AoS/RNG call data
From Castlevania Speedrunning
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 abilities
- 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 (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
Bullet Souls
TODO
Guardian Souls
- 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 (Curly, Devil, or Manticore)
- 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
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