Quick Modding/Hacking Answers Thread

Oct 1, 2009 at 12:51 PM
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Odd, because it fades in anyway.
 
Oct 1, 2009 at 1:22 PM
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VoidMage_Lowell said:

<INI does clear skipflags.

... you sure?

I'm pretty sure that skipflags are retained even after <INI'ing. Isn't that how the after-death events are called upon?

You set a skipflag before you die. Skipflag skips from death event to modified death event, with a <INI command to restart the game when you die. The <INI command starts the game from the beginning so that the skipflag that was set can then skip from the original game start event to the event that continues the mod.

If skipflags aren't retained after being set when you <INI, then this won't work (but it does :p).

Lace said:
Odd, because it fades in anyway.

You mean after you <LDP? No it don'tz! D:< The screen just... appears o_o
 
Oct 1, 2009 at 1:39 PM
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Grrrrrr

I'm having a rough time with backgrounds. Here's the scoop:

1) I'm using Cave Editor, and it's the newest version (0.98d or something)
2) Whenever I go to a map, the background remains deep blue
3) I've tried using different backgrounds, different background motion types (fixed, move slow, scroll left, etc.)
4) I can get the backgrounds to render, and change them, on any of the maps I have already made.
5) I'm trying to put Backgrounds on maps that have been erased with CE, and then started fresh.

I think that last point might be what is getting me. Will backgrounds only work on maps that are already set up by pixel? (If so, I'll have to dig into my backup pile) Also, is 320x240 the largest background that will fit on the screen?
 
Oct 1, 2009 at 10:36 PM
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that's ce's problem.
check the sticky by gir.

also, I mean that the game fades in automatically when you load.
next inane question: is there any way to end a boss fight besides killing it? (like, does dnp work?)
 
Oct 2, 2009 at 12:44 AM
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Metalogz said:
... you sure?

I'm pretty sure that skipflags are retained even after <INI'ing. Isn't that how the after-death events are called upon?
VoidMage_Lowell said:
I assumed it did, but I went ahead and tested it anyways.
<INI does clear skipflags.
I tested it twice with a simple message box thing at the beginning.
It ran once, but then the skip flag would then turn on and it'd stop. Trying again would result in nothing. I did a <INI and tried it again and the message displayed itself....
Lace said:
next inane question: is there any way to end a boss fight besides killing it? (like, does dnp work?)
You mean would the death event run if the entity was deleted? {I can see some interesting boss fights/runs from this....}
I'm assuming no, because you have to delete the entity yourself when it's killed with that flag turned on, but I'll test it just for my own curiosity....

Tested, and the event does not run upon the entity's deletion.
 
Oct 2, 2009 at 1:03 AM
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I mean does the annoying healthbar and such go away.
 
Oct 2, 2009 at 1:10 AM
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Whoops

Sorry, should've been clearing.
Nothing at all happens when the entity is deleted. Besides it disappearing.
The health bar stays.
 
Oct 2, 2009 at 11:11 AM
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VoidMage_Lowell said:
I tested it twice with a simple message box thing at the beginning.
It ran once, but then the skip flag would then turn on and it'd stop. Trying again would result in nothing. I did a <INI and tried it again and the message displayed itself....

Hmm... Then how'd the after-death script work then? O_O

Lace said:
next inane question: is there any way to end a boss fight besides killing it? (like, does dnp work?)

You could check the near-Misery bossfight (you don't actually get to fight her) on how to end a boss fight without killing the boss. It's the map called "Misery's Abode" if I'm not mistaken.
 
Oct 3, 2009 at 5:58 AM
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Another Question. If I edit the exe with an assembly hacker, will it still be compatible with sues workshop?
 
Oct 3, 2009 at 5:00 PM
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depends on what you do.
normally, yes, but if you screw around with offsets or change thie size of the file, it won't work with (as far as I know) either editor.
@ logz, thanky, and the death thing jumps to the load thingy if a certain flag is set. So it never actually reaches the <INI
 
Oct 3, 2009 at 7:22 PM
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quick tip to all you folks out there:
don't <PRI then <WAS.
tis a bad idea.
 
Oct 3, 2009 at 9:53 PM
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heyhey
stupid q, but how do I get energy sizes besides small?
oops, triplah post.
soz
 
Oct 3, 2009 at 10:18 PM
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Do you mean when you use <SNP? no clue. Maybe you change it's direction to 5 or 10
With energy crystal tubes? set the npc id # above 5
The thing automatically calculates to use the fewest # of shards for enemies and capsules.
 
Oct 4, 2009 at 2:39 AM
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Hey, I've created a teleport using codes from the game (Edited by me for the purpose of course), but everytime I try to use the door, it fades out normally, shows the next room's caption, and then causes an error and has to close. Any help anyone? :D
 
Oct 4, 2009 at 2:41 AM
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Hmmm...

goldenclaw13 said:
Hey, I've created a teleport using codes from the game (Edited by me for the purpose of course), but everytime I try to use the door, it fades out normally, shows the next room's caption, and then causes an error and has to close. Any help anyone? :D
Error and has to close...?
Have you modified anything besides the script?
And what's the script look like for the second room? {The one you're going to}
 
Oct 4, 2009 at 4:21 AM
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Well, basically, I edited Cthulhu's Abode so there was a small corridor with a door in it. I created a new room with no entities, and put the end teleportation script in the room's script. I put the teleport script into the Cthulhu's Abode.

It's kind of hard to explain...


Also, I've tried quite a few different ways but no matter what it seems it causes an error...
 
Oct 4, 2009 at 4:24 AM
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Copy and Paste me

VoidMage_Lowell said:
And what's the script look like for the second room?
When I said that, I meant could you copy/paste the script from the editor onto a post for us?
It'd be easier to see if anything's wrong there :D
;
 
Oct 4, 2009 at 4:28 AM
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Gah, my newbness is showing >.<

First room script = (Note that #0051 is the door's script)
#0051
<KEY<CNP0100:0000:0000<SOU0011<FAO0004<TRA0095:0500:0006:0008
#0090
<MNA<CMU0008<FAI0000<END
#0091
<MNA<CMU0008<FAI0001<END
#0092
<MNA<CMU0008<FAI0002<END
#0093
<MNA<CMU0008<FAI0003<END
#0094
<MNA<CMU0008<FAI0004<END

#0100
<PRI<FAO0004<TRA0002:0094:0125:0002
#0101
<PRI<SOU0011<DNP0101<FAO0004<TRA0002:0094:0125:0012



#0200
<KEY<FLJ1290:0201<FL+1290<MSGOho.<NOD<CLRA soldier from the surface?
Didn't expect to see you
here...<NOD
Where are the others?<NOD<CLR.....<NOD<CLRWhat's that?
Your memory's gone?<NOD
Heh-heh-heh...<NOD<END
#0201
<KEY<MSGWell, till your juice runs
out, have fun wandering.<NOD<END

#0202
<KEY<FLJ1291:0203<FL+1291<MSGSorry friend, but I'm afraid this door will cause an error.<NOD Don't go in there and you will be safe...<NOD<END
#0203
<KEY<MSGDidn't you already hear me say not to go in there?<NOD<END

Second room script = (Yes this is the only piece of code...)
#0500
<MNA<CMU0008<FAI0004<END
 
Oct 4, 2009 at 4:37 AM
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Hmmm

Well, nothing in the script looks wrong, though be careful using low event numbers. #0049 and below are used in the Head.TSC by default.
Hmm, so you tried making the new room by scratch? Hit the "New Room" button thingy and everything?
Well, try coping a different map and changing it to what you want it to be, and see if that works.
I remember Cave Editor being fickle about creating new maps completely from scratch, and I'm not sure if that was completely fixed yet or not...
 
Oct 4, 2009 at 4:44 AM
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Well, nothing in the script looks wrong, though be careful using low event numbers. #0049 and below are used in the Head.TSC by default.

Uh, I think I'm going to change some of my code... :D

Hmm, so you tried making the new room by scratch? Hit the "New Room" button thingy and everything?

Yes, yes, yes, yes, and yes...

Well, try coping a different map and changing it to what you want it to be, and see if that works.

Should I add a new part to a map? Or completely erase a map and try to build off that? I'm trying to keep all the same rooms as the original game...

I remember Cave Editor being fickle about creating new maps completely from scratch, and I'm not sure if that was completely fixed yet or not...

Well, I'm using Sue's Workshop, not sure if that makes a difference though...

You are such a newb...

I know, I know :o
 
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