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Castlevania Speedrunning β

AoS/RNG call data

This list contains information on how many RNG calls are made by different game entities. It may be useful for troubleshooting or creating manips.

Contents

Soma abilities

  • Attacking
    • Any weapon except Handgun/Silver Gun: 1 if Soma does not grunt, 2 otherwise
    • Handgun/Silver Gun: 2 immediately, 1 when bullet casing touches the floor
      • Soma never grunts when firing a gun.
  • Dust-creating actions
    • All of these actions call RNG 2 times every 4 frame dust spawn interval.
    • Backdashing
      • Full backdash on flat ground or down a slope: 6 (3 dust intervals)
        • Backdashes which end early (by jumping out, falling off a ledge, touching an upward slope, being hit by an enemy, etc.) will call RNG 0, 2 or 4 times depending on how many dust intervals happen.
      • Boosted backdash: 9 if Soma does not grunt, 10 otherwise (4 dust intervals)
        • A boosted backdash is a weapon swing which is cancelled into a backdash. They travel farther than a regular backdash and create more dust. This includes when a heavy weapon is swung in the air then cancelled into a backdash upon landing.
    • Slide with Skeleton Blaze: 10 (5 dust intervals during a full slide)
      • Not affected by slopes, but falling off an edge or being hit or will end it early
    • Soft landing from a divekick
      • Holding forward, to instantly walk after landing: 0
      • Holding down+forward, to crouch and quickly stop after landing: 2 (1 dust interval)
      • Holding neutral or down only: 6 (3 dust intervals, assuming the resulting skid goes full distance on flat ground)
  • Hard landing (from a long fall or long divekick): 0
    • The dust particles are special and do not call RNG
  • Hippogryph (hitting ceiling): 41
  • Being hit by an attack: 0
  • Being hit by an attack that creates a blood particle: 3

Bullet Souls

  • Flame Demon: 1 per use
  • Lightning Doll: 1 per use
  • Valkyrie: 50 (5 per sparkle interval every 4 frames, 10 intervals total)
  • Merman: 5 (1 per frame when splitting into segments)
  • Killer Fish
    • Out of water: 2 per flame every 4 frames while on screen
    • In water: ?
  • Ghost: varies
  • Siren: 2 per use
  • Tiny Devil: 3 per use after splitting
  • Rock Armor: 24 after breaking on floor
  • Student Witch: 1 per use
  • Fleaman: varies
  • Waiter Skeleton: 24 total while disappearing (3 per smoke particle every 2 frames, 8 smoke particles total)
  • Mudman: 15 after hitting something and breaking apart

TODO more

Guardian Souls

  • Flying Armor: 6 per sparkle every 4 frames
  • Giant Bat
    • Transforming into bat: 16 total (1 sparkle per frame, less if cancelled early)
  • Black Panther
    • Starting the dash: 0
    • Ending the dash holding forward to instantly walk: 0
    • Ending the dash with a backdash: 8 (4 dust intervals for a full backdash on flat ground)
    • Ending the dash with a neutral or crouch: 4 or 6, depending on speed
  • Rush soul (Curly, Devil, or Manticore)
    • Full charge up: 35 (5 per sparkle every 4 frames, total 7 sparkles)
    • While moving: 1 every 4 frames for Devil and Manticore, 0 for Curly
  • Buer: 2 every 4 frames that flames are active
  • Great Armor: 2 per spark every 8 frames
  • Bone Pillar: 1 per 26 frames
  • Alura Une: 1 after healing to full HP
  • Sky Fish
    • Startup animation: 34 (2 per frame until wings are fully open)
    • While active: 2 per spark every 8 frames
  • Imp: 1 per frame
  • Alastor
    • When idle: 1 per frame
    • When attacking: 1 per attack?
  • Death: 4 per scythe spawn every 56 frames

Bestiary entries

  • Zombie: 1, after it finishes standing up
  • Peeping Eye: 1 instantly, 1 after each blink
  • Siren: 2 instantly
  • Giant Ghost: 2 every 4 frames
  • Ectoplasm: 2 or 3 every frame
  • Wooden Golem: 11 instantly
    • Golem and Iron Golem do not call RNG.
  • Persephone: 1 after each time it strikes a pose
  • Harpy: 2 instantly
  • Flesh Golem: varies
  • Gladiator: 1 instantly
  • All other enemies: 0

Enemy AI

TODO