Drunk levels?

Taking a look at the vanilla xbtl i found this "drunk_levels.xbtl" Inside i found interesting lines:
"<Description>When the player has this percent of Max Booze Points, these effects will be at full strength. Values are interpolated between levels.</Description>"
It was meant a drunk minigame for sr3 then? It's the same effect used in the safeword naked/drugged mission? And we can use it?
 
Sounds like a leftover from SR2, which did have booze you could drink and worked in drunken levels.

There's a bit of old Saints Row 2 code left in the files and game, though it seems most of it just doesn't do anything anymore :confused:
 
Sounds like a leftover from SR2, which did have booze you could drink and worked in drunken levels.

There's a bit of old Saints Row 2 code left in the files and game, though it seems most of it just doesn't do anything anymore :confused:
Doh! I was hoping...
 
Actually, when I think about it, it MIGHT be used for the Safeword mission. They probably co-opted the code. If that is the case, and I hope so, that means there's calls somewhere to affect the 'booze points' on a player. For the mission it felt like they ramped it to full and artificially held it, using more calls to decrease it as the mission progresses. If that's true, and it's not new code, then that means the stuff for stumbling and falling etc is also in-game and handled automatically. I don't know a good way to test.. I've never found the full mission scripting yet, and I'm having no end of faults with the tools trying to extract the things (even old versions keep getting EOF errors!). I may just be overlooking it not being a lua programmer (and thus not able to sightread it) but part of me suspects all the in-depth code for everything from missions to activities to diversions isn't in one of the files, but is partly baked in and that's part of why the exe changes every dlc update rather than adding a patch file with the scripting and letting it go.
 
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