//#include "SHORTCUTT_16a_dlg.h" #include "cutscene_common.cs" // global variables int ce01, ce04, ce11, player; void main() { 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(5.5, 219.9, 2.5); SetCharaWeapon(ce01, 30); ce04= SpawnFemale(-18.6, 332.3, 10.5); SetCharaWeapon(ce04, 20); ce11= SpawnChara("CE11", -0.7, 316, 10.5); SetCharaWeapon(ce11, 32); //19.2, 333.4, 10.6 //-18.6, 332.3, 10.5 // Set chara initial direction SetEntityDir(ce01, 0, 1, 0); SetEntityDir(ce04, 0.2, -0.9, 0); SetEntityDir(ce11, 0, -1, 0); //-0.2, -0.9, 0 // get player and hide acZaras player = GetPlayerChara(); ShowEntity(ce01, 1); ShowEntity(ce04, 1); ShowEntity(ce11, 1); // delete acZaras and resZarae player after end cutscene ActorList(ce01); ActorList(ce04); ActorList(ce11); LookChara(ce01, ce11); LookChara(ce04, ce01); LookChara(ce11, ce01); ///Set Cam initial //SetCamPos(13.7, 301.6, 49.2); //SetCamDir(138.2, 347.2, 0); SetCamPos(31.3, 203.9, 13.3); SetCamDir(123.4, 26.9, 0); Sleep(0.5); //Q1 That was certainly... interesting. BeginFadeImg("cs_ce11", 30, 30, 180, 90, 1, 1, 0.5); BeginText(SHORTCUTT_16a_Q1, 210, 60, 1.5); PlayVoice("t-16_qi_001"); Sleep(3); EndText(SHORTCUTT_16a_Q1, 0.5); Sleep(0.5); //Q2a But you will have plenty of time to try new //Q2b variations. BeginText(SHORTCUTT_16a_Q2a, 210, 50, 1.5); BeginText(SHORTCUTT_16a_Q2b, 210, 70, 1.5); // PlayVoice("cs1"); Sleep(3.7); EndText(SHORTCUTT_16a_Q2a, 0.5); EndText(SHORTCUTT_16a_Q2b, 0.5); Sleep(0.5); //Q2c Pay attention now, because this is important. BeginText(SHORTCUTT_16a_Q2c, 210, 60, 1.5); // PlayVoice("cs1"); Sleep(3); EndText(SHORTCUTT_16a_Q2c, 0.5); Sleep(0.5); //Q2d We've already discussed some basics of using //Q2e Chi in attacks. BeginText(SHORTCUTT_16a_Q2d, 210, 50, 1.5); BeginText(SHORTCUTT_16a_Q2e, 210, 70, 1.5); // PlayVoice("cs1"); Sleep(4); EndText(SHORTCUTT_16a_Q2e, 0.5); EndText(SHORTCUTT_16a_Q2d, 0.5); Sleep(0.5); //Q3a Chi is a physical manifestation of meditation //Q3b and spiritual discipline, and can aid you in //Q3c many ways. BeginText(SHORTCUTT_16a_Q3a, 210, 40, 1.5); BeginText(SHORTCUTT_16a_Q3b, 210, 60, 1.5); BeginText(SHORTCUTT_16a_Q3c, 210, 80, 1.5); // PlayVoice("cs1"); Sleep(7.2); EndText(SHORTCUTT_16a_Q3a, 0.5); EndText(SHORTCUTT_16a_Q3b, 0.5); EndText(SHORTCUTT_16a_Q3c, 0.5); Sleep(0.5); //---------------------- SetCamPos(6.9, 297.3, 52.6); SetCamDir(115.3, 334.4, 0); //Q4a Chi can make your body stronger and your attacks //Q4b more powerful. BeginText(SHORTCUTT_16a_Q4a, 210, 50, 1.5); BeginText(SHORTCUTT_16a_Q4b, 210, 70, 1.5); Sleep(5); EndText(SHORTCUTT_16a_Q4a, 0.5); EndText(SHORTCUTT_16a_Q4b, 0.5); Sleep(0.5); //Q4c You can also use a technique called the Chi Flare //Q4d to protect yourself. BeginText(SHORTCUTT_16a_Q4c, 210, 50, 1.5); BeginText(SHORTCUTT_16a_Q4d, 210, 70, 1.5); Sleep(5); EndText(SHORTCUTT_16a_Q4c, 0.5); EndText(SHORTCUTT_16a_Q4d, 0.5); Sleep(0.5); //Q4e If you have sufficient Chi, you can press the //Q4f X + Y buttons simultaneously to release the //Q4g Chi Flare. BeginText(SHORTCUTT_16a_Q4e, 210, 40, 1.5); BeginText(SHORTCUTT_16a_Q4f, 210, 60, 1.5); BeginText(SHORTCUTT_16a_Q4g, 210, 80, 1.5); Sleep(7); EndText(SHORTCUTT_16a_Q4e, 0.5); EndText(SHORTCUTT_16a_Q4f, 0.5); EndText(SHORTCUTT_16a_Q4g, 0.5); Sleep(0.5); //Q5a Although it will not cause much damage to //Q5b your enemies, it will interrupt their BeginText(SHORTCUTT_16a_Q5a, 210, 50, 1.5); BeginText(SHORTCUTT_16a_Q5b, 210, 70, 1.5); Sleep(4.2); EndText(SHORTCUTT_16a_Q5a, 0.5); EndText(SHORTCUTT_16a_Q5b, 0.5); Sleep(0.2); //Q5c actions and push them back to create distance //Q5d between the two of you. BeginText(SHORTCUTT_16a_Q5c, 210, 50, 1.5); BeginText(SHORTCUTT_16a_Q5d, 210, 70, 1.5); Sleep(3); EndText(SHORTCUTT_16a_Q5c, 0.5); EndText(SHORTCUTT_16a_Q5d, 0.5); Sleep(0.5); //Q5e Try it now. This skill can save your life in //Q5f battles where you are outnumbered. BeginText(SHORTCUTT_16a_Q5e, 210, 50, 1.5); BeginText(SHORTCUTT_16a_Q5f, 210, 70, 1.5); WaitVoiceUntil(); EndText(SHORTCUTT_16a_Q5e, 0.5); EndText(SHORTCUTT_16a_Q5f, 0.5); EndFadeImg("cs_ce11", 0.5); Fade(0, 0, 0, 0, 0, 0, 0, 1, 2, 1); Sleep(2); //fade out //end TheEnd(); }