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Various Works => Cave Story General => Cave Story Mods => Topic started by: Charlie on 09 September 2020, 14:40:04

Title: LSPF: The CS Modding Question Thread
Post by: Charlie 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).
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) 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?
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie 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...
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) 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?
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie 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.
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) 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.
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie 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
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) 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]
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie 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.
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) 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)
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie 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.
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) 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).
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie 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.
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) 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.
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie 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?
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 04 October 2020, 19:00:11
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?
Thank you. I'll go write this down in my own mod and then test it out to see if it works.
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 05 October 2020, 21:12:11
So the script works normally but only for Phase 1. It doesn't transition into Phase 2. Here's the script for reference:

(#0090
<FAI0000<END

#0091
<CMU0017<KEY<SAT<MSGtext<NOD<CLR<EVE0300
#0300
<MNA<CMU0007<DNP0300<EVE0301<END
#0301
<FLJ0444:0301<FL+0444<BSL0000<BOA0000<WAI0040<BOA0100<END
#0302
<MOV0010:0031<KEY<SAT<MSGtext<NOD<CLR<EVE0303<END
#0303
<FLJ0555:0303<FL+0555<FL-0444<BSL0000<BOA0000<WAI0040<BOA0100<END

#0304
<KEY<SAT<MSGtext<NOD<CLR<EVE0305<END
#0305
<CMU0022<FLJ0444:0305<FL+0444<FL-0555<BSL0000<BOA0000<WAI0040<BOA0100<END

#0304
<BSL0000<BOA0500<TRA0009:0090:0020:0008<END)

I'm also dealing with a minor bug in the Taboo-Oh (uses Ironhead's A.I) fight where every so often, it just teleports even though it's not supposed to.
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 05 October 2020, 22:56:34
I see three issues with your script, but if it'll help with the boss, we can only see. :)

1. Event #0303 looks like an endless loop - if flag 0555 is set, it'll jump to itself.
2. Similar issue for #0305.
3. There's two #0304 events; that last one should be #0306, I believe.

If stuff is still broken, I'll probably have to try and replicate it somehow. It's Heavy Press, right?
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 06 October 2020, 13:51:33
I see three issues with your script, but if it'll help with the boss, we can only see. :)

1. Event #0303 looks like an endless loop - if flag 0555 is set, it'll jump to itself.
2. Similar issue for #0305.
3. There's two #0304 events; that last one should be #0306, I believe.

If stuff is still broken, I'll probably have to try and replicate it somehow. It's Heavy Press, right?
The boss (Big Boy) uses Heavy Press's A.I. As for the FL+, I must've misinterpreted it as using the FLJ on the event itself and not the next one. I'll go and test the boss fight to see if works.


EDIT: I've dealt with the problems present in my script, though even if I defeat Big Boy, the boss doesn't move onto Phase 2 so I'm endlessly stuck on Phase 1.
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 06 October 2020, 13:59:54
Ready? FIGHT!

* steps out of ring *



(Couldn't resist. :P )
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 06 October 2020, 14:06:41
Ready? FIGHT!

* steps out of ring *



(Couldn't resist. :P )


Here's the updated script:

#0090
<FAI0000<END

#0091
<CMU0017<KEY<SAT<MSGtext<NOD<CLR<EVE0300

#0300
<MNA<CMU0007<DNP0300<EVE0301<END

#0301
<FLJ0444:0302<FL+0444<BSL0000<BOA0000<WAI0040<BOA0100<END

#0302
<MOV0010:0031<KEY<SAT<MSGtext<NOD<CLR<EVE0303<END
#0303
<FLJ0555:0304<FL+0555<BSL0000<BOA0000<WAI0040<BOA0100<END

#0304
<KEY<SAT<MSGtext<NOD<CLR<EVE0305<END
#0305
<CMU0022<FLJ0666:0306<FL+0666<BSL0000<BOA0000<WAI0040<BOA0100<END

#0306
<BSL0000<BOA0500<TRA0009:0090:0020:0008<END
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 06 October 2020, 14:14:34
Script copied. I'll check it out (it'll take a while, though) and get back to you as soon as I can. :)

Patience is a virtue. I'll post here again once I find... anything, really. (Or if I can't figure out what's going on, but that's worst-case scenario content.)
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 06 October 2020, 18:35:18
Right...

#1: Heavy Press's death event seems to be hard-coded to #1000 so make events #0301 to #0306 go to #1000 to #1005 (my test script was a copy paste with event numbers fixed).

#2: Add a DNP0091 to event #0300, I guess? (My test got caught in an infinite loop, haha.)

#3: Move <BSL0000 after <BOA0100. Else the game'll crash (from my experience, it crashed).

I hope this'll work out properly!
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 06 October 2020, 20:01:34
Right...

#1: Heavy Press's death event seems to be hard-coded to #1000 so make events #0301 to #0306 go to #1000 to #1005 (my test script was a copy paste with event numbers fixed).

#2: Add a DNP0091 to event #0300, I guess? (My test got caught in an infinite loop, haha.)

#3: Move <BSL0000 after <BOA0100. Else the game'll crash (from my experience, it crashed).

I hope this'll work out properly!
Thank you Charlie, you've been a great help. The script now works, though it seems to crash after the Phase 2 text ends.
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 06 October 2020, 22:28:29
Mind posting the exact Phase 2 script?
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 07 October 2020, 11:59:07
Mind posting the exact Phase 2 script?
I was going to do that anyway:
#0090

<FAI0000<END

#0091
<CMU0017<KEY<SAT<MSGtext<NOD<CLR<EVE0300

#0300
<DNP0091<MNA<CMU0007<DNP0300<EVE1000<END

#1000
<FLJ0444:1001<FL+0444<BOA0000<WAI0040<BOA0100<BSL0000<END

#1001
<WAI0050<KEY<SAT<MSGtext<NOD<CLR<EVE1002
#1002
<FLJ0555:1003<FL+0555<BSL0000<BOA0000<WAI0040<BOA0100<END

#1003
<KEY<SAT<MSGtext<NOD<CLR<EVE1004<END
#1004
<CMU0022<FLJ0666:1005<FL+0666<BSL0000<BOA0000<WAI0040<BOA0100<END

#01005
<BOA0500<TRA0009:0090:0020:0008<END
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 07 October 2020, 13:56:02
Didn't even need to test it out in the mod. All the <BSL events should come after <BOA there, not just the first time. So move 'em between <BOA and <END and it should work.

I see the <MOV0010:0031 got removed. :(

Also, I'd recommend the use of <DNA0309 (I think?) OR the use of <PRI instead of <KEY, after a phase is defeated - Butes tend to remain after Heavy Press's defeat, and PRI freezes the game until KEY or END is used.
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 07 October 2020, 18:10:33
Didn't even need to test it out in the mod. All the <BSL events should come after <BOA there, not just the first time. So move 'em between <BOA and <END and it should work.

I see the <MOV0010:0031 got removed. :(

Also, I'd recommend the use of <DNA0309 (I think?) OR the use of <PRI instead of <KEY, after a phase is defeated - Butes tend to remain after Heavy Press's defeat, and PRI freezes the game until KEY or END is used.


I had the <MOV removed because I was trying to figure out how to work the script properly. I've added it back in so I'll also need to work to fill out all the other details in the fight. On the other hand, I'm proud of myself for successfully scripting the Taboo-Ga fight (uses Core's A.I) so I'll continue working on that.
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 10 October 2020, 16:59:44

The battle itself works fine until you defeat the boss. Then the mod simply crashes,
Big Boy script for reference:
#0090
<FAI0000<FL+0191<END

#0091
<CMU0017<KEY<SAT<MSGtext<NOD<CLR<EVE0300

#0300
<DNP0091<MNA<CMU0007<DNP0300<EVE1000<END

#1000
<FLJ0444:1001<FL+0444<BOA0000<WAI0040<BOA0100<BSL0000<END

#1001
<MOV0010:0031<DNA0309<WAI0050<KEY<SAT<MSGtext<NOD<CLR<EVE1002
#1002
<CMP0008:0014:0000<CMP0008:0015:0000<CMP0008:0016:0000
<CMP0008:0017:0000<CMP0008:0018:0000<CMP0008:0019:0000
<CMP0009:0014:0000<CMP0009:0015:0000<CMP0009:0016:0000
<CMP0009:0017:0000<CMP0009:0018:0000<CMP0009:0019:0000
<CMP0011:0014:0000<CMP0011:0015:0000<CMP0011:0016:0000
<CMP0011:0017:0000<CMP0011:0018:0000<CMP0011:0019:0000
<CMP0012:0014:0000<CMP0012:0015:0000<CMP0012:0016:0000
<CMP0012:0017:0000<CMP0012:0018:0000<CMP0012:0019:0000
<FLJ0555:1003<FL+0555<BOA0000<WAI0040<BOA0100<BSL0000<DNA0309<END

#1003
<MOV0010:0063<KEY<SAT<MSGtext<NOD<CLR<EVE1004<END
#1004
<CMP0008:0034:0000<CMP0008:0035:0000<CMP0008:0036:0000
<CMP0008:0037:0000<CMP0008:0038:0000<CMP0008:0039:0000
<CMP0009:0034:0000<CMP0009:0035:0000<CMP0009:0036:0000
<CMP0009:0035:0000<CMP0009:0036:0000<CMP0009:0037:0000
<CMP0009:0038:0000<CMP0009:0039:0000<CMP0011:0034:0000
<CMP0011:0035:0000<CMP0011:0036:0000<CMP0011:0037:0000
<CMP0011:0038:0000<CMP0011:0039:0000<CMP0012:0034:0000
<CMP0012:0035:0000<CMP0012:0036:0000<CMP0012:0037:0000
<CMP0012:0038:0000<CMP0012:0039:0000<CMP0004:0014:0000
<CMP0004:0015:0000<CMP0004:0016:0000<CMP0004:0017:0000
<CMP0004:0018:0000<CMP0004:0019:0000<CMP0005:0014:0000
<CMP0005:0015:0000<CMP0005:0016:0000<CMP0005:0017:0000
<CMP0005:0018:0000<CMP0005:0019:0000<CMP0015:0014:0000
<CMP0015:0015:0000<CMP0015:0016:0000<CMP0015:0017:0000
<CMP0015:0018:0000<CMP0015:0019:0000<CMP0016:0014:0000
<CMP0016:0015:0000<CMP0016:0016:0000<CMP0016:0017:0000
<CMP0016:0018:0000<CMP0016:0019:0000
<CMU0022<FLJ0666:1005<FL+0666<BOA0000<WAI0040<BOA0100<BSL0000<END


#01005
<BOA0500<TRA0009:0090:0020:0008<END
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 18 October 2020, 14:10:46
On second though, @Charlie, you won't need to help me finish Big Boy's script. After a lot of rearranging in order to make the text not repeat itself everytime the player is warped between layers, I finally managed to get the entire fight to work. It now means that when the player defeats Big Boy's final phase, it'll play the dialogue and then warp the player to the Boss Data Sector where they can get the next two weapons (Big Boy's Tear and Gunnoid Piercer).

I'll just need to iron out a few things (i.e text, FAI, the rematch door) and that fight will be done. After that, I'll need to figure out what causes Taboo-Oh to teleport despite Ironhead's A.I not teleporting.
If you want I can post the completed Big Boy script and the Taboo-Oh scripts so you can read through them.
EDIT (19/10/20): So if I go into the Boss Rematch Door for Big Boy, due to all the flag skips, it just skips the rematch and sends you to the Boss Data Server. So I'll need to post the Big Boy script anyway.
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 23 October 2020, 13:50:09
1: I tried that script from before and found no crashes... O_o

2: If the rematch is accessed from the Boss Data Server, why not (a) unset the flags OR (b) use new flags and unset those when leaving?

FLJ for (i) rematching boss, (ii) beating rematch phase 1, (iii) beating rematch phase 2, etc.

Might be a bit convoluted though.
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 23 October 2020, 14:22:57
1: I tried that script from before and found no crashes... O_o

2: If the rematch is accessed from the Boss Data Server, why not (a) unset the flags OR (b) use new flags and unset those when leaving?

FLJ for (i) rematching boss, (ii) beating rematch phase 1, (iii) beating rematch phase 2, etc.

Might be a bit convoluted though.
It took me a bit to figure out then I decided to try writing a new script. Also the rematches aren't accessed through the Boss Data Server
(that's where the player obtains the Boss Weapons, though I've considered expanding that room) but are accessed through doors found in the Mechanto Isle
levels. That said, I'm going to post the script:

#0090
<FAI0000<FL+0191<END

#0091
<CMU0017<KEY<SAT<MSG<FAC0010Gunnoid-0.
News travels fast here in
Mechanto Isle.<NOD<CLRI wish to see if your previous
victories are a result of skill
or an error of judgement...<NOD<CLR<CLO<EVE0300

#0300
<DNP0091<MNA<CMU0007<DNP0300<EVE1000<END

#1000
<FLJ0444:1001<FL+0444<BOA0000<WAI0040<BOA0100<BSL0000<END

#1001
<FLJ0555:1004<MOV0010:0031<SOU0029<DNA0309<WAI0050<END
#1002
<KEY<SAT<MSG<FAC0010I've warped you
to Layer 2; do not mistake
my kindness for weakness.<NOD<CLRNow ascend upwards so I may
prove to our Master that
his struggle was all worth it.<NOD<CLR
<CMP0008:0014:0000<CMP0008:0015:0000<CMP0008:0016:0000
<CMP0008:0017:0000<CMP0008:0018:0000<CMP0008:0019:0000
<CMP0009:0014:0000<CMP0009:0015:0000<CMP0009:0016:0000
<CMP0009:0017:0000<CMP0009:0018:0000<CMP0009:0019:0000
<CMP0011:0014:0000<CMP0011:0015:0000<CMP0011:0016:0000
<CMP0011:0017:0000<CMP0011:0018:0000<CMP0011:0019:0000
<CMP0012:0014:0000<CMP0012:0015:0000<CMP0012:0016:0000
<CMP0012:0017:0000<CMP0012:0018:0000<CMP0012:0019:0000<DNP1002<EVE1003
#1003
<FL+0555<BOA0000<WAI0040<BOA0100<BSL0000<DNA0309<END

#1004
<FLJ0666:2000<MOV0010:0063<SOU0029<DNA0309<WAI0050
<CMP0008:0034:0000<CMP0008:0035:0000<CMP0008:0036:0000
<CMP0008:0037:0000<CMP0008:0038:0000<CMP0008:0039:0000
<CMP0009:0034:0000<CMP0009:0035:0000<CMP0009:0036:0000
<CMP0009:0035:0000<CMP0009:0036:0000<CMP0009:0037:0000
<CMP0009:0038:0000<CMP0009:0039:0000<CMP0011:0034:0000
<CMP0011:0035:0000<CMP0011:0036:0000<CMP0011:0037:0000
<CMP0011:0038:0000<CMP0011:0039:0000<CMP0012:0034:0000
<CMP0012:0035:0000<CMP0012:0036:0000<CMP0012:0037:0000
<CMP0012:0038:0000<CMP0012:0039:0000<CMP0004:0014:0000
<CMP0004:0015:0000<CMP0004:0016:0000<CMP0004:0017:0000
<CMP0004:0018:0000<CMP0004:0019:0000<CMP0005:0014:0000
<CMP0005:0015:0000<CMP0005:0016:0000<CMP0005:0017:0000
<CMP0005:0018:0000<CMP0005:0019:0000<CMP0015:0014:0000
<CMP0015:0015:0000<CMP0015:0016:0000<CMP0015:0017:0000
<CMP0015:0018:0000<CMP0015:0019:0000<CMP0016:0014:0000
<CMP0016:0015:0000<CMP0016:0016:0000<CMP0016:0017:0000
<CMP0016:0018:0000<CMP0016:0019:0000<DNP1004<END

#1005
<FMU<KEY<SAT<MSG<FAC0010Look around you.
See those Gunnoid Units M02?<NOD<CLRYou will be leading them
soon, provided I don't add
your corpse to the scrap-
pile beneath your feet.<NOD<CLR<CLO<DNP1005<CMU0022<EVE1006
#1006
<FL+0666<BOA0000<WAI0040<BOA0100<BSL0000<END


#2000
<DNP0310<KEY<MSG<FAC0010I can see it now. With you
on our side as leader of
the uprising, we'll win.<NOD<CLR<CLO<DNP0310<DNP0404
<WAI0100<BOA0500<CMU0000<TRA0009:0090:0020:0008<END
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 30 October 2020, 12:14:51
So I've finally gotten the Big Boy fight to work properly. Turns out that I simply need to add FL- at the beginning of the battle, again at the end and when the player transfers into the Boss Server.
Now we need to move onto dealing with Taboo-Oh's script:

#0090
<FON0400:0001<FAI0000<MYD0002<BOA0001<EVE0091<END
#0091
<PRI<MSG<SAT<CMU0017<FAC0005
Well, well, well.
What do we have here?
A fool who dares to defy
our malevolence.<NOD<CLR
I am Taboo-Oh. You stand no
chance against me.<NOD<CLO<FL+0191<CMU0004<FLJ0191:0093<END

#0093
<BSL0000<BOA0000<CNP0302:0191:0000<CNP0300:0000:0000<MNA<ANP0200:0010:0000
<ANP0210:0010:0000
<WAI0075<END
#0200
#0210

#0300
#0301
#0302


#1000
<BOA1000<KEY<MSG<FAC0005I-I stand corrected.
Could it be...the one...
Never mind.<NOD<CLRThis form is no longer
needed. Venture deep into
the Taboo Zone, if you dare...<NOD<CLR<CLO<SK+5000<EVE1001

#1001
<ITJ0036:1003<NCJ0336:1002<KEY<MSGTaboo Pin Obtained!<GIT1036<IT+0036<NOD<CLR
<CLO<TRA0023:0105:0002:0044<END

#1002
<FLJ1000:1003<KEY<MSGAlt Costume #01
(Monochrome) obtained!<NOD<CLO<CLR<FL+1000<TRA0023:0105:0002:0044<END

#1003
<TRA0023:0105:0002:0044<END
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 30 October 2020, 15:48:15
I'll check it out later. It's Ironhead's AI, right?

I think CLR and CLO do the same thing, but CLO also closes the message box (which CLR doesn't do). I also shortened all text to "text" (:P) to get to the action faster while investigating.

Skip flags 0001 to 0063 are saved on a soft reset, as far as I've been told.
I don't know if SK+5000 is also saved (or if it's just a normal flag being set this way) though.
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 30 October 2020, 18:47:34
I'll check it out later. It's Ironhead's AI, right?

I think CLR and CLO do the same thing, but CLO also closes the message box (which CLR doesn't do). I also shortened all text to "text" ( :P ) to get to the action faster while investigating.

Skip flags 0001 to 0063 are saved on a soft reset, as far as I've been told.
I don't know if SK+5000 is also saved (or if it's just a normal flag being set this way) though.
It is, yes. Also I'm sure that <CLR and <CLO are both used for smoother transitions but I could wrong on that. Also SK+5000 seem to be saved considering you can save your game and the change still sticks from all my tests on Taboo Zone 1.
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 30 October 2020, 21:45:27
The issue is the teleporting, I assume?

That's actually kinda advanced ASM-hack level. Way out of my ability, sorry :(

All I can think of is... "Taboo Noise", though. Mine would probably be Taboo Missingno ???
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 31 October 2020, 13:45:28
The issue is the teleporting, I assume?

That's actually kinda advanced ASM-hack level. Way out of my ability, sorry :(

All I can think of is... "Taboo Noise", though. Mine would probably be Taboo Missingno ???
It's strange though considering that Ironhead doesn't do this and the boss fight with San in Selenic Shadow doesn't have teleportation either. The fight itself functions just fine aside from that (though I may have rewrite the post battle part of the script: You're supposed to obtain the Taboo Pin by default, but if you defeat Taboo-Oh without taking damage, you obtain the Monochrome costume. For some reason, you obtain the costume even if you take damage. Either way, you're then teleported outside the boss door in Taboo Zone 1).
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 31 October 2020, 13:53:55
Remove the FON from Ironhead in a copy of vanilla CS (or maybe make it FOB) and see what happens.

(Aside from the ME tiles appearing.)
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 31 October 2020, 14:18:34
Remove the FON from Ironhead in a copy of vanilla CS (or maybe make it FOB) and see what happens.

(Aside from the ME tiles appearing.)


I've looked over CS's script for Map 31 (where Ironhead is fought) It doesn't have <FON or <FOB in it's script (unless I've misunderstood something):

#0090
<MNA<CMU0018<UNI0001<MYD0000<FAI0000<END
#0091
<MNA<CMU0018<UNI0001<MYD0000<FAI0001<END
#0092
<MNA<CMU0018<UNI0001<MYD0002<FAI0002<BSL0000<END
#0093
<MNA<CMU0018<UNI0001<MYD0000<FAI0003<END
#0094
<MNA<CMU0018<UNI0001<MYD0000<FAI0004<END

#0095
<CMU0023<FAI0000<END

#0100
<KEY<FAO0001<CSS<TRA0047:0091:0008:0009

#0200
#0210

#1000
<KEY<BOA1000
<ANP0200:0010:0000
<ANP0210:0010:0000
<WAI0300<FAO0002
<UNI0000<CSS<EVE1001

#1001
<ITJ0018:1010<FL+0160<EVE1002

#1002
<CMU0000<FLJ0836:1003<EVE1010

#1003
<FL-0836<FLJ0851:1010<FL+1042
<EVE1010

#1010
<NCJ0336:1011
<TRA0015:0410:0016:0012<END

#1011
<IT+0036
<TRA0015:0410:0016:0012<END
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 31 October 2020, 16:37:02
... My memory got stuck elsewhere, haha. Probably San or something?

Remove the <UNI then. :3
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 31 October 2020, 20:35:34
... My memory got stuck elsewhere, haha. Probably San or something?

Remove the <UNI then. :3
I'll try removing the <UNI in the Ironhead fight just to see what happens. That aside, San's script doesn't have <FOM or <FOB either:

#0090
<MNA<CMU0002<MYD0000<FAI0000<END
#0091
<MNA<CMU0002<MYD0000<FAI0001<END
#0092
<MNA<CMU0002<MYD0002<FAI0002<END
#0093
<MNA<CMU0002<MYD0000<FAI0003<END
#0094
<MNA<CMU0002<MYD0000<FAI0004<EVE0300<END

#0095
<CMU0023<FAI0000<END

#0100
<KEY<FAO0004<TRA0100:0400:0005:0002

#0200
#0210

#0300
<PRI<MSGI've had enough of you
following me non-stop.<NOD<CLR
San. Strike her down.<NOD<CLO<CMU0007<FL+0122<FLJ0121:0301<END
#0301
<BSL0000<END
                          |   |         |

#1000
<KEY<BOA1000<FL-0122<FL+0128
<ANP0200:0010:0000
<ANP0210:0010:0000
<WAI0300<CMU0015<MS3
Defeated San!<WAI0150<NOD<CLO<SOU0012
<CMP0041:0012:0000<CMP0041:0013:0000<CMP0041:0014:0000<CMU0002<END
                          |   |         |
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 31 October 2020, 22:17:41
Ichi, Ni, San, Shi...

I think it'd be Go, Roku, Nana, Hachi, Kyu, and Ju afterwards, but I'm probably Miss Taken (mistaken) here, haha.

Be sure to look intently at Ironhead. :p
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 01 November 2020, 12:06:40
Ichi, Ni, San, Shi...

I think it'd be Go, Roku, Nana, Hachi, Kyu, and Ju afterwards, but I'm probably Miss Taken (mistaken) here, haha.

Be sure to look intently at Ironhead. :p

I'll be sure to do that.
EDIT: I tried removing all the <UNI and it turns out that solid ground exists for the player to walk on. As it turns out, the ME tiles are visible and the camera changes allowing you to see the giant Ikachan. Additionally, the pufferish start bouncing off the walls and Ironhead stops momentarily before moving backwards or just teleports at random.


When means that when the proper <UNI effects are applied, Ironhead's movements transition smoothly whereas if you fight Ironhead on land, it's movements seem randomized. Hmm, I'll consider checking out Selenic Shadow's San fight and compare it.
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 01 November 2020, 16:09:24
IIRC the ground in San's Arena is set to tile type "NO PC"?
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 01 November 2020, 17:50:55
IIRC the ground in San's Arena is set to tile type "NO PC"?
I've checked it myself and yes, the ground in Grieldyr Space (San's battle arena) is Tile 46 (No PC). I could try and change all the platform tiles in the Taboo-Oh fight and see that changes anything.
EDIT: Okay, so Taboo-Oh no longer does the teleportation when it moves to the right side of the screen but only does so when moving back to the left. Perhaps I could alter the arena slightly so the player can't see it teleporting. After that, it's simply a matter of rewriting the script so the player obtains the Taboo Pin by default.


EDIT: As it turns out, creating two walls with spikes on the end covers up the teleportation just fine. Ironhead isn't blocked off by the walls meaning the fight functions normally. Now to work on the script and any visuals that are part of the battle.
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 01 November 2020, 19:35:51
* cue Dragon Quest level up fanfare *

So with that dealt with, I'm gonna say: being any X-level under Ballos' head when it lands is damaging, it seems. :(
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 01 November 2020, 20:27:39
* cue Dragon Quest level up fanfare *

So with that dealt with, I'm gonna say: being any X-level under Ballos' head when it lands is damaging, it seems. :(
Thank you Charlie, you've been a major help to me. (*hugs Charlie*)
And yes, Ballos does do damage if he falls on you in his ball form. I've had that happen to me at least once during the Death Orb MK:II fight.
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 01 November 2020, 21:24:35
Lower.

Try the Ballos head fight, but with a small area open under the arena, maybe sped up with entity 370.

My testing the major entities led to that discovery :o
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 02 November 2020, 12:06:56
So one last thing to deal with, regarding Taboo-Oh: When the player does beat him, they obtain the Monochrome Costume regardless if they took damage or not. All the Taboo battles use the Ironhead system where beating the boss with no damage unlocks an item, though for some reason the Taboo-Oh fight's unlock doesn't seem to work properly


If you want, I'll send you the Taboo-Oh script.
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 02 November 2020, 13:22:34
Lemme get this straight.

The player always gets the Taboo Pin.
The player should get the Monochrome Costume IF they take zero damage.

Also: is there an <NCJ0336:yyyy (yyyy being the event to jump to for getting the costume) and the matching entity (as in Ironhead's map)?
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 02 November 2020, 15:51:07
Lemme get this straight.

The player always gets the Taboo Pin.
The player should get the Monochrome Costume IF they take zero damage.

Also: is there an <NCJ0336:yyyy (yyyy being the event to jump to for getting the costume) and the matching entity (as in Ironhead's map)?
Actually, the player always gets the Taboo Pin the first time. Every time after that simply transports them out of the Boss Room. If they take no damage, they get the costume. Every match after, they'll be transported out.
Here's the script. <NCJ0336:YYYY is in #1001:

#0090
<FON0400:0001<FAI0000<MYD0002<BOA0001<EVE0091<END
#0091
<PRI<MSG<SAT<CMU0017<FAC0005
Well, well, well.
What do we have here?
A fool who dares to defy
our malevolence.<NOD<CLR
I am Taboo-Oh. You stand no
chance against me.<NOD<CLO<CMU0004<EVE0093

#0093
<BSL0000<BOA0000<CNP0302:0191:0000<CNP0300:0000:0000<MNA<WAI0075<END

#0300
#0301
#0302


#1000
<BOA1000<KEY<MSG<FAC0005I-I stand corrected.
Could it be...the one...
Never mind.<NOD<CLRThis form is no longer
needed. Venture deep into
the Taboo Zone,if you dare...<NOD<CLR<CLO<SK+5000<EVE1001

#1001
<ITJ0036:1003<GIT1036<IT+0036<KEY<MSG<FAC0000Taboo Pin Obtained!<NOD<CLR<CLO<NCJ0336:1002<TRA0023:0105:0002:0044<END

#1002
<FLJ1000:1003<KEY<MSG<FAC0000Alt Costume #01
(Monochrome) obtained!<NOD<CLO<CLR<FL+1000<TRA0023:0105:0002:0044<END

#1003
<TRA0023:0105:0002:0044


EDIT 1: Hmm, this is most strange. All I did was add GIT+1036 (I decided that the Alternate costumes all get a logo now) and the problem seems to have resolved itself. I tested the fight taking damage, got the pin and no costume so the script worked as intended. Did the fight with no damage, the script gave me the costume so it worked as intended. Then did the fight again and took damage, the script warped me out as intended. Then did the fight with no damage and the script warped me out as intended.
I've even been testing it again just to make sure scripts #1001 and #1002 don't pop up after getting the items associated with them for the first time.
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 02 November 2020, 21:29:46
... Okay. That was... unexpected.
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 03 November 2020, 11:31:48
... Okay. That was... unexpected.
I know right? Cave Story Modding can be pretty strange sometimes.
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 09 November 2020, 23:27:53
Regarding the Mimigas that appear in the Curly Brace boss fight, how do get them to work? I ask because I'm considering the idea of creating an enemy with that uses their A.I.
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 10 November 2020, 12:31:01
<ANPxxxx:0010:yyyy

xxxx being event ID (0310 to 0313 for the Colons, entity 122 during the boss fight)
yyyy being direction (0002 for right)

If they don't appear on-screen, try placing them one tile above ground, though? I haven't used 'em much, but...

Without ASM hacks, they can't die for good, I think. They'll be knocked out, but they'll recover again.

I might be Miss Taken, though. :p
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 10 November 2020, 13:30:46
<ANPxxxx:0010:yyyy

xxxx being event ID (0310 to 0313 for the Colons, entity 122 during the boss fight)
yyyy being direction (0002 for right)

If they don't appear on-screen, try placing them one tile above ground, though? I haven't used 'em much, but...

Without ASM hacks, they can't die for good, I think. They'll be knocked out, but they'll recover again.

I might be Miss Taken, though. :p
So the Colons aren't for fighting, but if I want to use them as enemies, I use Entity 122, right? That all said, thank you for your help.
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 10 November 2020, 13:59:32
Yes, 122 is the Enemy - Colon.
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 10 November 2020, 14:13:17
Yes, 122 is the Enemy - Colon.
So here's the event script for the level these enemies will be appearing in:

#0090
<CMU0035<FAI0000<EVE0091<END
#0091
<ANP0112:0010:0001<END
#0092
<TRA0012:0090:0003:0003<END
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 10 November 2020, 17:30:03
I see no scripting errors, so far.
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 10 November 2020, 19:08:49
I see no scripting errors, so far.


The entity I have is Entity #122 Colon Attack but it doesn't do anything. It just stands there. So I presume that I've set it wrong or I'm using the wrong boss Mimiga entity?
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 10 November 2020, 21:32:03
Is the event ID of the entity #0112?

Also, just in case this helps, is there a blank #0112 event that does nothing?
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 11 November 2020, 11:30:23
Is the event ID of the entity #0112?

Also, just in case this helps, is there a blank #0112 event that does nothing?


The Event I.D is 122 and there's no blank #0112 entity. I'll go and correct this now.
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 11 November 2020, 11:56:51
...

No blank #0112 script event, and the entity 122 you want to go on the offensive should be event ID 112, going by that script...

Y'know what, I'm gonna tinker around a bit and see what I can turn up. Gives my phone some time to recharge its batteries after strenuous Yu-Gi-Oh! research, haha...
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 11 November 2020, 12:34:28
...

No blank #0112 script event, and the entity 122 you want to go on the offensive should be event ID 112, going by that script...

Y'know what, I'm gonna tinker around a bit and see what I can turn up. Gives my phone some time to recharge its batteries after strenuous Yu-Gi-Oh! research, haha...


In that case, I'll wait for your results while I go and work on reworking the other Deep Sector Levels (and other things).
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 11 November 2020, 14:03:20
Entity 122 with event ID 200, set.
Entity 122 with event ID 201, set (in mid-air).

The last one fell. Both with ANP animation 10 moved around, but it seems they only deal damage when jumping.

They don't even jump a full tile's height...

That's it for now.
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 11 November 2020, 19:58:46
Entity 122 with event ID 200, set.
Entity 122 with event ID 201, set (in mid-air).

The last one fell. Both with ANP animation 10 moved around, but it seems they only deal damage when jumping.

They don't even jump a full tile's height...

That's it for now.
Hmm, this is quite interesting. I've added in the blank event, though perhaps I could try adding in a H/V Trigger to activate their event (similar to the Curly Brace boss A.I)?
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 11 November 2020, 21:25:44
Could work~. :)
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 12 November 2020, 12:38:42
Could work~. :)


So I've added an H/V Trigger and FL+0112 but nothing seems to have happened. Here's the script so far:

#0090
<CMU0035<FAI0000<FL+0112<END
#0091
<ANP0112:0010:0001<END
#0092
<TRA0012:0300:0003:0003<END

#0112
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 12 November 2020, 14:06:47
Er... that FL isn't necessary, unless you plan on the enemy appearing the second time a player enters the map?

Setting the H/V Trigger to run event 91 (and adding DNP0091 between ANP and END) could help, I think.

If I could post from a PC, this whole thing'd be a cinch, haha...
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 12 November 2020, 17:38:18
Er... that FL isn't necessary, unless you plan on the enemy appearing the second time a player enters the map?

Setting the H/V Trigger to run event 91 (and adding DNP0091 between ANP and END) could help, I think.

If I could post from a PC, this whole thing'd be a cinch, haha...
From what I could tell, adding the DNP caused it to disappear when the event triggered. I've also tried changing it so that it was shootable and had 100HP. When shot at, it disappeared but it still didn't move. Perhaps I need to try changing the entity?
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 12 November 2020, 18:36:14
... Yep, PC Internet access would help a lot here. So I'm gonna have to do it this way.

What is the event ID of: (a) The Colon, and (b) The H/V Trigger?
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 12 November 2020, 18:40:47
... Yep, PC Internet access would help a lot here. So I'm gonna have to do it this way.

What is the event ID of: (a) The Colon, and (b) The H/V Trigger?
Both the Colon_Attack and the H/V Trigger have Event 91 and Flag I.D #112.
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 12 November 2020, 18:46:40
There's your problem.

Change the Colon's Event Number to, say, 200 (and change the ANP to 0200:0010:0000 or 0200:0010:0002) and try again.
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 12 November 2020, 19:13:48
There's your problem.

Change the Colon's Event Number to, say, 200 (and change the ANP to 0200:0010:0000 or 0200:0010:0002) and try again.


So the H/V Trigger is supposed to be Event #0091 and have an I.D of #112 wheras the Colon's Event is supposed to be different, right?
I'm also considering looking into the original CS Script (i.e Map 29: Sand Zone Residence, so I'll post it if you want.
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 12 November 2020, 21:09:56
I'll try to explan as best I can...

H/V Trigger: Event 91
Flag ID should be 0 if you don't want the H/V Trigger to set flag 112 when it's deleted; also, it shouldn't disappear when a flag is set.
(You DO keep track of the used flags in a text file or something, right?)

Colon: Unused event ID
This event ID is used for the ANP stuff; for example, event ID 200.

You just do something like:

#0091
<ANP0200:0010:0002<DNP0091<END
/ example
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 13 November 2020, 11:52:52
I'll try to explan as best I can...

H/V Trigger: Event 91
Flag ID should be 0 if you don't want the H/V Trigger to set flag 112 when it's deleted; also, it shouldn't disappear when a flag is set.
(You DO keep track of the used flags in a text file or something, right?)

Colon: Unused event ID
This event ID is used for the ANP stuff; for example, event ID 200.

You just do something like:

#0091
<ANP0200:0010:0002<DNP0091<END
/ example


So I've now changed it so that the H/V Trigger has an Event I.D of 0 and a event of #0091. The Colon_Attack itself has an Event I.D of #0200 and an event of #0091. Annoyingly enough, as soon as the event triggers, the Colon_Attack simply disappears.
Here's my script:
#0090
<CMU0035<FAI0000<EVE0091
#0091
<ANP0200:0010:0001<DNP0091<END
#0092
<TRA0012:0300:0003:0003<END
#0093
<TRA0021:0300:0002:0006<END

#0112

And here's the one used to trigger the Curly Brace boss fight in Cave Story:
#0300
<KEY<DNP0300<MM0<MYD0000<CMU0000
<FL+0561<MSGAaaaahhhh!<NOD<CLO<KEY
<ANP0500:0003:0002<WAI0079<ANP0500:0000:0002
<MSG<FAC0019Ooohhhh!<NOD<CLO
<CNP0310:0122:0002<DNP0200<WAI0010
<CNP0311:0122:0002<DNP0201<WAI0010
<CNP0312:0122:0002<DNP0202<WAI0010
<CNP0313:0122:0002<DNP0203<MSGWe have a VISITOR!<NOD<CLRI know what it is
you're looking for!<NOD
But wake up!<NOD
Mimigas aren't your
enemies!<NOD
Mimigas are harmless!!<NOD<CLRToo bad for you, but...<NOD<CLO
<WAI0020<SOU0004<CNP0400:0118:0002<DNP0500
<WAI0010
<MSGI'm on their side!<NOD<CLRYou're going down!!<NOD<CLO
<BSL0400
<CMU0004
<ANP0400:0010:0002
<ANP0310:0010:0002
<ANP0311:0010:0002
<ANP0312:0010:0002
<ANP0313:0010:0002
<END


#0310
#0311
#0312
#0313



#0400
<KEY<MYD0400
<FL-0561<FL-0565
<ANP0310:0020:0005
<ANP0311:0020:0005
<ANP0312:0020:0005
<ANP0313:0020:0005
<CNP0400:0117:0005
<ANP0400:0005:0005<WAI0002
<ANP0400:0030:0004<SOU0070
<WAI0100<PRI<CMU0015<MSG
Victory!<WAI0140<CMU0000<NOD<CLO
<KEY<ANP0400:0006:0005<WAI0002<PRI
<WAI0050<CMU0002
<MSG<FAC0020You win...<NOD
I can't fight anymore...<NOD<CLRI suppose you're going
to kill all the Mimigas,<NOD
just like the other
robots?<YNJ0410<CLRI see...<NOD<CLRWhat a pity...<NOD<PRI<CLO
<FAO0004<TRA0029:0090:0012:0009

Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 13 November 2020, 13:25:46
Of course it's going to be deleted; you said the Colon event is 91 (hence the deletion by DNP0091).

Try setting the Colon event to 200 and the event ID to 0 too. And leaving the H/V Trigger as is.

Sorry if I come across as grumpy; it's just one of those days again.
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 13 November 2020, 13:31:23
Of course it's going to be deleted; you said the Colon event is 91 (hence the deletion by DNP0091).

Try setting the Colon event to 200 and the event ID to 0 too. And leaving the H/V Trigger as is.

Sorry if I come across as grumpy; it's just one of those days again.


It's alright, I can just imagine frustrating it's been for you but here's the good news, your suggestion for setting the Colon Event to #0200 has worked. The entity moves and works as intended. Thank you so much for your help Charlie.
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 13 November 2020, 16:23:35
Thank goodness...

It's frustrating being stuck with a near-useless phone that makes life harder... research's difficult, I can't be a good admin (here or the two CS wikis), and. Oh yes. I can't update stuff or get stuff to work. Plus this heat here is making me grumpier than a Gigantamaxed Mega Grumpig!

I can't make orange juice with lemons no matter how hard I try. (Lemonade's kinda boring.)
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 13 November 2020, 16:25:26
* two LS wikis

When I'm hasty I mistype as well, it seems. :-/
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 13 November 2020, 18:15:49
Thank goodness...

It's frustrating being stuck with a near-useless phone that makes life harder... research's difficult, I can't be a good admin (here or the two CS wikis), and. Oh yes. I can't update stuff or get stuff to work. Plus this heat here is making me grumpier than a Gigantamaxed Mega Grumpig!

I can't make orange juice with lemons no matter how hard I try. (Lemonade's kinda boring.)


(*hugs Charlie*) You'll make it through this Charlie. You've got Alice, Kim, Luna, Sarie and us to support you through these frustrating times. And think of it this way, regarding your modding skills, you haven't lost your touch at all.
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 13 November 2020, 21:19:07
To me, modding's like getting dressed.

I don't know how to ride a bicycle, haha... it's not like "get on, press up arrow to move forward" or something. Hence, I avoid using the whole "it's like riding a bicycle" thing in regards to myself.
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 14 November 2020, 11:46:40
To me, modding's like getting dressed.

I don't know how to ride a bicycle, haha... it's not like "get on, press up arrow to move forward" or something. Hence, I avoid using the whole "it's like riding a bicycle" thing in regards to myself.
So I take it that you're also good at programming or just scripting? It'd explain why Lunar Shadow/Selenic Shadow turned out as well as it did considering you taught Kim everything she knew. But yeah, I myself can't ride a bike either. It's probably one of the reasons why I prefer to walk everywhere.
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 14 November 2020, 12:05:18
Modding and RPG Maker VX Ace Lite (which doesn't work on my current PC).

Before 2011, there's also Legendary Tales (v1.6 and also what Kim used to make a current Tirahnys map in August 2020) and RPG Toolkit 3.0.6 (Dragon Riders Continuity Koppa started here!) and Adventure Game Studio, but those first two have issues on our current PC (sound causes slow-downs or crashes for the Toolkit; Tales crashes a bit on Windows 7, it seems).
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 14 November 2020, 12:57:52
Modding and RPG Maker VX Ace Lite (which doesn't work on my current PC).

Before 2011, there's also Legendary Tales (v1.6 and also what Kim used to make a current Tirahnys map in August 2020) and RPG Toolkit 3.0.6 (Dragon Riders Continuity Koppa started here!) and Adventure Game Studio, but those first two have issues on our current PC (sound causes slow-downs or crashes for the Toolkit; Tales crashes a bit on Windows 7, it seems).
RPG Maker, huh? It sounds like you're further along than I am in regards to game design. (Perhaps one day the Lunar Shadow RPG Bloom and I came up with could actually be made once you finally manage to get RPG Maker VX Ace Lite working in future?) That said, Legendary Tales and RPG Toolkit sound like alternatives that may be useful though it's quite unfortunate that you and Kim aren't able to get it working.
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 14 November 2020, 13:53:11
... There's no way to make an RPG like that with a limit of 10 party members, 20 maps with 10 maximum events, and no custom scripts. -_-"
VX Ace Lite has some strict limitations for a free trial of VX Ace. :-/

Legendary Tales is text-based and uses either .js or .vbs scripting; random crashing ain't something I like.

RPG Toolkit, well as long as there's no sound, things'll be okay.

Though I thought I could make an RPG like Grandia II. Boy, was I mistaken. (The first RPG I played will always be compared to others by myself, I guess...)
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 20 November 2020, 17:34:59
Regarding the <CNP Manipulation, if it can be used to speed a boss up then is it possible to use <CNP to slow a boss down?
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 20 November 2020, 19:04:06
Dunno? In theory, you might have to use DNP to delete the Major Boss Entity used to speed those up, but I've never tried it.
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 20 November 2020, 20:37:49
Dunno? In theory, you might have to use DNP to delete the Major Boss Entity used to speed those up, but I've never tried it.


Deleting the actual boss entity (0364) does nothing and deleting the actual event (#0301) just reverts the speed to regular ol' Monster X (which is quite boring in comparion to "superspeed" Monster X. Then again, I like "superspeed" Monster X and think it gives my mod something interesting.
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 20 November 2020, 22:18:34
Documented.

If DNP does nothing, CNP'ing the major boss entity to 0000 probably does nothing, too.

One thing I didn't think I'd try out this year: Try to keep up with an x10-speed Major Boss or several :P

And flailing as I failed, but I tried. :3
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 21 November 2020, 12:40:28
Documented.

If DNP does nothing, CNP'ing the major boss entity to 0000 probably does nothing, too.

One thing I didn't think I'd try out this year: Try to keep up with an x10-speed Major Boss or several :P

And flailing as I failed, but I tried. :3


Considering that <CNP stacks, perhaps you could combine it with <UNI (the one used in the Ironhead fight)?
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 21 November 2020, 12:44:39
Apocalyptic Shadow does that with Kresnik.

It's how I found out about the speed boost thing. :P
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 21 November 2020, 13:39:58
Apocalyptic Shadow does that with Kresnik.

It's how I found out about the speed boost thing. :P
Doesn't Kresnik increase in speed for every phase? Also how is progress on Apocalyptic Shadow?
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 21 November 2020, 15:18:46
Yep - beat a phase, and entity 366 gets added if that wasn't the last phase (as the player can select how many phases, default 1).

Phases 4 and 5 are unlocked later on - if you actually get 5 phases in the first try (should be impossible), Kim Ethnarch will rant at the player for a full day. :P

And no progress - Kim's doing something secretive in that other OpenOffice.org Calc program thing apparently. (Says it'll change LS for the crazier?)
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 08 December 2020, 17:04:18
So in Lunar Shadow's Top Floor O, there is a door that requires you to die to open it. So I'm wondering how Kim did it because one of the costumes in Gun requires the player to get Ending 04 which has the player die.
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 08 December 2020, 21:43:48
Skip flags.

The death events in Head.tsc have <SK+0010 in 'em.
The Top Floor O door has <SKJ0010:0105.

Skip flags are unset after quitting the game, though.
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 09 December 2020, 13:38:27
Skip flags.

The death events in Head.tsc have <SK+0010 in 'em.
The Top Floor O door has <SKJ0010:0105.

Skip flags are unset after quitting the game, though.
So can Skipflags be used with <ESC or not? That said, I've been reworking the script for Ending 04:
Most of the script is now in the Head TSC file:
#0044
<KEY<MSG<FMU<CMU0017Would you like to step into the
Anticharger?<YNJ0500<CMU0017<WAI0020<CLR<KEY<MSGDoing so is tantamount to suicide.
Are you sure about this?<YNJ0500<FAO0002<PRI<MS2<SOU0017<SK+0010
Gunnoid-0's life slowly
drained away.<NOD<CLR As it decresendoed
into nothingness,
perhaps he could
have lived and changed the world...<NOD<CLR
<WAI0025<MS3You have obtained
Ending 04:Suicide.<NOD<CLR<CLO<FL+1005<EVE0501

The rest of it is in the Deep Sector area:

#0500
<FMU<CMU0008<END
#0501
<FLJ1005:0502<GIT1033<MS3Alternate Costume #04 (Inverted)
unlocked.<FL+1005<WAI0050<ESC<END
#0502
<WAI0050<ESC<END
#0503
<MNA<CMU0008<CMU0008<FAI0004<SMC<END
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 09 December 2020, 13:50:02
Skip flags work with ESC, but not normal flags (like 1005).

Let's see... is the outfit supposed to be obtained on a new game or when the game is reloaded?
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 09 December 2020, 14:08:47
Skip flags work with ESC, but not normal flags (like 1005).

Let's see... is the outfit supposed to be obtained on a new game or when the game is reloaded?
The player is supposed to obtain the outfit when the game is reloaded. (In addition, which numbers are used for skip flags?)
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 09 December 2020, 14:36:05
Skip flags that are saved on a soft reset: 0001 - 0063. Apparently.
Normal flags saved on a soft reset: 0064 to 7999, apparently.

So the new game's first event should probably use SK- to unset the skipflag.

Theory... the save points should have an H/V trigger in line with where the player is when saving... which sets a flag (and mentions costume unlocked) IF the skip flag was set... and said H/V trigger vanishes thereafter. For good.

Worth a try?
Title: Re: LSPF: The CS Modding Question Thread
Post by: King (2.0) on 09 December 2020, 16:33:07
Skip flags that are saved on a soft reset: 0001 - 0063. Apparently.
Normal flags saved on a soft reset: 0064 to 7999, apparently.

So the new game's first event should probably use SK- to unset the skipflag.

Theory... the save points should have an H/V trigger in line with where the player is when saving... which sets a flag (and mentions costume unlocked) IF the skip flag was set... and said H/V trigger vanishes thereafter. For good.

Worth a try?
Thank you so much. It now works much, much better now. I'll now go and apply this to the Taboo Zone's bosses once I'm done redesigning that place.
Title: Re: LSPF: The CS Modding Question Thread
Post by: Charlie on 09 December 2020, 21:51:01
No problem. After all...

* puts on Kamina sunglasses *

Squirtle Squirtle!

... O_o

* switches off human-to-Pokemon speech convertor *

... I'm the Eternal Atoner. 8)

(Couldn't resist. :p )