event here prevents the menu command from being used?!)

Pointer 6 Events
http://pastebin.com/zbiKQmzU
The usual victory dialogue.

So, here's some fun stuff that might be possible: If you call the day checker in pointers 3-5, you can make events that depend on the day AND whether a unit is selected/waited/menu is selected!
Only in math can you buy 600 cantaloupes and not look like a nutter.

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Mark999
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Re: Editing Dialogue (Warning complicated and loads to read)

Post by Mark999 » Thu May 18, 2017 5:14 am

Sorry to bump an old thread but I have something to add! You may remember that the original game's factory levels would give different dialogue depending on your chosen CO. That is accomplished with the following command:
43 00 00 00 00 00 00 00 01 00 01 00 03 00 00 00
If you want to make the next dialogue bit appear only if army X has chosen CO Y, all you gotta do is put this command before that dialogue.
This byte determines which army's CO you're checking.
This byte determines which CO you're checking for.
Not sure what this does but it MIGHT be how many commands to skip ahead if the check returns false, I'll test it.
So in the above example, I'm checking if player 1 selected Andy.

I'll be using this in one of my own projects in the future to demonstrate too.

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Xenesis
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Re: Editing Dialogue (Warning complicated and loads to read)

Post by Xenesis » Thu May 18, 2017 9:26 am

Mark999 wrote:
Thu May 18, 2017 5:14 am
Not sure what this does but it MIGHT be how many commands to skip ahead if the check returns false, I'll test it.
Yep, that's correct.

The campaign uses that all the time in its event scripting for certain missions.
IST wrote:Even the worst individual needs to discover the joys of a chicken statue that is also a pregnant blonde housewife.

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