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[TSL] The Endgame Script???


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Okay, don't ask any questions because I don't have the answers. I was talking to somebody about modding and scripting and they brought up the endgame to TSL, not RCM, and the possibility of adding on to it.

 

I told them that the game most likely uses a script that launches the Kreia movie and then the fate of Malachor, and then the Credits, and then most likely calles the EndGame function. I told them that we'd have to find that script and tweak it, removing the EndGame part before we could add on the end of the game.

 

Now that I told him what most likely happened, I told him that I'd try to find the script. I've checked in dlg files, kriea's On* script handles, and the module's scripts, and I can't find anything!

 

So, does this exist? If not, how would one extend the storyline after Kreia dies? I'm finding myself in a bind where I might not be able to answer what I said I'd do...

 

Thanks for the help, guys!

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I'm not a scripting genius, but the script you're looking for is the a_end_game.ncs, which fires from the dialog after either the a_playgoodmovie.ncs or the a_playdarkmovie.ncs, and both these scripts include the credits. The endgame script looks like this:

 

void main() {
if (((GetGlobalNumber("G_PC_Align_Val") > 49) && (GetGlobalNumber("GBL_GAME_COMPLETE") >= 2))) {
	IncrementGlobalNumber("GBL_GAME_COMPLETE", 1);
}
else {
	if (((GetGlobalNumber("G_PC_Align_Val") > 49) && (GetGlobalNumber("GBL_GAME_COMPLETE") == 0))) {
		SetGlobalNumber("GBL_GAME_COMPLETE", 1);
	}
	else {
		if ((GetGlobalNumber("GBL_GAME_COMPLETE") == 1)) {
			SetGlobalNumber("GBL_GAME_COMPLETE", 3);
		}
		else {
			if ((GetGlobalNumber("GBL_GAME_COMPLETE") == 0)) {
				SetGlobalNumber("GBL_GAME_COMPLETE", 2);
			}
		}
	}
}
UnlockAllSongs();
EndGame(0);
}

 

So, yes. If the EndGame(0) is removed from the bottom, then it will go back to the trayus core (which for ls players wouldn't make any sense), or you could replace the function with another telling the game to warp to the Ebon Hawk, (which for ds players, arguably, wouldn't make any sense).

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I'm not a scripting genius, but the script you're looking for is the a_end_game.ncs, which fires from the dialog after either the a_playgoodmovie.ncs or the a_playdarkmovie.ncs, and both these scripts include the credits. The endgame script looks like this:

 

void main() {
if (((GetGlobalNumber("G_PC_Align_Val") > 49) && (GetGlobalNumber("GBL_GAME_COMPLETE") >= 2))) {
	IncrementGlobalNumber("GBL_GAME_COMPLETE", 1);
}
else {
	if (((GetGlobalNumber("G_PC_Align_Val") > 49) && (GetGlobalNumber("GBL_GAME_COMPLETE") == 0))) {
		SetGlobalNumber("GBL_GAME_COMPLETE", 1);
	}
	else {
		if ((GetGlobalNumber("GBL_GAME_COMPLETE") == 1)) {
			SetGlobalNumber("GBL_GAME_COMPLETE", 3);
		}
		else {
			if ((GetGlobalNumber("GBL_GAME_COMPLETE") == 0)) {
				SetGlobalNumber("GBL_GAME_COMPLETE", 2);
			}
		}
	}
}
UnlockAllSongs();
EndGame(0);
}

 

So, yes. If the EndGame(0) is removed from the bottom, then it will go back to the trayus core (which for ls players wouldn't make any sense), or you could replace the function with another telling the game to warp to the Ebon Hawk, (which for ds players, arguably, wouldn't make any sense).

 

A few questions(and pardon me please if I sound antagonistic):

 

1. WHERE was that file?!

 

2. How'd you decompile it? Every time I try to use DeNCS it fails or gives byte code...

 

3. Can I hug you? Finding that script made my day! Thank you.

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A few questions(and pardon me please if I sound antagonistic):

 

1. WHERE was that file?!

 

2. How'd you decompile it? Every time I try to use DeNCS it fails or gives byte code...

 

3. Can I hug you? Finding that script made my day! Thank you.

 

A few answers:

 

1. Packed into the 904MAL_s.rim

 

2. I don't understand what your issue is. It works just fine for me.

 

3. You're very welcome, and happy modding.

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