Quick Modding/Hacking Answers Thread

Jan 19, 2019 at 12:48 AM
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I think you need to use <ANP on it, anp properties are in "oh god what do i do?" in BL
 
Jan 19, 2019 at 5:08 AM
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How does the Entity #0180 Curly_AI work?
Everytime I place it/CNP it, it always just Curly but watching deep down my soul.(Curly just standing, not even blinking)
I'm pretty sure I do something wrong but I don't know what it is...Help?
<ANPXXXX:0020:ZZZZ
 
Jan 24, 2019 at 3:08 AM
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Noob question, but how do I change the player spawn point in booster's lab?
 
Jan 24, 2019 at 3:24 AM
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Use starting hack in Hacking Tool.
 
Feb 5, 2019 at 2:28 AM
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Hi, I'm pretty new to this, but how can you edit the nikumaru counter score and title screen cursors? I did it on plus, and "hell" if I'm going to THAT again!
 
Feb 5, 2019 at 9:22 AM
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If I remember correctly the 'cursor' for the title menus (which i assume is the same in plus as the original version does it) are just sprites from the related npcs, not much more to that.
CS+ isn't the best option for modding though.
 
Feb 5, 2019 at 11:35 AM
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How can you create an entirely new tileset?
 
Feb 5, 2019 at 12:05 PM
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How can you create an entirely new tileset?
You can just make a new one and save it in the stage folder, you can copy the pxt file from another tileset if you want to save time assigning type tiles, but otherwise the spritesheet of the tileset must be as follows, assuming vanilla circumstances;
1. The tileset may not be larger than 256×256 pixels, you may go smaller if you wish (which can open up to a really cool trick which is not important here).
2. Tiles will be 16x16 pixels, this means that you can have a maximum of 256 tiles in one tileset.
3. The filename must start with 'Prt', otherwise the filename does not matter.
4. The file must be in .bmp format, renamed to .pbm if you haven't done the pbm>bmp conversion yet (if you use booster's lab, this should be done automatically).
If your tileset is done just save it in the data/stage folder of your mod, and it should be usable as a tileset. The only thing left is a .pxt file but booster's lab should make one for you if you try to select your new tileset, you can then just right click a tile in the editor to bring up a screen to select the collision type of the tile (which also include water and spikes). That should be about it unless I'm mistaken.
 
Feb 6, 2019 at 1:27 PM
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Thx
 
Feb 8, 2019 at 7:25 PM
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How do I assign a check message to an entity?
(signs, terminals, ect)
 
Last edited:
Feb 10, 2019 at 12:11 AM
2dbro
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p368250-0-unknown.png

For those curious folk who never really understood how Arms.bmp worked here's a helpful little chart.
It might be wrong who knows
 
Feb 10, 2019 at 10:51 AM
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I have this computer. I want it to say stuff when you check it.
Would you like to explain on that? I don't think we even used that term before
 
Feb 10, 2019 at 3:04 PM
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I have this computer. I want it to say stuff when you check it.
<MSG (the descriptions in the TSC editor can tell you what the commands do)
 
Feb 10, 2019 at 7:06 PM
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How many event #'s are there actually? (I want to be sure that I don't overwrite other ones)
 
Feb 11, 2019 at 12:03 AM
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Whichever amount you'd like, as long as it's #0100 or higher (until #9999, because that's the highest you can set an entity to)
 
Feb 11, 2019 at 8:21 AM
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ok. nothing is working. the terminal (entity 85) does behave correctly (turns on if you walk past) however it doesn't display any text.
I gave it the event # 1001 and used the following code:
#1001
<KEY<MSG SHIP STATUS FATAL!<NOD<END
(copy pasted from something else minus the custom text)
It doesn't do anything in game but turning on.
 
Feb 11, 2019 at 8:34 AM
Moo~
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Have you given it the "Interactable" flag in the entity map editor?
 
Feb 11, 2019 at 9:54 AM
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How can I make smoke particles reapperar?
(they dissapear once and forever but wont come back, how can I do this?)
 
Feb 11, 2019 at 12:05 PM
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Create another one?
 
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