Hidden Triggers in TRNG
by AkyV

Page 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16

6. Combinations in Inventory Memory Zone

The subject of the Inventory Memory Zone is always an inventory item ID.

 

Triggers for the executable combinations:

 

The basic formulas if you use variables in the combination:

 

a, the version if you don't use big numbers:

 

Trigger1. An F335 to define the actual subject of Inventory Memory Zone. (Hereafter we call that subject 'X inventory item'.)

Trigger2. An F232 to put a value (Y) between 0 and 127 into the chosen variable. Or an F252 to put a value (Y) between -1 and -128 into the chosen variable.

 Trigger3. An F336 to force the chosen variable value into the chosen field.

 

b, the version if you use big numbers:

 

Trigger1. An F335 to define the actual subject of Inventory Memory Zone. (Hereafter we call that subject 'X inventory item'.)

Trigger2. An F263 to put a value (Y) between -65536 and 65535 into the chosen variable.

 Trigger3. An F336 to force the chosen variable value into the chosen field.

 

The basic formulas if you don't use variables in the combination:

 

a, the version if you don't use big numbers:

 

Trigger1. An F335 to define the actual subject of Inventory Memory Zone.

Trigger2. An F337 to put a value (Y) between 0 and 127 into the chosen field.

 

b, the version if you don't use big numbers:

 

Trigger1. An F335 to define the actual subject of Inventory Memory Zone.

Trigger2. An F338 to put a value (Y) between -65536 and 65535 into the chosen field.

 

Changing the basic formula:

 

a, Only with variables - if the number you want to force is above 65535: see Chapter I-21.

b, If you want to accomplish something special with the formula: see Chapter 7. and 8.

 

Triggers for the condition combinations:

 

Unfortunately, condition triggers don't work for Inventory Memory Zone!

 

6.1. The name of the field:

Distance of Cam. {Little values bigger items and vice-versa) (Short)

 

Let's suppose your eye is a camera that is looking straightly at the item in the inventory. This time the item is a big medipack and you can see it 2 centimeters height if you force Y in this field. - But how should you know what that Value Y is?

Well, imagine that 'eye-camera' as a camera that is placed on the ground, in the game. If the big medipack placed on the ground is in Y distance from that, then the eye-camera will see the medipack 2 centimeters height in the game.

In this Value Y, 1024 means (supposedly) 1 square distance, so Value=1 means 1 unit.

 

Executable combination:

Make (X) inventory item to be seen in the inventory in (Y) distance

 

Y: from 1 to any units

Force: single.

 

Note:

A lot of pickable objects (key, puzzle item combo etc.) have their own Script entries in which you can adjust this distance by a hexadecimal value. So force a value into this field first of all if the pickable item (eg. ammo, medipack, weapon etc.) has no Scipt entry to define its inventory coordinates there. (But it doesn't mean you cannot adjust another coordinate for an item having a Script entry in the game by this combination.)

 

6.2. The name of the field:

String index of Name (Short)

 

Just think about it: for example, your game has two levels. In the first level, Lara has a crossbow. But, at the end of the level, you will remove the crossbow from the inventory, because Lara will pick up the harpoon gun in the second level - and the harpoon gun must be put into CROSSBOW_ITEM slot.

So, what you should do if you want to change the weapon name 'crossbow' in the second level for 'harpoon gun'? - See just below:

 

Executable combination:

Rename (X) inventory item to have the new name which is written in (Y) Strings ID

 

Y: Strings ID (i.e. a string ID from the Strings section of NG Center\Strings)

Force: single.

 

Note:

A lot of pickable objects (key, puzzle item combo etc.) have their own Script entries in which you can rename the item. So force a value into this field first of all if the pickable item (eg. ammo, medipack, weapon etc.) has no Scipt entry to define its new name there. (But it doesn't mean you cannot adjust another name for an item having a Script entry in the game by this combination.)

 

6.3. The name of the field:

Top Border in 2d plane. (Negative numbers move up the item) (Short)

 

Executable combination:

Change the vertical position of (X) inventory item in the inventory to (Y)

 

Y:

negative numbers (with Y pixels above Level 0)

positive numbers (with Y pixels below Level 0)

0 (Level 0:

Let's define BLEP: 'Blue Line End Point'. So, open the item in Animation Editor of WADMerger. See the item there in 'Animation0' state, at Frame0. The BLEP of this item is where that long, blue line ends at the item.

If the value of this field is 0 that means the BLEP of the item is - approximately? - halfway between the upper edge of the screen and the name of the item, in the inventory.)

Force: single.

 

Note:

A lot of pickable objects (key, puzzle item combo etc.) have their own Script entries in which you can adjust this distance by a hexadecimal value. So force a value into this field first of all if the pickable item (eg. ammo, medipack, weapon etc.) has no Scipt entry to define its inventory coordinates there. (But it doesn't mean you cannot adjust another coordinate for an item having a Script entry in the game by this combination.)

 

6.4. The name of the field:

Type Flags. (4 = USE, 32 = EXAMINE, $1000 = LOAD ect) (Short)

 

Executable combination:

Change the commands of (X) inventory item in the inventory to (Y)

 

Y - the values according to Paolone (i.e. I didn't really test them):

+1: Show this item (it is present)

+2: Show text "EQUIP" text (used for weapons)

+4: Show text "USE" text (used for many pickups and keys)

+8: Show the "COMBINE" text (waterskin / puzzle combos, weapon + laser-sight)

+16: Show the "SEPARATE" text (on weapons with lasersight)

+32: Show the "EXAMINE" text

+64: Shotgun ammo (allows to choose normal or wideshot)

+128: Crossbow ammo (allows to choose normal, poisoned, explosive)

+256: Grenade ammo (allows to choose: normal, super, flash)

+512: UZI ammo

+1024: Pistol ammo

+4096: LOAD the game

+8192: SAVE the game

Force: single.

 

Please note this field seems experimental. (That's why I didn't do too much test.) So eg. you can try to force both Load and Save command (+4096+8192=12288) to the Save item. But be careful with the solution, test cautiously!

 

6.5. The name of the field:

View Flags. (2 = turn endless, $4000 = usable?) (Short)

 

Executable combination:

Force (Y) property on (X) inventory item

 

Y:

+2: the item is rotating around the vertical median axis of the screen (that is just going through the BLEP - see above what it is - of the item) in the inventory, if the item is just selected - without this value, the item will never rotate in the inventory

+8: use this value if Lara uses a crowbar to get the item so the item has an 'I've been pried off the wall so I'm falling down now' animation. (My experience with some other objects: using this value, the object will be a bit lower in the right bottom corner of the screen just after Lara has picked up the item.)

+8192: you need to use this for PUZZLE_ITEM8 Mine Detonator

+16384: you need to use this for PICKUP_ITEM2 Jerrycan

+32768: you need to use this for PICKUP_ITEM1 Bag of Sand

Force: single.

 

Note:

A lot of pickable objects (key, puzzle item combo etc.) have their own Script entries in which you can adjust this property by a hexadecimal value. So force a value into this field first of all if the pickable item (eg. ammo, medipack, weapon etc.) has no Scipt entry to define its property there. (But it doesn't mean you cannot adjust another property for an item having a Script entry in the game by this combination.)

 

6.6. The name of the field:

X Facing about the cam view on X Axis (Short)

 

See the item in Animation Editor, in 'Animation0' state (at Frame0). The item is at one end of the long, blue line. Imagine a camera (it's your eye - see above) at the other end of the blue line. The longitudinal axis of the camera is the blue line. - Now the camera sees the item in the default state of the item. (It is important to define the default state of the item, because the X, Y, Z axes of the item are not constant axes, they will be rotated together with the item. That's why we will define the X, Y, Z axes in the default state of the item.)

 

If the inventory items are not selected in the inventory, then they don't move, you can see them in a given angle. You can change the angle if you turn the item around its X, Y, Z axes.

X axis (in the default state of the object): is the vertical axis of the object. It's going through the BLEP - see above what it is - of the object.

 

Executable combination:

Turn (X) inventory item in the inventory around X axis by (Y) degrees

 

Y:

the meaning of the main directions, turning the item clockwise, seeing the axis from above in the default state of the object:

 

0: 0 degree=360 degrees

8192: 45 degrees

16384: 90 degrees

24576: 135 degrees

-32768: 180 degrees

-24576: 225 degrees

-16384: 270 degrees

-8192: 315 degrees

Force: single.

 

Note:

A lot of pickable objects (key, puzzle item combo etc.) have their own Script entries in which you can adjust this coordinate by a hexadecimal value. So force a value into this field first of all if the pickable item (eg. ammo, medipack, weapon etc.) has no Scipt entry to define its coordinate there. (But it doesn't mean you cannot adjust another coordinate for an item having a Script entry in the game by this combination.)

 

6.7. The name of the field:

Y Facing about the cam view on Y Axis (Short)

 

Executable combination:

Turn (X) inventory item in the inventory around Y axis by (Y) degrees

 

This combination works in similar way as I said in Chapter 6.6.

Except:

- The definition of Y axis (in the default state of the object): it's one of the horizontal axes of the object: perpendicular to the longitudinal axis of the camera. It's going through the BLEP of the object.

- When we define Y values then we turn the item clockwise, seeing the axis from the left hand side of the camera, in the default state of the object.

 

6.8. The name of the field:

Z Facing about the cam view on Z Axis (Short)

 

Executable combination:

Turn (X) inventory item in the inventory around Z axis by (Y) degrees

 

This combination works in similar way as I said in Chapter 6.6.

Except:

- The definition of Z axis (in the default state of the object): it's one of the horizontal axes of the object: the extended longitudinal axis of the camera.

- When we define Y values then we turn the item clockwise, seeing the axis from the camera, in the default state of the object.