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