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Author Topic: LSPF: The CS Modding Question Thread  (Read 1104 times)

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LSPF: The CS Modding Question Thread
« on: 09 September 2020, 14:40:04 »
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).
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Re: LSPF: The CS Modding Question Thread
« Reply #1 on: 09 September 2020, 17:34:54 »
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).
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?
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Re: LSPF: The CS Modding Question Thread
« Reply #2 on: 09 September 2020, 22:32:30 »
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...
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Re: LSPF: The CS Modding Question Thread
« Reply #3 on: 10 September 2020, 13:05:32 »
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...


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?
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Re: LSPF: The CS Modding Question Thread
« Reply #4 on: 10 September 2020, 13:50:40 »
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.
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Re: LSPF: The CS Modding Question Thread
« Reply #5 on: 10 September 2020, 16:24:09 »
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.
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.
« Last Edit: 10 September 2020, 18:46:45 by King (2.0) »
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Re: LSPF: The CS Modding Question Thread
« Reply #6 on: 10 September 2020, 18:58:16 »
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
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Re: LSPF: The CS Modding Question Thread
« Reply #7 on: 10 September 2020, 20:49:16 »
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


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.
<CNP0301:0334:0000 does nothing. The same applies to <CNP0301:0336:0000.
<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.


<CNP0301:0111:0000 causes a copy of the player character to show up then teleport out.
<CNP0301:0222:0000 causes prison bars to show up though the fight is unchanged.
<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.
<CNP0301:0444:0000 crashes the mod as does <CNP0301:0555:0000, <CNP0301:0666:0000, <CNP0301:0777:0000, <CNP0301:0888:0000, <CNP0301:0999:0000 and <CNP0301:1000:0000[size=78%].[/size]
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Re: LSPF: The CS Modding Question Thread
« Reply #8 on: 10 September 2020, 21:52:46 »
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.
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Re: LSPF: The CS Modding Question Thread
« Reply #9 on: 19 September 2020, 13:03:42 »
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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Re: LSPF: The CS Modding Question Thread
« Reply #10 on: 19 September 2020, 14:55:06 »
You mean like with Ataraxis?

If so, look at the script for Top Floor SC, event #0303.

The game checks for a flag, and if it's set, jumps to the event specified - so if flag 1500 is set, it jumps to event 304. Else, it goes on.

Ataraxis's entity changes, a short cutscene, then changes again, with the flag set at the end.

... Or something like that. I didn't get my own explanation. :P

Seriously, though, it... can get tricky.
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Re: LSPF: The CS Modding Question Thread
« Reply #11 on: 25 September 2020, 19:38:34 »
You mean like with Ataraxis?

If so, look at the script for Top Floor SC, event #0303.

The game checks for a flag, and if it's set, jumps to the event specified - so if flag 1500 is set, it jumps to event 304. Else, it goes on.

Ataraxis's entity changes, a short cutscene, then changes again, with the flag set at the end.

... Or something like that. I didn't get my own explanation. :P

Seriously, though, it... can get tricky.


From what I can remember from the Bloom Beast Review (Question 37): The Ataraxis fight involves switching in a Quote entity after depleting her 50 HP then to the Curly boss A.I and doing this multiple times. Granted, I might have to check LS's scripts again to try and understand this (because I intend to do something similar with Heavy Press so it has 3 phases).
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Re: LSPF: The CS Modding Question Thread
« Reply #12 on: 04 October 2020, 16:41:30 »
Heavy Press would work differently.

For its death script, have it go BOA0000, set a flag, then BOA0100. Have a flag jump (i.e. FLJ0444:1001) and do the same (with a different flag). Add another FLJ, repeat as needed.
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Re: LSPF: The CS Modding Question Thread
« Reply #13 on: 04 October 2020, 17:21:12 »
Heavy Press would work differently.

For its death script, have it go BOA0000, set a flag, then BOA0100. Have a flag jump (i.e. FLJ0444:1001) and do the same (with a different flag). Add another FLJ, repeat as needed.
Thank you for your help, it'll make things far easier. As for the boss, the plan with the Big Boy fight goes like this: The fight plays out as normal, then you're teleported further down and the fight starts again (but faster). After defeating Big Boy Phase 2, you're teleported to the bottom of the map where you'll hopefully outrun lava before making it to the top and defeating Phase 3 of the boss before the fight ends.


That said though, I've done Big Boy's script like this:
(#0090
<FAI0000<END
#0091
<CMU0017<KEY<SAT<MSGtext<NOD<CLR<EVE0300
#0300
<MNA<CMU0007<DNP0300<EVE0301<END
#0301
<BSL0000<BOA0500<END)
The problem is that everything works fine except that the death animation plays so the fight doesn't play out normally.
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Re: LSPF: The CS Modding Question Thread
« Reply #14 on: 04 October 2020, 17:27:29 »
Because the death animation is 0500.

Something roughly like:

#1000
FLJ0444:1001
FL+0444
BOA0000
WAI0040
BOA0100
END
#1001
FLJ0666:1002
FL+0666
(...)

Something such. But... most major bosses' death scripts are locked at event 1000, IIRC?
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