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AoS/RNG call data

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This list contains information on how many RNG calls are made by different game entities. It may be useful for troubleshooting or creating manips.
= Soma actions abilities =* Swinging Soma's weaponAttacking
** Any weapon except Handgun/Silver Gun: 1 if Soma does not grunt, 2 otherwise
** Firing 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.
*** 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 spawns 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 pairsintervals, 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 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
* Hippogryph Rush soul (into ceilingCurly, Devil, or Manticore): 41 * Rush soul** Full charge up: 35 (5 per sparkle interval 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 =
78
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