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#Post#: 12024--------------------------------------------------
LSPF: The CS Modding Question Thread
By: IlinaFan01 Date: September 9, 2020, 7:40 am
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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
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[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
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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
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[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
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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
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[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
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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
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[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
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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
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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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