18,700
edits
m (→game (miscellaneous): hey kids, want to screw with your save-game file?) |
(clarified and elaborated on chr_super) |
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''If you provide an index number ("IN") higher than the available number of characters ("NC"), the engine will keep iterating through the available characters, wrapping around when it hits the end, until it has traversed IN characters. For instance if NC = 85 and you input chr_main_class(180), the engine will change your class to the index 10 (180-85-85).'' | ''If you provide an index number ("IN") higher than the available number of characters ("NC"), the engine will keep iterating through the available characters, wrapping around when it hits the end, until it has traversed IN characters. For instance if NC = 85 and you input chr_main_class(180), the engine will change your class to the index 10 (180-85-85).'' | ||
''The practical effect seems to be different than chr_set_class (besides the parameters). For example with chr_main_class(ninja_hard_1) your ninja will be | ''The practical effect seems to be different than chr_set_class (besides the parameters). For example with chr_main_class(ninja_hard_1) your ninja will be righthanded while with chr_set_class(0,ninja_hard_1) your ninja will be lefthanded. Another difference is that chr_main_class seem to disable the Daodan effect when using chr_super on the character itself.'' | ||
*chr_neutral [ai_name:string | script_id:int] passive:int{0 | 1} - stops an AI from thinking for itself - chr_neutral ParkStriker 1 | *chr_neutral [ai_name:string | script_id:int] passive:int{0 | 1} - stops an AI from thinking for itself - chr_neutral ParkStriker 1 | ||
*chr_nocollision [ai_name:string | script_id:int] on_off:int{0 | 1} - disables collision for a character - chr_nocollision 0 1 | *chr_nocollision [ai_name:string | script_id:int] on_off:int{0 | 1} - disables collision for a character - chr_nocollision 0 1 | ||
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''chr_showextent_globals must be on for this to work.'' | ''chr_showextent_globals must be on for this to work.'' | ||
*<span style="color:blue">chr_showextent_globals - shows the global parts of an attack animation's extent - chr_showextent 1</span> | *<span style="color:blue">chr_showextent_globals - shows the global parts of an attack animation's extent - chr_showextent 1</span> | ||
*chr_super [ai_name:string | script_id:int] super_amount:float - set's a character's super value | *chr_super [ai_name:string | script_id:int] super_amount:float - set's a character's super value | ||
''This sets a character's "<u>external</u> super" value, meaning their Daodan glow, but will not grant them any special powers such as Daodan overpower. It is used to give Konoko her Daodan glow in the Mountain Compound opening cutscene (she isn't granted overhealth until the cutscene ends). The super_amount value determines the brightness of the Daodan particles: consider the effective range to be 1-10. The Compound cutscene gives Konoko a glow of 1, and the cheat code "chenille" gives her a glow of 10.'' | |||
*chr_talk [ai_name:string | script_id:int] sound_name:string pre_pause:int post_pause:int [priority:string | ] - causes a character to play a line of dialogue - chr_talk victim_mansci_1 c02_62_11sci 0 0 | *chr_talk [ai_name:string | script_id:int] sound_name:string pre_pause:int post_pause:int [priority:string | ] - causes a character to play a line of dialogue - chr_talk victim_mansci_1 c02_62_11sci 0 0 | ||
*chr_teleport [ai_name:string | script_id:int] flag_id:int - teleports a character to a flag - chr_teleport 0 105 | *chr_teleport [ai_name:string | script_id:int] flag_id:int - teleports a character to a flag - chr_teleport 0 105 |