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#1 25 April 2008 - 02:58 AM

aznmonk Offline
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This may sound super noobish but when you make a door how do you make it go to another room?

#2 25 April 2008 - 06:36 AM

jcys810 Offline
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#EVENT NUMBER (Eg. If your door is event 100, put #0100 here)
<SOU0011<ANP----:0002<TRAXXXX:YYYY:WWWW:ZZZZ

---- = Door Event (Eg. If your door is event 100, XXXX would be 0100)
XXXX = What map to be transferred to
YYYY = What event to play (Usually a mapload, either 0090, 0091, 0092, 0093 or 0094)
WWWW = Coordinates on X axis
ZZZZ = Coordinates on Y axis

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#3 25 April 2008 - 06:51 AM

Metalogz Offline
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#EVENT NUMBER (Eg. If your door is event 100, put #0100 here)
<SOU0011<ANP----:0002<TRAXXXX:YYYY:WWWW:ZZZZ

---- = Door Event (Eg. If your door is event 100, XXXX would be 0100)
XXXX = What map to be transferred to
YYYY = What event to play (Usually a mapload, either 0090, 0091, 0092, 0093 or 0094)
WWWW = Coordinates on X axis
ZZZZ = Coordinates on Y axis


The one in bold should be <CNP----:0000:0000

Cause that changes the door NPC into a 0 sprite in the direction represented by the value 0 (actually the direction doesn't matter as the door can face any direction lol).

K lemme give you a detailed explanation on how this script works.

If:

Your door is event 100.
You want to make it go to map 2
You want to make your character appear at coords 1,1 in map 2
You want event 90 to play first when you appear in map 2...

#0100
<CNP0100:0000:0000
<SOU0011
<FAO0004
<TRA0002:0090:0001:0001

Ok...

The <CNP has already been explained above.
The <SOU command plays a sound and the sound number 0011 is the door sound.
The <FAO command makes the screen FAde Out. The fade number 0004 makes the screen fade out from/to the centre (can be 0001, 0002, 0003, 0004, each with a different direction)
Lastly, the <TRA command TRAnsfers your main character to the specified map number (in this case, map2), plays the event specified in the command (in this case, event 0090) and transfers you to coords specified (in this case, 1,1)
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#4 25 April 2008 - 10:26 AM

jcys810 Offline
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Hey Metalogz, you can use <ANPXXXX:0002 to open a door, it gives a door frame automatically. :/

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#5 25 April 2008 - 01:34 PM

Wirtualnosc Offline
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But ANP or CNP isn't very necessary when the door hasn't any sprite (like the door from Sacred Grounds B1 to B2 or from Mimiga Village to Graveyard).
Sorry for my poor english (lol).

#6 25 April 2008 - 03:22 PM

Metalogz Offline
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Hey Metalogz, you can use <ANPXXXX:0002 to open a door, it gives a door frame automatically. :/


olol k... cause I saw in Cave Story original script that they always used CNP unless the tileset doesn't have an open door tile...
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#7 25 April 2008 - 08:41 PM

Lyger Offline
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Nevertheless that ANP won't work since you're missing the third parameter (it's <ANP[entity]:[type]:[direction]), it'll crash the game when it tries to read.

#8 26 April 2008 - 09:09 AM

jcys810 Offline
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Oh right. And I forgot the <FAO too.

#EVENT NUMBER (Eg. If your door is event 100, put #0100 here)
<SOU0011<ANP----:0002:0000<FAO!!!!<TRAXXXX:YYYY:WWWW:ZZZZ

---- = Door Event (Eg. If your door is event 100, XXXX would be 0100)
XXXX = What map to be transferred to
YYYY = What event to play (Usually a mapload, either 0090, 0091, 0092, 0093 or 0094)
WWWW = Coordinates on X axis
ZZZZ = Coordinates on Y axis
!!!! = Which direction to fade out
0000 for Left, 0001 for Up, 0002 for Right, 0003 for Down, 0004 for Center.

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#9 28 April 2008 - 05:32 AM

aznmonk Offline
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wait how do u noe which map number ur on? like im modding the original cavestory game rite now and the first door(starting cave) isl ike 92 or 93 yet i do not noe where the map number is. I'm sorry if this is a stupid question.

#10 30 April 2008 - 12:50 AM

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GAH! Grammar!



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