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Quick Modding/Hacking Answers Thread

Jun 18, 2017 at 7:59 AM
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Do you mean the special boss setting in each map? Or are you talking about a boss entity in particular? Please be more specific.
I want both
 
Jun 18, 2017 at 6:23 PM
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I want both
Okay. For the regular boss monsters, you can use practically any enemy that you want to, be it a Critter or Igor. Just use <BSLxxxx before the boss fight starts, with xxxx being the boss monster's Event #. For example, if you want to start a boss fight with a Critter who has the Event # 500, you'd use <BSL0500. You would also check the boss's "Run event on death" option to true because this lets you properly end the boss fight. Going off of the previous example, killing the boss Critter with this checked would run event #0500. Don't forget to include <BSL0000 in the boss's event after you beat the boss so the game knows to remove the boss health bar.

I don't have much advice on how to use stage-specific bosses, though, since I rarely use them.
 
Jun 21, 2017 at 1:23 AM
Soup Man
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how do I change a map's background? I've tried in both CE and BL and it says it's changed but when I open the exe the background is the same.
 
Jun 21, 2017 at 1:40 AM
Soup Man
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What're you saving your backgrounds as/with, and what size are they?
Just the normal CS backgrounds. Whenever I change the background in the map properties/modify page and save, the background doesn't work when I play the game.
 
Jun 21, 2017 at 1:44 AM
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Jun 21, 2017 at 1:52 AM
Soup Man
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You don't happen do be using the black background type, do you?
Be going from 0 to black, or starting out with black? I'm changing it to bkBlack.
 
Jun 21, 2017 at 2:33 AM
Soup Man
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bk0 and blBlack look pretty-much the same. I meant the black map TYPE, type number 4 makes the background transparent regardless of what map you put in.
I edited the bkBlack map. When I saw it didn't work I tried changing to other backgrounds and none of those worked either.

EDIT: Wait. The type is 4. Thanks! I think this will fix it.
 
Jun 24, 2017 at 7:12 AM
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Okay. For the regular boss monsters, you can use practically any enemy that you want to, be it a Critter or Igor. Just use <BSLxxxx before the boss fight starts, with xxxx being the boss monster's Event #. For example, if you want to start a boss fight with a Critter who has the Event # 500, you'd use <BSL0500. You would also check the boss's "Run event on death" option to true because this lets you properly end the boss fight. Going off of the previous example, killing the boss Critter with this checked would run event #0500. Don't forget to include <BSL0000 in the boss's event after you beat the boss so the game knows to remove the boss health bar.

I don't have much advice on how to use stage-specific bosses, though, since I rarely use them.
I'm really appreciate you

Well it's different for every boss. You might have to specify.
Another people explain me how to use regular boss
Now I want know how to use special boss (ex. Ballok frog, Doctor, etc...)
Regular boss look like that just use BSL scripts
But Special bosses have peculiar attack patterns I want how to use that
 
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Jul 3, 2017 at 8:20 PM
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So im having issues trying to edit the MyChar image, just I couldnt find a sollution using what was said about 300 pages ago. Heres what i got: I'm using GIMP 2, Booster's lab, made sure the "©Pixel" was removed, all images were .bmp, no .pbm, exported 16 colors, and when i run i, it still gives me a garbage error, along with: "
...\data\MyChar.bmp,1"
I cant figure it out. Some help?
 
Jul 4, 2017 at 3:11 AM
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You sound like you've taken the steps that you should to prevent it from crashing, I'm not sure why it would. Would you be willing to upload your mod for one of us to look at it and see if there's something you might have missed?
 
Jul 7, 2017 at 6:55 PM
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how do i change the direction of an npc? for example, when i enter a room cthulhu is facing the left side. how do i change it so that he always faces the right side?
 
Jul 7, 2017 at 9:13 PM
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how do i change the direction of an npc? for example, when i enter a room cthulhu is facing the left side. how do i change it so that he always faces the right side?
check the "spawns with alternate direction" flag
 
Jul 7, 2017 at 9:31 PM
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check the "spawns with alternate direction" flag

no wonder i couldnt find it. i was using cave editor instead of boosters lab. thanks!!
 
Jul 14, 2017 at 8:11 PM
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Hey, anybody have the offset for the sprite rect of the white pixel used for the map system? The modified zero I'm using doesn't have a pixel in it's normal position, so the map currently doesn't show where the player is.
Edit: Clownancy found it for me, it's in the four commands starting at 0x14646. To change them to be the pixel before the normal map pallette, change the 0 value to 0xEF, the 39 value to 0x18, the 1 value to 0xF0, and the 3A value to 0x19.
 
Last edited:
Jul 14, 2017 at 9:36 PM
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no wonder i couldnt find it. i was using cave editor instead of boosters lab. thanks!!
I think in Cave Editor it's option 2 but I'm not sure.
 
Jul 14, 2017 at 11:26 PM
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How exactly does Noxid's animated tiles hack work?
 
Jul 14, 2017 at 11:37 PM
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tile types are mirrored onto the unused half of the tile types mapping
p359404-0-j35nevb.png

if you give a tile a type on the right half, it'll function identically to the regular type but be animated. animations have a 3 frame loop and frames for animated tiles are taken from the two tiles directly underneath the animated one. you don't need to set the types of the animated tile's other frames but you can if you want to.
 
Jul 17, 2017 at 4:42 PM
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What's the event and sprite number for a health upgrade
 
Jul 18, 2017 at 12:11 AM
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What's the event and sprite number for a health upgrade
If you're talking about life capsules, then the "sprite number" for that entity is 32. The actual event number and flag ID is what ever you set it to, though. If you're talking about a health refill station, then the sprite number and default event number are both 17.
 
Jul 18, 2017 at 2:11 AM
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