As I checked this thread: http://aceattorney.sparklin.org/forum/v ... =28&t=3652:
It turns out, there is MORE THAN 3 [#] codes, and I'm going to list everything (that is known).
I WILL PROVIDE DEMO TRIALS TO SHOW YOU THE CODE WHEN PUT INTO EFFECT!
Without further ado, here is the list with explanation:
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1.) [#] -->PAUSE 1 second while speaking
- This is used to pause when someone is speaking (as if they are hesitating), best used before typing a sentence for emphasis.
-Example 1: [#] It's true....I murdered the victim.....
You can also put it in the middle of a sentence:
-Example 2: [#] I didn't want to...... [#] but I did!
-DEMO of examples: http://aceattorney.sparklin.org/jeu.php?id_proces=18260
-Note: You should try a combination to see what kind of effect you can have, but don't overdo it! You might bore the player and make him/her skip the frame just because it takes too long for the sprite to talk!
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2.) [#f] -->FLASH
- This is used as a dramatic effect, or as a way to transition to a flashback
-Example 1: [#f] NO WAY!
For dramatic purposes, you can use two frames and put the flash code at the second frame to bring interest to the player:
-Example 2: [#f] Actually.....
[#f] YES WAY!
-Example 3: Inside..... [#f] he's a Fraulein!
-DEMO of examples:http://aceattorney.sparklin.org/jeu.php?id_proces=18262
-Note: This is very good presentation effect, I'm sure you can overdo it without giving the player seizures
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3.) [#s] -->SHAKE
- This is used to shake the screen (like you're in a 1 second earthquake, or someone being shot/stabbed), this is a dramatic effect used to show the reader something's usually happening (but can also be used as a humor effect like Pearly slapping Phoenix)
-Example 1: [#s] OW! That hurt!
Good for first person, easy to implement
-Example 2: Coffee....
POW!
[#s] Oof!
Good for Court View, a bit harder to implement.
-DEMO of examples: http://aceattorney.sparklin.org/jeu.php?id_proces=18267
There are 2 more that I currently know:
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4.) [#pn] -->PAUSE Longer/Shorter.
- n=number of seconds you want to pause, it's an "extension" of the [#] code.
- This is to quicken the dialog or make it longer out without the arrow disappearing.
-Example 1: [#p50] Olay! [#p300] Okay!
-DEMO (Don't CLICK THE ARROW BUTTON ON FRAME 2!): http://aceattorney.sparklin.org/jeu.php?id_proces=18272
(I don't know too much about this):
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5.) [#var:y]
- Displays the value of whatever variable you put in y, [#var=example]
Thanks to Moltor, we have a really detailed explanation of how [#var:y] works:
Thanks again Moltor!OK. For the first trial, before each cross-examination, I defined 3 or 4 variables t1, t2, etc. to be a string of text for each part of the testimony statement. I used the expression checkbox and single quotes around the word in the define action. Like, define t1 to be the expression 'I'. When displaying the testimony during the CE, I used 3 or 4 statements like this:
Statement 1: [#var:t1]
Statement 2: <lime>[#var:t1]</lime> [#var:t2]
Statement 3: <lime>[#var:t1] [#var:t2]</lime> [#var: t3]
etc.
I used the green button in the textboxes in addition to the <lime> tags to make the untagged parts green also. The lime tags are there to force the previous parts of the sentence to appear instantly rather than being slowly typed out.
There were two possibilities for each part of the statement and pressing that part toggled them. For each "when pressed" I did something like:
Evaluate the condition t1 = 'I'
If true, jump to a frame that defines t1 to 'Scott'
If false, jump somewhere that defines it back to 'I'
Also, show dialogue to explain this changing of testimony of course.
I used similar checks of the testimony variables in the co-council chat and when successfully presenting evidence. Maya had a couple different things she could say in each CE depending on how certain variables were defined. And the successful present part needed to check to see if all the testimony variables were a certain way. If not, it jumps to the failed present section.
The other examples were simpler. The tic-tac-toe board is just:
[#var:c7] [#var:c8] [#var:c9]
[#var:c4] [#var:c5] [#var:c6]
[#var:c1] [#var:c2] [#var:c3]
Each of those variables could be defined as 'X' or 'O' (or '-' for an empty space)
There's one more advanced function:
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6.) f:get_date() function
- Defines variables before and after the shot, subtracts them to get the elapsed time, compares this to the time limit (which is another variable that keeps decreasing) and prints the result on successful shots.
-Examples: Moltor's shooting game.
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And post here if you have anymore codes that I don't know about and improve upon the explanations I have already given!
Here is a basic summary by E.D. Revolution, thanks man:
- [#] 1 second pause
- [#f] flash + 1 second pause
- [#s] shake + 1 second pause
- [#px] custom pause (x/100 seconds). Must have the [#p] before the x otherwise it will be interpreted as a 1 second pause.
- [#var:y] displays the value of the value of y, whatever it happens to be. This last one is pretty new to a lot of us (myself included), so ask henke about it.
I should mention that, at the moment, it's not possible to combine [#f] and [#s] to make it play at the same time. They will be played in the order you put it in. Watch some AA walkthroughs on youtube in order to see the effect of combining [#s] and [#f]. This may have to do with the JavaScript engine and however Unas programmed it to be at the moment. He may change it as time comes.