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Re: King rates songs
by RKS
12 minutes ago
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Re: King rates songs
by Charlie
21 minutes ago
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Re: King (2.0)'s Games Log
by King (2.0)
5 hours ago
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Re: King rates songs
by King (2.0)
27 March 2024, 22:21:16
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Re: King rates songs
by RKS
27 March 2024, 22:09:58
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Re: King rates songs
by Charlie
27 March 2024, 18:56:19
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Re: King (2.0)'s Games Log
by King (2.0)
27 March 2024, 15:28:01
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Re: King rates songs
by King (2.0)
27 March 2024, 15:02:39
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Re: King rates songs
by Charlie
26 March 2024, 13:49:53
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Re: King 2.0's Well Thread
by King (2.0)
26 March 2024, 12:37:12
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Re: Kenseiten (planet #1632)
by Charlie
26 March 2024, 11:40:28
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Re: Kenseiten (planet #1632)
by King (2.0)
26 March 2024, 11:25:14
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Re: Kenseiten (planet #1632)
by Charlie
25 March 2024, 21:46:23
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Re: King 2.0's Well Thread
by Charlie
25 March 2024, 15:16:23
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Re: King 2.0's Well Thread
by King (2.0)
25 March 2024, 14:52:55
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Forum > Cave Story Modding Notes
<BOA guide [version 1.00]
(1/2) > >>
RKS:
Apparently there wasn't a guide for using the BOA code in scripts, so I decided to try my best to make a guide for this. It is by no means complete, however.
The TSC command BOA works on room bosses (Omega, Balfrog, Heavy Press, Core, Undead Core, Ironhead, Dragon Sisters, Monster X and Ballos), and works similar to ANP. IIRC there can only be one room boss in a map.
It's rather verbose, though. Also, while some of the known values were found within the script, some others were found through guesswork.
BALFROG: 0000: resets position and fully invulnerable 0001: appears to have him slide in the direction he was moving? Also makes him impossible to harm, which makes it harder to test how much HP he might have 0010: sits there with mouth open; fully invulnerable; contact deals damage 0020: sits there with mouth open; fully invulnerable; contact deals damage; flashing 0100: starts boss-fight patterns; constantly generates frogs falling from the ceiling 0130: defeat animations; Balrog automatically seems to leave the area, which deletes him (Note: if you use 0010 or 0020 after 0130 {maybe 0100?} then Balfrog seems to fall down and through tiles. If you use 0100 then Balfrog seems to try to jump but fail at it)
BALLOS: 0000: makes him vanish? 0001: freezes frame; it seems that if he uses that falling skull attack that it will continuously be used 0100: makes a crosshair at the player's location. Ballos then falls there, then opens eyes and grins like an idiot 0200: Starts boss fight animations 0220: Ballos closes eyes again and lands 0300: Ballos is surrounded by those weird eye minion things, these remain if other BOAs are used and they even STACK 0311: Ballos moves clockwise; starts boss fight animations of third phase, like the above, those minions remain if BOA'd to something else This one gets interesting - it looks like that if none of those eye minion things are there, and this is used, he instead goes to his fourth phase with the spikes and the moving platforms and the Butes. Thereafter, using 0300 and then 0311, he will move clockwise around the room with those eye-things and those platforms. Alternatively, using 0200 after 0300 will make Ballos jump around. 1000: Ballos' death animation; this removes all those spikes
CORE: 0000: resets the Core entirely (even if made invisible) 0001: freezes frames (as does 0015 and 0020) 0200: starts boss fight animations 0500: lots of smoke, it moves to a specific point in the map (~ X:0062 Y:0011 at a guess) 0600: teleports it away and makes it invisible (so you'd essentially have an invisible core with visible mini-cores if you use BOA0200 next)
DRAGON SISTERS: 0000: not sure what exactly it does, but it moves them around at random; they are stationary after this but they still attack. 0002 - 0019 and 0022 - 0025 does the same, it seems, as does 0200, 0300, 0500 and 0600. This might change the movement of the Dragon Sisters somewhat; it's possible to have them move in a clockwise elliptical direction 0001: they stop moving in a clockwise direction 0020: they appear, starts boss fight animations. They move in a clockwise circular direction. 0100: they start quickly moving in a clockwise direction again 0400: they slowly begin moving in a clockwise direction 1000: death animation; this deletes them. Even in this state, however, they deal contact damage.
HEAVY PRESS: 0000: resets position (as does 0010) 0001: freeze frame in mid-air 0020: stationary, with smoke 0030: falls a short distance; after that it remains still with smoke; it won't fall beyond Y:0030 however, and this doesn't destroy blocks 0100: starts boss fight animations regardless of position 0500: death animations; falls (and kills) and destroys seven specific tiles (between X:0007 Y:0014 and X:0013 Y:0014). It will fall a little futher than Y:0030 though; any contact with it, even from the side, deals 127 damage
IRONHEAD: 0000: resets Ironhead to normal 0001: freezes it; still deals damage and can still be killed; seems to prevent those fish from spawning. 0002 - 0009 has the same effect 1000: death animation; this deletes the entity that spawns those blocks but not the entity that spawns Ikachan. This does NOT seem to delete Ironhead, however (Note: appears as though just having it as the room boss spawns it; its Y co-ordinate seems to follow the player's so testing this was hard. Also, not sure how the check for a no-damage victory goes, unless the Generator - Ikachan entity does that if ANP'd.)
MONSTER X: 0000: turns Monster X invisible? (except for the wheels) after BOA0010'd it will slide in the direction it was moving previously. If using BOA0010 after it, it looks weird 0001: makes Monster X appear (if the boss bar is visible, it will look like Monster X is very damaged); after BOA0010'd it will slide in the direction it was moving previously; using this while Monster X's shutter is open will make it look weird, but this will restore the green things that fire at you 0010: start its boss animations; if done after the four green things are destroyed, it won't be restored. 0011, 0100, 0200 does this as well. 0012: opens its eyes (even if the shutter is closed) 0300: opens its shutter and starts boss fight patterns. 0400 does this too. 0600: opens its shutter and acts as though it no longer has those four green things; those missile fish will appear and it starts boss fight patterns, continuing as normal depending on its HP and the green things. 1000: instant death 1001: screen shakes, smoke, then it just turns into a giant cat (without the explosion) (I'm not seeing anything for the many large explosions when Monster X is normally killed)
OMEGA: 0000: resets its position and makes it a background object, essentially 0001: freezes frames (as does 0002 - 0019, 0021 - 0026) 0020: appears and starts boss fight patterns. Use it again and weirdness ensues - Omega will go higher than it should, though when it goes back down, it will appear at normal height. If you do this again when he starts jumping, he will remain jumping, rather than go back to its default state of hiding in the sand. However, he will still come out of the sand (or thin air, or whatever the case may be). On death, it is deleted. 0050: immediately attacks using its first phase attack; starts boss fight patterns 0150: death animation (not used in the script itself, strangely)
UNDEAD CORE: 0000: freezes sprite in current frame, slides in direction it was moving in when BOA'd. The same applies to 0002 - 0014, 0016 - 0019 and 0021 - 0029. 0001: moves sprite to ~ X:0033 Y:0004 in an inactive, motionless state. Mini-cores are also motionless. 0015: activates the first face, like in the cutscene in vanilla Cave Story (with smoke). Cannot be damaged though. Slides in direction it was moving in when BOA'd. 0020: activates the first face, starts boss fight patterns, using 0001 will make the mini-cores move around a bit weird when using 0020 again. Also spawns those semi-solid mini-cores (the ones that you can jump on) from the right; any other BOA will make those stop 0500: death animation; can cause weirdness if BOA'd during the animation (like being partially off-screen when BOA0020'd). If the animation finishes playing, the Undead Core is entirely deleted; you'd probably have to re-enter the map to be able to BOA it again. This destroys all mini-cores as well.
There's probably going to be a few errors; it's not perfect, but for now, it's probably better than nothing. =)
A log, just to help me keep track of things~ 30/01/2015, 12:44 AM: started this thread 30/01/2013, 10:24 AM: updated with some more possible values that might work
RKS:
So, uh. Yeah. I decided to work on this guide. It's supposed to help people out with the <BOA TSC code. However, this is just a back-up of the first draft; I plan on testing everything out soon. Just. After. I. Play. Ama.
EDIT: Omega Balfrog Ballos Core Undead Core Heavy Press Dragon Sisters Monster X Ironhead
EDIT: At 11:18 PM [GMT+0], only two bosses remain. I'll work on those later tomorrow, I bet. And with that, I'll just leave this behind~ (pic moved to next post)
EDIT: At 00:46 AM [GMT+0]... I am finally done. See this thread at the Cave Story forums. Note: BALLOS IS THE MOST POWERFUL BOSS EVER CREATED IN CAVE STORY EVEN WITH ITS FOUR FORMS
RKS:
Another update, but things get ridiculous. How so? See the screenshots to find out~
(Yes, really.) (Yes, I could walk under him.) (... what the absolute heck did I unleash) (what) (WAT) (what is this I don't even-- I seriously don't know how I did that, honest. Was it <BOA0008 or something? :o Might be related; I'll have to look into it if I get the time.) (Defeated, yes, but IT STAYS ON THE MAP. And it can be shot over and over again for the same "Defeated Monster X" text. And those missile fish are everywhere.)
So, yeah. Ridiculous.
But totally worth it.
Shane:
Um.
WHAT THE EMERALD
This guide is rather useful, though; you deserve a medal for that, in my opinion.
RKS:
If I didn't know any better, I'd think you were referring to the Chaos Emerald :P
Thanks. This ought to make modding a bit more easier for people; TSC is powerful stuff.
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