Sep 30, 2017 at 10:13 PM
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The algorithm for the script is pretty simple (the one that runs at an enemy's death) :
1. Make the game remember the enemy died (FL+ specific to that enemy)
2. Branch to the script that checks if all enemies died.

Algorithm for the script that checks if all enemies died :
1. Check if all creatures died (Make a chain of events that only fully run if all the flags are set)
2. If all enemies died, branch to the script that is supposed to run at that point, else just stop the script.

Exemple :

#0900
<FL+5700<EVE0910

#0901
<FL+5701<EVE0910

#0902
<FL+5702<EVE0910

#0903
<FL+5703<EVE0910

#0904
<FL+5704<EVE0910

#0905
<FL+5705<EVE0910

#0906
<FL+5706<EVE0910

#0907
<FL+5707<EVE0910

#0908
<FL+5708<EVE0910

#0909
<FL+5709<EVE0910



#0910
<FLJ0911:5700<END

#0911
<FLJ0912:5701<END

#0912
<FLJ0913:5702<END

#0913
<FLJ0914:5703<END

#0914
<FLJ0915:5704<END

#0915
<FLJ0916:5705<END

#0916
<FLJ0917:5706<END

#0917
<FLJ0918:5707<END

#0918
<FLJ0919:5708<END

#0919
<FLJ0920:5709<END

#0920
<INSERTSUPERFANCYCODEHERE


Also, if you can redo the battle, please unset all flags at the start of the match. Don't use skipflags. They only reset when you completely close the game (Esc-F2 DOES NOT reset them. I learned that the hard way).
 
Last edited:
Oct 1, 2017 at 2:04 AM
lol
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The algorithm for the script is pretty simple (the one that runs at an enemy's death) :
1. Make the game remember the enemy died (FL+ specific to that enemy)
2. Branch to the script that checks if all enemies died.

Algorithm for the script that checks if all enemies died :
1. Check if all creatures died (Make a chain of events that only fully run if all the flags are set)
2. If all enemies died, branch to the script that is supposed to run at that point, else just stop the script.

Exemple :

#0900
<FL+5700<EVE0910

#0901
<FL+5701<EVE0910

#0902
<FL+5702<EVE0910

#0903
<FL+5703<EVE0910

#0904
<FL+5704<EVE0910

#0905
<FL+5705<EVE0910

#0906
<FL+5706<EVE0910

#0907
<FL+5707<EVE0910

#0908
<FL+5708<EVE0910

#0909
<FL+5709<EVE0910



#0910
<FLJ0911:5700<END

#0911
<FLJ0912:5701<END

#0912
<FLJ0913:5702<END

#0913
<FLJ0914:5703<END

#0914
<FLJ0915:5704<END

#0915
<FLJ0916:5705<END

#0916
<FLJ0917:5706<END

#0917
<FLJ0918:5707<END

#0918
<FLJ0919:5708<END

#0919
<FLJ0920:5709<END

#0920
<INSERTSUPERFANCYCODEHERE


Also, if you can redo the battle, please unset all flags at the start of the match. Don't use skipflags. They only reset when you completely close the game (Esc-F2 DOES NOT reset them. I learned that the hard way).
Thank you so much. To make sure I do <FL- to reset the flags correct?
Edit: Alright I just tried to implement it, but i'm when I tried:
I did this:
#0401
<FLJ0403:0403<FLA<FL+0405<FL+0403<EVE0402
#0402
<FLA<FLJ0404:0404<FL+0406<FL+0404<FLA<MS3WAVE 1!<NOD<CLO<END
#0403
<FL+5700<EVE0405
#0404
<FL+5701<EVE0405
#0405
<FLJ0406:5700<END
#0406
<FLJ0420:5701<END

I have critter A: event 401/entity ID 405
and critter B: event 402/entity ID 406
I have them both set to 0A00 (So they appear with a flag (405/406) and they run the scripts on death)
but when I start the "program" they don't appear......am I spawning the critters wrong or is there an actual way to fix this?
 
Last edited:
Oct 1, 2017 at 9:48 PM
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... am I spawning the critters wrong or is there an actual way to fix this?

You are probably spawning them wrong. You should just place them somewhere outside the player's view then teleport them with a
<MNP

(description from the TSC guide at the adress http://www.cavestory.org/guides/tsc.txt) :
<MNPx:y:z:w Move NPc Move npc X to coords Y:Z facing direction W

The reason is probably (I'm not sure, read that somewhere in a guide some time ago) that spawned NPCs get the smallest available entity ID.
 
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Oct 2, 2017 at 1:01 AM
lol
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You are probably spawning them wrong. You should just place them somewhere outside the player's view then teleport them with a
<MNP

(description from the TSC guide at the adress http://www.cavestory.org/guides/tsc.txt) :
<MNPx:y:z:w Move NPc Move npc X to coords Y:Z facing direction W

The reason is probably (I'm not sure, read that somewhere in a guide some time ago) that spawned NPCs get the smallest available entity ID.
Alright I finally got them to appear in game thanks to the MNP command. The only problem now is when they appear, they don't die:
p360595-0-vri4vsk.png

I so sorry for taking up everybody's time with these issues, I've tried to make sure they're critters, I checked the NPC table and properties but this issue persists......
I've thought it was because they were supposed to have 1000 + they're actual desired hp like for the guadis but after looking at the image that's not the case......
 
Oct 2, 2017 at 7:58 PM
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Alright I finally got them to appear in game thanks to the MNP command. The only problem now is when they appear, they don't die:
p360595-0-vri4vsk.png

I so sorry for taking up everybody's time with these issues, I've tried to make sure they're critters, I checked the NPC table and properties but this issue persists......
I've thought it was because they were supposed to have 1000 + they're actual desired hp like for the guadis but after looking at the image that's not the case......
At that point when they die they will run an event, and you have to pretend kill them (play a sound effect and CNP them to smoke). Pixel never intended for something like this so you have to work around the weird "run event on death" function.
 
Oct 4, 2017 at 2:55 AM
lol
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At that point when they die they will run an event, and you have to pretend kill them (play a sound effect and CNP them to smoke). Pixel never intended for something like this so you have to work around the weird "run event on death" function.
Yes! FINALLY! I got everything I needed to work!
Thanks so much guys, everybody who contributed helped in a major way, I can finally do a small arena. Thanks again!
 
Oct 8, 2017 at 11:46 PM
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im trying to make two teleporters in 1 map teleport to each other but it keeps glitching out
sometimes the blue teleporting thing won't show, sometimes you, sometimes everything, sometimes no sound and I just can't get it to work

someone please give me step by step instructions I've tried a lot of things
I have 3 sprites with events for each (teleporter base, something below it, and something to the top left of it)
each has a different event

I'm using the <MOV command, not <TRA
 
Oct 9, 2017 at 12:54 AM
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You'd want to do as the player goes through the teleport animation; have a <WAIXXXX command, and then have a <FONXXXX:YYYYY (to have it focus on NPC X for Y amount of ticks), 16 is fast, 32 is medium speed, 64 is slow, 1 is instant, and 0 crashes the game, you would want the <FON command to focus on the teleporter. Then make sure "reanimate" the player back in with the <ANP command and then make sure you're doing <FOM character at the end so the camera's not stuck on the teleporter NPC, the same tick rules apply for <FOM, in that case, it's best to use 0001 tick because of how instant it is.
 
Oct 9, 2017 at 2:11 AM
ZYZZ Spur is the best gun because its super cool
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You'd want to do as the player goes through the teleport animation; have a <WAIXXXX command, and then have a <FONXXXX:YYYYY (to have it focus on NPC X for Y amount of ticks), 16 is fast, 32 is medium speed, 64 is slow, 1 is instant, and 0 crashes the game, you would want the <FON command to focus on the teleporter. Then make sure "reanimate" the player back in with the <ANP command and then make sure you're doing <FOM character at the end so the camera's not stuck on the teleporter NPC, the same tick rules apply for <FOM, in that case, it's best to use 0001 tick because of how instant it is.
oh i think i wasn't animating the teleporter again...

whoops

THANKS!
 
Oct 14, 2017 at 3:10 PM
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since it's been a while since i put something else here I hope I don't have to combine them again... (and this is unrelated to the previous thing)

I was looking through the characters and the npc things and I noticed that in the NpcCent theres a character (i think used in the new jenkasnightmare) but I never remember seeing it
Why is it there??

also in the "NpcRegu" theres a picture of the doctor and one of them has his hand up and not really sure what he's doing..
upload_2017-10-14_10-10-4.png
Not sure if you can see that but it kind of looks like that
(colors are inverted not sure why)
 

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Oct 14, 2017 at 3:36 PM
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since it's been a while since i put something else here I hope I don't have to combine them again... (and this is unrelated to the previous thing)

I was looking through the characters and the npc things and I noticed that in the NpcCent theres a character (i think used in the new jenkasnightmare) but I never remember seeing it
Why is it there??

also in the "NpcRegu" theres a picture of the doctor and one of them has his hand up and not really sure what he's doing..
View attachment 4188
Not sure if you can see that but it kind of looks like that
(colors are inverted not sure why)
It's of him holding the Red Crystal.
 
Oct 14, 2017 at 3:39 PM
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since it's been a while since i put something else here I hope I don't have to combine them again... (and this is unrelated to the previous thing)

I was looking through the characters and the npc things and I noticed that in the NpcCent theres a character (i think used in the new jenkasnightmare) but I never remember seeing it
Why is it there??

also in the "NpcRegu" theres a picture of the doctor and one of them has his hand up and not really sure what he's doing..
View attachment 4188
Not sure if you can see that but it kind of looks like that
(colors are inverted not sure why)
The guy in NpcCent you're talking about is unused (unless you mean numachi)
 
Oct 14, 2017 at 11:11 PM
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It's of him holding the Red Crystal.
OOOHH that makes so much more sense!
it looked kind of like a hidden easter egg of a rude gesture from the doctor...



EDIT:
another question, is there any place I can copy what each tile does in a tile set? like it's tile #41 or tile #01 and I can copy and paste that instead of clicking EVERY SINGLE ONE...?
 
Oct 15, 2017 at 12:34 AM
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I don't think there is such a feature for Booster's Lab. That does sound like it could be a suggestion for Noxid, though!
 
Oct 20, 2017 at 3:00 AM
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what music did jenkas nightmare replace? the one by the zarrotsu guy
i know they had that wind fortress music at one point and i know you need to replace songs

also what was the ending to that beginning one just a curious question while im here
 
Oct 20, 2017 at 8:37 PM
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I don't exactly know. The best way to check is probably to open both exes (original and jenka) with 7z (as archive), and then copy paste the ORGs into the same folder and see which have different sizes.
 
Oct 28, 2017 at 11:25 PM
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How would I detect an enemy in a certain spot?
 
Oct 28, 2017 at 11:30 PM
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it's not possible
 
Oct 28, 2017 at 11:55 PM
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Oh well, another question then: do enemy's bullets (i.e. from a flying gaudi) destroy breakable blocks?
 
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