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Quick Modding/Hacking Answers Thread

Oct 9, 2019 at 5:47 PM
Best elf
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Booster's Lab v510 has definitely fixed some issues v500 has, but a lot more has been broken and never been addressed to. The only real issue v500 has is the wrong image file type being checked for modding CS+, but then again, who the hell mods CS+? Otherwise, it's the most stable.
 
Oct 9, 2019 at 11:20 PM
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Ok, so I figured out what was causing this: it was deleting my maps. Now,I don't know if deleting any map causes this or if it's specifically for some of the maps.
Right now I'd really like to know why deleting maps causes that, though.
Because Booster's Lab v510 is garbage. No such problem exists for v500.
Oh, so this is why my mod deleted its self, damn...
 
Oct 10, 2019 at 3:36 AM
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Booster's Lab v510 has definitely fixed some issues v500 has, but a lot more has been broken and never been addressed to. The only real issue v500 has is the wrong image file type being checked for modding CS+, but then again, who the hell mods CS+? Otherwise, it's the most stable.
That's easily fixed. You replace one class file.
 
Oct 22, 2019 at 2:13 PM
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Ok, so here's a very specific request:
I want to initialize a boss fight with an entity BUT at the same time I want more entities to be there in the fight and I want them to be invincible UNTIL the first boss is killed, then one of them becomes the boss until it dies and so on.
IS THAT EVEN DOABLE??
 
Oct 22, 2019 at 4:24 PM
Best elf
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Give them all "Run Event After Death" entity flags and in their events, use flagchecks if the bosses before them are dead or not.
Code:
If let's say there are 3 bosses:

#0100 (Boss 1)
<death event> <FL+0100<END

#0110 (Boss 2)
<FLJ0100:0111
<CNP(change it to the entity it was if this dies so it can "regain health") <END
#0111 (Still Boss 2)
<death event> <FL+0101<END
(Same event as Event 100)

#0120
<FLJ0101:0121
<CNP(change it to the entity it was if this dies so it can "regain health") <END
(Same as Event 120, but with a different flag that needs checking)
#0121
<death event> <END
(Same as Events 100 and 111, but it's the definite end)
If you wish to add more bosses, it's more or less the same logic. Just make sure though, for the "Disappear after flag is jumped" entity flag, that they're given separate flags that do not interfere with the ones in the script.

EDIT: Thinking of it now, you may need to also include a <CNP for the next sequential boss so their health can be replenished before their health bar goes up.
 
Last edited:
Oct 22, 2019 at 7:26 PM
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Something..PNG
Probably not because I didn't understand everything and also I tested it and something doesn't work; (If you want I can tell you what it is).

Anyway there also seems to be a problem with polish and boss fights as the polish's health is technically superior to their actual health, (you know what I mean) and so when they die there's still a lot of health bar left.

So I don't know, should I do something else instead?
Flake sucks with TSC.
 
Oct 23, 2019 at 4:29 AM
Best elf
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Lemme just take a look at the script and proofread it...
Code:
#1003
<BSL1004<DNP1003<FL+0180<END

#1004
<FLJ0180:1005
<CNP1004:0044:0000<END
#1005
<DNP1004<BSL1006<FL+0101<END
(you don't need a <DNP right after a <CNP, cuz that just destroys the entity entirely, if anything, you need the <DNP in event 1005)

#1006
<FLJ0101:1008
<CNP1006:0057:0000<END
#1007
#1008
<DNP1006<DNP6000<PRI<WAI0060<CMU0015<MS3Defeated the Sun Protectors!<NOD<CMU0006<END
Anyway there also seems to be a problem with polish and boss fights as the polish's health is technically superior to their actual health, (you know what I mean) and so when they die there's still a lot of health bar left.
Oh right, that's because they have a hardcoded event that spawns the babies. You may need some ASM help that removes that.
 
Oct 23, 2019 at 12:36 PM
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Thanks for the advice but I think I will just try something else.
 
Oct 27, 2019 at 5:10 PM
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So I wanted to make something simple this time: there's an enemy during a boss fight that you cannot harm and that disappears only when the boss is defeated.
That said, checking the "invulnerable" entity flag doesn't do it for some reason.
Sooo is there a way to make enemies indestructible?
 
Oct 27, 2019 at 5:32 PM
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Make it solid as well? Otherwise i would assume it works
 
Oct 27, 2019 at 5:47 PM
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Sooo is there a way to make enemies indestructible?
Simply put just make it not shootable.
I thought that the interactible flag can also make thing unshootable but chances are I'm wrong.
 
Oct 27, 2019 at 6:11 PM
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Ok, so I unchecked the shootable flag of a Gaudi and it worked perfectly but when I tried the same thing with a Skullstep the game just said nope.(It died anyways).So what I am deducing is that there are some exceptions, perhaps?
 
Oct 28, 2019 at 2:47 AM
Best elf
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I thought that the interactible flag can also make thing unshootable but chances are I'm wrong.
Nah, that's absolutely correct. It's definitely useful too, if you wish to have invisible triggers that aren't the H/V Trigger (Stumpy and Beetle are good candidates).

Maybe you should try the Interactable entity flag, Flake.
 
Oct 28, 2019 at 4:42 AM
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So I wanted to make something simple this time: there's an enemy during a boss fight that you cannot harm and that disappears only when the boss is defeated.
That said, checking the "invulnerable" entity flag doesn't do it for some reason.
Sooo is there a way to make enemies indestructible?
Which NPC is it? It may well have code in its AI to set its own flags like H/V triggers do.
Shootable: Enemies collide with bullets and take damage.
Invulnerable: Only works if 'Shootable' is on, enemy absorbs bullets (unless the bullets have a certain flag on) and takes no damage from them.
Intractable: Allows you to run an NPC's event by interacting with them. Will also stop enemies from dealing damage to you (00419287).
 
Oct 28, 2019 at 6:23 AM
Best elf
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Shootable: Enemies collide with bullets and take damage.
Invulnerable: Only works if 'Shootable' is on, enemy absorbs bullets (unless the bullets have a certain flag on) and takes no damage from them.
Intractable: Allows you to run an NPC's event by interacting with them. Will also stop enemies from dealing damage to you (00419287).
Mayhaps we should cease from repeating the same information to the same question the third time?
 
Oct 28, 2019 at 9:54 AM
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Mayhaps we should cease from repeating the same information to the same question the third time?
There is no repetition in clear information.
 
Oct 28, 2019 at 10:11 AM
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Ok, so I unchecked the shootable flag of a Gaudi and it worked perfectly but when I tried the same thing with a Skullstep the game just said nope.(It died anyways).So what I am deducing is that there are some exceptions, perhaps?
well, you could make "Run event on death" and make it #1000 then make #1000 <END, that should make them 100% invincible
 
Oct 28, 2019 at 10:45 AM
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well, you could make "Run event on death" and make it #1000 then make #1000 <END, that should make them 100% invincible
Unless they're killed at a health threshold.
Okay so for you to understand this, here's some background:
Entity objects in Cave Story (that is, NPCs like Toroko, Sue, all of the characters, all of the enemies, a good portion of the game's effects (i.e. smoke), and more) are automatically destroyed, leaving a flashing effect object, smoke, dropping weapon energy and playing their "on death" sound when their health reaches 0 (or less than 0). Unfortunately this leaves no room for NPCs that don't just immediately cease to exist upon death, so to work around this when Pixel wanted to have enemies like the Gaudi, Gaudi Eggs, Buyobuyo Bases, etc. that don't disappear on death he would actually give them an extravagant amount of health, and then program the entity to appear as if it had died when the entity's health went below a certain threshold. In the case of Buyobuyo Bases, this threshold is [less than 940 health]. What probably happened is that you edited the NPC's health in the npc.tbl editor and set it to a value much lower than this, and it is immediately 'killing' the entity (but not actually killing it) because its health is below that threshold from the moment it spawns.
Now, here's where I want to point out an idiotic mistake on Pixel's part:
Instead of making the threshold 1000 health for all of these NPCs, and then just setting their health in the npc.tbl file to just be [the NPC's noticeable health] + [1000], he gave all of the NPCs 1000 health in the npc.tbl file and then set their thresholds to be [1000] - [the NPC's noticeable health]
Why are the numbers so high? Well, if the player could deal X amount of damage to an NPC in one frame (for the Buyobuyo base, 940 damage) then they would be able to destroy the entity object before it could disable its shootable flag and it would break the effect. Pixel was always very cautious about this sort of thing, knowing that someone somewhere would find some exploit at some point, so as far as I know it is actually completely impossible to do this.

P.S. some of their thresholds are 100 health, like the Gaudi Eggs.
Also you can just use event #0000, which should just be an <END.
 
Oct 28, 2019 at 11:21 AM
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Oct 28, 2019 at 12:50 PM
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Maybe you should try the Interactable entity flag, Flake.
I noticed that when I put the interactable entity flags there was a subtle change: the legs weren't invulnerable but the head remained after the legs were destroyed and I couldn't shoot it.
So my theory is that the legs are a completely different entity and to support this hypothesis of mine I used a <DNP to delete the NPC and the skull was gone..but the legs remained.
(This is getting spooky).
So the question now is: are the legs editable or nah?(I also wanted to change their HPs anyways).
Also thanks for the answers so far guys!
 
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