AoS/RNG call data
From Castlevania Speedrunning
Revision as of 04:29, 26 February 2025 by Halgorithm (talk | contribs) (Fix hippogryph being in wrong section)
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
- Attacking
- Any weapon except Handgun/Silver Gun: 1 if Soma does not grunt, 2 otherwise
- 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
- 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 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
- Rush soul (Curly, Devil, or Manticore)
- Full charge up: 35 (5 per sparkle 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
- 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