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Cv1/tricks

1,131 bytes added, 12:50, 23 March 2021
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*Stage 13-2
*Stage 14-2
 
=== Items ===
(To be added)
 
=== Enemy Item Drops ===
Items that drop off of enemies are manipulable. Whether or not an item drops off an enemy is dependent on a frame counter that starts at the beginning of any given screen. Every 16 frames of that counter, a check is made to see whether an enemy is dying on that exact frame, and if it is, it drops an item.<br />
Which item it drops is controlled by this chart:
{| class="wikitable"
|-
! scope="col"| Level
! scope="col"| Slot 0
! scope="col"| Slot 1
! scope="col"| Slot 2
! scope="col"| Slot 3
|-
! scope="row"| Level 1
| Stopwatch
| Holy Water
| Money Bag
| Rosary
|-
! scope="row"| Level 2
| Rosary
| Money Bag
| Cross
| Holy Water
|-
! scope="row"| Level 3
| Rosary
| Potion
| Money Bag
| Rosary
|-
! scope="row"| Level 4
| Potion
| Axe
| Money Bag
| Rosary
|-
! scope="row"| Level 5
| Stopwatch
| Potion
| Dagger
| Money Bag
|-
! scope="row"| Level 6
| Stopwatch
| Rosary
| Money Bag
| Cross
|}
 
(Note that technically this isn't exactly how the game's code sees this chart, but for the purposes of simplification it's been laid out this way)<br />
(To Be Finished)
 
=== Enemy Patterns ===
A lot of enemy patterns are only a function of how many frames have elapsed since the start of the screen and Simon's current position on screen. This allows for pattern manipulation on enemies such as the Bat Boss, Birds, and the Mummies.
White Skeletons are also affected by RNG on top of the factors mentioned above. Notably, they have a set amount of patterns (sometimes a single possible pattern) depending on those two factors. The exact pattern gets chosen at random. This allows for a smaller extent of manipulation.
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