Get your Custom NPCs right here folks!

Nov 29, 2014 at 10:49 PM
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Those are basically resprited flying butes with their hit boxes and framerects increased.

I'm actually almost positive that's all they did for making that NPC.
 
Nov 29, 2014 at 10:52 PM
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I'm already using the flying butes though...
 
Nov 30, 2014 at 1:06 AM
The TideWalker
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Bionicobot said:
I'm already using the flying butes though...

Just use a different spritesheet. and/or copy/paste the code and overwrite another NPC.
 
Nov 30, 2014 at 1:07 AM
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Ok, thanks! I am planning on recreating the wind fortress in my mod, with an actual purpose behind it...
 
Dec 11, 2014 at 7:07 AM
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Been a while since I posted here but I'm back and ready for some winter modding!
(This of course means more NPC's)

Two requests this time.

First:
Don't know if you ever saw this from my Sue - W.I.T.W.F.M thread of not but here it is anyways.
Need to get around to asking BombchuLink about a helicopter that can swap between two sprites, Still has animated blades and can move in any direction, all using TSC.
So now I'm getting around to asking for... that.

Second:
Way too long version:
I really hope I don't sound like a whiney brat that can't figure stuff out on his own but here goes...
Remember those post from a while back where I couldn't get the Momorin NPC to walk using three frames/walk in a direction other than towards Quote?
And the one where the slideshow NPC wouldn't change sizes correctly?
Good times, good times...
That's what I'm looking for help with.
If you did see the Sue - W.I.T.W.F.M thread you may notice that the mod was highly unfinished but I was releasing it early so I could get help from the experienced modders.
Most of the things I wanted help with were invloving your NPCs so that's what this second point is about...
I'm asking for your help with the NPCs more directly by playing Sue - W.I.T.W.F.M so that you can see the bugs I mentioned in the bug list relating to your NPCs for yourself and help me understand them/fix them.

TL:DR Please play Sue - W.I.T.W.F.M so that you can see the bugs with the NPCs for yourself so I can fix them please.

(Please don't get mad at me for point two breaking most of the modding comunity rules about teamwork :toroko2: )
 
Dec 12, 2014 at 12:11 AM
The TideWalker
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Brayconn said:
Been a while since I posted here but I'm back and ready for some winter modding!
(This of course means more NPC's)

Two requests this time.

First:
Don't know if you ever saw this from my Sue - W.I.T.W.F.M thread of not but here it is anyways.
So now I'm getting around to asking for... that.

Second:
Way too long version:
I really hope I don't sound like a whiney brat that can't figure stuff out on his own but here goes...
Remember those post from a while back where I couldn't get the Momorin NPC to walk using three frames/walk in a direction other than towards Quote?
And the one where the slideshow NPC wouldn't change sizes correctly?
Good times, good times...
That's what I'm looking for help with.
If you did see the Sue - W.I.T.W.F.M thread you may notice that the mod was highly unfinished but I was releasing it early so I could get help from the experienced modders.
Most of the things I wanted help with were invloving your NPCs so that's what this second point is about...
I'm asking for your help with the NPCs more directly by playing Sue - W.I.T.W.F.M so that you can see the bugs I mentioned in the bug list relating to your NPCs for yourself and help me understand them/fix them.

TL:DR Please play Sue - W.I.T.W.F.M so that you can see the bugs with the NPCs for yourself so I can fix them please.

(Please don't get mad at me for point two breaking most of the modding comunity rules about teamwork :toroko2: )


If you are going to keep asking for more requests, just learn to make the things yourself, this is getting old fast.


I'll make your NPC this time, but only under 2 circumstances.


1 I can get some feedback (quoted, or from a user posing in this thread) that this mod isn't like 80% of all the other average CS mods out there.

2. you don't ask me for another request.


E: that came of 300% more snobby then anticipated, but I'm to lazy to fix it.
 
Dec 12, 2014 at 1:12 AM
Brayconn Online
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BLink said:
If you are going to keep asking for more requests, just learn to make the things yourself, this is getting old fast.


I'll make your NPC this time, but only under 2 circumstances.


1 I can get some feedback (quoted, or from a user posing in this thread) that this mod isn't like 80% of all the other average CS mods out there.

2. you don't ask me for another request.


E: that came of 300% more snobby then anticipated, but I'm to lazy to fix it.
1. Considering that there's only one current "review" of the mod and it ends with "all in all it has potential but idk", I think i've already failed...

2. Darn, I had another request planned for the far future (for the ending of the mod) but I guess I'll be making it myself then...

E: Don't worry. I was only offended for 60 seconds so it's all good now. *twitch*

Before I go on my ASM NPC making adventure though...
Is it possible to convert C++ code into ASM code thus allowing for C++ NPC making (or am I just pulling at straws for reasons not to learn ASM)?
 
Dec 12, 2014 at 1:37 AM
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It's perfectly reasonable blink, don't worry about it
 
Dec 12, 2014 at 1:49 AM
The TideWalker
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Doors said:
It's perfectly reasonable blink, don't worry about it
Perfectly reasonable to make the NPC, turn it down, or be lazy with my posts?
 
Dec 12, 2014 at 2:18 AM
Professional Whatever
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Turn it down
 
Dec 20, 2014 at 12:48 AM
The TideWalker
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I no longer feel generous.

/thread

P.S John still get's his request.

Oh wait JJ was abandoned.... :(
 
Jul 22, 2016 at 4:18 AM
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could you do an edit of mucle doctor?
can you make him where

-he uses a boomerang attack (sending a 2-3 frame projectile to the where the player was when it is shot out) when he uses his dash

-have him instead shoot Igor's mouth blasts instead during his bat spam attack?

-and take away the teleport and particles spewing from him
 
Jul 22, 2016 at 4:34 AM
The TideWalker
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I'm not very familiar with your works, do you have some work you can show me of quality content so I know that I'm not wasting my time?

-he uses a boomerang attack (sending a 2-3 frame projectile to the where the player was when it is shot out) when he uses his dash

no..?

-have him instead shoot Igor's mouth blasts instead during his bat spam attack?

probably

-and take away the teleport and particles spewing from him

maybe
 
Jul 22, 2016 at 4:42 AM
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Could you make this?
A stationary version of the Flying Gaudi (NPC155), but:
- No falling animation like the vanilla versions
- Shoots 3 of the Flying Gaudi projectiles instead of one
- The wait between each set of projectiles is 60-90 ticks (whichever isn't too frustrating for the player)
- After every 4th turn, it shoots 8 projectiles, does a wait of 120 ticks, and then repeats cycle?

I hope this isn't too much work...
 
Jul 22, 2016 at 5:31 AM
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That would be pretty easy TLink I can just rebuild it from scratch in less than an hour for sure. (just not until Sunday maybe because I have my own birthday party to attend Saturday among other things)

E: here it is
Code:
offset NPC155

#define
npc.shotcount           = [ecx+18]
npc.shotset             = [ecx+1C]
sprite_width         = 17
sprite_heigth        = 17
L_framerect_distance = 0
U_framerect_distance = 2E
SinVar           = [EBP-08]
CosVar           = [EBP-0C]
Inital_wait_time = 20 //between shots fired
shot_break       = 5
shot_break_rapid = 2
Fire_sound       = 1
Charge_sound     = 23
Cooldown_time    = 78
#enddefine

push ebp                          ;This starts the code
mov ebp, esp  
sub esp, C
setpointer
mov eax, npc.scriptstate
jmp [eax*4+:StateTable]


cmp npc.scriptstate, 2
je :rapid_fire
cmp npc.scriptstate, 1
je :state_firing

:State_wait
inc npc.scripttimer
cmp npc.scripttimer, Inital_wait_time
jl :render
xor eax eax
mov npc.scripttimer, eax
mov npc.scriptstate, 1

:state_firing
mov npc.framenum, 1
inc npc.objecttimer
cmp npc.objecttimer, shot_break
jl :render
xor eax eax
mov npc.objecttimer, eax

:proj_create
mov edx npc.Y
sub edx,PlayerYpos
push edx
mov edx npc.X
sub edx PlayerXpos
push edx
CALL 004258E0   //Detects Player Collision
ADD ESP,8

MOV BYTE PTR SS:[EBP-1],AL
MOV DL,BYTE PTR SS:[EBP-1]
PUSH EDX
CALL 004258B0  //sin table
ADD ESP,4
SHL EAX,2 //2
MOV SinVar EAX
MOV AL,BYTE PTR SS:[EBP-1]
PUSH EAX
CALL 004258C0  //Cos table
ADD ESP,4
SHL EAX,2
MOV CosVar,EAX
setpointer
push 100
push 0
push 0
MOV eax SinVar
MOV edx CosVar
push eax //VElsY
push edx //velsX
mov eax, npc.X
mov edx, npc.Y
push edx
push eax          
push 9C      
call 46efd0      ;create npc function
add esp,20
push 1
push Fire_sound
call playsound
setpointer
cmp npc.scriptstate, 2
je :shot_done_rapid
inc npc.shotcount
cmp npc.shotcount, 4
jl :render
mov npc.shotcount, 0
//shoot_over
xor eax eax
mov npc.scriptstate, eax
mov npc.framenum, eax
inc npc.shotset
cmp npc.shotset, 4
jg :rapid_shot_setup
xor eax eax
mov npc.scriptstate, eax
mov npc.framenum, eax
jmp :render

:rapid_shot_setup
mov npc.scriptstate, 2
mov npc.framenum, 2
push 1
push Charge_sound 
call playsound
add esp, 8
setpointer
jmp :render



:rapid_fire
inc npc.directive
cmp npc.directive,  20
jl :render

inc npc.objecttimer
cmp npc.objecttimer, shot_break_rapid
jl :render
xor eax eax
mov npc.objecttimer, eax
jmp :proj_create
:shot_done_rapid
inc npc.shotcount
cmp npc.shotcount, 8
jl :render
mov npc.shotcount, 0
mov npc.scriptstate, 3
jmp :render

:state_cooldown
inc npc.frametimer
cmp npc.frametimer, Cooldown_time
jl :render
xor eax eax
mov npc.scriptstate, eax
mov npc.frametimer, eax
mov npc.shotset, eax
mov npc.directive, eax


:render
xor eax, eax                              
mov eax,npc.framenum                  
imul al, al, sprite_width
mov npc.DisplayL,eax                    
add eax, sprite_width                          
mov npc.displayR,eax  
mov eax, U_framerect_distance      
cmp npc.direction, 2                    
jne :render_left
add eax sprite_heigth
:render_left
mov npc.displayU,eax                  
add eax,sprite_heigth                          
mov npc.displayD,eax  

:end_of_code
mov esp, ebp
pop ebp
retn

:StateTable
print :State_wait        
print :state_firing
print :rapid_fire
print :state_cooldown
 
Last edited:
Aug 14, 2016 at 12:07 PM
Catz R cool
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do ya think you could make stationary gaudi fliers that target enemies?
You're right.

I thought he was asking for them not to move while flying.


No, I can't do that.

I would have to re-code every single entity in the game that you want to be targeted to do that.

To much work, not enough reward.
He can't, but I can!
0x408F90
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67 8B 57 0C 01 DA 3B 56 0C 7C 5D 8B 57 0C 29 DA
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8B 5E 0C 2B 5E 24 53 8B 5E 08 2B 5E 20 53 E8 ED
F0 FD FF 59 5A 50 E8 B5 F0 FD FF 93 E8 BF F0 FD
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C7 45 F0 80 00 00 00 C7 45 F4 70 00 00 00 C7 45
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68 02 7E 0A 8B 4D 08 C7 41 68 00 00 00 00 8B 55
08 8B 42 68 C1 E0 04 8D 4C 05 D0 8B 55 08 83 C2
54 8B 01 89 02 8B 41 04 89 42 04 8B 41 08 89 42
08 8B 49 0C 89 4A 0C 8B 75 08 FF 46 6C 66 81 7E
6C 2C 01 7E 12 6A 00 6A 02 FF 76 0C FF 76 08 E8
1C 40 FC FF 83 26 00 6A 7F FF 76 0C FF 76 08 6A
2D E8 FA D2 FB FF C9 C3
You'll need to edit the Flying Gaudis' projectiles to deal no damage and NOT be shootable.
The modified gaudi will fire at the nearest shootable entity with an approximate 20 block range.
Replaces Flying Gaudi
Also, all Flying Gaudi bullets now damage enemies.
Video proof:
You can also put more than 1 on the screen; they will target independently and will not target each other:
Vs Balrog:
Vs many Frenzied Toroko:
Also, BLink, feel free to experiment and learn from this :p
 
Last edited:
Aug 14, 2016 at 8:48 PM
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He can't, but I can!
0x408F90
55 8B EC 8B 75 08 FF 46 4C 8B 46 4C 3B 46 54 7E
04 83 66 0C 00 83 7E 38 40 7E 0C 6A 06 6A 01 E8
9C 63 00 00 89 46 58 C9 C3
0x446710
55 8B EC 8B 75 08 FF 46 78 83 7E 78 40 0F 8E AD
00 00 00 83 66 18 00 66 81 7E 18 00 02 74 EE 8B
46 18 D1 F0 6B C8 56 8D B9 20 62 4A 00 9B 39 FE
74 04 F6 47 50 20 74 30 BB 00 40 01 00 8B 57 08
01 DA 3B 56 08 7C 71 8B 57 08 29 DA 3B 56 08 7F
67 8B 57 0C 01 DA 3B 56 0C 7C 5D 8B 57 0C 29 DA
3B 56 0C 7F 53 F6 07 80 74 4E 8B 46 20 8B 5E 24
2B 46 08 2B 5E 0C 8B 4F 08 8B 57 0C 2B 4E 08 2B
56 0C 40 9B 7F 02 F7 D8 43 9B 7F 02 F7 DB 41 9B
7F 02 F7 D9 42 9B 7F 02 F7 DA 01 D8 01 D1 39 C8
7C 16 8B 47 08 8B 5F 0C 03 47 10 03 5F 14 89 46
20 89 5E 24 83 4E 70 FF FF 46 18 E9 57 FF FF FF
83 7E 78 40 7E 5A 83 7E 70 00 74 54 83 66 78 00
8B 5E 0C 2B 5E 24 53 8B 5E 08 2B 5E 20 53 E8 ED
F0 FD FF 59 5A 50 E8 B5 F0 FD FF 93 E8 BF F0 FD
FF 59 31 D2 52 52 52 8D 1C 5B 8D 04 40 53 50 FF
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60 83 66 54 00 83 66 5C 00 83 76 5C 18 83 66 50
DF C7 46 20 01 00 00 FF C7 46 24 01 00 00 FF 83
66 70 00 C9 C3
0x446B60
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00 00 74 20 6A 00 6A 02 8B 55 08 8B 42 0C 50 8B
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08 C6 00 00 8B 4D 08 8B 51 0C 8B 45 08 03 50 14
8B 4D 08 89 51 0C 8B 55 08 8B 42 08 8B 4D 08 03
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45 D4 70 00 00 00 C7 45 D8 70 00 00 00 C7 45 DC
80 00 00 00 C7 45 E0 70 00 00 00 C7 45 E4 70 00
00 00 C7 45 E8 80 00 00 00 C7 45 EC 80 00 00 00
C7 45 F0 80 00 00 00 C7 45 F4 70 00 00 00 C7 45
F8 90 00 00 00 C7 45 FC 80 00 00 00 8B 45 08 8B
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68 02 7E 0A 8B 4D 08 C7 41 68 00 00 00 00 8B 55
08 8B 42 68 C1 E0 04 8D 4C 05 D0 8B 55 08 83 C2
54 8B 01 89 02 8B 41 04 89 42 04 8B 41 08 89 42
08 8B 49 0C 89 4A 0C 8B 75 08 FF 46 6C 66 81 7E
6C 2C 01 7E 12 6A 00 6A 02 FF 76 0C FF 76 08 E8
1C 40 FC FF 83 26 00 6A 7F FF 76 0C FF 76 08 6A
2D E8 FA D2 FB FF C9 C3
You'll need to edit the Flying Gaudis' projectiles to deal no damage and NOT be shootable.
The modified gaudi will fire at the nearest shootable entity with an approximate 20 block range.
Replaces Flying Gaudi
Also, all Flying Gaudi bullets now damage enemies.
Video proof:
You can also put more than 1 on the screen; they will target independently and will not target each other:
Vs Balrog:
Vs many Frenzied Toroko:
Also, BLink, feel free to experiment and learn from this :p

That's pretty fucking sweet. There are so many implications to that NPC hack. You could repaint the Gaudis as turrets.
 
Aug 15, 2016 at 8:37 AM
Catz R cool
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That's pretty fucking sweet. There are so many implications to that NPC hack. You could repaint the Gaudis as turrets.
I see you didn't notice that I didn't provide a sprite for it. I only provided the code.

The implication that it misses a lot could probably be fixed by having it shoot its bullets faster and the bullets dealing more damage, though.
Also in the last video it were the Frenzied Torokos that were glitching up by spawning their things into blocks.
 
Last edited:
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