(The following is a post by
Halfgild Wynac, originally found
here).
Fly mode doesn't exist. You may, to a certain extent, emulate it by using "main" script instead of "game". This part of your config.xml may look like this:
Code:
<Variables>
<Var name ="Scene" value ="park/lemnamod" />
<Var name ="Mode" value ="fly" />
<Var name ="Hunter_" value ="kolesnik" />
<Var name ="fast_start" value ="0" />
<VAr name = "log_gestures" value = "0" />
</Variables>
<Actions>
<refer filename="actions.xml" />
</Actions>
<Script>
<Init name="main" />
<Defines>
<Define name="DEBUG" />
<Define name="TRACE" />
</Defines>
<AssertOnError_ />
</Script>
Here,
<Init name="main" /> is script, and here are the variables that you must have for it to run:
Quote:
<Var name ="Scene" value ="park/lemnamod" />
<Var name ="Mode" value ="fly" />
"Scene" is a scene's name in /data/Scenes/ folder, and "mode" is either "walk" or "fly". Note that "main" is quite and old script for simple scene browsing, so some scene may fail to load, and no matter what scene you chose, animated objects won't appear there. No mouse smoothing as well.
There is a no-headbobbing patch here:
http://www.tension-game.com/files/The-V ... bbing).zip. Headbobbing is an animation, and I simply found where it is played in player.sc, and made its intensity zero.
You can generate colour by using "/add_al COLOUR AMOUNT" and "/add_fl COLOUR AMOUNT". For example:
Code:
/add_al 5 120
/add_fl 0 37
The first command adds 120 drops of Emerald (5) to your Palette (
active
lympha).
The second one adds 37 drops of Silver (0) to your Memory (
free
lympha).
Colour numbers are from 0 to 6 and correspond to their order in your palette, top to bottom: 0...6 silver, amarant, amber, azure, violet, emerald, gold.
You can add hearts by "/open_zone ZONE_NUMBER" command, for instance
Code:
/open_zone 9
This command adds heart No.9, which is Wasp.
The list of the hearts:
0 Vampire
1 Ordalia
2 Bait
3 Magnet
4 Donor
5 Breakthrough
6 Repulse
7 Extract
8 Sentinel
9 Wasp
10 Expose
11 Ritual
12 Hawk
13 Owl
14 Tumbleweed
15 Hysteric
16 Shell
17 Torch
18 Haste
19 Web
20 Sleeper
The order is the same as the order they appear in the journal when all your hearts are opened.
You may use command "/turgor" to reach turgor immediately or "/stronger" to get some hearts and lympha, so that one can quickly demonstrate some fighting/mining/gardening gameplay without making it obvious that you are cheating ("/turgor" is a powerful command, but too radical for most part of the game). At least, that's what I made the command for.
More exactly, you get Sentinel, Wasp, Bait, Donor, Tumbleweed, Hysteric, Shell, Torch, Sleeper, each of them full. Also you'll end up with 80 lympha of each color both in your Memory and in the Palette.
Code:
/openall
Unlocks all map.
Quote:
/go MAP_NUMBER
Teleports you to a chamber with the numer you entered.
1: Fireflies 2: Sister 3: Fog, 4: Pharynx
5-8: DELETED
9: Uta, 10:Ava
11: Cave, 12:Heathen, 13: Pangolin, 14: Bastion
15: DELETED
16: Yuna
17: Twist
18: Ire, 19:Eli
20: Lemna
21: Ima
22: Moorage, 23: The Wall, 24: Hump
25: Yani
26: Worm, 27: Darkness
28: Ole
29: Bridge, 30: Hull, 31: Memory
32: Hunter standard talking level (Scenes/arena/talkloc.s, isn't really used as a gameplay location anymore)
33: Adit
34-40: Hunter standard talking level (the same as 32)
Code:
/surface_exit NUMBER
Used with a number 0 to 2, plays a Surface dream sequence (the first, second or third one).
Code:
/final NAME
Plays an ending sequence. "Name" must be from the following list:
sister, ava, uta, una, ire, ima, eli, yani, ole, echo, aya
Void's death sequence is NOT played.
Code:
/end
send you to the final Adit-themed hero's obscura. Draw the Breakthrough glyph ("W") to see the ending. You'll be shown hero's ascension, then Void's death cutscene, then a poem at the surface. Note that if you want this to look realistic, you'd better use "/turgor" command first.
Code:
/void
shows void death cutscene only
Code:
/sister_die
Nameless Sister dies
Code:
/respawn_sister
Nameless Sister comes back to life
Code:
/kill_mongol
Shows an non-existent cutscene "Montgolfiere descends to the Nightmare"
Code:
/hunter_demo NAME
Shows a cutsene of a Brother coming to the Void. NAME is a working name of a hunter: lattice, kolesnik, ironclad, dudochnik/piper, driller, mongolfier, hole, caterpillar, stiltman, whaler
Code:
/hunter_demo twin
Shows the worst ending (is realised if the player just waits for the 35th cycle to end).
Code:
/giveall
opens all hearts and sets your lympha stocks to 200 of each colour (both in the Memory and Palette). Doesn't fill your hearts.
Code:
/level_camera SCENE ANIM_SET ANIMATION
plays camera ANIMATION from ANIMATION SET (.ase file in data/Animations) in SCENE. For example
/level_camera "park/branches.xml" game_start game_start
here "branches.xml" is a descriptor file of Pangolin's reservation scene, the animation set is "game_start.ase", and an animation's name is "game_start" (the name coincides with the ASE's name, but in general it is not the case: it might have been "camera1", "longshot_cameraB_fast" or "gamestart_cam_2")
You cannot edit animations, however, if you open an .ase file with a text editor, you will easiliy see animation names among other symbols.