#[NR] (Unsolved) Playing existing voice audio at will? (Libra test case)

18 messages · Page 1 of 1 (latest)

dry dagger
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I'm trying to figure out how captioned voice lines are played. I know it involves ESD and maybe EMEVD, but I've got almost no clue how to work them.

How would I allow ESD to listen for an SpEffect on an Entity to play a certain captioned voice clip?

clever raptor
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if its anything like prior games you probably could just add something to their ESD like

if DoesSelfHaveSpEffect(SPEFFECTID):
  TalkToPlayer()
dry dagger
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I believe my issue is that Libra's ESD permanently quits once he enters battle. So I need to make it not do that to have mid-fight dialogue

dry dagger
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I'd try...

    if DoesSelfHaveSpEffect(45852):
        # talk:91757050:"You shall know struggle."
        TalkToPlayer(91757050, -1, -1, True)
    return 0```
Which is a new def at the bottom.

But the ESD quits entirely with x53 from what I understand...
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And nothing ever calls that, I assume

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So how would I call it...

dry dagger
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[NR] (Unsolved) Playing existing voice audio at will? (Libra test case)

gentle gorge
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It goes to t703001900_x53 by breaking from the while loop from before it. You could try something like this:

dry dagger
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That seems to give me a compilation error. I'll try and mess around some more though. Thanks for the pointers puddingcat

gentle gorge
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remove the : from the end of DoesSelfHaveSpEffect(45852). For assert you don't need :

dry dagger
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Ohh

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I missed that...

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Thanks

dry dagger
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Hm. Unlike most of what I tried before, it doesn't break his ending lines. The issue here I believe is that it doesn't loop infinitely for some reason, so it never barks when Libra gets the SpEffect

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The SpEffect is the one he gets post-meditation btw

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So it's definitely valid

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Maybe it has to do something with the fact that only Merchant Libra talks and the ESD quits completely once he stops existing or smth?... idk