Didn't know where this fits, so it ended up here...
Hey, enhanced the Future Mall (I've sent this .export to your email jsondag)
I didn't know what to make Johnny or the Soldier in the small room say so I left them alone.
Heven't added any other NPCs yet, but made some tweaks to the ones that were present...
The NPCs in the Mall will call you cheap if you don't buy anything, which is something I'm doing for some shops in CT+
What the script does is assign Gil to seperate values.
They are divided into two sections "current Gil1" and "current Gil2"
After the Shop command, "current Gil2" is re-written and it compares to "current Gil1" (which never changed).
If you end up with the same amount-- If you closed the shop, or break even(VERY rarely happens)
ARMS MERCHANT: What?! Cheapskate...
If you end up with more or less Gil--
ARMS MERCHANT: Thanks for stopping by.
This Gil checking system could easily be copied to other shops.
I've also added {line breaks} in the correct places as well as a {delay 03} for the NPC that says:
ITEM MERCHANT: Feel free to browse my{line break}
inventory...{delay 03}as long as you buy!{null}
I'm not sure if you're going to do delays in basic dialoug for NPCs, but it seemed to me like a good idea, so it got added.
Not only that but I fixed the NPC that faced away from the 1st Party Member. Facing was set to Object/0 should've been PC/0. (the other one was already working) I know that this kind of stuff is very easy to miss and can drive one mad!
Jsondag, you're saying that with map AB I can do ANYTHING? Do you have anything specific in mind?
Or am I (un)limited to the vestiges of my imagination?
As for map 14 (the small one) you wanted me to take a crack at, I've got a most insideous idea. In ChronoTrigger+, I'm making a small room in the Black Omen; right before Queen Zeal (and it's required to go through). What happens is the party enters the room, the doors lock, then there's a save that appears (and remains until the door is tried) When (and only when) the party tries the door, the save dissapears and a cutscene loads where the trap is activated. There are a few switches (4 or 5 maybe? - don't want to make it TOO hard, haha) and you must find the correct sequence to stop the trap and open the doors. On top of that there's a 5 minute countdown before fire (or something awful) fills the room, toasting the party and resulting in game over. To be even more diabolical, I'm making the switch-set randomize upon location load (which includes loading the save) ...so that every NewGame/+ puzzles dynamically change! People can still cheat and use savestates of course.
I noticed that CE has a ruined Black Omen area - and since that's a latter area - a trap such as this could make things interesting. What do you say about me coding this room for CE as well? Of course, the cutscene's dialoug would be slightly different as they won't be going after Queen Zeal. I'm pretty confident I can code this in no time at all and I was thinking that this would make an awesome situation since a timed trap hasn't been done yet.
By the way, if you wan't me to "attack" any other locations that need fixing up, I have no problem doing so. Just give me stuff to do.
Deviating from CT+ keeps me sane when I get temporarily burned out on working on that. (Motivation varies from day to day, some days I can't wait to get to my computer, others I just stared at TF and sigh.)
On another note(pun intended) that music puzzle in Singing Mountain thwarted the HELL out of me.
WHO'S RESPONSIBLE FOR THAT?! Totally awesome.
~Z