AoS/RNG call data
Revision as of 22:07, 24 February 2025 by Halgorithm (talk | contribs) (Created page with "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 = * Swinging...")
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
- Swinging Soma's weapon
- 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.
- 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
- 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 spawns 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 pairs, 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
- 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
- Hippogryph (into ceiling): 41
- Rush soul
- Full charge up: 35 (5 per sparkle interval every 4 frames, total 7 sparkles)
- While moving: 1 every 4 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