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| #Post#: 12024-------------------------------------------------- | |
| LSPF: The CS Modding Question Thread | |
| By: IlinaFan01 Date: September 9, 2020, 7:40 am | |
| --------------------------------------------------------- | |
| I see this thread wasn't created yet, so yeah, here it is. | |
| Regarding King's question in my well, here's a detailing bit. | |
| <CNPxxxx:yyyy:zzzz | |
| xxxx is the entity's event number (0300 for example). | |
| yyyy is the entity type (0366 for MBossIronH, for instance, or | |
| 0000 for a blank entity). | |
| zzzz is the direction (0000 for left, IIRC). | |
| #Post#: 12026-------------------------------------------------- | |
| Re: LSPF: The CS Modding Question Thread | |
| By: King (2.0) Date: September 9, 2020, 10:34 am | |
| --------------------------------------------------------- | |
| [quote author=Charlie link=topic=417.msg12024#msg12024 | |
| date=1599655204] | |
| I see this thread wasn't created yet, so yeah, here it is. | |
| Regarding King's question in my well, here's a detailing bit. | |
| <CNPxxxx:yyyy:zzzz | |
| xxxx is the entity's event number (0300 for example). | |
| yyyy is the entity type (0366 for MBossIronH, for instance, or | |
| 0000 for a blank entity). | |
| zzzz is the direction (0000 for left, IIRC). | |
| [/quote] | |
| I'm trying to apply it to Monster X. A few CSTSF members have | |
| said that the first phase of the War Machine fight isn't very | |
| interesting (yet they provide no suggestions on how to improve | |
| it) so I'm hoping that this little trick could make things more | |
| interesting. | |
| With that all said, do all bosses have an entity type? | |
| #Post#: 12029-------------------------------------------------- | |
| Re: LSPF: The CS Modding Question Thread | |
| By: IlinaFan01 Date: September 9, 2020, 3:32 pm | |
| --------------------------------------------------------- | |
| I think so, but... my experiments led to bugged behaviour. | |
| Those that don't crash or aren't bugged, are lucky finds... | |
| 369 speeds up Heavy Press. No issues seen so far! | |
| I think 365 and 367 (both bugged) affect Monster X, though... | |
| #Post#: 12037-------------------------------------------------- | |
| Re: LSPF: The CS Modding Question Thread | |
| By: King (2.0) Date: September 10, 2020, 6:05 am | |
| --------------------------------------------------------- | |
| [quote author=Charlie link=topic=417.msg12029#msg12029 | |
| date=1599683550] | |
| I think so, but... my experiments led to bugged behaviour. | |
| Those that don't crash or aren't bugged, are lucky finds... | |
| 369 speeds up Heavy Press. No issues seen so far! | |
| I think 365 and 367 (both bugged) affect Monster X, though... | |
| [/quote] | |
| I'll go and try out both 365 and 367 and tell you what I got. | |
| Until then, perhaps I could get a list of all the numbers you | |
| tried out with each boss? | |
| #Post#: 12041-------------------------------------------------- | |
| Re: LSPF: The CS Modding Question Thread | |
| By: IlinaFan01 Date: September 10, 2020, 6:50 am | |
| --------------------------------------------------------- | |
| 363 speeds Ballos' head up but he falls through the floor sooner | |
| or later. | |
| 366 speeds Ironhead up, with fish spawning faster. | |
| Same with 369 for Heavy Press and Butes. | |
| 381 makes Undead Core open up more often, I'm assuming. | |
| #Post#: 12051-------------------------------------------------- | |
| Re: LSPF: The CS Modding Question Thread | |
| By: King (2.0) Date: September 10, 2020, 9:24 am | |
| --------------------------------------------------------- | |
| [quote author=Charlie link=topic=417.msg12041#msg12041 | |
| date=1599738640] | |
| 363 speeds Ballos' head up but he falls through the floor sooner | |
| or later. | |
| 366 speeds Ironhead up, with fish spawning faster. | |
| Same with 369 for Heavy Press and Butes. | |
| 381 makes Undead Core open up more often, I'm assuming. | |
| [/quote] | |
| Thank you for the notes regarding Monster X, so far here's what | |
| I have: | |
| <CNP0300:0365:0000 causes Monster X to become a smoky | |
| abomination that only has one tread and crashes the mod when it | |
| fires it's missles. <CNP0300:0367:0000 does the same thing but | |
| quicker. <CNP0300:0366:0000 is even more strange in which | |
| Monster X's body parts fly everywhere while it's projectiles | |
| work normally. Invisible walls also appear at random and can be | |
| flown over and walked on. (I was going to post GIFs but they | |
| were too big). | |
| UPDATE: | |
| <CNP0300:0368:0000 just crashes the mod. | |
| <CNP0300:0369:0000 simply causes Monster X's body to collapse | |
| with the treads still intact. If I turn around and keep walking, | |
| there's an invisible wall which can be flown over and walked | |
| over. | |
| <CNP0300:370:0000 is interesting. Aside from a minor ( | |
| appearing, it fires projectiles as normal. Then I move away and | |
| it falls apart. I try to attack the protective things as normal | |
| then it falls apart (both times it falls apart makes the same | |
| noise when Ballos's second form descends onto the battlefield) | |
| before crashing. In both cases, if I stand near Monster X's | |
| default position, the mod crashes. | |
| UPDATE 2: | |
| <CNP0300:0364:0000 makes Monster X move super fast both in | |
| movement and projectile speed (you and Kim need to see if for | |
| yourselves to believe it). Unfortunately, invisible walls appear | |
| at random to hinder player movement. (Might try this one on War | |
| Machine Phase 3) | |
| <CNP0300:0363:0000 causes an invisible wall to appear then | |
| Monster X falls apart and the mod crashes if I go near it's | |
| default position. | |
| <CNP0300:0362:0000 is strange. The boss fires several | |
| projectiles waves then seems to function normally except that | |
| it's graphics are messed up (it's lower right tread seems | |
| duplicated and it's upper left one has an invisible wall | |
| attached to it. The boss fires projectiles more often. The fight | |
| works normally aside from the graphical defects. | |
| <CNP0300:0361:0000 graphically and design wise functions | |
| normally. At the beginning it fires more projectiles then usual, | |
| but works like normal Monster X. An invisible wall seems to | |
| exist near it's starting location, though that may be because I | |
| didn't DNP0300 (so I changed the events around a bit so the Boss | |
| Title wouldn't appear after it shows up once). | |
| Decided to retest <CNP0300:0364:0000 again with the fixed | |
| script. No invisible walls this time, just superfast Monster X | |
| and oh my god it is FUN. Granted there is still the minor issue | |
| of an invisible wall where Monster X spawns originally but aside | |
| from that it works. I might try out some other numbers soon. | |
| #Post#: 12054-------------------------------------------------- | |
| Re: LSPF: The CS Modding Question Thread | |
| By: IlinaFan01 Date: September 10, 2020, 11:58 am | |
| --------------------------------------------------------- | |
| Noted. Like, in a Notepad file. Like a major boss! 8) | |
| I just applied this sort of thing to a vanilla Cave Story copy. | |
| That's how we found the "turbo Ironhead" and the BOA stuff, | |
| really. And ANP, too. | |
| Now I know these entities affect other major bosses differently, | |
| so thanks! (I'mma make a CS Researcher group for now, haha.) | |
| If you're ever as bored as a board, you could write a guide for | |
| how entities 361 to 382 affect the major bosses one day :p | |
| #Post#: 12059-------------------------------------------------- | |
| Re: LSPF: The CS Modding Question Thread | |
| By: King (2.0) Date: September 10, 2020, 1:49 pm | |
| --------------------------------------------------------- | |
| [quote author=Charlie link=topic=417.msg12054#msg12054 | |
| date=1599757096] | |
| Noted. Like, in a Notepad file. Like a major boss! 8) | |
| I just applied this sort of thing to a vanilla Cave Story copy. | |
| That's how we found the "turbo Ironhead" and the BOA stuff, | |
| really. And ANP, too. | |
| Now I know these entities affect other major bosses differently, | |
| so thanks! (I'mma make a CS Researcher group for now, haha.) | |
| If you're ever as bored as a board, you could write a guide for | |
| how entities 361 to 382 affect the major bosses one day :p | |
| [/quote] | |
| Smart idea. (Hopefully you and Kim will get to see Superfast | |
| Monster X in action) I'll just write down the ones I've been | |
| testing now: | |
| <CNP0301:0374:0000 crashes the mod as does <CNP0301:0344:0000 | |
| and <CNP0301:0666:0000. | |
| <CNP0301:0364:0000 causes Monster X to become super-fast. | |
| <CNP0301:0354:0000 only adds an invisible deathtrap wall but the | |
| fight is the same. | |
| [font=Verdana]<CNP0301:0334:0000 does nothing. The same applies | |
| to [/font][font=Verdana]<CNP0301:0336:0000.[/font] | |
| <CNP0301:0324:0000 causes a cockroach enemy to appear, though it | |
| just stays in one place. The fight itself is unchanged. | |
| <CNP0301:0124:0000 similar except the cockroach enemy is | |
| garbled. <CNP0301:0164:0000 also does something similar except | |
| the enemy's death animation plays. | |
| <CNP0301:0314:0000 causes a single grey block to fall near | |
| Monster X's left side. The fight itself stays the same. | |
| <CNP0301:0264:0000 causes some weird graphics to move akin to | |
| The Doctor's red wave projectiles at the start but the fight is | |
| the same. | |
| <CNP0301:0332:0000 sends a Ballos shockwave at the top of the | |
| screen but the fight itself is the same. | |
| [font=Verdana]<CNP0301:0111:0000 causes a copy of the player | |
| character to show up then teleport out.[/font] | |
| [font=Verdana]<CNP0301:0222:0000 causes prison bars to show up | |
| though the fight is unchanged.[/font] | |
| [font=Verdana]<CNP0301:0333:0000 causes a single bolt of | |
| lightning to drop down. Useless in this fight, but I can see it | |
| being useful if I can figure out how to make it work in | |
| future.[/font] | |
| [font=Verdana]<CNP0301:0444:0000 crashes the mod as does | |
| [/font][font=Verdana]<CNP0301:0555:0000, | |
| [/font][font=Verdana]<CNP0301:0666:0000, [/font][font=Verdana] | |
| [/font][font=Verdana]<CNP0301:0777:0000, | |
| [/font][font=Verdana]<CNP0301:0888:0000, | |
| [/font][font=Verdana]<CNP0301:0999:0000 and | |
| [/font][font=Verdana]<CNP0301:1000:0000[/font][font=Verdana].[/f | |
| ont] | |
| #Post#: 12062-------------------------------------------------- | |
| Re: LSPF: The CS Modding Question Thread | |
| By: IlinaFan01 Date: September 10, 2020, 2:52 pm | |
| --------------------------------------------------------- | |
| Okay... the major boss entities, I believe, are: 361, 362, 363, | |
| 364, 365, 366, 367, 368, 369, 370, 371, 372, 373, 374, 375, 376, | |
| 377, 378, 379, 380, 381 and 382. | |
| All entites under 361 (0 to 360) are normal, and there's nothing | |
| above 382, so far I know. | |
| Deathtrap wall is used in the Ballos' defeat scene (vanilla CS) | |
| but also for the Valkyrie boss (part 2; LS), if you ANP it with | |
| animation 0010. | |
| #Post#: 12170-------------------------------------------------- | |
| Re: LSPF: The CS Modding Question Thread | |
| By: King (2.0) Date: September 19, 2020, 6:03 am | |
| --------------------------------------------------------- | |
| I'd like to ask a question: How did you/Kim give bosses multiple | |
| HP bars? (as shown in Shadow of the Stars/Lunar Shadow) | |
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