Ryuuoutan
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  • Yeah.
    You can't have two #0094's or anything like that in the script, the game doesn't work that way.
    Just rename the event to #0095 or any other 4 digit number not used in the script and change the event number in the <TRA to match it.
    I'm not totally sure, I haven't used a generator yet. Though I do know that the red ones with Ballos spawn as apart of his actual boss code.
    Have you checked around Sacred Grounds and seen what makes the generators there work?
    He's still Kanpachi, but his graphics are garbled.
    The game has it so that whenever the Kanpachi entity asks for it's graphics, it uses a set of offsets to locate where the graphics should be in NPCGuest.PBM, which is suppose to be in slot 1 if Kanpachi is in the map.
    Using something like the sprite sheet for Ballos' final forms in slot one when placing Kanpachi in a map will mean it starts pulling graphics out of the offsets where Kanpachi should be located, but instead it's pulling out random bits of the big ball guy.
    Oh, so you entered it but before you can do anything it sends you away?
    Alright, that means the event you told it to run upon entering the map is running the door event in that map.
    You should change the second set of numbers in <TRA to match another event that has
    <MNA<FAI0002<CMU0028<END
    in it.
    {Though you can change the number in <CMU to choose the song you want}

    And I can't stay, I've got a lot of other stuff to do. I'm just popping in when I can.
    You mean it's still not taking you to Clouded?
    Go look at the map list when you first open the game, your room should be near the bottom.
    Use the number by it for the first number in <TRA.
    Hmm, I think I get what you mean...
    When you try to go through the door leading to Clouded, it sends you to the Village instead?
    That must mean that the first number in <TRA isn't set to the right map number, the one Clouded uses, it's set to the Village one instead.
    Already has 6, 38?
    That's not possible.

    There cannot be the same set of X:Y coordinates, each little square has it's own set of numbers, beginning with the top left.
    The counting begins with the far top left square being 1,1; the square to the right of it being 1,2 and below it 2,1; and the numbers just keep increasing.
    You mean you want it to make you appear on the doorway, and it's sending you somewhere else? {Please be clearer next time T.T;}
    You have to set the X:Y coordinates properly in <TRA, they're the last two sets of numbers.
    Open the map you're moving to in Cave Editor and hover your mouse over the door you're trying to move to. Look at the top of the program, there should be two numbers in brackets. The first is X, the second is Y. They change depending on where your mouse is. {And right now it's over the door, so that should be the door's X:Y position}
    After finding out whatever number that door is positioned at, go back to the other map and fill in the last two sets of numbers with the proper X:Y coordinates, remembering to add those extra 0's if they're not a 4 digit number. {Which is almost always the case}
    Both.
    The first part I showed you is the "To" script, the second is the "From" script.
    The "To" would be what runs when the player opens a door.
    The "From" would be what runs when the player reaches that map.
    So both maps need both parts if you're going to move to and from them.
    Remember to look at the original script?
    Moving between maps with doors needs to be a bit specific in Cave Story, and they can be a little time consuming.
    First, you need an entity that will be the door, it can either be left as 0 {Blank, when a doorway is suppose to be open or something} or typically turned it into 18, the door sprite. Then assign it an event number. I try to keep mine near the 0100's on each map, to make things easier.
    For the actual event, you'd need something like this:

    <KEY<SOU0011<CNP0100:0000:0002<WAI0020<FAO0001<TRA0011:0094:0117:0010<END
    <SOU0011 is the typical door sound, <CNP makes the door {Entity 100 in this case} change so that it looks like it disappeared/opened, this is useful for when the player is not exiting the map and you need the door to close again, but since they are leaving the map, <DNP0100 would work just as well, which deletes the door.
    <TRA0011:0094:0117:0010 means that the player moves to room 11, and that the 94th event on that map runs. The next two sets of numbers are the X and Y coordinates, which tell the game where to put the player. You can find these out by hovering the mouse over the spot in the map you're moving the player to and Cave Editor should display some numbers up top.
    You'll also need another event in the map you're moving the player to, which is in this case event 0094.
    This is usually almost always the same.

    #0094
    <MNA<FAI0002<CMU0028<END
    <MNA displays the map name, <FAI fades in, and <CMU changes the music, 28 in this case, "Quiet".
    Well, you can either make one map link to it by using the <TRAXXXX:YYYY:WWWW:ZZZZ command, or set it so it's the starting map.
    Not really...
    Besides taking the original map with the Undead Core and modifying it to whatever you needed it to be.
    He hasn't gotten on today yet, so nope.

    And don't bother posting in that thread, there's no getting to them when they're like this. {Which is often}
    I don't really know, either >.>;
    The only clue I've got left is that you must follow the original room the Boss is found in to get anywhere.
    And it's not very helpful, but it's all I got...
    Man, there's really not a lot to go on for Special Boss IDs for newbs....
    I'ma talk with GIR about this later....
    Shmitz;2046 said:
    Hmm, double-check the size of your executable and compare it to the size of the original. They need to be exact for those bosses (like the Core) to work. There may be something else that has changed the size of the executable.
    After searching a bit, I found this.
    I also remembered reading about how most people got around the Boss ID problem by just modifying the map they appeared in.
    Basically, if you're trying to add the Undead Core into a completely different map, I'd suggest coping as much as you can from the Black Space room {Yeah I've been incorrectly calling it Dark XD}.

    Sometime later I think I'll go play around with theses special bosses...
    Hahah...isn't modding fun...
    What entity is Kanpachi? Is he set to 0?
    I think I'll have to poke around some old threads to figure this out...
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