Oh, thats awesome!wedge of cheese said:Ah, so it actually doesn't matter whether or not the entity you're interacting with does damage, it just needs to be on the ground all or at least most of the time.


I tried this, but it didn't work. Here's the script I have:wedge of cheese said:#xxxx
<FLJffff:yyyy[get polar star]<FL+ffff<END
#yyyy
[the "something different"]<END
#0105
[B]<FLJ0100:0106[/B]<KEY<MSGYou can't go out there with out a weapon!<NOD[B]<CLR[/B]Here[B],[/B] have this thing I found.[B]<NOD<CLR[/B]<CMU0010<GIT0002It's the =Polar Star=!<WAI0160[B]<NOD<CLR[/B]<AM+0002:0000<FL+0100<END
#0106
<KEY<MSGSorry, but I don't have anything else to give you.[B]<NOD<CLR[/B]<END
.)1. You mess with what sprite sheet the npc's draw from, but from the sounds of it you're trying to use sprites from different sprite sheets that weren't meant to be mixed. So good luck with that.Cyowolf1122 said:Sorry to interrupt, but I have a few questions. Which means around 4 or 5.
1. How do I get the sprites to display properly? I am currently attempting to use both Maze and Guest sprite sets in the same map and I can only get one to display the proper sprites, depending on which I have first. Meaning, if I have Maze first, all maze sprites are shown correctly, however, If I have it second, it uses a glitched sprite set. Btw, the Sprites used are guadi, Kanpachi, chinfish, and purple critter. (Note: none of this is supposed to make any sense at all in the mod, you just go along with all the crap I send at you.
2. Triggering hidden blocks, making them appear and disappear. (Yeah, I could look this one up, but this keeps it all in one spot.)
3. What do I need to do so that when a boss appears, several enemies appear also? (they do not use the same HP bar as the boss, they are there just to make things a little more hectic.) Oh, and is it possible to delay their spawn, (for example, summons enemies at 1/4, 1/2, and 3/4 HP) to make it seem as if the boss "summoned" them?
4. What part of the TSC controls how far an NPC walks? (again, I could look it up, just want some clarification.)
And that's it. Help would be very much appreciated.
Certain NPCs are set to display from either NPC tileset one or tileset 2. In general, normal enemies/npc tilesets go in 1, and boss stuff goes in 2. Although, NpcCent goes in tileset 2. Just checked, and guest goes in slot 1. I imagine maze does as well. You can fix this with CaveEditor's NPC.tbl editor though. (built in goodness!)Cyowolf1122 said:Sorry to interrupt, but I have a few questions. Which means around 4 or 5.
1. How do I get the sprites to display properly? I am currently attempting to use both Maze and Guest sprite sets in the same map and I can only get one to display the proper sprites, depending on which I have first. Meaning, if I have Maze first, all maze sprites are shown correctly, however, If I have it second, it uses a glitched sprite set. Btw, the Sprites used are guadi, Kanpachi, chinfish, and purple critter. (Note: none of this is supposed to make any sense at all in the mod, you just go along with all the crap I send at you.
I'm not entirely sure whatcha mean here. If you mean you want blocks to appear when you are within a certain radius, then that's a bit tricky. However, it's not hard to set up a h/v trigger that <CMP (change map tile) them there when you pass it, they'll just stay there until you reload the map.Cyowolf1122 said:2. Triggering hidden blocks, making them appear and disappear. (Yeah, I could look this one up, but this keeps it all in one spot.)
The first part of this could be achieved by using <SNP (set npc) in the same script just after your <BSL. As for having them appear at certain phases of the fight, My suggestion would be to have his health bar drop to zero, and in his defeated script spawn them and make a new boss with a new health bar. (this of course would mean he would have to have less health himself, since you'd be facing him 2,3,4 times.)Cyowolf1122 said:3. What do I need to do so that when a boss appears, several enemies appear also? (they do not use the same HP bar as the boss, they are there just to make things a little more hectic.) Oh, and is it possible to delay their spawn, (for example, summons enemies at 1/4, 1/2, and 3/4 HP) to make it seem as if the boss "summoned" them?
<WAIYYYYCyowolf1122 said:4. What part of the TSC controls how far an NPC walks? (again, I could look it up, just want some clarification.)
Cave Editor moves the map data (map names and such) around. Sue's workshop adds it's custom map data at the end of the exe.Strawberry said:Not to steal your thunder, Mr. Cyowolf, but I also have a small question.
I've been using Sue's workshop primarily, but I wanted to take a stab at Cave Editor. I found many features in CE helpful, but it seems to horribly corrupt my game.
My procedure was as follows:
*Change 4 pixels in MyChar.pbm in Cave Editor
*Remove (C)Pixel Requirement for images in Cave Editor.
*Load it up In Sue's Workshop and be surprised that there are no maps anymore.
*Notice the Exe no longer works.
I made a backup right before I did this, luckily, as it's happened every time I try to do something in Cave Editor. (I have a feeling it's the (C) Pixel thing, because that's what I do every time)
:| Any helps?

1) You don't need to change to CE. The problem is every map can be assigned 2 sprite sheets, and enemies select their sprites from one of them. However, in the npc.tbl, each NPC is designed to choose the locations to pull sprites from either constant pictures (mychar.pbm, npcregu.pbm, bullet.pbm) or from the Local spritesheet A or B (Using someone's npc.tbl editor for reference)Cyowolf1122 said:Edit2: Damnit, I'm using Sue's workshop... Oh well, I'll see if I can somehow get the sprites to work, cuz I do NOT want to redo everything in CE... despite having maybe seven maps completed... which I also need to debug.... hmmm, maybe I will use CE... IF it will let me...

Well, I can think of two solutions to this. One is to duplicate the *.exe and edit one with SW and the other with CE. The other is you could download my npc.tbl editor from the tribute site, and use that (it doesn't touch the exe or any files other than "npc.tbl").Cyowolf1122 said:Edit2: Damnit, I'm using Sue's workshop... Oh well, I'll see if I can somehow get the sprites to work, cuz I do NOT want to redo everything in CE... despite having maybe seven maps completed... which I also need to debug.... hmmm, maybe I will use CE... IF it will let me...
It all depends on how much you know about assembly, since adding TSC commands involves hacking it.DaPhinoXX said:How do you hack TSC? So like, actually create new tags?
EDIT:
I know it will probably be incredibly difficult, but still...
Hacking with just a hex editor would be a pain in the ass. I recommend for assembly hacking that you grab something like ollydebug, or maybe the IDA disassembler. I myself use ollydebug.Cyowolf1122 said:In order to create new TSC commands, of which you'd need a hex editor to do so (unless I'm wrong, which is possible).
Lol really? I usually plan a lot out before I go ahead with a save. Plus if I need to test something quickly, I just edit the code whilst it's running. My favourite thing to do is to delete essential (or not so essential) function calls to see what they do. It's quite entertainingLace said:ya, me too, though the lack of a ctrl+s, really, really, irks me.
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