When a char is talking. Saving the file with no prefix means the gif will be used for pre-animations. Before the char starts to talk. This part will take the most time. They need two each.
One for when the button is selected on and one for when it is not selected off. These should be 40 x Some people put these DemoThings in a DemoThings folder in the char file. So all the person would have to do is put this char in their client folder and allow merging.
Now you are actually going to use those blocks. Now we have to like Yah know. Got the bricks, studs screws, elbow joints Typically you will see name, side and gender. Next is [Time]. This is where you put how long a pre-animation should last. Now we have [Emotions] so feel dem. If you are a judge, this could potentially be annoying. On the right is where the parametres of the selected action appear. This will display a piece of evidence in the Trial Player's game screen. It requests the type profile or evidence and the ID number of the profile or evidence which can be found on the profiles tab and the evidence tab.
This will make a piece of evidence appear in the Court Record. You can press the Add button to add more evidence or profiles to reveal. When you use Reveal evidence somewhere, the corresponding piece of evidence will be hidden at the beginning of the trial, waiting for the execution of this action to appear. However, a piece of evidence that is not revealed anywhere with this action will be automatically revealed at the beginning of the trial.
This will make a piece of evidence disappear from the Court Record. You can press the Add button to add more evidence or profiles to hide. If you hide evidence at the start of a trial, it will still be visible in the Court Record when the trial is being loaded in the Trial Player.
This will ask the player to choose between 2, 3 or 4 answers. This requests 6 parameters: the answers the player will see type text in here and the respective frames that they will be sent to identified by their ID number.
This will ask the player for a profile or a piece of evidence. This will ask the player to click an area on a picture. You must link to the URL of the picture, and the coordinates of the zone where the user must click. The last parameter is optional and defines what to do if the player clicks another area. If you let it empty, a wrong click will remove 12 life points from the player. If you don't leave it empty, you should type the ID number of a frame, a wrong click will lead the user on this frame.
This will redirect the player to a different frame. The parameter is the ID number of the frame that the player will be redirected to. Don't use this action to skip to a cross-examination statement , because it won't work properly. This will change the status of a different frame from hidden to visible. The targeted frame's ID number must be given as parameter.
This will change the status of a different frame from visible to hidden. This will reduce the player's life points. The life bar's maximum value is When it goes down to 0, it's game over.
This will cause the life bar to flash, to warn players to be careful and to show them how severe their penalty will be. Enter a value between 0 and This will end the game. You may also use the selection box to automatically redirect the player to the next part of the series if the trial is in a series.
These actions are used in the Psyche-Locks tab in the investigation location panels. Variables are an advanced feature in the Trial Editor that can be used for a variety of purposes. A variable is a named value that the game keeps track of. They're like algebra, but you can use words as well as letters. You can change the value at will and branch to different points depending on the current value of it.
Additionally, variables can be output in messages. A variable can only have one value, assigning to the same variable again will overwrite the old value. Variables can store one of three different types of data:. When you read the value of a variable that you have not set i.
In addition to the variables, the player provides an expression engine. This means that you can do basic math on the variables and some other operations. You can use this to use the value of several variables at once to decide where to branch. Additionally, there is a few functions provided that allows you to do a few additional checks.
While the engine is capable of quite complicated expressions, you will most likely never even use all the features that it provides. This will cause the player to skip to a different frame depending on the value of a variable, but with the variable having to be an expression instead of it being optional. When you apply the action Start a cross-examination to a message, it will be replaced by a cross-examination panel.
The top table is a table containing the contradictions. You need to use this if you want the player to present evidence that contradicts a statement in the testimony. Cross-examination statements are the dialogues that the witness being cross-examined says.
You need to type in the ID number of the contradictory evidence or profile. To mark the contradictory statement, press the Contradictory button next to the contradictory statement. Then, click on the matching row in the contradictions table. In the testimony overview field, you can create the statements in the testimony. To add a statement, press the Add button. You can edit the statement the same way as you usually would.
However, you cannot edit the wait time , give it an action or merge it. To create a co-council conversation , click on the show option. You can then add frames to the conversation as you would normally. Below the co-council conversation is the penalty conversation. This is shown when the player presents the wrong evidence. If you do not create a penalty cross-examination, the player will automatically be penalized by 24 points when they present the wrong evidence.
When you apply the action Create a new place to investigation to a message, it will be replaced by an investigation location panel. Investigations are created by using loads of investigation location panels.
These panels all link together to create an investigation. The investigation locations are basically places that the player can move to. This tab lets you add examination conversations that will be played when the player examines an area of the investigation location's background.
Press the Add button to add an area to be examined. Use the Other coordinates conversation to show the conversation that will appear if the player clicks anywhere else.
This tab links together different investigation locations by allowing players to move between them in the Trial Player. Press the Refresh places list button to view a list of investigation locations. Click on one of the investigation locations shown in the list to allow players to move to them from the current investigation location.
New to AO? This is for you. Running Mac? Running Linux? Running Windows XP? Is this the famous online casemaker? We are not to be confused with the similarly named Ace Attorney Online. Whereas AAO only offers pre-scripted cases, AO boasts the ability to do live, off-the-cuff cases in a courtroom drama environment. How do I play the game? What do I do?
Cases can last around 5 to 6 hours. How do I download more content? Each server may have their own unique content pack that they use. If you look in the server description in the lobby, you can find a link to their downloads to get the pack. This is a known issue with Microsoft Edge: you may be attempting to run the game from the browser cache.
You must extract the archive to a folder of your choosing, such as your desktop. Why is it detected as a virus? Add an exception to your antivirus. False positives are very common on small software like ours, as most antivirus software these days use a reputation-based system.
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