Script Helpdesk

Jul 18, 2009 at 10:51 AM
Cold Agony of Resolute Vacuum
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Hello.
If you're here, odds are you're having some issues with your mod/hax of Cave Story.

In order to streamline your assistance, please conisder the following:

1.) Are all your commands filled completely?

Some commands, such as <CNP, have a seemingly extranious direction component. While you may not use it, add a 0000 for it just to be safe.

2.) Are you calling the correct entity?

Sometimes we goof up and pick the wrong entity. Check and see if the entity is tagged, and that is has any required flags set or cleared.

3.) Are you experiencing a crash or lock when testing?

Odds are, you've created a self-referencing loop. Weed out any events that call themselves without an interupt.

4.) Are your scripts running together?

If so, check to make sure any script sections that don't end in a jump have an <END.

5.) Are your scripts in increasing sequential order?

Events have to be listed in numerical order from lowest to highest. Additionally, maps cannot have an event that is equal to or lower than the highest event in Head.tsc, the global script.

6.) If your problem isn't one of the above, post the relevent script as well as any entities with their respective flags, ID's etc. listed in an orderly fashion, as well as what you're trying to achieve and the issue, and I or someone will be happy to help.
 
Jul 18, 2009 at 10:55 AM
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"I, Ikachan. The Life and Documentary of the OrigiNAL SQuiD."
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I need help!

How do I (dis)appear entities/NPCs without map refreshing? Flags need refreshing to take effect right? How do I do it instantly on a map?
 
Jul 18, 2009 at 11:03 AM
Cold Agony of Resolute Vacuum
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To delete an entity, just add a <DNPXXXX

To keep is diappeared, add a <FL+XXXX

The Xs in <DNP are the entity you wish to disappear.

The Xs in <FL+ are a flag. When you choose the entity flags and such, add a flag ID that is the same as the one used for <FL+, and select "Invisible if FlagID is set" option. This way, after the <FL+ sets the flag, the entity will remain hidden when the map refreshes.

You can also use <CNPXXXX:0000:0000, where again X is the entity ID.
Use this if you plan to make the entity re-appear.

And regarding an <END, it isn't required if you jump to another section before the script ends.

As in:

#0100
<KEY<MSG
Hi!<NOD<CLO
<EVE0101

#0101
<MS2
lulz<NOD<CLO<END

Is correct.

And to make an entity re-appear, again use <CNP.
Just change the second value to the type of entity you wish to change it to.
Ie.

To change a nothing to a forcefield:

<CNP0100:0013:0000
 
Jul 18, 2009 at 11:09 AM
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What if I want them to appear again? Or appear for the first time when it's not there when the map starts.
I tried <CNP and <DNP, they both don't work.
 
Jul 18, 2009 at 11:13 AM
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Gaajashin said:
What if I want them to appear again? Or appear for the first time when it's not there when the map starts.
I tried <CNP and <DNP, they both don't work.

<DNP is a remove only.

<CNP changes it to the type indicated (ie. 0000 for nothing, 0013 for a barrier, 0001 for a weapon energy).

So...
To change an object (tagged #0100):
<CNP0100:0013:0000 - Barrier
<CNP0100:0000:0000 - Nothing/Remove
<CNP0100:0001:0000 - Weapon energy

For things on map-start, you add the <CNP to the loadscript for the map (usually the one with <MNA and <FAIXXXX somewhere in them).

And if you want them to come back each time the map is refreshed, ignore my section of <FL+.
 
Jul 18, 2009 at 11:16 AM
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DragonBoots said:
<DNP is a remove only.

<CNP changes it to the type indicated (ie. 0000 for nothing, 0013 for a barrier, 0001 for a weapon energy).

So...
To change an object (tagged #0100):
<CNP0100:0013:0000 - Barrier
<CNP0100:0000:0000 - Nothing/Remove
<CNP0100:0001:0000 - Weapon energy

For things on map-start, you add the <CNP to the loadscript for the map (usually the one with <MNA and <FAIXXXX somewhere in them).

And if you want them to come back each time the map is refreshed, ignore my section of <FL+.

Tagged as in Flag ID?
 
Jul 18, 2009 at 11:25 AM
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Gaajashin said:
Tagged as in Flag ID?

If I say tagged, I mean the Event ID.
I assume you're using Sue's, so I'll post screenies.

Tagged entity:

p78058-0-tagged.png



ID'd entity:
p78058-1-ided.png


I also refer to Flag ID as "flagging an entity".
 
Jul 18, 2009 at 11:29 AM
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DragonBoots said:
If I say tagged, I mean the Event ID.
I assume you're using Sue's, so I'll post screenies.

Tagged entity:

p78058-0-tagged.png



ID'd entity:
p78058-1-ided.png


I also refer to Flag ID as "flagging an entity".

I love you.

Thanks alot, answered my question which I was finding an answer for for 3 days @_@.
 
Jul 18, 2009 at 11:47 AM
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Gaajashin said:
I love you.

Thanks alot, answered my question which I was finding an answer for for 3 days @_@.

I love you too. >_>;
Anything else?
 
Jul 18, 2009 at 11:51 AM
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I'll tell you when I need help, thanks again c:
 
Jul 18, 2009 at 11:53 AM
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Gaajashin said:
I'll tell you when I need help, thanks again c:

Alrighty. ^^;

+1
 
Jul 18, 2009 at 12:25 PM
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I had the the person talk, and the message box closes, but when the next person speaks, the previous person's face in the message box appears for a split second.

Fix?
 
Jul 18, 2009 at 3:20 PM
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Try putting command to change the face before the person's text.

(If you already have, there's probably nothing that can be done... though you could try moving it back one point.)
 
Jul 18, 2009 at 5:13 PM
Justin-chan
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Oh and Boots, you should put in there that flag 0x200 = Call >Event< on Death
 
Jul 18, 2009 at 5:26 PM
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jcys810 said:
Oh and Boots, you should put in there that flag 0x200 = Call >Event< on Death

So when you die, you call the event the entity is attached to right?
 
Jul 18, 2009 at 6:29 PM
graters gonna grate
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jcys810 said:
Oh and Boots, you should put in there that flag 0x200 = Call >Event< on Death

Also, flag 0x0100 = Call >Event< on contact [with player].


And btw this thread = epic win ;)



EDIT: also, put in the first post that events must be in ascending numerical order and that head.tsc contains global events that must have a lower number than all local events.
 
Jul 18, 2009 at 9:22 PM
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What's the maximum event number?
 
Jul 18, 2009 at 10:51 PM
Cold Agony of Resolute Vacuum
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Gaajashin said:
I had the the person talk, and the message box closes, but when the next person speaks, the previous person's face in the message box appears for a split second.

Fix?

Before the next persons text (right before you <CLO the message box), add <FAC0000 to clear the facepic of the first person.
In fact, a smilar thing could be seen in my mod when you talk to Samantha when you have Curly in version 9 or 10 I believe.

jcys810 said:
Oh and Boots, you should put in there that flag 0x200 = Call >Event< on Death

Gaajashin said:
So when you die, you call the event the entity is attached to right?

When the entity dies.
Ie. If Critter A has flag 200 set and is associated with an event that deletes critter B, when Critter A dies it'll remove (kill) Critter B.
Additionally, this flag is the boss flag.
In order to start a boss fight with an enemy, it must have this flag set.
Otherwise, the boss fight ends in the boss exploding into Power Doritos instead of a "you beat me!" script.

wedge of cheese said:
Also, flag 0x0100 = Call >Event< on contact [with player].


And btw this thread = epic win ;)



EDIT: also, put in the first post that events must be in ascending numerical order and that head.tsc contains global events that must have a lower number than all local events.

Yes, I'll add the above regarding the order of events.
Myself have yet to actually use flag 100, but it might be a future note.
(Probably the Paralyzing shot from the Venom Collectors in... Oops. Hehe...)

And Celtic, as far as I know the maximum event number is #9999, but you're limited by the length of the events themselves, as the TSC file cannot exceed a certain number of characters.
 
Jul 18, 2009 at 11:46 PM
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So then you could add a recommendation to not add events to the map scripts that have a number lower than, say, 100 or 200, and to make all events in head.tsc have a number lower than that.
 
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