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       #Post#: 12024--------------------------------------------------
       LSPF: The CS Modding Question Thread
   DIR By: IlinaFan01
       Date: September 9, 2020, 7:40 am
       ---------------------------------------------------------
       I see this thread wasn't created yet, so yeah, here it is.
       Regarding King's question in my well, here's a detailing bit.
       <CNPxxxx:yyyy:zzzz
       xxxx is the entity's event number (0300 for example).
       yyyy is the entity type (0366 for MBossIronH, for instance, or
       0000 for a blank entity).
       zzzz is the direction (0000 for left, IIRC).
       #Post#: 12026--------------------------------------------------
       Re: LSPF: The CS Modding Question Thread
   DIR By: King (2.0)
       Date: September 9, 2020, 10:34 am
       ---------------------------------------------------------
       --- Quote from: Charlie link ---
       >
       > 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).
       >
       --- End 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
   DIR By: IlinaFan01
       Date: September 9, 2020, 3:32 pm
       ---------------------------------------------------------
       I think so, but... my experiments led to bugged behaviour.
       Those that don't crash or aren't bugged, are lucky finds...
       369 speeds up Heavy Press. No issues seen so far!
       I think 365 and 367 (both bugged) affect Monster X, though...
       #Post#: 12037--------------------------------------------------
       Re: LSPF: The CS Modding Question Thread
   DIR By: King (2.0)
       Date: September 10, 2020, 6:05 am
       ---------------------------------------------------------
       --- Quote from: Charlie link ---
       >
       > 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...
       >
       --- End 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
   DIR By: IlinaFan01
       Date: September 10, 2020, 6:50 am
       ---------------------------------------------------------
       363 speeds Ballos' head up but he falls through the floor sooner
       or later.
       366 speeds Ironhead up, with fish spawning faster.
       Same with 369 for Heavy Press and Butes.
       381 makes Undead Core open up more often, I'm assuming.
       #Post#: 12051--------------------------------------------------
       Re: LSPF: The CS Modding Question Thread
   DIR By: King (2.0)
       Date: September 10, 2020, 9:24 am
       ---------------------------------------------------------
       --- Quote from: Charlie link ---
       >
       > 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.
       >
       --- End 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
   DIR By: IlinaFan01
       Date: September 10, 2020, 11:58 am
       ---------------------------------------------------------
       Noted. Like, in a Notepad file. Like a major boss! 8)
       I just applied this sort of thing to a vanilla Cave Story copy.
       That's how we found the "turbo Ironhead" and the BOA stuff,
       really. And ANP, too.
       Now I know these entities affect other major bosses differently,
       so thanks! (I'mma make a CS Researcher group for now, haha.)
       If you're ever as bored as a board, you could write a guide for
       how entities 361 to 382 affect the major bosses one day :p
       #Post#: 12059--------------------------------------------------
       Re: LSPF: The CS Modding Question Thread
   DIR By: King (2.0)
       Date: September 10, 2020, 1:49 pm
       ---------------------------------------------------------
       --- Quote from: Charlie link ---
       >
       > 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
       >
       --- End 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.
       <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.
       #Post#: 12062--------------------------------------------------
       Re: LSPF: The CS Modding Question Thread
   DIR By: IlinaFan01
       Date: September 10, 2020, 2:52 pm
       ---------------------------------------------------------
       Okay... the major boss entities, I believe, are: 361, 362, 363,
       364, 365, 366, 367, 368, 369, 370, 371, 372, 373, 374, 375, 376,
       377, 378, 379, 380, 381 and 382.
       All entites under 361 (0 to 360) are normal, and there's nothing
       above 382, so far I know.
       Deathtrap wall is used in the Ballos' defeat scene (vanilla CS)
       but also for the Valkyrie boss (part 2; LS), if you ANP it with
       animation 0010.
       #Post#: 12170--------------------------------------------------
       Re: LSPF: The CS Modding Question Thread
   DIR By: King (2.0)
       Date: September 19, 2020, 6:03 am
       ---------------------------------------------------------
       I'd like to ask a question: How did you/Kim give bosses multiple
       HP bars? (as shown in Shadow of the Stars/Lunar Shadow)
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