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Author Topic: LSPF: The CS Modding Question Thread  (Read 1083 times)

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Re: LSPF: The CS Modding Question Thread
« Reply #60 on: 10 November 2020, 21:32:03 »
Is the event ID of the entity #0112?

Also, just in case this helps, is there a blank #0112 event that does nothing?
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Re: LSPF: The CS Modding Question Thread
« Reply #61 on: 11 November 2020, 11:30:23 »
Is the event ID of the entity #0112?

Also, just in case this helps, is there a blank #0112 event that does nothing?


The Event I.D is 122 and there's no blank #0112 entity. I'll go and correct this now.
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Re: LSPF: The CS Modding Question Thread
« Reply #62 on: 11 November 2020, 11:56:51 »
...

No blank #0112 script event, and the entity 122 you want to go on the offensive should be event ID 112, going by that script...

Y'know what, I'm gonna tinker around a bit and see what I can turn up. Gives my phone some time to recharge its batteries after strenuous Yu-Gi-Oh! research, haha...
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Re: LSPF: The CS Modding Question Thread
« Reply #63 on: 11 November 2020, 12:34:28 »
...

No blank #0112 script event, and the entity 122 you want to go on the offensive should be event ID 112, going by that script...

Y'know what, I'm gonna tinker around a bit and see what I can turn up. Gives my phone some time to recharge its batteries after strenuous Yu-Gi-Oh! research, haha...


In that case, I'll wait for your results while I go and work on reworking the other Deep Sector Levels (and other things).
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Re: LSPF: The CS Modding Question Thread
« Reply #64 on: 11 November 2020, 14:03:20 »
Entity 122 with event ID 200, set.
Entity 122 with event ID 201, set (in mid-air).

The last one fell. Both with ANP animation 10 moved around, but it seems they only deal damage when jumping.

They don't even jump a full tile's height...

That's it for now.
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Re: LSPF: The CS Modding Question Thread
« Reply #65 on: 11 November 2020, 19:58:46 »
Entity 122 with event ID 200, set.
Entity 122 with event ID 201, set (in mid-air).

The last one fell. Both with ANP animation 10 moved around, but it seems they only deal damage when jumping.

They don't even jump a full tile's height...

That's it for now.
Hmm, this is quite interesting. I've added in the blank event, though perhaps I could try adding in a H/V Trigger to activate their event (similar to the Curly Brace boss A.I)?
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Re: LSPF: The CS Modding Question Thread
« Reply #66 on: 11 November 2020, 21:25:44 »
Could work~. :)
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Re: LSPF: The CS Modding Question Thread
« Reply #67 on: 12 November 2020, 12:38:42 »
Could work~. :)


So I've added an H/V Trigger and FL+0112 but nothing seems to have happened. Here's the script so far:

#0090
<CMU0035<FAI0000<FL+0112<END
#0091
<ANP0112:0010:0001<END
#0092
<TRA0012:0300:0003:0003<END

#0112
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Re: LSPF: The CS Modding Question Thread
« Reply #68 on: 12 November 2020, 14:06:47 »
Er... that FL isn't necessary, unless you plan on the enemy appearing the second time a player enters the map?

Setting the H/V Trigger to run event 91 (and adding DNP0091 between ANP and END) could help, I think.

If I could post from a PC, this whole thing'd be a cinch, haha...
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Re: LSPF: The CS Modding Question Thread
« Reply #69 on: 12 November 2020, 17:38:18 »
Er... that FL isn't necessary, unless you plan on the enemy appearing the second time a player enters the map?

Setting the H/V Trigger to run event 91 (and adding DNP0091 between ANP and END) could help, I think.

If I could post from a PC, this whole thing'd be a cinch, haha...
From what I could tell, adding the DNP caused it to disappear when the event triggered. I've also tried changing it so that it was shootable and had 100HP. When shot at, it disappeared but it still didn't move. Perhaps I need to try changing the entity?
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Re: LSPF: The CS Modding Question Thread
« Reply #70 on: 12 November 2020, 18:36:14 »
... Yep, PC Internet access would help a lot here. So I'm gonna have to do it this way.

What is the event ID of: (a) The Colon, and (b) The H/V Trigger?
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Re: LSPF: The CS Modding Question Thread
« Reply #71 on: 12 November 2020, 18:40:47 »
... Yep, PC Internet access would help a lot here. So I'm gonna have to do it this way.

What is the event ID of: (a) The Colon, and (b) The H/V Trigger?
Both the Colon_Attack and the H/V Trigger have Event 91 and Flag I.D #112.
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Re: LSPF: The CS Modding Question Thread
« Reply #72 on: 12 November 2020, 18:46:40 »
There's your problem.

Change the Colon's Event Number to, say, 200 (and change the ANP to 0200:0010:0000 or 0200:0010:0002) and try again.
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Re: LSPF: The CS Modding Question Thread
« Reply #73 on: 12 November 2020, 19:13:48 »
There's your problem.

Change the Colon's Event Number to, say, 200 (and change the ANP to 0200:0010:0000 or 0200:0010:0002) and try again.


So the H/V Trigger is supposed to be Event #0091 and have an I.D of #112 wheras the Colon's Event is supposed to be different, right?
I'm also considering looking into the original CS Script (i.e Map 29: Sand Zone Residence, so I'll post it if you want.
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Re: LSPF: The CS Modding Question Thread
« Reply #74 on: 12 November 2020, 21:09:56 »
I'll try to explan as best I can...

H/V Trigger: Event 91
Flag ID should be 0 if you don't want the H/V Trigger to set flag 112 when it's deleted; also, it shouldn't disappear when a flag is set.
(You DO keep track of the used flags in a text file or something, right?)

Colon: Unused event ID
This event ID is used for the ANP stuff; for example, event ID 200.

You just do something like:

#0091
<ANP0200:0010:0002<DNP0091<END
/ example
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