In the Ace Attorney games, unless you've never ever done anything wrong in them, you're probably aware that when you make an incorrect present during a cross-examination, you get one of three randomized failure conversations. However, in almost every AAO fancase, an incorrect present during a cross-examination will yield one, unchanging failure conversation for the cross-examination. However, in this guide, I'll show you how you can make randomized failure conversations, like in the actual AA games, and my fancase New Year's Turnabout! It'll take some frame redirection, variables, and expressions, but I'll be leading you the whole way, so it should be fine!
Anyway, let's get started!
Randomized Failure Conversations
Go to the failure conversation block for the first testimony. Make the first, blank frame; this is the frame that will select and advance to a failure conversation. (I personally like to use 'Stop the music' on this frame, because then the music will stop even on wrong presents, faking the player out into thinking they did it correctly! If you want the music to continue to play during wrong presents, don't do anything with the music.) Set the wait timer to 1, to make the frame almost invisible.
Make the action for this frame "Read a variable's value." For 'variable's name,' check the 'Expression' box, and then enter 'f:random_int(1,3)' (without the apostrophes) in the box. Hit the "Add" button once, then put '1' and '2' in the two boxes for "variable's value."
(Note: This is for 3 failure conversations. If you want a different number, change the 3 in 'f:random_int(1,3)' to the number you want, and add boxes to "variable's value" until it's one less than the number of conversations you have, and number them starting with 1. So if you want 5 conversations, you would use 'f:random_int(1,5)', have 4 boxes for "variable's value," and label them from 1 to 4.)
Hit confirm.
Now in the rest of the block, make all the failure conversations you want, one after the other. Each failure conversation should start with the OBJECTION! bubble.
After the end of the last failure conversation, add in a blank frame, and set the wait timer to 1. Take note of this frame's number. Now for the last frame of each failure conversation, set the frame's action to "Proceed directly to another frame" and enter the noted frame number. (It's not necessary to do this for the last frame of the last conversation, because it should go to the frame we want anyway.)
Now go through the whole block, and take note of the frame number of each frame with an 'OBJECTION!' bubble. (Technically, only the 'OBJECTION!' bubbles that mark the beginning of a failure conversation, if you have other 'OBJECTION!'s in your failure conversations.) Go back to editing the action of the first frame in the block. In the boxes for 'Frame to go to if success' and 'Frame to go to if failure,' enter in the noted box numbers. In the end, it should look something like this:
Spoiler : space saver :
You are going to need to use a variable to keep track of the testimony the player is currently on. I like to use a variable called 'testimony.' If you already have a variable called 'testimony' for whatever reason, you can use whatever you want, but I'm going to refer to this variable as the 'testimony' variable.
Before each testimony in the case, you need to do two things: First, you must set the variable 'testimony' to whichever number testimony it is, with the "Define a variable's value" action. So 1 for the first testimony, 2 for the second, and so on. (This can be done any time before the testimony, but I like to use this on the frame with 'Cross-Examination.') Second, you must make a blank frame immediately preceding the cross-examination block, with a wait timer of 1. (I like to set the music for the cross-examination on this frame.)
Here is an example:
Spoiler : space saver :
Spoiler : space saver :
It should look like this:
Spoiler : space saver :
And with that, you should have randomized failure conversations for your entire trials!
If you don't exactly get it, to break down the process that happens: Before each cross-examination, the game notes which testimony the player is on, with the 'testimony' variable. When the player makes an incorrect present, it advances the player to the first frame in the failure conversation for the first testimony. This frame advances the player to a randomly selected failure conversation. At the end of the failure conversation, the player is advanced to the final frame in the first testimony's failure block. Finally, this frame uses the 'testimony' variable to bring the player back to the testimony s/he was on.
And... that's it! If there are any typos, errors, ambiguities or the like, please make a post saying so!
I hope this guide helped~