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Conversation fixes
https://www.xmoonproductions.org/viewtopic.php?f=27&t=3442
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Author:  modderman [ Sun Dec 07, 2014 10:37 pm ]
Post subject:  Re: Conversation fixes

I think WAIT_FINISH is string.

Author:  herts24 [ Mon Dec 08, 2014 12:38 am ]
Post subject:  Re: Conversation fixes

burning wrote:
herts24 wrote:
burning wrote:
This is a zip of the changed files. Instructions are in the readme.txt. I've included a patch file. Will that help, xpadmin?

How are you understanding some of the naming conventions. I understand the stuff like feedback.s or say.s, I can't quite figure out what WAIT_FINISH is in a statement like state.dyn.me.do.state2 = WAIT_FINISH;. Is there a place where these are assigned? Also, I'm not sure what to make of the RUN0 files, I'm guessing that's the order of the scenes?


Most constants are defined in init\std\base\lib\defines.dat
But WAIT_FINISH is internal it seems.

And yes, run*.dat files are in order of sequences. But it looks like the filenames are arbitrary, and must be defined in the code.
case (state.dyn.me.do.state)
{
[RUN00] run00_state();
[RUN0] run0_state();
[RUN1] run1_state();
[RUN2] run2_state();
[RUN3] run3_state();
[RUN4] run4_state();
[RUN5] run5_state();
[RUN6] run6_state();
[RUN7] run7_state();
[RUN8] run8_state();
[RUN9] run9_state();
[RUN10] run10_state();
[RUN11] run11_state();
}

Yeah, I noticed that file calls it. I'm really looking forward to some form of documentation, but the game is fun to mess with as it is.

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