Feb 20, 2015 at 5:11 PM
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How could I make the jellies follow the player? I need an underwater enemy to follow the player, but most enemies don't work whatsoever when exposed to water tiles. So, what do I need to do to make the A.I. shift to following the player? I just need to know what to change or the code to make them move towards the player.
 
Feb 20, 2015 at 5:20 PM
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So I have a map in one of my mods that I want to transfer to another mod. How do I do this? I do not need the TSC from said map, just the map itself.
 
Feb 21, 2015 at 5:21 PM
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Add the map to the game you want, only with the name and properties of the other map. Save, then go to the stages in both mods. Delete the map files in the mod that needs the map, then take the files from the other mod that you need, and put them in the other mod. There you go, you have transferred a map.
How would one go about making the polar star level one not make the star special effect when first shot, and have the grave keepers slash noise when fired?
 
Feb 21, 2015 at 6:14 PM
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Yeah, but I need them for the other weapons to. I just want to ASM the effect away when you fire it, but not when the shot ends.
Also, I need to change the sound.
 
Feb 23, 2015 at 9:35 PM
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Alright, I solved the above problem myself. What I need to know know is how to make Lvl. 1 Missile Launcher shoot three bullets like the Lvl. 3 version. Changing the bullet to the Bullet type doesn't help, so how can I make it always shoot three at a time?
Also, allowing it to have infinite bullets on screen doesn't work either.
 
Feb 26, 2015 at 4:51 PM
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Would it be possible to change the effects of the Booster 2.0 (but not the Booster 0.8 or the rocket entity, or other entities that use it) to the red version in the Caret file?
 
Feb 26, 2015 at 6:16 PM
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Swap the textures.
 
Feb 26, 2015 at 6:17 PM
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Kim Tyranto said:
Would it be possible to change the effects of the Booster 2.0 (but not the Booster 0.8 or the rocket entity, or other entities that use it) to the red version in the Caret file?
don't forget the pink bike and the homing missile fishes. Look for the framerects in the adress for b2.0 with olly.
 
Feb 26, 2015 at 6:20 PM
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Oh, yeah. Those use it to.
What I need to know know is how to make Lvl. 1 Missile Launcher shoot three bullets like the Lvl. 3 version. Changing the bullet to the Bullet type doesn't help, so how can I make it always shoot three at a time?
Also, allowing it to have infinite bullets on screen doesn't work either.
I still need an answer...
 
Feb 26, 2015 at 9:52 PM
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I'm having an issue with NPC #115 "Ravil".

I've set up a boss fight with him, but for whatever reason, he explodes into smoke and drops XP/hearts before he loses full health. He has a very important death script and it doesn't play because, well, he explodes before his HP falls to zero!

I need him to do the "fall over dead" animation that he has in the Grasstown Hut. I also don't want to do a fadeless transport because that would require me to duplicate the map and all this other stuff and I'm worried that I'm going to eventually exceed some Map Limit since I already have 110 maps.

The way I have the room set up is that both NPC sets 1 and 2 in the MapData are NpcRavil. This is because for whatever reason this is the only way I can get both the Ravil and Igor to work at the same time in the same map. I wonder if it has to do with that?
 
Feb 26, 2015 at 11:18 PM
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The "health drop" the ravil NPC has when it's set to boss mode, I don't know what causes it. There are some NPCs that'll act like that unless their health is set to 1000, making it look like it has a full bar. It'll still have the health you have it set on if you have it lower than 1000.

And as for the death part, did you set the "Run script on death" flag on it?
 
Feb 26, 2015 at 11:29 PM
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enemies that have a death animation have 1000 hp and play an animation when it goes below a certain point
 
Feb 26, 2015 at 11:49 PM
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I fixed it! You have to use a certain sequence of scripts and actions.
 
Mar 4, 2015 at 12:29 AM
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Is there a template available for the Title Screen Hack in Booster's Lab? I don't want to mess anything up.
Never-mind, I got it. Also, if you don't want the top to appear, set the Y-Render Value to -48. The top will not appear anymore. I hope this helps others. Noxid, you might want to change the note in Booster's Lab.
Oh, and the render Y that would be 240 should be 288.
 
Mar 4, 2015 at 12:38 AM
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OK but I literally just rewrote that hack in 0413 or 0414
 
Mar 4, 2015 at 1:14 AM
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I had 0414, but it didn't fix it.
 
Mar 4, 2015 at 1:20 AM
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I don't understand how so many people can fail to understand that they need to make title.BMP a 320x240 image and REMOVE THE ORIGINAL TITLE GRAPHICS IF YOU DO NOT WANT THEM TO SHOW UP ON YOUR TITLE SCREEN
 
Mar 4, 2015 at 1:48 AM
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I wonder, is there a way to have the Polish NPC use the 4 sprites in a full loop like in this picture?

p202113-0-jsxocot.png


This is just me, but I think it's a bit redundant for it to use 2 separate animations for facing left and right if it can be using a full loop animation no matter what direction it's facing.
 
Mar 5, 2015 at 7:36 PM
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Is there a feasible limit to how many maps the .exe can handle? Like could I potentially have an extremely large number of maps? (i.e. 200).
 
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