Aug 18, 2015 at 6:35 PM
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Are you using the <IMG hack with all 8 hex files or with the hex8 file missing?
 
Aug 18, 2015 at 6:53 PM
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Aug 18, 2015 at 8:21 PM
scrungy
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ConconZilla said:
One last question that is bugging me like crazy, I have a starting event at event #200. However, if I interact with another event the same event runs and that is very annoying. Does anyone know how to fix this?
Are your events in numerical order?
 
Aug 18, 2015 at 8:31 PM
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You didn't put the script underneath the number. That makes Cave Story read the letters as part of the event number, which is bad.
 
Aug 18, 2015 at 8:32 PM
scrungy
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Not to mention that your entire script is one line
 
Aug 18, 2015 at 9:24 PM
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It should be #0100. Every event number or number in general should be four digits long.
 
Aug 18, 2015 at 11:49 PM
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I'm going to sound stupid for asking this, but are events global?
 
Aug 18, 2015 at 11:50 PM
beep boop
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Only in head.tsc, otherwise it's map-specific.
 
Aug 18, 2015 at 11:51 PM
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head.tsc affects events at or below #0089 (i believe), everything else is map-specific.
 
Aug 18, 2015 at 11:57 PM
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Thank you. That will save me alot of trouble.
 
Aug 19, 2015 at 5:04 AM
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Doors said:
head.tsc affects events at or below #0089 (i believe), everything else is map-specific.
Camero said:
Thank you. That will save me alot of trouble.
Hey, guy from the not-so-distant future past here.

Basically, Head.tsc is universally loaded in every map, appended to the top of the actual map-specific script. You could use theoretically any event number, but it probably only works properly if all map-scripts only hold events above what head.tsc has.


Basically, you can ignore everything I have to said and just stick with Door's explanation that it only goes up to #0089, and don't use any event lower than that in any other file, and you should be fine.
 
Aug 19, 2015 at 7:58 PM
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What affects the color of the level 2&3 Fireball and Snake weapons?
 
Aug 20, 2015 at 4:39 PM
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Im trying to make one entity disappear and another appear at the same time. One entity disappears but the other doesnt.
My script looks like this:
<FL+0202<FL+0201<DNP0201
What do I do to fix it?
 
Aug 20, 2015 at 4:49 PM
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You have to reload the map for entities with the "appear/disappear when flag is set" property to appear/disappear. You'll have to <CNP a blank entity in order to make the entity appear immediately (without reloading the map).
 
Aug 20, 2015 at 4:50 PM
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For entity disappearing.
Do <DNPXXXX
X will be the entity you want to disapear.
Set the flag id after and have it have 6000 flags if you want the entity to stay gone.





For entity appearing.

For the entity you want to appear have it be a null entity with event number YYYY.

Do <CNPYYYY:MMMM:ZZZZ
M is the entity type you change it into.
Z is the direction.
 
Aug 20, 2015 at 4:52 PM
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Also, how do I "give" NPC Quote the Mimiga Mask?
 
Aug 20, 2015 at 4:53 PM
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Um no, if you want an entity to disappear you can just use <DNP
(@camera)
 
Aug 20, 2015 at 4:56 PM
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PhantopCS said:
Also, how do I "give" NPC Quote the Mimiga Mask?
EQ+0064. Though, this affects the playable character as well.

I think the Mimiga Mask hack, when applies to the mod, prevents EQ+0064 from working on the playable character…
 
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