//#include "Cutscene31a_dlg.h" #include "cutscene_common.cs" // global variables int ce01, ce04, ce11, player; void main() { // PlayMovie("l00_kai"); // WaitMovieUntil(); LoadScene("se01"); //fade in Fade(0, 0, 0, 1, 0, 0, 0, 0, 1, 1); //show movie border ShowMovieBorder("movie", 120); // spawn chara and set initial position ce01= SpawnMale(14.8, 13.6, 2.5); SetCharaWeapon(ce01, 0); ce04= SpawnFemale(-11.5, 13.6, 2.5); SetCharaWeapon(ce04, 0); ce11= SpawnChara("CE11", -1.8, 343, 10.5); SetCharaWeapon(ce11, 0); // Set chara initial direction SetEntityDir(ce01, 0, 1, 0);//0.5, 0.9, 0); SetEntityDir(ce04, 0, 1, 0);//0.5, 0.8, 0); SetEntityDir(ce11, 0, -1, 0); // get player and hide acZaras player = GetPlayerChara(); ShowEntity(ce01, 0); ShowEntity(ce04, 0); ShowEntity(ce11, 0); // delete acZaras and resZarae player after end cutscene ActorList(ce01); ActorList(ce04); ActorList(ce11); //-----------------------------// SetCamPos(1425.8, -1495.5, 176.9); SetCamDir(146.3, 347.6, 0); MoveCamLineTo(1262.1, -1741.2, 176.9, 8, 1); Sleep(6); SetCamPos(-834, 1648.5, 557.3); SetCamDir(67, 29, 0); MoveCamLineTo(-834, 1648.5, 362.2, 5, 0); Sleep(3); Fade(0, 0, 0, 0, 0, 0, 0, 1, 2, 1); Sleep(2); WaitCamUntil(); ShowEntity(ce01, 1); ShowEntity(ce04, 1); ShowEntity(ce11, 1); LookChara(ce01, ce11); LookChara(ce04, ce11); //---------------------// Fade(0, 0, 0, 1, 0, 0, 0, 0, 1, 1); SetCharaStyle(ce11, 1); CharaWalkTo(ce11, 0.5, 80, 2.5);//0.5, 84, 2.5 SetCamPos(108.2, 230.1, 10); SetCamDir(138.3, 10, 0); MoveCamLineTo(119.7, 282.3, 10, 4, 0); RotateCamTo(234.9, 10, 0, 4); WaitCamUntil(); Sleep(0.2); //--------------------// //SetCamPos(18.8, 101.5, 20.5); //SetCamDir(254.7, 3, 0); SetCamPos(54.5, 97.6, 20.1); SetCamDir(244.5, 11.9, 0); MoveCamLineTo(28, 110.2, 20.1, 2, 0); SetEntityPos(ce11, -0.4, 156.8, 2.5); CharaWalkTo(ce11, 0.5, 80, 2.5);//0.5, 84, 2.5 WaitCharaUntil(ce11); Sleep(0.5); //M1 Master! //BeginFadeImg("cs_ce04", 30, 485, 180, 90, 1, 1, 0.5); BeginFadeImg(PhotoFemale, 30, 485, 180, 90, 1, 1, 0.5); BeginText(CUTSCENE31a_M1, 210, 510, 1.5); PlayVoice("31_mia_001"); PlayPose(ce04, 0158, -1); WaitVoiceUntil(); EndText(CUTSCENE31a_M1, 0.5); EndFadeImg(PhotoFemale, 0.5); Sleep(0.3); //K2 Master! //BeginFadeImg("cs_ce01", 30, 485, 180, 90, 1, 1, 0.5); BeginFadeImg(PhotoMale, 30, 485, 180, 90, 1, 1, 0.5); BeginText(CUTSCENE31a_K2, 210, 510, 1.5); PlayVoice("31_kai_002"); PlayPose(ce01, 0156, -1); WaitVoiceUntil(); EndText(CUTSCENE31a_K2, 0.5); EndFadeImg(PhotoMale, 0.5); WaitCharaUntil(ce01); Sleep(1); //------------------------------// SetCamPos(38, -3.9, 29.3); SetCamDir(134.1, 2.6, 0); //Q3 You have both learned much these past years. BeginFadeImg("cs_ce11", 30, 30, 180, 90, 1, 1, 0.5); BeginText(CUTSCENE31a_Q3, 210, 60, 1.5); PlayVoice("31_qi_003"); Sleep(3); EndText(CUTSCENE31a_Q3, 0.5); Sleep(0.5); //Q4a You are my best pupils and the pride of //Q4b Yong-jian village. BeginText(CUTSCENE31a_Q4a, 210, 50, 1.5); BeginText(CUTSCENE31a_Q4b, 210, 70, 1.5); Sleep(4); EndText(CUTSCENE31a_Q4a, 0.5); EndText(CUTSCENE31a_Q4b, 0.5); Sleep(0.5); //--------------------------- SetCamPos(18.6, 66.5, 29.2); SetCamDir(136.5, 14.6, 0); //Q5a You have mastered every advanced technique I //Q5b have taught you. BeginText(CUTSCENE31a_Q5a, 210, 50, 1.5); BeginText(CUTSCENE31a_Q5b, 210, 70, 1.5); Sleep(3.5); EndText(CUTSCENE31a_Q5a, 0.5); EndText(CUTSCENE31a_Q5b, 0.5); Sleep(0.5); //Q6a Today, however...we will be reviewing the //Q6b basics. BeginText(CUTSCENE31a_Q6a, 210, 50, 1.5); BeginText(CUTSCENE31a_Q6b, 210, 70, 1.5); WaitVoiceUntil(); EndText(CUTSCENE31a_Q6a, 0.5); EndText(CUTSCENE31a_Q6b, 0.5); EndFadeImg("cs_ce11", 0.5); Sleep(0.5); LookChara(ce11, ce01); //Q7 Kai, step forward! BeginFadeImg("cs_ce11", 30, 30, 180, 90, 1, 1, 0.5); BeginText(CUTSCENE31a_Q7, 210, 60, 1.5); PlayVoice("31_qi_004"); WaitVoiceUntil(); EndText(CUTSCENE31a_Q7, 0.5); Sleep(0.5); //Kai steps Forward// SetCamPos(48.6, -19.5, 18.3); SetCamDir(133.3, 6.8, 0); SetCharaStyle(ce01, 1); CharaWalkTo(ce01, 8, 39, 2.5); WaitCharaUntil(ce01); SetCharaStyle(ce01, 0); Sleep(1); //Q8a A cunning warrior is aware of his or her //Q8b environment at all times. BeginText(CUTSCENE31a_Q8a, 210, 50, 1.5); BeginText(CUTSCENE31a_Q8b, 210, 70, 1.5); PlayVoice("31_qi_006"); Sleep(4); EndText(CUTSCENE31a_Q8a, 0.5); EndText(CUTSCENE31a_Q8b, 0.5); Sleep(0.5); //----------------------- SetCamPos(12.8, 62.9, 29.3); SetCamDir(121.2, 11.3, 0); Sleep(0.5); //Q8c By moving the RIGHT THUMBSTICK, you can //Q8d observe your surroundings and make sure //Q8e there are no hidden dangers. BeginText(CUTSCENE31a_Q8c, 210, 40, 1.5); BeginText(CUTSCENE31a_Q8d, 210, 60, 1.5); BeginText(CUTSCENE31a_Q8e, 210, 80, 1.5); WaitVoiceUntil(); EndText(CUTSCENE31a_Q8c, 0.5); EndText(CUTSCENE31a_Q8d, 0.5); EndText(CUTSCENE31a_Q8e, 0.5); Sleep(0.5); //Q9a The LEFT THUMBSTICK controls your //Q9b movement. BeginText(CUTSCENE31a_Q9a, 210, 50, 1.5); BeginText(CUTSCENE31a_Q9b, 210, 70, 1.5); PlayVoice("t-1_qi_001"); Sleep(2.2); EndText(CUTSCENE31a_Q9a, 0.5); EndText(CUTSCENE31a_Q9b, 0.5); Sleep(0.5); //--------------------// SetCamPos(-124, -178.5, 309); SetCamDir(60, 313.4, 0); MoveCamLineTo(-195.7, 18.3, 307.2, 10, 0); RotateCamTo(110, 359.5, 0, 10); //QIGO turn and walk to the mountain----------------- SetCharaStyle(ce11, 1); PlayPose(ce11, 1096, 0.8); Sleep(0.8); CharaWalkTo(ce11, -319, 411.2, 10.5); /* SetCamPos(335.5, 343.2, 306); SetCamDir(214.8, 330.8, 0); MoveCamLineTo(466.8, 601.3, 306, 14, 0); RotateCamTo(148.2, 359, 0, 14); */ //Q10a Try walking around, and when you are //Q10b comfortable, meet me on the other side of BeginText(CUTSCENE31a_Q10a, 210, 50, 1.5); BeginText(CUTSCENE31a_Q10b, 210, 70, 1.5); Sleep(5.5); EndText(CUTSCENE31a_Q10a, 0.5); EndText(CUTSCENE31a_Q10b, 0.5); Sleep(0.3); //Q10c the mountain and we will continue. BeginText(CUTSCENE31a_Q10c, 210, 60, 1.5); WaitVoiceUntil(); EndText(CUTSCENE31a_Q10c, 0.5); EndFadeImg("cs_ce11", 0.5); //WaitCamUntil(); //Sleep(0.5); Fade(0, 0, 0, 0, 0, 0, 0, 1, 2, 1); Sleep(2); //fade out //end TheEnd(); }