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      docs/events/entities.md

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