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Quick Modding/Hacking Answers Thread

Oct 22, 2019 at 4:24 PM
Moo~
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Give them all "Run Event After Death" entity flags and in their events, use flagchecks if the bosses before them are dead or not.
Code:
If let's say there are 3 bosses:

#0100 (Boss 1)
<death event> <FL+0100<END

#0110 (Boss 2)
<FLJ0100:0111
<CNP(change it to the entity it was if this dies so it can "regain health") <END
#0111 (Still Boss 2)
<death event> <FL+0101<END
(Same event as Event 100)

#0120
<FLJ0101:0121
<CNP(change it to the entity it was if this dies so it can "regain health") <END
(Same as Event 120, but with a different flag that needs checking)
#0121
<death event> <END
(Same as Events 100 and 111, but it's the definite end)
If you wish to add more bosses, it's more or less the same logic. Just make sure though, for the "Disappear after flag is jumped" entity flag, that they're given separate flags that do not interfere with the ones in the script.

EDIT: Thinking of it now, you may need to also include a <CNP for the next sequential boss so their health can be replenished before their health bar goes up.
 
Last edited:
Oct 22, 2019 at 7:26 PM
Senior Member
"Huzzah!"
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Something..PNG
Probably not because I didn't understand everything and also I tested it and something doesn't work; (If you want I can tell you what it is).

Anyway there also seems to be a problem with polish and boss fights as the polish's health is technically superior to their actual health, (you know what I mean) and so when they die there's still a lot of health bar left.

So I don't know, should I do something else instead?
Flake sucks with TSC.
 
Oct 23, 2019 at 4:29 AM
Moo~
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Lemme just take a look at the script and proofread it...
Code:
#1003
<BSL1004<DNP1003<FL+0180<END

#1004
<FLJ0180:1005
<CNP1004:0044:0000<END
#1005
<DNP1004<BSL1006<FL+0101<END
(you don't need a <DNP right after a <CNP, cuz that just destroys the entity entirely, if anything, you need the <DNP in event 1005)

#1006
<FLJ0101:1008
<CNP1006:0057:0000<END
#1007
#1008
<DNP1006<DNP6000<PRI<WAI0060<CMU0015<MS3Defeated the Sun Protectors!<NOD<CMU0006<END

Anyway there also seems to be a problem with polish and boss fights as the polish's health is technically superior to their actual health, (you know what I mean) and so when they die there's still a lot of health bar left.
Oh right, that's because they have a hardcoded event that spawns the babies. You may need some ASM help that removes that.
 
Oct 23, 2019 at 12:36 PM
Senior Member
"Huzzah!"
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Thanks for the advice but I think I will just try something else.
 
Oct 27, 2019 at 5:10 PM
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So I wanted to make something simple this time: there's an enemy during a boss fight that you cannot harm and that disappears only when the boss is defeated.
That said, checking the "invulnerable" entity flag doesn't do it for some reason.
Sooo is there a way to make enemies indestructible?
 
Oct 27, 2019 at 5:32 PM
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Make it solid as well? Otherwise i would assume it works
 
Oct 27, 2019 at 5:47 PM
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Sooo is there a way to make enemies indestructible?
Simply put just make it not shootable.
I thought that the interactible flag can also make thing unshootable but chances are I'm wrong.
 
Oct 27, 2019 at 6:11 PM
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Ok, so I unchecked the shootable flag of a Gaudi and it worked perfectly but when I tried the same thing with a Skullstep the game just said nope.(It died anyways).So what I am deducing is that there are some exceptions, perhaps?
 
Oct 28, 2019 at 2:47 AM
Moo~
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I thought that the interactible flag can also make thing unshootable but chances are I'm wrong.
Nah, that's absolutely correct. It's definitely useful too, if you wish to have invisible triggers that aren't the H/V Trigger (Stumpy and Beetle are good candidates).

Maybe you should try the Interactable entity flag, Flake.
 
Oct 28, 2019 at 6:23 AM
Moo~
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Shootable: Enemies collide with bullets and take damage.
Invulnerable: Only works if 'Shootable' is on, enemy absorbs bullets (unless the bullets have a certain flag on) and takes no damage from them.
Intractable: Allows you to run an NPC's event by interacting with them. Will also stop enemies from dealing damage to you (00419287).
Mayhaps we should cease from repeating the same information to the same question the third time?
 
Oct 28, 2019 at 10:11 AM
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"Huzzah!"
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Ok, so I unchecked the shootable flag of a Gaudi and it worked perfectly but when I tried the same thing with a Skullstep the game just said nope.(It died anyways).So what I am deducing is that there are some exceptions, perhaps?
well, you could make "Run event on death" and make it #1000 then make #1000 <END, that should make them 100% invincible
 
Oct 28, 2019 at 12:50 PM
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Maybe you should try the Interactable entity flag, Flake.
I noticed that when I put the interactable entity flags there was a subtle change: the legs weren't invulnerable but the head remained after the legs were destroyed and I couldn't shoot it.
So my theory is that the legs are a completely different entity and to support this hypothesis of mine I used a <DNP to delete the NPC and the skull was gone..but the legs remained.
(This is getting spooky).
So the question now is: are the legs editable or nah?(I also wanted to change their HPs anyways).
Also thanks for the answers so far guys!
 
Oct 28, 2019 at 2:25 PM
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"Huzzah!"
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Ok, but how am I supposed to find the exact number that, used with <DNA, deletes all legs?(Try them all is not an accepted answer).(I'm asking because I'm pretty sure you can't see what number they're assigned to through Edit npc.tbl).
Also all I need to know is if there is a solution to my initial problem because if not I'll have to change plans yet again.
 
Oct 28, 2019 at 5:57 PM
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Oh, good to know.
So it actually IS in Edit npc.tbl, it's just deemed as unknown.
Now I'd like to ask a few questions to the creator/s of Booster's lab like why does it say that placing legs crashes the game but it doesn't tell you that babies do the same and such but anyways.
This also solves the first problem indirectly since them legs can be interactable. Very very well.
Only thing is that now the skullstep is now an actual ghost since projectiles pass right though it but I'll invent something I guess; I'm already glad I didn't have to scrap this idea as well :p.
 
Oct 28, 2019 at 9:03 PM
Moo~
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Now I'd like to ask a few questions to the creator/s of Booster's lab like why does it say that placing legs crashes the game but it doesn't tell you that babies do the same and such but anyways.
Some entities are dependent on parent objects, such as the skullstep legs, the smaller cores from the core boss fight, and other stuff. It's just how Pixel programmed them. And the babies shouldn't crash, btw, they're fine standalone in Rave Story.
 
Oct 29, 2019 at 5:20 PM
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What do the folders JTree, Colors Sports and Food do when you edit npc.tbl on Booster's Lab?
 
Oct 30, 2019 at 2:20 AM
Moo~
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What do the folders JTree, Colors Sports and Food do when you edit npc.tbl on Booster's Lab?
I'm pretty sure Noxid had some sort of plan for them (unless they're actually leftovers from development), but they otherwise do nothing at all, and should not have an eye batted upon.
 
Oct 30, 2019 at 4:03 AM
The TideWalker
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I always thought they were there to incorporate CE's method of arbitrarily sorting NPCs into helpful categories to find what you're looking for faster. Of course, they don't work as of now as stated above.
 
Oct 30, 2019 at 9:26 AM
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I'm pretty sure Noxid had some sort of plan for them (unless they're actually leftovers from development), but they otherwise do nothing at all, and should not have an eye batted upon.
Thanks for clarifying.

Caret - Copia.jpg
I have Several Questions:
1- Where those things appear? (Are they the drops of water? If so, why the color gradient to the left?)
2- Where this appear?
3- Where is this used? (Fireball?)
4- Where this exclamation mark appears?
5- Is this one of King slash thingies?
6- Where this appear? (I'm pretty sure all Spur Trails are in Bullet.bmp...?)
7- Why Those Bullets are here? (Are they for curly's machine gun on the labyrinth?)
8- What is this? (Also the lightning bolt sprite overlaps with this thing)
9- I read somewhere that there's a way to recover this effect and use it, and it was off-place by 15 pixels or something like that. Can I put it in-game?
 
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