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Event script API and ElseThread is .seq
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In this commit:
ElseThread
code in.seq
files (related to Battle SFX Sequence).About
ElseThread
:It can be used much like the usual
if then else
for threads, with.seq
code like this:Not only it allows alternatives like the above but it's also more robust than what is used so far for non-random alternatives - a block with a condition and another separated block with the opposite condition - because the condition requirement could change if the threads are run synchronously.
About SPS effects:
SPS are the little 3D effects in fields, like particle emitters, glowing orbs, teleportation effects... They are field-specific, so normally you can't use eg. Vivi's fire effect melting the ice of the Ice Cavern in other fields. Now, It is possible to change the SPS field origin with the following script code:
After using that in any field, the SPS originating from
FIELD_ID
can be used. However, currently, only the SPS originating from 1 field at a time can be used. So "importing" the SPS from another field will destroy the SPS of the current field. At least that restriction I would like to remove.About extended script operations:
People who learnt how to modify event scripts in Hades Workshop can now use a couple more operations. I made a short video showcase with several of the added features.
Link to video
Link to script code
The additional API is defined for Hades Workshop in a file
ScriptAPI.txt
. The new functions appear in the function list in the tool.In most situations, you shouldn't really edit
ScriptAPI.txt
yourself because the API inside has to match the API coded in Memoria. So unless you're adding your own API in your own fork of Memoria, editing Hades Workshop's additional API will lead to bugs.