Download voice shield programmer

Author: u | 2025-04-25

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It can also play files recorded with other applications and saved as MP3, AIF, WAV or SND. Voice Shield Programmer Description: Voice Shield Programmer is a useful tool for the users that own a Voice Shield and need to configure their Arduino device to play audio sound bytes. The program allows you to connect to the Voice Shield and to

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Voice Shield Programmer 3 - Download, Screenshots

For anytime the player clicks on the VORTEX back to Daventry. PROGRAMMER: This is really for the VORTEX GATE EXIT to the swamp -- NOT THE BRIDGE. This is for BEFORE Connor has actually been to the swamp. This is for the VORTEX EXIT GATE which leads to the swamp. Use this dialog for AFTER Connor has already been to the swamp. PROGRAMMER: Have Connor use this dialog in referring to the UPRAISED BRIDGE -- but only AFTER HE HAS SPOKEN TO THE FERRYMAN ABOUT THE BRIDGE - ("FIRST TALK"). Connor comments on the exit out of the Dead City. (Only when the bridge is still UP, though.) NOTE: PLAY THIS DIALOG ONLY IF HE HAS NOT TALKED TO THE FERRYMAN YET. When Connor finally uses Azriel's hammer to throw the lever and it works! If Connor uses a ranged weapon not powerful enough to throw the lever. (In other words, it's not Azriel's Hammer.) If the player clicks on the lever next to the bridge. A scroll about the river Styx. NOTE: (I think) this inscription was previously located in the (prior) "graveyard" area. I like this inscription and want to keep it SOMEWHERE in the City of the Dead. Therefore, throw in another "inscription altar" somewhere and put this inscription on it. (I don't care where you put it -- it could be anywhere -- just not in the "graveyard" room). NOTE: This NEW INSCRIPTION needs to be added to the altar at the top of the TOWER which is surrounded by the four pressure plates in the (prior) "graveyard" area. (Move "old inscription" which was there prior somewhere else.) PROGRAMMER: This is the dialog which plays AFTER the chalk guy is DEAD. Programmer: Show an animation of him reaching down and examining the dead warrior. As he's doing this, the shield falls to the ground from the warrior's chest area -- and falls into several pieces...with an appropriate "clang" sound. There it will lie in plain sight -- and all the player need do now is to do another "do" on the shield piece/dead warrior in order to "get" the "shield piece"...which will then go into inventory. (THIS MESSAGE IS REPEATABLE UNTIL CONNOR "GETS" THE SHIELD PIECE.) APÌ5 NOTE: Play this message AFTER Connor has gotten the PIECE OF SHIELD from the dead knight. This message is repeatable. PROGRAMMER: The door opens AUTOMATICALLY when Connor does the "Death Tile" puzzle correctly. But, until he does so, the door won't open. If the player does a "do" on "Death's Door" -- Connor will say the above.... This is the inscription on the altar upon which hangs the lever for the 4 pedestals. (I deleted the last sentence here -- because I didn't like it.) I'm not sure, but I think this is the inscription meant for the altar opposite the Lever of Life altar -- on the other side of "Death's" door. Use this for when Connor is taken back to the beginning of the Death Tile Puzzle THE APOTHECARY GNOME. PROGRAMMER NOTE: Put this message in-between the AFTER_ITEM_LIST (1) and AFTER_ITEM_LIST (3) IF Connor has GIVEN THE TREE ROOT AND THE PIECE OF AMBERGLOW TO THE APOTHECARY GNOME. PROGRAMMER NOTE: Put this message in-between AFTER_ITEM_LIST (1) and AFTER_ITEM_LIST (3) IF Connor has GIVEN THE TREE ROOT AND OBJECT OF IRON to the apothecary gnome. PROGRAMMER NOTE: Put this message in between AFTER_ITEM_LIST (1) and AFTER_ITEM_LIST (3) IF Connor has GIVEN THE TREE ROOT TO THE APOTHECARY GNOME. NOTE: AUTOMATICALLY have the apothecary gnome say this if Connor draws his weapon while talking to her. Use this message for AFTER Connor has COMPLETED any of his purchases with the apothecary gnome. NOTE: Use this message if you click EITHER the "iron lock" OR the "shield piece" onto the apothecary gnome BEFORE you know about Sun Tsu. NOTE: Use this message if you click the "lodestone" on the apothecary gnome. NOTE: Use this message if you click the "tree root" on the apothecary gnome BEFORE you know about Sun Tsu. PROGRAMMER: As with apothecary gnome, this will only really work if Connor walks away during their "first meeting" conversation. PROGRAMMER NOTE: During the PAUSE, play an animation of the armor gnome gesturing toward his armor for sale. PROGRAMMER NOTE: Now go ahead and remove the "buy window" and put everything back to square one... PROGRAMMER: Use this if Connor 'walks away" during conversation with the armor gnome. NOTE: Use this message if you click ANY INV. ITEM on the armor gnome other than specific items. NOTE: Use this message if Connor draws a weapon while talking to armor gnome. PROGRAMMER NOTE: When the player chooses "yes" -- then the game will AUTOMATICALLY pay out the required amount of "coinage" for that particular piece of armor (which Connor is currently "wearing"). (Connor will now KEEP that NEW ARMOR as his own.) Connor now has a NEW piece of ARMOR...and he is now free to "choose" another weapon to "try out" -- if he wishes. Or he can walk away now if he wishes. PROGRAMMER NOTE: Now -- during the PAUSE -- REMOVE the armor from Connor's body...and give it back to the gnome. Then -- continue on with the gnome's last sentence. NOTE: Use this message if you click the "shield piece" (RUSTY or not) on the armor gnome. Connor looking at the bricked wall to the ancient ruins. PROGRAMMER NOTE: Use this message for when the armor gnome is standing there with hand out and you EITHER click on him OR on the bronze breastplate AGAIN. This message can be repeatable. PROGRAMMER NOTE: Use this message ONLY if Connor DOES NOT HAVE a breastplate to trade in. (I've increased the price a little bit since he doesn't have a breastplate to trade in.) PROGRAMMER NOTE: Use this message for when the armor gnome has his hand held out -- and Connor is NOT CURRENTLY WEARING A BREASTPLATE -- and you click on HIM or on the BRONZE BREASTPLATE. This

Voice Shield Programmer 3 - Download, Screenshots - Softpedia

Opposite (non-switch) side. NOTE: The FIRST TIME the bridge "turns" when after a rock has been put on one of the pressure plates -- AUTOMATICALLY have Connor say this. PROGRAMMER: BEFORE Connor successfully turns and puts the bridge into place, Connor will say this if the player clicks on the bridge. Once the bridge is in place, delete this message. PROGRAMMER NOTE: Use this message for when the weapons gnome has his hand out and you EITHER click on him again or on the war hammer again. This message can be repeatable. PROGRAMMER NOTE: Use this message for when the weapons gnome has his hand out, but Connor has NO HAND WEAPON to trade in. The price has been increased a little bit because there is no weapon to trade in. PROGRAMMER NOTE: Use this message for when Connor DOES NOT HAVE a HAND WEAPON to trade in. The price has been raised a little bit. PROGRAMMER NOTE: Use this message ONLY IF the player clicks on the war hammer while having the PIKE as his or her hand weapon. (We don't want to take the pike away from the player until he or she has actually used it on the basilisk.) PROGRAMMER: Use this for when Connor "comes back" after having "walked away" during the "first meet" conversation with the weapons gnome. PROGRAMMER NOTE: During the PAUSE, play an ANIMATION of the weapons gnome gesturing at the line-up of his weapons for sale. PROGRAMMER NOTE: Now go ahead and remove the "buy window" -- and put everything back to square one... PROGRAMMER: Use this for when Connor leaves the store. NOTE: Use this message if you click any inv. item on the weapons gnome but those specifically indicated. NOTE: Use this message if Connor "draws" his weapon while talking to the weapons gnome. PROGRAMMER NOTE: When the player chooses "yes" -- then the game will AUTOMATICALLY pay out the required amount of "coinage" for that particular weapon (which Connor currently holds in his hand). (Connor will now KEEP the NEW WEAPON as his own. His OLD WEAPON now belongs to the gnome.) Connor now has a NEW WEAPON...and he is now free to "choose" another weapon to "try out" if he wishes...or he can walk away now if he wishes. PROGRAMMER NOTE: Now -- during the PAUSE -- do an AUTOMATIC RE-EXCHANGE of the weapon (which he declined to buy) in his hand with his OLD WEAPON. Then -- continue on with the gnome's last sentence. NOTE: Use this message if you click the "shield piece" on the weapons gnome. Use this message regardless if the shield is "rusty" or not. NOTE: When you click on the whirlpool, play this message. NOTE: Once he has spoken this -- the young man then turns toward the wall (where the magical 'door" is to be located). He then says to Connor... NOTE: Now the young man does a "magical thing" -- he causes a magical "portal" to appear in the wall. It can also play files recorded with other applications and saved as MP3, AIF, WAV or SND. Voice Shield Programmer Description: Voice Shield Programmer is a useful tool for the users that own a Voice Shield and need to configure their Arduino device to play audio sound bytes. The program allows you to connect to the Voice Shield and to

Voice Shield Programmer Crack Activation (April-2025)

To be played AFTER CONNOR has TALKED TO the WIZARD and found out the identity of the FIRST MASK PIECE he has been carrying around.... Sweet mushrooms ease the pain. PROGRAMMER NOTE: This line should be played once Connor has DIPPED the iron shield in the River Styx. Can be given to either the Sylph or the apothecary gnome. PROGRAMMER NOTE: This line is to be played once Connor has DIPPED the iron lock in the River Styx. Can be given to either the Sylph or the apothecary gnome. PROGRAMMER: In this form (NOT RUSTY) the piece of iron shield can ONLY be given to the apothecary gnome. When Connor obtains the FULL SUIT OF ARMOR. NOTE: Use this message when Connor has NOT PICKED UP ANY ARMOR AT ALL YET. When Connor obtains the BEST AND LAST "ARMOR OF LIGHT." When Connor has obtained the BRONZE PLATE MAIL. When Connor has obtained the FULL SUIT OF CHAIN MAIL. When Connor has FULL leather protection. When Connor has obtained the CHAIN MAIL SHIRT. PROGRAMMER: Use this for when the player "right clicks" on the magic map on the interface. (Interface information.) NOTE: Use this "interface" message for when the player presses on the TAB key. (Open up the "blank" page and have Connor say this message.) When Connor obtains PLATE MAIL. PROGRAMMER: When the magic map is displayed: For when the player "right" clicks on the "teleport button" on the magic map. (Any time.) PROGRAMMER: If the map is displayed and the player "left clicks" on the teleport button WHILE VIEWING THE SAME LAND, play the following dialog. (Any time.) Connor should AUTOMATICALLY play this the first time that the player OPENS UP or ACCESSES the Barrens map (from the Gnome Realm) -- sees the NEW TELEPORT place on the Barrens map. PROGRAMMER: When the map is displayed, and the player has scrolled to a DIFFERENT MAP than the one he or she is currently playing, but NO TELEPORT PLACE has yet been found on that DIFFERENT MAP, then play this dialog. (Any time.) ö$5 PROGRAMMER: This will play when the magic map is displayed and there is ANOTHER MAP displayed besides the one the player is currently playing -- AND a TELEPORT PLACE HAS BEEN FOUND in the DIFFERENT MAP. At that point, go ahead and "teleport" him to the DIFFERENT DISPLAYED MAP and play the above dialog.  This message will play upon the second and all subsequent "clicks" to any stone person in Daventry. The above message will play no matter which stone person the player clicks on first. PROGRAMMER: When the player "left clicks on" (rather than "stepping on") the teleport object, but has NOT YET FOUND ANY OTHER TELEPORT PLACE ANYWHERE in the game, then have Connor say this dialog. (He will continually say this UNTIL he either "steps on" the teleport thing -- OR until he HAS FOUND ANOTHER TELEPORT PLACE in the game.) PROGRAMMER: When the player "left clicks on" (rather than "stepping GATE. THE IMPORTANT THING IS THAT A CONNECTION IS MADE BETWEEN "NOTICING" THE EMPTY PORTAL GATE AND THEN "NOTICING" THAT A VORTEX HAS BEEN CREATED IN THE GATE AFTER "DROPPING A ROCK" ON ONE OF THE "PRESSURE PLATES.") Also -- Connor will ONLY SAY THIS if he HAS NOT YET ENTERED THROUGH THE VORTEX TO SEE WHERE IT LEADS. This is for the "inscription plate" on the portal gate which leads to the "Hall of Immortality." This is for the "inscription plate" on the portal gate which leads to the "Hall of Justice." This is for the "inscription plate" which is on the portal gate which leads to the "Hall of Respite." This is for the "inscription plate" on the portal gate which leads to the "Hall of War." PROGRAMMER: This dialog will work on ANY of the four "portal" plates. He will say this on any of them UNTIL he has actually "enabled" one and then has "seen" AND/OR "commented on" the VORTEX in the portal by the sylph's well. At that point, we can say that the "connection in his mind" has been made and he no longer will say this line. (NOTE: This dialog could also be used for the pressure plates surrounding the sylph well, too -- UNTIL the sylph has appeared.) NOTE to programmer: Have "Hmmm...I wonder..." play JUST BEFORE playing the animation of Connor bending down and dipping the shield piece into the River Styx. Then -- either while he's still in the "knelt down" position -- OR -- has just stood up -- play the second part "Aha! It rusted!" (SECOND NOTE: I also believe that this same animation and dialog could work with the "iron lock" which can be found in the Gnome Realm -- IF the player has not yet done the "protective spell" with the sylph yet. There is no reason why the iron lock wouldn't "rust" just as well as an iron shield piece...and there's no reason to necessarily do the "protective spell" while going through the Underworld. It could be done later. (By the same token, the iron shield piece could be used in the Gnome Realm instead of the iron lock...where the gnome wants something "iron.") PROGRAMMER: Play this dialog if Connor HAS TALKED to the ferryman about the "sacred heart" ("SECOND TALK" with ferryman) -- regardless of whether Connor has started the heart "beating" or not. PROGRAMMER: This dialog is for when Connor has NOT TALKED to the FERRYMAN about the "sacred heart." ("SECOND TALK" with the ferryman.) Also -- this dialog will play regardless of whether Connor HAS or HAS NOT STARTED THE HEART "BEATING" AGAIN. PROGRAMMER: This dialog is for when Connor "jumps onto" the UNBEATING HEART and then it "beats" for a couple of times before stopping. He reacts to the fact that it actually "beats" -- and that he realizes that it really is a large "heart." (USE THIS DIALOG REGARDLESS OF WHETHER CONNOR HAS TALKED TO THE FERRYMAN OR NOT.) NOTE:

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FNF x The Walten Files (Friday Night Funkin') is a multi-week FNF mod based on The Walten Files, an ongoing animated horror series by Martin Walls. August 18, 2022 // Updated to the Ghastly Relocation versionMade by Froakii (Director, Programmer, Composer, Artist, Animator, Chart Editor), Artistic Rabbit (Artist), Bella Cat (Artist), Blasterpaster (Icon Artist), BrittiKitti (Background Artist), cosmicalarcade (Artist), cosmosofconns (Chart Editor), DarkDamien (Voice Actor for Banny), dublicus (Co-Director, Chromatic and Voice Actor for Mortality, Chromatic for Bon, Producer for Caution V2, Programmer, Charter), haylow (Chart Editor), JazzyLadd (Voice Actor for Ashley), Jeta de Hetty (Artist), KrysP (Artist, Animator), L. Gamer (Artist), JustCallMeLegion_YT (Artist, Voice Actor for Jolly Ghost & Sha), LogantheCrazy123 (Voice Actor for Pumpkin Rabbit & Boozoo), Mizuki Wolf (Cover & Application Icon Artist), prowerpower (Voice Actor for Sophie), Sex Rat Official (Artist), StarstruckMods (Animator, Composer, Chart Editor) and T8KU (Co-Director, Voice Actor for Bon / Bunnyfarm, Billy & Sad Ghost, Chromatics for Ashley, Billy, Jolly Ghost, Sad Ghost & Sha, Producer for Caution V2).

Programmer Shield - media.digikey.com

Foobar2000 zPackRequestDownloadlink when availableChoose the most popular programs from Audio & Video softwareYour vote:Developer:vadimsvaReviewDownloadComments Questions & Answers Used by 7 peopleRequestDownloadlink when availableEdit program infoInfo updated on:May 28, 2022Software InformerDownload popular programs, drivers and latest updates easilyFoobar2000 zPack is developed by vadimsva and is used by 7 users of Software Informer. The names of program executable files are foobar2000.exe, FooTune.exe. This particular product is not fit to be reviewed by our informers.You can check Fantasy Voice Pack, Comic Sound Pack, Pack Crystal XP and other related programs like Inno Setup QuickStart Pack at the "download" section.Share your experience:Write a review about this program Comments Your vote:Notify me about replies Comment viaFacebookRecent downloadsThe Desktop WatchmakerHitPaw Voice ChangerSnipSVGStellar Data Recovery for AndroidPassixer iPhone UnlockerSysVita Exchange OST Recovery SoftwareStickman Road Draw 2Submarine vs InvadersTrolley GoldLatest updatesGeekerPDF 3.3Sybase PowerDesigner 16.6Umetrics SIMCA-P+ 12.0Hermes Pro Agent 9.5Visual3D 5.0WinStitch 7.5Neuro-Programmer 3.3Creevity Mp3 Cover Downloader 1.4ChequeSystem Cheque Printing Software 8.4. It can also play files recorded with other applications and saved as MP3, AIF, WAV or SND. Voice Shield Programmer Description: Voice Shield Programmer is a useful tool for the users that own a Voice Shield and need to configure their Arduino device to play audio sound bytes. The program allows you to connect to the Voice Shield and to Download Voice Shield Programmer 3 - Allows you to program an Arduino device for recording and playing sounds.

Voice Shield for Arduino- This Voice Shield is

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User9120

For anytime the player clicks on the VORTEX back to Daventry. PROGRAMMER: This is really for the VORTEX GATE EXIT to the swamp -- NOT THE BRIDGE. This is for BEFORE Connor has actually been to the swamp. This is for the VORTEX EXIT GATE which leads to the swamp. Use this dialog for AFTER Connor has already been to the swamp. PROGRAMMER: Have Connor use this dialog in referring to the UPRAISED BRIDGE -- but only AFTER HE HAS SPOKEN TO THE FERRYMAN ABOUT THE BRIDGE - ("FIRST TALK"). Connor comments on the exit out of the Dead City. (Only when the bridge is still UP, though.) NOTE: PLAY THIS DIALOG ONLY IF HE HAS NOT TALKED TO THE FERRYMAN YET. When Connor finally uses Azriel's hammer to throw the lever and it works! If Connor uses a ranged weapon not powerful enough to throw the lever. (In other words, it's not Azriel's Hammer.) If the player clicks on the lever next to the bridge. A scroll about the river Styx. NOTE: (I think) this inscription was previously located in the (prior) "graveyard" area. I like this inscription and want to keep it SOMEWHERE in the City of the Dead. Therefore, throw in another "inscription altar" somewhere and put this inscription on it. (I don't care where you put it -- it could be anywhere -- just not in the "graveyard" room). NOTE: This NEW INSCRIPTION needs to be added to the altar at the top of the TOWER which is surrounded by the four pressure plates in the (prior) "graveyard" area. (Move "old inscription" which was there prior somewhere else.) PROGRAMMER: This is the dialog which plays AFTER the chalk guy is DEAD. Programmer: Show an animation of him reaching down and examining the dead warrior. As he's doing this, the shield falls to the ground from the warrior's chest area -- and falls into several pieces...with an appropriate "clang" sound. There it will lie in plain sight -- and all the player need do now is to do another "do" on the shield piece/dead warrior in order to "get" the "shield piece"...which will then go into inventory. (THIS MESSAGE IS REPEATABLE UNTIL CONNOR "GETS" THE SHIELD PIECE.) APÌ5 NOTE: Play this message AFTER Connor has gotten the PIECE OF SHIELD from the dead knight. This message is repeatable. PROGRAMMER: The door opens AUTOMATICALLY when Connor does the "Death Tile" puzzle correctly. But, until he does so, the door won't open. If the player does a "do" on "Death's Door" -- Connor will say the above.... This is the inscription on the altar upon which hangs the lever for the 4 pedestals. (I deleted the last sentence here -- because I didn't like it.) I'm not sure, but I think this is the inscription meant for the altar opposite the Lever of Life altar -- on the other side of "Death's" door. Use this for when Connor is taken back to the beginning of the Death Tile Puzzle

2025-04-08
User8747

THE APOTHECARY GNOME. PROGRAMMER NOTE: Put this message in-between the AFTER_ITEM_LIST (1) and AFTER_ITEM_LIST (3) IF Connor has GIVEN THE TREE ROOT AND THE PIECE OF AMBERGLOW TO THE APOTHECARY GNOME. PROGRAMMER NOTE: Put this message in-between AFTER_ITEM_LIST (1) and AFTER_ITEM_LIST (3) IF Connor has GIVEN THE TREE ROOT AND OBJECT OF IRON to the apothecary gnome. PROGRAMMER NOTE: Put this message in between AFTER_ITEM_LIST (1) and AFTER_ITEM_LIST (3) IF Connor has GIVEN THE TREE ROOT TO THE APOTHECARY GNOME. NOTE: AUTOMATICALLY have the apothecary gnome say this if Connor draws his weapon while talking to her. Use this message for AFTER Connor has COMPLETED any of his purchases with the apothecary gnome. NOTE: Use this message if you click EITHER the "iron lock" OR the "shield piece" onto the apothecary gnome BEFORE you know about Sun Tsu. NOTE: Use this message if you click the "lodestone" on the apothecary gnome. NOTE: Use this message if you click the "tree root" on the apothecary gnome BEFORE you know about Sun Tsu. PROGRAMMER: As with apothecary gnome, this will only really work if Connor walks away during their "first meeting" conversation. PROGRAMMER NOTE: During the PAUSE, play an animation of the armor gnome gesturing toward his armor for sale. PROGRAMMER NOTE: Now go ahead and remove the "buy window" and put everything back to square one... PROGRAMMER: Use this if Connor 'walks away" during conversation with the armor gnome. NOTE: Use this message if you click ANY INV. ITEM on the armor gnome other than specific items. NOTE: Use this message if Connor draws a weapon while talking to armor gnome. PROGRAMMER NOTE: When the player chooses "yes" -- then the game will AUTOMATICALLY pay out the required amount of "coinage" for that particular piece of armor (which Connor is currently "wearing"). (Connor will now KEEP that NEW ARMOR as his own.) Connor now has a NEW piece of ARMOR...and he is now free to "choose" another weapon to "try out" -- if he wishes. Or he can walk away now if he wishes. PROGRAMMER NOTE: Now -- during the PAUSE -- REMOVE the armor from Connor's body...and give it back to the gnome. Then -- continue on with the gnome's last sentence. NOTE: Use this message if you click the "shield piece" (RUSTY or not) on the armor gnome. Connor looking at the bricked wall to the ancient ruins. PROGRAMMER NOTE: Use this message for when the armor gnome is standing there with hand out and you EITHER click on him OR on the bronze breastplate AGAIN. This message can be repeatable. PROGRAMMER NOTE: Use this message ONLY if Connor DOES NOT HAVE a breastplate to trade in. (I've increased the price a little bit since he doesn't have a breastplate to trade in.) PROGRAMMER NOTE: Use this message for when the armor gnome has his hand held out -- and Connor is NOT CURRENTLY WEARING A BREASTPLATE -- and you click on HIM or on the BRONZE BREASTPLATE. This

2025-04-14
User2113

Opposite (non-switch) side. NOTE: The FIRST TIME the bridge "turns" when after a rock has been put on one of the pressure plates -- AUTOMATICALLY have Connor say this. PROGRAMMER: BEFORE Connor successfully turns and puts the bridge into place, Connor will say this if the player clicks on the bridge. Once the bridge is in place, delete this message. PROGRAMMER NOTE: Use this message for when the weapons gnome has his hand out and you EITHER click on him again or on the war hammer again. This message can be repeatable. PROGRAMMER NOTE: Use this message for when the weapons gnome has his hand out, but Connor has NO HAND WEAPON to trade in. The price has been increased a little bit because there is no weapon to trade in. PROGRAMMER NOTE: Use this message for when Connor DOES NOT HAVE a HAND WEAPON to trade in. The price has been raised a little bit. PROGRAMMER NOTE: Use this message ONLY IF the player clicks on the war hammer while having the PIKE as his or her hand weapon. (We don't want to take the pike away from the player until he or she has actually used it on the basilisk.) PROGRAMMER: Use this for when Connor "comes back" after having "walked away" during the "first meet" conversation with the weapons gnome. PROGRAMMER NOTE: During the PAUSE, play an ANIMATION of the weapons gnome gesturing at the line-up of his weapons for sale. PROGRAMMER NOTE: Now go ahead and remove the "buy window" -- and put everything back to square one... PROGRAMMER: Use this for when Connor leaves the store. NOTE: Use this message if you click any inv. item on the weapons gnome but those specifically indicated. NOTE: Use this message if Connor "draws" his weapon while talking to the weapons gnome. PROGRAMMER NOTE: When the player chooses "yes" -- then the game will AUTOMATICALLY pay out the required amount of "coinage" for that particular weapon (which Connor currently holds in his hand). (Connor will now KEEP the NEW WEAPON as his own. His OLD WEAPON now belongs to the gnome.) Connor now has a NEW WEAPON...and he is now free to "choose" another weapon to "try out" if he wishes...or he can walk away now if he wishes. PROGRAMMER NOTE: Now -- during the PAUSE -- do an AUTOMATIC RE-EXCHANGE of the weapon (which he declined to buy) in his hand with his OLD WEAPON. Then -- continue on with the gnome's last sentence. NOTE: Use this message if you click the "shield piece" on the weapons gnome. Use this message regardless if the shield is "rusty" or not. NOTE: When you click on the whirlpool, play this message. NOTE: Once he has spoken this -- the young man then turns toward the wall (where the magical 'door" is to be located). He then says to Connor... NOTE: Now the young man does a "magical thing" -- he causes a magical "portal" to appear in the wall

2025-03-26
User4876

To be played AFTER CONNOR has TALKED TO the WIZARD and found out the identity of the FIRST MASK PIECE he has been carrying around.... Sweet mushrooms ease the pain. PROGRAMMER NOTE: This line should be played once Connor has DIPPED the iron shield in the River Styx. Can be given to either the Sylph or the apothecary gnome. PROGRAMMER NOTE: This line is to be played once Connor has DIPPED the iron lock in the River Styx. Can be given to either the Sylph or the apothecary gnome. PROGRAMMER: In this form (NOT RUSTY) the piece of iron shield can ONLY be given to the apothecary gnome. When Connor obtains the FULL SUIT OF ARMOR. NOTE: Use this message when Connor has NOT PICKED UP ANY ARMOR AT ALL YET. When Connor obtains the BEST AND LAST "ARMOR OF LIGHT." When Connor has obtained the BRONZE PLATE MAIL. When Connor has obtained the FULL SUIT OF CHAIN MAIL. When Connor has FULL leather protection. When Connor has obtained the CHAIN MAIL SHIRT. PROGRAMMER: Use this for when the player "right clicks" on the magic map on the interface. (Interface information.) NOTE: Use this "interface" message for when the player presses on the TAB key. (Open up the "blank" page and have Connor say this message.) When Connor obtains PLATE MAIL. PROGRAMMER: When the magic map is displayed: For when the player "right" clicks on the "teleport button" on the magic map. (Any time.) PROGRAMMER: If the map is displayed and the player "left clicks" on the teleport button WHILE VIEWING THE SAME LAND, play the following dialog. (Any time.) Connor should AUTOMATICALLY play this the first time that the player OPENS UP or ACCESSES the Barrens map (from the Gnome Realm) -- sees the NEW TELEPORT place on the Barrens map. PROGRAMMER: When the map is displayed, and the player has scrolled to a DIFFERENT MAP than the one he or she is currently playing, but NO TELEPORT PLACE has yet been found on that DIFFERENT MAP, then play this dialog. (Any time.) ö$5 PROGRAMMER: This will play when the magic map is displayed and there is ANOTHER MAP displayed besides the one the player is currently playing -- AND a TELEPORT PLACE HAS BEEN FOUND in the DIFFERENT MAP. At that point, go ahead and "teleport" him to the DIFFERENT DISPLAYED MAP and play the above dialog.  This message will play upon the second and all subsequent "clicks" to any stone person in Daventry. The above message will play no matter which stone person the player clicks on first. PROGRAMMER: When the player "left clicks on" (rather than "stepping on") the teleport object, but has NOT YET FOUND ANY OTHER TELEPORT PLACE ANYWHERE in the game, then have Connor say this dialog. (He will continually say this UNTIL he either "steps on" the teleport thing -- OR until he HAS FOUND ANOTHER TELEPORT PLACE in the game.) PROGRAMMER: When the player "left clicks on" (rather than "stepping

2025-03-29
User4462

GATE. THE IMPORTANT THING IS THAT A CONNECTION IS MADE BETWEEN "NOTICING" THE EMPTY PORTAL GATE AND THEN "NOTICING" THAT A VORTEX HAS BEEN CREATED IN THE GATE AFTER "DROPPING A ROCK" ON ONE OF THE "PRESSURE PLATES.") Also -- Connor will ONLY SAY THIS if he HAS NOT YET ENTERED THROUGH THE VORTEX TO SEE WHERE IT LEADS. This is for the "inscription plate" on the portal gate which leads to the "Hall of Immortality." This is for the "inscription plate" on the portal gate which leads to the "Hall of Justice." This is for the "inscription plate" which is on the portal gate which leads to the "Hall of Respite." This is for the "inscription plate" on the portal gate which leads to the "Hall of War." PROGRAMMER: This dialog will work on ANY of the four "portal" plates. He will say this on any of them UNTIL he has actually "enabled" one and then has "seen" AND/OR "commented on" the VORTEX in the portal by the sylph's well. At that point, we can say that the "connection in his mind" has been made and he no longer will say this line. (NOTE: This dialog could also be used for the pressure plates surrounding the sylph well, too -- UNTIL the sylph has appeared.) NOTE to programmer: Have "Hmmm...I wonder..." play JUST BEFORE playing the animation of Connor bending down and dipping the shield piece into the River Styx. Then -- either while he's still in the "knelt down" position -- OR -- has just stood up -- play the second part "Aha! It rusted!" (SECOND NOTE: I also believe that this same animation and dialog could work with the "iron lock" which can be found in the Gnome Realm -- IF the player has not yet done the "protective spell" with the sylph yet. There is no reason why the iron lock wouldn't "rust" just as well as an iron shield piece...and there's no reason to necessarily do the "protective spell" while going through the Underworld. It could be done later. (By the same token, the iron shield piece could be used in the Gnome Realm instead of the iron lock...where the gnome wants something "iron.") PROGRAMMER: Play this dialog if Connor HAS TALKED to the ferryman about the "sacred heart" ("SECOND TALK" with ferryman) -- regardless of whether Connor has started the heart "beating" or not. PROGRAMMER: This dialog is for when Connor has NOT TALKED to the FERRYMAN about the "sacred heart." ("SECOND TALK" with the ferryman.) Also -- this dialog will play regardless of whether Connor HAS or HAS NOT STARTED THE HEART "BEATING" AGAIN. PROGRAMMER: This dialog is for when Connor "jumps onto" the UNBEATING HEART and then it "beats" for a couple of times before stopping. He reacts to the fact that it actually "beats" -- and that he realizes that it really is a large "heart." (USE THIS DIALOG REGARDLESS OF WHETHER CONNOR HAS TALKED TO THE FERRYMAN OR NOT.) NOTE:

2025-03-28
User6647

FNF x The Walten Files (Friday Night Funkin') is a multi-week FNF mod based on The Walten Files, an ongoing animated horror series by Martin Walls. August 18, 2022 // Updated to the Ghastly Relocation versionMade by Froakii (Director, Programmer, Composer, Artist, Animator, Chart Editor), Artistic Rabbit (Artist), Bella Cat (Artist), Blasterpaster (Icon Artist), BrittiKitti (Background Artist), cosmicalarcade (Artist), cosmosofconns (Chart Editor), DarkDamien (Voice Actor for Banny), dublicus (Co-Director, Chromatic and Voice Actor for Mortality, Chromatic for Bon, Producer for Caution V2, Programmer, Charter), haylow (Chart Editor), JazzyLadd (Voice Actor for Ashley), Jeta de Hetty (Artist), KrysP (Artist, Animator), L. Gamer (Artist), JustCallMeLegion_YT (Artist, Voice Actor for Jolly Ghost & Sha), LogantheCrazy123 (Voice Actor for Pumpkin Rabbit & Boozoo), Mizuki Wolf (Cover & Application Icon Artist), prowerpower (Voice Actor for Sophie), Sex Rat Official (Artist), StarstruckMods (Animator, Composer, Chart Editor) and T8KU (Co-Director, Voice Actor for Bon / Bunnyfarm, Billy & Sad Ghost, Chromatics for Ashley, Billy, Jolly Ghost, Sad Ghost & Sha, Producer for Caution V2).

2025-04-04

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