Jan 9, 2015 at 5:32 PM
Yes. Don't use the "Add Map" feature.TheChosenOne521 said:Yes. Is it a cause of this problem?
You could, but you'd need to make a new tsc command with asm. or just make a message as usual: <KEY<MSG Go with him?<YNJ:XXXX<CLR[more tsc here]Thank you all for clarifying!! That helped a lot~ One last question, I've been lurking around in the code, is there any way to make choices other than yes/no? (Like "Go with him" or "Stay Put" Options) I can't recall in CS if you ever could, but I'm wondering if you could do that via some clever programming.
by the way, she only fights enemies that she fought in the original game (labyrinth m + core iirc)ryan66679 said:so........how do i activate the curly AI so it fight's with you -- yes i have the flag so it actually appears but it dosent fight it just stands there
look extremely closely at the original script and tell me if you can't spot <ANPso........how do i activate the curly AI so it fight's with you -- yes i have the flag so it actually appears but it dosent fight it just stands there
Make sure <MIM is after <YNJ. After <MIM, set a flag. (<FL+)oh wait... I thought you meant the BOSS. Well I got no idea.
@Randolf Anyway, You know that Infinite Mimiga Mask mod that you put into T.T? I'm trying to make it give you the option to equipt it (‹MIM0001) and remove it (‹MIM0000) through the inventory menu, but when I put a YNJ after the description of the item, it doesn't display it and it ends like it's not even there.
Also, that sword thing is confusing me. I'm trying to make it kinda like yours in HHS, but I want to make it use the 3-level system of the spur, with 3 being a spin.
I noticed that the variable receiving 4C is the movement of the player in the Lv.1 code, but how would I change the X and Y of where it spawns when used and the damage boxes(if thats what they're called)
So I need help.