• 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

Aug 18, 2015 at 6:35 PM
Snacker
"Life begins and ends with Nu."
Join Date: Jun 27, 2013
Location:
Posts: 2860
Age: 30
Pronouns: She/Her
Are you using the <IMG hack with all 8 hex files or with the hex8 file missing?
 
Aug 18, 2015 at 6:53 PM
Snacker
"Life begins and ends with Nu."
Join Date: Jun 27, 2013
Location:
Posts: 2860
Age: 30
Pronouns: She/Her
Last edited by a moderator:
Aug 18, 2015 at 8:21 PM
scrungy
Bobomb says: "I need a hug!"
Join Date: Oct 7, 2011
Location: PrtWeed
Posts: 777
Age: 24
Pronouns: he/him
ConconZilla said:
One last question that is bugging me like crazy, I have a starting event at event #200. However, if I interact with another event the same event runs and that is very annoying. Does anyone know how to fix this?
Are your events in numerical order?
 
Aug 18, 2015 at 8:31 PM
beep boop
Bobomb says: "I need a hug!"
Join Date: Aug 16, 2014
Location: no
Posts: 848
Age: 23
Pronouns: he/him
You didn't put the script underneath the number. That makes Cave Story read the letters as part of the event number, which is bad.
 
Aug 18, 2015 at 8:32 PM
scrungy
Bobomb says: "I need a hug!"
Join Date: Oct 7, 2011
Location: PrtWeed
Posts: 777
Age: 24
Pronouns: he/him
Not to mention that your entire script is one line
 
Aug 18, 2015 at 9:24 PM
Veteran Member
"Wacka-Wacka-Wacka-Wacka-Wacka-Wacka-Wacka-Wacka-BLEIUP"
Join Date: Sep 21, 2014
Location:
Posts: 341
Age: 23
Pronouns: he/him
It should be #0100. Every event number or number in general should be four digits long.
 
Aug 18, 2015 at 11:49 PM
Veteran Member
"Wacka-Wacka-Wacka-Wacka-Wacka-Wacka-Wacka-Wacka-BLEIUP"
Join Date: Sep 21, 2014
Location:
Posts: 341
Age: 23
Pronouns: he/him
I'm going to sound stupid for asking this, but are events global?
 
Aug 18, 2015 at 11:50 PM
beep boop
Bobomb says: "I need a hug!"
Join Date: Aug 16, 2014
Location: no
Posts: 848
Age: 23
Pronouns: he/him
Only in head.tsc, otherwise it's map-specific.
 
Aug 18, 2015 at 11:51 PM
Professional Whatever
"Life begins and ends with Nu."
Join Date: Jan 13, 2011
Location: Lasagna
Posts: 4481
Pronouns: she/her
head.tsc affects events at or below #0089 (i believe), everything else is map-specific.
 
Aug 18, 2015 at 11:57 PM
Veteran Member
"Wacka-Wacka-Wacka-Wacka-Wacka-Wacka-Wacka-Wacka-BLEIUP"
Join Date: Sep 21, 2014
Location:
Posts: 341
Age: 23
Pronouns: he/him
Thank you. That will save me alot of trouble.
 
Aug 19, 2015 at 5:04 AM
Sincerity will always triumph over irony.
Modding Community Discord Admin
"What're YOU lookin' at?"
Join Date: Apr 23, 2013
Location: In a cave above the surface.
Posts: 1079
Age: 26
Pronouns: He/Him
Doors said:
head.tsc affects events at or below #0089 (i believe), everything else is map-specific.
Camero said:
Thank you. That will save me alot of trouble.
Hey, guy from the not-so-distant future past here.

Basically, Head.tsc is universally loaded in every map, appended to the top of the actual map-specific script. You could use theoretically any event number, but it probably only works properly if all map-scripts only hold events above what head.tsc has.


Basically, you can ignore everything I have to said and just stick with Door's explanation that it only goes up to #0089, and don't use any event lower than that in any other file, and you should be fine.
 
Aug 19, 2015 at 7:58 PM
Deliverer of Sweets
Bobomb says: "I need a hug!"
Join Date: Jul 20, 2015
Location: Under sea level or something
Posts: 805
Age: 26
Pronouns: 菓子
What affects the color of the level 2&3 Fireball and Snake weapons?
 
Aug 19, 2015 at 8:09 PM
Its dark in here
"Deaths: 4000"
Join Date: Nov 21, 2013
Location: farther
Posts: 922
Age: 28
Pronouns: he/him
Miccs said:
What affects the color of the level 2&3 Fireball and Snake weapons?
look in caret.bmp
 
Aug 20, 2015 at 4:39 PM
Senior Member
"Wahoo! Upgrade!"
Join Date: Apr 28, 2015
Location: Home
Posts: 68
Age: 21
Pronouns: he/him
Im trying to make one entity disappear and another appear at the same time. One entity disappears but the other doesnt.
My script looks like this:
<FL+0202<FL+0201<DNP0201
What do I do to fix it?
 
Aug 20, 2015 at 4:49 PM
Professional Whatever
"Life begins and ends with Nu."
Join Date: Jan 13, 2011
Location: Lasagna
Posts: 4481
Pronouns: she/her
You have to reload the map for entities with the "appear/disappear when flag is set" property to appear/disappear. You'll have to <CNP a blank entity in order to make the entity appear immediately (without reloading the map).
 
Aug 20, 2015 at 4:50 PM
Veteran Member
"Wacka-Wacka-Wacka-Wacka-Wacka-Wacka-Wacka-Wacka-BLEIUP"
Join Date: Sep 21, 2014
Location:
Posts: 341
Age: 23
Pronouns: he/him

For entity disappearing.
Do <DNPXXXX
X will be the entity you want to disapear.
Set the flag id after and have it have 6000 flags if you want the entity to stay gone.





For entity appearing.

For the entity you want to appear have it be a null entity with event number YYYY.

Do <CNPYYYY:MMMM:ZZZZ
M is the entity type you change it into.
Z is the direction.
 
Aug 20, 2015 at 4:52 PM
Senior Member
"Wahoo! Upgrade!"
Join Date: Apr 28, 2015
Location: Home
Posts: 68
Age: 21
Pronouns: he/him
Also, how do I "give" NPC Quote the Mimiga Mask?
 
Aug 20, 2015 at 4:53 PM
Professional Whatever
"Life begins and ends with Nu."
Join Date: Jan 13, 2011
Location: Lasagna
Posts: 4481
Pronouns: she/her
Um no, if you want an entity to disappear you can just use <DNP
(@camera)
 
Aug 20, 2015 at 4:56 PM
Senior Member
"This is the greatest handgun ever made! You have to ask yourself, do I feel lucky?"
Join Date: Oct 22, 2014
Location: Xyrinfe multiverse
Posts: 100
Age: 29
Pronouns: she/her
PhantopCS said:
Also, how do I "give" NPC Quote the Mimiga Mask?
EQ+0064. Though, this affects the playable character as well.

I think the Mimiga Mask hack, when applies to the mod, prevents EQ+0064 from working on the playable character…
 
Back
Top