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418 lines
13 KiB
418 lines
13 KiB
# Entities
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Entities are generally objects you can interact with in-game. This includes things like:
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- Enemies
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- Bosses
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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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For example, a bunny enemy (the first enemy you see in starting forest) has entity ID 1096.
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- Entity ID 1096 with Type 0 is a small bunny enemy.
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- Entity ID 1096 with Type 5 is a big bunny enemy. (seen near Cocoa1's boss fight)
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- Entity ID 1096 with type 6/7 are huge bunny enemies (seen in night forest)
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## Entity Events
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The Event ID that spawns an entity is the same as the entity ID itself. Because Entity IDs are in the 1000+ range, they do not conflict with other event types. Thus placing an event with ID 1096 on the map will spawn a small bunny there.
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If you want an entity of type k, place a "type specifier" event above the entity. The type specifier event has an ID of 5000+k.
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For example, to place a Type 5 Bunny on the map, you place an event with ID 1096, and an event with ID 5005 just above it.
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```
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+----+
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|5005|
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|----|
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|1096|
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+----+
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```
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If no type specifier event is used for the entity, the entity defaults to Type 0.
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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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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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If the entity is not listed here, it just spawns in an Erina. Usually a small one.
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- **[1003] Four-way fire bar**
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- Rotates counter-clockwise.
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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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- **[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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- **[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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- **[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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- **[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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- **[1009] Prologue Cocoa**
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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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- **[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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- **[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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- **[1018] Cicini**
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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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- Place an entity with ID in the range of 200 .. 205 below this entity to change the timing of when the laser fires.
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- **[1020] Saya**
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- **[1021] Syaro**
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- **[1022] Pandora**
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- Type 5 is Shadow Pandora and behaves differently.
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- **[1023] Nieve**
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- **[1024] Nixie**
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- **[1025] Aruraune**
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- **[1027] "Into Town"**
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- No idea what this does.
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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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- **[1030] Seana**
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- **[1031] Lilith**
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- **[1032] Vanilla**
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- Type 1 behaves like Chocolate for some attacks.
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- **[1033] Chocolate**
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- Type 0 (default) behaves like Vanilla for some attacks. Type 1 behaves like expected from her normal Ravine event.
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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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- **[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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- **[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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- **[1045] Rita 2**
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- Type 5 is Shadow Rita
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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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- **[1053] Noah 3**
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- **[1054] Keke Bunny**
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- Will have boss AI outside of boss events.
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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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- **[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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- **[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 bunny.
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- Type 6 is a large bunny.
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- Type 7 is a huge bunny.
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- **[1097] Flower**
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- Only spawns after event ID 298 is set (EV_TELEPORT2)
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- Type 1 is a blue flower that shoots bubbles.
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- Type 2 is a red laser flower.
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- Type 5 is a big flower.
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- Type 6 is a large flower.
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- Type 7 is a huge flower.
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- **[1098] Ball mouse (roly-poly)**
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- Only spawns after event ID 298 is set (EV_TELEPORT2)
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- **[1099] Bee**
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- **[1102] Duck**
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- Only spawns after event ID 298 is set (EV_TELEPORT2)
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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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- **[1101] Wisp**
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- Type 2+ are exploding Halloween DLC pumpkins.
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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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- **[1104] Dog**
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- Dog!
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- **[1106] Worm**
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- Type 1 fires projectiles.
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- **[1107] Cactus that follows you**
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- **[1108] Eagle**
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- Type 1 fires excessively powerful bullets upon swooping.
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- **[1109] Blue blob charger**
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- Type 1 is pink.
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- **[1110] UPRPRC member with overalls and pink hair**
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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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- **[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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- **[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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- **[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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- **[1115] Card soldier**
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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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- **[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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- **[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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- **[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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- **[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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- **[1124] Open box**
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- And the crowd goes wild!
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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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- **[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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- **[1127] Fat otaku (red shirt)**
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- Type 1 is black jacket.
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- **[1128] Sandbag**
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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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- **[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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- **[1131] Rock-tossing mole**
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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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- **[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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- **[1134] Flying lab bot**
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- **[1135] Small lab bot**
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- Type 1 is a miniature 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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- **[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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- **[1138] Riverbank running swarmers**
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- Type 2 is the Halloween variant.
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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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- **[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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- **[1141] Irisu clone**
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- Size is random and cannot be controlled.
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- **[1142] Rainbow Crystal boss core**
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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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- **[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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- **[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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- **[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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- **[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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- **[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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- **[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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- **[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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- **[1151] Pyramid eye**
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- For use with 1152 (Pyramid laser)
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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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- **[1153] UPRPRC Speed Up mage**
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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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- **[1155] Aurora Palace laser**
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- Fires in regular intervals based on difficulty.
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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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- **[1157] Plurkwood bullet spitter**
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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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- **[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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- **[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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- **[1161] Mummy ball**
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- **[1162] Five floating energy swords**
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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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- **[1174] Hall of Memories DLC area purple laser**
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- Direction can be changed with all direction modifiers.
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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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- **[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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- **[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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