• 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

Feb 8, 2014 at 5:27 AM
Snacker
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It works now! :D Thank you!
 
Feb 8, 2014 at 8:46 AM
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what do I need to do to make an npc damage another?
 
Feb 8, 2014 at 12:03 PM
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Goerge Bobicles said:
what do I need to do to make an npc damage another?
you can't
 
Feb 8, 2014 at 5:02 PM
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You could have it shoot player projectiles, maybe, but then it's at risk of hurting itself too.
 
Feb 8, 2014 at 7:50 PM
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There's a seperate weapon projectile in the code for that.
 
Feb 8, 2014 at 9:36 PM
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You don't have space for that unless you rewrite the entire NPC and/or find more space.
 
Feb 12, 2014 at 4:33 AM
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Presented by StudioPixel --> Pyroaid?
What room's script must I edit, or is it a TSC?
 
Feb 12, 2014 at 5:03 AM
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1) you should have posted this in quick questions/answers
2) rename the caption of Kings (which is 'u') to whatever you want, like "Pyroaid Presents...". that is all you need to do.
 
Feb 12, 2014 at 5:05 AM
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1) You're right, I should have.
2) Thanks! :D
 
Feb 12, 2014 at 11:21 AM
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Is it possible to make the free-flying bugs in Egg Corridor have 4 frames in their animation?
Thank you in advance.
 
Feb 12, 2014 at 2:34 PM
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You would apparently have to rewrite the NPC's code for that, but it shouldn't be hard. I could do that for you (PM me).
 
Feb 12, 2014 at 3:46 PM
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Really?
Thanks a lot!

Oh, wait... How do you PM someone?
(Sorry for all the trouble)
 
Feb 12, 2014 at 4:32 PM
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Don't you have a messenger next to notifications?
 
Feb 13, 2014 at 10:50 AM
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Oh that...
I'll try to figure it out.
Thanks again!
 
Feb 13, 2014 at 3:05 PM
The TideWalker
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For some reason when I spawn an object it's smoke is solid...?

Code:
:lightning_spawn
push 140
push 0
push 0 
push 0
push 0
setpointer
mov eax PlayerYPos
push eax
mov eax PlayerXPos
push eax
push 14D
call 46efd0
add esp,20
setpointer
mov npc.scriptstate, 1
jmp :render
 
Feb 14, 2014 at 5:40 AM
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Quickie question, what's the proper size for expanding tilesets? It has to be a multiple of 16, right?
 
Feb 14, 2014 at 5:55 AM
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PolarStarGames said:
Quickie question, what's the proper size for expanding tilesets? It has to be a multiple of 16, right?
They can only be 16 tiles wide, which is normally 256 pixels, unless you're at double resolution in which case it is 512 pixels. They can be whatever height you want though, assuming it fits within the maximum size.

The maximum size for a tileset is 16x16 tiles. This is primarily because tiles are stored as bytes.
 
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