event 501 is a totally different one itself because it uses an item jump, and if you dont have the petals it'd only display "Toroko..." on the top. and besides, it seems confusing to me what you said because of what i mentioned before, because if you dont have them, itd say "Toroko..." then act as if you defeated the boss.MagicDoors said:Second problem set an entity flag for toroko, the one that says "run script upon death" or whatever something like that. Then for event number #0501 put in the death sequence for toroko - the one from the original game would probably suffice although i guess you'd want to add to it for whatever happens next in the mod.
Alright no the entity ID is only to fool around with making the entity appear and disappear when you enter the map.Kayya said:event 501 is a totally different one itself because it uses an item jump, and if you dont have the petals it'd only display "Toroko..." on the top. and besides, it seems confusing to me what you said because of what i mentioned before, because if you dont have them, itd say "Toroko..." then act as if you defeated the boss.
though i wonder, is the part about not exploding because she doesnt have an entity id? and if so then what should i put there?
ah, it worked! thanks for helping me with this!MagicDoors said:Alright no the entity ID is only to fool around with making the entity appear and disappear when you enter the map.
The part about not exploding is that you have to use run script upon death to bypass her regular death sequence. That's why you need to free up her event number's script. My suggestion would be to <FL+XXXX when the boss sequence begins (aka after you talk to toroko) and then put a <FLJXXXX:0502 at the beginning of #0501. That way when toroko is defeated it will run event 0502 and you can shove the death animation code in that event.
rails? i dont know, but they probably wouldnt be able to, unless you program that yourself.Fatih120 said:I was thinking to make a Cave story shooter of itself. About the bosses, can they ride on rails? And another question...
Please dont call me a noob. I beg you. But what am I gonna do?
ANYWAYS
So I dont get the grasp of how to use h/v triggers. Do they get activated across any point across the whole map or can you define where the lines end?
(God, I dunno how to be clearer)
Oh my godKayya said:rails? i dont know, but they probably wouldnt be able to, unless you program that yourself.
i hope i helped!
...oh, those kinds of rails. i thought rails as in minecart rails, not bridges-that-npcs-can-walk-on rails.Fatih120 said:Enemies walk on rails
So do NPCs
nemesis_4000 said:Alright, so I tried to learn assembly, then procrastinated for a few months, and next tried to learn it again. I understand how the commands work but I don't really understand how they turn into NPCs and the like. Can someone give me some comment heavy code or something?
CPU Disasm
Address Hex dump Command Comments
004253A9 |> \83C1 1E ADD ECX,1E
004253AC |. 51 PUSH ECX ; /Arg5
004253AD |. 68 5AF8AD00 PUSH 0ADF85A ; |Arg4 = 0ADF85A [TEXT COLOR CHANGE]
004253B2 |. 8D55 88 LEA EDX,[EBP-78] ; |
004253B5 |. 52 PUSH EDX ; |Arg3
004253B6 |. 6A 00 PUSH 0 ; |Arg2 = 0
004253B8 |. 6A 00 PUSH 0 ; |Arg1 = 0
004253BA |. E8 F17AFEFF CALL 0040CEB0 ; \WTF_Story.0040CEB0
004253BF |. 83C4 14 ADD ESP,14
DrawText
push (Size? <0D>)
Push Color <00FEFFFF>
Push String
Push Y
Push X
Call 40CEB0
Add ESP, 14
uhh, what's that?MagicDoors said:assembly editor search function
MagicDoors said:A search function
Included in an assembly editor
I assumed this would require no further explanation
CPU Disasm
Address Hex dump Command Comments
0040D219 |. 68 FFFFFE00 PUSH 0FEFFFF ; |Arg4 = 0FEFFFF