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Character Swapping Framework Documentation
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=== Version 1.0. === Introduction of the system to the mod "'''Sonic Unleashed: Reimagined'''", this version is very similar to what you will see in later versions, however it utilises a '''bool''' flags, an example from the FlagList:<syntaxhighlight lang="xml"> <Flag type="Bool"> <!--リザーブ--> <name>bFlag_isCharacter</name> </Flag> <Flag type="Bool"> <!--リザーブ--> <name>bFlag_isSilver</name> </Flag> </syntaxhighlight>Here is how the "character_flag.xml" looks, within its original implimentation in "Sonic Unleashed: Reimagined" the framework was fairly limited and hard scripted.<syntaxhighlight lang="xml"> <?xml version="1.0" encoding="utf-8"?> <MicroSequence> <Switch> <Case flag="bFlag_isCharacter" operation="E" value="true"> <SequenceUnit> <type>SetFlag</type> <param> <FlagName>bFlag_isCharacter</FlagName> <FlagValue>false</FlagValue> </param> <param> <FlagName>bFlag_isMarza</FlagName> <FlagValue>false</FlagValue> </param> <param> <FlagName>bFlag_isShadow</FlagName> <FlagValue>false</FlagValue> </param> <param> <FlagName>bFlag_isBlaze</FlagName> <FlagValue>false</FlagValue> </param> <param> <FlagName>bFlag_isUnwiished</FlagName> <FlagValue>false</FlagValue> </param> <param> <FlagName>bFlag_isSilver</FlagName> <FlagValue>false</FlagValue> </param> <param> <FlagName>bFlag_isEspio</FlagName> <FlagValue>false</FlagValue> </param> <param> <FlagName>bFlag_isMetal</FlagName> <FlagValue>false</FlagValue> </param> </SequenceUnit> </Case> <Case flag="bFlag_isCharacter" operation="E" value="false"> <Switch> <Case flag="eFlag_LastTown" operation="E" value="eFlag_TownState_SouthEastAsia"> <Switch> <Case flag="bFlag_isMarza" operation="E" value="false"> <SequenceUnit> <type>SetFlag</type> <param> <FlagName>bFlag_isMarza</FlagName> <FlagValue>true</FlagValue> </param> <param> <FlagName>bFlag_isCharacter</FlagName> <FlagValue>true</FlagValue> </param> </SequenceUnit> </Case> <Case flag="bFlag_isMarza" operation="E" value="true"> <SequenceUnit> <type>SetFlag</type> <param> <FlagName>bFlag_isMarza</FlagName> <FlagValue>false</FlagValue> </param> </SequenceUnit> </Case> </Switch> </Case> <Case flag="eFlag_LastTown" operation="E" value="eFlag_TownState_NYCity"> <Switch> <Case flag="bFlag_isShadow" operation="E" value="false"> <SequenceUnit> <type>SetFlag</type> <param> <FlagName>bFlag_isShadow</FlagName> <FlagValue>true</FlagValue> </param> <param> <FlagName>bFlag_isCharacter</FlagName> <FlagValue>true</FlagValue> </param> </SequenceUnit> </Case> <Case flag="bFlag_isShadow" operation="E" value="true"> <SequenceUnit> <type>SetFlag</type> <param> <FlagName>bFlag_isShadow</FlagName> <FlagValue>false</FlagValue> </param> </SequenceUnit> </Case> </Switch> </Case> <Case flag="eFlag_LastTown" operation="E" value="eFlag_TownState_China"> <Switch> <Case flag="bFlag_isBlaze" operation="E" value="false"> <SequenceUnit> <type>SetFlag</type> <param> <FlagName>bFlag_isBlaze</FlagName> <FlagValue>true</FlagValue> </param> <param> <FlagName>bFlag_isCharacter</FlagName> <FlagValue>true</FlagValue> </param> </SequenceUnit> </Case> <Case flag="bFlag_isBlaze" operation="E" value="true"> <SequenceUnit> <type>SetFlag</type> <param> <FlagName>bFlag_isBlaze</FlagName> <FlagValue>false</FlagValue> </param> </SequenceUnit> </Case> </Switch> </Case> <Case flag="eFlag_LastTown" operation="E" value="eFlag_TownState_EuropeanCity"> <Switch> <Case flag="bFlag_isUnwiished" operation="E" value="false"> <SequenceUnit> <type>SetFlag</type> <param> <FlagName>bFlag_isUnwiished</FlagName> <FlagValue>true</FlagValue> </param> <param> <FlagName>bFlag_isCharacter</FlagName> <FlagValue>true</FlagValue> </param> </SequenceUnit> </Case> <Case flag="bFlag_isUnwiished" operation="E" value="true"> <SequenceUnit> <type>SetFlag</type> <param> <FlagName>bFlag_isUnwiished</FlagName> <FlagValue>false</FlagValue> </param> </SequenceUnit> </Case> </Switch> </Case> <Case flag="eFlag_LastTown" operation="E" value="eFlag_TownState_PetraCapital"> <Switch> <Case flag="bFlag_isSilver" operation="E" value="false"> <SequenceUnit> <type>SetFlag</type> <param> <FlagName>bFlag_isSilver</FlagName> <FlagValue>true</FlagValue> </param> <param> <FlagName>bFlag_isCharacter</FlagName> <FlagValue>true</FlagValue> </param> </SequenceUnit> </Case> <Case flag="bFlag_isSilver" operation="E" value="true"> <SequenceUnit> <type>SetFlag</type> <param> <FlagName>bFlag_isSilver</FlagName> <FlagValue>false</FlagValue> </param> </SequenceUnit> </Case> </Switch> </Case> <Case flag="eFlag_LastTown" operation="E" value="eFlag_TownState_Africa"> <Switch> <Case flag="bFlag_isEspio" operation="E" value="false"> <SequenceUnit> <type>SetFlag</type> <param> <FlagName>bFlag_isEspio</FlagName> <FlagValue>true</FlagValue> </param> <param> <FlagName>bFlag_isCharacter</FlagName> <FlagValue>true</FlagValue> </param> </SequenceUnit> </Case> <Case flag="bFlag_isEspio" operation="E" value="true"> <SequenceUnit> <type>SetFlag</type> <param> <FlagName>bFlag_isEspio</FlagName> <FlagValue>false</FlagValue> </param> </SequenceUnit> </Case> </Switch> </Case> <Case flag="eFlag_LastTown" operation="E" value="eFlag_TownState_Snow"> <Switch> <Case flag="bFlag_isMetal" operation="E" value="false"> <SequenceUnit> <type>SetFlag</type> <param> <FlagName>bFlag_isMetal</FlagName> <FlagValue>true</FlagValue> </param> <param> <FlagName>bFlag_isCharacter</FlagName> <FlagValue>true</FlagValue> </param> </SequenceUnit> </Case> <Case flag="bFlag_isMetal" operation="E" value="true"> <SequenceUnit> <type>SetFlag</type> <param> <FlagName>bFlag_isMetal</FlagName> <FlagValue>false</FlagValue> </param> </SequenceUnit> </Case> </Switch> </Case> </Switch> <SequenceUnit> <type>ChangeStage</type> <param> <StageType>Menu</StageType> <SettingName>Reload</SettingName> </param> </SequenceUnit> </Case> </Switch> </MicroSequence> </syntaxhighlight>A master "'''bFlag_isCharacter'''" bool is used for control of whether the '''Data Bridge''' is active. Then the additional bool "'''bFlag_isSilver'''" (example) is used to load the '''Data Archive''' when the '''SR_Enter''' script validates the flag as true. Below is a sample of an entry case in the '''SR_Enter''' script for Savannah Citadel act 1.<syntaxhighlight lang="xml"> <Case flag="bFlag_isSilver" operation="E" value="true"> <ArchiveName>Silver_Africa</ArchiveName> <OverWriteTerrainInfo> <DirName>ActD_Africa</DirName> </OverWriteTerrainInfo> </Case> </syntaxhighlight>Generally speaking the '''archive tree''', '''arcinfo''' and '''Data Archive''' / '''Data Bridge''' files remain the same throught all versions after this, with relevant changes to namings but otherwise the process remains the same. The main changes are to the underlying systems. ==== Addtional Info: ==== * In theory version 1.0 could allow you to switch night characters but that still has to respect the 1-7 limit between day and night overall and so this was never implimated.
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