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- diff -r 2.0.2/AI_NPC_HospitalExamination.evfl.txt 2.0.4/AI_NPC_HospitalExamination.evfl.txt
- 2c2
- < if (not System.EventFlags['cWherearenPlayer:GetMedicalEquipToday']) and (System.EventFlags['cWherearenPlayer:DoctorEventStart']):
- ---
- > if (not System.EventFlags['cWherearenPlayer:GetMedicalEquipToday']) and (System.EventFlags['cWherearenPlayer:DoctorEventStart']) and (not EventFlowSystemActor.IsInspectingWherearen()) and (EventFlowSystemActor.WherearenOrderStatus() == 0):
- diff -r 2.0.2/AI_NPC_HospitalReception.evfl.txt 2.0.4/AI_NPC_HospitalReception.evfl.txt
- 6a7
- > run SetupDoctorEventCall()
- 11a13,17
- >
- > flow SetupDoctorEventCall():
- > if (MainNpc.NpcCheckStateSelectTiming('cInit')) and (not EventFlowSystemActor.IsInspectingWherearen()) and (EventFlowSystemActor.WherearenOrderStatus() == 0) and (not System.EventFlags['cWherearenPlayer:DoctorEventStart']) and (EventFlowSystemActor.FlagSystemIntValue4(4, 'cWherearenPlayer:HospitalReceptionFlag') in (1, 2, 3)):
- > MainNpc.NpcSetAIBlackBoard('CallRequest', 1)
- > MainNpc.NpcSetAIBlackBoard('CallCount', 180)
- diff -r 2.0.2/AI_NPC_Mnc_WherearenField.evfl.txt 2.0.4/AI_NPC_Mnc_WherearenField.evfl.txt
- 94c94
- < MainNpc.SetNpcSpeakFlow('SNPC_mnc_03_WherearenOrder', 'MatchingTalk')
- ---
- > MainNpc.SetNpcSpeakFlow('SNPC_mnc_03_WherearenOrder', 'OpenSceneMatchingTalk')
- diff -r 2.0.2/AI_NPC_Mnc_WherearenHouse.evfl.txt 2.0.4/AI_NPC_Mnc_WherearenHouse.evfl.txt
- 77,79c77,80
- < run Sub_Event0()
- < elif System.EventFlags['cWherearenPlayer:InCompleteDemo']:
- < MainNpc.NpcChangeAIState('cInvisible', '', '', '', false, true)
- ---
- > if (EventFlowSystemActor.WherearenOrderStatus() in (0, 1, 3, 4, 5, 6, 7)) and (EventFlowSystemActor.CalledWherearenOfficerNpc()):
- > MainNpc.NpcChangeAIState('cWait', '', 'SNPC_mnc_02_WherearenGarden', 'Root', false, false)
- > else:
- > run Sub_Event0()
- 81c82,85
- < MainNpc.NpcChangeAIState('cWait', '', 'SNPC_mnc_02_WherearenGarden', 'Root', false, false)
- ---
- > if System.EventFlags['cWherearenPlayer:InCompleteDemo']:
- > MainNpc.NpcChangeAIState('cInvisible', '', '', '', false, true)
- > else:
- > MainNpc.NpcChangeAIState('cWait', '', 'SNPC_mnc_02_WherearenGarden', 'Root', false, false)
- diff -r 2.0.2/AI_NPC_Poo_Commune.evfl.txt 2.0.4/AI_NPC_Poo_Commune.evfl.txt
- 28a29
- > MainNpc.NpcAISetting(8, true)
- 34a36
- > MainNpc.NpcAISetting(8, true)
- 40a43
- > MainNpc.NpcAISetting(8, true)
- 42a46
- > MainNpc.NpcAISetting(8, true)
- diff -r 2.0.2/AI_NPC_WherearenGarden.evfl.txt 2.0.4/AI_NPC_WherearenGarden.evfl.txt
- 25c25
- < case 0:
- ---
- > case 0, 4:
- 29c29
- < case 2, 4:
- ---
- > case 2:
- 32c32,33
- < MainNpc.NpcChangeAIState('cWait', '', 'NNPC_Spot_WherearenGardenWork', 'UnderOrder', false, false)
- ---
- > MainNpc.SetNpcTalkFlowName('NNPC_Spot_WherearenGardenWork', 'UnderOrder')
- > MainNpc.ChangeEditMode()
- diff -r 2.0.2/AI_NPC_WherearenHouse.evfl.txt 2.0.4/AI_NPC_WherearenHouse.evfl.txt
- 13c13
- < case 0:
- ---
- > case 0, 4:
- 31c31,32
- < MainNpc.NpcChangeAIState('cWait', '', 'NNPC_Spot_WherearenGardenWork', 'UnderOrder', false, false)
- ---
- > MainNpc.SetNpcTalkFlowName('NNPC_Spot_WherearenGardenWork', 'UnderOrder')
- > MainNpc.ChangeEditMode()
- 35,36d35
- < case 4:
- < MainNpc.NpcChangeAIState('cWait', '', 'NNPC_Spot_WherearenGardenWork', 'UnderOrder', false, false)
- diff -r 2.0.2/Demo_CelemonyWherearen.evfl.txt 2.0.4/Demo_CelemonyWherearen.evfl.txt
- 27c27
- < # That'll do it! Safe travels, everyone.
- ---
- > # That'll do it! Take care, everyone.
- diff -r 2.0.2/Ftr_Kitchen.evfl.txt 2.0.4/Ftr_Kitchen.evfl.txt
- 24c24
- < # This would be a good place to prep some food...
- ---
- > # This would be a good place to prep something...
- diff -r 2.0.2/NNPC_ApproachB_Greeting.evfl.txt 2.0.4/NNPC_ApproachB_Greeting.evfl.txt
- 58c58
- < # "<50:3><110:14>snack attack</110:14>"?<10:4> Isn't that, umm…the same one?
- ---
- > # "<50:3><110:14>Snack attack</110:14>"?<10:4> Isn't that, umm…the same one?
- 77c77
- < # OK, lemme see how it feels on my tongue. Ahem… <50:3><110:14>snack attack</110:14>! Oh wow! That's got a real good mouthfeel!
- ---
- > # OK, lemme see how it feels on my tongue. Ahem… <50:3><110:14>Snack attack</110:14>! Oh wow! That's got a real good mouthfeel!
- 81c81
- < # <50:3><110:14>snack attack</110:14>. <50:3><110:14>snack attack</110:14>… <50:3><110:14>snack attack</110:14>! OK, I'll never forget it now! Wait… Wh…
- ---
- > # <50:3><110:14>Snack attack</110:14>. <50:3><110:14>Snack attack</110:14>… <50:3><110:14>Snack attack</110:14>! OK, I'll never forget it now! Wait… Wh…
- 84c84
- < # <50:3><110:14>snack attack</110:14>… Yeah! It feels…yummy!
- ---
- > # <50:3><110:14>Snack attack</110:14>… Yeah! It feels…yummy!
- diff -r 2.0.2/NNPC_Cafe2FCustomer.evfl.txt 2.0.4/NNPC_Cafe2FCustomer.evfl.txt
- 5c5
- < # <20:2:cd06><50:3><150:4:cd00>… What a real neat thing to shove inside a café, <110:6>.
- ---
- > # <20:2:cd06><50:3><150:4:cd00>… That's a real nice theme for a school!<10:4> OOPS! Café! I meant to say café, not school! Café! What a neat…café! Wait…
- 30a31
- > MainNpc.TurnNeck(10, false)
- 58,59c59
- < # RANDOM: Zzz… A huh huh huh… So yummy. I could e… // Zzz… N-no, don't touch that… That's my … // Hmphmph… A huh huh huh, huh huh huh huh…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Facility_Sleeping:001', false)
- ---
- > run NNPC_RestaurantCustomer::`StandSleep_2.1`()
- diff -r 2.0.2/NNPC_CafeCustomer.evfl.txt 2.0.4/NNPC_CafeCustomer.evfl.txt
- 16a17
- > MainNpc.TurnNeck(10, false)
- 32a34
- > MainNpc.TurnNeck(10, false)
- 73,74c75
- < # RANDOM: Zzz… A huh huh huh… So yummy. I could e… // Zzz… N-no, don't touch that… That's my … // Hmphmph… A huh huh huh, huh huh huh huh…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Facility_Sleeping:001', false)
- ---
- > run NNPC_RestaurantCustomer::`StandSleep_2.1`()
- diff -r 2.0.2/NNPC_CafeWaiter.evfl.txt 2.0.4/NNPC_CafeWaiter.evfl.txt
- 137,138c137
- < # RANDOM: Zzz… A huh huh huh… So yummy. I could e… // Zzz… N-no, don't touch that… That's my … // Hmphmph… A huh huh huh, huh huh huh huh…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Facility_Sleeping:001', false)
- ---
- > run NNPC_RestaurantCustomer::`StandSleep_2.1`()
- diff -r 2.0.2/NNPC_GEvent_Harvest.evfl.txt 2.0.4/NNPC_GEvent_Harvest.evfl.txt
- 344c344
- < # OK, have you ever had fish manure? Uh…I mean fish…men…y'air. I did it! So, <item>meunière. Ever had it? Because it's really good! And it's really, RE…
- ---
- > # OK, have you ever had manure? Wait, uh…I mean men…y'air. I did it! So, <item>meunière. Ever had it? Because it's really good! And it's really, REALLY…
- 350c350
- < # OK, so everyone who knows how to pronounce fish, uh…<item>meunière knows it's got lots of big-fish smells! But there's a sorta-rare stripy fish that'…
- ---
- > # OK, so everyone who knows how to pronounce, uh…<item>meunière knows it's got lots of big-fish smells! But there's a sorta-rare stripy fish that's got…
- diff -r 2.0.2/NNPC_HospitalDoctor.evfl.txt 2.0.4/NNPC_HospitalDoctor.evfl.txt
- 18c18
- < elif (System.EventFlags['cWherearenPlayer:DoctorEventStart']) and (not System.EventFlags['cWherearenPlayer:GetMedicalEquipToday']):
- ---
- > elif (System.EventFlags['cWherearenPlayer:DoctorEventStart']) and (not System.EventFlags['cWherearenPlayer:GetMedicalEquipToday']) and (not EventFlowSystemActor.IsInspectingWherearen()) and (EventFlowSystemActor.WherearenOrderStatus() == 0):
- 67c67
- < if MainNpc.NpcIsTalkedFromBehind():
- ---
- > if (MainNpc.NpcIsTalkedFromBehind()) and (MainNpc.NpcNowPosture() != 0):
- 97c97
- < # Your head hurts… Is it throbbing or thumping? Is it a steady-enough beat that I can play a funky bass guitar to it?
- ---
- > # Your head is pounding… Is it like a throbbing or thumping? Is it a steady-enough beat that I can play a funky bass guitar to it?
- 227c227
- < elif (System.EventFlags['cWherearenPlayer:DoctorEventStart']) and (not System.EventFlags['cWherearenPlayer:GetMedicalEquipToday']):
- ---
- > elif (System.EventFlags['cWherearenPlayer:DoctorEventStart']) and (not System.EventFlags['cWherearenPlayer:GetMedicalEquipToday']) and (not EventFlowSystemActor.IsInspectingWherearen()) and (EventFlowSystemActor.WherearenOrderStatus() == 0):
- 243,244c243
- < # RANDOM: Zzz… A huh huh huh… So yummy. I could e… // Zzz… N-no, don't touch that… That's my … // Hmphmph… A huh huh huh, huh huh huh huh…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Facility_Sleeping:001', false)
- ---
- > run NNPC_RestaurantCustomer::`StandSleep_2.1`()
- diff -r 2.0.2/NNPC_HospitalExamination.evfl.txt 2.0.4/NNPC_HospitalExamination.evfl.txt
- 31,32c31
- < # RANDOM: Zzz… A huh huh huh… So yummy. I could e… // Zzz… N-no, don't touch that… That's my … // Hmphmph… A huh huh huh, huh huh huh huh…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Facility_Sleeping:001', false)
- ---
- > run NNPC_RestaurantCustomer::`StandSleep_2.1`()
- diff -r 2.0.2/NNPC_HospitalInpatient.evfl.txt 2.0.4/NNPC_HospitalInpatient.evfl.txt
- 34,35c34
- < # RANDOM: Zzz… A huh huh huh… So yummy. I could e… // Zzz… N-no, don't touch that… That's my … // Hmphmph… A huh huh huh, huh huh huh huh…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Facility_Sleeping:001', false)
- ---
- > run NNPC_RestaurantCustomer::`StandSleep_2.1`()
- diff -r 2.0.2/NNPC_HospitalPatient.evfl.txt 2.0.4/NNPC_HospitalPatient.evfl.txt
- 42,43c42
- < # RANDOM: Zzz… A huh huh huh… So yummy. I could e… // Zzz… N-no, don't touch that… That's my … // Hmphmph… A huh huh huh, huh huh huh huh…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Facility_Sleeping:001', false)
- ---
- > run NNPC_RestaurantCustomer::`StandSleep_2.1`()
- diff -r 2.0.2/NNPC_HospitalReception.evfl.txt 2.0.4/NNPC_HospitalReception.evfl.txt
- 104a105,107
- > elif EventFlowSystemActor.FlagSystemIntValue4(4, 'cWherearenPlayer:HospitalReceptionFlag') != 0:
- > # Hi. Thank you for waiting. You're real good at it. You're so good that we'd all like to see you do it a little longer. Hmm…yes. Very impressive.
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_FacilityEvent_Hospital:006_01', true)
- 229,230c232
- < # RANDOM: Zzz… A huh huh huh… So yummy. I could e… // Zzz… N-no, don't touch that… That's my … // Hmphmph… A huh huh huh, huh huh huh huh…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Facility_Sleeping:001', false)
- ---
- > run NNPC_RestaurantCustomer::`StandSleep_2.1`()
- diff -r 2.0.2/NNPC_KO_Conv_KO.evfl.txt 2.0.4/NNPC_KO_Conv_KO.evfl.txt
- 52c52
- < # You just keep on yappin'! I know! <20:3:cd06>What do you say we let <110:3> here tell us who's the bigger sourpuss?
- ---
- > # You just keep on yappin'! I know! <20:3:cd06>What do you say we let <110:3> here tell us who's the bigger sourpuss?
- diff -r 2.0.2/NNPC_Quest_Delivery_End.evfl.txt 2.0.4/NNPC_Quest_Delivery_End.evfl.txt
- 264c264
- < # [A|An]<125:4:0000> is all ya need for snack time fun. That, and a real super cool Snack Buddy to share it with!
- ---
- > # [A|An]<125:4:0000> is all ya need for snack- time fun, <110:6>. That, and a real super-cool Snack Buddy to share it with!
- diff -r 2.0.2/NNPC_Quest_VisitN_Home.evfl.txt 2.0.4/NNPC_Quest_VisitN_Home.evfl.txt
- 187,191c187,205
- < # Aww, were you hoping to get my <125:0:0000>? You don't even need to ask. Or give me any Bells! Enjoy, <110:5>!
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_VisitN_Trade:105', false)
- < MainNpc.EventFlags['cNpcTemp:VisitNFtrReturnToPlayer'] = true
- < if EventFlowSystemActor.SystemHasBaggageSpace('cPocketBag') < 1:
- < if MainNpc.TradeFtrCanAttachLetter():
- ---
- > # My <125:0:0000>? Heh…wow. Remember when you gave me my <125:0:0000> and I got so happy? Good times. I guess happy doesn't always last forever, huh?
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_VisitN_Trade:107', false)
- > if EventFlowSystemActor.GeneralTalkChoice2() == 0:
- > # Awww, OK. If it means thaaat much to ya…
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_VisitN_Trade:108', false)
- > MainNpc.EventFlags['cNpcTemp:VisitNFtrReturnToPlayer'] = true
- > if EventFlowSystemActor.SystemHasBaggageSpace('cPocketBag') < 1:
- > if MainNpc.TradeFtrCanAttachLetter():
- > MainNpc.NpcDeleteBuyFtr()
- > MainNpc.NpcMailSend('MAIL_XX_Quest_VisitN', 4, 'cNone', 'cFastTomorrow', 'cReward', false)
- > EventFlowSystemActor.WaitFrame(30)
- > # Oh. Your pockets are too full. I'll send it to your house later, then. Thanks, <110:6>!
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_VisitN_Trade:206', false)
- > run Sub_Event141()
- > else:
- > # Oh, looks like your pockets are full! Sorry—I'm not allowed to give this to you if you don't have space.
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_VisitN_Trade:208', false)
- > MainNpc.EventFlags['cNpcMemory:TalkCountInHouseToday'] += 1
- > else:
- 193c207
- < MainNpc.NpcMailSend('MAIL_XX_Quest_VisitN', 4, 'cNone', 'cFastTomorrow', 'cReward', false)
- ---
- > MainNpc.NpcSetQuestRewardToPlayerBaggage('cFree')
- 195,196c209
- < # Oh. Your pockets are too full. I'll send it to your house later, then. Thanks, <110:6>!
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_VisitN_Trade:206', false)
- ---
- > MainNpc.AddMemoryEventPlayerForNpc('Present_FromNNPC')
- 198,201c211
- < else:
- < # Oh, looks like your pockets are full! Sorry—I'm not allowed to give this to you if you don't have space.
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_VisitN_Trade:208', false)
- < MainNpc.EventFlags['cNpcMemory:TalkCountInHouseToday'] += 1
- ---
- > EventFlowSystemActor.ExitFlowchart()
- 203,208c213,215
- < MainNpc.NpcDeleteBuyFtr()
- < MainNpc.NpcSetQuestRewardToPlayerBaggage('cFree')
- < EventFlowSystemActor.WaitFrame(30)
- < MainNpc.AddMemoryEventPlayerForNpc('Present_FromNNPC')
- < run Sub_Event141()
- < EventFlowSystemActor.ExitFlowchart()
- ---
- > # Yaaay! Whew! I was super worried. But now I'm not! This whole thing's been a roller coaster.
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Quest/BO_Quest_VisitN_Trade:109', false)
- > EventFlowSystemActor.ExitFlowchart()
- diff -r 2.0.2/NNPC_Quest_VisitP_Home.evfl.txt 2.0.4/NNPC_Quest_VisitP_Home.evfl.txt
- 19c19
- < # Oh man, I'm coming in! I'm here for our hangout! You remember our plans, <110:5>?
- ---
- > # It's me! I'm here! To hang out! Just like we planned, <110:5>!
- diff -r 2.0.2/NNPC_Reaction_Cooking.evfl.txt 2.0.4/NNPC_Reaction_Cooking.evfl.txt
- 24c24
- < # You're back for that thing I promised, huh? OK! Here ya go, <110:6>!
- ---
- > # You're back! Here ya go, just like I promised, <110:6>.
- 75c75
- < # Heya! Guess what I'm making! [A|An]<125:0:0000>! And the best part? You can make all ya want once you know the recipe!
- ---
- > # Guess what I'm making! [A|An]<125:0:0000>! And the best part? You can make all ya want once you know the recipe!
- diff -r 2.0.2/NNPC_Reaction_DIY.evfl.txt 2.0.4/NNPC_Reaction_DIY.evfl.txt
- 134c134
- < # You're back for that thing I promised, huh? OK! Here ya go, <110:6>!
- ---
- > # You're back! Here ya go, just like I promised, <110:6>.
- 139c139
- < # You're back for that thing I promised, huh? OK! Here ya go, <110:6>!
- ---
- > # You're back! Here ya go, just like I promised, <110:6>.
- diff -r 2.0.2/NNPC_RestaurantCashier.evfl.txt 2.0.4/NNPC_RestaurantCashier.evfl.txt
- 46,47c46
- < # RANDOM: Zzz… A huh huh huh… So yummy. I could e… // Zzz… N-no, don't touch that… That's my … // Hmphmph… A huh huh huh, huh huh huh huh…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Facility_Sleeping:001', false)
- ---
- > run NNPC_RestaurantCustomer::`StandSleep_2.1`()
- diff -r 2.0.2/NNPC_RestaurantCook.evfl.txt 2.0.4/NNPC_RestaurantCook.evfl.txt
- 69,70c69
- < # RANDOM: Zzz… A huh huh huh… So yummy. I could e… // Zzz… N-no, don't touch that… That's my … // Hmphmph… A huh huh huh, huh huh huh huh…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Facility_Sleeping:001', false)
- ---
- > run NNPC_RestaurantCustomer::`StandSleep_2.1`()
- diff -r 2.0.2/NNPC_RestaurantCustomer.evfl.txt 2.0.4/NNPC_RestaurantCustomer.evfl.txt
- 78,79c78,85
- < # RANDOM: Zzz… A huh huh huh… So yummy. I could e… // Zzz… N-no, don't touch that… That's my … // Hmphmph… A huh huh huh, huh huh huh huh…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Facility_Sleeping:001', false)
- ---
- > # RANDOM: Zzz… A huh huh huh… Zzz… These are sooo… // Zzz… Hey… Don't eat that… Zzz… You dunn… // Zzz… Hmphmph… A huh huh huh… "<50:3><13…
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Facility_Sleeping:101', false)
- > # RANDOM: Hnnngh…<20:2:cd06> Hey! Was I sleeping … // Hey! When did I doze off? <20:2:cd06>Wo… // Yaaawn… Wait—where am I? <20:2:cd06>A h…
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Facility_Sleeping:102', false)
- > MainNpc.WakeUpInWherearenFacility()
- >
- > flow `StandSleep_2.1`():
- > run StandSleep()
- diff -r 2.0.2/NNPC_RestaurantTrainee.evfl.txt 2.0.4/NNPC_RestaurantTrainee.evfl.txt
- 48,49c48
- < # RANDOM: Zzz… A huh huh huh… So yummy. I could e… // Zzz… N-no, don't touch that… That's my … // Hmphmph… A huh huh huh, huh huh huh huh…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Facility_Sleeping:001', false)
- ---
- > run NNPC_RestaurantCustomer::`StandSleep_2.1`()
- diff -r 2.0.2/NNPC_RestaurantVIPCustomer.evfl.txt 2.0.4/NNPC_RestaurantVIPCustomer.evfl.txt
- 30c30
- < # <20:2:cd06>There's a room you can reserve at <150:3:cd00> that makes you feel sooo fancy. Science has proved that everything tastes better when you'r…
- ---
- > # <20:2:cd06>This is definitely the fanciest room at <150:3:cd00>. Science has proved that everything tastes better when you're someplace fancy, <110:6…
- 40c40
- < # <20:2:cd06>There's a room you can reserve at <150:3:cd00> that makes you feel sooo fancy. Science has proved that everything tastes better when you'r…
- ---
- > # <20:2:cd06>This is definitely the fanciest room at <150:3:cd00>. Science has proved that everything tastes better when you're someplace fancy, <110:6…
- 86,87c86
- < # RANDOM: Zzz… A huh huh huh… So yummy. I could e… // Zzz… N-no, don't touch that… That's my … // Hmphmph… A huh huh huh, huh huh huh huh…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Facility_Sleeping:001', false)
- ---
- > run NNPC_RestaurantCustomer::`StandSleep_2.1`()
- diff -r 2.0.2/NNPC_RestaurantWaiter.evfl.txt 2.0.4/NNPC_RestaurantWaiter.evfl.txt
- 58,59c58
- < # RANDOM: Zzz… A huh huh huh… So yummy. I could e… // Zzz… N-no, don't touch that… That's my … // Hmphmph… A huh huh huh, huh huh huh huh…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Facility_Sleeping:001', false)
- ---
- > run NNPC_RestaurantCustomer::`StandSleep_2.1`()
- diff -r 2.0.2/NNPC_Select_Chocolate.evfl.txt 2.0.4/NNPC_Select_Chocolate.evfl.txt
- 61c61,66
- < run NoVisit()
- ---
- > if System.EventFlags['cWherearenPlayer:Unlock_MncBridgeBoat']:
- > # Aren't these sold on the vacation- island place? 'Cause these aren't gonna last me very long… If you're gonna go back there, could I come too, <110:6…
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Select/BO_Select_Present:601_02', false)
- > run Sub_grp_Event4()
- > else:
- > run NoVisit()
- 65,71c70
- < if EventFlowSystemActor.GeneralTalkChoice2() == 0:
- < # Yaaay! Trips are fun! Let's get going!
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Select/BO_Select_Present:602', true)
- < run Sub_Event31()
- < else:
- < # Oh! That's fine, I guess. I'll just… take my time with these, then.
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Select/BO_Select_Present:603', false)
- ---
- > run Sub_grp_Event4()
- 110a110,118
- >
- > local flow Sub_grp_Event4():
- > if EventFlowSystemActor.GeneralTalkChoice2() == 0:
- > # Yaaay! Trips are fun! Let's get going!
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Select/BO_Select_Present:602', true)
- > run Sub_Event31()
- > else:
- > # Oh! That's fine, I guess. I'll just… take my time with these, then.
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/Select/BO_Select_Present:603', false)
- diff -r 2.0.2/NNPC_Spot_WherearenEndShareHouseDemo.evfl.txt 2.0.4/NNPC_Spot_WherearenEndShareHouseDemo.evfl.txt
- 37c37
- < MainNpc.NpcMoveDirection(0.0, 30.0, 0, false, false)
- ---
- > MainNpc.NpcMoveDirection(0.0, 50.0, 0, false, false)
- diff -r 2.0.2/NNPC_Spot_WherearenGarden.evfl.txt 2.0.4/NNPC_Spot_WherearenGarden.evfl.txt
- 314,319c314,316
- < if MainNpc.EventFlags['cWherearenNpcMemory:GiveGiftFaild']:
- < if EventFlowSystemActor.SystemHasBaggageSpace('cPocketBag') < 1:
- < run SkipGift()
- < else:
- < run NNPC_Spot_WherearenMainField::GiveGiftRe()
- < elif MainNpc.EventFlags['cWherearenNpcMemory:GiveGiftDone']:
- ---
- > run Sub_grp_Event170()
- > case 1:
- > if MainNpc.NpcIsSitting() in (0, 1, 2, 3, 5):
- 321,322d317
- < elif MainNpc.EventFlags['cWherearenNpcMemory:GiveDrinkDone']:
- < run NNPC_Spot_WherearenMainField::GiveGift()
- 324,326c319
- < run SkipGift()
- < case 1:
- < run SkipGift()
- ---
- > run Sub_grp_Event170()
- 454a448,460
- >
- > local flow Sub_grp_Event170():
- > if MainNpc.EventFlags['cWherearenNpcMemory:GiveGiftFaild']:
- > if EventFlowSystemActor.SystemHasBaggageSpace('cPocketBag') < 1:
- > run SkipGift()
- > else:
- > run NNPC_Spot_WherearenMainField::GiveGiftRe()
- > elif MainNpc.EventFlags['cWherearenNpcMemory:GiveGiftDone']:
- > run SkipGift()
- > elif MainNpc.EventFlags['cWherearenNpcMemory:GiveDrinkDone']:
- > run NNPC_Spot_WherearenMainField::GiveGift()
- > else:
- > run SkipGift()
- diff -r 2.0.2/NNPC_Spot_WherearenGardenWork.evfl.txt 2.0.4/NNPC_Spot_WherearenGardenWork.evfl.txt
- 6c6,8
- < if not PreCheck:
- ---
- > if PreCheck:
- > SubflowResults[0] = 3
- > else:
- 11,16c13,18
- < elif not EventFlowSystemActor.WherearenEditEndTerms('cOpendAllCardboard'):
- < if not PreCheck:
- < # Um, I think you missed unpacking some stuff. Think you could, uh… un-miss it for me? Please?
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenGarden:003', false)
- < elif EventFlowSystemActor.WherearenEditEndTerms('cPlacedAllMustItem'):
- < run SkipFtrCheck(PreCheck=PreCheck)
- ---
- > elif EventFlowSystemActor.WherearenEditEndTerms('cOpendAllCardboard'):
- > if EventFlowSystemActor.WherearenEditEndTerms('cPlacedAllMustItem'):
- > run SkipFtrCheck(PreCheck=PreCheck)
- > elif not PreCheck:
- > # Huh? But…but where's all the stuff? You know, the stuff in the boxes. Why isn't it all set out, <110:6>?
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenGarden:003_05', false)
- 18,19c20,25
- < # Huh? But…but where's all the stuff? You know, the stuff in the boxes. Why isn't it all set out, <110:6>?
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenGarden:003_05', false)
- ---
- > # Um, I think you missed unpacking some stuff. Think you could, uh… un-miss it for me? Please?
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenGarden:003', false)
- > elif EventFlowSystemActor.SystemCheckNowStage('cWherearenNpcGarden'):
- > SubflowResults[0] = 2
- > elif EventFlowSystemActor.SystemCheckNowStage('cWherearenNpcRoom1'):
- > SubflowResults[0] = 2
- 158,161c164,178
- < if MainNpc.NpcIsSitting() not in (0, 1, 2, 3, 5):
- < MainNpc.TurnNeck(11, false)
- < MainNpc.TurnBody(17, 0.0)
- < EventFlowSystemActor.WaitFrame(20)
- ---
- > if MainNpc.NpcIsSitting() in (0, 1, 2, 3, 5):
- > EventFlowSystemActor.WaitFrame(20)
- > else:
- > switch SubflowResults@4[0]:
- > case 0:
- > MainNpc.TurnNeck(11, false)
- > MainNpc.TurnBody(17, 0.0)
- > EventFlowSystemActor.WaitFrame(20)
- > case 3:
- > EventFlowSystemActor.SetLookAtTargetObject('cWherearenNpcHouse')
- > MainNpc.TurnNeck(11, false)
- > MainNpc.TurnBody(13, 0.0)
- > EventFlowSystemActor.WaitFrame(20)
- > default:
- > return
- 190c207
- < if not PreCheck:
- ---
- > if PreCheck:
- 192,199c209,220
- < # You stuck too many things in my home and n-now… Now there's not enough room for me, <110:6>! Can you make a little room for me? Oh, and make sure the…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenGarden:003_03', false)
- < elif EventFlowSystemActor.WherearenEditEndTerms('cCanNotPlaceNpcNowRoom'):
- < # Hey, I like stuff, but there's so much stuff in here that there's no room for MORE stuff. That's too much stuff! Could you un-stuff this place for me…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenGarden:003_02', false)
- < else:
- < # That other room's got too much stuff. And that's real uncool 'cause I was gonna use it to store OTHER stuff. Could you make some more room for me in …
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenGarden:003_04', false)
- ---
- > SubflowResults[0] = 3
- > elif not EventFlowSystemActor.WherearenEditEndTerms('cCanNotPlaceNpcNowRoom'):
- > SubflowResults[0] = 2
- > elif EventFlowSystemActor.SystemCheckNowStage('cWherearenNpcGarden'):
- > # You stuck too many things in my home and n-now… Now there's not enough room for me, <110:6>! Can you make a little room for me? Oh, and make sure the…
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenGarden:003_03', false)
- > elif EventFlowSystemActor.WherearenEditEndTerms('cCanNotPlaceNpcNowRoom'):
- > # Hey, I like stuff, but there's so much stuff in here that there's no room for MORE stuff. That's too much stuff! Could you un-stuff this place for me…
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenGarden:003_02', false)
- > else:
- > # That other room's got too much stuff. And that's real uncool 'cause I was gonna use it to store OTHER stuff. Could you make some more room for me in …
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenGarden:003_04', false)
- 247,253c268,278
- < if SubflowResults@2[0] == 0:
- < run NPCCheckAct()
- < else:
- < EventFlowSystemActor.SystemBGMVolumeFadeOut(0.10000000149011612, 0, 0.0)
- < EventFlowSystemActor.WaitFrame(3)
- < EventFlowSystemActor.SoundTriggerEmit('Demo_Complete_Edit', -1)
- < EventFlowSystemActor.MessageSuspend()
- ---
- > switch SubflowResults@4[0]:
- > case 0, 3:
- > run NPCCheckAct()
- > case 1:
- > EventFlowSystemActor.SystemBGMVolumeFadeOut(0.10000000149011612, 0, 0.0)
- > EventFlowSystemActor.WaitFrame(3)
- > EventFlowSystemActor.SoundTriggerEmit('Demo_Complete_Edit', -1)
- > EventFlowSystemActor.MessageSuspend()
- > case 2:
- > EventFlowSystemActor.MessageSuspend()
- > EventFlowSystemActor.WaitFrame(20)
- 307c332
- < # Can you believe we live together now? 'Cause I can't! I'm too excited to believe anything right now!
- ---
- > # Can you believe we're vacationing together now? 'Cause I can't! I'm too happy to believe anything right now!
- diff -r 2.0.2/NNPC_Spot_WherearenMainFieldVisitor.evfl.txt 2.0.4/NNPC_Spot_WherearenMainFieldVisitor.evfl.txt
- 67,68c67,72
- < # Hi! What's up?<10:4> A roommate? Ya mean other than the bugs in the floor? With <115:1:cd02>? Are they a bug? Hmm, I dunno. I guess a roommate sounds…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenMainField:204', false)
- ---
- > if (MainNpc.IsVillagerNpc()) and (EventFlowSystemActor@sub.WherearenIsShareHouseOrderNpcVillagerNpc()):
- > # You want me to be roommates with <115:1:cd02>? Is that the same <115:1:cd02> as the one from my island? Hmm, I dunno… I really like my vacationing ho…
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenMainField:204_01', false)
- > else:
- > # Hi! What's up?<10:4> A roommate? Ya mean other than the bugs in the floor? With <115:1:cd02>? Are they a bug? Hmm, I dunno. I guess a roommate sounds…
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenMainField:204', false)
- 71,76c75,89
- < # Hi! What's up?<10:4> A roommate? Ya mean other than the bugs in the floor? With <115:1:cd02>? Are they a bug? Hmm, I dunno. I guess a roommate sounds…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenMainField:204', false)
- < run Sub_grp_Event9()
- < else:
- < # Huh? You want me to move in with someone? I dunno… Buuut…I've been working real hard on my snack archive, and it'd be neat to show it to a captive au…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenMainField:201', false)
- ---
- > if (MainNpc.IsVillagerNpc()) and (EventFlowSystemActor.WherearenIsShareHouseOrderNpcVillagerNpc()):
- > # You want me to be roommates with <115:1:cd02>? Is that the same <115:1:cd02> as the one from my island? Hmm, I dunno… I really like my vacationing ho…
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenMainField:204_01', false)
- > run Sub_grp_Event9()
- > else:
- > # Hi! What's up?<10:4> A roommate? Ya mean other than the bugs in the floor? With <115:1:cd02>? Are they a bug? Hmm, I dunno. I guess a roommate sounds…
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenMainField:204', false)
- > run Sub_grp_Event9()
- > else:
- > if (MainNpc.IsVillagerNpc()) and (EventFlowSystemActor.WherearenIsShareHouseOrderNpcVillagerNpc()):
- > # Hi! What's up?<10:4> Huh. I could have a roommate of my very own? Who ya thinkin' about? <50:3><115:1:cd02>?! Wow! A huh huh, that sounds like a bunc…
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenMainField:201_01', false)
- > else:
- > # Huh? You want me to move in with someone? I dunno… Buuut…I've been working real hard on my snack archive, and it'd be neat to show it to a captive au…
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenMainField:201', false)
- 195,197c208,212
- < if MainNpc.EventFlags['cWherearenNpcMemory:HasAcquaintanceship']:
- < # RANDOM: Hey! You! From Paradise Planning! Vacat… // I know you! Um… You're… Um… You're that… // Hey, buddy! What's new? // Hi! That outfit must mean you're workin…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenMainField:101', false)
- ---
- > if MainNpc.IsChocolateWherearenNpc():
- > # I'm jealous you get to work in such a pretty place. I wish I had to do stuff here too!
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenMainField:306', false)
- > # Hey, I wanna build a vacation house somewhere around here. Can ya help me out?
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenMainField:314', false)
- 199,203c214,222
- < # RANDOM: Yaaay! This place is fun. Hey, are you … // I had a way-cool dream where I met some… // Whatcha need? Oh! You're with Paradise … // Huh? YOU'RE Paradise Planning?<10:4> Oh…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenMainField:100', false)
- < MainNpc.EventFlags['cWherearenNpcMemory:HasAcquaintanceship'] = true
- < # RANDOM: Hey, can I ask you about houses on vaca… // Sorry, but I can't. // I'm busy right now... // Ooh! Idea time! I wanna ask you for you… // Sorry, but I can't. // I'm busy right now...
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenMainField:116', false)
- ---
- > if MainNpc.EventFlags['cWherearenNpcMemory:HasAcquaintanceship']:
- > # RANDOM: Hey! You! From Paradise Planning! Vacat… // I know you! Um… You're… Um… You're that… // Hey, buddy! What's new? // Hi! That outfit must mean you're workin…
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenMainField:101', false)
- > else:
- > # RANDOM: Yaaay! This place is fun. Hey, are you … // I had a way-cool dream where I met some… // Whatcha need? Oh! You're with Paradise … // Huh? YOU'RE Paradise Planning?<10:4> Oh…
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenMainField:100', false)
- > MainNpc.EventFlags['cWherearenNpcMemory:HasAcquaintanceship'] = true
- > # RANDOM: Hey, can I ask you about houses on vaca… // Sorry, but I can't. // I'm busy right now... // Ooh! Idea time! I wanna ask you for you… // Sorry, but I can't. // I'm busy right now...
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenMainField:116', false)
- 278,280c297,299
- < if MainNpc.WherearenIsBuiltNpc():
- < # OK! But now why do I suddenly feel like I've got butterflies in my tummy? A huh huh huh! Butterflies tickle!
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenMainField:202', false)
- ---
- > if (MainNpc.IsVillagerNpc()) and (EventFlowSystemActor.WherearenIsShareHouseOrderNpcVillagerNpc()):
- > # OK! Oh boy, <115:1:cd02>'s gonna be real surprised! I can't wait, <110:6>!
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenMainField:202_01', false)
- 285,304c304,321
- < MainNpc.WherearenSetHousemate()
- < EventFlowSystemActor.WherearenOrderCallback('cFinishLookForHousemate')
- < if EventFlowSystemActor.SystemCheckNowStage('cWherearenMainIsland'):
- < EventFlowSystemActor.FadeOut('cCircle', 'cCircle', 'cBlack', 1.0, 1.0, true)
- < MainNpc.ArrangeCharacterForOrder()
- < EventFlowSystemActor.SetWherearenPlayerRemoveBinderSeq(true, false)
- < EventFlowSystemActor.WaitFrame(3)
- < else:
- < if MainNpc.WherearenIsBuiltNpc():
- < run ClosePhotoUI()
- < EventFlowSystemActor.CameraReserveFirstStateCommand('Demo:OrderCut0', '', true)
- < EventFlowSystemActor.RequestWaterFallDucking(2)
- < EventFlowSystemActor.SystemRequestChangeStage('cWherearenOrderDemo', 'cCircle', 'cCircle', 'cBlack', 1.0, 1.0)
- < else:
- < if MainNpc.WherearenIsBuiltNpc():
- < # It's OK. Snack compatibility is hard. You gotta get it juuust right, so I'm glad you're taking it seriously.
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenMainField:203', false)
- < else:
- < # It's OK. Snack compatibility is hard. You gotta get it juuust right, so I'm glad you're taking it seriously.
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenMainField:203', false)
- ---
- > if MainNpc.WherearenNpcOrderRelationKind() == 3:
- > MainNpc.WherearenSetHousemate()
- > EventFlowSystemActor.WherearenOrderCallback('cFinishLookForHousemate')
- > if EventFlowSystemActor.SystemCheckNowStage('cWherearenMainIsland'):
- > EventFlowSystemActor.FadeOut('cCircle', 'cCircle', 'cBlack', 1.0, 1.0, true)
- > MainNpc.ArrangeCharacterForOrder()
- > EventFlowSystemActor.SetWherearenPlayerRemoveBinderSeq(true, false)
- > EventFlowSystemActor.WaitFrame(3)
- > else:
- > if MainNpc.WherearenIsBuiltNpc():
- > run ClosePhotoUI()
- > EventFlowSystemActor.CameraReserveFirstStateCommand('Demo:OrderCut0', '', true)
- > EventFlowSystemActor.RequestWaterFallDucking(2)
- > EventFlowSystemActor.ReserveSkipSceneStartDemo()
- > EventFlowSystemActor.SystemRequestChangeStage('cWherearenOrderDemo', 'cCircle', 'cCircle', 'cBlack', 1.0, 1.0)
- > else:
- > # It's OK. Snack compatibility is hard. You gotta get it juuust right, so I'm glad you're taking it seriously.
- > MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenMainField:203', false)
- diff -r 2.0.2/NNPC_TailorClerk.evfl.txt 2.0.4/NNPC_TailorClerk.evfl.txt
- 63,64c63
- < # RANDOM: Zzz… A huh huh huh… So yummy. I could e… // Zzz… N-no, don't touch that… That's my … // Hmphmph… A huh huh huh, huh huh huh huh…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Facility_Sleeping:001', false)
- ---
- > run NNPC_RestaurantCustomer::`StandSleep_2.1`()
- diff -r 2.0.2/NNPC_TailorCustomer.evfl.txt 2.0.4/NNPC_TailorCustomer.evfl.txt
- 22,23c22
- < # RANDOM: Zzz… A huh huh huh… So yummy. I could e… // Zzz… N-no, don't touch that… That's my … // Hmphmph… A huh huh huh, huh huh huh huh…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Facility_Sleeping:001', false)
- ---
- > run NNPC_RestaurantCustomer::`StandSleep_2.1`()
- diff -r 2.0.2/NNPC_Wherearen_SchoolStudent.evfl.txt 2.0.4/NNPC_Wherearen_SchoolStudent.evfl.txt
- 45,46c45
- < # RANDOM: Zzz… A huh huh huh… So yummy. I could e… // Zzz… N-no, don't touch that… That's my … // Hmphmph… A huh huh huh, huh huh huh huh…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Facility_Sleeping:001', false)
- ---
- > run NNPC_RestaurantCustomer::`StandSleep_2.1`()
- diff -r 2.0.2/NNPC_Wherearen_SchoolTeacher.evfl.txt 2.0.4/NNPC_Wherearen_SchoolTeacher.evfl.txt
- 88,89c88
- < # RANDOM: Zzz… A huh huh huh… So yummy. I could e… // Zzz… N-no, don't touch that… That's my … // Hmphmph… A huh huh huh, huh huh huh huh…
- < MainNpc.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Facility_Sleeping:001', false)
- ---
- > run NNPC_RestaurantCustomer::`StandSleep_2.1`()
- diff -r 2.0.2/Obj_MessageCardRack.evfl.txt 2.0.4/Obj_MessageCardRack.evfl.txt
- 180c180
- < # I can't afford to send it right now…
- ---
- > # I can't afford to send one right now…
- diff -r 2.0.2/Obj_RcoMachine_AmiiboCall.evfl.txt 2.0.4/Obj_RcoMachine_AmiiboCall.evfl.txt
- 36a37
- > EventFlowSystemActor.EventFlagOffAllLiver('cPlayer:CampFirstTalk')
- diff -r 2.0.2/Obj_WherearenAmiiboDeviceCall.evfl.txt 2.0.4/Obj_WherearenAmiiboDeviceCall.evfl.txt
- 63a64
- > EventFlowSystemActor.ReserveSkipSceneStartDemo()
- diff -r 2.0.2/Obj_WherearenAmiiboDevice.evfl.txt 2.0.4/Obj_WherearenAmiiboDevice.evfl.txt
- 190c190
- < EventFlowSystemActor.OpenMessageWindow('TalkObj/OBJ_WherearenAmiiboDevice:403', false)
- ---
- > EventFlowSystemActor@sub.OpenMessageWindow('TalkObj/OBJ_WherearenAmiiboDevice:403', false)
- 192c192
- < EventFlowSystemActor@sub.UIWherearenIslandsMsgPhotoAppear('cJpeg_Amiibo', 0, false, 0.0, 0.0, '')
- ---
- > EventFlowSystemActor.UIWherearenIslandsMsgPhotoAppear('cJpeg_Amiibo', 0, false, 0.0, 0.0, '')
- diff -r 2.0.2/Obj_WorldMyDesignGallery.evfl.txt 2.0.4/Obj_WorldMyDesignGallery.evfl.txt
- 44a45,46
- > if EventFlowSystemActor.NetMode() in (0, 1):
- > run System_ServerRegistration::UserRegist(WithLogin=false, WithSave=false, Terminate=true)
- diff -r 2.0.2/Player_SmaphoResortStudy.evfl.txt 2.0.4/Player_SmaphoResortStudy.evfl.txt
- 8a9
- > EventFlowSystemActor.TelopEnd()
- diff -r 2.0.2/SNPC_bpt_02_Commune_2_CmnProcess.evfl.txt 2.0.4/SNPC_bpt_02_Commune_2_CmnProcess.evfl.txt
- 74c74
- < # <100:2>Keeee ha mo-ataa… Keeee ha mo-nurataa<100:2>…</100:2> RETSASID DIOVA!</100:2><10:8:003c0000>
- ---
- > # <100:2>Keeee ha mo-ataa… Keeee ha mo-nurataa… RETSASID DIOVA!</100:2><10:8:003c0000>
- 77c77
- < # <100:2>Keeee ha mo-ataa<100:2>…</100:2> Keeee ha mo-nurataa<100:2>…</100:2> SELUR PIHSDNEIRF!</100:2><10:8:003c0000>
- ---
- > # <100:2>Keeee ha mo-ataa… Keeee ha mo-nurataa… SELUR PIHSDNEIRF!</100:2><10:8:003c0000>
- diff -r 2.0.2/SNPC_common_CafeSitting.evfl.txt 2.0.4/SNPC_common_CafeSitting.evfl.txt
- 20a21,23
- > elif System.EventFlags['cLand:MuseumCafeConstruction_3_OpenDay']:
- > # RANDOM: Some folks dig moo juice in their java,… // Now that…is some fine coffee.<10:4> Whe… // Swing by and catch my live act sometime… // These quiet hours, when the island's fo… // Mmm-mmm. That coffee hits a real cool g…
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:021', false)
- 23c26
- < if EventFlowSystemActor.RandomChoice2(2) == 0:
- ---
- > if EventFlowSystemActor.RandomChoiceExcludePrevious2(2, true) == 0:
- 52c55
- < if EventFlowSystemActor.RandomChoice3(3) == 0:
- ---
- > if EventFlowSystemActor.RandomChoiceExcludePrevious3(3, true) == 0:
- 92c95
- < elif EventFlowSystemActor.RandomChoice3(3) == 0:
- ---
- > elif EventFlowSystemActor.RandomChoiceExcludePrevious3(3, true) == 0:
- 142,145c145,257
- < elif not MainNpc.NpcLabel('bey'):
- < switch EventFlowSystemActor.RandomChoice5(5):
- < case 0, 1, 2:
- < if EventFlowSystemActor.RandomChoice3(3) == 0:
- ---
- > elif MainNpc.NpcLabel('bey'):
- > if EventFlowSystemActor.RandomChoiceExcludePrevious9(9, true) not in (0, 1, 2, 3, 4, 5, 6, 7):
- > if EventFlowSystemActor.RandomChoiceExcludePrevious2(2, true) == 0:
- > switch MainNpc.EnvWeatherNNpcTalkCustom():
- > case `Fine`, `Blossom`:
- > # When the weather's as nice as it is today, there's no finer feeling than being outside, singing a tune.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_11', false)
- > case `Cloudy`, `Rain`, `HeavyRain`:
- > # When I hear the sound of rain, it makes me feel like…the world is always overflowing with music.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_12', false)
- > case `Snow`, `HeavySnow`:
- > # Snow absorbs the sound. Swallows it right up. But quiet nights like this… They're not half bad.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_13', false)
- > else:
- > switch EventFlowSystemActor.EnvSeason():
- > case `Spring`:
- > if EventFlowSystemActor.RandomChoiceExcludePrevious2(2, true) == 0:
- > # Spring's a season for renewing and refreshing… Dropping in on old friends, and remembering old times.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_15', false)
- > else:
- > # Kicking back on a warm spring day, strumming a guitar… It's no bad way to be, daddio. And when folks pass you by, they don't even know it, but they g…
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_16', false)
- > case `Summer`:
- > if EventFlowSystemActor.RandomChoiceExcludePrevious2(2, true) == 0:
- > # Summer days are crazy hot. But when the mercury's been climbing high, the cool night wind feels great.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_17', false)
- > else:
- > # Summer makes me want to listen to that ocean beat. When I hear waves lapping at the beach… It's strange, but just the sound alone can cool down this …
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_18', false)
- > case `Autumn`:
- > if EventFlowSystemActor.RandomChoiceExcludePrevious2(2, true) == 0:
- > # Fall nights are all about that bug music. Those long, lonely nights aren't half so lonely, thanks to them.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_19', false)
- > else:
- > # I like folks to hear my music live, but that's no dig against listening to an album when it's all you've got. Albums can be good friends to keep you …
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_20', false)
- > case `Winter`:
- > if EventFlowSystemActor.RandomChoiceExcludePrevious2(2, true) == 0:
- > # Ah, that warms the bones. Brewster's brew is all it takes to get my frozen digits back to snapping.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_21', false)
- > else:
- > # A nice, hot cup of java really mellows my nerves when I'm wound up. Ah, I can feel a song coming on.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_22', false)
- > elif not EventFlowSystemActor.CatchFesFreeQuery2('cChmQueryType_AttendInsectConvention'):
- > if EventFlowSystemActor.RandomChoice3(3) == 0:
- > switch EventFlowSystemActor.RandomChoiceExcludePrevious3(3, true):
- > case 0:
- > # Some folks dig moo juice in their java, or maybe a lump of sugar… Me, I take my coffee with a little music. That's what's brewing in my noodle as I s…
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_01', false)
- > case 1:
- > # Brewster and I've got a lot of history, so when I drink his special blend, it takes me all the way back. Smelling that coffee, setting up a stool for…
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_02', false)
- > case 2:
- > # Now that…is some fine coffee.<10:4> When you get something this good, it works a little magic on your soul. Nothing ever moves your heart if you know…
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_03', false)
- > else:
- > switch EventFlowSystemActor.RandomChoiceExcludePrevious5(5, true):
- > case 0:
- > # I take Brewster's brew just the way he makes it. You don't need to dress up your cup with beans this keen.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_05', false)
- > case 1:
- > # These quiet hours, when the island's folks are all sound asleep… If you ask me, that's the right time for grabbing a cup of joe and letting your mind…
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_07', false)
- > case 2:
- > # Swing by and catch my live act sometime, daddio.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_06', false)
- > case 3:
- > # Just like some folks are fans of music, maybe even fans of mine, I'm a fan of Brewster's coffee.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_08', false)
- > case 4:
- > # Mmm-mmm. That coffee hits a real cool groove. Hmm… Got me thinking about my next song.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_09', false)
- > elif EventFlowSystemActor.RandomChoiceExcludePrevious3(3, true) == 0:
- > switch EventFlowSystemActor.RandomChoiceExcludePrevious4(4, true):
- > case 0:
- > # Some folks dig moo juice in their java, or maybe a lump of sugar… Me, I take my coffee with a little music. That's what's brewing in my noodle as I s…
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_01', false)
- > case 1:
- > # Brewster and I've got a lot of history, so when I drink his special blend, it takes me all the way back. Smelling that coffee, setting up a stool for…
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_02', false)
- > case 2:
- > # Now that…is some fine coffee.<10:4> When you get something this good, it works a little magic on your soul. Nothing ever moves your heart if you know…
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_03', false)
- > case 3:
- > # Flick and his old man have some baggage and bad blood. It's a shame, but I don't think you gotta force a relationship just because you're family. Blo…
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_bey:011_04', false)
- > else:
- > switch EventFlowSystemActor.RandomChoiceExcludePrevious7(7, true):
- > case 0:
- > # I take Brewster's brew just the way he makes it. You don't need to dress up your cup with beans this keen.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_05', false)
- > case 1:
- > # These quiet hours, when the island's folks are all sound asleep… If you ask me, that's the right time for grabbing a cup of joe and letting your mind…
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_07', false)
- > case 2:
- > # Swing by and catch my live act sometime, daddio.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_06', false)
- > case 3:
- > # Just like some folks are fans of music, maybe even fans of mine, I'm a fan of Brewster's coffee.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_08', false)
- > case 4:
- > # Mmm-mmm. That coffee hits a real cool groove. Hmm… Got me thinking about my next song.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_09', false)
- > case 5:
- > # I hear Flick comes here for a drink after his Bug-Off events. He doesn't make friends as easily as I do, so if you see him, would you chat with him a…
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_bey:011_24', false)
- > case 6:
- > # I always notice the seasons changing in the fish I catch, but Flick does the same thing with bugs! However you do it, it's cool to be in touch with n…
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_bey:011_23', false)
- > elif (not MainNpc.NpcLabel('boc')) and (not MainNpc.NpcLabel('doc')):
- > switch EventFlowSystemActor.RandomChoiceExcludePrevious9(9, true):
- > case 0, 1, 2, 3, 4, 5:
- > if EventFlowSystemActor.RandomChoiceExcludePrevious3(3, true) == 0:
- 173c285
- < case 3:
- ---
- > case 6:
- 184c296
- < case 4:
- ---
- > case 7, 8:
- 214,298d325
- < elif EventFlowSystemActor.RandomChoiceExcludePrevious9(9, true) not in (0, 1, 2, 3, 4, 5, 6, 7):
- < if EventFlowSystemActor.RandomChoice2(2) == 0:
- < switch MainNpc.EnvWeatherNNpcTalkCustom():
- < case `Fine`, `Blossom`:
- < # When the weather's as nice as it is today, there's no finer feeling than being outside, singing a tune.
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_11', false)
- < case `Cloudy`, `Rain`, `HeavyRain`:
- < # When I hear the sound of rain, it makes me feel like…the world is always overflowing with music.
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_12', false)
- < case `Snow`, `HeavySnow`:
- < # Snow absorbs the sound. Swallows it right up. But quiet nights like this… They're not half bad.
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_13', false)
- < else:
- < switch EventFlowSystemActor.EnvSeason():
- < case `Spring`:
- < if EventFlowSystemActor.RandomChoiceExcludePrevious2(2, true) == 0:
- < # Spring's a season for renewing and refreshing… Dropping in on old friends, and remembering old times.
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_15', false)
- < else:
- < # Kicking back on a warm spring day, strumming a guitar… It's no bad way to be, daddio. And when folks pass you by, they don't even know it, but they g…
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_16', false)
- < case `Summer`:
- < if EventFlowSystemActor.RandomChoiceExcludePrevious2(2, true) == 0:
- < # Summer days are crazy hot. But when the mercury's been climbing high, the cool night wind feels great.
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_17', false)
- < else:
- < # Summer makes me want to listen to that ocean beat. When I hear waves lapping at the beach… It's strange, but just the sound alone can cool down this …
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_18', false)
- < case `Autumn`:
- < if EventFlowSystemActor.RandomChoiceExcludePrevious2(2, true) == 0:
- < # Fall nights are all about that bug music. Those long, lonely nights aren't half so lonely, thanks to them.
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_19', false)
- < else:
- < # I like folks to hear my music live, but that's no dig against listening to an album when it's all you've got. Albums can be good friends to keep you …
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_20', false)
- < case `Winter`:
- < if EventFlowSystemActor.RandomChoiceExcludePrevious2(2, true) == 0:
- < # Ah, that warms the bones. Brewster's brew is all it takes to get my frozen digits back to snapping.
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_21', false)
- < else:
- < # A nice, hot cup of java really mellows my nerves when I'm wound up. Ah, I can feel a song coming on.
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_22', false)
- < elif not EventFlowSystemActor.CatchFesFreeQuery2('cChmQueryType_AttendInsectConvention'):
- < if EventFlowSystemActor.RandomChoice3(3) == 0:
- < switch EventFlowSystemActor.RandomChoiceExcludePrevious3(3, true):
- < case 0:
- < # Some folks dig moo juice in their java, or maybe a lump of sugar… Me, I take my coffee with a little music. That's what's brewing in my noodle as I s…
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_01', false)
- < case 1:
- < # Brewster and I've got a lot of history, so when I drink his special blend, it takes me all the way back. Smelling that coffee, setting up a stool for…
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_02', false)
- < case 2:
- < # Now that…is some fine coffee.<10:4> When you get something this good, it works a little magic on your soul. Nothing ever moves your heart if you know…
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_03', false)
- < else:
- < switch EventFlowSystemActor.RandomChoiceExcludePrevious5(5, true):
- < case 0:
- < # I take Brewster's brew just the way he makes it. You don't need to dress up your cup with beans this keen.
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_05', false)
- < case 1:
- < # These quiet hours, when the island's folks are all sound asleep… If you ask me, that's the right time for grabbing a cup of joe and letting your mind…
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_07', false)
- < case 2:
- < # Swing by and catch my live act sometime, daddio.
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_06', false)
- < case 3:
- < # Just like some folks are fans of music, maybe even fans of mine, I'm a fan of Brewster's coffee.
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_08', false)
- < case 4:
- < # Mmm-mmm. That coffee hits a real cool groove. Hmm… Got me thinking about my next song.
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_09', false)
- < elif EventFlowSystemActor.RandomChoice3(3) == 0:
- < switch EventFlowSystemActor.RandomChoiceExcludePrevious4(4, true):
- < case 0:
- < # Some folks dig moo juice in their java, or maybe a lump of sugar… Me, I take my coffee with a little music. That's what's brewing in my noodle as I s…
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_01', false)
- < case 1:
- < # Brewster and I've got a lot of history, so when I drink his special blend, it takes me all the way back. Smelling that coffee, setting up a stool for…
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_02', false)
- < case 2:
- < # Now that…is some fine coffee.<10:4> When you get something this good, it works a little magic on your soul. Nothing ever moves your heart if you know…
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_03', false)
- < case 3:
- < # Flick and his old man have some baggage and bad blood. It's a shame, but I don't think you gotta force a relationship just because you're family. Blo…
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_bey:011_04', false)
- 300,321c327,411
- < switch EventFlowSystemActor.RandomChoiceExcludePrevious7(7, true):
- < case 0:
- < # I take Brewster's brew just the way he makes it. You don't need to dress up your cup with beans this keen.
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_05', false)
- < case 1:
- < # These quiet hours, when the island's folks are all sound asleep… If you ask me, that's the right time for grabbing a cup of joe and letting your mind…
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_07', false)
- < case 2:
- < # Swing by and catch my live act sometime, daddio.
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_06', false)
- < case 3:
- < # Just like some folks are fans of music, maybe even fans of mine, I'm a fan of Brewster's coffee.
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_08', false)
- < case 4:
- < # Mmm-mmm. That coffee hits a real cool groove. Hmm… Got me thinking about my next song.
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_09', false)
- < case 5:
- < # I hear Flick comes here for a drink after his Bug-Off events. He doesn't make friends as easily as I do, so if you see him, would you chat with him a…
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_bey:011_24', false)
- < case 6:
- < # I always notice the seasons changing in the fish I catch, but Flick does the same thing with bugs! However you do it, it's cool to be in touch with n…
- < MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_bey:011_23', false)
- ---
- > switch EventFlowSystemActor.RandomChoiceExcludePrevious9(9, true):
- > case 0, 1, 2, 3, 4, 5, 6:
- > if EventFlowSystemActor.RandomChoiceExcludePrevious3(3, true) == 0:
- > switch EventFlowSystemActor.RandomChoiceExcludePrevious3(3, true):
- > case 0:
- > # Some folks dig moo juice in their java, or maybe a lump of sugar… Me, I take my coffee with a little music. That's what's brewing in my noodle as I s…
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_01', false)
- > case 1:
- > # Brewster and I've got a lot of history, so when I drink his special blend, it takes me all the way back. Smelling that coffee, setting up a stool for…
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_02', false)
- > case 2:
- > # Now that…is some fine coffee.<10:4> When you get something this good, it works a little magic on your soul. Nothing ever moves your heart if you know…
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_03', false)
- > else:
- > switch EventFlowSystemActor.RandomChoiceExcludePrevious5(5, true):
- > case 0:
- > # I take Brewster's brew just the way he makes it. You don't need to dress up your cup with beans this keen.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_05', false)
- > case 1:
- > # These quiet hours, when the island's folks are all sound asleep… If you ask me, that's the right time for grabbing a cup of joe and letting your mind…
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_07', false)
- > case 2:
- > # Swing by and catch my live act sometime, daddio.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_06', false)
- > case 3:
- > # Just like some folks are fans of music, maybe even fans of mine, I'm a fan of Brewster's coffee.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_08', false)
- > case 4:
- > # Mmm-mmm. That coffee hits a real cool groove. Hmm… Got me thinking about my next song.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_09', false)
- > case 7:
- > switch MainNpc.EnvWeatherNNpcTalkCustom():
- > case `Fine`, `Blossom`:
- > # When the weather's as nice as it is today, there's no finer feeling than being outside, singing a tune.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_11', false)
- > case `Cloudy`, `Rain`, `HeavyRain`:
- > # When I hear the sound of rain, it makes me feel like…the world is always overflowing with music.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_12', false)
- > case `Snow`, `HeavySnow`:
- > # Snow absorbs the sound. Swallows it right up. But quiet nights like this… They're not half bad.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_13', false)
- > case 8:
- > switch EventFlowSystemActor.EnvSeason():
- > case `Spring`:
- > if EventFlowSystemActor.EnvWeatherArea() == `cWeatherArea_North`:
- > if EventFlowSystemActor.EnvCheckBetweenDate(4, 1, 4, 10, 'cLastGrowUpTime'):
- > run Sub_grp_Event144()
- > else:
- > # Spring's a season for renewing and refreshing… Dropping in on old friends, and remembering old times.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_15', false)
- > else:
- > if EventFlowSystemActor.EnvCheckBetweenDate(10, 1, 10, 10, 'cLastGrowUpTime'):
- > run Sub_grp_Event144()
- > else:
- > # Spring's a season for renewing and refreshing… Dropping in on old friends, and remembering old times.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_15', false)
- > case `Summer`:
- > if EventFlowSystemActor.RandomChoiceExcludePrevious2(2, true) == 0:
- > # Summer days are crazy hot. But when the mercury's been climbing high, the cool night wind feels great.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_17', false)
- > else:
- > # Summer makes me want to listen to that ocean beat. When I hear waves lapping at the beach… It's strange, but just the sound alone can cool down this …
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_18', false)
- > case `Autumn`:
- > if EventFlowSystemActor.RandomChoiceExcludePrevious2(2, true) == 0:
- > # Fall nights are all about that bug music. Those long, lonely nights aren't half so lonely, thanks to them.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_19', false)
- > else:
- > # I like folks to hear my music live, but that's no dig against listening to an album when it's all you've got. Albums can be good friends to keep you …
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_20', false)
- > case `Winter`:
- > if EventFlowSystemActor.RandomChoiceExcludePrevious2(2, true) == 0:
- > # Ah, that warms the bones. Brewster's brew is all it takes to get my frozen digits back to snapping.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_21', false)
- > else:
- > # A nice, hot cup of java really mellows my nerves when I'm wound up. Ah, I can feel a song coming on.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_22', false)
- >
- > local flow Sub_grp_Event144():
- > if EventFlowSystemActor.RandomChoiceExcludePrevious2(2, true) == 0:
- > # Spring's a season for renewing and refreshing… Dropping in on old friends, and remembering old times.
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_15', false)
- > else:
- > # Kicking back on a warm spring day, strumming a guitar… It's no bad way to be, daddio. And when folks pass you by, they don't even know it, but they g…
- > MainNpc.OpenMessageWindow('TalkSNpc/ForCafe/Normal_Sitting/SP_CafeSitting_tkk:011_16', false)
- diff -r 2.0.2/SNPC_fox_02_ItemCheck.evfl.txt 2.0.4/SNPC_fox_02_ItemCheck.evfl.txt
- 49c49
- < # So you think you want <50:1> <125:0:0000>, huh? Believe it or not, that's actually my favorite piece in here. I really don't wanna sell it, but…it's …
- ---
- > # So you think you want <50:1> <125:0:0000>, huh? Believe it or not, that's actually my favorite piece here. I really don't wanna sell it, but…it's you…
- diff -r 2.0.2/SNPC_fox_11_Commune_Art.evfl.txt 2.0.4/SNPC_fox_11_Commune_Art.evfl.txt
- 52c52
- < # So you think you want <50:1> <125:0:0000>, huh? Believe it or not, that's actually my favorite piece in here. I really don't wanna sell it, but…it's …
- ---
- > # So you think you want <50:1> <125:0:0000>, huh? Believe it or not, that's actually my favorite piece here. I really don't wanna sell it, but…it's you…
- diff -r 2.0.2/SNPC_fox_11_Commune.evfl.txt 2.0.4/SNPC_fox_11_Commune.evfl.txt
- 113c113
- < # If I'm not mistaken, you're the one I got introduced to earlier, right? Well, as I mentioned then, I deal in fine goods. And nothing's finer than fin…
- ---
- > # As I'm sure you can see, I deal in fine goods here. And nothing's finer than fine art, am I right?
- 116c116
- < # If I'm not mistaken, you're the one I got introduced to earlier, right? Well, as I mentioned then, I deal in fine goods. And nothing's finer than fin…
- ---
- > # As I'm sure you can see, I deal in fine goods here. And nothing's finer than fine art, am I right?
- 119c119
- < # As I'm sure you can see, I deal in fine goods. And nothing's finer than fine art, am I right?
- ---
- > # As I'm sure you can see, I deal in fine goods here. And nothing's finer than fine art, am I right?
- diff -r 2.0.2/SNPC_kpp_04_SongReturn.evfl.txt 2.0.4/SNPC_kpp_04_SongReturn.evfl.txt
- 23c23
- < # RANDOM: Dig up anything good today? // If ye think it's all a dream…maybe it I… // A trip isn't over till ye're back home …
- ---
- > # RANDOM: Dig up anythin' good today? // If ye think it's all a dream…maybe it I… // A trip isn't over till ye're back home …
- diff -r 2.0.2/SNPC_kpp.evfl.txt 2.0.4/SNPC_kpp.evfl.txt
- 105c105
- < # Hold on tharrr. Are ye in the midst of using yer Island Designer gizmo? I can't have ye running into trouble with it during the tour, so go ahead and…
- ---
- > # Hold on tharrr. Are ye in the midst of usin' yer Island Designer gizmo? I can't have ye runnin' into trouble with it durin' the tour, so go ahead and…
- diff -r 2.0.2/SNPC_mnc_01_Wherearen.evfl.txt 2.0.4/SNPC_mnc_01_Wherearen.evfl.txt
- 48a49
- > EventFlowSystemActor@sub.WaitFrame(45)
- diff -r 2.0.2/SNPC_mnc_02_WherearenGarden.evfl.txt 2.0.4/SNPC_mnc_02_WherearenGarden.evfl.txt
- 146c146
- < # OK! We're at the vacation home of <115:9:cd00> and [his|her] roomie.
- ---
- > # Here we are at <115:9:cd00>'s vacation home!
- diff -r 2.0.2/SNPC_mnc_03_WherearenOrder.evfl.txt 2.0.4/SNPC_mnc_03_WherearenOrder.evfl.txt
- 89,90c89,94
- < # Ya know, it means a lot to me that you like <135:7:cd00> as much as I do, <115:1:cd01>.
- < Npc_2.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenOrder:101', false)
- ---
- > if (Npc_1.IsVillagerNpc()) and (Npc_2.IsVillagerNpc()):
- > # A huh huh, yeah! I knew that me and <115:1:cd01> would get along!
- > Npc_2.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenOrder:101_01', false)
- > else:
- > # Ya know, it means a lot to me that you like <135:7:cd00> as much as I do, <115:1:cd01>.
- > Npc_2.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenOrder:101', false)
- 96,99c100,109
- < # I didn't think we'd click this well, but here we are! Ready to be roommates.
- < Npc_1.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenOrder:102', false)
- < # I bet we're gonna get along super good. This'll be so fun, <110:6>!
- < Npc_2.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenOrder:103', false)
- ---
- > if (Npc_1.IsVillagerNpc()) and (Npc_2.IsVillagerNpc()):
- > # Let's be roommates! It'll be real fun and probably wacky, <110:6>! Folks love wacky.
- > Npc_1.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenOrder:102_01', false)
- > # It'd be fun to be even closer pals with <115:1:cd01>. I'm talkin' both friendship and adjacency here. Let's do this thing, <110:6>!
- > Npc_2.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenOrder:103_01', false)
- > else:
- > # I didn't think we'd click this well, but here we are! Ready to be roommates.
- > Npc_1.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenOrder:102', false)
- > # I bet we're gonna get along super good. This'll be so fun, <110:6>!
- > Npc_2.OpenMessageWindow('TalkNNpc/B1_Bo/OneRoom/BO_Spot_WherearenOrder:103', false)
- 108c118
- < # Expansion? I guess space IS kinda tight right now. There's the two of us, the bugs I hide in the walls… Hmm, what should I do?
- ---
- > # Expansion? I guess space IS kinda tight for two of us, plus the bugs I hide in the walls… What should I do?
- 125c135
- < # Let's head to <115:9:cd01>'s vacation home, PLAYER. I know you'll give [him|her] a great remodel so the roomies can live together in comfort and styl…
- ---
- > # Let's head to <115:9:cd01>'s vacation home, PLAYER. I know you'll give [him|her] a great remodel so the roomies can vacation together in comfort and …
- 200c210
- < # <20:4:0022004e0030003e004e0031002c004e0031003e004e0030002c00500030003e004e0031>Thanks for putting in your order! So! Let's talk roommates!
- ---
- > # <20:4:0022004e0030003e004e0031002c004e0031003e004e0030002c00500030003e004e0031>Thanks for putting in your request! So! Let's talk roommates!
- 203c213
- < # <20:4:000a004e0030003e00500030>I've got it! [target N1>P0]You can find our client here the perfect roomie—right, PLAYER? Sure you can!
- ---
- > # <20:4:000a004e0030003e00500030>Alright! [target N1>P0]You can find our client here the perfect roomie—right, PLAYER? Get to it!
- 218a229,239
- > flow OpenSceneMatchingTalk():
- > run SetupPlayerNeck()
- > MainNpc.TurnNeck(1, false)
- > Npc_1.TurnNeck(2, false)
- > Npc_2.TurnNeck(1, false)
- > EventFlowSystemActor.WaitFrame(15)
- > run MatchingTalk()
- >
- > flow OpenSceneMatchingTalk_Init():
- > run OrderTalk_Init()
- >
- 388c409
- < # Um… T-that's very nice. I… really like your concept!
- ---
- > # Um… Th-that's very nice. I…really like your concept!
- diff -r 2.0.2/SNPC_mnc_18_WherearenEvent_Party.evfl.txt 2.0.4/SNPC_mnc_18_WherearenEvent_Party.evfl.txt
- 16c16
- < # RANDOM: Construction on the event venue went sm… // It was kinda tough when Lottie wasn't a… // So, you know how Wardell's really laid-…
- ---
- > # RANDOM: Everything at the event site is ready t… // It was kinda tough when Lottie wasn't a… // So, you know how Wardell's really laid-…
- diff -r 2.0.2/SNPC_otg_01_WherearenOffice.evfl.txt 2.0.4/SNPC_otg_01_WherearenOffice.evfl.txt
- 516c516
- < # Good job!
- ---
- > # Back again!
- 626c626
- < # By the way, you can give a name to the gallery you've designed. If you think of a good one, let me know!
- ---
- > # By the way, you can set up a theme for the gallery you've designed. Let me know if you think of a good one!
- diff -r 2.0.2/SNPC_otg_02_WherearenOrder.evfl.txt 2.0.4/SNPC_otg_02_WherearenOrder.evfl.txt
- 107c107
- < # So, <115:9:cd00>… You'd like to not have roommates and go back to living alone, yes? Then let's move forward while I ask you about the kind of vacati…
- ---
- > # So, <115:9:cd00>… You'd like to not have a roommate and go back to having your own place, yes? Then let's move forward while I ask you about the kind…
- diff -r 2.0.2/SNPC_otg_03_WherearenFacility.evfl.txt 2.0.4/SNPC_otg_03_WherearenFacility.evfl.txt
- 105c105,107
- < if not PreCheck:
- ---
- > if PreCheck:
- > SubflowResults[0] = 2
- > else:
- 113,119c115,123
- < if not PreCheck:
- < if EventFlowSystemActor.WherearenEditEndTerms('cCanNotPlaceNpcNowRoom'):
- < # Oh. This room…seems to have too many things in it. Folks might have trouble moving around, so let's try reducing the number of things.
- < MainNpc.OpenMessageWindow('TalkSNpc/otg/SP_otg_13_WherearenFacility:106', false)
- < else:
- < # Oh dear… Seems like there are some rooms with too many things in them. Folks might have trouble moving around, so let's try reducing the number of th…
- < MainNpc.OpenMessageWindow('TalkSNpc/otg/SP_otg_13_WherearenFacility:107', false)
- ---
- > if PreCheck:
- > if not EventFlowSystemActor.WherearenEditEndTerms('cCanNotPlaceNpcNowRoom'):
- > SubflowResults[0] = 2
- > elif EventFlowSystemActor.WherearenEditEndTerms('cCanNotPlaceNpcNowRoom'):
- > # Oh. This room…seems to have too many things in it. Folks might have trouble moving around, so let's try reducing the number of things.
- > MainNpc.OpenMessageWindow('TalkSNpc/otg/SP_otg_13_WherearenFacility:106', false)
- > else:
- > # Oh dear… Seems like there are some rooms with too many things in them. Folks might have trouble moving around, so let's try reducing the number of th…
- > MainNpc.OpenMessageWindow('TalkSNpc/otg/SP_otg_13_WherearenFacility:107', false)
- 343c347
- < # Wait… Before that…do you want to give a name to this <150:1:cd00>? Right now, we're calling it <150:3:cd00>.
- ---
- > # Wait… Before that…do you want to give this <150:1:cd00> a new name? Right now, we're calling it <150:3:cd00>.
- 389c393
- < # Say hello to the restaurant staff! I also thought it would be good to bring a few diners along. This place really turned out fantastic. I can't wait …
- ---
- > # I brought the restaurant staff! I also thought it would be good to bring a few diners along. This place really turned out fantastic. I can't wait to …
- 393c397
- < # Please welcome your new staff! I also found some customers to take the place for a spin. I can't believe how gorgeous this café turned out to be. It'…
- ---
- > # The new staff is here! I also found some customers to take the place for a spin. I can't believe how gorgeous this café turned out to be. It's going …
- 419,426c423,434
- < if SubflowResults@2[0] == 0:
- < run NPCCheckAct()
- < else:
- < if EventFlowSystemActor.WherearenFacilityOrderType() != 0:
- < EventFlowSystemActor.SystemBGMVolumeFadeOut(0.10000000149011612, 0, 0.0)
- < EventFlowSystemActor.WaitFrame(3)
- < EventFlowSystemActor.SoundTriggerEmit('Demo_Complete_Edit', -1)
- < EventFlowSystemActor.MessageSuspend()
- ---
- > switch SubflowResults@3[0]:
- > case 0:
- > run NPCCheckAct()
- > case 1:
- > if EventFlowSystemActor.WherearenFacilityOrderType() != 0:
- > EventFlowSystemActor.SystemBGMVolumeFadeOut(0.10000000149011612, 0, 0.0)
- > EventFlowSystemActor.WaitFrame(3)
- > EventFlowSystemActor.SoundTriggerEmit('Demo_Complete_Edit', -1)
- > EventFlowSystemActor.MessageSuspend()
- > case 2:
- > EventFlowSystemActor.MessageSuspend()
- > EventFlowSystemActor.WaitFrame(20)
- 461c469
- < # Oh, I get it. So you won't give it a name?
- ---
- > # Oh, I get it. So you won't give it a new name, then?
- diff -r 2.0.2/SNPC_otg_12_WherearenEvent_CustomerList.evfl.txt 2.0.4/SNPC_otg_12_WherearenEvent_CustomerList.evfl.txt
- 58c58
- < EventFlowSystemActor.UIWherearenIslandsMsgPhotoAppear('cJpegFromUISelect', 0, false, 0.0, 0.0, '')
- ---
- > EventFlowSystemActor.UIWherearenIslandsMsgPhotoAppear('cJpeg_CustomerNpc', 0, false, 0.0, 0.0, '')
- diff -r 2.0.2/SNPC_otg_16_WherearenEvent_Kabetasu.evfl.txt 2.0.4/SNPC_otg_16_WherearenEvent_Kabetasu.evfl.txt
- 28c28
- < # I thought I heard you working upstairs. Is that what you were working on? Niko's been dedicated to learning about DIY ever since you introduced him t…
- ---
- > # I thought I heard you working upstairs. Is that what you were working on? Niko's been dedicated to learning about DIY ever since you talked to him ab…
- diff -r 2.0.2/SNPC_otg_19_WherearenEvent_RestaurantCafe.evfl.txt 2.0.4/SNPC_otg_19_WherearenEvent_RestaurantCafe.evfl.txt
- 110c110
- < # Welcome back! Our little eatery is bustling…and it's only the first day!
- ---
- > # Our little eatery is bustling…and it's only the first day!
- 112c112
- < # It surely helps that everything on the menu sounds AMAZING. Seriously! I had a hard time keeping my tummy from grumbling while we were taking that ph…
- ---
- > # It sure helps that everything on the menu sounds AMAZING. Seriously! I had a hard time keeping my tummy from grumbling while we were taking that phot…
- diff -r 2.0.2/SNPC_otg_20_WherearenEvent_Hospital.evfl.txt 2.0.4/SNPC_otg_20_WherearenEvent_Hospital.evfl.txt
- 69a70
- > EventFlowSystemActor.MessageSuspend()
- diff -r 2.0.2/SNPC_otg_25_WherearenEvent_PartyAtRestaurant.evfl.txt 2.0.4/SNPC_otg_25_WherearenEvent_PartyAtRestaurant.evfl.txt
- 332c332
- < # Yes! Thanks to everyone's hard work, everything is coming together nicely. Oh, before I forget…[target N0>N2] Wardell,[target N2>N0] how are things g…
- ---
- > # Yes! Thanks to everyone's hard work, I know it's going to be great. Oh, before I forget…[target N0>N2] Wardell,[target N2>N0] how are things going wi…
- diff -r 2.0.2/SNPC_owl_23_Museum_DiveFish.evfl.txt 2.0.4/SNPC_owl_23_Museum_DiveFish.evfl.txt
- 71a72,74
- > case `BlathersCafe`:
- > System.EventFlags['cLand:OwlFoundDiveFish'] = true
- > run SNPC_owl_22_Museum_RenualQuest::Root()
- diff -r 2.0.2/SNPC_owl.evfl.txt 2.0.4/SNPC_owl.evfl.txt
- 148a149
- > System.EventFlags['cPlayer:OwlShowDiveFishReport'] = true
- diff -r 2.0.2/SNPC_pge_02_Takeout.evfl.txt 2.0.4/SNPC_pge_02_Takeout.evfl.txt
- 95c95,99
- < if EventFlowSystemActor.HasBellCount(300):
- ---
- > if not EventFlowSystemActor.ShoppingCapacity('cItemName', 14541):
- > # Looks like…your pockets are full…
- > MainNpc.OpenMessageWindow('TalkSNpc/pge/SP_pge_02_Takeout:022', false)
- > run SNPC_pge::Pge_DeleteUI()
- > elif EventFlowSystemActor.HasBellCount(300):
- diff -r 2.0.2/SNPC_pge_03_TourIsland.evfl.txt 2.0.4/SNPC_pge_03_TourIsland.evfl.txt
- 9c9
- < # RANDOM: Well then, I'll be seeing you on your i… // Well then, be seeing you… // Give Blathers my best…
- ---
- > # RANDOM: I'll be seeing you on your island soon… // Well then, be seeing you… // Give Blathers my best…
- diff -r 2.0.2/SNPC_pge.evfl.txt 2.0.4/SNPC_pge.evfl.txt
- 487,488c487,515
- < if System.EventFlags['cPlayer:PgeCoffeeTodayFlag']:
- < run Sub_grp_Event137()
- ---
- > if not EventFlowSystemActor.IsMyVillage():
- > switch EventFlowSystemActor.RandomChoiceExcludePrevious5(5, true):
- > case 0:
- > # Ah, just what I needed...
- > Player.OpenMessageWindow('TalkSys/SYS_Player:605_01', false)
- > # The bold flavor is waking me up after my long journey.
- > Player.OpenMessageWindow('TalkSys/SYS_Player:605_06', false)
- > case 1:
- > # I get it now!
- > Player.OpenMessageWindow('TalkSys/SYS_Player:605_02', false)
- > # I see why everyone talks about the coffee on ISLAND.
- > Player.OpenMessageWindow('TalkSys/SYS_Player:605_07', false)
- > case 2:
- > # Mmm, mmm, MMM!
- > Player.OpenMessageWindow('TalkSys/SYS_Player:605_03', false)
- > # The flavor of the ISLAND roast is warming my soul...
- > Player.OpenMessageWindow('TalkSys/SYS_Player:605_08', false)
- > case 3:
- > # Ah...the flavor of ISLAND!
- > Player.OpenMessageWindow('TalkSys/SYS_Player:605_04', false)
- > # I can't decide which is better...the aroma or the flavor!
- > Player.OpenMessageWindow('TalkSys/SYS_Player:605_09', false)
- > case 4:
- > # Dee-licious!
- > Player.OpenMessageWindow('TalkSys/SYS_Player:605_05', false)
- > # This is the coffee that put ISLAND on the map.
- > Player.OpenMessageWindow('TalkSys/SYS_Player:605_10', false)
- > elif (System.EventFlags['cPlayer:PgeCoffeeTodayFlag']) and (System.EventFlags['cPlayer:PgeTalkBirthdayFlag']):
- > run Sub_grp_Event161()
- 492a520,525
- > elif (EventFlowSystemActor.EnvCheckBetweenDate(2, 14, 2, 14, 'cLastGrowUpTime')) and (System.EventFlags['cPlayer:PgeRegularCount'] >= 4):
- > # Aww...it's so sweet. This hot chocolate is warming my heart...
- > Player.OpenMessageWindow('TalkSys/SYS_Player:606', true)
- > elif System.EventFlags['cPlayerTemp:PgeCoolFlag']:
- > # RANDOM: Absolute perfection... Brewster knows w… // Mmm... It goes down nice and mellow whe… // Oh, WOW! The depth of flavor expands at…
- > Player.OpenMessageWindow('TalkSys/SYS_Player:604', true)
- 494,496c527,529
- < if (EventFlowSystemActor.EnvCheckBetweenDate(2, 14, 2, 14, 'cLastGrowUpTime')) and (System.EventFlags['cPlayer:PgeRegularCount'] >= 4):
- < # Aww...it's so sweet. This hot chocolate is warming my heart...
- < Player.OpenMessageWindow('TalkSys/SYS_Player:606', true)
- ---
- > if System.EventFlags['cPlayerTemp:PgeAddMilkFlag']:
- > # RANDOM: It's so mellow! The milk makes it cream… // It's so sweet and mild... It must be th… // Now THAT'S coffee! It's mild, but the f…
- > Player.OpenMessageWindow('TalkSys/SYS_Player:601', true)
- 498c531
- < run Sub_grp_Event137()
- ---
- > run Sub_grp_Event161()
- 546c579
- < elif System.EventFlags['cPlayer:PgeCoffeeTodayFlag']:
- ---
- > elif System.EventFlags['cPlayer:PgeTalkBirthdayFlag']:
- 559a593
- > System.EventFlags['cPlayer:PgeTalkBirthdayFlag'] = true
- 562a597
- > System.EventFlags['cPlayer:PgeTalkBirthdayFlag'] = true
- 565a601
- > System.EventFlags['cPlayer:PgeTalkBirthdayFlag'] = true
- 568a605,608
- > System.EventFlags['cPlayer:PgeTalkBirthdayFlag'] = true
- > elif System.EventFlags['cPlayer:PgeCoffeeTodayFlag']:
- > # Just be careful… Too much coffee can mess with you…
- > MainNpc.OpenMessageWindow('TalkSNpc/pge/SP_pge:073', false)
- 574c614
- < if System.EventFlags['cPlayer:PgeCoffeeTodayFlag']:
- ---
- > if (System.EventFlags['cPlayer:PgeCoffeeTodayFlag']) and (System.EventFlags['cPlayer:PgeTalkBirthdayFlag']):
- 897,914c937,947
- < local flow Sub_grp_Event137():
- < if System.EventFlags['cPlayerTemp:PgeCoolFlag']:
- < # RANDOM: Absolute perfection... Brewster knows w… // Mmm... It goes down nice and mellow whe… // Oh, WOW! The depth of flavor expands at…
- < Player.OpenMessageWindow('TalkSys/SYS_Player:604', true)
- < elif System.EventFlags['cPlayerTemp:PgeAddMilkFlag']:
- < # RANDOM: It's so mellow! The milk makes it cream… // It's so sweet and mild... It must be th… // Now THAT'S coffee! It's mild, but the f…
- < Player.OpenMessageWindow('TalkSys/SYS_Player:601', true)
- < else:
- < switch EventFlowSystemActor.PercentChoice3(30, 30, 40):
- < case 0:
- < # RANDOM: The flavor is out of this world! It doe… // Mmm...it's just a bit bitter. And that'… // It's perfect just as it is. Just the ri…
- < Player.OpenMessageWindow('TalkSys/SYS_Player:602', true)
- < case 1:
- < # RANDOM: Yowza! Drink it while it's hot! That's … // Hot, hot, hot! It almost burned my tong… // Mmm...warm... Nothing like a fresh cup …
- < Player.OpenMessageWindow('TalkSys/SYS_Player:603', true)
- < case 2:
- < # RANDOM: Mmm... That's the stuff. I knew I could… // Oh, that is heavenly... It's rich and b… // WOW. It's got depth and perfectly balan… // Oh! Yum... I've found the blend I want … // YESSSS! I'm blissing out on this coffee…
- < Player.OpenMessageWindow('TalkSys/SYS_Player:600', true)
- ---
- > local flow Sub_grp_Event161():
- > switch EventFlowSystemActor.PercentChoice3(30, 30, 40):
- > case 0:
- > # RANDOM: The flavor is out of this world! It doe… // Mmm...it's just a bit bitter. And that'… // It's perfect just as it is. Just the ri…
- > Player.OpenMessageWindow('TalkSys/SYS_Player:602', true)
- > case 1:
- > # RANDOM: Yowza! Drink it while it's hot! That's … // Hot, hot, hot! It almost burned my tong… // Mmm...warm... Nothing like a fresh cup …
- > Player.OpenMessageWindow('TalkSys/SYS_Player:603', true)
- > case 2:
- > # RANDOM: Mmm... That's the stuff. I knew I could… // Oh, that is heavenly... It's rich and b… // WOW. It's got depth and perfectly balan… // Oh! Yum... I've found the blend I want … // YESSSS! I'm blissing out on this coffee…
- > Player.OpenMessageWindow('TalkSys/SYS_Player:600', true)
- diff -r 2.0.2/SNPC_pkn.evfl.txt 2.0.4/SNPC_pkn.evfl.txt
- 248,250d247
- < elif EventFlowSystemActor.PlayerHasCraftRecipe('Halloween', 13237):
- < EventFlowSystemActor.SelectRewardItemDirect(13237, 1, 'cVillageRemakePattern', 0)
- < System.EventFlags['cPlayer:PknGetItem'] = 7
- 252,253c249,254
- < EventFlowSystemActor.NpcSetRewardRecipe(13237, false)
- < System.EventFlags['cPlayer:PknGetItem'] = 4
- ---
- > if EventFlowSystemActor.PlayerHasCraftRecipe('Halloween', 13237):
- > EventFlowSystemActor.SelectRewardItemDirect(13237, 1, 'cVillageRemakePattern', 0)
- > System.EventFlags['cPlayer:PknGetItem'] = 7
- > else:
- > EventFlowSystemActor.NpcSetRewardRecipe(13237, false)
- > System.EventFlags['cPlayer:PknGetItem'] = 4
- diff -r 2.0.2/SNPC_poo_02_Commune.evfl.txt 2.0.4/SNPC_poo_02_Commune.evfl.txt
- 60,69c60,72
- < switch SubflowResults@3[4]:
- < case 0:
- < # Harv is working so hard to get the shops here. It's so, so great to see him more energetic than before!
- < MainNpc.OpenMessageWindow('TalkSNpc/poo/SP_poo_02_Commune:031', false)
- < case 1:
- < # There's more and more shops here, and this plaza is getting real lively. Check it all out, sugar! Have fun!
- < MainNpc.OpenMessageWindow('TalkSNpc/poo/SP_poo_02_Commune:032', false)
- < case 2:
- < # This plaza is just so bustlin' now that we have all these shops here. It makes Harv so happy, and, well, seeing that makes me happy! Have fun while y…
- < MainNpc.OpenMessageWindow('TalkSNpc/poo/SP_poo_02_Commune:033', false)
- ---
- > if EventFlowSystemActor.PercentChoice(50):
- > run NightPos()
- > else:
- > switch SubflowResults@3[4]:
- > case 0:
- > # Harv is working so hard to get the shops here. It's so, so great to see him more energetic than before!
- > MainNpc.OpenMessageWindow('TalkSNpc/poo/SP_poo_02_Commune:031', false)
- > case 1:
- > # There's more and more shops here, and this plaza is getting real lively. Check it all out, sugar! Have fun!
- > MainNpc.OpenMessageWindow('TalkSNpc/poo/SP_poo_02_Commune:032', false)
- > case 2:
- > # This plaza is just so bustlin' now that we have all these shops here. It makes Harv so happy, and, well, seeing that makes me happy! Have fun while y…
- > MainNpc.OpenMessageWindow('TalkSNpc/poo/SP_poo_02_Commune:033', false)
- diff -r 2.0.2/SNPC_pyn_02_EasterDay.evfl.txt 2.0.4/SNPC_pyn_02_EasterDay.evfl.txt
- 537a538
- > EventFlowSystemActor.SetMemoryEventPlayer('cBlancoEventPlayer:PE_Easter_GetRecipe')
- diff -r 2.0.2/SNPC_rcm_00_Common.evfl.txt 2.0.4/SNPC_rcm_00_Common.evfl.txt
- 8,10c8,14
- < # Ah! I should also let you know… Right now, we're running a special Nook Friday sale! From now through November 30th, everything in the shop is marked…
- < MainNpc.OpenMessageWindow('TalkSNpc/rcm/SP_rcm_00_common:3008', false)
- < System.EventFlags['cPlayerTemp:RcmTalkSceneFlag'] = true
- ---
- > if EventFlowSystemActor.IsMyVillage():
- > if not System.EventFlags['cPlayer:NoticeBlackFridayToday']:
- > System.EventFlags['cPlayer:NoticeBlackFridayToday'] = true
- > run Sub_Event172()
- > elif not System.EventFlags['cPlayerVisit:NoticeBlackFriday']:
- > System.EventFlags['cPlayerVisit:NoticeBlackFriday'] = true
- > run Sub_Event172()
- 184c188
- < run Sub_grp_Event24()
- ---
- > run SkipBlackFridayNotice()
- 186,187c190,198
- < if (EventFlowSystemActor.TermEventNow('BlackFriday', false)) and (not System.EventFlags['cPlayerTemp:RcmTalkSceneFlag']):
- < if EventFlowSystemActor.IsMyVillage():
- ---
- > if not EventFlowSystemActor.TermEventNow('BlackFriday', false):
- > run SkipBlackFridayNotice()
- > elif System.EventFlags['cPlayerTemp:RcmTalkSceneFlag']:
- > run SkipBlackFridayNotice()
- > elif EventFlowSystemActor.IsMyVillage():
- > if System.EventFlags['cPlayer:NoticeBlackFridayToday']:
- > run SkipBlackFridayNotice()
- > else:
- > System.EventFlags['cPlayer:NoticeBlackFridayToday'] = true
- 190,195c201,203
- < else:
- < # Ah, a visitor! Welcome, welcome! In the market for a souvenir, hm? We hope you find something you like!
- < MainNpc.OpenMessageWindow('TalkSNpc/rcm/SP_rcm_00_common:3006', false)
- < # Your timing is impeccable!__ ...impeccable!__ Right now, we're running a special Nook Friday sale! From now through November 30th, everything in the …
- < MainNpc.OpenMessageWindow('TalkSNpc/rcm/SP_rcm_00_common:3007', false)
- < System.EventFlags['cPlayerTemp:RcmTalkSceneFlag'] = true
- ---
- > run Sub_Event161()
- > elif System.EventFlags['cPlayerVisit:NoticeBlackFriday']:
- > run SkipBlackFridayNotice()
- 197c205,240
- < run Sub_grp_Event24()
- ---
- > System.EventFlags['cPlayerVisit:NoticeBlackFriday'] = true
- > # Ah, a visitor! Welcome, welcome! In the market for a souvenir, hm? We hope you find something you like!
- > MainNpc.OpenMessageWindow('TalkSNpc/rcm/SP_rcm_00_common:3006', false)
- > run Sub_Event161()
- >
- > flow SkipBlackFridayNotice():
- > if System.EventFlags['cPlayerTemp:RcmTalkSceneFlag']:
- > # Yes! Yes, of course!__ ...of course!__ What do you need?
- > MainNpc.OpenMessageWindow('TalkSNpc/rcm/SP_rcm_00_common:013', false)
- > else:
- > if EventFlowSystemActor.IsMyVillage():
- > # <50:3>PLAYER, welcome!__ ...welcome!__ What do you need today?
- > MainNpc.OpenMessageWindow('TalkSNpc/rcm/SP_rcm_00_common:011', false)
- > else:
- > # Oho! And what do we have here? I'm impressed that you traveled all the way to our fair island! What can I do you for today?
- > MainNpc.OpenMessageWindow('TalkSNpc/rcm/SP_rcm_00_common:012', false)
- > entrypoint Event0:
- > switch EventFlowSystemActor.GeneralTalkChoice4():
- > case 0:
- > run SNPC_rcm_00_Common_Sell::Root()
- > case 1:
- > run Rcm_Common_TurnipChk()
- > case 2:
- > run rcm_Common_TodaysFurniture()
- > case 3:
- > run rcm_Common_End()
- >
- > local flow Sub_Event161():
- > # Your timing is impeccable!__ ...impeccable!__ Right now, we're running a special Nook Friday sale! From now through November 30th, everything in the …
- > MainNpc.OpenMessageWindow('TalkSNpc/rcm/SP_rcm_00_common:3007', false)
- > System.EventFlags['cPlayerTemp:RcmTalkSceneFlag'] = true
- >
- > local flow Sub_Event172():
- > # Ah! I should also let you know… Right now, we're running a special Nook Friday sale! From now through November 30th, everything in the shop is marked…
- > MainNpc.OpenMessageWindow('TalkSNpc/rcm/SP_rcm_00_common:3008', false)
- > System.EventFlags['cPlayerTemp:RcmTalkSceneFlag'] = true
- 235,256d277
- <
- < local flow Sub_grp_Event24():
- < if System.EventFlags['cPlayerTemp:RcmTalkSceneFlag']:
- < # Yes! Yes, of course!__ ...of course!__ What do you need?
- < MainNpc.OpenMessageWindow('TalkSNpc/rcm/SP_rcm_00_common:013', false)
- < else:
- < if EventFlowSystemActor.IsMyVillage():
- < # <50:3>PLAYER, welcome!__ ...welcome!__ What do you need today?
- < MainNpc.OpenMessageWindow('TalkSNpc/rcm/SP_rcm_00_common:011', false)
- < else:
- < # Oho! And what do we have here? I'm impressed that you traveled all the way to our fair island! What can I do you for today?
- < MainNpc.OpenMessageWindow('TalkSNpc/rcm/SP_rcm_00_common:012', false)
- < entrypoint Event0:
- < switch EventFlowSystemActor.GeneralTalkChoice4():
- < case 0:
- < run SNPC_rcm_00_Common_Sell::Root()
- < case 1:
- < run Rcm_Common_TurnipChk()
- < case 2:
- < run rcm_Common_TodaysFurniture()
- < case 3:
- < run rcm_Common_End()
- diff -r 2.0.2/SNPC_rcm_00_Common_ItemCheck.evfl.txt 2.0.4/SNPC_rcm_00_Common_ItemCheck.evfl.txt
- 3,5c3,9
- < # Ah! I should also let you know… Right now, we're running a special Nook Friday sale! From now through November 30th, everything in the shop is marked…
- < MainNpc.OpenMessageWindow('TalkSNpc/rcm/SP_rcm_00_common:3008', false)
- < System.EventFlags['cPlayerTemp:RcmTalkSceneFlag'] = true
- ---
- > if EventFlowSystemActor.IsMyVillage():
- > if not System.EventFlags['cPlayer:NoticeBlackFridayToday']:
- > System.EventFlags['cPlayer:NoticeBlackFridayToday'] = true
- > run Sub_Event52()
- > elif not System.EventFlags['cPlayerVisit:NoticeBlackFriday']:
- > System.EventFlags['cPlayerVisit:NoticeBlackFriday'] = true
- > run Sub_Event52()
- 71a76,80
- >
- > local flow Sub_Event52():
- > # Ah! I should also let you know… Right now, we're running a special Nook Friday sale! From now through November 30th, everything in the shop is marked…
- > MainNpc.OpenMessageWindow('TalkSNpc/rcm/SP_rcm_00_common:3008', false)
- > System.EventFlags['cPlayerTemp:RcmTalkSceneFlag'] = true
- diff -r 2.0.2/SNPC_rcm_00_In.evfl.txt 2.0.4/SNPC_rcm_00_In.evfl.txt
- 2c2,3
- < if (EventFlowSystemActor.ShopLevel() not in (`InResServiceTent`, `NooksCrannyInitial`)) and (EventFlowSystemActor.TermEventNow('BlackFriday', false)):
- ---
- > if (EventFlowSystemActor.ShopLevel() not in (`InResServiceTent`, `NooksCrannyInitial`)) and (EventFlowSystemActor.TermEventNow('BlackFriday', false)) and (not System.EventFlags['cPlayer:NoticeBlackFridayToday']):
- > System.EventFlags['cPlayer:NoticeBlackFridayToday'] = true
- 35a37
- > System.EventFlags['cPlayer:NoticeBlackFridayToday'] = true
- diff -r 2.0.2/SNPC_rcm_03_RenualOpen.evfl.txt 2.0.4/SNPC_rcm_03_RenualOpen.evfl.txt
- 190a191
- > System.EventFlags['cPlayer:NoticeBlackFridayToday'] = true
- diff -r 2.0.2/SNPC_rco_10_Common_BuildBridgeSlope.evfl.txt 2.0.4/SNPC_rco_10_Common_BuildBridgeSlope.evfl.txt
- 188c188
- < # Although… Yes, yes! I believe we may be able to squeeze in 2 more if we get an <item>Pro Construction License. And as our Resident Representative, yo…
- ---
- > # Although… Yes, yes! I believe we may be able to squeeze in 2 more if we get a <item>Pro Construction License. And as our Resident Representative, you…
- 194c194
- < # Oho, how exciting! I see you got an <item>Pro Construction License. Now we're able to build two more bridges!
- ---
- > # Oho, how exciting! I see you got a <item>Pro Construction License. Now we're able to build two more bridges!
- 274c274
- < # Although… Yes, yes! I believe we may be able to squeeze in 2 more if we get an <item>Pro Construction License. And as our Resident Representative, yo…
- ---
- > # Although… Yes, yes! I believe we may be able to squeeze in 2 more if we get a <item>Pro Construction License. And as our Resident Representative, you…
- 280c280
- < # Oho, how exciting! I see you got an <item>Pro Construction License. Now we're able to build two more inclines!
- ---
- > # Oho, how exciting! I see you got a <item>Pro Construction License. Now we're able to build two more inclines!
- diff -r 2.0.2/SNPC_rco_10_Common_MoveNpcFacility.evfl.txt 2.0.4/SNPC_rco_10_Common_MoveNpcFacility.evfl.txt
- 147a148
- > EventFlowSystemActor.UpdateUISelectedNpcLastTalkDate()
- diff -r 2.0.2/SNPC_rco_11_CoordinateNpcHouse_Office.evfl.txt 2.0.4/SNPC_rco_11_CoordinateNpcHouse_Office.evfl.txt
- 9a10
- > EventFlowSystemActor.UpdateUISelectedNpcLastTalkDate()
- diff -r 2.0.2/SNPC_rco_93_BlancoSettings.evfl.txt 2.0.4/SNPC_rco_93_BlancoSettings.evfl.txt
- 50c50
- < EventFlowSystemActor.NetUploadPlayerMemories(false)
- ---
- > EventFlowSystemActor.NetUploadPlayerMemories(false, false)
- 141c141
- < EventFlowSystemActor.NetUploadPlayerMemories(false)
- ---
- > EventFlowSystemActor.NetUploadPlayerMemories(false, false)
- diff -r 2.0.2/SNPC_skk_02_Commune.evfl.txt 2.0.4/SNPC_skk_02_Commune.evfl.txt
- 3,13c3,4
- < if System.EventFlags['cPlayer:SkkTalkBeforeFlag']:
- < if not System.EventFlags['cPlayer:SkkCommuneTalkBefore']:
- < # 'Allo! Welcome to… Oh, crikey! It's my old chum! Good to see your face again.
- < MainNpc.OpenMessageWindow('TalkSNpc/skk/SP_skk_02_Commune:041', false)
- < # Harvey invited me to set up shop on this island. He's a good fella, eh? Lookin' forward to seein' you around, my chum.
- < MainNpc.OpenMessageWindow('TalkSNpc/skk/SP_skk_02_Commune:042', false)
- < System.EventFlags['cPlayer:SkkCommuneTalkBefore'] = true
- < # If it's awright with you, why not take a look-see at my offerings on this fine day?
- < MainNpc.OpenMessageWindow('TalkSNpc/skk/SP_skk_02_Commune:004', false)
- < System.EventFlags['cPlayer:SkkTalkTodayFlag'] = true
- < elif not System.EventFlags['cPlayer:SkkTalkTodayFlag']:
- ---
- > if System.EventFlags['cPlayer:SkkCommuneTalkBefore']:
- > if not System.EventFlags['cPlayer:SkkTalkTodayFlag']:
- 26a18
- > run Sub_Event45()
- 28,33c20,28
- < # 'Allo there! Welcome. Now then, what do we have here? Haven't seen your face before, chum. The name's Kicks.
- < MainNpc.OpenMessageWindow('TalkSNpc/skk/SP_skk_02_Commune:001', false)
- < # As you can see, I sell shoes, socks, and bags. I look forward to seein' you around, chum. Awright? Awright!
- < MainNpc.OpenMessageWindow('TalkSNpc/skk/SP_skk_02_Commune:003', false)
- < System.EventFlags['cPlayer:SkkTalkBeforeFlag'] = true
- < System.EventFlags['cPlayer:SkkTalkFirstTimeCommune'] = true
- ---
- > if System.EventFlags['cPlayer:SkkTalkBeforeFlag']:
- > # 'Allo! Welcome to… Oh, crikey! It's my old chum! Good to see your face again.
- > MainNpc.OpenMessageWindow('TalkSNpc/skk/SP_skk_02_Commune:041', false)
- > # Harvey invited me to set up shop on this island. He's a good fella, eh? Lookin' forward to seein' you around, my chum.
- > MainNpc.OpenMessageWindow('TalkSNpc/skk/SP_skk_02_Commune:042', false)
- > else:
- > # 'Allo there! Welcome. Now then, what do we have here? Haven't seen your face before, chum. The name's Kicks.
- > MainNpc.OpenMessageWindow('TalkSNpc/skk/SP_skk_02_Commune:001', false)
- > run Sub_Event45()
- 87a83,88
- >
- > local flow Sub_Event45():
- > # As you can see, I sell shoes, socks, and bags. I look forward to seein' you around, chum. Awright? Awright!
- > MainNpc.OpenMessageWindow('TalkSNpc/skk/SP_skk_02_Commune:003', false)
- > System.EventFlags['cPlayer:SkkTalkBeforeFlag'] = true
- > System.EventFlags['cPlayer:SkkTalkFirstTimeCommune'] = true
- diff -r 2.0.2/SNPC_slo_00_Peddling.evfl.txt 2.0.4/SNPC_slo_00_Peddling.evfl.txt
- 181c181
- < # In October, a special price is given to <50:1><125:0:0000>. They go on sale for <90:21:0000> each!
- ---
- > # In October, a special price is given to <125:0:0200>. They go on sale for <90:21:0000> each!
- 459c459,472
- < run `slo_FirstTalk2.0.0`()
- ---
- > if System.EventFlags['cPlayer:TalkSloCommuneOpenEvent']:
- > # Well, hello! It sure is wonderful to see you here on ISLAND, PLAYER. How are you?
- > MainNpc.OpenMessageWindow('TalkSNpc/slo/SP_slo:155', false)
- > # I like to come here to sell flowers and plants from time to time. It's so lovely here.
- > MainNpc.OpenMessageWindow('TalkSNpc/slo/SP_slo:157', false)
- > System.EventFlags['cPlayer:ReijiTalkBeforeFlag'] = true
- > System.EventFlags['cPlayer:SloTalkCommuneBeforeFlag'] = true
- > System.EventFlags['cPlayer:SloFirstTalkCommune'] = true
- > System.EventFlags['cPlayer:SloTalkBeforeCommune'] = true
- > System.EventFlags['cPlayer:SloExplainbush'] = true
- > System.EventFlags['cPlayer:SloExplainVegetableSeedling'] = true
- > System.EventFlags['cPlayer:SloTalkedToday'] = true
- > else:
- > run `slo_FirstTalk2.0.0`()
- diff -r 2.0.2/SNPC_slo_02_Commune.evfl.txt 2.0.4/SNPC_slo_02_Commune.evfl.txt
- 51a52
- > System.EventFlags['cPlayer:SloExplainVegetableSeedling'] = true
- 132c133
- < # In October, a special price is given to <50:1><125:0:0000>. They go on sale for <90:21:0000> each!
- ---
- > # In October, a special price is given to <125:0:0200>. They go on sale for <90:21:0000> each!
- 364,366c365,368
- < # <item>Pumpkins come in four colors— orange, green, yellow, and white… But you won't know what color you'll get until the <item>pumpkins grow. What an…
- < MainNpc.OpenMessageWindow('TalkSNpc/slo/SP_slo_02_Commune:083', false)
- < System.EventFlags['cPlayer:SloExplainPumpkinColorFlag'] = true
- ---
- > if not System.EventFlags['cPlayer:SloExplainPumpkinColorFlag']:
- > # <item>Pumpkins come in four colors— orange, green, yellow, and white… But you won't know what color you'll get until the <item>pumpkins grow. What an…
- > MainNpc.OpenMessageWindow('TalkSNpc/slo/SP_slo_02_Commune:083', false)
- > System.EventFlags['cPlayer:SloExplainPumpkinColorFlag'] = true
- diff -r 2.0.2/SNPC_spn_02_Commune.evfl.txt 2.0.4/SNPC_spn_02_Commune.evfl.txt
- 2,13c2,19
- < if (SubflowResults@3[2] in (1, 2)) and (not System.EventFlags['cPlayer:SpnCommuneATMNoticeDone']):
- < switch EventFlowSystemActor.FlagSystemIntValue3(3, 'cPlayerTemp:SpnCheckPlace'):
- < case 0:
- < # Oh, hey, I put an ABD off toward the right side of the studio. Did you see it there?
- < MainNpc.OpenMessageWindow('TalkSNpc/spn/SP_spn_02_Commune:1061', false)
- < run Sub_Event218()
- < case 1:
- < # Oh, hey, I put an ABD in on the right side of the photo studio. Did you see it there?
- < MainNpc.OpenMessageWindow('TalkSNpc/spn/SP_spn_02_Commune:1061_01', false)
- < run Sub_Event218()
- < default:
- < return
- ---
- > switch SubflowResults@3[2]:
- > case 1:
- > if not System.EventFlags['cPlayer:SpnCommuneATMNoticeDone']:
- > switch EventFlowSystemActor.FlagSystemIntValue3(3, 'cPlayerTemp:SpnCheckPlace'):
- > case 0:
- > # Oh, hey, I put an ABD off toward the right side of the studio. Did you see it there?
- > MainNpc.OpenMessageWindow('TalkSNpc/spn/SP_spn_02_Commune:1061', false)
- > run Sub_Event218()
- > case 1:
- > # Oh, hey, I put an ABD in on the right side of the photo studio. Did you see it there?
- > MainNpc.OpenMessageWindow('TalkSNpc/spn/SP_spn_02_Commune:1061_01', false)
- > run Sub_Event218()
- > default:
- > return
- > case 2:
- > System.EventFlags['cPlayer:SpnCommuneATMNoticeDone'] = true
- > default:
- > return
- diff -r 2.0.2/SNPC_spn_11_Commune_LandExpansion.evfl.txt 2.0.4/SNPC_spn_11_Commune_LandExpansion.evfl.txt
- 15c15
- < EventFlowSystemActor.PooWarpCommune()
- ---
- > EventFlowSystemActor.PooWarpCommune(false)
- diff -r 2.0.2/SNPC_spn_12_Commune_ShopOpen.evfl.txt 2.0.4/SNPC_spn_12_Commune_ShopOpen.evfl.txt
- 58c58
- < # [target N0>N1]Gosh, now that you mention it, maybe I should get a reading about the future of the collective…
- ---
- > # [target N0>N1]Gosh, now that you mention it,[target P0>N0,N1>N0] maybe I should get a reading about the future of the collective…
- 60c60
- < # Oh, yes…[target P0>N1]I can see it now. The shaggy dog with round glasses walks slowly along the sand. He is so focused on his vision that he does no…
- ---
- > # Oh, yes…[target P0>N1]I can see it now. The shaggy dog with round glasses walks slowly along the sand. [target P0>N0]He is so focused on his vision t…
- 106c106
- < EventFlowSystemActor.PooWarpCommune()
- ---
- > EventFlowSystemActor.PooWarpCommune(true)
- 125c125
- < EventFlowSystemActor.PooWarpCommune()
- ---
- > EventFlowSystemActor.PooWarpCommune(true)
- diff -r 2.0.2/SNPC_ttl_02_Commune.evfl.txt 2.0.4/SNPC_ttl_02_Commune.evfl.txt
- 78c78
- < # Hello there! Mercy, but you're looking lively today! Here, have an acorn.
- ---
- > # Hello there! Mercy, but you're looking lively today! Here, I know you love acorns.
- 121c121
- < # Here! I want you to have this acorn. And don't say ol' Cornimer never gave you nuttin'! Heh heh HOORF!
- ---
- > # Acorns are wonderful, aren't they? Here! Don't say ol' Cornimer never gave you nuttin'! Heh heh HOORF!
- diff -r 2.0.2/SNPC_tuk.evfl.txt 2.0.4/SNPC_tuk.evfl.txt
- 207c207
- < # Now then…for our next dish, we'll use lots of ingredients to make a hearty seafood <item>gratin. For this, we need to procure [a|an] <140:26:0000> as…
- ---
- > # Now then…for our next dish, we'll use lots of ingredients to make a hearty <item>gratin. For this, we need to procure [a|an] <140:26:0000> as well as…
- 211c211
- < # Let's see… Yes, it's time to tackle the final dish. Only the best for our main course! The final dish I have planned is none other than…a grand fish …
- ---
- > # Let's see… Yes, it's time to tackle the final dish. Only the best for our main course! The final dish I have planned is none other than…a grand meuni…
- 529c529
- < # Masterful! My <item>gratin is filled with the freshest of fresh seafood. It'll be the talk of the town! You know, you're proving yourself quite the c…
- ---
- > # Masterful! My <item>gratin is filled with the heartiest of hearty ingredients. It'll be the talk of the town! You know, you're developing quite a sav…
- diff -r 2.0.2/System_CmnDialog.evfl.txt 2.0.4/System_CmnDialog.evfl.txt
- 23a24,32
- > flow TipsEffectCloth():
- > if (not EventFlowSystemActor.SystemCheckNowStage('cPhotoStudio')) and (not System.EventFlags['cPlayer:SpnPhotoStudioGuideDone']):
- > # Polishing Items You can use your new polishing techniques in your own home as well by using .
- > EventFlowSystemActor.OpenMessageWindow('Dialog/DIALOG_Msg:5205', false)
- > else:
- > # Polishing Items You can use your new polishing techniques in your own home and Photopia by using .
- > EventFlowSystemActor.OpenMessageWindow('Dialog/DIALOG_Msg:5205_01', false)
- > System.EventFlags['cPlayer:NoticeAboutMagokoro_MainIsland'] = true
- >
- 29c38
- < if (EventFlowSystemActor.SystemCheckNowStage('cPhotoStudio')) and (System.EventFlags['cPlayerTemp:InJuneBrideStudio']) and (System.EventFlags['cPlayer:AlwJuneBrideDayCount'] >= 6) and (not ((System.EventFlags['cPlayer:AlwJuneBrideDayCount'] != 7) and (System.EventFlags['cPlayer:AlwJuneBrideQuestClearFlag']))):
- ---
- > if (EventFlowSystemActor.SystemCheckNowStage('cPhotoStudio')) and (not ((System.EventFlags['cPlayerTemp:InJuneBrideStudio']) and ((System.EventFlags['cPlayer:AlwJuneBrideDayCount'] < 6) or ((System.EventFlags['cPlayer:AlwJuneBrideDayCount'] != 7) and (System.EventFlags['cPlayer:AlwJuneBrideQuestClearFlag']))))):
- diff -r 2.0.2/System_GrowUp.evfl.txt 2.0.4/System_GrowUp.evfl.txt
- 117c117
- < EventFlowSystemActor.NetUploadPlayerMemories(true)
- ---
- > EventFlowSystemActor.NetUploadPlayerMemories(false, true)
- diff -r 2.0.2/System_SaveGameClose.evfl.txt 2.0.4/System_SaveGameClose.evfl.txt
- 41c41
- < EventFlowSystemActor.NetUploadPlayerMemories(true)
- ---
- > EventFlowSystemActor.NetUploadPlayerMemories(false, true)
- diff -r 2.0.2/System_ServerRegistration.evfl.txt 2.0.4/System_ServerRegistration.evfl.txt
- 111c111
- < EventFlowSystemActor.NetUploadPlayerMemories(false)
- ---
- > EventFlowSystemActor.NetUploadPlayerMemories(false, false)
- 153c153
- < EventFlowSystemActor.NetUploadPlayerMemories(false)
- ---
- > EventFlowSystemActor.NetUploadPlayerMemories(false, false)
- diff -r 2.0.2/System_WherearenGrowUp.evfl.txt 2.0.4/System_WherearenGrowUp.evfl.txt
- 24c24
- < EventFlowSystemActor.TimeLock('cUpdateAndLock')
- ---
- > EventFlowSystemActor.TimeLock('cLock')
- 42c42
- < EventFlowSystemActor.TimeLock('cUpdateAndLock')
- ---
- > EventFlowSystemActor.TimeLock('cLock')
- 119c119
- < EventFlowSystemActor.TimeLock('cUpdateAndLock')
- ---
- > EventFlowSystemActor.TimeLock('cLock')
- 169c169
- < if (not System.EventFlags['cWherearenPlayer:MncLessonDone']) and ((System.EventFlags['cWherearenPlayer:Unlock_FlowerCatalog']) or (System.EventFlags['cWherearenPlayer:Unlock_Extension'])) and (System.EventFlags['cWherearenPlayer:Unlock_MargeCatalog_DIY']):
- ---
- > if (not System.EventFlags['cWherearenPlayer:MncLessonDone']) and (not System.EventFlags['cWherearenPlayer:SeqExchangeMachineEventReady']) and (not System.EventFlags['cWherearenPlayer:SeqResortStudyEventReady']) and ((System.EventFlags['cWherearenPlayer:Unlock_FlowerCatalog']) or (System.EventFlags['cWherearenPlayer:Unlock_Extension'])) and (System.EventFlags['cWherearenPlayer:Unlock_MargeCatalog_DIY']):
- diff -r 2.0.2/System_WherearenResortPlanner.evfl.txt 2.0.4/System_WherearenResortPlanner.evfl.txt
- 120a121
- > System.EventFlags['cWherearenPlayer:OtgWithoutMakeup'] = false
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