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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...")
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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

  • 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.
    • 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