wedge of cheese said: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.
wedge of cheese said:#xxxx
<FLJffff:yyyy[get polar star]<FL+ffff<END
#yyyy
[the "something different"]<END
#0105
[B]<FLJ0100:0106[/B]<KEY<MSGYou can't go out there with out a weapon!<NOD[B]<CLR[/B]Here[B],[/B] have this thing I found.[B]<NOD<CLR[/B]<CMU0010<GIT0002It's the =Polar Star=!<WAI0160[B]<NOD<CLR[/B]<AM+0002:0000<FL+0100<END
#0106
<KEY<MSGSorry, but I don't have anything else to give you.[B]<NOD<CLR[/B]<END
Cyowolf1122 said:Sorry to interrupt, but I have a few questions. Which means around 4 or 5.
1. How do I get the sprites to display properly? I am currently attempting to use both Maze and Guest sprite sets in the same map and I can only get one to display the proper sprites, depending on which I have first. Meaning, if I have Maze first, all maze sprites are shown correctly, however, If I have it second, it uses a glitched sprite set. Btw, the Sprites used are guadi, Kanpachi, chinfish, and purple critter. (Note: none of this is supposed to make any sense at all in the mod, you just go along with all the crap I send at you.
2. Triggering hidden blocks, making them appear and disappear. (Yeah, I could look this one up, but this keeps it all in one spot.)
3. What do I need to do so that when a boss appears, several enemies appear also? (they do not use the same HP bar as the boss, they are there just to make things a little more hectic.) Oh, and is it possible to delay their spawn, (for example, summons enemies at 1/4, 1/2, and 3/4 HP) to make it seem as if the boss "summoned" them?
4. What part of the TSC controls how far an NPC walks? (again, I could look it up, just want some clarification.)
And that's it. Help would be very much appreciated.
Cyowolf1122 said:Sorry to interrupt, but I have a few questions. Which means around 4 or 5.
1. How do I get the sprites to display properly? I am currently attempting to use both Maze and Guest sprite sets in the same map and I can only get one to display the proper sprites, depending on which I have first. Meaning, if I have Maze first, all maze sprites are shown correctly, however, If I have it second, it uses a glitched sprite set. Btw, the Sprites used are guadi, Kanpachi, chinfish, and purple critter. (Note: none of this is supposed to make any sense at all in the mod, you just go along with all the crap I send at you.
Cyowolf1122 said:2. Triggering hidden blocks, making them appear and disappear. (Yeah, I could look this one up, but this keeps it all in one spot.)
The first part of this could be achieved by using <SNP (set npc) in the same script just after your <BSL. As for having them appear at certain phases of the fight, My suggestion would be to have his health bar drop to zero, and in his defeated script spawn them and make a new boss with a new health bar. (this of course would mean he would have to have less health himself, since you'd be facing him 2,3,4 times.)Cyowolf1122 said:3. What do I need to do so that when a boss appears, several enemies appear also? (they do not use the same HP bar as the boss, they are there just to make things a little more hectic.) Oh, and is it possible to delay their spawn, (for example, summons enemies at 1/4, 1/2, and 3/4 HP) to make it seem as if the boss "summoned" them?
Cyowolf1122 said:4. What part of the TSC controls how far an NPC walks? (again, I could look it up, just want some clarification.)
Strawberry said:Not to steal your thunder, Mr. Cyowolf, but I also have a small question.
I've been using Sue's workshop primarily, but I wanted to take a stab at Cave Editor. I found many features in CE helpful, but it seems to horribly corrupt my game.
My procedure was as follows:
*Change 4 pixels in MyChar.pbm in Cave Editor
*Remove (C)Pixel Requirement for images in Cave Editor.
*Load it up In Sue's Workshop and be surprised that there are no maps anymore.
*Notice the Exe no longer works.
I made a backup right before I did this, luckily, as it's happened every time I try to do something in Cave Editor. (I have a feeling it's the (C) Pixel thing, because that's what I do every time)
:| Any helps?
Cyowolf1122 said:Edit2: Damnit, I'm using Sue's workshop... Oh well, I'll see if I can somehow get the sprites to work, cuz I do NOT want to redo everything in CE... despite having maybe seven maps completed... which I also need to debug.... hmmm, maybe I will use CE... IF it will let me...
Cyowolf1122 said:Edit2: Damnit, I'm using Sue's workshop... Oh well, I'll see if I can somehow get the sprites to work, cuz I do NOT want to redo everything in CE... despite having maybe seven maps completed... which I also need to debug.... hmmm, maybe I will use CE... IF it will let me...
DaPhinoXX said:How do you hack TSC? So like, actually create new tags?
EDIT:
I know it will probably be incredibly difficult, but still...
Cyowolf1122 said:In order to create new TSC commands, of which you'd need a hex editor to do so (unless I'm wrong, which is possible).
Lace said:ya, me too, though the lack of a ctrl+s, really, really, irks me.