Get your Custom NPCs right here folks!

Oct 28, 2014 at 3:37 AM
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Oh, didn't know that. I thought it wouldn't work due to id problems. Thanks, everyone!
 
Oct 28, 2014 at 3:42 AM
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nah it still works cause whatever editor you're using adjusts it's ID database or whatever to the height/size of the face.pbm
also please only add on 48 pixels to the height each time you extend face.pbm
 
Oct 28, 2014 at 2:14 PM
The TideWalker
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I forgot that TSC commands became NPC's with last weeks update, man I'm getting so far behind now.
 
Nov 1, 2014 at 8:54 PM
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You can complete this request any time you want, I'm in no rush:
I would like an armored gaudi that disappears into smoke like any other normal npc, instead of changing into the squirming one on the ground. I tried changing the value that turns it to the dead gaudi to entity 0 and 4, but that just glitched the sprite. So if you can help, please do...
And if it's possible, can you make work with the flag that "activates event on death"?

|| Thanks. I was afraid to get rid of that code before, thinking it would break the npc. :p
\/
 
Nov 1, 2014 at 9:07 PM
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If you NOP this block of code, it should work.
diph.php

Don't forget to change Gaudi Armor's HP to something lower than 1000, though.
 
Nov 1, 2014 at 10:30 PM
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Hey, BLink, I'm sorry for the mixup, and this time it's a real NPC. Could you make the beta balrog enemies, that would be the best ever. Thanks regardless!
 
Nov 1, 2014 at 10:44 PM
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Bionicobot said:
Hey, BLink, I'm sorry for the mixup, and this time it's a real NPC. Could you make the beta balrog enemies, that would be the best ever. Thanks regardless!
You're gonna have to be more specific. Give a clear example of what you want.
 
Nov 1, 2014 at 11:01 PM
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The balrog enemies from the beta, as in the ones that are smaller than the final, a bit bigger than the ma pigneon. They also will always walk towards the player, and can jump 3 blocks like the player. They also flutter their wings when going over gaps. Sorry if this is to hard.
 
Nov 2, 2014 at 2:58 AM
The TideWalker
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Bionicobot said:
The balrog enemies from the beta, as in the ones that are smaller than the final, a bit bigger than the ma pigneon. They also will always walk towards the player, and can jump 3 blocks like the player. They also flutter their wings when going over gaps. Sorry if this is to hard.
I /might/ not be able to have it detect edges very well, but yes that's totally do-able.

I should have it ready Monday Tuesday-ish.

[edit]
Also, does the Balrog constantly move toward the player? How many walking frames does it have? Are the flying frames separate from the walking ones? how far away are they away from the player before they stop pursuing?

And do you have a spritesheet of it that I can use to grasp how big they are?
[/edit]




Also Kayya's request he PM'ed me about.

Refills Y health (for the player) every X ticks (X would NOT be modifiable in-game, but you can in the defines below) until Z frames have been hit.


Code:
offset NPC---

#define
 
health_refill_amount   = npc.direction 

health_refill_time     = npc.scriptstate
 
Wait time  = 50

#enddefine

push ebp
mov ebp,esp

setpointer
cmp health_refill_time, 0
jle :end_of_code
 
inc npc.directive,
cmp npc.directive, wait time
jl :end_of code

mov npc.directive, 0
dec health_refill_time
mov eax, health_refill_amount
mov [CurrentHealth], eax
 
:end_of_code
mov esp,ebp
pop ebp
retn
 
Nov 2, 2014 at 3:00 AM
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BLink said:
Also Kayya's request he PM'ed me about.
unrelated to the topic, but kayya is a girl
 
Nov 2, 2014 at 3:04 AM
The TideWalker
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Spirit Drifter said:
unrelated to the topic, but kayya is a girl
You learn something new every day.


I've gotten at least half of your guys genders wrong.

Also if anyome missed, I edited in some questions for bio into my last post.
 
Nov 3, 2014 at 5:43 AM
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I expect to have a sprite set ready in a couple of days, because my friend is working on them. Also, he continuously follows you, and is pretty much a non boss and smaller version of the balrog from the power room, and hy he flies to the player via the easiest route.
 
Nov 3, 2014 at 5:47 AM
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Bionicobot said:
I expect to have a sprite set ready in a couple of days, because my friend is working on them. Also, he continuously follows you, and is pretty much a non boss and smaller version of the balrog from the power room, and hy he flies to the player via the easiest route.
Is that why I have felt so.... insecure lately?



But yeah, I'll do some, but I can't do much until that sheet is done really.

well, I could, but it would make life easy for me when it is.
 
Nov 3, 2014 at 5:55 AM
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Blink I think he meant that the mini balrog whatever follows you
just in case you weren't clear
 
Nov 6, 2014 at 2:07 AM
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Hey, once you finish being haunted by Bion's NPC, would you mind creating a seperate Ballos NPC that opens his eyes, but doesn't attack? I'm using him for cutscene purposes in my mod, and it bothers me that I have to cut him off the tick he opens his eyes (since if I don't he starts flying around at nothing like the senile old man that he is attacking). Of course, actually putting him into my game might require Assembly Hacking, and if it does, then let me know and don't make the NPC (because I don't want to touch that for a while).
 
Nov 6, 2014 at 3:26 AM
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Of course, actually putting him into my game might require Assembly Hacking, and if it does, then let me know and don't make the NPC (because I don't want to touch that for a while).
Custom NPC = ASM Patch

You can't make personal NPC's any other way.
Applying a patch isn't that hard though, and you could probably use <SMP to fake animate, if you were crazy about avoidance.
 
Nov 6, 2014 at 3:31 AM
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Well, to be honest, saying 'I didn't want to touch it' was essentially a cover-up for 'I'm not an admin on my computer and therefore can't install it'. I'll probably install ASM (which I'm pretty sure is the acronym for Assembly Hacker) at some point, just not this point. And yeah, I'll look into the <SMP thing.
 
Nov 6, 2014 at 11:56 AM
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Uh no
Asm is the acronym for assembly
Use ollydbg
 
Nov 6, 2014 at 1:43 PM
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Oh


K
 
Nov 6, 2014 at 3:20 PM
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ThatPortalGuy said:
Hey, once you finish being haunted by Bion's NPC, would you mind creating a seperate Ballos NPC that opens his eyes, but doesn't attack? I'm using him for cutscene purposes in my mod, and it bothers me that I have to cut him off the tick he opens his eyes (since if I don't he starts flying around at nothing like the senile old man that he is attacking). Of course, actually putting him into my game might require Assembly Hacking, and if it does, then let me know and don't make the NPC (because I don't want to touch that for a while).

Just because I feel like mocking Bion your's will be ten times as easy, I'll do yours first.

offset NPC000

#define

L_framerect_distance = 0
U_framerect_distance = 0

sprite heigth = 10
sprite width = 18

frames between blinking = 5

#enddefine

push ebp
mov ebp,esp
sub esp,10

mov [EBP-10],0
mov [EBP-C],0
mov [EBP-8],0
mov [EBP-4],0

setpointer
cmp npc.scriptstate, 1
jne :render

inc npc.frametimer
cmp npc.frametimer, frames between blinking
jl :render
mov npc.frametimer, 0

cmp npc.framenum, 3
jge :render
inc npc.framenum

:Render
mov eax, npc.framenum
imul al, al, sprite height
mov npc.DisplayL,eax
add eax, sprite width
mov npc.displayR,eax
mov eax, U_framerect_distance
cmp npc.direction, 0
je :face_left
add eax, sprite width
:face_left
mov npc.displayU,eax
add eax, sprite heigth
mov npc.displayD,eax

:end_of_code
mov esp, ebp
pop ebp
retn

First, you have to move Ballos to a Tileset, then you have to place and center the given NPC over where his eyes should be, then give them scriptstate 1.

It's a 4 frame animation, so you will have to reorganize your spritesheet to accomizate.


OR you can take the really lazy way out, use the code below, and make the NPC take up Ballos' entire size and do the animation that way. (and waste an entire spritesheet)

offset NPC000

#define

L_framerect_distance = 0
U_framerect_distance = 0

sprite heigth = 10
sprite width = 18

frames between blinking = 5

#enddefine

push ebp
mov ebp,esp
sub esp,10

mov [EBP-10],0
mov [EBP-C],0
mov [EBP-8],0
mov [EBP-4],0

setpointer
cmp npc.scriptstate, 1
jne :render

inc npc.frametimer
cmp npc.frametimer, frames between blinking
jl :render
mov npc.frametimer, 0

cmp npc.framenum, 3
jge :render
inc npc.framenum

:Render

cmp npc.framenum, 1
jg :2nd_renderhalf

mov npc.displayU, 0
mov npc.displayD, 78
jmp :renderthingnow

:2nd_renderhalf
mov npc.displayU, 78
mov npc.displayD, F0

:renderthingnow

cmp npc.framenum, 1
je :_right_side
cmp npc.framenum, 3
je :right_side

mov npc.DisplayL, 0
mov npc.DisplayR, 78
jmp :end_of_code

:right_side
mov npc.DisplayL, 78
mov npc.DisplayR, F0


:end_of_code
mov esp, ebp
pop ebp
retn

well that was 10 times as easy as making soap bars.
 
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