CoP

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cupofnoodles
Posts: 14
Joined: Sat Aug 18, 2012 6:20 pm

CoP

Post by cupofnoodles » Fri Oct 05, 2012 9:19 pm

anyone working on it by chance?

Metalfiiish
Developer
Posts: 176
Joined: Tue Jul 31, 2012 7:21 am

Re: CoP

Post by Metalfiiish » Sat Oct 06, 2012 12:40 am

Ezekyel was but stopped as there was a lack of animation IDs and such

PrBlahBlahtson
Developer
Posts: 539
Joined: Sun Jul 22, 2012 12:17 am

Re: CoP

Post by PrBlahBlahtson » Sat Oct 06, 2012 2:38 am

Poked it myself as well. Lots of missing NPCs in the first few cutscnes, and the cutscenes can't be chained together properly yet. I haven't checked how far it goes, but there was already a lot of scripting done in PXI, so if you decide to take your own crack, I'd try to get the scripts from PXI to save yourself time finding event IDs and all that fun stuff.

cupofnoodles
Posts: 14
Joined: Sat Aug 18, 2012 6:20 pm

Re: CoP

Post by cupofnoodles » Sat Oct 06, 2012 4:34 am

i was thinking about having a NPC that activates most of the cutscenes

PrBlahBlahtson
Developer
Posts: 539
Joined: Sun Jul 22, 2012 12:17 am

Re: CoP

Post by PrBlahBlahtson » Sat Oct 06, 2012 1:47 pm

NPC doesn't correct the issue. You'll still be left with a black screen, even if you load another CS. If you'd like an example and have a server/GM, go to Lower Delkfutt's and go through Ancient Flames Beckon. The eventid values for @cs are 16, 24, 25, 26, 27.

The missing NPCs are Ducal guards and by-standers, for the most part. Oh, and "Mysterious Boy"/Selh'teus, but he's not important, is he? :lol:

Another issue just crossed my mind. The Empty probably don't have proper elemental values assigned, either. At least they're the right levels, and not L80+. Teleport data should be in the PXI scripts, if I remember right.

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