• 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

Nov 20, 2014 at 3:55 AM
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yes
 
Nov 22, 2014 at 3:52 AM
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How does one edit the name/description of an item/weapon?
 
Nov 22, 2014 at 3:56 AM
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Silverpaw19 said:
How does one edit the name/description of an item/weapon?

Edit ArmsItem.tsc
 
Nov 26, 2014 at 12:03 AM
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I have a problem with how the power critters attack. I wanted them have 30 attack, but whenever the shootable option's checked in the NPC settings, they remain at 12 attack. I tried the not shootable option and the 30 attack power's good. But I want them to be shootable with 30 attack Is there any way to fix this?

EDIT: Never mind. I found out this is a problem with the Solid option, not the Not Shootable option.
 
Nov 26, 2014 at 9:36 PM
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2 things:

1. I would like to know how to change the falling block (entity 279) Misery spawns from the block to a fire whirr (171) using ASM.

2. I also would want to know how (if possible) to make entities spawn infinitely in a boss battle while also being able to take damage. These are the commands:

.......<BSL0400<ANP0400:0100:0000<CMU0007<MNP0087:0017:0012:0000<END Is for the boss to spawn. the MNP moves a horizontal trigger onto the PC to activate this: <DNP0087<EVE0800

Event 800 is the spawner: <SNP0173:0013:0008:0000<WAI0200<SNP0173:0029:0009:0000<WAI0200<EVE0800

I tried to find a solution in the thread and I got the line just above. Only problem is that I don't take damage during the battle. I know a continuous event kinda breaks the game but I found no other solution...
 
Nov 26, 2014 at 9:49 PM
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I would like to know if I can add the key on the keyboard "C" to add a second function to the polar star's firing in ASM.
 
Nov 26, 2014 at 10:22 PM
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Does anyone know how to transport the player to a different maps with a pipe like the pipes in Plantantion teleport you across the map? The code is confusing and doesn't work too well when you try to adapt it to use <TRA.
I would like to know if I can add the key on the keyboard "C" to add a second function to the polar star's firing in ASM.
From my limited knowledge of ASM, I see no reason why you shouldn't be able to. Although, it might screw with the rest of the weapons.
 
Nov 26, 2014 at 10:56 PM
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Does anyone know how to transport the player to a different maps with a pipe like the pipes in Plantantion teleport you across the map? The code is confusing and doesn't work too well when you try to adapt it to use <TRA.
Have a null entity do a FAO and TRA when you first go through the pipe, and have it send the player to the second pipe in the new map (with the pipes being a tile 40).
 
Nov 27, 2014 at 2:45 AM
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Sweet, thanks. Why I didn't think of that eludes me... oh well, smart Enlighted One people answering my dumb questions as usual.
 
Nov 27, 2014 at 3:59 AM
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Does anyone know how to transport the player to a different maps with a pipe like the pipes in Plantantion teleport you across the map? The code is confusing and doesn't work too well when you try to adapt it to use <TRA.
From my limited knowledge of ASM, I see no reason why you shouldn't be able to. Although, it might screw with the rest of the weapons.
the pipes are transporting the player through the <MOV command which transports the player throughout a single map. <TRA transports the player to a specific map at specific coordinates instantaniously. the only way I could see you pull this off is that if the entire mod you where making was just one huge map using a long Vertical BMP tileset that contains all the tilesets you wish to have in it. the disadvantage to this though is that there is a limit to how many entities can be on one map.
 
Nov 27, 2014 at 5:17 AM
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goerge no don't ever make a giant map for your entire mod
all they needed was a way to <FAO<TRA by touching a specific part of the pipe
 
Nov 28, 2014 at 12:03 PM
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Wow, my next mod practically wrote itself! (I am, of course, joking)
 
Dec 2, 2014 at 3:10 AM
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So I need some assistance, how do I change the thing at the bottom that says 12.4 Pixel or something like that? I can change the version number with a resource hacker but I can't figure out the name thing.
 
Dec 2, 2014 at 3:19 AM
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It's under the bitmap folder, called pixel or something. Replace it with whatever.
 
Dec 2, 2014 at 3:31 AM
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Uhh I don't see it v.v Sorry I know I'm dumb but I just don't see it anywhere
 
Dec 2, 2014 at 3:35 AM
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you have to edit the exe with resource hacker and edit the version info
 
Dec 2, 2014 at 3:38 AM
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Bramblestar1227 said:
Uhh I don't see it v.v Sorry I know I'm dumb but I just don't see it anywhere
diph.php
 
Dec 3, 2014 at 5:55 PM
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Is there a way to inspect the Red Demon after death? Like, you kill him (in boss fight) and then you press down on his statue and it gives you some text? I can't figure out how to get it to work correctly.
 
Dec 3, 2014 at 10:53 PM
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ThatPortalGuy said:
Is there a way to inspect the Red Demon after death? Like, you kill him (in boss fight) and then you press down on his statue and it gives you some text? I can't figure out how to get it to work correctly.
What's precisely not working? I would assume using both the death and interactive traits, coupled with proper flag usage would work fine.
 
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