• 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

Jan 28, 2012 at 1:08 PM
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You don't have a <FAI in your start event, which I presume is still #0200
 
Jan 28, 2012 at 7:23 PM
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Thank you, that solved this problem and one or two others I thought to be completely unrelated!
 
Jan 29, 2012 at 10:19 PM
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Hey guys,

I've been trying to use pipes. You know, like the one in Plantation that you fall into and get shot out on the other end.

I tried drawing a pipe, placing the same two entities that are used in Plantation (even though one says it's something that's related to the ending) with the same flags associated events and then put in the relative script:
Code:
#0480
<KEY<HMC
<FON0481:0016
<MNP0481:0034:0118:0000
<ANP0481:0020:0002<WAI0320
<ANP0481:0000:0000
<MOV0073:0110<SMC<MYB0002<FOM0016<END
#0481

I didn't bother changing the values as I figured I'd just appear somewhere else (than where I drew the end of the pipe) and I would adjust them later.

However, I jumped in the pipe and nothing happened.
Any clue what I may be doing wrong?

(On a side note, I'm using a second cave tileset that I created by adding pipes to the regular cave tileset. Maybe I did something wrong while making that?)
 
Jan 29, 2012 at 10:23 PM
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There's nothing special about the pipe tiles, or any other tiles for that matter. Purely aesthetic.
The entities are what triggers the script, and the script is what does all the work. For starters, the entities at either end need to have the flag 0x100 run event on contact. Secondly, they need to have the same event # as corresponds to the script. Finally, the script needs to have the values modified to spit you out to the correct location. Look at CE's script editor on the right and it should give you a good description of what the commands do.
 
Jan 29, 2012 at 10:49 PM
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There's nothing special about the pipe tiles, or any other tiles for that matter. Purely aesthetic.
The entities are what triggers the script, and the script is what does all the work.
Yeah, that I had figured out. I only put the note there in case the tiles could have conflicted somehow with the script, but they behave like they should (entering a pipe is the same as going underwater), so I guess that can't be the problem.

For starters, the entities at either end need to have the flag 0x100 run event on contact.
Wait, either end? But in the regular Cavestory the entities are both at the entrance, with nothing at the exit of the pipe.
And I checked the flags, entity 0 has the 0x0100 flag (which I gave it when copying it in the mod) but the other one, entity 302, has 0x1000.

Secondly, they need to have the same event # as corresponds to the script.
No problem there.
I gave them flags 480 and 481 as in the original.

Finally, the script needs to have the values modified to spit you out to the correct location. Look at CE's script editor on the right and it should give you a good description of what the commands do.
Yeah, like I said, I had every intention of adjusting those after trying it out and seeing where I ended up... but the event isn't triggered at all :confused:


EDIT:
Hold on! Looks like it was the flags. For some reason, the 0100 flag had not been set. I guess I forgot to save it.

Sorry about the spontaneous moment of noobness, guys :pignon2:
 
Jan 29, 2012 at 11:01 PM
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Uh

No problem there.
I gave them flags 480 and 481 as in the original.

Not flags. Never flags. You need to make the event #'s 480 and 481.
 
Jan 29, 2012 at 11:04 PM
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Ah yes, I did mean event number.

Anyway, it works perfectly now, and even aiming the destination is a piece of cake... the journey there not so much because I have to guess how many ticks it will take. But It's just trial and error, I'll get it right.

Thanks everybody.
 
Jan 29, 2012 at 11:08 PM
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Oh, okay then. Good luck with the rest of your modding.
 
Jan 30, 2012 at 12:20 AM
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Mh... I wonder if rather than changing the duration of the movement, I can change its speed.
 
Jan 30, 2012 at 10:48 PM
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Anyways, I need to make my science fair project that involes modding.
1. When I use <BSL nothing happened the sprite was barlog in the Gum room.
2. I see this alot NPC talking in events for example: When they where in the bolder room.
3. What is Miserys and Balrog Sprite Number?
 
Jan 30, 2012 at 11:21 PM
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DualHack said:
1. When I use <BSL nothing happened the sprite was barlog in the Gum room.
<BSL0000? Is Balfrog special boss set in the map's properties?
Ojhwaiyt you probably need to <BOA it as well, gimme a sec I'll look it up.
EDIT: I see <BOA0020, <BOA0010 and <BOA0100. Fumble around with those three and see how it goes. (It's in the order 20, 10, 100.)
DualHack said:
2. I see this alot NPC talking in events for example: When they where in the bolder room.
If I understand correctly, to make a person talk use <FACXXXX<MSY~Text~<CLO<END
XXXX is the faceset value, Y is "G", "2" or "3" depending on which textbox you're using.
DualHack said:
3. What is Miserys and Balrog Sprite Number?
Misery: 67, 82, 247, 248, 249, 250, 251, 358
Barlog: 9, 10, 11, 12, 19, 33, 36, 68, 169, 306
Look up these numbers in CE's NPC list or SW's equivalent for details on each.


Also if you can make a mod for a science fair project then I want to go to your school.
 
Jan 31, 2012 at 12:29 AM
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Two more quick questions: how do I change the default music for the title screen (the one used for Plantation... there's no Nikumaru Counter in the mod, so the others don't matter).

I've been trying to make a window of centered text appear without making noise. I figured <CAT or <SAT would do the trick, but I'm still hearing it appear (in fact, I'm hearing even the spaces I left to center the text). What command do I use then?
 
Jan 31, 2012 at 12:32 AM
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Duke Serkol said:
Two more quick questions: how do I change the default music for the title screen (the one used for Plantation... there's no Nikumaru Counter in the mod, so the others don't matter).

I've been trying to make a window of centered text appear without making noise. I figured <CAT or <SAT would do the trick, but I'm still hearing it appear (in fact, I'm hearing even the spaces I left to center the text). What command do I use then?
Change the title screen music requires either hacks or changing the actual song itself.

Centering text isn't really a thing you can do easily. TUR would make the lines appear instantly but the other two just make the text go faster. TUR is also kind of weird sometimes, experiment with it I guess.
 
Jan 31, 2012 at 12:36 AM
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Ah, so the editors can't change which track plays on the title screen? That's too bad... but not a big deal, I suppose.

Okay, I'll try with <TUR, thanks! :)
 
Feb 1, 2012 at 1:32 AM
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Well, I think I'm almost done. Only thing is, I need to make an NPC hop over one tile (basically from 5:10 to 7:10).

I've made several attempts, but I only managed to make him teleport. Can you guys give me any pointers?
 
Feb 1, 2012 at 1:34 AM
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ANP reference (Nox beat me to it)

Look up the animation you want, then put that number into <ANPXXXX:YYYY:ZZZZ where XXXX is the entity, YYYY is the animation number and and ZZZZ is the direction.
 
Feb 1, 2012 at 2:15 AM
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Wow, you guys are fast...

So it's pretty limited, uh? I figured there would be some way to make an NPC move in an arc while performing some animation (like moving their legs as if walking) or something.

Ah well, at any rate, that ANP reference helped a lot MagicDoors thanks!
I won't be able to make the little guy jump in front of the door, but I can at least make him move a bit.
 
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