• 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

Feb 14, 2015 at 9:37 PM
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That's what I meant.
 
Feb 14, 2015 at 10:31 PM
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I wonder, can getting the Beast Fang affect the Rusty Key event before even getting the rusty key, causing it to skip the flag, making the game unbeatable?
 
Feb 14, 2015 at 10:40 PM
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Maybe. How's the structure?
 
Feb 14, 2015 at 11:28 PM
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Okay, for some odd reason, the Enemy- Misery (Transformed) sprite is connected to the Room Boss (Undead Core) but Enemy- Sue (Transformed) is not. I want to make Transformed Misery a standalone boss. However, I am unable to do so because without the Undead Core active, the NPC just flies in a single direction and doesn't die properly either. How can I make Misery Transformed a standalone boss?
 
Feb 14, 2015 at 11:48 PM
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SuperJaws100 said:
Okay, for some odd reason, the Enemy- Misery (Transformed) sprite is connected to the Room Boss (Undead Core) but Enemy- Sue (Transformed) is not. I want to make Transformed Misery a standalone boss. However, I am unable to do so because without the Undead Core active, the NPC just flies in a single direction and doesn't die properly either. How can I make Misery Transformed a standalone boss?
She is programmed to follow the Map Boss, so if you were to say change it to IronHead in the MapData, she would follow him.

And neither of those actually die, they just go into a "fallen" state when their health is low, so without overhauling the code you can't use "Run event on death".

Yah, I'm not helpful, but all I have is some minor information that might help.
You can use invisible 44 tiles to have her stuck in a position, but without reprogramming her she won't ever follow the player.
 
Feb 14, 2015 at 11:52 PM
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EnlightenedOne said:
She is programmed to follow the Map Boss, so if you were to say change it to IronHead in the MapData, she would follow him.

And neither of those actually die, they just go into a "fallen" state when their health is low, so without overhauling the code you can't use "Run event on death".

Yah, I'm not helpful, but all I have is some minor information that might help.
You can use invisible 44 tiles to have her stuck in a position, but without reprogramming her she won't ever follow the player.
Oh! But what if I made the map boss a stationary one? Like the Giant Press?
 
Feb 14, 2015 at 11:54 PM
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SuperJaws100 said:
Oh! But what if I made the map boss a stationary one? Like the Giant Press?
She would fly to it and defend it it from there. To be honest It would probably be glitchy for some of them because she was only meant to defend the Undead Core.
 
Feb 14, 2015 at 11:59 PM
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Is entity 336 (Ikachan generator) programmed to work only when Ironhead is defeated without taking damage?
 
Feb 15, 2015 at 12:10 AM
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Is entity 336 (Ikachan generator) programmed to work only when Ironhead is defeated without taking damage?


How it works is that if you get hurt, it will automatically delete itself, and you would use "<ECJ" to check if it exists (If it doesn't exist, you have taken damage, if it does, you have perfected the map).



The original games does this, and then uses the ANP to start generating.
 
Feb 15, 2015 at 12:32 AM
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Okay, so I don't know if this was put in the modding tutorials, or I skimmed too much of it, but apparently the entity ID can use the flag that is set to another entity, causing the separate event to run when it shouldn't. Is there any reason why exactly that happens? I understand a flag affecting entities that share the same ID number with the flag, but an entity affecting flags due to the entity ID?
 
Feb 15, 2015 at 12:34 AM
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uh, well, deleting an NPC that has a flag ID using <DNP will cause its flag to be set
so that's something that could account for some weird behaviour
 
Feb 15, 2015 at 12:44 AM
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Okay, I think I understand now. And that flag ID was set to a Life Capsule, so I had to change that to an unused flag number.
 
Feb 15, 2015 at 1:04 AM
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OK, so I want to use the title screen hack that, like, does the image for the background
could someone direct me to the hack and/or tell me how to apply it
 
Feb 15, 2015 at 1:33 AM
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2DBro said:
OK, so I want to use the title screen hack that, like, does the image for the background
could someone direct me to the hack and/or tell me how to apply it
The latest version of Booster's Lab should have a Hackinator function for that right out of the tin.

If not you have to find the thread and put the extension in.
 
Feb 15, 2015 at 1:36 AM
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I think the version Doors wrote had some minor issues
but it might mostly work
but yeah it should be in the hackinator for the most recent release
 
Feb 15, 2015 at 2:04 AM
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I tried BL's and this happened

p202069-0-conpah0.png


Did I do something wrong
 
Feb 15, 2015 at 2:11 AM
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you need to make your title.bmp a 320x240 image
 
Feb 15, 2015 at 2:16 AM
2dbro
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Fixed, but
guess not.
sorry if i'm wasting your time, nox
p202071-0-sytekhs.png
 
Feb 15, 2015 at 3:31 AM
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yeah I'll look at it but, I have to do it tomorrow
 
Feb 16, 2015 at 9:07 PM
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Is it possible to prevent the player from being invulnerable during a WAI command?
 
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