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diff -r 2.0.0/Demo_Common_Wherearen.evfl.txt 2.0.1/Demo_Common_Wherearen.evfl.txt
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71c71
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<     if (not System.EventFlags['cWherearenPlayer:PutAmiiboDeviceInOffice']) and (System.EventFlags['cWherearenPlayer:NewBuildCount'] == 6):
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---
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>     if (not System.EventFlags['cWherearenPlayer:PutAmiiboDeviceInOffice']) and (System.EventFlags['cWherearenPlayer:NewBuildCount'] == 6) and (EventFlowSystemActor.WherearenNpcOrderType() == 0):
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306,307c306,310
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<     elif (System.EventFlags['cWherearenPlayer:NewBuildCount'] == 30) and (not System.EventFlags['cWherearenPlayer:Unlock_Faclility_Tailor']):
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<         SubflowResults[16] = 7
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---
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>     elif System.EventFlags['cWherearenPlayer:NewBuildCount'] == 30:
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>         if not System.EventFlags['cWherearenPlayer:Unlock_Faclility_Tailor']:
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>             SubflowResults[16] = 7
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>     elif (System.EventFlags['cWherearenPlayer:NewBuildCount'] >= 7) and (not System.EventFlags['cWherearenPlayer:Unlock_Faclility_School']):
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>         SubflowResults[16] = 8
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Only in 2.0.1: functions-2.0.1.csv
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Only in 2.0.0: functions.csv
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<     if SubflowResults@8[16] == 0:
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---
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>     if SubflowResults@9[16] == 0:
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diff -r 2.0.0/Obj_WherearenAmiiboDevice.evfl.txt 2.0.1/Obj_WherearenAmiiboDevice.evfl.txt
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114c114
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<         if SubflowResults@8[16] == 0:
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---
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>         if SubflowResults@9[16] == 0:
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Only in 2.0.0: .Player_GetDemo_20_Fishing.evfl.txt.swp
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Only in 2.0.0: .Player_GetDemo_30_Diving.evfl.txt.swp
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Only in 2.0.0: .Player_GetDemo_Recipe_Cooking.evfl.txt.swp
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diff -r 2.0.0/SNPC_boa_Wherearen.evfl.txt 2.0.1/SNPC_boa_Wherearen.evfl.txt
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36a37,38
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>     System.EventFlags['cWherearenPlayer:BoaGetTurnipToday'] = true
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>     System.EventFlags['cWherearenPlayer:BoaGiveTurnipFailed'] = false
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Only in 2.0.0: .SNPC_fox.evfl.txt.un~
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diff -r 2.0.0/SNPC_otg_01_WherearenOffice.evfl.txt 2.0.1/SNPC_otg_01_WherearenOffice.evfl.txt
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145a146,151
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> flow CreateSchool():
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>     run StoryEvent_WorkModeOn()
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>     run SNPC_otg_15_WherearenEvent_School::Root()
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>     run OrderClose_EndTalk()
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>     EventFlowSystemActor.ExitFlowchart()
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> 
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978c984
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<         switch SubflowResults@8[16]:
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---
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>         switch SubflowResults@9[16]:
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1009a1016,1017
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>             case 8:
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>                 run CreateSchool()
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1014,1017c1022
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<             run StoryEvent_WorkModeOn()
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<             run SNPC_otg_15_WherearenEvent_School::Root()
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<             run OrderClose_EndTalk()
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<             EventFlowSystemActor.ExitFlowchart()
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---
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>             run CreateSchool()
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1021c1026
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<     if SubflowResults@8[16] in (0, 1, 2, 3, 4, 5, 6):
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---
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>     if SubflowResults@9[16] in (0, 1, 2, 3, 4, 5, 6, 8):
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diff -r 2.0.0/SNPC_otg_31_WherearenEvent_EntryOffice.evfl.txt 2.0.1/SNPC_otg_31_WherearenEvent_EntryOffice.evfl.txt
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34c34
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<         if SubflowResults@8[16] in (0, 1, 2, 3, 4):
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---
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>         if SubflowResults@9[16] in (0, 1, 2, 3, 4):
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diff -r 2.0.0/SNPC_rco_11_CoordinateNpcHouse_Office.evfl.txt 2.0.1/SNPC_rco_11_CoordinateNpcHouse_Office.evfl.txt
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246,264c246,249
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<     if EventFlowSystemActor.IsSharePlay(0):
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<         # I noticed you have guests over right now, and since planning out a remodel can take a while… Why don't we wait until your guests leave, hm? Rushing a…
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<         MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_14_CoordinateNpcHouse:101', false)
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<     elif Player.HasNoAcquaintance():
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<         # Yes, we… Wait, what? How long have you lived here? And you still don't know ANYONE on the island? Naturally, leaving your home in the hands of a stra…
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<         MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_14_CoordinateNpcHouse:063', false)
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<     elif System.EventFlags['cPlayer:NpcHouseCoordinateTodayCount'] <= 0:
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<         # Oho! You'd like to pitch some new home designs to a resident? We can certainly arrange that. To get started, I'll need 9,000 Bells up front. That's a…
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<         MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_14_CoordinateNpcHouse:001', true)
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<         EventFlowSystemActor.UIMoneyAppear()
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<         # What do you say, hm? Are you ready to brainstorm some ideas?
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<         MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_14_CoordinateNpcHouse:001_01', false)
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<         if EventFlowSystemActor.GeneralTalkChoice2() != 0:
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<             run Cancel_First()
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<         elif EventFlowSystemActor.HasBellCount(9000):
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<             # Fantastic! Let's not waste any time. Who would you like to talk to about redesigning their home?
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<             MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_14_CoordinateNpcHouse:002', true)
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<             EventFlowSystemActor.UIMoneyDisappear()
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<             run Sub_Event12()
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---
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>     if EventFlowSystemActor.NetIsConnected():
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>         if EventFlowSystemActor.IsVillageGateOpened():
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>             # Actually, on second thought… a visitor could arrive at any moment. That would be inopportune, hm? If you wouldn't mind closing the gate at the airpor…
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>             MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_14_CoordinateNpcHouse:102', false)
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266c251,252
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<             run Cancel_NotEnoughMoney()
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---
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>             EventFlowSystemActor.NetEndSessionVillage('cEndVillageSession', false)
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>             run Sub_grp_Event89()
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268,275c254
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<         # Oh! Did you come up with some new design ideas? Either for an existing pitch or maybe a new one?
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<         MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_14_CoordinateNpcHouse:011', false)
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<         if EventFlowSystemActor.GeneralTalkChoice2() == 0:
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<             # No problem. Who is it?
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<             MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_14_CoordinateNpcHouse:012', true)
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<             run Sub_Event12()
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<         else:
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<             run Cancel_First()
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---
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>         run Sub_grp_Event89()
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402a382,413
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> 
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> local flow Sub_grp_Event89():
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>     if EventFlowSystemActor.IsSharePlay(0):
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>         # I noticed you have guests over right now, and since planning out a remodel can take a while… Why don't we wait until your guests leave, hm? Rushing a…
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>         MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_14_CoordinateNpcHouse:101', false)
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>     elif Player.HasNoAcquaintance():
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>         # Yes, we… Wait, what? How long have you lived here? And you still don't know ANYONE on the island? Naturally, leaving your home in the hands of a stra…
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>         MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_14_CoordinateNpcHouse:063', false)
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>     elif System.EventFlags['cPlayer:NpcHouseCoordinateTodayCount'] <= 0:
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>         # Oho! You'd like to pitch some new home designs to a resident? We can certainly arrange that. To get started, I'll need 9,000 Bells up front. That's a…
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>         MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_14_CoordinateNpcHouse:001', true)
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>         EventFlowSystemActor.UIMoneyAppear()
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>         # What do you say, hm? Are you ready to brainstorm some ideas?
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>         MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_14_CoordinateNpcHouse:001_01', false)
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>         if EventFlowSystemActor.GeneralTalkChoice2() != 0:
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>             run Cancel_First()
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>         elif EventFlowSystemActor.HasBellCount(9000):
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>             # Fantastic! Let's not waste any time. Who would you like to talk to about redesigning their home?
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>             MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_14_CoordinateNpcHouse:002', true)
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>             EventFlowSystemActor.UIMoneyDisappear()
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>             run Sub_Event12()
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>         else:
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>             run Cancel_NotEnoughMoney()
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>     else:
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>         # Oh! Did you come up with some new design ideas? Either for an existing pitch or maybe a new one?
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>         MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_14_CoordinateNpcHouse:011', false)
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>         if EventFlowSystemActor.GeneralTalkChoice2() == 0:
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>             # No problem. Who is it?
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>             MainNpc.OpenMessageWindow('TalkSNpc/rco/SP_rco_14_CoordinateNpcHouse:012', true)
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>             run Sub_Event12()
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>         else:
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>             run Cancel_First()
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diff -r 2.0.0/System_CastUI_Amiibo.evfl.txt 2.0.1/System_CastUI_Amiibo.evfl.txt
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3a4
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>     EventFlowSystemActor.CheckNfpController(NpadId)
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diff -r 2.0.0/System_WherearenGrowUp.evfl.txt 2.0.1/System_WherearenGrowUp.evfl.txt
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32a33
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>     run Repair_EventFlag()
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124a126
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>     run Repair_EventFlag()
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142a145,150
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> 
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> flow Repair_EventFlag():
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>     if (System.EventFlags['cWherearenPlayer:Unlock_Faclility_School']) and (not System.EventFlags['cPlayer:WHEREAREN_Unlock_RoomSizeModeUnlock']):
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>         System.EventFlags['cPlayer:WHEREAREN_Unlock_RoomSizeModeUnlock'] = true
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>         System.EventFlags['cWherearenPlayer:Unlock_Item_Event_After_Facility_School'] = true
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>         System.EventFlags['cPlayer:OtgTipsCompleteSchoolBuild'] = true
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