If we set it to points, how do we determine how many points are given?
The EKA increments a value by 1, it adds ONE to any thing, if it is set to give points, it will give 1 point(!), so it is more useful as say, a card giver. In combination with the map-block patch, it can be used to make a block (Or level) on the map done on some condition.
If you're asking how many points, etc do we NEED, we already have the patches for the amount required for an extra Keen:
Code: Select all
%patch $0FB0 $20 $4E #Score needed to get first extra Keen (20'000)
%patch $0D9C $20 $4E #Increase after every Keen got (+20'000)
%patch $0D88 $20 $4E #Increase 2 (Should be the same as above!)
%patch $0D78 $20 $4E #Increase 3 (Same as above!)
For simplicity these should all have the same value (Complications set in otherwise, though they can be interesting, including only giving an extra Keen once.)
How much pogos do you get when you use the keen starts with pogo cheat(for keen1) ?
CTSpace SETS pogo to 1, if used at the game start, Keen will only need 9 pogo, if used during the game, he can never win (He will lose all his pogo but 1) So no CTSpacing in YOUR mod!
Can we obtain these patches for Keen 2 and 3 also?
Keen 2:
Code: Select all
#Extra Keen:
%patch $0D62 $E2 #What is looked at 1 (Score)
%patch $0D66 $E0
%patch $0D8E $E2 #What is looked at 2 (Score)
%patch $0D92 $E0
%patch $0F5E $20 $4E #Score needed for first EK (20'000)
%patch $0D78 $20 $4E #EKA increase 1
%patch $0D88 $20 $4E #EKA increase 2
%patch $0D9C $20 $4E #EKA increase 3
%patch $D052 $C3 #NO EXTRA LIVES. (No sound, score increase, etc)
%patch $0DAC $DC #What EKA increases by 1 (Lives, see ITEMS for details)
#Don't add extra lives when bonus got
%patch $0DAA $90 $90 $90 $90
$AA: Joystick $AC: Vaccum $AE: Whiskey $B0: Pogo
$B2: Battery $B4: Yellow card $B6; Red card $B8: Green card
$BA: Blue card $BC: Level 1 $BE: Level 2 $C0: Level 3
$C2: Level 4 $C4: Level 5 $C6: Level 6 $C8: Level 7
$CA: Level 8 $CC: Level 9 $CE: Level 10 $D0: Level 11
$D2: Level 12 $D4: Level 13 $D6: Level 14 $D8: Level 15
$DA: Level 16 $DC: Lives $DE: Ammo $E0: Points
Keen 3:
Code: Select all
#Extra Keens:
%patch $0DD5 $4C #What is looked at 1 (Score)
%patch $0DD9 $4A
%patch $0E00 $4C #What is looked at 2 (Score)
%patch $0E04 $4A
%patch $0FAC $20 $4E #Score needed to get first extra Keen (20'000)
%patch $0DEB $20 $4E #Increase after every Keen got (+20'000)
%patch $0DFA $20 $4E #Increase 2 (Should be the same as above!)
%patch $0E0E $20 $4E #Increase 3 (Same as above!)
%patch $0DF0 28 #Extra keen sound
%patch $0E1E $46 #What EKA increases by 1 (Lives, see KEEN for details)
$14: Joystick $16: Vaccum $18: Whiskey $1A: Pogo
$1C: Battery $1E: Yellow card $20; Red card $22: Green card
$24: Blue card $26: Level 1 $28: Level 2 $2A: Level 3
$2C: Level 4 $2E: Level 5 $30: Level 6 $32: Level 7
$34: Level 8 $36: Level 9 $38: Level 10 $3A: Level 11
$3C: Level 12 $3E: Level 13 $40: Level 14 $42: Level 15
$44: Level 16 $46: Lives $48: Ammo $4A: Points
A notable side-effect is that if we change what is looked at (Say we make Keen collect 100 ammo) he will need to get points before EKA 'reads' his ammo count. This is because EKA is a vital part of the score code.