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.
- Full backdash on flat ground or down a slope: 6 (3 dust intervals)
- 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