Quick Modding/Hacking Answers Thread

Apr 6, 2010 at 3:26 AM
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Flags 101, again

Alright, I'm guessing you have no idea how flags work...
Allow me to link you to a previous post of mine about Flags. {Bit flags are different from what you're asking for, but you should learn them nonetheless}

After you read that, you should understand what you want to do better.

Basically, I'm guessing you want the "Entrance" event, the one that runs on the map that you're <TRA-ing too, to have the Flag jump and do something else.
Here's how you should basically set it up.

Let Event 0094 be the normal event, and let Event 0095 be the one you want to use later.
Code:
#0094
[B]<FLJ0001:0095[/B]<MNA<CMU0000<FAI0000<END

#0095
<MNA<CMU0001<FAI0000<END
Now, see the <FLJ command? The first set of digits is the flag it checks. If that flag is set, it will jump to the event specified in the next set of digits. {In this case, event 0095} If not, it will resume the current event like normal.
As long as Flag 0001 is not set, event 94 will always run and music 0000 will play.
If Flag 0001 is set, event 95 will run instead and music 0001 will play.
<FL+0001 would set 0001, and <FL-0001 would unset it.

Use this in combination with several other flags and commands and such, let your imagination run wild, and you've got a lot of room to do most anything, here.
I love flags ;)
 
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Apr 6, 2010 at 3:39 AM
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Thanks, that helped a lot! I know a little bit about flags, looking back at my older post I don't really know what I was thinking o_O
One last question: is there a command to clear all flags in the map?
 
Apr 6, 2010 at 3:47 AM
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Technically no, but if you were clever about it you might discover that when you <DNP an entity that has a flag ID number set to it that flag becomes unset, so if you had a whole slew of entity 0 with one for every flag you wanted unset with all the same event number you could clear it that way.

But, I suppose you'd have to know about that <DNP thing first. And, think outside the box a bit for that solution.

Good luck with it though :0
 
Apr 7, 2010 at 10:23 PM
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I searched the whole thread, and didn't find my answer.

Cave Editor won't save map properties.

If it matters, I'm trying to put Balrog into EggX.

Help?
 
Apr 7, 2010 at 10:30 PM
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Sounds like read-only is set somewhere. Map properties are changes that get applied to the .exe itself. If you're using windows 7 and Cave Story is in your program files, that might cause problems as well. I don't think CE will save to .exe if it's in use.

Umm... that's all I can think to try at the moment.
 
Apr 8, 2010 at 8:03 PM
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The .exe was set as read-only. It was the one thing I had forgotten. ^_^;
 
Apr 8, 2010 at 8:35 PM
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Noxid said:
I don't think CE will save to .exe if it's in use.

I've done some testing and turns out it does.
 
Apr 9, 2010 at 12:38 AM
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Ahem...right, hello there.

I have a problem the Whimsical Stars' graphics in a mini-mod I'm making. Everything was fine (Well, at least the things that were wrong could be fixed) until I got the Whimsical Stars and tried them out. For some reason, however, they're coloured dark blue/purple instead of their regular yellow. I have no idea why this has happened, and I'm sure I never edited their colours (I don't even know where their file is...)

I have no idea what I've done wrong here, so does anybody else?
 
Apr 9, 2010 at 12:40 AM
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The whimsical stars are on mychar.pbm, so if you changed the colour pallete for the character sprite those would have been changed as well.
 
Apr 9, 2010 at 12:44 AM
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Ah! I see it now. I wondered what those strange purple things next to the main sprites were. :p

I guess I gotta do some more image editing, then...

Edit: Okay, it's fixed now. Fortunately, it didn't take as long as I was worried it would...
 
Apr 9, 2010 at 2:08 AM
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Urgh, okay, now I have another confusing problem. I want to change the colour of the Machine Gun, and for both when Quote uses it and when Curly uses it in her boss fight, it's fine. However, when Quote and Curly are teaming up in the Labyrinth, it goes back to its default colour! I guess this would be the same with the Polar Star (Which I also changed), but I don't know that for sure.

Again, I have the same basic problem...where is the image file for Curly's 'ally version' Polar Star and Machine Gun sprites?
 
Apr 9, 2010 at 2:13 AM
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Apr 9, 2010 at 2:19 AM
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Argh, how do I keep missing these obvious things? :p

Thanks again!
 
Apr 11, 2010 at 4:58 AM
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Ok, what's wrong with this script. When I run the door, the door doesn't disappear. Where do I fix?

Code:
#0400
<PRI<DNP0100
<SOU0011<FAO0001
<TRA0013:0091:0006:0005
<END
 
Apr 11, 2010 at 5:04 AM
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If the door is event 400 then the <DNP should be 0400
Also I think a <PRI freezes the engine [sorta] so you wouldn't see it anyway. Try <KEY.

EDIT: OH! I always prefer <CNP0400:0000:0000 anyway.
 
Apr 11, 2010 at 5:24 AM
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got it thanks! I was wondering why it wouldnt work
 
Apr 11, 2010 at 4:19 PM
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Animating the door make look like dissaparate too.
 
Apr 11, 2010 at 8:29 PM
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'nother problem!

when I run the script for the +5 life capsule(#0175), it makes the text display noise for a second, then runs the script for the second door(#0101) what is wrong?

the bolded codes are the one's that are not working right
Code:
#0090
<MNA<CMU0034<FAI0000<END
#0091
<MNA<CMU0034<FAI0001<END
#0092
<MNA<CMU0034<FAI0002<END
#0093
<MNA<CMU0034<FAI0003<END
#0094
<MNA<CMU0034<FAI0004<END

#0100
<KEY<CNP0100:0000:0000
<SOU0011<FAO0001
<TRA0008:0093:0009:0011

[B]#101
<KEY<CNP0101:0000:0000
<SOU0011<FAO0001
<TRA0015:0093:0038:0038[/B]


#0150
<PRI<FL+0150<SOU0022<DNP0150<CLR<CMU0016
<MSG<GIT1006Got a =Life Capsule=!<WAI0160<NOD<RMU<ML+0007
Max health increased by 7!<NOD<END

[B]#0175
<PRI<FL+0175<SOU0022<DNP0175<CLR<CMU0016
<MSG<GIT1006Got a =Life Capsule=!<WAI0160<NOD<RMU<ML+0005
Max health increased by 5!<NOD<END[/B]
 
Apr 11, 2010 at 8:32 PM
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Apr 11, 2010 at 8:35 PM
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Noxid said:
#101

>

#0101

ARG FAIL.
heheh I was troubleshooting for an hour how did I miss that?
 
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