"Level Complete!" in scripting

Started by ry00001, September 19, 2016, 05:11:58 PM

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ry00001

So Dimension Open popped up the Level Complete screen whenever you completed a level (duh), any way to make it pop back up like in Dimension Open?
Dimension Open also played Path Complete while Level Complete was up. Any idea on how to recreate this, internal scripting or not?  :viridian:

Ally 🌠

Welcome to the forum


Anyways, all you need to do is find the gamestate.
There should be a list of Gamestates somewhere
Anyways, let's say it's 3. It isn't 3, but this is an example.
In internal scripting do
gamestate(3)
To make it completely custom, do this after:
delay(30)

Now do an internal scripting textbox, but use backgroundtext in it before speak_active.

ry00001


Ally 🌠

3000-3005 - Level Complete! You've rescued the crewmate applied to companion(), defaults to Verdigris. 6=Verdigris, 7=Vitellary, 8=Victoria, 9=vermillion, 10=viridian (yes, really), 11=Violet (Gamestates: 3006-3011=Verdigris, 3020-3026=Vitellary, 3040-3046=Victoria, 3060-3066=Vermillion, 3080-3086=Viridian, 3050-3056=Violet)

say(7)
gamestate(3060)
delay(220)
gamestate(0)
endcutscene()
untilbars()
customiftrinkets(0,text4)
loadscript(stop)
text(1,0,0,4)


You can change that 3060 to any of the ones above

LafondaSaysMeow

That is, if you already know how to internally script anyways.

Ally 🌠

AAAA
with the script that I wrote, name it "text3"
Load it with "text2"
Text2:
iftrinkets(0,text3)




Now this was directly ripped from "Trapped", my level.
Make sure you also have a script called "text4" too, or remove that line entirely

ry00001

Imma confused. Give me the full code necessary (textboxes included). Yes, I do know how to script.

Ally 🌠

I'm not going to do it for you.







...





...yes I am...







later today

moth 🦋

Just look in my txt dump the info is there and I'm sure you can figure it out
or you can just open dimension open in ved and copy the script