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- diff -r 1.4.0/AI_NPC_Gst.evfl.txt 1.5.0/AI_NPC_Gst.evfl.txt
- 11a12,14
- > flow Prank():
- > run AI_NPC_Common::ContinueSpeak(EntryName='Root', FlowName='SNPC_gst')
- >
- diff -r 1.4.0/AI_NPC_Hgc.evfl.txt 1.5.0/AI_NPC_Hgc.evfl.txt
- 11c11
- < MainNpc.NpcChangeSpNpcTurnState('cSpNpcTurn', 'Root', 'SNPC_hgc', '', true, true, 30, 2, 0, 0, true, false, '', '')
- ---
- > MainNpc.NpcChangeSpNpcTurnState('cSpNpcTurn', 'Root', 'SNPC_hgc', '', true, true, 30, 1, 0, 0, true, false, '', '')
- diff -r 1.4.0/AI_NPC_Indoor.evfl.txt 1.5.0/AI_NPC_Indoor.evfl.txt
- 54,64c54,65
- < switch MainNpc.DevideCountDownState():
- < case 1, 2, 3, 4, 5:
- < run Sub_Event116()
- < case 6, 7:
- < MainNpc.SetNpcFeel('cHappy', -1)
- < run Sub_Event116()
- < case 8:
- < MainNpc.SetNpcFeel('cNormal', -1)
- < run Sub_Event116()
- < default:
- < return
- ---
- > if MainNpc.NpcIsMovingRoom() == 2:
- > switch MainNpc.DevideCountDownState():
- > case 1, 2, 3, 4, 5:
- > run Sub_Event116()
- > case 6, 7:
- > MainNpc.SetNpcFeel('cHappy', -1)
- > run Sub_Event116()
- > case 8:
- > MainNpc.SetNpcFeel('cNormal', -1)
- > run Sub_Event116()
- > default:
- > return
- 68a70,74
- > flow Halloween():
- > if (MainNpc.DevideHalloweenEventState() == 0) and (MainNpc.CheckNpcSchedule('cHalloween')):
- > MainNpc.NpcChangeAIState('cBlockWander', 'NNPC_Talk_Sequence', 'Root', '', true, true)
- > EventFlowSystemActor.ExitFlowchart()
- >
- 88a95
- > run Halloween()
- 144a152,155
- > flow Pumpking_Chk():
- > if (EventFlowSystemActor.EventCheck('Halloween') == 1) and (EventFlowSystemActor.PlayerIsEquipItem('cAll', false, true, 12987, 13002, 65534, 65534, 65534, 65534, 65534, 65534)) and (not MainNpc.EventFlags['cNpcMemory:HalloweenTerrifyFlag']):
- > EventFlowSystemActor.ExitFlowchart()
- >
- 181,182c192,195
- < if (not MainNpc.EventFlags['cNpcTemp:ForceFurnitureNow']) and (MainNpc.NpcHasFreeMessage('cFreeCFurniture')):
- < run AI_NPC_Common::ContinueSpeak(FlowName='NNPC_Talk_Force', EntryName='Talk_Furniture')
- ---
- > if not MainNpc.EventFlags['cNpcTemp:ForceFurnitureNow']:
- > run Pumpking_Chk()
- > if MainNpc.NpcHasFreeMessage('cFreeCFurniture'):
- > run AI_NPC_Common::ContinueSpeak(FlowName='NNPC_Talk_Force', EntryName='Talk_Furniture')
- 223c236
- < if MainNpc.EventFlags['cNpcMemory:HasAcquaintanceship']:
- ---
- > if (MainNpc.EventFlags['cNpcMemory:HasAcquaintanceship']) and (MainNpc.EventFlags['cNpcMemory:FirstMeetGreetAtThisVillage']):
- diff -r 1.4.0/AI_NPC_Outdoor.evfl.txt 1.5.0/AI_NPC_Outdoor.evfl.txt
- 20c20
- < if (not System.EventFlags['cPlayer:EnableEmoticonUI']) or ((MainNpc.EmoticonCanGet()) and (not System.EventFlags['cPlayer:GetEmoticonTodayFlag']) and ((System.EventFlags['cPlayer:NnpcApproachNoEmoticonCount'] >= 3) or (EventFlowSystemActor.PercentChoice(50)))):
- ---
- > if (not System.EventFlags['cPlayer:EnableEmoticonUI']) or (System.EventFlags['cPlayer:EnabledEmoticonIrregular']) or ((MainNpc.EmoticonCanGet()) and (not System.EventFlags['cPlayer:GetEmoticonTodayFlag']) and ((System.EventFlags['cPlayer:NnpcApproachNoEmoticonCount'] >= 3) or (EventFlowSystemActor.PercentChoice(50)))):
- 110c110
- < else:
- ---
- > elif MainNpc.EventFlags['cNpcTemp:CountdownFieldNpc']:
- 216,219c216,246
- < switch MainNpc.DevideFireWorksEventState():
- < case 1:
- < MainNpc.SetDefaultWaitAs('cDefault')
- < if MainNpc.EventFlags['cNpcTemp:GotoEventPlazaForCountdown']:
- ---
- > if MainNpc.EventFlags['cNpcTemp:FireworksFieldNpc']:
- > switch MainNpc.DevideFireWorksEventState():
- > case 1:
- > MainNpc.SetDefaultWaitAs('cDefault')
- > if MainNpc.EventFlags['cNpcTemp:GotoEventPlazaForCountdown']:
- > if MainNpc.EventFlags['cNpcTemp:FireworksAroundWater']:
- > MainNpc.NpcChangeAIState('cFireworksWanderWait', 'NNPC_Talk_Sequence', '', '', false, true)
- > EventFlowSystemActor.ExitFlowchart()
- > elif MainNpc.IsInEventPlazaArea(false):
- > MainNpc.EventFlags['cNpcTemp:GotoEventPlazaForCountdown'] = true
- > MainNpc.EventFlags['cNpcTemp:ArrivedInEventPlaza'] = true
- > if (MainNpc.CheckCurrentNpcAIState('cEventPlazaWanderWait') != 0) and (MainNpc.CheckCurrentNpcAIState('cEventPlazaWander') != 0):
- > MainNpc.NpcChangeAIState('cEventPlazaWander', 'NNPC_Talk_Sequence', '', '', false, true)
- > EventFlowSystemActor.ExitFlowchart()
- > else:
- > MainNpc.SetNpcTalkFlowName('NNPC_Talk_Sequence', 'Root')
- > EventFlowSystemActor.ExitFlowchart()
- > else:
- > MainNpc.NpcChangeGoToDestinationState('cGoToDestination', '', 'NNPC_Talk_Sequence', '', false, true, 2, -1, -1)
- > EventFlowSystemActor.ExitFlowchart()
- > elif MainNpc.IsInEventPlazaArea(false):
- > MainNpc.EventFlags['cNpcTemp:GotoEventPlazaForCountdown'] = true
- > MainNpc.EventFlags['cNpcTemp:FireworksAroundWater'] = false
- > MainNpc.EventFlags['cNpcTemp:ArrivedInEventPlaza'] = true
- > MainNpc.NpcChangeAIState('cEventPlazaWander', 'NNPC_Talk_Sequence', '', '', false, true)
- > EventFlowSystemActor.ExitFlowchart()
- > else:
- > MainNpc.NpcChangeAIState('cBlockWander', 'NNPC_Talk_Sequence', '', '', false, true)
- > EventFlowSystemActor.ExitFlowchart()
- > case 2:
- > MainNpc.SetDefaultWaitAs('cDefault')
- 235,253c262,273
- < elif MainNpc.IsInEventPlazaArea(false):
- < MainNpc.EventFlags['cNpcTemp:GotoEventPlazaForCountdown'] = true
- < MainNpc.EventFlags['cNpcTemp:FireworksAroundWater'] = false
- < MainNpc.EventFlags['cNpcTemp:ArrivedInEventPlaza'] = true
- < MainNpc.NpcChangeAIState('cEventPlazaWander', 'NNPC_Talk_Sequence', '', '', false, true)
- < EventFlowSystemActor.ExitFlowchart()
- < else:
- < MainNpc.NpcChangeAIState('cBlockWander', 'NNPC_Talk_Sequence', '', '', false, true)
- < EventFlowSystemActor.ExitFlowchart()
- < case 2:
- < MainNpc.SetDefaultWaitAs('cDefault')
- < if MainNpc.EventFlags['cNpcTemp:FireworksAroundWater']:
- < MainNpc.NpcChangeAIState('cFireworksWanderWait', 'NNPC_Talk_Sequence', '', '', false, true)
- < EventFlowSystemActor.ExitFlowchart()
- < elif MainNpc.IsInEventPlazaArea(false):
- < MainNpc.EventFlags['cNpcTemp:GotoEventPlazaForCountdown'] = true
- < MainNpc.EventFlags['cNpcTemp:ArrivedInEventPlaza'] = true
- < if (MainNpc.CheckCurrentNpcAIState('cEventPlazaWanderWait') != 0) and (MainNpc.CheckCurrentNpcAIState('cEventPlazaWander') != 0):
- < MainNpc.NpcChangeAIState('cEventPlazaWander', 'NNPC_Talk_Sequence', '', '', false, true)
- ---
- > case 3:
- > MainNpc.SetDefaultWaitAs('cDefault')
- > MainNpc.NpcChangeAIState('cFireworksStartWait', 'NNPC_Talk_Sequence', '', '', false, true)
- > run Sub_Event256()
- > case 4:
- > MainNpc.SetDefaultWaitAs('cDefault')
- > MainNpc.NpcChangeAIState('cFireworksStartReaction', 'NNPC_Talk_Sequence', '', '', false, false)
- > run Sub_Event256()
- > case 5:
- > MainNpc.SetDefaultWaitAs('cDefault')
- > run ResetFeel()
- > if MainNpc.NpcCheckStateSelectTiming('cChangeMainPlayer'):
- 256,284c276,279
- < MainNpc.SetNpcTalkFlowName('NNPC_Talk_Sequence', 'Root')
- < EventFlowSystemActor.ExitFlowchart()
- < else:
- < MainNpc.NpcChangeGoToDestinationState('cGoToDestination', '', 'NNPC_Talk_Sequence', '', false, true, 2, -1, -1)
- < EventFlowSystemActor.ExitFlowchart()
- < case 3:
- < MainNpc.SetDefaultWaitAs('cDefault')
- < MainNpc.NpcChangeAIState('cFireworksStartWait', 'NNPC_Talk_Sequence', '', '', false, true)
- < run Sub_Event256()
- < case 4:
- < MainNpc.SetDefaultWaitAs('cDefault')
- < MainNpc.NpcChangeAIState('cFireworksStartReaction', 'NNPC_Talk_Sequence', '', '', false, false)
- < run Sub_Event256()
- < case 5:
- < MainNpc.SetDefaultWaitAs('cDefault')
- < run ResetFeel()
- < if MainNpc.NpcCheckStateSelectTiming('cChangeMainPlayer'):
- < EventFlowSystemActor.ExitFlowchart()
- < else:
- < switch MainNpc.FireworksTalkPrevState():
- < case 0:
- < if MainNpc.NpcNowPosture() in (0, 2, 3):
- < if MainNpc.EventFlags['cNpcTemp:FireworksAroundWater']:
- < MainNpc.NpcChangeAIState('cFireworksWanderWait', 'NNPC_Talk_Sequence', 'Root', '', false, true)
- < EventFlowSystemActor.ExitFlowchart()
- < else:
- < if MainNpc.IsInEventPlazaArea(false):
- < MainNpc.EventFlags['cNpcTemp:FireworksAroundWater'] = false
- < MainNpc.EventFlags['cNpcTemp:ArrivedInEventPlaza'] = true
- ---
- > switch MainNpc.FireworksTalkPrevState():
- > case 0:
- > if MainNpc.NpcNowPosture() in (0, 2, 3):
- > if MainNpc.EventFlags['cNpcTemp:FireworksAroundWater']:
- 288,290c283,300
- < MainNpc.NpcChangeGoToDestinationState('cGoToDestination', 'Root', 'NNPC_Talk_Sequence', '', false, true, 2, -1, -1)
- < EventFlowSystemActor.ExitFlowchart()
- < else:
- ---
- > if MainNpc.IsInEventPlazaArea(false):
- > MainNpc.EventFlags['cNpcTemp:FireworksAroundWater'] = false
- > MainNpc.EventFlags['cNpcTemp:ArrivedInEventPlaza'] = true
- > MainNpc.NpcChangeAIState('cFireworksWanderWait', 'NNPC_Talk_Sequence', 'Root', '', false, true)
- > EventFlowSystemActor.ExitFlowchart()
- > else:
- > MainNpc.NpcChangeGoToDestinationState('cGoToDestination', 'Root', 'NNPC_Talk_Sequence', '', false, true, 2, -1, -1)
- > EventFlowSystemActor.ExitFlowchart()
- > else:
- > MainNpc.NpcChangeAIState('cFireworksSitBench', 'NNPC_Talk_Sequence', 'Root', '', false, false)
- > EventFlowSystemActor.ExitFlowchart()
- > case 1:
- > MainNpc.NpcChangeAIState('cPlayFirework', 'NNPC_Talk_Sequence', 'Root', '', false, false)
- > EventFlowSystemActor.ExitFlowchart()
- > case 2:
- > MainNpc.NpcChangeAIState('cLookFireworks', 'NNPC_Talk_Sequence', 'Root', '', false, false)
- > EventFlowSystemActor.ExitFlowchart()
- > case 3:
- 293,301c303,323
- < case 1:
- < MainNpc.NpcChangeAIState('cPlayFirework', 'NNPC_Talk_Sequence', 'Root', '', false, false)
- < EventFlowSystemActor.ExitFlowchart()
- < case 2:
- < MainNpc.NpcChangeAIState('cLookFireworks', 'NNPC_Talk_Sequence', 'Root', '', false, false)
- < EventFlowSystemActor.ExitFlowchart()
- < case 3:
- < MainNpc.NpcChangeAIState('cFireworksSitBench', 'NNPC_Talk_Sequence', 'Root', '', false, false)
- < EventFlowSystemActor.ExitFlowchart()
- ---
- > default:
- > return
- >
- > flow Halloween():
- > switch MainNpc.DevideHalloweenEventState():
- > case 0, 3:
- > MainNpc.SetDefaultWaitAs('cDefault')
- > MainNpc.SetNpcFeel('cNormal', -1)
- > MainNpc.NpcChangeBlockWanderState('cBlockWander', 'Root', 'NNPC_Talk_Sequence', '', false, true, false, 0, 1, 0, 0)
- > run Sub_Event289()
- > case 1:
- > MainNpc.SetDefaultWaitAs('cDefault')
- > MainNpc.SetNpcFeel('cNormal', -1)
- > MainNpc.NpcChangeGoToDestinationState('cGoToDestination', 'Root', 'NNPC_Talk_Sequence', '', false, true, 4, -1, -1)
- > run Sub_Event289()
- > case 2:
- > MainNpc.SetDefaultWaitAs('cDefault')
- > MainNpc.SetNpcFeel('cNormal', -1)
- > MainNpc.EventFlags['cNpcTemp:ArrivedInEventPlaza'] = true
- > MainNpc.NpcChangeAIState('cHalloweenSurprise', 'NNPC_Talk_Sequence', 'Root', '', false, false)
- > EventFlowSystemActor.ExitFlowchart()
- 332a355,357
- > flow Prank():
- > run AI_NPC_Common::ContinueSpeak(FlowName='NNPC_Talk_Force', EntryName='Talk_Halloween_Terrify')
- >
- 364c389
- < run Fireworks()
- ---
- > run SeasonEvent()
- 401a427,430
- > flow SeasonEvent():
- > run Fireworks()
- > run Halloween()
- >
- 419a449,452
- > local flow Sub_Event289():
- > MainNpc.EventFlags['cNpcTemp:ArrivedInEventPlaza'] = false
- > EventFlowSystemActor.ExitFlowchart()
- >
- 431,436c464,470
- < if EventFlowSystemActor.RandomChoiceExcludePrevious2(2, true) == 0:
- < # <50:3><110:29>!
- < MainNpc.NpcBalloonRequest('cAppearNear', 'System/Balloon/BLN_Approach:01_BO', '', 0)
- < else:
- < # Hey, <110:3>!
- < MainNpc.NpcBalloonRequest('cAppearNear', 'System/Balloon/BLN_Approach:02_BO', '', 0)
- ---
- > if MainNpc.DevideHalloweenEventState() == 4:
- > if EventFlowSystemActor.RandomChoiceExcludePrevious2(2, true) == 0:
- > # <50:3><110:29>!
- > MainNpc.NpcBalloonRequest('cAppearNear', 'System/Balloon/BLN_Approach:01_BO', '', 0)
- > else:
- > # Hey, <110:3>!
- > MainNpc.NpcBalloonRequest('cAppearNear', 'System/Balloon/BLN_Approach:02_BO', '', 0)
- Only in 1.5.0: AI_NPC_Pkn.evfl.txt
- diff -r 1.4.0/AI_NPC_Rco.evfl.txt 1.5.0/AI_NPC_Rco.evfl.txt
- 227,235c227,238
- < if EventFlowSystemActor.SystemCheckNowStage('cField'):
- < switch EventFlowSystemActor.EventBranch(false, 0):
- < case `None`, `FishingConvention`, `InsectConvention`, `Easter`, `Fireworks`, `Halloween`, `Unknown7`:
- < run Sub_grp_Event18()
- < case `Countdown`:
- < MainNpc.NpcChangeSpNpcTurnState('cSpNpcTurn', 'Root', 'SNPC_rco_GEvent_Countdown', '', true, true, 30, 2, 0, 0, true, false, '', '')
- < MainNpc.NpcAISetting(8, true)
- < default:
- < return
- ---
- > if (EventFlowSystemActor.SystemCheckNowStage('cField')) and (EventFlowSystemActor.EventBranch(false, 0) not in (`None`, `FishingConvention`, `InsectConvention`, `Easter`, `Fireworks`, `Halloween`, `Unknown7`, `Unknown8`)):
- > MainNpc.NpcChangeSpNpcTurnState('cSpNpcTurn', 'Root', 'SNPC_rco_GEvent_Countdown', '', true, true, 30, 2, 0, 0, true, false, '', '')
- > MainNpc.NpcAISetting(8, true)
- > elif not MainNpc.NpcCheckStateSelectTiming('cInit'):
- > if EventFlowSystemActor.SystemCheckNowStage('cIdrOffice'):
- > MainNpc.NpcChangeAIState('cOfficeWait', 'SNPC_rco', 'Root', '', true, true)
- > if MainNpc.NpcCheckStateSelectTiming('cTalkEnd'):
- > MainNpc.NpcAISetExitStrc('Greeting', 'cTriggerType_ExitStrc', 0)
- > else:
- > MainNpc.NpcChangeSpNpcTurnState('cSpNpcTurn', 'Root', 'SNPC_rco', '', true, true, 30, 2, 0, 0, true, false, '', '')
- > elif EventFlowSystemActor.NetIsConnected():
- > run AI_Rco_NormalTalk()
- 237c240,255
- < run Sub_grp_Event18()
- ---
- > if (EventFlowSystemActor.OfficeLevel() in (`ResServiceTent0`, `ResServiceTent1`)) and (System.EventFlags['cPlayer:MakeVillagePlayerFlag']):
- > run System_MigrantsQuestProcess::ImmQClearChk()
- > if EventFlowSystemActor.IsSharePlay(0):
- > run AI_Rco_NormalTalk()
- > elif not System.EventFlags['cPlayer:RcoTalked1stAfterPrologue']:
- > run Rco_Force_FirstVisit()
- > elif EventFlowSystemActor.OfficeLevel() in (`ResServiceTent0`, `ResServiceTent1`):
- > run AI_Rco_Disable_OfficeFirstTalk()
- > elif System.EventFlags['cPlayer:RcoFirstTalkNewOffice']:
- > run AI_Rco_Disable_OfficeFirstTalk()
- > elif System.EventFlags['cPlayer:SzaTalkFirstNotOffice']:
- > run AI_Rco_Disable_OfficeFirstTalk()
- > elif EventFlowSystemActor.EventCheck('Fireworks') in (0, 1, 2):
- > run AI_Rco_Disable_OfficeFirstTalk()
- > else:
- > run Rco_Force_OfficeFirstTalk()
- 268,295d285
- <
- < local flow Sub_grp_Event18():
- < if not MainNpc.NpcCheckStateSelectTiming('cInit'):
- < if EventFlowSystemActor.SystemCheckNowStage('cIdrOffice'):
- < MainNpc.NpcChangeAIState('cOfficeWait', 'SNPC_rco', 'Root', '', true, true)
- < if MainNpc.NpcCheckStateSelectTiming('cTalkEnd'):
- < MainNpc.NpcAISetExitStrc('Greeting', 'cTriggerType_ExitStrc', 0)
- < else:
- < MainNpc.NpcChangeSpNpcTurnState('cSpNpcTurn', 'Root', 'SNPC_rco', '', true, true, 30, 2, 0, 0, true, false, '', '')
- < elif EventFlowSystemActor.NetIsConnected():
- < run AI_Rco_NormalTalk()
- < else:
- < if (EventFlowSystemActor.OfficeLevel() in (`ResServiceTent0`, `ResServiceTent1`)) and (System.EventFlags['cPlayer:MakeVillagePlayerFlag']):
- < run System_MigrantsQuestProcess::ImmQClearChk()
- < if EventFlowSystemActor.IsSharePlay(0):
- < run AI_Rco_NormalTalk()
- < elif not System.EventFlags['cPlayer:RcoTalked1stAfterPrologue']:
- < run Rco_Force_FirstVisit()
- < elif EventFlowSystemActor.OfficeLevel() in (`ResServiceTent0`, `ResServiceTent1`):
- < run AI_Rco_Disable_OfficeFirstTalk()
- < elif System.EventFlags['cPlayer:RcoFirstTalkNewOffice']:
- < run AI_Rco_Disable_OfficeFirstTalk()
- < elif System.EventFlags['cPlayer:SzaTalkFirstNotOffice']:
- < run AI_Rco_Disable_OfficeFirstTalk()
- < elif EventFlowSystemActor.EventCheck('Fireworks') in (0, 1, 2):
- < run AI_Rco_Disable_OfficeFirstTalk()
- < else:
- < run Rco_Force_OfficeFirstTalk()
- diff -r 1.4.0/Demo_PublicAnnouncement_00_Cmn.evfl.txt 1.5.0/Demo_PublicAnnouncement_00_Cmn.evfl.txt
- 25c25,29
- < elif System.EventFlags['cLand:TkkFirstLiveReserved']:
- ---
- > elif not System.EventFlags['cLand:TkkFirstLiveReserved']:
- > run Demo_PublicAnnouncement_40_CmnNoNews::Root()
- > elif System.EventFlags['cPlayer:TkkFirstLiveJoined']:
- > run Demo_PublicAnnouncement_40_CmnNoNews::Root()
- > else:
- 29,30d32
- < else:
- < run Demo_PublicAnnouncement_40_CmnNoNews::Root()
- 70c72,76
- < elif System.EventFlags['cLand:TkkFirstLiveReserved']:
- ---
- > elif not System.EventFlags['cLand:TkkFirstLiveReserved']:
- > run Skip_TkkFirstLive()
- > elif System.EventFlags['cPlayer:TkkFirstLiveJoined']:
- > run Skip_TkkFirstLive()
- > else:
- 74,76d79
- < elif SubflowResults@4[4] in (1, 2, 3):
- < # RANDOM: That's all for now. I hope you all enjo… // That's all for today… Have a fun day ou… // And with that, I'll get back to work su…
- < MainNpc.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_01_Sza:901', true)
- 93a97,101
- >
- > flow Skip_TkkFirstLive():
- > if SubflowResults@4[4] in (1, 2, 3):
- > # RANDOM: That's all for now. I hope you all enjo… // That's all for today… Have a fun day ou… // And with that, I'll get back to work su…
- > MainNpc.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_01_Sza:901', true)
- diff -r 1.4.0/Demo_PublicAnnouncement_40_CmnNoNews.evfl.txt 1.5.0/Demo_PublicAnnouncement_40_CmnNoNews.evfl.txt
- 80a81,83
- > flow Return_SzaNoNews_Normal():
- > run Event117()
- >
- 189a193
- > entrypoint Event117:
- diff -r 1.4.0/Demo_PublicAnnouncement_50_CmnGEventInfo.evfl.txt 1.5.0/Demo_PublicAnnouncement_50_CmnGEventInfo.evfl.txt
- 97a98,189
- > flow Halloween_Pre_Rco():
- > if (EventFlowSystemActor.GlobalEventNow('Halloween', 'cReadyOnly', false)) and (not System.EventFlags['cPlayer:PAnnounceHalloween']):
- > if System.EventFlags['cPlayerTemp:PublicAnnounceDiveFish']:
- > # **Also…**
- > MainNpc.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_00_Rco:031', false)
- > # **October is here, and that means it's Halloween season. And what would Halloween be without pumpkins, hm? Now, pumpkins aren't just for eating. No, …
- > MainNpc.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_00_Rco:048_01', false)
- > if EventFlowSystemActor.ShopLevel() == `InResServiceTent`:
- > if System.EventFlags['cLand:PeddlingAvailableSlo']:
- > # **Both Leif and Timmy have begun selling pumpkin starts. They'll help you get…started growing some! Also, Timmy now has candy for sale. I highly sugg…
- > MainNpc.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_00_Rco:048_02_01', false)
- > else:
- > # **Timmy tells me he's begun selling pumpkin starts, so stop by, and he can get you…started growing some! He also says he has candy for sale. While yo…
- > MainNpc.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_00_Rco:048_03_01', false)
- > else:
- > if System.EventFlags['cLand:PeddlingAvailableSlo']:
- > # **Both Leif and Nook's Cranny have begun selling pumpkin starts. They can get you…started growing some! Also, Nook's Cranny now has candy for sale. I…
- > MainNpc.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_00_Rco:048_02', false)
- > else:
- > # **Nook's Cranny has begun selling pumpkin starts. Stop by, and they'll get you…started growing some! They also have candy for sale now, so while you'…
- > MainNpc.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_00_Rco:048_03', false)
- > # **I'm also looking forward to seeing everyone's costumes, hm! Be sure to have your costumes ready before Halloween on the 31st. Yes, yes! You won't w…
- > MainNpc.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_00_Rco:048_06', false)
- > System.EventFlags['cPlayer:PAnnounceHalloween'] = true
- > SubflowResults[15] = 1
- >
- > flow Halloween_Pre_Sza():
- > if (EventFlowSystemActor.GlobalEventNow('Halloween', 'cReadyOnly', false)) and (not System.EventFlags['cPlayer:PAnnounceHalloween']):
- > if System.EventFlags['cPlayerTemp:PublicAnnounceDiveFish']:
- > # Also!
- > MainNpc.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_01_Sza:031', false)
- > # I just love October. Well, actually, I just love Halloween! Costumes, candy, and, best of all…pumpkins! Pumpkins aren't just for eating, of course. Y…
- > MainNpc.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_01_Sza:008_08_01', false)
- > if System.EventFlags['cLand:PeddlingAvailableSlo']:
- > # I've heard that Nook's Cranny and Leif are now selling pumpkin starts. I hope everyone starts growing them! Wouldn't it be wonderful to see pumpkins …
- > MainNpc.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_01_Sza:008_08_02', false)
- > else:
- > # I've heard that Nook's Cranny is now selling pumpkin starts. I'd love to see them growing all over the island. And you'll be able to buy candy too! B…
- > MainNpc.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_01_Sza:008_08_03', false)
- > # I'm really looking forward to seeing everyone's Halloween costumes! Don't forget to have all of your silly and scary outfits and accessories ready be…
- > MainNpc.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_01_Sza:008_08_07', false)
- > System.EventFlags['cPlayer:PAnnounceHalloween'] = true
- > SubflowResults[15] = 1
- >
- > flow Halloween_Rco():
- > if EventFlowSystemActor.GlobalEventNow('Halloween', 'cMainOnly', false):
- > switch EventFlowSystemActor.EventCheck('Halloween'):
- > case 0:
- > run Halloween_conjunction_Rco()
- > # **Halloween is tonight, and from 5 PM to midnight, we're throwing an event to celebrate! Everyone wearing a costume will be passing around candy, so …
- > MainNpc.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_00_Rco:048_04', false)
- > run Sub_Event214()
- > case 1:
- > run Halloween_conjunction_Rco()
- > # **It's Halloween, and from now until midnight, we're having an event to celebrate! Everyone is in their costumes and passing around candy, so please …
- > MainNpc.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_00_Rco:048_05', false)
- > System.EventFlags['cLand:TownNewsHeardEventStarted'] = true
- > run Sub_Event214()
- > case 2:
- > System.EventFlags['cPlayer:AnnounceHalloween'] = true
- > default:
- > return
- >
- > flow Halloween_Sza():
- > if EventFlowSystemActor.GlobalEventNow('Halloween', 'cMainOnly', false):
- > switch EventFlowSystemActor.EventCheck('Halloween'):
- > case 0:
- > run Halloween_conjunction_Sza()
- > # Tonight from 5 PM to 12 midnight, we'll be treating you to a Halloween event. And, no, this is not a trick! Everyone will be dressed up or will give …
- > MainNpc.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_01_Sza:008_08_04', false)
- > run Sub_Event185()
- > case 1:
- > run Halloween_conjunction_Sza()
- > # Until 12 midnight tonight, we'll be treating you to a special Halloween event. And, no, this is not a trick! Everyone will be dressed up or will give…
- > MainNpc.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_01_Sza:008_08_05', false)
- > System.EventFlags['cLand:TownNewsHeardEventStarted'] = true
- > run Sub_Event185()
- > case 2:
- > System.EventFlags['cPlayer:AnnounceHalloween'] = true
- > default:
- > return
- >
- > flow Halloween_conjunction_Rco():
- > if System.EventFlags['cPlayerTemp:PublicAnnounceDiveFish']:
- > # **Also…**
- > MainNpc.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_00_Rco:031', false)
- >
- > flow Halloween_conjunction_Sza():
- > if System.EventFlags['cPlayerTemp:PublicAnnounceDiveFish']:
- > # Also!
- > MainNpc.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_01_Sza:031', false)
- >
- 170a263,264
- > run Halloween_Pre_Rco()
- > run Halloween_Rco()
- 178a273,274
- > run Halloween_Pre_Sza()
- > run Halloween_Sza()
- 199a296,305
- > SubflowResults[15] = 1
- >
- > local flow Sub_Event185():
- > # Sadly, I won't be able to take part from behind my desk, but this hat has plenty of Halloween spirit.
- > MainNpc.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_01_Sza:008_08_06', false)
- > System.EventFlags['cPlayer:AnnounceHalloween'] = true
- > SubflowResults[15] = 1
- >
- > local flow Sub_Event214():
- > System.EventFlags['cPlayer:AnnounceHalloween'] = true
- diff -r 1.4.0/Demo_PublicAnnouncement_EventStart.evfl.txt 1.5.0/Demo_PublicAnnouncement_EventStart.evfl.txt
- 5a6,8
- > if EventFlowSystemActor.GlobalEventNow('Halloween', 'cMainOnly', false):
- > EventFlowSystemActor.SetNpcAIBlackBoardByLabel('AfterAnnouncement', 1, 'pkn', 0)
- > EventFlowSystemActor.SetNpcAIBlackBoardByLabel('ForceVisible', 1, 'pkn', 1)
- 129a133,150
- > case `Halloween`:
- > if System.EventFlags['cLand:BuiltTownOffice']:
- > run PrepareDemo()
- > if EventFlowSystemActor.EnvHourCompare(18, -1, true, true) == 0:
- > # **Hello, everyone! The Halloween event is now underway!**<10:7:00b40000>
- > EventFlowSystemActor.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_EventStart:HalloweenStart_01', true)
- > else:
- > # **Hello, everyone! The Halloween event is in full swing!**<10:7:00b40000>
- > EventFlowSystemActor.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_EventStart:HalloweenStart_02', true)
- > else:
- > run PrepareDemoRco()
- > if EventFlowSystemActor.EnvHourCompare(18, -1, true, true) == 0:
- > # **Hello, hello! The Halloween event is now live. Yes, yes!**<10:7:00b40000>
- > EventFlowSystemActor.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_EventStart:HalloweenStart', true)
- > else:
- > # **Hello, hello! The Halloween event is well underway…and quite lively!**<10:7:00b40000>
- > EventFlowSystemActor.OpenMessageWindow('TalkSNpc/PublicAnnouncement/SP_PublicAnnouncement_EventStart:HalloweenStart_00', true)
- > run Cmn_AnnounceEnd()
- diff -r 1.4.0/Demo_PublicAnnouncement.evfl.txt 1.5.0/Demo_PublicAnnouncement.evfl.txt
- 75c75,79
- < if System.EventFlags['cLand:TkkFirstLiveReserved']:
- ---
- > if not System.EventFlags['cLand:TkkFirstLiveReserved']:
- > run Skip_TkkFirstLive()
- > elif System.EventFlags['cPlayer:TkkFirstLiveJoined']:
- > run Skip_TkkFirstLive()
- > else:
- 80,84d83
- < else:
- < run SzaPostAction()
- < EventFlowSystemActor.BGMPropertyControl(51)
- < EventFlowSystemActor.SoundDuckingOff(21)
- < EventFlowSystemActor.SystemRequestChangeStage('cMainFieldPlayerHouse', 'cCircle', 'cCircle', 'cBlack', 0.800000011920929, 0.800000011920929)
- 104a104,109
- >
- > flow Skip_TkkFirstLive():
- > run SzaPostAction()
- > EventFlowSystemActor.BGMPropertyControl(51)
- > EventFlowSystemActor.SoundDuckingOff(21)
- > EventFlowSystemActor.SystemRequestChangeStage('cMainFieldPlayerHouse', 'cCircle', 'cCircle', 'cBlack', 0.800000011920929, 0.800000011920929)
- diff -r 1.4.0/Demo_PublicAnnouncement_Process.evfl.txt 1.5.0/Demo_PublicAnnouncement_Process.evfl.txt
- 25,40c25,36
- < switch EventFlowSystemActor.EventBranch(false, 0):
- < case `None`, `FishingConvention`, `InsectConvention`, `Easter`, `Fireworks`, `Halloween`, `Unknown7`:
- < if not System.EventFlags['cPlayer:StandByRcoVisitMyHomeAfterTkkFirstLive']:
- < System.EventFlags['cPlayer:StandByPhoneCallIslandCreater'] = true
- < System.EventFlags['cPlayer:StandByGameStartPhoneCall'] = true
- < elif EventFlowSystemActor.PlayerHouseLevel() == `Homeless`:
- < System.EventFlags['cPlayer:StandByRcoVisitMyHomeAfterTkkFirstLive'] = false
- < System.EventFlags['cPlayer:StandByPhoneCallIslandCreater'] = true
- < System.EventFlags['cPlayer:StandByGameStartPhoneCall'] = true
- < EventFlowSystemActor.SelectRewardItemDirect(4318, 1, 'cVillageRemakePattern', 0)
- < EventFlowSystemActor.SystemMailSend('cRco', 'MAIL_SNpc_rco', 'cFastToday', 'cReward', 'cNone', false, 4)
- < case `Countdown`:
- < System.EventFlags['cPlayer:StandByPhoneCallIslandCreater'] = false
- < System.EventFlags['cPlayer:StandByGameStartPhoneCall'] = false
- < default:
- < return
- ---
- > if EventFlowSystemActor.GlobalEventNow('Countdown', 'cMainOnly', false):
- > System.EventFlags['cPlayer:StandByPhoneCallIslandCreater'] = false
- > System.EventFlags['cPlayer:StandByGameStartPhoneCall'] = false
- > elif not System.EventFlags['cPlayer:StandByRcoVisitMyHomeAfterTkkFirstLive']:
- > System.EventFlags['cPlayer:StandByPhoneCallIslandCreater'] = true
- > System.EventFlags['cPlayer:StandByGameStartPhoneCall'] = true
- > elif EventFlowSystemActor.PlayerHouseLevel() == `Homeless`:
- > System.EventFlags['cPlayer:StandByRcoVisitMyHomeAfterTkkFirstLive'] = false
- > System.EventFlags['cPlayer:StandByPhoneCallIslandCreater'] = true
- > System.EventFlags['cPlayer:StandByGameStartPhoneCall'] = true
- > EventFlowSystemActor.SelectRewardItemDirect(4318, 1, 'cVillageRemakePattern', 0)
- > EventFlowSystemActor.SystemMailSend('cRco', 'MAIL_SNpc_rco', 'cFastToday', 'cReward', 'cNone', false, 4)
- diff -r 1.4.0/NNPC_ApproachA_Emoticons.evfl.txt 1.5.0/NNPC_ApproachA_Emoticons.evfl.txt
- 6a7
- > System.EventFlags['cPlayer:EnabledEmoticonIrregular'] = false
- diff -r 1.4.0/NNPC_ApproachB_NickName.evfl.txt 1.5.0/NNPC_ApproachB_NickName.evfl.txt
- 68c68,75
- < if EventFlowSystemActor.GeneralTalkChoice2() == 0:
- ---
- > if EventFlowSystemActor.GeneralTalkChoice2() != 0:
- > run Retype()
- > elif MainNpc.IsEqualPlayerNameAndSwkbdInput():
- > # "PLAYER"?! So, um, you want your new nickname to be just your name? OK, then that's what I'll call you! Let me take a practice run at it… Hi, PLAYER!…
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Approach/BO_ApproachB_NickName:111', false)
- > EventFlowSystemActor.SaveSetFromUIResult('cNickname')
- > MainNpc.EventFlags['cNpcMemory:InputNickname'] = false
- > else:
- 73,74d79
- < else:
- < run Retype()
- diff -r 1.4.0/NNPC_Dream.evfl.txt 1.5.0/NNPC_Dream.evfl.txt
- 15c15
- < elif MainNpc.EventFlags['cNpcMemory:TalkedAsSameVillageResident']:
- ---
- > elif MainNpc.IsLivingMyLandNpcForDream():
- 21c21
- < elif MainNpc.EventFlags['cNpcMemory:TalkedAsSameVillageResident']:
- ---
- > elif MainNpc.IsLivingMyLandNpcForDream():
- diff -r 1.4.0/NNPC_FreeA.evfl.txt 1.5.0/NNPC_FreeA.evfl.txt
- 32a33
- > run SpecialMake()
- 100a102,110
- >
- > flow SpecialMake():
- > if (not System.EventFlags['cPlayerTemp:TalkSpecialMakeNow']) and (System.EventFlags['cPlayer:SpecialMakeChanged']):
- > # RANDOM: Something's different about you today…b… // You're looking like a whole new <110:3>… // That's a real neat look for your face! …
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Free/BO_FreeA_ClothesP:501', false)
- > System.EventFlags['cPlayerTemp:TalkSpecialMakeNow'] = true
- > EventFlowSystemActor.ExitFlowchart()
- > else:
- > return
- diff -r 1.4.0/NNPC_FreeEF.evfl.txt 1.5.0/NNPC_FreeEF.evfl.txt
- 13,14c13,14
- < if System.EventFlags['cLand:AnyGlobalEventFinished']:
- < MainNpc.NpcOpenFreeMessage('cFreeEEvent')
- ---
- > if (not System.EventFlags['cLand:AnyGlobalEventFinished']) and (not EventFlowSystemActor.EnvCheckBetweenDate(10, 26, 10, 30, 'cLastGrowUpTime')):
- > MainNpc.NpcOpenFreeMessage('cFreeEEventFirst')
- 17c17
- < MainNpc.NpcOpenFreeMessage('cFreeEEventFirst')
- ---
- > MainNpc.NpcOpenFreeMessage('cFreeEEvent')
- 29a30
- > run MultiDayEvent_Halloween()
- 102a104,121
- >
- > flow MultiDayEvent_Halloween():
- > if (EventFlowSystemActor.GlobalEventNow('Halloween', 'cReadyOnly', false)) and (not EventFlowSystemActor.HalloweenFtrNum(3)):
- > if EventFlowSystemActor.HalloweenFtrNum(8):
- > # Hey! Y'know what I just saw? Someone's been putting out Halloween decorations! That's gonna REALLY help me remember what month it is. It's harder tha…
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Free/BO_FreeF_Halloween:100', false)
- > else:
- > if EventFlowSystemActor.HalloweenFtrNum(15):
- > # Lotta Halloween decorations popping up around here lately. It's kinda cool! What do you think of the idea that ghosts put them out while we're not wa…
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Free/BO_FreeF_Halloween:101', false)
- > elif EventFlowSystemActor.HalloweenFtrNum(30):
- > # Seein' the Halloween stuff all over ISLAND sure is gettin' me ready for the big night! I mean, as much as I ever can be. Just gotta remember it's not…
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Free/BO_FreeF_Halloween:102', false)
- > else:
- > # Did I wake up this morning in a pumpkin patch, or are we still on ISLAND? It's never been more Halloween-y around here, that's for sure! Candy haul, …
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Free/BO_FreeF_Halloween:103', false)
- > System.EventFlags['cPlayer:TalkFreeMultiDayEventTodayFlag'] = true
- > EventFlowSystemActor.ExitFlowchart()
- diff -r 1.4.0/NNPC_GEvent_BirthdayN_H.evfl.txt 1.5.0/NNPC_GEvent_BirthdayN_H.evfl.txt
- 210c210
- < elif not MainNpc.EventFlags['cNpcMemory:HasAcquaintanceship']:
- ---
- > elif not ((MainNpc.EventFlags['cNpcMemory:HasAcquaintanceship']) and (MainNpc.EventFlags['cNpcMemory:FirstMeetGreetAtThisVillage'])):
- 232c232
- < elif not MainNpc.EventFlags['cNpcMemory:HasAcquaintanceship']:
- ---
- > elif not ((MainNpc.EventFlags['cNpcMemory:HasAcquaintanceship']) and (MainNpc.EventFlags['cNpcMemory:FirstMeetGreetAtThisVillage'])):
- Only in 1.5.0: NNPC_GEvent_Halloween.evfl.txt
- diff -r 1.4.0/NNPC_HA_Conv_FU.evfl.txt 1.5.0/NNPC_HA_Conv_FU.evfl.txt
- 80c80
- < # Uh… Careful doing that. Sometimes you can flex too hard and, um…fire off a little glute toot. Wouldn't wanna, y'know, spook the others, <110:5>…
- ---
- > # Uh… Careful doing that. Sometimes you can flex too hard and, um…fire off a little glute toot.
- diff -r 1.4.0/NNPC_Quest_Delivery_Give.evfl.txt 1.5.0/NNPC_Quest_Delivery_Give.evfl.txt
- 10,12c10,16
- < if (MainNpc.QuestFlags['cDeliveryItemOpen']) and (not EventFlowSystemActor.UISelectedItemIsWrapping('cItemSelect')):
- < MainNpc.NpcAddFriendship(1)
- < run NNPC_Quest_Delivery_End::OpenEnd()
- ---
- > if MainNpc.QuestFlags['cDeliveryItemOpen']:
- > if EventFlowSystemActor.UISelectedItemIsWrapping('cItemSelect'):
- > MainNpc.QuestFlags['cDeliveryWrappingAgain'] = true
- > run Sub_Event102()
- > else:
- > MainNpc.NpcAddFriendship(1)
- > run NNPC_Quest_Delivery_End::OpenEnd()
- 14,15c18,29
- < MainNpc.NpcAddFriendship(3)
- < switch MainNpc.DeliveryQuestType():
- ---
- > run Sub_Event102()
- > else:
- > # A huh huh huh, or not!
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:002', false)
- >
- > local flow Sub_Event102():
- > MainNpc.NpcAddFriendship(3)
- > switch MainNpc.DeliveryQuestType():
- > case 0:
- > # Is this the same one I let <115:1:cd01> borrow?
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:003', false)
- > switch MainNpc.CheckClientNpcLook():
- 17,19c31,74
- < # Is this the same one I let <115:1:cd01> borrow?
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:003', false)
- < switch MainNpc.CheckClientNpcLook():
- ---
- > # Oh man! It's wrapped up real pretty! Feels kinda like I'm getting a gift, a huh huh! Hang on… Is this really the one that I lent her?
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:101', false)
- > case 1:
- > # Wow, the wrapping is real cute!
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:102', false)
- > case 2:
- > # Mmm… Sniff sniff sniff… It smells like flowers! A huh huh huh…
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:103', false)
- > case 3:
- > # I never think she will, but she always returns my stuff!
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:104', false)
- > case 4:
- > # Oh! He remembered! I thought he'd totally forgotten! Heck, I'D totally forgotten!
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:105', false)
- > case 5:
- > # Huh. Knowing that dude, he was probably using it for <135:6:cd00> practice or something!
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:106', false)
- > case 6:
- > # The dude kinda scares me a little bit, but he really keeps his word!
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:107', false)
- > case 7:
- > # Wow! It's wrapped up so nice! Like it's from a fancy store, maybe!
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:108', false)
- > switch MainNpc.CheckNpcFavorLevel():
- > case 0, 1:
- > run Sub_grp_Event125()
- > case 2, 3:
- > if EventFlowSystemActor.PercentChoice(20):
- > run Sub_grp_Event125()
- > else:
- > run TypeA()
- > case 4, 5:
- > run TypeA()
- > case 1:
- > # Huh? I left something behind? What is it?
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:004', false)
- > switch MainNpc.CheckNpcFavorLevel():
- > case 0, 1:
- > if EventFlowSystemActor.PercentChoice(70):
- > run Sub_grp_Event128()
- > else:
- > run TypeB()
- > case 2, 3:
- > switch EventFlowSystemActor.PercentChoice3(20, 10, 70):
- 21,22c76
- < # Oh man! It's wrapped up real pretty! Feels kinda like I'm getting a gift, a huh huh! Hang on… Is this really the one that I lent her?
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:101', false)
- ---
- > run Sub_grp_Event128()
- 24,25c78
- < # Wow, the wrapping is real cute!
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:102', false)
- ---
- > run TypeB()
- 27,71d79
- < # Mmm… Sniff sniff sniff… It smells like flowers! A huh huh huh…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:103', false)
- < case 3:
- < # I never think she will, but she always returns my stuff!
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:104', false)
- < case 4:
- < # Oh! He remembered! I thought he'd totally forgotten! Heck, I'D totally forgotten!
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:105', false)
- < case 5:
- < # Huh. Knowing that dude, he was probably using it for <135:6:cd00> practice or something!
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:106', false)
- < case 6:
- < # The dude kinda scares me a little bit, but he really keeps his word!
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:107', false)
- < case 7:
- < # Wow! It's wrapped up so nice! Like it's from a fancy store, maybe!
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:108', false)
- < switch MainNpc.CheckNpcFavorLevel():
- < case 0, 1:
- < run NNPC_Quest_Delivery_End::QuizEnd()
- < case 2, 3:
- < if EventFlowSystemActor.PercentChoice(20):
- < run NNPC_Quest_Delivery_End::QuizEnd()
- < else:
- < run Sub_Event93()
- < case 4, 5:
- < run Sub_Event93()
- < case 1:
- < # Huh? I left something behind? What is it?
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:004', false)
- < switch MainNpc.CheckNpcFavorLevel():
- < case 0, 1:
- < if EventFlowSystemActor.PercentChoice(70):
- < run Sub_Event32()
- < else:
- < run Sub_Event71()
- < case 2, 3:
- < switch EventFlowSystemActor.PercentChoice3(20, 10, 70):
- < case 0:
- < run Sub_Event32()
- < case 1:
- < run Sub_Event71()
- < case 2:
- < run Sub_Event6()
- < case 4, 5:
- 73,90c81,98
- < case 2:
- < # You gotta be kidding! My package was delivered to <115:1:cd01>'s place?
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:005', false)
- < switch MainNpc.CheckNpcFavorLevel():
- < case 0, 1:
- < if EventFlowSystemActor.PercentChoice(30):
- < run Sub_Event40()
- < else:
- < run Sub_Event124()
- < case 2, 3:
- < switch EventFlowSystemActor.PercentChoice3(10, 20, 70):
- < case 0:
- < run Sub_Event40()
- < case 1:
- < run Sub_Event124()
- < case 2:
- < run Sub_Event37()
- < case 4, 5:
- ---
- > case 4, 5:
- > run Sub_Event6()
- > case 2:
- > # You gotta be kidding! My package was delivered to <115:1:cd01>'s place?
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:005', false)
- > switch MainNpc.CheckNpcFavorLevel():
- > case 0, 1:
- > if EventFlowSystemActor.PercentChoice(30):
- > run Sub_Event40()
- > else:
- > run Sub_Event124()
- > case 2, 3:
- > switch EventFlowSystemActor.PercentChoice3(10, 20, 70):
- > case 0:
- > run Sub_Event40()
- > case 1:
- > run Sub_Event124()
- > case 2:
- 92,102c100,109
- < case 3:
- < # This is from <115:1:cd01>? And it's a present for me? Aww man, that's cool!
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:006', false)
- < run Sub_Event50()
- < case 4:
- < # Huh? It's a present from <115:1:cd01>? But why? Ohhh, 'cause of the other day?
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:007', false)
- < run Sub_Event50()
- < else:
- < # A huh huh huh, or not!
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:002', false)
- ---
- > case 4, 5:
- > run Sub_Event37()
- > case 3:
- > # This is from <115:1:cd01>? And it's a present for me? Aww man, that's cool!
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:006', false)
- > run Sub_Event50()
- > case 4:
- > # Huh? It's a present from <115:1:cd01>? But why? Ohhh, 'cause of the other day?
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:007', false)
- > run Sub_Event50()
- 118,122d124
- < local flow Sub_Event32():
- < # Hmm… You sure? I don't remember forgetting anything…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:202', false)
- < run NNPC_Quest_Delivery_End::QuizEnd()
- <
- 278c280,302
- < local flow Sub_Event71():
- ---
- > local flow Sub_grp_Event125():
- > if MainNpc.QuestFlags['cDeliveryItemOpen']:
- > run TypeA()
- > else:
- > run NNPC_Quest_Delivery_End::QuizEnd()
- >
- > local flow Sub_grp_Event128():
- > if MainNpc.QuestFlags['cDeliveryItemOpen']:
- > run TypeB()
- > else:
- > # Hmm… You sure? I don't remember forgetting anything…
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:202', false)
- > run NNPC_Quest_Delivery_End::QuizEnd()
- >
- > flow TypeA():
- > MainNpc.SetDeliveryItemApplySave()
- > MainNpc.NpcDelivery(3, 'Default')
- > # Thanks for delivering this! Tell <115:1:cd01> I said thanks too, <110:5>!
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:109', false)
- > MainNpc.QuestFlags['cDeliveryEnd'] = true
- > MainNpc.EventFlags['cNpcMemory:StoodUpFlag'] = false
- >
- > flow TypeB():
- 294,301d317
- < MainNpc.EventFlags['cNpcMemory:StoodUpFlag'] = false
- <
- < local flow Sub_Event93():
- < MainNpc.SetDeliveryItemApplySave()
- < MainNpc.NpcDelivery(3, 'Default')
- < # Thanks for delivering this! Tell <115:1:cd01> I said thanks too, <110:5>!
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_Give:109', false)
- < MainNpc.QuestFlags['cDeliveryEnd'] = true
- diff -r 1.4.0/NNPC_Quest_Delivery_Report.evfl.txt 1.5.0/NNPC_Quest_Delivery_Report.evfl.txt
- 30c30
- < if MainNpc.QuestFlags['cDeliveryItemOpen']:
- ---
- > if (MainNpc.QuestFlags['cDeliveryItemOpen']) and (not MainNpc.QuestFlags['cDeliveryWrappingAgain']):
- 86c86
- < if MainNpc.QuestFlags['cDeliveryItemOpen']:
- ---
- > if (MainNpc.QuestFlags['cDeliveryItemOpen']) and (not MainNpc.QuestFlags['cDeliveryWrappingAgain']):
- 123c123
- < if MainNpc.QuestFlags['cDeliveryItemOpen']:
- ---
- > if (MainNpc.QuestFlags['cDeliveryItemOpen']) and (not MainNpc.QuestFlags['cDeliveryWrappingAgain']):
- 155c155
- < if MainNpc.QuestFlags['cDeliveryItemOpen']:
- ---
- > if (MainNpc.QuestFlags['cDeliveryItemOpen']) and (not MainNpc.QuestFlags['cDeliveryWrappingAgain']):
- 231c231
- < if MainNpc.QuestFlags['cDeliveryItemOpen']:
- ---
- > if (MainNpc.QuestFlags['cDeliveryItemOpen']) and (not MainNpc.QuestFlags['cDeliveryWrappingAgain']):
- diff -r 1.4.0/NNPC_Quest_Delivery_TimeOver.evfl.txt 1.5.0/NNPC_Quest_Delivery_TimeOver.evfl.txt
- 0a1,25
- > flow Packing_Chk():
- > if MainNpc.IsWrappingReturnDeliveryItem():
- > MainNpc.QuestFlags['cDeliveryWrappingAgain'] = true
- >
- > local flow Sub_Event235():
- > MainNpc.NpcDelivery(0, 'Default')
- > switch MainNpc.DeliveryQuestType():
- > case 0:
- > # You're right. I oughta be the one who returns what I borrowed. Sorry for asking you when you're busy, <110:3>.
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_After:506', false)
- > case 1:
- > # You're the forgetful type, huh? Just like me! I'm like… Where'd my snacks go?<10:4> I forget! Anyway, sorry for asking you when you're busy, <110:3>.
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_After:507', false)
- > case 2:
- > # <115:1:cd00> might be freaking out about it, wondering where it is. Sorry for asking you when you're busy, <110:4>!
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_After:508', false)
- > case 3:
- > # Ya know what? I'll get to see their surprised face if I take it over there myself. Sorry for asking you when you're busy, <110:3>!
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_After:509', false)
- > case 4:
- > # Apologies should be done in person. And with snacks in hand. I'm gonna go do this myself! Sorry for asking you when you're busy, <110:3>.
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_After:510', false)
- > MainNpc.NpcAddFriendship(-1)
- > MainNpc.NpcQuestControl('cFinish')
- >
- 1a27
- > run Packing_Chk()
- 21,39c47,50
- < MainNpc.NpcDelivery(0, 'Default')
- < switch MainNpc.DeliveryQuestType():
- < case 0:
- < # You're right. I oughta be the one who returns what I borrowed. Sorry for asking you when you're busy, <110:3>.
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_After:506', false)
- < case 1:
- < # You're the forgetful type, huh? Just like me! I'm like… Where'd my snacks go?<10:4> I forget! Anyway, sorry for asking you when you're busy, <110:3>.
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_After:507', false)
- < case 2:
- < # <115:1:cd00> might be freaking out about it, wondering where it is. Sorry for asking you when you're busy, <110:4>!
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_After:508', false)
- < case 3:
- < # Ya know what? I'll get to see their surprised face if I take it over there myself. Sorry for asking you when you're busy, <110:3>!
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_After:509', false)
- < case 4:
- < # Apologies should be done in person. And with snacks in hand. I'm gonna go do this myself! Sorry for asking you when you're busy, <110:3>.
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_Delivery_After:510', false)
- < MainNpc.NpcAddFriendship(-1)
- < MainNpc.NpcQuestControl('cFinish')
- ---
- > run Sub_Event235()
- > elif MainNpc.QuestFlags['cDeliveryWrappingAgain']:
- > MainNpc.SetDeliveryItem(11, true)
- > run Sub_Event235()
- diff -r 1.4.0/NNPC_Reaction_DIY.evfl.txt 1.5.0/NNPC_Reaction_DIY.evfl.txt
- 0a1,49
- > flow DIY_AfterItemGet():
- > MainNpc.EventFlags['cNpcMemory:GotRecipeorMaterial'] = true
- > System.EventFlags['cPlayerTemp:GotRecipeorMaterial'] = true
- > MainNpc.EventFlags['cNpcMemory:TalkDIY'] = true
- > EventFlowSystemActor.ExitFlowchart()
- >
- > flow DIY_GetItem():
- > if MainNpc.EventFlags['cNpcMemory:HalloweenDIYGetItem'] != 0:
- > if MainNpc.EventFlags['cNpcMemory:HalloweenDIYGetItem'] != 1:
- > EventFlowSystemActor.SelectRewardItemDirect(13197, 1, 'cVillageRemakePattern', 0)
- > else:
- > EventFlowSystemActor.SelectRewardItemDirect(4525, 5, 'cVillageRemakePattern', 0)
- > # You're back for that thing I promised, huh? OK! Here ya go, <110:6>!
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/React/BO_React_DIY:032', false)
- > run Event23()
- >
- > flow DIY_Item_Full():
- > # Oh man! Your pockets are too fulla stuff! Come back later, and I'll set ya up!
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/React/BO_React_DIY:010', false)
- > MainNpc.EventFlags['cNpcMemory:GotMaterialItemFull'] = true
- > EventFlowSystemActor.ExitFlowchart()
- >
- > flow DIY_PumpkinFtr():
- > # …No foolin'? You already know how to make that one?
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/React/BO_React_DIY:033', false)
- > if EventFlowSystemActor.PercentChoice(70):
- > MainNpc.EventFlags['cNpcMemory:HalloweenDIYGetItem'] = 1
- > EventFlowSystemActor.SelectRewardItemDirect(4525, 5, 'cVillageRemakePattern', 0)
- > # Dang! Is there anything you DON'T know? Well, what if I gave you some pumpkins to make it with instead?
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/React/BO_React_DIY:034', false)
- > else:
- > MainNpc.EventFlags['cNpcMemory:HalloweenDIYGetItem'] = 2
- > EventFlowSystemActor.SelectRewardItemDirect(13197, 1, 'cVillageRemakePattern', 0)
- > # Aw. I was all excited to give you the recipe too. Hmm… What can I give you that's just as good? Oh, duh! How about <item>candy? Halloween is coming u…
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/React/BO_React_DIY:036', false)
- > entrypoint Event23:
- > MainNpc.SetDeliveryItem(1, true)
- > if EventFlowSystemActor.ShoppingCapacity('cNpcTrade', 65534):
- > MainNpc.NpcDelivery(1, 'Default')
- > if MainNpc.EventFlags['cNpcMemory:HalloweenDIYGetItem'] != 1:
- > # Wouldn't wanna get caught on Halloween without <item>candy, right? I always keep my pockets stuffed!
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/React/BO_React_DIY:037', false)
- > else:
- > # Make something cool with those pumpkins! It's the right season for [a|an]<125:0:0000>.
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/React/BO_React_DIY:035', false)
- > run DIY_AfterItemGet()
- > else:
- > run DIY_Item_Full()
- >
- 6a56
- > run DIY_GetItem()
- 24a75,76
- > if MainNpc.IsDIYHalloweenItem():
- > run DIY_PumpkinFtr()
- 34a87
- > MainNpc.EventFlags['cNpcMemory:HalloweenDIYGetItem'] = 0
- 51c104,113
- < if MainNpc.IsNpcDIYRecipeCollected():
- ---
- > if MainNpc.IsDIYHalloweenItem():
- > if (EventFlowSystemActor.RandomChoice2(2) != 0) and (not MainNpc.IsDIYItemFenceHalloween()) and (System.EventFlags['cPlayer:EnableDiyRemake']):
- > # If you wanna customize that, the normal kits won't work. You gotta use a colored pumpkin instead. If you don't have any different- colored pumpkins, …
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/React/BO_React_DIY:031', false)
- > run DIY_AfterItemGet()
- > else:
- > # Um, you're gonna need pumpkins for that. But they're real easy to grow! Give it a try, <110:6>!
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/React/BO_React_DIY:030', false)
- > run DIY_AfterItemGet()
- > elif MainNpc.IsNpcDIYRecipeCollected():
- 53a116
- > run DIY_AfterItemGet()
- 57,60c120
- < MainNpc.EventFlags['cNpcMemory:GotRecipeorMaterial'] = true
- < System.EventFlags['cPlayerTemp:GotRecipeorMaterial'] = true
- < MainNpc.EventFlags['cNpcMemory:TalkDIY'] = true
- < EventFlowSystemActor.ExitFlowchart()
- ---
- > run DIY_AfterItemGet()
- 62,65c122
- < # Oh man! Your pockets are too fulla stuff! Come back later, and I'll set ya up!
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/React/BO_React_DIY:010', false)
- < MainNpc.EventFlags['cNpcMemory:GotMaterialItemFull'] = true
- < EventFlowSystemActor.ExitFlowchart()
- ---
- > run DIY_Item_Full()
- diff -r 1.4.0/NNPC_Reaction_Fall.evfl.txt 1.5.0/NNPC_Reaction_Fall.evfl.txt
- 4c4
- < # <10:10>Aaahhhh!!! What's going on?! The ground is eating me!
- ---
- > # Aaahhhh!!! What's going on?! The ground is eating me!
- 7c7
- < # <10:10>AHH! Bugs! I feel bugs! On my toes!<10:4><10:9> It's kinda neat!
- ---
- > # AHH! Bugs! I feel bugs! On my toes! It's kinda neat!
- 10c10
- < # <10:10>WHAAA!!! I don't wanna live in a hole forever! HELP!!!
- ---
- > # WHAAA!!! I don't wanna live in a hole forever! HELP!
- Only in 1.5.0: NNPC_Reaction_GEvent_Halloween.evfl.txt
- diff -r 1.4.0/NNPC_Reaction_Quest.evfl.txt 1.5.0/NNPC_Reaction_Quest.evfl.txt
- 33,40c33,34
- < if (MainNpc.EventFlags['cNpcMemory:FirstMeetGreetAtThisVillage']) and (EventFlowSystemActor.IsMyVillage()):
- < switch MainNpc.NpcCanStartReactQuestTalk():
- < case 2:
- < if MainNpc.EventFlags['cNpcMemory:TalkCountToday'] >= 1:
- < run React_Quest_Sick()
- < case 3:
- < if (MainNpc.EventFlags['cNpcMemory:UncollectedFishishTreasureHunt']) and (EventFlowSystemActor.HasTargetItem(2545, 1)):
- < run React_Quest_TreasureHunt()
- ---
- > if MainNpc.EventFlags['cNpcMemory:FirstMeetGreetAtThisVillage']:
- > switch EventFlowSystemActor.IsMyVillage():
- diff -r 1.4.0/NNPC_Reaction_Worry.evfl.txt 1.5.0/NNPC_Reaction_Worry.evfl.txt
- 13a14
- > MainNpc.EventFlags['cNpcMemory:AcquaintanceshipFlagOff'] = true
- diff -r 1.4.0/NNPC_Select_Creature.evfl.txt 1.5.0/NNPC_Select_Creature.evfl.txt
- 95a96,104
- > flow pumpkin():
- > # [A|An]<125:0:0000>! Super big and plump too!
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Select/BO_Select_Present:415', false)
- > MainNpc.NpcDelivery(3, '"Default"')
- > EventFlowSystemActor.SystemDeletePlayerItem('cItemWindowSub', 1)
- > # Thanks for the pumpkin power! You can never have too many of these. They're good for all sorts of stuff!
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Select/BO_Select_Present:416', false)
- > run Sub_Event18()
- >
- diff -r 1.4.0/NNPC_Select_Furniture.evfl.txt 1.5.0/NNPC_Select_Furniture.evfl.txt
- 9a10,11
- > # RANDOM: Ooh, [a|an] <125:0:0000>! // Oh! This is [a|an] <125:0:0000>! // Ooh, neat. It's [a|an] <125:0:0000>!
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Select/BO_Select_General:002', false)
- 56a59,60
- > # RANDOM: Ooh, [a|an] <125:0:0000>! // Oh! This is [a|an] <125:0:0000>! // Ooh, neat. It's [a|an] <125:0:0000>!
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Select/BO_Select_General:002', false)
- diff -r 1.4.0/NNPC_Select_Present.evfl.txt 1.5.0/NNPC_Select_Present.evfl.txt
- 24,25c24,29
- < run NNPC_Select_Creature::Food()
- < run Select_Finish_Disappear()
- ---
- > if EventFlowSystemActor.MultiKindItemSelectIncludeChoice3('cItemSelect', 3, 'Vegetable', '') == 1:
- > run NNPC_Select_Creature::pumpkin()
- > run Select_Finish()
- > else:
- > run NNPC_Select_Creature::Food()
- > run Select_Finish_Disappear()
- diff -r 1.4.0/NNPC_Talk_GEvent.evfl.txt 1.5.0/NNPC_Talk_GEvent.evfl.txt
- 28a29,30
- > case `Halloween`:
- > run NNPC_GEvent_Halloween::Root()
- diff -r 1.4.0/NNPC_Talk_Situation.evfl.txt 1.5.0/NNPC_Talk_Situation.evfl.txt
- 13a14
- > run NNPC_Reaction_GEvent_Halloween::Pumpking_Look()
- diff -r 1.4.0/Obj_MessageCardRack_03_SendFriend.evfl.txt 1.5.0/Obj_MessageCardRack_03_SendFriend.evfl.txt
- 43a44,45
- > if not System.EventFlags['cPlayer:NetIsRegistHomeLand']:
- > run Popid_Check()
- 127a130,138
- >
- > flow Popid_Check():
- > EventFlowSystemActor.NetGetPOPID(true)
- > if EventFlowSystemActor.CheckErrorType(2):
- > run EntryPoint_SendError()
- > else:
- > run System_ServerRegistration::UploadProfileCore(IgnoreError=false, Terminate=false)
- > if EventFlowSystemActor.CheckErrorType(2):
- > run EntryPoint_SendError()
- diff -r 1.4.0/Obj_MessageCardRack.evfl.txt 1.5.0/Obj_MessageCardRack.evfl.txt
- 147,151c147,148
- < flow Root():
- < if System.EventFlags['cLand:VillageDaysCount'] < 1:
- < # A sign reads, "Message cards coming soon!"
- < Player.OpenMessageWindow('TalkObj/OBJ_MessageCardRack:001', false)
- < elif EventFlowSystemActor.NetIsDreaming():
- ---
- > flow MesCardEnable_MovingFirstDay():
- > if EventFlowSystemActor.NetIsDreaming():
- 187a185,191
- >
- > flow Root():
- > if System.EventFlags['cLand:VillageDaysCount'] >= 1:
- > run MesCardEnable_MovingFirstDay()
- > else:
- > # A sign reads, "Message cards coming soon!"
- > Player.OpenMessageWindow('TalkObj/OBJ_MessageCardRack:001', false)
- diff -r 1.4.0/Obj_RcoMachine_MileExchange.evfl.txt 1.5.0/Obj_RcoMachine_MileExchange.evfl.txt
- 81c81
- < switch SubflowResults@6[1]:
- ---
- > switch SubflowResults@8[1]:
- 93a94,97
- > case 6:
- > EventFlowSystemActor.ReservePlayerTicketGetDemo('Player_GetDemo_MileExchange', 'Get_Body_Color')
- > case 7:
- > EventFlowSystemActor.ReservePlayerTicketGetDemo('Player_GetDemo_MileExchange', 'Get_Eye_Color')
- 148,153d151
- < EventFlowSystemActor.ExitFlowchart()
- <
- < flow MileExchange_MyDesignPRO2():
- < run Cmn_AppUpdateDemo()
- < run RecipeReceiveing2_End()
- < EventFlowSystemActor.ReservePlayerMutterDemo('Get_MydesignPRO2', 'cNowDemoEnd', 'Player_GetDemo_MileExchange', true)
- diff -r 1.4.0/Obj_RcoMachine_MileExchange_Process.evfl.txt 1.5.0/Obj_RcoMachine_MileExchange_Process.evfl.txt
- 17a18,21
- > elif EventFlowSystemActor.MultiItemSelectInclude(13256, 65534, 65534, 65534, 65534, 65534, 65534, 65534, 'cItemSelect'):
- > SubflowResults[1] = 6
- > elif EventFlowSystemActor.MultiItemSelectInclude(13257, 65534, 65534, 65534, 65534, 65534, 65534, 65534, 'cItemSelect'):
- > SubflowResults[1] = 7
- diff -r 1.4.0/Player_Demo_HousingFinish.evfl.txt 1.5.0/Player_Demo_HousingFinish.evfl.txt
- 67,73c67,70
- < switch EventFlowSystemActor.EventBranch(false, 0):
- < case `None`, `FishingConvention`, `InsectConvention`, `Easter`, `Fireworks`, `Halloween`, `Unknown7`:
- < run PhoneCallAboutGyroid()
- < case `Countdown`:
- < System.EventFlags['cPlayer:RcoTalkAboutHaniwa'] = true
- < default:
- < return
- ---
- > if EventFlowSystemActor.GlobalEventNow('Countdown', 'cMainOnly', false):
- > System.EventFlags['cPlayer:RcoTalkAboutHaniwa'] = true
- > else:
- > run PhoneCallAboutGyroid()
- 191,197c188,191
- < switch EventFlowSystemActor.EventBranch(false, 0):
- < case `None`, `FishingConvention`, `InsectConvention`, `Easter`, `Fireworks`, `Halloween`, `Unknown7`:
- < run PhoneCallAboutGyroid()
- < case `Countdown`:
- < System.EventFlags['cPlayer:RcoTalkAboutHaniwa'] = true
- < default:
- < return
- ---
- > if EventFlowSystemActor.GlobalEventNow('Countdown', 'cMainOnly', false):
- > System.EventFlags['cPlayer:RcoTalkAboutHaniwa'] = true
- > else:
- > run PhoneCallAboutGyroid()
- diff -r 1.4.0/Player_GetDemo_20_Fishing.evfl.txt 1.5.0/Player_GetDemo_20_Fishing.evfl.txt
- 4c4
- < if (not EventFlowSystemActor.PlayerHasCraftRecipe(1823, '')) and (System.EventFlags['cPlayer:CountGotTrash'] >= 15):
- ---
- > if (not ((EventFlowSystemActor.PlayerHasCraftRecipe(1823, '')) and (EventFlowSystemActor.PlayerHasCraftRecipe(5229, '')) and (EventFlowSystemActor.PlayerHasCraftRecipe(5236, '')))) and (System.EventFlags['cPlayer:CountGotTrash'] >= 15):
- diff -r 1.4.0/Player_GetDemo_30_Diving.evfl.txt 1.5.0/Player_GetDemo_30_Diving.evfl.txt
- 8c8
- < # Whoa. This is...
- ---
- > # Yes!
- diff -r 1.4.0/Player_GetDemo_Emoticons.evfl.txt 1.5.0/Player_GetDemo_Emoticons.evfl.txt
- 2c2,10
- < Player.PlayerOpenEmoticonGetMessage()
- ---
- > fork:
- > branch:
- > run UploadEmoticon()
- > branch:
- > Player.PlayerOpenEmoticonGetMessage()
- >
- > flow UploadEmoticon():
- > if (EventFlowSystemActor.NetHasPOPID(false)) and (System.EventFlags['cPlayer:Activate_WebService']) and (EventFlowSystemActor.NetMode() == 2):
- > EventFlowSystemActor.NetUploadEmoticon(true, 5, false)
- diff -r 1.4.0/Player_GetDemo_MileExchange.evfl.txt 1.5.0/Player_GetDemo_MileExchange.evfl.txt
- 66a67,76
- > flow Get_Body_Color():
- > System.EventFlags['cPlayer:AddBodyColor'] = true
- > # I learned new body paint techniques! I bet I could change up my look with a vanity or a mirror!
- > Player.OpenMessageWindow('TalkSys/SYS_Player:210_09', false)
- >
- > flow Get_Eye_Color():
- > System.EventFlags['cPlayer:AddEyeColor'] = true
- > # I learned about new eye color options! I bet I could change up my look with a vanity or a mirror!
- > Player.OpenMessageWindow('TalkSys/SYS_Player:210_10', false)
- >
- diff -r 1.4.0/Player_GetDemo_Once.evfl.txt 1.5.0/Player_GetDemo_Once.evfl.txt
- 10c10
- < elif EventFlowSystemActor.EventBranch(false, 0) == `Countdown`:
- ---
- > elif EventFlowSystemActor.GlobalEventNow('Countdown', 'cMainOnly', false):
- diff -r 1.4.0/Player_PickupFullItem.evfl.txt 1.5.0/Player_PickupFullItem.evfl.txt
- 16a17
- > # I won't have room for this in my pockets if I pluck it, so I'll just leave it the way it is.
- diff -r 1.4.0/Player_StartGamePhoneCall.evfl.txt 1.5.0/Player_StartGamePhoneCall.evfl.txt
- 12,22c12,21
- < switch EventFlowSystemActor.EventBranch(false, 0):
- < case `None`, `FishingConvention`, `InsectConvention`, `Easter`, `Fireworks`, `Halloween`, `Unknown7`:
- < SubflowResults[3] = 1
- < run Sub_grp_Event132()
- < case `Countdown`:
- < SubflowResults[5] = 1
- < run Sub_grp_Event132()
- < default:
- < return
- < else:
- < run Sub_grp_Event132()
- ---
- > if EventFlowSystemActor.GlobalEventNow('Countdown', 'cMainOnly', false):
- > SubflowResults[5] = 1
- > else:
- > SubflowResults[3] = 1
- > if System.EventFlags['cPlayer:StandByPhoneCallPurchaseBox']:
- > SubflowResults[4] = 1
- > if System.EventFlags['cPlayer:StandByPhoneCallIslandCreater']:
- > SubflowResults[6] = 1
- > if (EventFlowSystemActor.TermEventNow('JuneBride', false)) and (System.EventFlags['cPlayer:CommuneIslandAvailable']) and (System.EventFlags['cPlayer:StandByPhoneCallJuneBride']):
- > SubflowResults[7] = 1
- 213,220d211
- <
- < local flow Sub_grp_Event132():
- < if System.EventFlags['cPlayer:StandByPhoneCallPurchaseBox']:
- < SubflowResults[4] = 1
- < if System.EventFlags['cPlayer:StandByPhoneCallIslandCreater']:
- < SubflowResults[6] = 1
- < if (EventFlowSystemActor.TermEventNow('JuneBride', false)) and (System.EventFlags['cPlayer:CommuneIslandAvailable']) and (System.EventFlags['cPlayer:StandByPhoneCallJuneBride']):
- < SubflowResults[7] = 1
- diff -r 1.4.0/SNPC_dod_AirPort.evfl.txt 1.5.0/SNPC_dod_AirPort.evfl.txt
- 160c160
- < # Oh, dang it! Looks like I forgot to check if you were using your Island Designer app. You can't use that app during flights or network play, so I'll …
- ---
- > # Oh, dang it! Looks like I forgot to check if you were using your Island Designer app.<10:7:003c0000> You can't use that app during flights or network…
- 163c163
- < # Looks like you're busy doing Island Designer stuff. Sorry, but the regs say we can't let you use the Island Designer app during flights or network pl…
- ---
- > # Looks like you're busy doing Island Designer stuff.<10:7:005a0000> Sorry, but the regs say we can't let you use the Island Designer app during flight…
- 168c168
- < # Appreciate your patience, pal.
- ---
- > # Appreciate your patience, pal.<10:7:003c0000>
- 171c171
- < # Hey, thanks for humoring us! The dodos at the other airports tease us when we make a mess.
- ---
- > # Hey, thanks for humoring us! The dodos at the other airports tease us when we make a mess.<10:7:003c0000>
- diff -r 1.4.0/SNPC_hgh_00_Peddler.evfl.txt 1.5.0/SNPC_hgh_00_Peddler.evfl.txt
- 116c116
- < elif EventFlowSystemActor.SystemBaggageSpace('cPocketOnly') < 1:
- ---
- > elif EventFlowSystemActor.SystemBaggageSpace('cPocketBag') < 1:
- diff -r 1.4.0/SNPC_hgh_10_Mydesign.evfl.txt 1.5.0/SNPC_hgh_10_Mydesign.evfl.txt
- 49c49
- < EventFlowSystemActor.UIMyDesignSelectHandling(0, 0, 1, 1, 0)
- ---
- > EventFlowSystemActor.UIMyDesignSelectHandling(0, 0, 1, 1, 4)
- diff -r 1.4.0/SNPC_hgh_20_FittingRoom.evfl.txt 1.5.0/SNPC_hgh_20_FittingRoom.evfl.txt
- 10a11,13
- > if MainNpc.HghFreeQuery2('cHghQueryType_IsOnFittingRoom'):
- > MainNpc.NpcMoveDirection(10.0, 0.0, false, 0)
- > MainNpc.TurnBody(10, 0.0)
- diff -r 1.4.0/SNPC_owl.evfl.txt 1.5.0/SNPC_owl.evfl.txt
- 56a57,58
- > if (System.EventFlags['cLand:OwlFoundDiveFish']) and (not System.EventFlags['cPlayer:OwlShowDiveFishReport']):
- > System.EventFlags['cPlayer:OwlShowDiveFishReport'] = true
- Only in 1.5.0: SNPC_pkn.evfl.txt
- diff -r 1.4.0/SNPC_rcm_00_Common.evfl.txt 1.5.0/SNPC_rcm_00_Common.evfl.txt
- 62,64c62,64
- < elif EventFlowSystemActor.MultiKindItemSelectInclude('FlowerSeed', 'TreeSeedling', 'Fruit', 'Medicine', 'WrappingPaper', 'PartyPopper', 'CraftRemake', '', 'cItemSelect'):
- < run SNPC_rcm_13_BuyMultipleItems::Root()
- < else:
- ---
- > elif EventFlowSystemActor.MultiKindItemSelectInclude('Candy', '', '', '', '', '', '', '', 'cItemSelect'):
- > run SNPC_rcm_15_BuyCandy::Root()
- > elif (not EventFlowSystemActor.MultiKindItemSelectInclude('VegeSeedling', 'BlowBubble', 'FierworkHand', '', '', '', '', '', 'cItemSelect')) and (not EventFlowSystemActor.MultiKindItemSelectInclude('FlowerSeed', 'TreeSeedling', 'Fruit', 'Medicine', 'WrappingPaper', 'PartyPopper', 'CraftRemake', '', 'cItemSelect')):
- 68a69,70
- > else:
- > run SNPC_rcm_13_BuyMultipleItems::Root()
- 196a199,200
- > if EventFlowSystemActor.MultiKindItemSelectInclude('Candy', '', '', '', '', '', '', '', 'cItemSelect'):
- > run SNPC_rcm_15_BuyCandy::Buy_After()
- diff -r 1.4.0/SNPC_rcm_00_Common_Sell.evfl.txt 1.5.0/SNPC_rcm_00_Common_Sell.evfl.txt
- 8c8
- < run Sell_Sunday(SellTotal=SellTotal)
- ---
- > run Sell_NoSunday0(SellTotal=SellTotal)
- 63a64
- > entrypoint Event1:
- 93a95,97
- >
- > flow Sell_NoSunday0(SellTotal: int = 0):
- > run Event1()
- diff -r 1.4.0/SNPC_rcm_13_BuyMultipleItems.evfl.txt 1.5.0/SNPC_rcm_13_BuyMultipleItems.evfl.txt
- 0a1,15
- > flow PumpkinSeeding():
- > if (EventFlowSystemActor.MultiItemSelectInclude(13227, 65534, 65534, 65534, 65534, 65534, 65534, 65534, 'cItemSelect')) and (not System.EventFlags['cPlayer:RcmExplainPumpkinFlag']):
- > # Ah, <125:0:0200>? These are a limited-time offer for the month of October! __...October!__
- > MainNpc.OpenMessageWindow('TalkSNpc/rcm/SP_rcm_00_common:132_01', false)
- > System.EventFlags['cPlayer:RcmExplainPumpkinFlag'] = true
- > if not System.EventFlags['cPlayer:ExplainPumpkinColorFlag']:
- > # You can harvest these pumpkin starts a few days after you plant them. And they'll grow all by themselves, but you'll get a better harvest if you wate…
- > MainNpc.OpenMessageWindow('TalkSNpc/rcm/SP_rcm_00_common:132_02', false)
- > # Pumpkins grow in four colors: orange, green, yellow, and white. You won't know what color you're going to get until they start growing. It makes harv…
- > MainNpc.OpenMessageWindow('TalkSNpc/rcm/SP_rcm_00_common:132_03', false)
- > System.EventFlags['cPlayer:ExplainPumpkinColorFlag'] = true
- > # I can sell these as singles or in bulk. How many would you like?
- > MainNpc.OpenMessageWindow('TalkSNpc/rcm/SP_rcm_00_common:132_04', false)
- > run Select()
- >
- 1a17
- > run PumpkinSeeding()
- 3a20,22
- > run Select()
- >
- > flow Select():
- Only in 1.5.0: SNPC_rcm_15_BuyCandy.evfl.txt
- diff -r 1.4.0/SNPC_rco_04_ChkFinishLoan.evfl.txt 1.5.0/SNPC_rco_04_ChkFinishLoan.evfl.txt
- 9c9
- < # As always, I must offer my hearty congratulations. You've paid off your loan in full! I expected nothing less, of course, but occasions like these ar…
- ---
- > # I must offer a hearty congratulations. You've paid off your loan in full! I'd expect nothing less, of course, but such a milestone is certainly cause…
- 17c17
- < # Thank you once again for the diligent repayment of your home loan. Yes, yes! I must ask… Were your prompt payments motivated by a desire for expansio…
- ---
- > # I must thank you for the diligent repayment of your home loan. Yes, yes! I must ask… Were your payments by any chance motivated by a desire for expan…
- 21c21
- < # Thank you once again for the diligent repayment of your home loan. Yes, yes! I must ask… Were your prompt payments motivated by a desire for expansio…
- ---
- > # I must thank you for the diligent repayment of your home loan. Yes, yes! I must ask… Were your payments by any chance motivated by a desire for expan…
- 25c25
- < # Thank you once again for the diligent repayment of your home loan. Yes, yes! I must ask… Were your prompt payments motivated by a desire for expansio…
- ---
- > # I must thank you for the diligent repayment of your home loan. Yes, yes! I must ask… Were your payments by any chance motivated by a desire for expan…
- 29c29
- < # Let me offer you yet another hearty congratulations! From one entrepreneur to another, you certainly seem to have a knack for managing your Bells. Ye…
- ---
- > # Please allow me to offer my most enthusiastic congratulations! From one entrepreneur to another, you certainly seem to have a knack for managing your…
- 33c33
- < # My goodness, you've done it. You've paid off your home- renovation loan in full. Again. As of this moment, you're debt-free and set for life in an am…
- ---
- > # My goodness, you've done it. You've paid off your home- renovation loan in full! Congratulations! You're debt-free and set for life in an amazing, sp…
- diff -r 1.4.0/SNPC_rco_10_Common_BuildBridgeSlope.evfl.txt 1.5.0/SNPC_rco_10_Common_BuildBridgeSlope.evfl.txt
- 195c195
- < if EventFlowSystemActor.SystemBaggageSpace('cPocketOnly') < 1:
- ---
- > if EventFlowSystemActor.SystemBaggageSpace('cPocketBag') < 1:
- 289c289
- < if EventFlowSystemActor.SystemBaggageSpace('cPocketOnly') < 1:
- ---
- > if EventFlowSystemActor.SystemBaggageSpace('cPocketBag') < 1:
- diff -r 1.4.0/SNPC_rco_53_MigrantsQuest.evfl.txt 1.5.0/SNPC_rco_53_MigrantsQuest.evfl.txt
- 62,74c62,71
- < switch EventFlowSystemActor.EventBranch(false, 0):
- < case `None`, `FishingConvention`, `InsectConvention`, `Easter`, `Fireworks`, `Halloween`, `Unknown7`:
- < EventFlowSystemActor.FadeOut('cCircle', 'cCircle', 'cBlack', 1.0, 1.0, true)
- < EventFlowSystemActor.WaitFrame(30)
- < EventFlowSystemActor.CameraSetDemoParam('Player', 'cNormal', '', false, false, false, 0)
- < MainNpc.NpcAISetting(12, false)
- < Player.TurnBody(11, 0.0)
- < EventFlowSystemActor.SetHideObjectVisible()
- < EventFlowSystemActor.FadeIn(true)
- < case `Countdown`:
- < EventFlowSystemActor.SystemReenterStage(0, 'cCircle', 'cCircle', 'cBlack', 1.0, 1.0)
- < default:
- < return
- ---
- > if EventFlowSystemActor.EventBranch(false, 0) in (`None`, `FishingConvention`, `InsectConvention`, `Easter`, `Fireworks`, `Halloween`, `Unknown7`, `Unknown8`):
- > EventFlowSystemActor.FadeOut('cCircle', 'cCircle', 'cBlack', 1.0, 1.0, true)
- > EventFlowSystemActor.WaitFrame(30)
- > EventFlowSystemActor.CameraSetDemoParam('Player', 'cNormal', '', false, false, false, 0)
- > MainNpc.NpcAISetting(12, false)
- > Player.TurnBody(11, 0.0)
- > EventFlowSystemActor.SetHideObjectVisible()
- > EventFlowSystemActor.FadeIn(true)
- > else:
- > EventFlowSystemActor.SystemReenterStage(0, 'cCircle', 'cCircle', 'cBlack', 1.0, 1.0)
- 140c137
- < if EventFlowSystemActor.SystemBaggageSpace('cPocketOnly') < 3:
- ---
- > if EventFlowSystemActor.SystemBaggageSpace('cPocketBag') < 3:
- 154c151
- < if EventFlowSystemActor.SystemBaggageSpace('cPocketOnly') < 3:
- ---
- > if EventFlowSystemActor.SystemBaggageSpace('cPocketBag') < 3:
- diff -r 1.4.0/SNPC_rco_93_BlancoSettings.evfl.txt 1.5.0/SNPC_rco_93_BlancoSettings.evfl.txt
- 1,23d0
- < flow Unlock_ChatLog():
- < MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_93_BlancoSettings:101', false)
- < MainNpc.SmartPhone(0)
- < MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_93_BlancoSettings:102', false)
- < MainNpc.SmartPhone(4)
- < EventFlowSystemActor.WaitFrame(10)
- < MainNpc.SmartPhoneSE('Phone_Control', 2)
- < EventFlowSystemActor.WaitFrame(30)
- < MainNpc.SmartPhoneSE('Phone_Sending', 2)
- < EventFlowSystemActor.WaitFrame(30)
- < System.EventFlags['cPlayer:MainmenuChatLog'] = true
- < EventFlowSystemActor.UIMenuDeviceAppear('cInstall', 'cChatLog')
- < EventFlowSystemActor.WaitFrame(30)
- < MainNpc.SmartPhone(5)
- < MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_93_BlancoSettings:103', false)
- < MainNpc.SmartPhone(1)
- < EventFlowSystemActor.MessageLockNext(1)
- < # Saving. Do not touch .
- < EventFlowSystemActor.OpenMessageWindow('TalkSys/SYS_Save:001', false)
- < EventFlowSystemActor.SaveSimpleSave('cAll')
- < EventFlowSystemActor.MessageSuspend()
- < EventFlowSystemActor.MessageUnlockNext()
- <
- 53c30
- < EventFlowSystemActor.NotifyUseNSOAppli('cNotifyUseNSOAppli', true)
- ---
- > EventFlowSystemActor.NetUploadEmoticon(false, -1, false)
- 57,58c34,39
- < EventFlowSystemActor.MessageSuspend()
- < run WebSetting_Activate_Success()
- ---
- > EventFlowSystemActor.NotifyUseNSOAppli('cNotifyUseNSOAppli', true)
- > if EventFlowSystemActor.CheckErrorType(2):
- > run WebSetting_Activate_Failed()
- > else:
- > EventFlowSystemActor.MessageSuspend()
- > run WebSetting_Activate_Success()
- 67c48
- < # I'm terribly sorry, but it seems the setup process failed. Do you want to give it another try?
- ---
- > # I'm terribly sorry, but it seems the process failed. Do you want to give it another try?
- 87a69,107
- > flow WebSetting_DataUpload():
- > EventFlowSystemActor.MessageSuspend()
- > EventFlowSystemActor.CheckFreeCommunication(true)
- > if EventFlowSystemActor.IsApprovedFreeCommunication():
- > EventFlowSystemActor.MessageLockNext(1)
- > # Sending play data...
- > EventFlowSystemActor.OpenMessageWindow('TalkSys/SYS_Network:031', false)
- > if EventFlowSystemActor.NetMode() not in (0, 2):
- > EventFlowSystemActor.NetShutdown('cNetShutdown', false)
- > EventFlowSystemActor.NetConnectInit('cConnectInet', true)
- > if EventFlowSystemActor.CheckErrorType(2):
- > run WebSetting_Upload_Failed()
- > else:
- > EventFlowSystemActor.NetCheckNSA('cCheckNSA', true)
- > if EventFlowSystemActor.CheckErrorType(2):
- > run WebSetting_Upload_Failed()
- > else:
- > EventFlowSystemActor.NetGetPOPID(true)
- > if EventFlowSystemActor.CheckErrorType(2):
- > run WebSetting_Upload_Failed()
- > else:
- > EventFlowSystemActor.UploadProfile(false)
- > if EventFlowSystemActor.CheckErrorType(2):
- > if EventFlowSystemActor.NetIsAppError('cUploadProfile'):
- > EventFlowSystemActor.MessageSuspend()
- > # Your profile could not be sent. If this process fails repeatedly, please retake your profile photo and try again.
- > EventFlowSystemActor.OpenMessageWindow('Dialog/DIALOG_Msg:0820', true)
- > run WebSetting_Upload_Failed()
- > else:
- > EventFlowSystemActor.NetUploadEmoticon(false, -1, false)
- > if EventFlowSystemActor.CheckErrorType(2):
- > run WebSetting_Upload_Failed()
- > else:
- > run WebSetting_Upload_Success()
- > else:
- > # To use this service, you'll need someone to turn on Communicating with Others in Parental Controls. For now, let's go back to the title screen so you…
- > MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_93_BlancoSettings:151', true)
- > run SNPC_rco_92_OtherSettings::Seq_Close()
- >
- 113,118c133,141
- < # <50:3>PLAYER, I believe you are already able to access NookLink. Did you want to hear an explanation?
- < MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_93_BlancoSettings:015', false)
- < if EventFlowSystemActor.GeneralTalkChoice2() == 0:
- < run WebSetting_Explain()
- < else:
- < run SNPC_rco_92_OtherSettings::Sel_EndMenu()
- ---
- > # I believe you are already able to access NookLink, so how can I help you, PLAYER?
- > MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_93_BlancoSettings:016', false)
- > switch EventFlowSystemActor.GeneralTalkChoice3():
- > case 0:
- > run WebSetting_Explain()
- > case 1:
- > run WebSetting_UploadConfirm()
- > case 2:
- > run SNPC_rco_92_OtherSettings::Sel_EndMenu()
- 128a152,178
- >
- > flow WebSetting_UploadConfirm():
- > # Yes, yes, I can help you connect to the internet to upload the play data and profile used in NookLink. Are you ready to connect to the internet now?
- > MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_93_BlancoSettings:160', false)
- > if EventFlowSystemActor.GeneralTalkChoice2() == 0:
- > run WebSetting_DataUpload()
- > else:
- > run SNPC_rco_92_OtherSettings::Sel_EndMenu()
- >
- > flow WebSetting_Upload_Failed():
- > EventFlowSystemActor.MessageSuspend()
- > EventFlowSystemActor.MessageUnlockNext()
- > # I'm terribly sorry, but it seems the process failed. Do you want to give it another try?
- > MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_93_BlancoSettings:150', false)
- > if EventFlowSystemActor.GeneralTalkChoice2() == 0:
- > run WebSetting_DataUpload()
- > else:
- > run SNPC_rco_92_OtherSettings::Sel_EndMenu()
- >
- > flow WebSetting_Upload_Success():
- > EventFlowSystemActor.MessageSuspend()
- > EventFlowSystemActor.MessageUnlockNext()
- > # Your play data has been uploaded! Don't forget to open up NookLink with the Nintendo Switch Online app when you have a moment.
- > MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_93_BlancoSettings:161', false)
- > # I hope you continue to enjoy life on ISLAND.
- > MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_93_BlancoSettings:120', false)
- > run SNPC_rco_92_OtherSettings::Seq_Close()
- diff -r 1.4.0/SNPC_rct.evfl.txt 1.5.0/SNPC_rct.evfl.txt
- 8c8
- < # Once our shop is built, I think we'll carry even more stylish furnishings that'll go well in that new home… Stop by to do some shopping once we're op…
- ---
- > # Once our shop is built, I think we'll carry even more stylish furnishings that'll look great in your home… Stop by to do some shopping once we're ope…
- 12c12
- < # You'll be wanting stylish furniture for that new home, which you could always craft as DIY projects, but… I recommend you check into the offerings fr…
- ---
- > # You'll be wanting stylish furniture for your home, which you could always craft as DIY projects, but… I recommend you check into the offerings from N…
- diff -r 1.4.0/SNPC_slo_00_Peddling.evfl.txt 1.5.0/SNPC_slo_00_Peddling.evfl.txt
- 36a37
- > run Slo_PumpkinSeeding()
- 64a66,88
- > flow Slo_Chk_PumpkinSeeding():
- > if EventFlowSystemActor.EnvCheckBetweenDate(10, 1, 10, 31, 'cLastGrowUpTime'):
- > if System.EventFlags['cPlayer:SloExplainPumpkinSeedingFlag']:
- > # [A|An]<125:0:0000>! A perfectly wonderful selection. And they're available in bulk. How many would you like?
- > MainNpc.OpenMessageWindow('TalkSNpc/slo/SP_slo:038', false)
- > else:
- > # I'm doing a special in October. For <90:21:0000> each, you can grow your own <125:0:0200>.
- > MainNpc.OpenMessageWindow('TalkSNpc/slo/SP_slo:104', false)
- > System.EventFlags['cPlayer:SloExplainPumpkinSeedingFlag'] = true
- > # I can sell them to you individually or in bulk. So, would you like to care for [a|an]<125:0:0200>?
- > MainNpc.OpenMessageWindow('TalkSNpc/slo/SP_slo:106', false)
- >
- > flow Slo_PumpkinSeeding():
- > if EventFlowSystemActor.EnvCheckBetweenDate(10, 1, 10, 31, 'cLastGrowUpTime'):
- > if System.EventFlags['cPlayer:SloExplainAddVegetable']:
- > if not System.EventFlags['cPlayer:ExplainPumpkinColorFlag']:
- > run Sub_grp_Event95()
- > else:
- > # Oh, yes! I have some happy news to share with you. Since October and Halloween are such close friends, I decided to start selling <item>pumpkin start…
- > MainNpc.OpenMessageWindow('TalkSNpc/slo/SP_slo:100', false)
- > System.EventFlags['cPlayer:SloExplainAddVegetable'] = true
- > run Sub_grp_Event95()
- >
- 69,70c93,97
- < # [A|An]<125:0:0000>! A perfectly wonderful selection. And they're available in bulk. How many would you like?
- < MainNpc.OpenMessageWindow('TalkSNpc/slo/SP_slo:038', false)
- ---
- > if EventFlowSystemActor.MultiItemSelectInclude(13227, 65534, 65534, 65534, 65534, 65534, 65534, 65534, 'cItemSelect'):
- > run Slo_Chk_PumpkinSeeding()
- > else:
- > # [A|An]<125:0:0000>! A perfectly wonderful selection. And they're available in bulk. How many would you like?
- > MainNpc.OpenMessageWindow('TalkSNpc/slo/SP_slo:038', false)
- 108a136,140
- > local flow Sub_Event146(EachWeedPrice: int, TotalWeedPrice: int, WeedNum: int, SellTotal: int):
- > run Slo_PumpkinSeeding()
- > # I'd be happy to know what I can do for you today.
- > MainNpc.OpenMessageWindow('TalkSNpc/slo/SP_slo:004', false)
- >
- 182a215,222
- > local flow Sub_grp_Event95():
- > if not System.EventFlags['cPlayer:ExplainPumpkinColorFlag']:
- > # Just a few days after planting my <item>pumpkin starts, you'll have cheerful pumpkins eager to be picked. And watering your pumpkins makes them much …
- > MainNpc.OpenMessageWindow('TalkSNpc/slo/SP_slo:102', false)
- > System.EventFlags['cPlayer:ExplainPumpkinColorFlag'] = true
- > # Pumpkins are so much fun. I sure hope you'll try raising some!
- > MainNpc.OpenMessageWindow('TalkSNpc/slo/SP_slo:103', false)
- >
- 218,219c258,264
- < # I'm so happy to see you again! What can I do for you?
- < MainNpc.OpenMessageWindow('TalkSNpc/slo/SP_slo:005', false)
- ---
- > if (EventFlowSystemActor.EnvCheckBetweenDate(10, 1, 10, 31, 'cLastGrowUpTime')) and (not ((System.EventFlags['cPlayer:SloExplainAddVegetable']) and (System.EventFlags['cPlayer:ExplainPumpkinColorFlag']))):
- > # Oh! Hello! Isn't this the most perfect day to shop for flowers?
- > MainNpc.OpenMessageWindow('TalkSNpc/slo/SP_slo:057', false)
- > run Sub_Event146(EachWeedPrice=EachWeedPrice, TotalWeedPrice=TotalWeedPrice, WeedNum=WeedNum, SellTotal=SellTotal)
- > else:
- > # I'm so happy to see you again! What can I do for you?
- > MainNpc.OpenMessageWindow('TalkSNpc/slo/SP_slo:005', false)
- 220a266
- > System.EventFlags['cPlayer:SloTalkedToday'] = true
- 227,229c273,275
- < # I'd be happy to know what I can do for you today.
- < MainNpc.OpenMessageWindow('TalkSNpc/slo/SP_slo:004', false)
- < System.EventFlags['cPlayer:SloTalkedToday'] = true
- ---
- > run Sub_Event146(EachWeedPrice=EachWeedPrice, TotalWeedPrice=TotalWeedPrice, WeedNum=WeedNum, SellTotal=SellTotal)
- > else:
- > run Sub_Event146(EachWeedPrice=EachWeedPrice, TotalWeedPrice=TotalWeedPrice, WeedNum=WeedNum, SellTotal=SellTotal)
- diff -r 1.4.0/SNPC_sza_50_IslandEvaluation.evfl.txt 1.5.0/SNPC_sza_50_IslandEvaluation.evfl.txt
- 176d175
- < run Sub_Event54()
- 180d178
- < run Sub_Event54()
- 184d181
- < run Sub_Event54()
- 188,189c185
- < run Sub_Event54()
- < case `Easter`, `Fireworks`, `Halloween`, `Unknown7`:
- ---
- > case `Easter`, `Fireworks`, `Halloween`, `Unknown7`, `Unknown8`:
- 192,194c188,195
- < run Sub_Event54()
- < default:
- < return
- ---
- > DynamicCast_rco.SmartPhone(1)
- > DynamicCast_rco.TurnNeck(11)
- > # <50:3>PLAYER!<20:3:cd06><10:4> Can you believe it? We've finally turned our goal into a reality! We'll spread news of the concert via our island broa…
- > DynamicCast_rco.OpenMessageWindow('TalkSNpc/sza/SP_sza_50_IslandEvaluation:513_01', false)
- > System.EventFlags['cLand:IslandEvaluationClearTkkLive'] = true
- > System.EventFlags['cLand:IslandDevQuestRunning'] = false
- > System.EventFlags['cLand:IslandDevQuestComplete'] = true
- > EventFlowSystemActor.ExitFlowchart()
- 311,320d311
- <
- < local flow Sub_Event54():
- < DynamicCast_rco.SmartPhone(1)
- < DynamicCast_rco.TurnNeck(11)
- < # <50:3>PLAYER!<20:3:cd06><10:4> Can you believe it? We've finally turned our goal into a reality! We'll spread news of the concert via our island broa…
- < DynamicCast_rco.OpenMessageWindow('TalkSNpc/sza/SP_sza_50_IslandEvaluation:513_01', false)
- < System.EventFlags['cLand:IslandEvaluationClearTkkLive'] = true
- < System.EventFlags['cLand:IslandDevQuestRunning'] = false
- < System.EventFlags['cLand:IslandDevQuestComplete'] = true
- < EventFlowSystemActor.ExitFlowchart()
- diff -r 1.4.0/SNPC_tap.evfl.txt 1.5.0/SNPC_tap.evfl.txt
- 68a69,79
- > flow DLStart_FavoriteList():
- > # Splendid! Then everything is sorted. Please close your eyes…and relax…
- > MainNpc.OpenMessageWindow('TalkSNpc/tap/SP_tap:1006', false)
- > Player.PlayerStartAnimeBedWait()
- > EventFlowSystemActor.ChangeSwitchIdrDreamAromaPot(true)
- > run ConnectionMsg_Start()
- > if SubflowResults@2[2] == 0:
- > run DownloadDream_FavoriteList()
- > else:
- > run SearchDream_FavoriteList()
- >
- 72,74c83
- < if EventFlowSystemActor.GeneralTalkChoice2() == 0:
- < run ReturnInputNo()
- < else:
- ---
- > if EventFlowSystemActor.GeneralTalkChoice2() != 0:
- 75a85,88
- > elif System.EventFlags['cPlayer:TapUnlockFavorite']:
- > run ReturnSelectSearchMode()
- > else:
- > run ReturnInputNo()
- 94a108,127
- > flow DownloadDream_FavoriteList():
- > EventFlowSystemActor.NetDownloadDream()
- > run ConnectionMsg_End()
- > if EventFlowSystemActor.CheckErrorType(2):
- > EventFlowSystemActor.ChangeSwitchIdrDreamAromaPot(false)
- > Player.PlayerStartAnimeBedWaitWithHandsClaspedOpenEyes()
- > run DL_NetErrorOccur()
- > else:
- > # Drift and compile…and emerge within the dream of <115:2:cd00>…<10:8:004b0000>
- > MainNpc.OpenMessageWindow('TalkSNpc/tap/SP_tap:1006_01', true)
- > EventFlowSystemActor.CameraReserveFirstStateCommand('Demo:InDreamZoomIn')
- > EventFlowSystemActor.CameraSetDemoParam('Player', 'InIdrDreamZoomIn', 'InIdrDreamZoomInOut', false, false, false, 0)
- > EventFlowSystemActor.TapSmoke('cIdrDreamSmoke')
- > EventFlowSystemActor.WaitFrame(90)
- > EventFlowSystemActor.NextLPFadeOff()
- > EventFlowSystemActor.SystemBGMVolumeFadeOut(2, 10.0, 0.0)
- > EventFlowSystemActor.SoundSceneChangeFadeOutDucking(0)
- > EventFlowSystemActor.NetGoToDream()
- > EventFlowSystemActor.SystemRequestChangeStage('cDreamDemo', 'cNormalFader', 'cNormalFader', 'cWhite', 1.0, 0.10000000149011612)
- >
- 116a150,164
- > flow Error_MyIslandDream():
- > # Hmm… That is the Dream Address for your own island. I am sorry, but I can no more guide you to your own island than I can divide by zero. Perhaps the…
- > MainNpc.OpenMessageWindow('TalkSNpc/tap/SP_tap:1033', false)
- > if EventFlowSystemActor.GeneralTalkChoice2() != 0:
- > run ReturnSelect()
- > elif System.EventFlags['cPlayer:TapUnlockFavorite']:
- > run ReturnSelectSearchMode()
- > else:
- > run ReturnInputNo()
- >
- > flow Error_NotFound():
- > # Sadly, there is no longer a dream filed to that Dream Address. Is there another dream you wish to visit?
- > MainNpc.OpenMessageWindow('TalkSNpc/tap/SP_tap:1057', false)
- > run Event69()
- >
- 126a175,179
- > flow FavoriteList_Error_Cmn():
- > run ConnectionMsg_End()
- > EventFlowSystemActor.ChangeSwitchIdrDreamAromaPot(false)
- > Player.PlayerStartAnimeBedWaitWithHandsClaspedOpenEyes()
- >
- 176,178c229
- < if SubflowResults@2[0] == 0:
- < run ReturnInputNo()
- < else:
- ---
- > if SubflowResults@2[0] != 0:
- 184a236,244
- > elif System.EventFlags['cPlayer:TapUnlockFavorite']:
- > run ReturnSelectSearchMode()
- > elif EventFlowSystemActor.NetHasDreamLogList():
- > # Connection established. If I may stop us for a moment, there is something I believe you will be pleased to hear. From here on, if you find a uniquely…
- > MainNpc.OpenMessageWindow('TalkSNpc/tap/SP_tap:1051', false)
- > System.EventFlags['cPlayer:TapUnlockFavorite'] = true
- > run ReturnSelectSearchMode()
- > else:
- > run ReturnInputNo()
- 191,196c251,252
- < run ReturnSelect()
- < elif EventFlowSystemActor.IsMatchedOwnDreamIdAndInputDreamId():
- < # Hmm… That is the Dream Address for your own island. I am sorry, but I can no more guide you to your own island than I can divide by zero. Perhaps the…
- < MainNpc.OpenMessageWindow('TalkSNpc/tap/SP_tap:1033', false)
- < if EventFlowSystemActor.GeneralTalkChoice2() == 0:
- < run ReturnInputNo()
- ---
- > if System.EventFlags['cPlayer:TapUnlockFavorite']:
- > run ReturnSelectSearchMode()
- 198a255,256
- > elif EventFlowSystemActor.IsMatchedOwnDreamIdAndInputDreamId():
- > run Error_MyIslandDream()
- 211,233c269,271
- < # Splendid! Then everything is sorted. Please close your eyes…and relax…
- < MainNpc.OpenMessageWindow('TalkSNpc/tap/SP_tap:1006', false)
- < Player.PlayerStartAnimeBedWait()
- < EventFlowSystemActor.ChangeSwitchIdrDreamAromaPot(true)
- < run ConnectionMsg_Start()
- < EventFlowSystemActor.NetDownloadDream()
- < run ConnectionMsg_End()
- < if EventFlowSystemActor.CheckErrorType(2):
- < EventFlowSystemActor.ChangeSwitchIdrDreamAromaPot(false)
- < Player.PlayerStartAnimeBedWaitWithHandsClaspedOpenEyes()
- < run DL_NetErrorOccur()
- < else:
- < # Drift and compile…and emerge within the dream of <115:2:cd00>…<10:8:004b0000>
- < MainNpc.OpenMessageWindow('TalkSNpc/tap/SP_tap:1006_01', true)
- < EventFlowSystemActor.CameraReserveFirstStateCommand('Demo:InDreamZoomIn')
- < EventFlowSystemActor.CameraSetDemoParam('Player', 'InIdrDreamZoomIn', 'InIdrDreamZoomInOut', false, false, false, 0)
- < EventFlowSystemActor.TapSmoke('cIdrDreamSmoke')
- < EventFlowSystemActor.WaitFrame(90)
- < EventFlowSystemActor.NextLPFadeOff()
- < EventFlowSystemActor.SystemBGMVolumeFadeOut(2, 10.0, 0.0)
- < EventFlowSystemActor.SoundSceneChangeFadeOutDucking(0)
- < EventFlowSystemActor.NetGoToDream()
- < EventFlowSystemActor.SystemRequestChangeStage('cDreamDemo', 'cNormalFader', 'cNormalFader', 'cWhite', 1.0, 0.10000000149011612)
- ---
- > run DLStart_FavoriteList()
- > elif System.EventFlags['cPlayer:TapUnlockFavorite']:
- > run ReturnSelectSearchMode()
- 239,241c277,278
- < if EventFlowSystemActor.GeneralTalkChoice2() == 0:
- < run ReturnInputNo()
- < else:
- ---
- > entrypoint Event69:
- > if EventFlowSystemActor.GeneralTalkChoice2() != 0:
- 242a280,283
- > elif System.EventFlags['cPlayer:TapUnlockFavorite']:
- > run ReturnSelectSearchMode()
- > else:
- > run ReturnInputNo()
- 249a291,303
- > flow ReturnSelectSearchMode():
- > # How shall I prepare your dream?
- > MainNpc.OpenMessageWindow('TalkSNpc/tap/SP_tap:1052', false)
- > switch EventFlowSystemActor.GeneralTalkChoice3():
- > case 0:
- > SubflowResults[2] = 0
- > run ReturnInputNo()
- > case 1:
- > SubflowResults[2] = 1
- > run ReturnShowFavoriteList()
- > case 2:
- > run ReturnSelect()
- >
- 269a324,345
- > flow ReturnShowFavoriteList():
- > if EventFlowSystemActor.NetHasDreamLogList():
- > # Very well. Please select the dream you wish to revisit.
- > MainNpc.OpenMessageWindow('TalkSNpc/tap/SP_tap:1055', false)
- > EventFlowSystemActor.UIDreamFavoriteListHandling()
- > if not EventFlowSystemActor.UIResultMenuDecide():
- > run ReturnSelectSearchMode()
- > elif EventFlowSystemActor.UIIsMyDreamIDFromList():
- > run Error_MyIslandDream()
- > else:
- > EventFlowSystemActor.SetTagFromUIResult(0, 'cDreamingListTownName')
- > # You wish to revisit the island named <115:2:cd00>? Is that correct?
- > MainNpc.OpenMessageWindow('TalkSNpc/tap/SP_tap:1056', false)
- > if EventFlowSystemActor.GeneralTalkChoice2() == 0:
- > run DLStart_FavoriteList()
- > else:
- > run ReturnShowFavoriteList()
- > else:
- > # Hmm… There do not appear to be any dreams which you can revisit. If you wish to dream, I may need you to provide a Dream Address.
- > MainNpc.OpenMessageWindow('TalkSNpc/tap/SP_tap:1058', false)
- > run ReturnSelectSearchMode()
- >
- 359a436,446
- >
- > flow SearchDream_FavoriteList():
- > EventFlowSystemActor.NetSearchDream('cLogList')
- > if EventFlowSystemActor.CheckErrorType(2):
- > run FavoriteList_Error_Cmn()
- > run DL_NetErrorOccur()
- > elif EventFlowSystemActor.NetIsFoundDreamLand('cLogList'):
- > run DownloadDream_FavoriteList()
- > else:
- > run FavoriteList_Error_Cmn()
- > run Error_NotFound()
- diff -r 1.4.0/System_BootSequence_PcSaveChk.evfl.txt 1.5.0/System_BootSequence_PcSaveChk.evfl.txt
- 4c4
- < # The Nintendo Account linked to this user is different than it was before. Any features that use the internet, like the Best Friends List, will be rei…
- ---
- > # The Nintendo Account linked to this user is different than it was before. Any features that use the internet, like the Best Friends List, will be res…
- 98c98
- < # The Nintendo Account linked to this user is different than it was before. Any features that use the internet, like the Best Friends List, will be rei…
- ---
- > # The Nintendo Account linked to this user is different than it was before. Any features that use the internet, like the Best Friends List, will be res…
- 102c102
- < # This user does not have a Nintendo Account linked. Any features that use the internet, like the Best Friends List, will be reinitialized if you play …
- ---
- > # This user does not have a Nintendo Account linked. Any features that use the internet, like the Best Friends List, will be reset if you play again. D…
- diff -r 1.4.0/System_GameClose.evfl.txt 1.5.0/System_GameClose.evfl.txt
- 2,14c2,18
- < EventFlowSystemActor.NetCaptureScreenshot()
- < # Do you want to report this dream?
- < EventFlowSystemActor.OpenMessageWindow('TalkSys/SYS_CloseMenu:025', false)
- < if EventFlowSystemActor.GeneralTalkChoice2() == 0:
- < EventFlowSystemActor.UIIllegalReportHandling(8)
- < if EventFlowSystemActor.UIIllegalReportResult():
- < # The dream you were experiencing has been reported. You will now be returned to your own bed.
- < EventFlowSystemActor.OpenMessageWindow('TalkSys/SYS_CloseMenu:026', true)
- < EventFlowSystemActor.MiniGameSilentCancel()
- < EventFlowSystemActor.StopMeasurePlayTime('cDreaming')
- < EventFlowSystemActor.FadeOut('', '', 'cBlack', 1.0, 1.0, true)
- < EventFlowSystemActor.NetExitDream(true)
- < EventFlowSystemActor.SystemRequestChangeStage('cDreamDemo', 'cDream', 'cDream', 'cBlack', 1.0, 1.0)
- ---
- > if EventFlowSystemActor.NetIsPublicDream():
- > # It doesn't seem like I can send a report on this dream...
- > EventFlowSystemActor.OpenMessageWindow('TalkSys/SYS_CloseMenu:027', true)
- > else:
- > EventFlowSystemActor.NetCaptureScreenshot()
- > # Do you want to report this dream?
- > EventFlowSystemActor.OpenMessageWindow('TalkSys/SYS_CloseMenu:025', false)
- > if EventFlowSystemActor.GeneralTalkChoice2() == 0:
- > EventFlowSystemActor.UIIllegalReportHandling(8)
- > if EventFlowSystemActor.UIIllegalReportResult():
- > # The dream you were experiencing has been reported. You will now be returned to your own bed.
- > EventFlowSystemActor.OpenMessageWindow('TalkSys/SYS_CloseMenu:026', true)
- > EventFlowSystemActor.MiniGameSilentCancel()
- > EventFlowSystemActor.StopMeasurePlayTime('cDreaming')
- > EventFlowSystemActor.FadeOut('', '', 'cBlack', 1.0, 1.0, true)
- > EventFlowSystemActor.NetExitDream(true)
- > EventFlowSystemActor.SystemRequestChangeStage('cDreamDemo', 'cDream', 'cDream', 'cBlack', 1.0, 1.0)
- diff -r 1.4.0/System_GrowUp.evfl.txt 1.5.0/System_GrowUp.evfl.txt
- 32a33,34
- > System.EventFlags['cLand:GrowUpAfterPatch1_4'] = true
- > System.EventFlags['cLand:GrowUpAfterPatch1_5'] = true
- 94c96,100
- < run System_ServerRegistration::UploadProfileCore(IgnoreError=true)
- ---
- > run System_ServerRegistration::UploadProfileCore(IgnoreError=true, Terminate=false)
- > EventFlowSystemActor.NetUploadEmoticon(true, 10, true)
- >
- > flow NSO_HomeLandCheck():
- > return
- diff -r 1.4.0/System_GrowUp_WeatherControl.evfl.txt 1.5.0/System_GrowUp_WeatherControl.evfl.txt
- 2,3c2,10
- < if (EventFlowSystemActor.EventBranch(true, 0) == `Fireworks`) and (not System.EventFlags['cLand:GrowUpAfterPatch1_4']):
- < EventFlowSystemActor.SetWeatherPattern('EventDay00')
- ---
- > switch EventFlowSystemActor.EventBranch(true, 0):
- > case `Fireworks`:
- > if not System.EventFlags['cLand:GrowUpAfterPatch1_4']:
- > EventFlowSystemActor.SetWeatherPattern('EventDay00')
- > case `Halloween`:
- > if not System.EventFlags['cLand:GrowUpAfterPatch1_5']:
- > EventFlowSystemActor.SetWeatherPattern('EventDay01')
- > default:
- > return
- 6c13
- < if EventFlowSystemActor.EventBranch(true, 0) in (`None`, `FishingConvention`, `InsectConvention`, `Countdown`, `Easter`, `Fireworks`, `Halloween`, `Unknown7`):
- ---
- > if EventFlowSystemActor.EventBranch(true, 0) in (`None`, `FishingConvention`, `InsectConvention`, `Countdown`, `Easter`, `Fireworks`, `Unknown7`, `Unknown8`):
- 7a15,16
- > else:
- > EventFlowSystemActor.SetWeatherPattern('EventDay01')
- Only in 1.5.0: System_Move_Player.evfl.txt
- Only in 1.5.0: System_PcMove.evfl.txt
- diff -r 1.4.0/System_SaveGameClose.evfl.txt 1.5.0/System_SaveGameClose.evfl.txt
- 17a18
- > EventFlowSystemActor.SaveSimpleLoad('cAll')
- 26c27,28
- < run System_ServerRegistration::UploadProfileCore(IgnoreError=true)
- ---
- > if EventFlowSystemActor.NetMode() == 2:
- > run System_ServerRegistration::UploadProfileCore(IgnoreError=true)
- diff -r 1.4.0/System_ServerRegistration.evfl.txt 1.5.0/System_ServerRegistration.evfl.txt
- 63a64
- > EventFlowSystemActor.NetUpdateFriendLandWithInterval(1)
- 64a66
- > EventFlowSystemActor.NetUploadEmoticon(false, -1, true)
- 77a80
- > EventFlowSystemActor.NetUpdateFriendLandWithInterval(1)
- 78a82,84
- > EventFlowSystemActor.NetUploadEmoticon(false, -1, true)
- > if EventFlowSystemActor.CheckErrorType(2):
- > SubflowResults[0] = 1
- diff -r 1.4.0/Tutorials_Prologue1_Charactermaking.evfl.txt 1.5.0/Tutorials_Prologue1_Charactermaking.evfl.txt
- 10,11c10,17
- < if EventFlowSystemActor.ShopLevel() == `InResServiceTent`:
- < System.EventFlags['cPlayer:KaburibaConditionFlag'] = false
- ---
- > switch EventFlowSystemActor.ShopLevel():
- > case `InResServiceTent`:
- > System.EventFlags['cPlayer:KaburibaConditionFlag'] = false
- > case `NooksCrannyInitial`:
- > if EventFlowSystemActor.FacilityOpenPastDays('cMarket1', 8):
- > System.EventFlags['cPlayer:KaburibaConditionFlag'] = false
- > default:
- > return
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