#The location of event flags of NPC

50 messages · Page 1 of 1 (latest)

acoustic knot
ebon crystal
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these are not events fatcat these are event flags

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they can be used from a very wide variety of places fatcat

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talk flags are, generally, going to be involved with the talk esd fatcat

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but they could in principle be set or read from anywhere fatcat

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peace ✌️

acoustic knot
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Thanks

acoustic knot
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There is a description for every flag, so I suppose we can know the details of those event

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Details means the script like
$Event(10002460, Restart, function() {
WaitFor(TimeOfDayInRange(19, 0, 0, 5, 59, 0));
SetSpEffect(10005460, 10930);
WaitUntilRandomTimeOfDay(6, 0, 0, 18, 59, 0);
ClearSpEffect(10005460, 10930);
RestartEvent();
});

midnight umbra
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You can use this other reference to look up what most eventflags are for, though most of the time it’s fairly clear from the usage

acoustic knot
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I got this reference

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But need to know more details of an event instead of just a description

midnight umbra
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What is your end goal?

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Follow the emevd tutorial and it’ll walk you through being able to understand what any flag is for

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This document shows how to find safe new flags to use

acoustic knot
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The point is where are EFID_Talk_NPC files? In this reference we can see the Flags are divided into EFID_mxx_xx_xx_xx and EFID_Talk_NPCxx

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I know where are EFID_mxx_xx_xx_xx files but what about another one?

midnight umbra
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Like the actual boolean values stored for if you killed patches or not? I assume that’s stored in the save file itself somehow

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Or are you just asking how to use esdlang?

acoustic knot
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Not boolean values but the function of events

midnight umbra
acoustic knot
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I know esdlang and unpack talk esd files, but there is no description of events in EFID_Talk_NPCxx

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Talk esd only call those event flags but no definition of them

midnight umbra
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Oh, i see what you’re saying, I don’t know if there is a description of them anywhere, but maybe someone else does

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Sorry for the misunderstanding

acoustic knot
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EFID_mxx_xx_xx_xx can be read by DarkScript3 and all the details of event are shown

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So I suppose if there are EFID_Talk_NPCxx files, we can read them by DarkScript3 too
@ebon crystal

plain adder
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event flags are arbitrary. they are simply a 0 or a 1. a bunch of systems can set an event flag to OFF or ON, and a bunch of systems check if its OFF or ON

midnight umbra
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He doesn’t really want to know about eventflags, i think, he wants to know if there’s some documentation specifically for flags used in talk scripts / esdlang

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Like in the game files somewhere

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At least that’s what i understand

acoustic knot
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There should be some files where the events were defined

midnight umbra
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I have no idea, I just stick to the guaranteed safe flags for adding new stuff

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If I need know what a flag does after that, I generally just check emevd scripts first and check the talk scripts after

acoustic knot
midnight umbra
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Depends which map you’re editing

acoustic knot
midnight umbra
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Oh i think objacts and itemmaplotparams can also have flags potentially

midnight umbra
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Or common if you need it to run everywhere

acoustic knot
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Thought there would be events related to npc like Talk_NPCxx.emevd.dcx

midnight umbra
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A lot of time there are events to kill and disable the npc if they’re been killed previously and / or make them do a certain animation

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In emevd

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But all the fancy discussion stuff is esdlang