state("Bloodline") { byte Starter: 0x2CB35D; byte Loads: 0x01026FC, 0x220; string255 Dialogue: 0x006F3FC, 0xB8; } startup { if (timer.CurrentTimingMethod == TimingMethod.RealTime) { var timingMessage = MessageBox.Show ( "This game uses Time without Loads (Game Time) as the main timing method.\n"+ "LiveSplit is currently set to show Real Time (RTA).\n"+ "Would you like to set the timing method to Game Time?", "LiveSplit | Bloodline", MessageBoxButtons.YesNo, MessageBoxIcon.Question ); if (timingMessage == DialogResult.Yes) timer.CurrentTimingMethod = TimingMethod.GameTime; } } update { if (current.Dialogue != old.Dialogue) { print(current.Dialogue); } } isLoading { return current.Loads == 177; } start { return current.Starter == 0 && current.Loads != old.Loads; } split { return current.Dialogue == "\nSomething is happening to me... " && old.Dialogue =="\nBell. "; } exit { timer.IsGameTimePaused = true; }