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