Quick Modding/Hacking Answers Thread

Oct 24, 2009 at 9:56 PM
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Speaking of <END...

Should I be using one after every bloc of code?

i.e.

#0300
etc. etc. <END

?
 
Oct 24, 2009 at 10:46 PM
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YES.
very much so, unless you want big problems.
 
Oct 25, 2009 at 12:34 AM
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Strawberry said:
Speaking of <END...

Should I be using one after every bloc of code?

i.e.

#0300
etc. etc. <END

?

Lace said:
YES.
very much so, unless you want big problems.
TECHNICALLY, you don't need <ENDs after <TRAs, because everything after that command is ignored, as it runs a different event in another map.
{Actually, you could have a <TRA take you back to the map you were just in, but you'd still re/start the event it had assigned, so it still wouldn't matter :p;}
It doesn't hurt to add <ENDs after <TRAs though.
[/Nitpick]
 
Oct 25, 2009 at 1:40 AM
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well, duh, but it's still good practice to have ends.
 
Oct 25, 2009 at 2:24 AM
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Oooh thank you. This probably explains why every bloc I write without a template fails epically.

Unfortunately, another question. I want to make an event like the one in [The King's Table], where once Quote reaches a certain horizontal point, he halts all horizontal movement, and a cutscene begins. I know what TSC to use, but I don't know what Event, Flags, Sprites, FlagIDs, etc. to use. I tried ripping some code from the king's table cutscene, but there are a LOT of events there. I was very discouraged. Any help?
 
Oct 25, 2009 at 3:43 AM
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Use NPC 46 with flags 1000 (detects you vertically). and event XXXX (You chose it based on what your map has already)
Code:
#XXXX
<KEY<MM0
[INSERT CUTSCENE HERE]
<END

Don't think we can do much more without some more information.
 
Oct 25, 2009 at 5:36 AM
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Worked beautifully. Thank you!!

I hate to ask another question for fear of annoying you all with my noobishness, but here we go... please... don't hate me :p

I want to make quote display the 'laying down' type-sprite, seen in the very beginning when Quote falls into the Mimiga village. I have no idea how to do this. I am magical like this.

(I'm working this topic for all it's worth, as you can see. Sorry.)
 
Oct 25, 2009 at 5:46 AM
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Lost meh links...

There's an NPC.txt file that lists all of the sprites and their numbers, making it easy to find what sprite's what.
Although, I've forgotten where the link to the file was....
{Search Button time}

EDIT:
No wonder I couldn't find it, it's an .ini, not a .txt
Here.
Just use "Find" to locate whatever sprite you're looking for.
For this one, I'd try "Quote", and just cycle through until you found the lying down one.
 
Oct 25, 2009 at 6:24 AM
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You won't find it.

You have to make an NPC with sprite 150 (quote) and assign it an event number (XXXX). Then you have to make another event that has <ANPXXXX:YYYY:ZZZZ

Where XXXX is the "quote" sprite event number.
YYYY is the animation (You're looking for 11, or 10 if you want to see smoke and hear a hit the ground sound.)
and ZZZZ is the direction. 0000 is right and 0002 is left (I think)
 
Oct 25, 2009 at 6:28 AM
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Re: Lost meh links...

Give me some time. I should have something very useful up in a bit. I have the entire TSC, sprite, music, monster, sound, and background. Basically everything you'd need to make a mod.

Oh and Vercci? It exists, otherwise, why would you see it IN GAME?

Edit: Alright, here ya go: http://www.mediafire.com/?emrqxytmnxg


Edit2: Whoops, gave you the TSC Command sheet, which is useful anyway.

Here's the one that you'll need, it's for the ANP: http://www.mediafire.com/?ynioxgamjd2

Hope it helps.

Oh, and the laying down quote sprite you use the ANP 0010 (not exactly sure HOW you use it properly, but it's there.
 
Oct 25, 2009 at 6:28 AM
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Oppies...

Oh, right, I forgot :p;
Which brings me to my next file, the ANP.txt.
It should list the all of the major character animations, like Quote falling down.
Cyowolf1122 said:
Oh and Vercci? It exists, otherwise, why would you see it IN GAME?
He meant you'd never find it in the NPC.ini, becaues it's not an NPC, it's an animation.
 
Oct 25, 2009 at 6:46 AM
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Re: Oppies...

Ah, sorry, didn't realize he was reffering to that.

I've always been here Lowell, I just prefer to lurk.

And it seems we both gave the ANP sheet...

Oh well. Hope we could help you, Strawberry.
 
Oct 25, 2009 at 9:57 PM
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What's the script for having an NPC give you the Polar Star, then the next time you talk to him, he says something different
 
Oct 25, 2009 at 10:08 PM
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#xxxx
<FLJffff:yyyy[get polar star]<FL+ffff<END

#yyyy
[the "something different"]<END
 
Oct 25, 2009 at 10:16 PM
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wedge of cheese said:
#xxxx
<FLJffff:yyyy[get polar star]<FL+ffff<END

#yyyy
[the "something different"]<END

Ok, but how do I set up the entities?
 
Oct 25, 2009 at 10:22 PM
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You just need one entity (the one you interact with). Set its sprite to whatever you want (as long as it doesn't fly or do damage). Set its event to whatever xxxx is in the script I gave you. Make sure its 0x2000 flag (call event on action) is set. FlagID doesn't really matter, unless you want whether or not the entity in question loads when you enter the map to depend on whether or not a certain flag is set.
 
Oct 25, 2009 at 10:33 PM
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wedge of cheese said:
You just need one entity (the one you interact with). Set its sprite to whatever you want (as long as it doesn't fly or do damage). Set its event to whatever xxxx is in the script I gave you. Make sure its 0x2000 flag (call event on action) is set. FlagID doesn't really matter, unless you want whether or not the entity in question loads when you enter the map to depend on whether or not a certain flag is set.

Ok, thanks
 
Oct 26, 2009 at 1:38 AM
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wedge of cheese said:
You just need one entity (the one you interact with). Set its sprite to whatever you want (as long as it doesn't fly or do damage).

if you're using the 0x2000 flag, entities don't damage you and you can talk to them.
 
Oct 26, 2009 at 2:00 AM
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which is how the guadis in the labyrinth shop work.
I assume pixel was just too lazy to make new entities, so he made a weirdo flag.
 
Oct 26, 2009 at 4:55 PM
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Ah, so it actually doesn't matter whether or not the entity you're interacting with does damage, it just needs to be on the ground all or at least most of the time.
 
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