• 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

Jul 10, 2018 at 6:12 PM
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Have you checked the exact spawn location after you expanded the ceiling? Is it in the same place?
I have now. (don't know how i forgot to check that, but at least your post reminded me that was required)
 
Jul 15, 2018 at 11:16 PM
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are teleporters possible to add in the game without copying and pasting the ones that are already there

i can never seem to do it it always messes up after a couple times of using it like the lights will stop blinking or the thing blue screen cool thing wont show up or quote wont show up or something will just go wrong but i never know how to fix it

is there some step by step instruction of how they work in the game somewhere


edit: oh and by in the game i mean teleporters in the game, not instructions inside the game
i think that was obvious though but y'all know
 
Jul 16, 2018 at 8:22 PM
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are teleporters possible to add in the game without copying and pasting the ones that are already there

i can never seem to do it it always messes up after a couple times of using it like the lights will stop blinking or the thing blue screen cool thing wont show up or quote wont show up or something will just go wrong but i never know how to fix it

is there some step by step instruction of how they work in the game somewhere


edit: oh and by in the game i mean teleporters in the game, not instructions inside the game
i think that was obvious though but y'all know
The basic command is that:
Code:
<PRI<FAO0004<TRA[Room code]:[Fade in event]:[X coordinate]:[Y coordinate]   ←  For a normal exit
<PRI<CNP0100:0000:0000<SOU0011<FAO0004<TRA[Room code]:[Fade in event]:[X coordinate]:[Y coordinate]   ←  For a door exit
On the other room, the code have to be this:
Code:
#0090
<MNA<CMU[Room Music]<FAI0000<END
#0091
<MNA<CMU[Room Music]<FAI0001<END
#0092
<MNA<CMU[Room Music]<FAI0002<END
#0093
<MNA<CMU[Room Music]<FAI0003<END
#0094
<MNA<CMU[Room Music]<FAI0004<END
Or any other event if want to make a cutscene like this:
Code:
#0095
<KEY<MNA<CMU0002
<ANP0500:0001:0000<FAI0004
<CNP0301:0112:0002<WAI0100
<ANP0500:0000:0000
<MYD0002<SMC<DNP0301<END   ←  Teleporter cutscene
In this case you have to put the respective events, or nothing appears in the screen.

Here is an example:
Code:
#0100
<PRI<CNP0100:0000:0000<SOU0011<FAO0001<TRA0012:0091:0037:0011   ←  Start Point exit.

#0091
<MNA<CMU0008<FAI0001<END   ←  First Cave fade in event.
 
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Jul 16, 2018 at 9:20 PM
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The basic command is that:
Code:
<PRI<FAO0004<TRA[Room code]:[Fade in event]:[X coordinate]:[Y coordinate]   ←  For a normal exit
<PRI<CNP0100:0000:0000<SOU0011<FAO0004<TRA[Room code]:[Fade in event]:[X coordinate]:[Y coordinate]   ←  For a door exit
On the other room, the code have to be this:
Code:
#0090
<MNA<CMU[Room Music]<FAI0000<END
#0091
<MNA<CMU[Room Music]<FAI0001<END
#0092
<MNA<CMU[Room Music]<FAI0002<END
#0093
<MNA<CMU[Room Music]<FAI0003<END
#0094
<MNA<CMU[Room Music]<FAI0004<END
Or any other event if want to make a cutscene like this:
Code:
#0095
<KEY<MNA<CMU0002
<ANP0500:0001:0000<FAI0004
<CNP0301:0112:0002<WAI0100
<ANP0500:0000:0000
<MYD0002<SMC<DNP0301<END   ←  Teleporter cutscene
In this case you have to put the respective events, or nothing appears in the screen.

Here is an example:
Code:
#0100
<PRI<CNP0100:0000:0000<SOU0011<FAO0001<TRA0012:0091:0037:0011   ←  Start Point exit.

#0091
<MNA<CMU0008<FAI0001<END   ←  First Cave fade in event.


oh that makes more sense
although looking at your code gave me a question: Do most of you guys change the door npc to null to show the effect of opening it, or do a <DNP instead?

I normally do <DNP
 
Jul 16, 2018 at 9:25 PM
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oh that makes more sense
although looking at your code gave me a question: Do most of you guys change the door npc to null to show the effect of opening it, or do a <DNP instead?

I normally do <DNP
<CNP prevents any flag from being activated by mistake. As for example, if the door or any npc is programmed to appear or disappear if any is activated, deleting it ends up activating the flag for some reason.
 
Jul 16, 2018 at 10:19 PM
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<CNP prevents any flag from being activated by mistake. As for example, if the door or any npc is programmed to appear or disappear if any is activated, deleting it ends up activating the flag for some reason.
Gonna end up with a lot of empty entities taking up slots if you use that pattern everywhere
 
Jul 16, 2018 at 10:29 PM
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Gonna end up with a lot of empty entities taking up slots if you use that pattern everywhere
On RPG Maker is almost the same thing. The game just makes the npc invisible, not interactable and can pass through it. I noticed it in a certain bug when I was making a game.
But yeah, these things we do to put the npcs out of sight... :mrgreen:
 
Jul 17, 2018 at 1:58 AM
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well cave story has a hard limit of like 512 NPCs (or fewer, in certain circumstances) active at once so, be aware of that
 
Jul 17, 2018 at 2:38 AM
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well cave story has a hard limit of like 512 NPCs (or fewer, in certain circumstances) active at once so, be aware of that
does that have anything to do with in one mod i made i put like 100 of those sun things that explode into those mini sun things (in the sand zone) and eventually all npcs stopped dropping experience?
 
Jul 17, 2018 at 5:56 AM
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Jul 20, 2018 at 10:49 PM
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How do I get a <SSS sound effect when starting a new game in that saved area?
 
Jul 20, 2018 at 10:56 PM
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How do I get a <SSS sound effect when starting a new game in that saved area?
<SSS have to be set every time you load or start the game. It can be every value you want. You can try an invisible or null Npc to activate it.
 
Jul 21, 2018 at 12:06 AM
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<SSS have to be set every time you load or start the game. It can be every value you want. You can try an invisible or null Npc to activate it.
how would the npc activate it
 
Jul 21, 2018 at 12:10 AM
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how would the npc activate it
Set the Option1 on the NPC flags (that horizontal/vertical scroll npc sets. On BL I think it's the interactible set.)
Edit: It's Horizontal/Vertical Trigger Npc. Forgot the name.
 
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Jul 21, 2018 at 12:35 AM
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Set the Option1 on the NPC flags (that horizontal/vertical scroll npc sets. On BL I think it's the interactible set.)
Edit: It's Horizontal/Vertical Trigger Npc. Forgot the name.
oh so make sure its not there the first time you enter the room, but when you save keep it on the save point, instantly <DNP it and have it make the stream?
 
Jul 21, 2018 at 12:37 AM
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Yes.
 
Jul 21, 2018 at 3:14 AM
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That's a really good idea!

I think i did something like that when i use <CMP with blocks and put a save point in that area

i guess the original cave story never had any of those moments where you had a save point with a <CMP command there
 
Jul 21, 2018 at 3:06 PM
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How do I animate Sue to be held by Igor?
I thought it was ANP0013 but it's not working.
 
Jul 21, 2018 at 3:43 PM
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You need to use ANP 0013 on Sue. If that doesn't work, try making Igor's event number 501?
501 worked! How?
 
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