May 12, 2014 at 2:24 AM
The TideWalker
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Well, first of all quit using CE and swap to Boosters Lab (if you computer has Java installed on it), it's more versatile and has a built in hex patcher.

Otherwise you can use any random Hex patcher that has a copy/paste feature.
 
May 12, 2014 at 4:06 AM
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Err... CE and BL have their own benefits and drawbacks, but since they work cooperatively with each other, it's good to have both for their original features, and mainly use the one you personally prefer...
 
May 12, 2014 at 6:01 PM
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I've used both programs to a moderate degree (although I haven't made anything worthwhile from them) and they both have their uses. No reason to stop using Cave Editor if you're comfortable with it, although once it's finished Booster's Lab probably will be more versatile than Cave Editor.
 
May 12, 2014 at 6:48 PM
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So where are the sprites for the Wind-Tiles located so I can change them? I've been unable to find them.
 
May 12, 2014 at 8:13 PM
scrungy
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PolarStarGames said:
So where are the sprites for the Wind-Tiles located so I can change them? I've been unable to find them.

Last time I checked, it was data/Caret.bmp
 
May 12, 2014 at 11:31 PM
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Bombchu Link said:
Well, first of all quit using CE and swap to Boosters Lab (if you computer has Java installed on it), it's more versatile and has a built in hex patcher.

Otherwise you can use any random Hex patcher that has a copy/paste feature.
Ah, sure thing. Erm, by the way, what was the number of that NPC you cooked up, anyhow?
 
May 12, 2014 at 11:38 PM
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Ah, sure thing. Erm, by the way, what was the number of that NPC you cooked up, anyhow?
Its a modification of the normal health refill, which is NPC number.... 17 I think (this is completely off the top of my head, so you better check it first).

So you would either set the refill to "direction 2" with an <ANP or <CNP command. ((You might be able to checkmark "use alternate direction" to get it to show, but if not try the above method))
 
May 12, 2014 at 11:42 PM
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Direction is handled by either Option 1 or Option 2 in Cave Editor as far as I know, but I can't remember which. You can test both if you want to find out, or just check both of them if you don't care and be done with it.
 
May 13, 2014 at 3:15 AM
The TideWalker
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Ah, sure thing. Erm, by the way, what was the number of that NPC you cooked up, anyhow?
Its a modification of the normal health refill, which is NPC number.... 17 I think (this is completely off the top of my head, so you better check it first).
So you would either set the refill to "direction 2" with an <ANP or <CNP command. ((You might be able to checkmark "use alternate direction" to get it to show, but if not try the above method))
Direction is handled by either Option 1 or Option 2 in Cave Editor as far as I know, but I can't remember which. You can test both if you want to find out, or just check both of them if you don't care and be done with it.
That's all correct.

Just set the refill to "option 2" or "spawn with alt direction"

-=-=-=-=-=-=-=-=-



How do I make an NPC teleport in/out?
 
May 13, 2014 at 3:45 AM
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Assembly. Only select NPCs can teleport, usually Quote and Booster.
 
May 13, 2014 at 3:52 AM
The TideWalker
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cat said:
Assembly. Only select NPCs can teleport, usually Quote and Booster.
I know that... this isn't my first rodeo. -_-


I'm asking what function to call/variable to set.
 
May 13, 2014 at 3:56 AM
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This isn't mine, either. Don't get snippy at me because you think I know less than you. You asked how to make an NPC teleport in/out, not how to use assembly to make it possible.
 
May 13, 2014 at 5:20 AM
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Bombchu Link said:
I know that... this isn't my first rodeo. -_-


I'm asking what function to call/variable to set.
See this sounds like this IS your first rodeo.

Teleport animations are most likely hard coded into each entity that uses them, and are not activated by calling any function or setting any variable. So if you want to give an entity a teleport animation, you're going to need to code it yourself.

You could look at how the other teleporting entities do it though (look at their AI code).
 
May 17, 2014 at 2:23 AM
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Hi, I set a spawn for my character, and When i start the game, the script runs, but my character dosen't appear! Could someone help me? (my character is the player)
 
May 17, 2014 at 4:36 AM
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Show us your start script and details. It may be a stranded <HMC or something or maybe your starting coordinates are botched.
 
May 17, 2014 at 2:02 PM
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#0200
<KEY<MSG"TEXT GOES HERE"<CLO
<FAI0200<CMU0008
<END

And my starting coordinates are 10, 11 and the map is an edited PENS1 (Arthur's House, but I edited it)

By the way, The Text Goes Here is just a placeholder for this example. I'm working on a small, but complete mod I hope to have out by Monday/Tuesday-ish.
 
May 17, 2014 at 2:13 PM
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Well for one a <NOD is important before the <CLO so that your message box doesn't close literally immediately.
Have you changed the title screen map coords to 10, 11 or the starting map coords to 10, 11?
Are all the starting flags the same as CS vanilla? Only the one that's labelled "this needs to be checked" should be checked. This is assuming you're using Cave Editor. I don't know if Booster's Lab has support for that yet.

If all else fails you could send me your mod and I could figure it out for you.
 
May 17, 2014 at 3:00 PM
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I would suggest simply adding a <SMC before the <FAI0200 and see if that makes your character show up.
 
May 21, 2014 at 9:58 PM
scrungy
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I wanna know how to remove this.
diph.php

(If you can't tell, it's the bar with "Exit" on it.)

I removed the resource in resource hacker before, but then all it showed was a gray box.
May I please have some assistance?
 
May 23, 2014 at 9:03 PM
The TideWalker
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I could also use some assistance.

:StateBluefoes
xor eax, eax
inc npc.scripttimer
cmp npc.scripttimer, blue foe spawn wait
jl :render

mov npc.scripttimer, eax
inc npc.objecttimer
cmp npc.objecttimer, blue foe pairs
jl :not_max_Bfoe_pair

mov npc.moveset, eax
mov npc.objecttimer, eax
mov npc.directive, eax
mov npc.scriptstate, 5
:not_max_Bfoe_pair

push 100
push eax
push eax ;direction
push eax
push eax
;---------------
cmp localvar2, 1
jge :2nd_time
mov eax, BfoespawnY1
mov edx, BfoespawnX1
jmp :spawn_bfoe_area
:2nd_time
mov eax, BfoespawnY2
mov edx, BfoespawnX2
:spawn_bfoe_area
;---------------
push eax ;ypos
push edx ;xpos
push blue_foe_spawn_num
call 46efd0
add esp,20
inc localvar2
cmp localvar2, 2
jle :not_max_Bfoe_pair
xor eax, eax
mov npc.moveset, eax
jmp :render

the above code is suppose to spawn blue enemies in two different locations every X frames until the objecttimer is full and then the boss returns back to the main state.

The code was working earlier, but since I added the part with the script/object timer, it's not working properly, it's only spawning foes at the first location.

And then when I removed that section of the code it's still not working. It's as if localvar2 isn't responding, but when I changed it to frame timer it still wouldn't work.

Help?
 
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