Guide to Rabi-Ribi Map Editing
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rabiribi-map-editing/docs/events/common_map_events.md

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Misc. Events

  • [34] Start point

    • Spawns Erina here. In custom maps, the game will look for this event in area0.map
  • [45] Heal point

    • Spawns a glowing heal point. When Erina stands near this, her HP recovers.
  • [224] Save point

    • Spawns a save point. Typically built in a 2 wide by 3 tall rectangle with a 5001 on top, like in the image below.

      savepoint

  • [250] Easter egg

    • Spawns an easter egg item.
    • If a [250] easter egg is placed within a collidable block and next to a [3] Bomb chain block, the block with the easter egg also acts as a bomb chain block, and can be blown up with bombs.

Tile modifier events

These are events that you typically place directly on tiles in order to add destructables to the map.

If a block disappears, any collision attached to it also disappears. Conversely, if a block appears, then any collision attached to it will only take effect after it appears.

  • [1] Wood block

    • Block can be destroyed by hammer attacks.
  • [2] Bomb block

    • Block can be destroyed by explosives.
  • [3] Bomb chain block

    • Block can be destroyed by explosives, and will cause a chain reaction with other blocks with event 3 on them.

    • The chain reaction doesn't need to be on solid tiles, and will follow the path set. Example:

      paintdotnet_2017-09-10_01-48-03

    • The chain will follow all event 3 blocks despite only having two blocks to destroy along the way.

  • [6] Fairy block

    • Block can be destroyed by Ribbon shots.
  • [7] Ice block

    • Erina will destroy these blocks on contact if she has the Fire Orb.
  • [8] Cracked block

    • If Erina steps on this block, it makes a snapping sound, then disappears a short amount of time later.
  • [9] Low difficulty block

    • These blocks only show up on difficulties Normal and below.
    • If the difficulty is increased above normal (e.g. by event 543) in-game, the blocks vanish instantly.
    • If the difficulty is decreased to normal and below in-game, the blocks don't reappear until a map transition or autosave reload.
  • [192] Reset breakable blocks

    • Passing through this resets breakable blocks.
  • [30] Low Item% block

    • These blocks are only visible in Low Item% mode. Upon reaching 10% item collection rate, they disappear.
  • [237] Timer block

    • These blocks are normlly replaced with a dashed outline without collision. Upon collecting a timer item, they temporarily appear and become solid.
  • [238] Timer item

    • Upon collecting this, timer blocks are temporarily made solid. The time can be controlled by placing a type modifier event above it (5000+).
  • [160] Boss gate

    • This block becomes solid when boss mode is activated, and disappears afterwards.
  • [108] Rainbow Crystal gate

    • This block is solid until defeating the Rainbow Crystal boss.
  • [110] Pandora gate

    • This block is solid until defeating Pandora. If Pandora is defeated on the same screen, this block remains solid until leaving the screen.
  • [455] Keke Bunny gate

    • This block disappears and re-appears during certain attacks used by Keke Bunny.
  • [197] Spikes

    • Touching this event damages Erina. Damage varies based on background and difficulty level.
    • Does not need to be on a solid tile to deal damage.
  • [109] Ignore spikes

    • Allows Erina to touch certain sides of a spike tile without taking damage. Place around spike tiles as needed. Example:

      paintdotnet_2017-09-10_01-43-46

  • [512 .. 515] Hall of Memories DLC area color blocks (red/blue/green/purple)

    • Defeating the corresponding miniboss breaks these blocks.

    • How to use it as a switch/door: Let's take event ID 512 for example. (same applies for 513, 514, 515)

      • Touching an event ID 512 tile while the flag EV_NOEVENT1 is on (event 525) instantly breaks all blocks with event ID 512 on it.
      • Touching an event ID 512 tile while the flag EV_NOEVENT2 is on (event 526) will only cause event ID 512 blocks to return after a map transition or autosave reload.
      • In a sense, event ID 512 is used for both the "switch" and the "door"
    • Note: This does not only work for 512 .. 515. The following event IDs can also be used as blocks:

    512 - EV_MEMORYRED
    513 - EV_MEMORYBLUE
    514 - EV_MEMORYGREEN
    515 - EV_MEMORYPURPLE
    
    451 - EV_PLURKMIDBOSS
    453 - EV_PLURKTAKO2
    455 - EV_PLURKBLOCK
    441 - EV_AFTERRED3
    
    464 - EV_SAYAEX
    496 - EV_HW
    487 - EV_HILLENTER
    
    works in reverse:
    434 - EV_VOIDBLOCK
    446 - EV_LIBBLOCK
    

Trigger events

Events you typically place in a column or surrounding the entrance to an area, so that Erina has to pass through them to trigger something.

See music_triggers.csv for a list of music triggers.

  • [42] Auto save

    • When Erina passes this event, the game triggers an autosave. Autosave is then disabled until Erina passes an autosave reset event.
  • [44] Auto save reset

    • When Erina passes this event, auto save events are reenabled.
  • [100] Dark Zone

    • When Erina passes this event, darkness is activated. (you can't see without the Light Orb)
  • [101] No Dark Zone

    • When Erina passes this event, darkness is disabled.
  • [193] Hide layer 2

    • Makes layer 2 and 6 invisible.
  • [194] Show layer 2

    • Makes layer 2 and 6 visible.

Warps

Events that move Erina to a different location. More types of warps can be found in map_transitions_and_warps.md.

  • [80] Door (warp upwards)

  • [81] Door (warp downwards)

    • Doors are created simply by placing event 80 or 81 just above the floor.
    • Doors will warp the player exactly two screens upwards (event 80) or downwards (event 81).
  • [483] Take fall damage and reset

    • Passing through this tile causes Erina to take damage and be warped to where she came from (as seen in the Ravine DLC area).