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Hi all, so here we are with my monthly requests for help for ambiant dialogues. My characters plays audio at the start of the battle taunting the enemies or whatever, but they also do it when the battle start with a back attack and of course they sound stupid when it happens! I noticed that there is "IsCasterVisuallySameDirectionTarget()", but I do not understand how it should be used and I guess it is not useful for what I want to achieve anyway, since it talks about a "caster" and no one is casting anything. Any idea? Thank you for your support! |
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Replies: 2 comments 1 reply
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Hello. Don't you use In terms of C#, you would use: if (FF9StateSystem.Battle?.FF9Battle?.btl_scene?.Info != null && FF9StateSystem.Battle.FF9Battle.btl_scene.Info.StartType == battle_start_type_tags.BTL_START_FIRST_ATTACK)
// Current battle started with a Preemptive strike
if (FF9StateSystem.Battle?.FF9Battle?.btl_scene?.Info != null && FF9StateSystem.Battle.FF9Battle.btl_scene.Info.StartType == battle_start_type_tags.BTL_START_BACK_ATTACK)
// Current battle started with a Back attack |
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Yes... Okay, I'm definitely blind. I was looking in the wrong place. Thank you! |
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Hello.
Don't you use
BattleVoiceEffects.txt
for that kind of things? It's meant to handle all these ambiant dialogs and it uses NCalc formulas instead of C# code.With NCalc formulas, you can use
IsBattlePreemptive
andIsBattleBackAttack
.In terms of C#, you would use: