• 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

Dec 6, 2014 at 7:03 PM
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Maybe just have a detection were if the entity touches a detector entity, it deletes that entity and places a bunch of smoke particle effects from various entities being placed and dying instantly, dropping nothing though... You could make the detector entity work like a mix of the <ECJ command and the horizontal vertical trigger code. Instead of directly activating a command, it checks if that entity matches the one specified in it's code, then it runs the specified command. It seems easy, but it probably isn't.
 
Dec 6, 2014 at 7:09 PM
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Bionicobot said:
Maybe just have a detection were if the entity touches a detector entity
BLink said:
entities can't interact with entities.
Either way, it's your idea, do it as you want
 
Dec 6, 2014 at 7:13 PM
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It would actually work like the horizontal and vertical trigger, only detecting a certain entity like the <ECJ command.
 
Dec 6, 2014 at 7:29 PM
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Do you know H/V triggers destroy invisiblity in vanilla CS? I'm pretty sure invisiblity would be good on the boss
Either I don't understand something or your way of thinking is weird
I guess it's the first option
 
Dec 6, 2014 at 7:40 PM
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So, we know that the horizontal/vertical trigger can detect a player, right? And the <ECJ command detects entities with a specific flag id, then continues the script. So, we merge them. If an entity with the flag id of x comes within range of the triggers sensors, then the trigger associated with script # x will execute it's script. It'll probably be pretty hard, though. Hope that clarified!
 
Dec 6, 2014 at 7:49 PM
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So you'd make a totally new trigger entity just for that instead of just implementing the death part into the boss code?
I don't get your logic
 
Dec 6, 2014 at 8:14 PM
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It's like smash brothers. The goal is to push it off the edge. It falls of, it gets sensed, then the boss battle ends.
 
Dec 6, 2014 at 9:20 PM
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You would have to put some (tile) spikes in the pit it falls into, and have it react with those spikes to work. Then you could run a TSC.
There's no other way I can think of.
 
Dec 7, 2014 at 12:59 AM
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Oh, that makes makes it easier...
 
Dec 7, 2014 at 2:55 PM
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Hey, I'm still new to TSC, and I'm trying to figure out how to fully script a boss against igor. So far, I managed to get Cutscene Igor to change to Boss Igor, and I have the boss health bar appear, and whenever Igor takes damage, it appears on the health bar like normal. However, once he is defeated, the boss health bar is still visible. I'm not sure what to do. Here are my TSC scripts:

#0097
<BOA0098<BSL0098<FL+0102<CMU0004<EVE0098<END

#0098
<CNP0098:0088:0000<FL-0102<END

And for reference, I have a horizantol/Vertz trigger which is #0097 and Igor is #0098.
 
Dec 7, 2014 at 10:26 PM
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Hey, I'm still new to TSC, and I'm trying to figure out how to fully script a boss against igor. So far, I managed to get Cutscene Igor to change to Boss Igor, and I have the boss health bar appear, and whenever Igor takes damage, it appears on the health bar like normal. However, once he is defeated, the boss health bar is still visible. I'm not sure what to do. Here are my TSC scripts:

#0097
<BOA0098<BSL0098<FL+0102<CMU0004<EVE0098<END

#0098
<CNP0098:0088:0000<FL-0102<END

And for reference, I have a horizantol/Vertz trigger which is #0097 and Igor is #0098.
You don't need "<BOA0098", those commands are basically the <ANP for map bosses (and Igor isn't one of those).

If that doesn't fix it then try adding <BSL0000 in #0098
 
Dec 7, 2014 at 10:43 PM
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Thanks, but it dosen't work. I'm mainly not sure what commands to put for when you defeat Igor.
 
Dec 7, 2014 at 10:55 PM
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Check the vanilla igor code??
 
Dec 7, 2014 at 10:57 PM
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Question: how do I change the health and attack values on bosses like Balfrog, Omega, and Monster X?
 
Dec 7, 2014 at 10:58 PM
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Probably in assembly
Here's the offsets for the bosses (not sure where you'd find each value tho)
Boss 0 (no special boss): 0x0072FF0
Boss 1 (Omega): 0x007B6F0
Boss 2 (Balfrog): 0x0079030
Boss 3 (Monster X): 0x007E6F0
Boss 4 (Core): 0x0074400
Boss 5 (Ironhead): 0x007A8A0
Boss 6 (Dragon Sisters): 0x007D170
Boss 7 (Undead Core): 0x00753D0
Boss 8 (Heavy Press): 0x007C820
Boss 9 (Ballos [Ball]): 0x00772F0
 
Dec 8, 2014 at 1:26 AM
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Dec 8, 2014 at 3:37 PM
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How would you script a boss into a level, like the Curly Brace boss?
And uh... how do you modify the MyChar pallete?
 
Dec 8, 2014 at 9:11 PM
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A). Use the <ANP/NPC#/script/direction.
B). Get gimp, open it, then in the top toolbar, go to windows, dock-able diologs, then pallet. Just add colors.
 
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