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](https://user-images.githubusercontent.com/27341392/30837013-7d1ca802-a294-11e7-896e-fd9b12494ad7.png)
- **[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](https://user-images.githubusercontent.com/19506837/30246509-1df76ac8-95ca-11e7-8eaf-ff68adec8a48.png)
- 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](https://user-images.githubusercontent.com/19506837/30246488-82aa2c2c-95c9-11e7-9d5d-d9fcd978ac52.png)
- **[512 .. 515] Hall of Memories DLC area color blocks (red/blue/green/purple)**
- Defeating the corresponding miniboss breaks these blocks.
- Touching one of these tiles with the flag EV_NOEVENT1 on (event 525) instantly breaks these blocks.
- Touching one of these tiles with the flag EV_NOEVENT2 on (event 526) will only cause these blocks to return after a map transition or autosave reload.
# 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](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](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).