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@ -6,6 +6,8 @@ Entities are generally objects you can interact with in-game. This includes thin |
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- Springs / Computer Desks |
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- NPCs |
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Entities have IDs in the 1000+ range. |
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## Entity IDs and Types |
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Each Entity has an Entity ID and a Type. |
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@ -31,368 +33,368 @@ For example, to place a Type 5 Bunny on the map, you place an event with ID 1096 |
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If no type specifier event is used for the entity, the entity defaults to Type 0. |
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ENTITY LIST |
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Names based off -debugshowevents tile names. |
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# Direction Modifiers |
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If an entity uses direction modifiers, then use these events as modifiers instead: |
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- Right: 195 |
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- Left: 196 |
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- Up: 198 |
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- Down: 199 |
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- Right: `195` |
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- Left: `196` |
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- Up: `198` |
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- Down: `199` |
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Direction modifiers can be used along with type modifiers if you place the direction modifier in the event stack. |
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# Entity List |
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Names based off -debugshowevents tile names. |
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Boss NPCs are included in the list but I only tested Rita and Pandora due to them having shadow clone events. |
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Any boss NPC can be activated by other boss events, allowing for double boss encounters. Defeating any of them will exit boss mode, however. |
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ENTITIES |
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1003: Four-way fire bar |
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- Rotates counter-clockwise. |
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If the entity is not listed here, it just spawns in an Erina. Usually a small one. |
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1004: Three-way fire bar |
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- Rotates counter-clockwise. |
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- Faster than its four-way cousin. |
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- **[1003] Four-way fire bar** |
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- Rotates counter-clockwise. |
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1005: Spike ball |
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- Floats left. Turns around when it hits a solid object. |
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- Initial direction can be changed with up and down direction modifiers. |
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- **[1004] Three-way fire bar** |
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- Rotates counter-clockwise. |
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- Faster than its four-way cousin. |
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1006: Super spike ball |
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- Floats left. Turns around when it hits a solid object. |
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- Deals much, MUCH more damage and travels faster than event 1005. |
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- Initial direction can be changed with up and down direction modifiers. |
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- **[1005] Spike ball** |
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- Floats left. Turns around when it hits a solid object. |
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- Initial direction can be changed with up and down direction modifiers. |
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1007: Wall climber |
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- Travels right. If not on a solid surface, travels in circles or until it finds a surface to follow, at which case it will travel along that surface. |
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- Initial travel direction can be changed with all direction modifiers. |
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- **[1006] Super spike ball** |
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- Floats left. Turns around when it hits a solid object. |
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- Deals much, MUCH more damage and travels faster than event 1005. |
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- Initial direction can be changed with up and down direction modifiers. |
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1008: Blue death laser |
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- Fires left. Deals ludicrous amounts of damage. |
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- Fires when Erina gets close. |
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- Direction can be changed with right direction modifier. |
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- **[1007] Wall climber** |
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- Travels right. If not on a solid surface, travels in circles or until it finds a surface to follow, at which case it will travel along that surface. |
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- Initial travel direction can be changed with all direction modifiers. |
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1009: Prologue Cocoa |
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- **[1008] Blue death laser** |
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- Fires left. Deals ludicrous amounts of damage. |
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- Fires when Erina gets close. |
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- Direction can be changed with right direction modifier. |
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1010: LED Face (Cave 2 emoji boss) |
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- Invisible unless activated through a boss event, but will still do collision damage. |
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- **[1009] Prologue Cocoa** |
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1011: Rumi |
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1012: Ashuri |
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1013: Rita |
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1014: Ribbon |
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1015: Forgotten Cave Cocoa |
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1016: Computer Cicini |
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- **[1010] LED Face (Cave 2 emoji boss)** |
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- Invisible unless activated through a boss event, but will still do collision damage. |
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1017: Cicini's desk "PC OBJ" |
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- Can be a variety of objects based on background, room color, and type. Too lazy to test right now. Most notable is type 12 being a spring. |
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- **[1011] Rumi** |
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- **[1012] Ashuri** |
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- **[1013] Rita** |
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- **[1014] Ribbon** |
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- **[1015] Forgotten Cave Cocoa** |
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- **[1016] Computer Cicini** |
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1018: Cicini |
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- **[1017] Cicini's desk "PC OBJ"** |
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- Can be a variety of objects based on background, room color, and type. Too lazy to test right now. Most notable is type 12 being a spring. |
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1019: Red laser |
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- Fires left. Deals significantly less damage than event 1008. |
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- Direction can be changed with all direction modifiers. |
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- **[1018] Cicini** |
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1020: Saya |
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1021: Syaro |
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- **[1019] Red laser** |
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- Fires left. Deals significantly less damage than event 1008. |
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- Direction can be changed with all direction modifiers. |
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1022: Pandora |
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- Type 5 is Shadow Pandora and behaves differently. |
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- **[1020] Saya** |
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- **[1021] Syaro** |
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1023: Nieve |
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1024: Nixie |
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1025: Aruraune |
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- **[1022] Pandora** |
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- Type 5 is Shadow Pandora and behaves differently. |
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1027: "Into Town" |
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- No idea what this does. |
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- **[1023] Nieve** |
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- **[1024] Nixie** |
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- **[1025] Aruraune** |
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1028: Interactable NPC |
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- Appearance and dialogue is determined by type modifier. If no modifier is set, you will see error messages and a blank text box. |
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- **[1027] "Into Town"** |
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- No idea what this does. |
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1030: Seana |
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1031: Lilith |
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1032: Vanilla |
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1033: Chocolate |
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- **[1028] Interactable NPC** |
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- Appearance and dialogue is determined by type modifier. If no modifier is set, you will see error messages and a blank text box. |
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1035: Illusion Alius 1 |
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- Has modifiers. Type 1 is Alius 2, type 2 is Alius 3, and type 3 is Alius 4. |
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- **[1030] Seana** |
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- **[1031] Lilith** |
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- **[1032] Vanilla** |
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- **[1033] Chocolate** |
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1036: Pink Kotri |
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- Has modifiers. Type 1 is green, type 2 is blue, and type 3 is pink. |
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- **[1035] Illusion Alius 1** |
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- Has modifiers. Type 1 is Alius 2, type 2 is Alius 3, and type 3 is Alius 4. |
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1037: Slimy Noah |
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1038: Irisu |
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1039: Miriam |
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1043: Miru |
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- **[1036] Pink Kotri** |
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- Has modifiers. Type 1 is green, type 2 is blue, and type 3 is pink. |
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1045: Rita 2 |
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- Type 5 is Shadow Rita |
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- **[1037] Slimy Noah** |
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- **[1038] Irisu** |
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- **[1039] Miriam** |
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- **[1043] Miru** |
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1046: Lilli |
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- If activated in a boss event, it will fire at enemies. |
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- Type 1 is Pixie. |
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- Entity type affects the fired projectile. |
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- **[1045] Rita 2** |
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- Type 5 is Shadow Rita |
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1053: Noah 3 |
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- **[1046] Lilli** |
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- If activated in a boss event, it will fire at enemies. |
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- Type 1 is Pixie. |
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- Entity type affects the fired projectile. |
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1054: Keke Bunny |
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- Will have boss AI outside of boss events. |
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- **[1053] Noah 3** |
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1055: Sitting Mr. Tako |
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- Only faces left. Has a dialogue box when you speak to him, so you can maybe hide him behind a wall for a free text box or something. |
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- Type 3 stands up and turns around to face you. |
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- **[1054] Keke Bunny** |
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- Will have boss AI outside of boss events. |
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1056: Blue Ordinary Cat |
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- Type-1 is the Red Ordinary Cat. |
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- If you spawn one without the other, they will come with Meow Respawn. |
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- **[1055] Sitting Mr. Tako** |
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- Only faces left. Has a dialogue box when you speak to him, so you can maybe hide him behind a wall for a free text box or something. |
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- Type 3 stands up and turns around to face you. |
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1096: Pink bunny slime |
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- Type 2 is a blue fairy with slime AI. When on the ground, it cycles through fairy colors. |
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- Type 5 is a big slime. |
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- Type 6 is a large slime. |
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- **[1056] Blue Ordinary Cat** |
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- Type-1 is the Red Ordinary Cat. |
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- If you spawn one without the other, they will come with Meow Respawn. |
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1097: Flowers |
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1098: "Ball mouse" |
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1099: Bee |
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1102: Bird |
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- I can't get these to spawn even though I can see their events in normal gameplay. |
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- **[1096] Pink bunny slime** |
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- Type 2 is a blue fairy with slime AI. When on the ground, it cycles through fairy colors. |
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- Type 5 is a big slime. |
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- Type 6 is a large slime. |
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1100: Rafflesia |
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- Type 1 is green and fires larges amounts of green bullets skywards, which fall back down a short time later. |
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- **[1097] Flowers** |
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- **[1098] "Ball mouse"** |
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- **[1099] Bee** |
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- **[1102] Bird** |
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- I can't get these to spawn even though I can see their events in normal gameplay. |
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1101: Wisp |
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- Type 2+ are exploding Halloween DLC pumpkins. |
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- **[1100] Rafflesia** |
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- Type 1 is green and fires larges amounts of green bullets skywards, which fall back down a short time later. |
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1103: Mushroom |
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1105: Brown Mushroom |
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- Same notes as pink bunny slime, including the fairy. |
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- **[1101] Wisp** |
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- Type 2+ are exploding Halloween DLC pumpkins. |
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1104: Dog |
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- Dog! |
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- **[1103] Mushroom** |
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- **[1105] Brown Mushroom** |
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- Same notes as pink bunny slime, including the fairy. |
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1106: Worm |
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- Type 1 fires projectiles. |
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- **[1104] Dog** |
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- Dog! |
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1107: Cactus that follows you |
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- **[1106] Worm** |
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- Type 1 fires projectiles. |
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1108: Eagle |
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- Type 1 fires excessively powerful bullets upon swooping. |
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- **[1107] Cactus that follows you** |
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1109: Blue blob charger |
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- Type 1 is pink. |
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- **[1108] Eagle** |
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- Type 1 fires excessively powerful bullets upon swooping. |
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1110: UPRPRC member with overalls and pink hair |
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- **[1109] Blue blob charger** |
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- Type 1 is pink. |
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1111: Purple bunny slime |
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- Fires projectiles |
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- Same notes as pink bunny slime regarding size, but larger ones do not fire projectiles |
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- **[1110] UPRPRC member with overalls and pink hair** |
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1112: Egg |
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- Type 1 is blue and fires projectiles |
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- Type 2+ is yellow but behaves like blue |
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- **[1111] Purple bunny slime** |
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- Fires projectiles |
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- Same notes as pink bunny slime regarding size, but larger ones do not fire projectiles |
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1113: Dice |
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- Type affects the number on the block and how many fairies pop out, up to type 5. |
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- **[1112] Egg** |
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- Type 1 is blue and fires projectiles |
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- Type 2+ is yellow but behaves like blue |
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1114: UPRPRC fairy - black suit/ears (blue) |
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- Type affects the fairy color and behavior. |
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- Type 1 is red, type 2 is yellow, type 3 is green, type 4 is purple, type 5 is gray. |
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- **[1113] Dice** |
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- Type affects the number on the block and how many fairies pop out, up to type 5. |
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1115: Card soldier |
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- **[1114] UPRPRC fairy - black suit/ears (blue)** |
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- Type affects the fairy color and behavior. |
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- Type 1 is red, type 2 is yellow, type 3 is green, type 4 is purple, type 5 is gray. |
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1116: Bunny thwomp (Down) |
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- Type affects movement. |
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- Type 1 moves left. |
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- Type 2 moves up. |
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- Type 3 moves right. |
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- Type 4+ simply do not move at all. |
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- **[1115] Card soldier** |
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1117: UPRPRC hugger (red) |
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- Type affects color. |
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- Type 1 is green, type 2 is blue, and type 3 is yellow. |
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- Requires event flag 307 (FOREST UPRPRC) to spawn. |
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- **[1116] Bunny thwomp (Down)** |
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- Type affects movement. |
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- Type 1 moves left. |
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- Type 2 moves up. |
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- Type 3 moves right. |
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- Type 4+ simply do not move at all. |
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1118: UPRPRC swimsuit gunner (red) |
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- Type affects color and attack pattern. |
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- Type 1 is blue, type 2 is yellow, and type 3 is green. |
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- **[1117] UPRPRC hugger (red)** |
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- Type affects color. |
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- Type 1 is green, type 2 is blue, and type 3 is yellow. |
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- Requires event flag 307 (FOREST UPRPRC) to spawn. |
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1119: UPRPRC debuff mage (blue) |
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- Type affects color and inflicted debuff. |
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- Type 1 is red, type 2 is green, and type 3 is yellow. |
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- **[1118] UPRPRC swimsuit gunner (red)** |
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- Type affects color and attack pattern. |
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- Type 1 is blue, type 2 is yellow, and type 3 is green. |
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1120: UPRPRC bomber (red) |
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- Type affects color and bomb effects. |
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- Type 1 is blue, type 2 is purple, and type 3 is green. |
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- **[1119] UPRPRC debuff mage (blue)** |
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- Type affects color and inflicted debuff. |
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- Type 1 is red, type 2 is green, and type 3 is yellow. |
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1124: Open box |
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- And the crowd goes wild! |
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- **[1120] UPRPRC bomber (red)** |
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- Type affects color and bomb effects. |
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- Type 1 is blue, type 2 is purple, and type 3 is green. |
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1125: Vehicle |
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- Travels left. Can be forced to travel right with direction modifiers. |
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- Type affects the vehicle sprite. |
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- **[1124] Open box** |
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- And the crowd goes wild! |
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1126: Skinny otaku (green jacket) |
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- Type affects jacket color and attack pattern. Type 1 is yellow and type 2 is blue. |
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- Types above 2 will render them with CreSpirit secret base NPCs, but they will still attack. |
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- **[1125] Vehicle** |
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- Travels left. Can be forced to travel right with direction modifiers. |
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- Type affects the vehicle sprite. |
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1127: Fat otaku (red shirt) |
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- Type 1 is black jacket. |
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- **[1126] Skinny otaku (green jacket)** |
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- Type affects jacket color and attack pattern. Type 1 is yellow and type 2 is blue. |
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- Types above 2 will render them with CreSpirit secret base NPCs, but they will still attack. |
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1128: Sandbag |
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- **[1127] Fat otaku (red shirt)** |
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- Type 1 is black jacket. |
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1129: "STG FAIRY" |
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- A few are in Cocoa 2's arena, but I can't personally get them to spawn out of the box. |
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- Type likely affects attack pattern as all of those are type 2. |
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- **[1128] Sandbag** |
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1130: Fake rock |
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- Type 1 is a fake snow poff. Landing spreads snow bullets. |
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- Higher types appear to move much faster and aggressively. |
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- **[1129] "STG FAIRY"** |
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- A few are in Cocoa 2's arena, but I can't personally get them to spawn out of the box. |
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- Type likely affects attack pattern as all of those are type 2. |
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1131: Rock-tossing mole |
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- **[1130] Fake rock** |
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- Type 1 is a fake snow poff. Landing spreads snow bullets. |
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- Higher types appear to move much faster and aggressively. |
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1132: Five-way lab turret (down) |
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- Type affects direction. |
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- Type 1 fires left, type 2 fires right, and type 3 fires up. |
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- **[1131] Rock-tossing mole** |
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1133: Tall lab bot |
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- Type 1 is Mr. Big Box. |
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- Type 5 fires eye lasers with blue sparks that will turn 90 degrees to seek Erina. |
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- **[1132] Five-way lab turret (down)** |
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- Type affects direction. |
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- Type 1 fires left, type 2 fires right, and type 3 fires up. |
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1134: Flying lab bot |
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- **[1133] Tall lab bot** |
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- Type 1 is Mr. Big Box. |
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- Type 5 fires eye lasers with blue sparks that will turn 90 degrees to seek Erina. |
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1135: Small lab bot |
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- Type 1 is a miniature lab bot. |
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- **[1134] Flying lab bot** |
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1136: Robot Maid (pink) |
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- Type affects color and attack pattern. |
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- Type 1 is blue, type 2 is yellow, and type 3 is green. |
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- Type 4 is Rainbow Maid. |
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- **[1135] Small lab bot** |
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- Type 1 is a miniature lab bot. |
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1137: Spider |
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- Drops to spawn location when Erina gets close. |
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- Type 1 spawns already dropped. |
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- Can use left and right direction modifier to force it to spin a certain way regardless of where Erina enters from. |
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- **[1136] Robot Maid (pink)** |
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- Type affects color and attack pattern. |
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- Type 1 is blue, type 2 is yellow, and type 3 is green. |
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- Type 4 is Rainbow Maid. |
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1138: Riverbank running swarmers |
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- Type 2 is the Halloween variant. |
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- **[1137] Spider** |
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- Drops to spawn location when Erina gets close. |
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- Type 1 spawns already dropped. |
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- Can use left and right direction modifier to force it to spin a certain way regardless of where Erina enters from. |
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1139: Hug fairy (blue) |
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- Type affects color and movement pattern. |
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- Type 1 is yellow, type 2 is red, and type 3 is green. |
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- **[1138] Riverbank running swarmers** |
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- Type 2 is the Halloween variant. |
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1140: Cyber cube (blue) |
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- Type affects color and attack pattern. |
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- Type 1 is green, type 2 is yellow, type 3 is red, type 4 is silver. |
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- Types 3 and 4 deal large damage. |
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- **[1139] Hug fairy (blue)** |
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- Type affects color and movement pattern. |
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- Type 1 is yellow, type 2 is red, and type 3 is green. |
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1141: Irisu clone |
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- Size is random and cannot be controlled. |
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- **[1140] Cyber cube (blue)** |
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- Type affects color and attack pattern. |
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- Type 1 is green, type 2 is yellow, type 3 is red, type 4 is silver. |
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- Types 3 and 4 deal large damage. |
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1142: Rainbow Crystal boss core |
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- **[1141] Irisu clone** |
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- Size is random and cannot be controlled. |
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1143: Rainbow Crystal boss part (red) |
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- For use with Rainbow Crystal boss core. |
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- Type affects color. |
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- No idea how to actually put these together right now. |
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- **[1142] Rainbow Crystal boss core** |
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1144: UPRPRC Tank (yellow) |
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- Type affects color and attack pattern. |
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- Type 1 is blue and type 2 is green. |
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- **[1143] Rainbow Crystal boss part (red)** |
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- For use with Rainbow Crystal boss core. |
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- Type affects color. |
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- No idea how to actually put these together right now. |
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1145: Bouncy cat (gray) |
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- Type affects color and jump height. |
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- Type 1 is blue and jumps higher, type 2 is the Halloween version. |
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- Requires event flag 257 (MEET FAIRY) to spawn. |
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- **[1144] UPRPRC Tank (yellow)** |
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- Type affects color and attack pattern. |
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- Type 1 is blue and type 2 is green. |
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1146: Spark ball (rainbow) |
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- Type affects color, speed, and power. |
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- Type 1 is blue, type 2 is yellow, and type 3 is green. |
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- Type 4+ is rainbow and very slow. |
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- **[1145] Bouncy cat (gray)** |
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- Type affects color and jump height. |
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- Type 1 is blue and jumps higher, type 2 is the Halloween version. |
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- Requires event flag 257 (MEET FAIRY) to spawn. |
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1147: UPRPRC mage (blue) |
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- Type affects color and attack pattern. |
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- Type 1 is red, type 2 is green, and type 3 is yellow. |
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- **[1146] Spark ball (rainbow)** |
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- Type affects color, speed, and power. |
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- Type 1 is blue, type 2 is yellow, and type 3 is green. |
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- Type 4+ is rainbow and very slow. |
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1148: Snow ball (normal) |
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- Hops at Erina and splits when near. |
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- Type 1 is a snow ball fragment. |
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- **[1147] UPRPRC mage (blue)** |
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- Type affects color and attack pattern. |
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- Type 1 is red, type 2 is green, and type 3 is yellow. |
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1149: Elemental magic ball (Light blue) |
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- Type affects color and attack pattern. |
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- Type 1 is dark blue, and type 2 is red. |
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- **[1148] Snow ball (normal)** |
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- Hops at Erina and splits when near. |
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- Type 1 is a snow ball fragment. |
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1150: UPRPRC fairy - white suit/ears (blue) |
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- Type affects the fairy color and behavior. |
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- Type 1 is red, type 2 is yellow, type 3 is green, type 4 is purple, type 5 is gray. |
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- Basically the same thing as entity 1114. |
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- **[1149] Elemental magic ball (Light blue)** |
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- Type affects color and attack pattern. |
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- Type 1 is dark blue, and type 2 is red. |
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1151: Pyramid eye |
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- For use with 1152 (Pyramid laser) |
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- **[1150] UPRPRC fairy - white suit/ears (blue)** |
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- Type affects the fairy color and behavior. |
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- Type 1 is red, type 2 is yellow, type 3 is green, type 4 is purple, type 5 is gray. |
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- Basically the same thing as entity 1114. |
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1152: Pyramid laser |
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- Type 0 moves horizontally on the row it is spawned on |
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- Type 1 moves vertically on the column it is spawned on |
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- Changes direction by reaching an instance of event 198 |
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- If it detects Erina, it temporarily activates boss mode and causes all instances of 1151 (Pyramid eye) to shoot at Erina |
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- Cannot detect Erina if she is standing on event 200 tiles |
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- **[1151] Pyramid eye** |
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- For use with 1152 (Pyramid laser) |
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1153: UPRPRC Speed Up mage |
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- **[1152] Pyramid laser** |
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- Type 0 moves horizontally on the row it is spawned on |
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- Type 1 moves vertically on the column it is spawned on |
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- Changes direction by reaching an instance of event 198 |
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- If it detects Erina, it temporarily activates boss mode and causes all instances of 1151 (Pyramid eye) to shoot at Erina |
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- Cannot detect Erina if she is standing on event 200 tiles |
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1154: City NPC (Salary man) |
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- Used in one of the Stele cutscenes. Has no animations, but will turn to face Erina. |
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- Type affects sprite, unsure how far it affects to |
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- **[1153] UPRPRC Speed Up mage** |
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1155: Aurora Palace laser |
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- Fires in regular intervals based on difficulty. |
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- **[1154] City NPC (Salary man)** |
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- Used in one of the Stele cutscenes. Has no animations, but will turn to face Erina. |
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- Type affects sprite, unsure how far it affects to |
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1156: Meaty Bone (boomerang) |
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- Type 1 fires exploding bones which can destroy bomb blocks. |
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- Type 5 is large. |
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- Type 6 is huge. |
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- **[1155] Aurora Palace laser** |
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- Fires in regular intervals based on difficulty. |
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1157: Plurkwood bullet spitter |
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- **[1156] Meaty Bone (boomerang)** |
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- Type 1 fires exploding bones which can destroy bomb blocks. |
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- Type 5 is large. |
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- Type 6 is huge. |
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1158: Plurkwood mouth slime |
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- Type 5 is large. |
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- Type 6 is huge. |
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- **[1157] Plurkwood bullet spitter** |
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1159: Plurkwood bat |
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|
- Type affects initial movement pattern, up to 3. |
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- Type 4+ is stationary. |
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- **[1158] Plurkwood mouth slime** |
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- Type 5 is large. |
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- Type 6 is huge. |
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1160: Fish (yellow) |
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|
- Type affects color and AI. |
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- Type 1 is blue, type 2 is green. |
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|
- Types above 2 print weird sprites but do not fire bullets. For example, type 3 is a bunny ghost. |
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- **[1159] Plurkwood bat** |
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- Type affects initial movement pattern, up to 3. |
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- Type 4+ is stationary. |
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1161: Mummy ball |
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- **[1160] Fish (yellow)** |
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|
- Type affects color and AI. |
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- Type 1 is blue, type 2 is green. |
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|
- Types above 2 print weird sprites but do not fire bullets. For example, type 3 is a bunny ghost. |
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1162: Five floating energy swords |
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- **[1161] Mummy ball** |
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1163: Library crystal (red) |
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|
- Type affects color and attack pattern. |
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- Type 1 is orange, type 2 is yellow, type 3 is green, type 4 is cyan, type 5 is blue, type 6 is purple, and type 7 is silver. |
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- **[1162] Five floating energy swords** |
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1164: Bunny ghost |
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|
- Higher type modifier makes it deal more damage. |
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- **[1163] Library crystal (red)** |
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- Type affects color and attack pattern. |
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- Type 1 is orange, type 2 is yellow, type 3 is green, type 4 is cyan, type 5 is blue, type 6 is purple, and type 7 is silver. |
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- **[1164] Bunny ghost** |
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|
- Higher type modifier makes it deal more damage. |
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|
### Unimplemented, semi-functional events |
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Unimplemented, semi-functional events |
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|
1001: "Small Slime" |
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- Small Erina that behaves like a bunny slime enemy. |
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|
- **[1001] "Small Slime"** |
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|
- Small Erina that behaves like a bunny slime enemy. |
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1002: "Rush thing" |
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|
- Small Erina that runs left. Turns around when it hits a solid object. |
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- **[1002] "Rush thing"** |
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|
- Small Erina that runs left. Turns around when it hits a solid object. |
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1047: Cat Golem Head |
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|
- Just kinda floats around. |
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- **[1047] Cat Golem Head** |
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|
- Just kinda floats around. |
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1048: Cat Golem Hand |
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|
- Probably for use with Cat Golem. I haven't tried them both together. |
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|
- **[1048] Cat Golem Hand** |
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|
- Probably for use with Cat Golem. I haven't tried them both together. |
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1165, 1166: Blank |
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|
- Spreadsheet says these are actual events but I can't get anything out of them. |
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- **[1165, 1166] Blank** |
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|
- Spreadsheet says these are actual events but I can't get anything out of them. |
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|
If it's not listed here or in the above list, it just spawns in an Erina. Usually a small one. |
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