• Hey everyone happy Christmas Eve we're aware of what's happened with the source code so to keep this simple absolutely don't post it on the site or use it to make mods with (it's not particularly preferable toward this end anyway) and tread lightly in general until we see how this settles, thanks to all and have a great holiday season -DT

Quick Modding/Hacking Answers Thread

Nov 20, 2011 at 10:27 PM
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Noxid said:
The tileset goes onto a buffer bitmap for holding to be drawn off of
When you load a new tileset, it overwrites the buffer; if the previous image was larger, then the extra tiles stay. Thus, if your map indexes a tile that is OOB on the new tileset it may show one from the old tileset.

Oh, that makes sense. Off to fixing it.

MagicDoors said:
Take it...out? Just change the tile.

I'd love to be able to change it properly except it doesn't show correctly in CE, the leftover tiles just show as blanks.
 
Nov 20, 2011 at 10:42 PM
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BoringToaster said:
I'd love to be able to change it properly except it doesn't show correctly in CE, the leftover tiles just show as blanks.

Use the "Replace" drawing tool to replace the blank tiles to something obvious and easy to change back. Then change the messed up tiles, they won't be replaced.
Then replace them back to blank tiles, of course.
 
Nov 21, 2011 at 12:59 PM
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can I make the Fireball explodes on impact?
 
Nov 21, 2011 at 10:20 PM
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Nov 25, 2011 at 1:46 PM
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I know, but I want to?
 
Nov 26, 2011 at 3:48 AM
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How do you set triggers? I'm trying to set up a trigger for my first boss based off the first balrog boss(readjusting shack script), but I don't understand the triggers yet, and the appearance is all messed up. I could probably fix the appearance though. (Noob question)
 
Nov 26, 2011 at 3:52 AM
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linkruler said:
How do you set triggers? I'm trying to set up a trigger for my first boss based off the first balrog boss, but I don't understand the triggers yet. (Noob question)

You create an entity and make it a horizontal/vertical trigger. The event # is the event that is called when the trigger is activated. You can set whether it is triggered when you touch it with option 1. Option 2 determines whether it is a horizontal or vertical trigger (off for horizontal, on for vertical).
 
Nov 27, 2011 at 5:06 AM
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That helped, but how do you set it up in the script, that's the biggest trouble for me so far. It's slowing down my pace on my mod majorly
EDIT: also, for some reason, the music doesn't change to other music when I go through a door.
 
Nov 29, 2011 at 1:38 AM
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how do you make it so if you go into somwehere that activates skipflag, and after that you go to another event it deactivates the skipflag where that area was so you can go through it? also how do you change MSG events onto one another after completing a condition?
 
Nov 29, 2011 at 4:08 AM
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linkruler said:
That helped, but how do you set it up in the script, that's the biggest trouble for me so far. It's slowing down my pace on my mod majorly
EDIT: also, for some reason, the music doesn't change to other music when I go through a door.
The trigger entity has an event number; when you touch the trigger, the corresponding event runs in the script. There you would usually delete the trigger entity, set some flags, and whatever else you wanted.
To make the music change when you go through a door you usually put a <CMUXXXX in the receiving script on the other map.
Ryuuoutan said:
how do you make it so if you go into somwehere that activates skipflag, and after that you go to another event it deactivates the skipflag where that area was so you can go through it? also how do you change MSG events onto one another after completing a condition?

You use skipflags just like any other flag, but with <SK+ <SK- and <SKJ

Also skipflags should only go from 0-127
 
Nov 29, 2011 at 4:09 AM
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Noxid said:
Also skipflags should only go from 0-127

Really? Why?
(Called SK+7999 in mod)

EDIT: FINALLY 1250 POSTS.
I'm keeping this mimiga forever.
 
Nov 29, 2011 at 4:12 AM
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Because those are all the skipflags that exist?
If you <SK+ past that then it just starts setting regular flags which typically isn't the desired behaviour.
 
Nov 29, 2011 at 12:23 PM
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Noxid said:
The trigger entity has an event number; when you touch the trigger, the corresponding event runs in the script. There you would usually delete the trigger entity, set some flags, and whatever else you wanted.
To make the music change when you go through a door you usually put a <CMUXXXX in the receiving script on the other map.


You use skipflags just like any other flag, but with <SK+ <SK- and <SKJ

Also skipflags should only go from 0-127

I tried using <SK+ and <SK- , SKJ is where you need it to be set. deleting and adding skipflags don't change anything. ._.;
 
Nov 29, 2011 at 4:39 PM
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There's no such thing as adding and deleting skipflags. <SK+ doesn't add a skipflag, it SETS a skipflag. <SK- doesn't remove a skipflag, it CLEARS a skipflag. <SKJ checks to see whether a skipflag is set or clear.
 
Nov 29, 2011 at 9:17 PM
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tried <SK-, didn't work. the skj is still set even after I clear it.

#0095
<KEY<MSGAlice: ...Reimu?
Hello! How unusual~!<NOD
Have you seen my grimoire?
I looked for it but it was gone!<NOD
With a strong hero like you,
you can find it, right?<NOD
Reimu: Ah, umm.. yes.<NOD
Alice: Great! Thanks!
Oh, and can you check
if there's something under
that pool down there?<NOD
I tried to take a look
but I can't find it!<NOD<SK-0019
Reimu: ...Sure?<FLJ0005:0097<END

#0097
<KEY<MSGAlice: Flying ability,
huh...<NOD
Reimu: Yup, I think I lost it
here. By the way, you seen Marisa?<NOD
Alice: Oh yeah, she was looking
for her hat, which I just found!<NOD
Reimu: Great! Now I can get to
Marisa, and may be lucky if she
is already in her house next door!<NOD
Alice: Alrighty then! If you
wanna see Marisa...<NOD
<GIT0035<IT+0035<FL+0097<SOU0022
Alice: ...Then here's her hat!<NOD
Reimu: Thank you, thank you,
THANK YOU! I cannot believe I'm
saying this Alice, but, I owe you
alot.<NOD
Alice: Yeaah... like, my grimoire?<NOD
Reimu: ...Oh, right. Maybe Marisa
found it.<NOD
Alice: Why would Marisa find my
grimoire misplaced?<NOD
Reimu: You never know 'till you try.<NOD
Alice: ...Fine~! Try to look if it's
in Marisa's house~! I'll be waiting!<NOD<KEY<FLJ0097:0098

#0099
<KEY<SKJ0019:0099<MYB0022<WAI0050<MSGWait a minute!
What about Alice? Maybe she want's
something!<NOD<END

I gathered up the events that had to do with skj, see if theres a problem?
 
Nov 29, 2011 at 9:22 PM
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Ryuuoutan said:
#0099
<KEY<SKJ0019:0099<MYB0022<WAI0050<MSGWait a minute!
What about Alice? Maybe she want's
something!<NOD<END

This makes no sense. If skipflag 19 is set, an infinite loop occurs?
Also you never set skipflag 19 anyway.
 
Nov 29, 2011 at 9:27 PM
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odd... you did say 0 to 127..
 
Nov 29, 2011 at 9:29 PM
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Ryuuoutan said:
odd... you did say 0 to 127..

That's irrelevant.
...
I meant you, ryuu, did not set skipflag 19.
 
Nov 29, 2011 at 9:31 PM
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AH. I see now.. let's try somethin then! :D

I don't get it! what am I doing wrong?! I made a new event and set the skipflag!
 
Nov 29, 2011 at 9:47 PM
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What exactly are you trying to do that requires a skipflag?

Also, rather than starting bits of dialogue with things like "Alice:..." or "Reimu:...", you should have different facepics for the different characters and switch facepics using the <FAC command.
 
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