├── _config.yml ├── assets └── css │ └── style.scss ├── README.md ├── sitemap.txt ├── docs ├── tile_layer_draw_order.md ├── cutscenes │ ├── README.md │ ├── story_text.md │ └── story_emot.md ├── roomtypes.md ├── events │ ├── buff_ids.csv │ ├── water.md │ ├── music_ids_and_triggers.csv │ ├── environment_objects.md │ ├── map_transitions_and_warps.md │ ├── common_map_events.md │ ├── custom_events.md │ ├── main_game_events.csv │ └── entities.md ├── items │ └── item_ids.csv ├── README.md ├── room_colors.md ├── room_colors_original.txt ├── room_background_ids_original.txt └── room_background_images.md ├── random_images.md ├── runningcustommaps.md ├── _layouts └── default.html ├── index.md └── editorguide.md /_config.yml: -------------------------------------------------------------------------------- 1 | theme: jekyll-theme-midnight -------------------------------------------------------------------------------- /assets/css/style.scss: -------------------------------------------------------------------------------- 1 | --- 2 | --- 3 | 4 | @import "{{ site.theme }}"; 5 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Guide to Rabi-Ribi Map Editing 2 | 3 | ## [Website](https://wcko87.github.io/rabiribi-map-editing) 4 | -------------------------------------------------------------------------------- /sitemap.txt: -------------------------------------------------------------------------------- 1 | https://wcko87.github.io/rabiribi-map-editing/ 2 | https://wcko87.github.io/rabiribi-map-editing/editorguide 3 | https://wcko87.github.io/rabiribi-map-editing/runningcustommaps 4 | https://wcko87.github.io/rabiribi-map-editing/random_images 5 | -------------------------------------------------------------------------------- /docs/tile_layer_draw_order.md: -------------------------------------------------------------------------------- 1 | # Tile Layer Draw Order 2 | 3 | Layer 1 is the "main" layer. Most of the map geometry should be placed in layer 1. 4 | 5 | Destructable blocks (bomb blocks, hammer blocks, ribbon blocks etc) should be on layer 1. 6 | 7 | The tile layers (layer 0 to 6) are drawn in this order: 8 | 9 | (with layer 0 being the furthest in the back and layer 2 at the front) 10 | ``` 11 | Layer 0 12 | Eggs 13 | Layer 3 14 | Layer 4 15 | Layer 1 16 | Layer 5 17 | Items 18 | Erina 19 | Layer 6 20 | Layer 2 21 | ``` 22 | 23 | Both layers 2 and 6 are hidden by the "hide layer 2" event. 24 | 25 | ![draw_layers](https://user-images.githubusercontent.com/27341392/33240322-41c51254-d2ef-11e7-9b80-999c2440468a.png) 26 | -------------------------------------------------------------------------------- /docs/cutscenes/README.md: -------------------------------------------------------------------------------- 1 | # Custom Cutscenes 2 | 3 | **Note: This only works in the Rabi-Ribi v1.8e beta or v1.85 onwards (which includes support for the map editor)** 4 | 5 | In-game events start cutscenes. Cutscenes each have their own cutscene ID. 6 | The cutscene IDs can be seen above the block of text representing the cutscene. 7 | To find out which cutscene is triggered by an event, refer to the file `Rabi-Ribi\localize\event\story_en.rbrb`. (Open it in a text editor) 8 | 9 | The files `story_emot.rbrb` and `story_text.rbrb` can be placed together with your maps to replace the original in-game cutscenes/dialogue. 10 | 11 | * [`story_text.rbrb`](story_text.md) contains the dialogue text used in the cutscene 12 | * [`story_emot.rbrb`](story_emot.md) contains other cutscene information like characters / emotions etc. 13 | -------------------------------------------------------------------------------- /docs/roomtypes.md: -------------------------------------------------------------------------------- 1 | # Room Types 2 | Room Types (in the `roomtype` object layer) affect how the camera scrolls. This is used to create long or large rooms that span multiple minimap tiles in the game. 3 | 4 | ### Room types: 5 | ``` 6 | 0: unused room. will be automatically to set to -1 if above a positive-valued room 7 | 1: single room, no scroll 8 | 2: horizontal room 9 | 3: vertical room 10 | 4: free camera room (can be used for horizontal, vertical, or open room) 11 | 5: map transition room (draws an arrow in the minimap, connects with horizontal rooms) 12 | -1: Prevents the camera from entering a room from above or below (it can still enter from the sides) 13 | -2: Prevents the camera from entering a room from the left or right (it can still enter from above/below) 14 | -3: Prevents the camera from entering a room from any direction. 15 | ``` 16 | 17 | ## Example Usage: 18 | Having the room types laid out like this: 19 | ``` 20 | 1 0 0 0 4 4 1 3 21 | 2 2 2 2 4 4 0 3 22 | ``` 23 | 24 | Makes the rooms like this in the minimap: 25 | ``` 26 | _ ___ _ _ 27 | |_|_____| |_| | 28 | |_______|___| |_| 29 | ``` 30 | -------------------------------------------------------------------------------- /docs/events/buff_ids.csv: -------------------------------------------------------------------------------- 1 | Buff ID, Name 2 | 0,Speed Down 3 | 1,Numb 4 | 2,Poisoned 5 | 3,Attack Down 6 | 4,Defense Down 7 | 5,Cursed 8 | 6,Stunned 9 | 7,Ban Skill 10 | 8,Mana Down 11 | 9,Freeze 12 | 10,Burn 13 | 11,Attack Up 14 | 12,Defense Up 15 | 13,HP Recover 16 | 14,SP Recover 17 | 15,Shrink 18 | 16,Giant 19 | 17,Arrest 20 | 18,Speed Up 21 | 19,Halo Buff 22 | 20,Badge Copy 23 | 21,Null Melee 24 | 22,Defense Boost 25 | 23,Defense Drop 26 | 24,Stamina Down 27 | 25,Null Slow 28 | 26,Super Armour 29 | 27,Quad Damage 30 | 28,Double Damage 31 | 29,Speedy 32 | 30,Max HP Up 33 | 31,Max MP Up 34 | 32,Amulet Cut 35 | 33,HP Regen 36 | 34,MP Regen 37 | 35,Give ATK Down 38 | 36,Give DEF Down 39 | 37,Unstable 40 | 38,Boost Fail 41 | 39,Hex Cancel 42 | 40,Lucky Seven 43 | 41,Quick Reflex 44 | 42,Defense Boost 45 | 43,Endurance 46 | 44,Fattigue 47 | 45,Halo Boost 1 48 | 46,Halo Boost 2 49 | 47,Halo Boost 3 50 | 48,99 Reflect 51 | 49,Survival Instinct 52 | 50,Amulet Drain 53 | 51,Mortality 54 | 52,No Badges 55 | 53,Instant Death 56 | 54,Health Absorb 57 | 55,Power Absorb 58 | 56,300 Revenge 59 | 57,Bunny Lover 60 | 58,Healing 61 | 59,T Minus Two 62 | 60,T Minus One 63 | 61,Attack Boost 64 | 62,Meow Respawn 65 | 63,Zero Offense 66 | -------------------------------------------------------------------------------- /docs/events/water.md: -------------------------------------------------------------------------------- 1 | # Events - Water 2 | 3 | There are 4 water related events: 4 | 5 | | Event ID | Event Name | 6 | |:--------:|:-----------| 7 | | `102` | No Water | 8 | | `103` | Water | 9 | | `104` | Water -Lv- | 10 | | `105` | Water Up Ver | 11 | 12 | When Erina touches 103 Water, the game will search straight downward from that event for a 104 Water -Lv- event, and set the water level to that height. If there are multiple water level events directly below, the water level will be set to the highest one. If there are no water level events directly below, it will essentially turn off the water. 13 | 14 | When Erina touches 105 Water Up Ver, the game will search straight upward from that event for a 104 Water -Lv- event, and set the water level to that height. If there are multiple water level events directly above, the water level will be set to the lowest one. If there are no water level events directly above, it will fill the entire map with water. 15 | 16 | When Erina touches 102 No Water, the water is removed. 17 | 18 | Video: [Changing Water Levels](https://gfycat.com/QueasyBriskFreshwatereel) 19 | [](https://cdn.discordapp.com/attachments/304270436911284224/348209420460752896/water.mp4) 20 | 21 | Event Layout corresponding to video: 22 | 23 | ![water](https://cdn.discordapp.com/attachments/304270436911284224/348209462483615766/water.png) 24 | -------------------------------------------------------------------------------- /random_images.md: -------------------------------------------------------------------------------- 1 | # Random Images 2 | 3 | What some people did when messing around with the map editor... 4 | 5 | ![sg43ge](https://user-images.githubusercontent.com/27341392/30008686-8a9a83e2-9154-11e7-8857-3cb2378c42a9.png) 6 | 7 | ![grdodcj](https://user-images.githubusercontent.com/27341392/30008683-8a81d554-9154-11e7-8e09-21afe6c3ba74.png) 8 | 9 | ![image1](https://user-images.githubusercontent.com/27341392/30008681-8a711372-9154-11e7-848f-f49344d2765d.png) 10 | 11 | ![mezzulz](https://user-images.githubusercontent.com/27341392/30008684-8a93a126-9154-11e7-823c-84993bd11f25.png) 12 | 13 | ![unknown 1](https://user-images.githubusercontent.com/27341392/30008685-8a9992f2-9154-11e7-8def-ea7976510c43.png) 14 | 15 | ![unknown](https://user-images.githubusercontent.com/27341392/30008687-8aa43fea-9154-11e7-86f4-364f7479407d.png) 16 | 17 | ![20170817220908_1](https://user-images.githubusercontent.com/27341392/30008678-8a65479a-9154-11e7-8b59-80d1867470b3.jpg) 18 | 19 | ![20170825050444_1](https://user-images.githubusercontent.com/27341392/30008679-8a69397c-9154-11e7-819f-c3f9fff19891.jpg) 20 | 21 | ![20170827144738_1](https://user-images.githubusercontent.com/27341392/30008680-8a69a998-9154-11e7-8b5e-220edcd6466a.jpg) 22 | 23 | ![20170902023139_1](https://user-images.githubusercontent.com/27341392/30008915-7d585374-9156-11e7-9c0f-fbf0392ff7c2.jpg) 24 | 25 | ![20170817222441_1](https://user-images.githubusercontent.com/27341392/30008840-e0a698f6-9155-11e7-8380-81e43f3bd8de.jpg) 26 | -------------------------------------------------------------------------------- /docs/cutscenes/story_text.md: -------------------------------------------------------------------------------- 1 | # Cutscene Text 2 | This is the example `story_text.rbrb` from the example stage provided by GemaYue. 3 | 4 | ``` 5 | English 6 | //VS RITA 7 | 7 8 | Ms. Rita?@Is this the end of the example? 9 | You are right. Before the ending...@Let's try a scroll screen boss battle!@A cut feature during development! 10 | 11 | 19001 12 | Welcome to the example map!@Which contain many special trigger events!@You can even customize the character dialog! 13 | Go to "custom" and@"custom\Erina and the example stage" folders@for more details! 14 | Also, by using -debugshowevents as launch options.@You can study more things in this map! 15 | ``` 16 | 17 | # Format Explanation 18 | 19 | The numbers before each cutscene represents the cutscene ID. Each event in the game triggers a different cutscene ID. 20 | 21 | Each new line creates a new dialog box in the cutscene. 22 | 23 | ### Special Characters 24 | 25 | |Character | Icon | 26 | |--|--| 27 | | `@` | Line break (within the same dialog box) | 28 | 29 | #### Button Icons 30 | |Character | Icon | 31 | |--|--| 32 | | `*0` | Right Arrow | 33 | | `*1` | Down Arrow | 34 | | `*2` | Left Arrow | 35 | | `*3` | Up Arrow | 36 | | `*4` | Jump | 37 | | `*5` | Boost Attack | 38 | | `*6` | Magic Attack | 39 | | `*7` | Hammer Attack | 40 | | `*8` | Change Magic Type - Left | 41 | | `*9` | Change Magic Type - Right | 42 | | `*;` | Item/Magic Menu | 43 | | `*:` | Pause/Status Screen | 44 | 45 | **Note:** The icons show up to the left of where the character is placed, as shown in the image below: 46 | 47 | Text: 48 | ``` 49 | 1:*1 2:*2 3:*3 4:*4 5:*5 6:*6 7:*7 8:*8 9:*9@::*: ;:*; <:*< =:*= >:*> ?:*? At:*@ 50 | ``` 51 | ![item_icons](https://user-images.githubusercontent.com/27341392/34705385-10b621d0-f53b-11e7-962f-abcbfe4c5491.png) 52 | 53 | (the image can be a little misleading. e.g. the Right arrow appears to the left of the 0:, instead of after it) 54 | -------------------------------------------------------------------------------- /docs/items/item_ids.csv: -------------------------------------------------------------------------------- 1 | ID(s), Name/Effect 2 | 0, no item 3 | 1, Piko Hammer 4 | 2, Air Jump 5 | 3, Sliding Powder 6 | 4, Carrot Bomb 7 | 5, Hourglass 8 | 6, Speed Boost 9 | 7, Auto Earrings 10 | 8, Ribbon (Ribbon will join you as soon as you screen transition or save and reload) 11 | 9, Soul Heart 12 | 10, Rabi Slippers 13 | 11, Bunny Whirl 14 | 12, Quick Barrette 15 | 13, Book of Carrot 16 | 14, Chaos Rod 17 | 15, Hammer Wave 18 | 16, Hammer Roll 19 | 17, Light Orb 20 | 18, Water Orb 21 | 19, Fire Orb 22 | 20, Nature Orb 23 | 21, P Hairpin 24 | 22, Sunny Beam 25 | 23, Plus Necklace 26 | 24, Cyber Flower 27 | 25, Healing Staff 28 | 26, Max Bracelet 29 | 27, Explode Shot 30 | 28, Air Dash 31 | 29, Bunny Strike 32 | 30, Strange Box 33 | 31, Wall Jump 34 | 32, Spike Barrier 35 | 33, Bunny Amulet 36 | 34, Charge Ring 37 | 35, Carrot Shooter 38 | 36, Super Carrot 39 | 37, Rumi Donut 40 | 38, Rumi Cake 41 | 39, Gold Carrot 42 | 40, Cocoa Bomb 43 | 41, ??? 44 | 42, Congratulations! Trophy 45 | 43, Exclaimation point 46 | 44-46, ??? 47 | 47, Rainbow Magic (Does not actually give rainbow magic) 48 | 48-59, ??? 49 | 60, Bunny Clover (can be used without DLC 2) 50 | 61, Wind Blessing (can be used without DLC 2) 51 | 62, Fairies Flute (can be used without DLC 2) 52 | 63, Bunny Memories (cannot be collected in custom maps outside of chapter10) 53 | 64, Health Plus 54 | 65, Health Surge 55 | 66, Mana Plus 56 | 67, Mana Surge 57 | 68, Crisis Boost 58 | 69, Atk Grow 59 | 70, Def Grow 60 | 71, Atk Trade 61 | 72, Def Trade 62 | 73, Arm Strength 63 | 74, Carrot Boost 64 | 75, Weaken 65 | 76, Self Defense 66 | 77, Armored 67 | 78, Lucky Seven 68 | 79, Hex Cancel 69 | 80, Pure Love 70 | 81, Toxic Strike 71 | 82, Frame Cancel 72 | 83, Health Wager 73 | 84, Mana Wager 74 | 85, Stamina Plus 75 | 86, Blessed 76 | 87, Hitbox Down 77 | 88, Cashback 78 | 89, Survival 79 | 90, Top Form 80 | 91, Tough Skin 81 | 92, Erina Badge 82 | 93, Ribbon Badge 83 | 94, Auto Trigger 84 | 95, Lilith's Gift (can be collected even without DLC1 but cannot be equipped) 85 | 96-159, Health Up 86 | 160-223, Attack Up 87 | 224-287, Mana Up 88 | 288-351, Regen Up 89 | 352-415, Pack Up 90 | -------------------------------------------------------------------------------- /docs/README.md: -------------------------------------------------------------------------------- 1 | # Detailed Documentation 2 | 3 | [Rabi-Ribi Map Editing Main Page](https://wcko87.github.io/rabiribi-map-editing/) 4 | 5 | This is the detailed documentation for some of the more technical aspects of map editing (especially events). 6 | 7 | Basically we store id tables and miscellaneous notes here, as a reference. Click around the various files in this directory to look through them. 8 | 9 | ## Event Basics: 10 | 11 | How to use events 12 | * Suppose you want to place a certain type of event (e.g. a heal point) 13 | * First, remember the location of a known heal point (e.g. the big flower near aruraune) 14 | * Then open up the corresponding map and go to that location and note down the event id. 15 | * Place that event id in the map to get a heal point. 16 | 17 | For some of the more technical events, some information may be found in the [events directory](./events) 18 | 19 | ## Item Basics: 20 | 21 | The [table of item ids](./items/item_ids.csv) can be found in the detailed docs. 22 | 23 | Note: In custom maps, picking up the Congratulations! trophy (item id 42) will display the time and end the game. 24 | 25 | ## Room Background/Type/Color Basics: 26 | 27 | To modify these, make the roombg/roomtype/roomcolor layers visible and change the name labels of the room tiles. 28 | 29 | * [Background Images](./room_background_images.md) 30 | * [Room Color List](./room_colors.md) 31 | * [Room Types](./roomtypes.md) 32 | * The room colors / background ids used in the original game can be found from these text files: 33 | * [room_colors_original.txt](./room_colors_original.txt) 34 | * [room_background_ids_original.txt](./room_background_ids_original.txt) 35 | 36 | Note: you may need to restart the game for changes in room backgrounds/types/colors to take effect properly. 37 | 38 | ## Cutscene Basics: 39 | 40 | To modify cutscenes, create two new text files, story_emot.rbrb and story_text.rbrb, and put them in the same folder as your map files. 41 | 42 | story_emot.rbrb is for character portraits and emotions, story_text.rbrb is for cutscene text/dialogue. 43 | * [story_emot.rbrb Information](./cutscenes/story_emot.md) 44 | * [story_text.rbrb Information](./cutscenes/story_text.md) 45 | -------------------------------------------------------------------------------- /docs/events/music_ids_and_triggers.csv: -------------------------------------------------------------------------------- 1 | Music ID, Music Name, Music Trigger Event ID, Remarks 2 | 0, -NO MUSIC-, 128, disables currently playing music 3 | 1, ADVENTURE STARTS HERE, 129, Starting Forest 4 | 2, SPECTRAL CAVE, 130, 5 | 3, FORGOTTEN CAVE, 131, 6 | 4, UNDERWATER AMBIENT, 132, Entrance to Natural Aquarium 7 | 5, LIBRARY AMBIENT, 133, Library Entrance 8 | 6, FORGOTTEN CAVE II, 134, 9 | 7, NIGHTWALKER, 135, Starting Forest Night 10 | 8, BOUNCE BOUNCE, 136, the only boss music with a music trigger 11 | 9, RABI RABI BEACH, 137, 12 | 10, PANDORA'S PALACE, 138, Golden Pyramid 13 | 11, RABI RABI RAVINE, 139, 14 | 12, HOME SWEET HOME, 140, Rabi Rabi Town 15 | 13, RABI RABI PARK, 141, Rabi-Rabi Park. Is replaced by Adventure starts here during prologue. Needs event 261 to be triggered properly. 16 | 14, INSIDE UPRPRC, 142, 17 | 15, SKY ISLAND TOWN, 143, 18 | 16, WINTER WONDERLAND, 144, Azure Snowland 19 | 17, CYBERSPACE.EXE, 145, System Interior 20 | 18, EVERNIGHT PEAK, 146, 21 | 19, EXOTIC LABORATORY, 147, 22 | 20, GOLDEN RIVERBANK, 148, 23 | 21, FLOATING GRAVEYARD, 149, 24 | 22, SYSTEM INTERIOR II, 150, 25 | 23, AURORA PALACE, 151, 26 | 24, SPEICHER GALERIE, 152, Library 27 | 25, DEEP UNDER THE SEA, 153, Natural Aquarium 28 | 26, SKY-HIGH BRIDGE, 154, 29 | 27, WARP DESTINATION, 155, 30 | 28, VOLCANIC CANERNS, 156, 31 | 29, PLURKWOOD, 157, 32 | 30, ANOTHER D, 158, Hall of Memories 33 | 31, ICY SUMMIT, 159, 34 | 32, PLAN B,, music IDs >31 do not have music triggers. See event 557 in custom_events.md. Event 481 plays this track. 35 | 33, MIDBOSS BATTLE,, 36 | 34, MELTING POINT,, 37 | 35, MIRIAM'S SHOP,, 38 | 36, BUNNY PANIC!!!,, 39 | 37, THE TRUTH NEVER SPOKEN,, 40 | 38, BRAWL BREAKS VER.2,, 41 | 39, BRAWL BREAKS,, 42 | 40, SANDBAG MINI GAME,, 43 | 41, STAFF ROLL,, 44 | 42, RFN - III,, 45 | 43, NO REMORSE,, 46 | 44, GET ON WITH IT,, 47 | 45, THEME OF RABI-RIBI 8BIT,, 48 | 46, THEME OF RABI-RIBI,, 49 | 47, FULL ON COMBAT,, 50 | 48, HI-TECH DUEL,, 51 | 49, UNFAMILIAR PLACE ,, 52 | 50, UNFAMILIAR PLACE AGAIN ,, 53 | 51, KITTY ATTACK,, 54 | 52, M.R.,, 55 | 53, MAIN MENU,, 56 | 54, SUDDEN DEATH,, 57 | 55, RABI RABI RAVINE VER.2,, Event 482 plays this track. 58 | 56, AZURE,, 59 | 57, ARTBOOK INTRO,, 60 | 58, RABI-RIBI PIANO TITLE,, 61 | 59, MISCHIEVOUS MASQUERADE,, 62 | 60, PLAY ROUGH?,, 63 | 61, FINALE,, 64 | 62, COUNTDOWN!,, 65 | 63, ,, Plays during the HoM2 minibosses 66 | 64, LAST 100SEC,, 67 | -------------------------------------------------------------------------------- /runningcustommaps.md: -------------------------------------------------------------------------------- 1 | # How to play Rabi-Ribi Custom Maps 2 | 3 | ([Alternative guide by NuclearCheese for running Custom Maps](http://steamcommunity.com/sharedfiles/filedetails/?id=1170578077)) 4 | 5 | 1. Create custom map folder `Rabi-Ribi\custom\` 6 | 2. Add map files (`area0.map`,`area1.map` etc etc) to the custom map folder (`Rabi-Ribi\custom\`) 7 | 3. In Rabi-Ribi, press **F5** or **F6** to open the [custom maps menu](https://user-images.githubusercontent.com/27341392/30108930-ee520480-9336-11e7-9a82-bf40ca1ae89e.png). Select the custom map and start a new game. 8 | 9 | ![instructions_custom_maps](https://user-images.githubusercontent.com/27341392/52190055-9eaf0400-2877-11e9-973a-a0993b460e28.png) 10 | 11 | (You need Rabi-Ribi v1.8e / v1.85 or higher for the custom maps menu. The custom maps menu does not exist for v1.8 and below.) 12 | 13 | ### Alternate Method: Replacing maps (not recommended) 14 | This was the original method before the 1.8e beta / 1.85 started supprting custom maps. 15 | 1. Replace the maps in `Rabi-Ribi\data\area\` (remember to back up the maps before you do this) 16 | 2. Start up Rabi-Ribi and start a new game normally. 17 | 18 | Note: Even if you do not back up your maps, you can easily restore your original maps by using the Verify Game Integrity option on steam. 19 | 20 | # Modifying Character Dialogue and Cutscenes 21 | 22 | Rabi-Ribi (1.8e/1.85 onwards) includes the ability to modify cutscenes and character dialogue for custom maps. By default, the game makes use of the files in `Rabi-Ribi\localize` for its cutscenes. If you create the files `story_emot.rbrb` and `story_text.rbrb` and place them in your custom map folder (`Rabi-Ribi\custom\\`) together with your map, these ifles will be used for dialogue/cutscenes instead. 23 | 24 | More information on the contents of these files can be found in the [Detailed Documentation](https://github.com/wcko87/rabiribi-map-editing/tree/master/docs/cutscenes). 25 | 26 | # Custom Tilesets 27 | 28 | Rabi-Ribi (1.8e/1.85 onwards) includes the ability to replace the current tileset with a custom tileset. If `tile1_a.png` is placed in the `Rabi-Ribi\custom\\` folder, the game will use that instead of the default tileset. 29 | 30 | # Debug Mode 31 | 32 | Rabi-Ribi (1.8e/1.85 onwards) contains a Debug mode, which displays all event triggers in-game. To turn this on, add `-debugshowevents` to the launch options. 33 | -------------------------------------------------------------------------------- /docs/events/environment_objects.md: -------------------------------------------------------------------------------- 1 | # Environment Objects 2 | 3 | Events in the range 5500-5575 spawn environment objects. 4 | 5 | Note: All events from 5575 and up spawn a bush. (e.g. event id 30000 spawns a bush) 6 | 7 | Be mindful that these environment objects may interfere with event modifiers (id 5000+ events are used as event modifiers) 8 | 9 | Note: many of these objects must be placed above the ground, otherwise they will clip into the ground. 10 | 11 | - **[5500, 5501]** Palm trees 12 | - Should be placed 3 tiles above the ground. 13 | 14 | - **[5502]** Rock 15 | 16 | - **[5503 .. 5505]** Sales carts (blue/red/green) 17 | - Should be placed 2 tiles above the ground. 18 | 19 | - **[5506 .. 5509]** Umbrellas (yellow/blue/red/green) 20 | - Should be placed 2 tiles above the ground. 21 | 22 | - **[5510, 5511]** Town signposts (blue and red / green and purple) 23 | - Should be placed 2 tiles above the ground. 24 | 25 | - **[5512]** Window 26 | 27 | - **[5515]** Shop counter 28 | 29 | - **[5516]** Snowy tree 30 | - Should be placed 3 tiles above the ground. 31 | 32 | - **[5517 .. 5519]** Rock piles 33 | - Should be placed 1 tile above the ground. 34 | - 5518 is smaller than the other two. 35 | 36 | - **[5520 .. 5529]** Crystals 37 | - Somewhat oddly placed, vertically - they're shifted not quite a full tile vertically. 38 | 39 | - **[5530 .. 5539]** Tombstones 40 | - Should be placed 1 tile above the ground. 41 | 42 | - **[5541, 5542]** Bookshelves 43 | - Should be placed 2 tiles above the ground. 44 | 45 | - **[5543]** Couch 46 | - Should be placed 2 tiles above the ground. 47 | 48 | - **[5544]** Lamp 49 | 50 | - **[5545]** Small table 51 | - Should be placed 2 tiles above the ground. 52 | 53 | - **[5546]** Stacked books 54 | - Should be placed 2 tiles above the ground. 55 | 56 | - **[5547]** Desk 57 | - Should be placed 2 tiles above the ground. 58 | 59 | - **[5548 .. 5551]** Bunny pictures 60 | - Lower edge is 2 tiles below the event. 61 | 62 | - **[5552]** Door 63 | - **[5559]** Pyramid door 64 | - Should be placed 2 tiles above the ground. 65 | 66 | - **[5553]** Bunny statue 67 | - Should be placed 2 tiles above the ground. 68 | 69 | - **[5554]** Potted plant 70 | - Should be placed 2 tiles above the ground. 71 | 72 | - **[5556]** Lightpost 73 | - Should be placed 2 tiles above the ground. 74 | 75 | - **[5557]** Casket 76 | - Should be placed 2 tiles above the ground. 77 | 78 | - **[5558]** Lit candle 79 | 80 | - **[5560]** Lit candle on stand 81 | - Should be placed 2 tiles above the ground. 82 | 83 | - **[5561]** Large tree 84 | - Should be placed 4 tiles above the ground. 85 | 86 | - **[5562]** Bushes 87 | - Should be placed 2 tiles above the ground. 88 | 89 | - **[5568]** Rumi's house 90 | - Should be placed 4 tiles above the ground. 91 | 92 | - **[5569]** Mr. Tako's desk 93 | -------------------------------------------------------------------------------- /docs/room_colors.md: -------------------------------------------------------------------------------- 1 | # Room Colors 2 | 3 | The room color is the color of the rooms you see in the minimap. 4 | 5 | **Note:** If you screen transition into / start in a room with room color ID X, music ID X will start playing by default. 6 | 7 | **Note:** Some room colors may have unwanted side effects. These side effects have not been fully explored. Some of them are listed below: 8 | - Room color 30 (Hall of Memories) causes boss entities to attack you 9 | - Room color 6 (Forgotten Cave II) makes bosses have lower HP but apply debuffs when they hit you 10 | - (soom room colors/backgrounds may remove springs when not in low% mode. I don't remember which ones exactly) 11 | 12 | ## List of Room Colors 13 | 14 | | ID | Minimap Color | Location | 15 | | :--: | :--------------: | :------- | 16 | | 0 | ![](http://via.placeholder.com/20/343434?text=+) | Unused Map Tiles | 17 | | 1 | ![](http://via.placeholder.com/20/6eb567?text=+) | Starting Forest | 18 | | 2 | ![](http://via.placeholder.com/20/6167a2?text=+) | Spectral Cave | 19 | | 3 | ![](http://via.placeholder.com/20/876e4b?text=+) | Forgotten Cave | 20 | | 4 | ![](http://via.placeholder.com/20/80a973?text=+) | Natural Aquarium (beach exit, same color as Natural Aquarium) | 21 | | 5 | Rainbow | Lilli & Pixie Boss Arena (DLC) | 22 | | 6 | ![](http://via.placeholder.com/20/926c6d?text=+) | Forgotten Cave II | 23 | | 7 | ![](http://via.placeholder.com/20/007f54?text=+) | Starting Forest Night | 24 | | 8 | ![](http://via.placeholder.com/20/343434?text=+) | | 25 | | 9 | ![](http://via.placeholder.com/20/6287c1?text=+) | Rabi Rabi Beach | 26 | | 10 | ![](http://via.placeholder.com/20/c6a14b?text=+) | Golden Pyramid | 27 | | 11 | ![](http://via.placeholder.com/20/6eb567?text=+) | Rabi Rabi Ravine | 28 | | 12 | ![](http://via.placeholder.com/20/d9917e?text=+) | Rabi Rabi Town | 29 | | 13 | ![](http://via.placeholder.com/20/b56e67?text=+) | Rabi Rabi Park | 30 | | 14 | ![](http://via.placeholder.com/20/6e6eb5?text=+) | UPRPRC Base | 31 | | 15 | ![](http://via.placeholder.com/20/8e6996?text=+) | Sky Island Town | 32 | | 16 | ![](http://via.placeholder.com/20/8e69eb?text=+) | Azure Snowland | 33 | | 17 | ![](http://via.placeholder.com/20/689ccf?text=+) | System Interior I | 34 | | 18 | ![](http://via.placeholder.com/20/4b61d2?text=+) | Evernight Peak | 35 | | 19 | ![](http://via.placeholder.com/20/af6786?text=+) | Exotic Laboratory | 36 | | 20 | ![](http://via.placeholder.com/20/ce9c69?text=+) | Golden Riverbank | 37 | | 21 | ![](http://via.placeholder.com/20/b43b36?text=+) | Floating Graveyard | 38 | | 22 | ![](http://via.placeholder.com/20/d44d56?text=+) | System Interior II | 39 | | 23 | ![](http://via.placeholder.com/20/22a9d1?text=+) | Aurora Palace | 40 | | 24 | ![](http://via.placeholder.com/20/76c6a6?text=+) | Floating Library | 41 | | 25 | ![](http://via.placeholder.com/20/80a973?text=+) | Natural Aquarium | 42 | | 26 | ![](http://via.placeholder.com/20/6ac3b6?text=+) | Sky-High Bridge | 43 | | 27 | ![](http://via.placeholder.com/20/8ab258?text=+) | Warp Destination | 44 | | 28 | ![](http://via.placeholder.com/20/ba2d2a?text=+) | Volcanic Caverns | 45 | | 29 | ![](http://via.placeholder.com/20/c3622d?text=+) | Crespirit HQ, Plurkwood | 46 | | 30 | ![](http://via.placeholder.com/20/4063a4?text=+) | Hall of Memories | 47 | | 31 | ![](http://via.placeholder.com/20/2d6892?text=+) | Icy Summit | 48 | | 32 | ![](http://via.placeholder.com/20/dc8f40?text=+) | Hall of Memories 2 (DLC) | 49 | | 34 | ![](http://via.placeholder.com/20/793735?text=+) | Halloween Area (DLC) | 50 | | 50 | ![](http://via.placeholder.com/20/616188?text=+) | Hospital | 51 | | 55 | ![](http://via.placeholder.com/20/2ab878?text=+) | Rabi Rabi Ravine 2 (DLC) | 52 | | 81 | ![](http://via.placeholder.com/20/343434?text=+) | Noah3 Boss Arena | 53 | | 83 | ![](http://via.placeholder.com/20/343434?text=+) | Noah1 Boss Arena | 54 | | 87 | ![](http://via.placeholder.com/20/cb7d7a?text=+) | Rumi Boss Arena | 55 | | 95 | ? | Hall of Memories 2 (DLC) | 56 | | 96 | ? | Hall of Memories 2 (DLC) | 57 | | 97 | ? | Hall of Memories 2 (DLC) | 58 | | 98 | ? | Hall of Memories 2 (DLC) | 59 | -------------------------------------------------------------------------------- /_layouts/default.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | A Guide to Rabi-Ribi Map Editing 7 | 8 | {% seo title=false %} 9 | 10 | 11 | 12 | 15 | 18 | 19 | 20 | 21 | 22 | 33 | 34 |
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Rabi-Ribi Map Editor

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A Guide to Rabi-Ribi Map Editing

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43 | Project maintained by {{ site.github.owner_name }} 44 | Hosted on GitHub Pages — Theme by mattgraham 45 |
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52 | 53 | {% if site.google_analytics %} 54 | 62 | {% endif %} 63 | 87 | 88 | 89 | -------------------------------------------------------------------------------- /index.md: -------------------------------------------------------------------------------- 1 | # Rabi-Ribi Custom Maps 2 | 3 | User-created Rabi-Ribi Maps can be found here: 4 | - [**Rabi-Ribi Steam Workshop - Standard Maps**](https://steamcommunity.com/workshop/browse/?appid=400910&requiredtags[]=Map+-+Standard) 5 | - [**Rabi-Ribi Steam Workshop - Bun Race Maps**](https://steamcommunity.com/workshop/browse/?appid=400910&requiredtags[]=Map+-+Bun+Race) 6 | - [**Custom Maps Portal**](https://wcko87.github.io/rabi-ribi-maps/) 7 | 8 | # Rabi-Ribi Map Editor 9 | 10 | This is not the work of one person. It is a collaborative effort of the [Rabi-Ribi Speedrunning Community](http://www.speedrun.com/rabiribi). 11 | - [How the Map Editor came about](https://wcko87.github.io/acknowledgements/) 12 | 13 |       Rabi-Ribi Speedrunning Discord 14 | 15 | # How to edit Rabi-Ribi maps 16 | 17 | ## Downloads 18 | 19 | Download the following: 20 | 1. The [Rabi-Ribi Map Converter](https://ci.appveyor.com/project/wcko87/rbrb-map-converter/build/artifacts) 21 | 2. These [Tileset files](https://github.com/wcko87/rabiribi-map-editing/files/1283420/rabiribi-tilesets.zip) 22 | 3. The [Tiled map editor](http://www.mapeditor.org/) 23 | 24 | ![mapedit](https://user-images.githubusercontent.com/27341392/30008514-fea9b4f8-9152-11e7-9e5d-1bf9959714f6.png) 25 | 26 | ## How to use 27 | 28 | Rabi-Ribi maps have the extension `.map`. Normally, these maps are found in `Rabi-Ribi/data/area` in your steam directory. We will explain how to modify the maps in this directory. 29 | 30 | We use the Rabi-Ribi Map Converter to convert between the `.map` file format, which is used by Rabi-Ribi, and the `.json` file format, which is used by the Tiled Map Editor. 31 | 32 | After downloading the Rabi-Ribi Map Converter, unzip it into any location you want. 33 | 34 | In the rabiribi map converter directory, there are three folders: 35 | 1. `s1_original_maps` 36 | 2. `s2_editable_maps` 37 | 3. `s3_final_maps` 38 | 39 | How it works: 40 | 41 | - Copy the original Rabi-Ribi maps from `Rabi-Ribi/data/area` to `s1_original_maps`. These maps will never be modified by the converter. 42 | 43 | - Double-clicking `original_to_editable.bat` will take all the maps in `s1_original_maps`, convert them to `.json` file format maps, and place them in `s2_editable_maps`. 44 | 45 | - You can open these `.json` file format maps in `s2_editable_maps` in the Tiled Map Editor. 46 | 47 | - Double-clicking `editable_to_final.bat` will take all the maps in `s2_editable_maps`, convert them back to Rabi-Ribi maps, and place them in `s3_final_maps`. 48 | 49 | - You can copy these `s3_final_maps` back into Rabi-Ribi to try them out. (maps are placed in the `Rabi-Ribi\data\area` folder in your steam directory) 50 | 51 | ### NOTE: The Tileset files MUST be placed in the same directory as the .json files for the map editor to display correctly! 52 | - I suggest placing the Tileset files in `s2_editable_maps` 53 | 54 | 55 | 56 | # Guides 57 | 58 | The following guides will help you get started with map editing. 59 | 60 | ### [Running Custom Maps](runningcustommaps) 61 | 62 | ### [Getting Started with the Editor](editorguide) 63 | 64 | ### [Detailed Documentation](https://github.com/wcko87/rabiribi-map-editing/tree/master/docs/) 65 | 66 | 67 | 68 | # Frequently Asked Questions 69 | 70 | #### Q: When I load a map in Tiled, I can't see any tiles at all! All I see are a bunch of numbers. 71 | 72 | A: This happens when you don't put the tileset files in the same directory as the .json file. If your .json file is in `s2_editable_maps`, you should place the tileset files in `s2_editable_maps` as well. 73 | 74 | #### Q: I get a conversion error when I try to convert my .json map back into a .map file. What happened? 75 | 76 | A: A conversion error happens when you do something in Tiled that is not valid in Rabi-Ribi. I suggest reading the [Important Notes when working with the Map Editor](editorguide#important-notes) to find out what you should and should not do in Tiled. 77 | 78 | 79 | 80 | # Other Stuff 81 | 82 | ### Demo 83 | 84 | [**Random Map Editor Images!**](random_images) 85 | 86 | 87 | 88 | Video: Map Making using Tiled: 89 | 90 | 91 | 92 | ### Rabi-Ribi Custom Maps Portal 93 | 94 | We have a custom maps portal for user-created Rabi-Ribi maps. 95 | - [**Custom Maps Portal**](https://wcko87.github.io/rabi-ribi-maps/) 96 | 97 | ### Rabi-Ribi Live Memory Map Editor 98 | 99 | This Live Map Editor is an alternative map editor for Rabi-Ribi. It can be used to edit the maps by setting the map tiles in-game. 100 | - [**Live Memory Map Editor**](https://github.com/D3nD3nD3n/rbrb-Map-Viewer) 101 | 102 | ### Rabi-Ribi Randomizer 103 | 104 | Rabi-Ribi also has a Randomizer, also brought to you by the Speedrunning Community. 105 | - [**Rabi-Ribi Randomizer Website**](https://wcko87.github.io/rabiribi-randomizer/) 106 | 107 | ### Contact 108 | 109 | For any queries, look for me (wcko87) on either [Twitter](https://twitter.com/wcko87), [YouTube](https://www.youtube.com/user/wcko87), [Twitch](https://www.twitch.tv/wcko87) or in the [Rabi-Ribi Speedrunning Discord](https://discord.gg/dDfpNAr). 110 | -------------------------------------------------------------------------------- /docs/cutscenes/story_emot.md: -------------------------------------------------------------------------------- 1 | # Cutscene Emots 2 | This is the example `story_emot.rbrb` from the example stage provided by GemaYue. 3 | 4 | ``` 5 | Emotion Control (New Update) 6 | //VS RITA 7 | 7 8 | [!T1][!C1Y>6<][!EB11][!EM13][!EE11] 9 | [!C4B<5>][!T4][!EB47][!EM42][!EE46] 10 | 11 | 19001 12 | [!C3B<6>][!EP30][!T3][!EB36][!EM33][!EE31] 13 | [!T3][!EB36][!EM33][!EE36] 14 | [!T3][!EB36][!EM35][!EE33] 15 | ``` 16 | 17 | One line of emots should be created per line of dialogue in story_text.rbrb 18 | 19 | ## Format Explanation 20 | 21 | ### `!C` Create a Character 22 | `[!CXY]`, where X, Y and Z are replaced by: 23 | - X: Conversation ID of created character. (1-6?) 24 | - Y: Which character to create. (A-Z, see character list below) 25 | - Z Position of character, (0-9, by distance from opposite of facing side). (`-` changes text box color without a portrait or character name) 26 | - Wrapping Z in `<>` causes the character to appear on the right facing left, `><` causes them to appear on the left facing right 27 | 28 | | ID | Character | ID | Character | ID | Character | ID | Character | 29 | |-----|-----------|-----|-----------|-----|-----------|-----|-----------| 30 | | `A` | Rumi | `H` | Saya | `O` | Chocolate | `V` | Pixie | 31 | | `B` | Rita | `I` | Cicini | `P` | Kotri | `W` | Lilli | 32 | | `C` | Nieve | `J` | Syaro | `Q` | Keke Bunny| `X` |OBJ_DRAGON3| 33 | | `D` | Nixie | `K` | Cocoa | `R` | Seana | `Y` | Erina | 34 | | `E` | Aruraune | `L` | Ashuri | `S` | Miriam | `Z` | Ribbon | 35 | | `F` | Pandora | `M` | Lilith | `T` | Miru | `]` |No Character| 36 | | `G` | Irisu | `N` | Vanilla | `U` | Noah | | | 37 | 38 | ### `!T` Select Speaking Character 39 | `[!TX]`, where X is replaced by: 40 | - X: Conversation ID of talking character. 41 | 42 | ### `!E` Set Character Emotion 43 | `[!EXYZ]`, where X, Y and Z are replaced by: 44 | - X: Emotion part to modify. (see list of emotion parts below) 45 | - Y: Conversation ID of character to modify. 46 | - Z: Emotion Value. Refer to portrait viewer in artbook. 47 | 48 | **Note:** Emotion values usually go from 0-9. But emotion values 10 and above can also be used by following the ASCII table. `:` is 10, `;` is 11, `<` is 12 etc. 49 | 50 | | ID | Emotion Part | 51 | |-----|--------------| 52 | | `B` | Eyebrow | 53 | | `M` | Mouth | 54 | | `E` | Eye | 55 | | `R` | Blush (0-4) | 56 | | `P` | Alternate form (Kotri green = 1, kotri blue = 2) | 57 | | `I` | Item (0 or 1) | 58 | | `T` | Tears (0 or 1) | 59 | 60 | #### How to have a character speak without a portrait: 61 | `[!EPX:]`, where X is replaced by: 62 | - X: Conversation ID of character to speak. 63 | 64 | ### `!M` Move Character Portrait 65 | `[!MXY]`, where X, Y are replaced by: 66 | - X: Conversation ID of character to move 67 | - Y: Position to move the character to (0-9) 68 | 69 | -------------------- 70 | Additional Formats: 71 | 72 | ### `~C` Set Text Box Color 73 | `[~CRGB]`, where R, G, B are replaced by: 74 | - R, G, B: Red (0-9), Green (0-9) and Blue (0-9) respectively. 75 | - For example: `[~C900]` is red, `[~C099]` is cyan. 76 | - Only works if no talking character `]` is set. The talking character normally overrides the text box color with its own. 77 | 78 | ### `~E` Fade to Black 79 | `[~E0]`: 80 | - Causes the screen to fade to black permanently. Cannot be reversed. 81 | - Screen remains black after the cutscene. 82 | - All `[~EX]`, where `X` is a number, do the same thing. 83 | 84 | ### `~F` Replace speaking character's name: 85 | `[~FX]`: where X is replaced by: 86 | 87 | | X = ? | Name | X = ? | Name | X = ? | Name | 88 | | :---------- | :----------------- | :---------- | :------ | :---------- | :-------- | 89 | | <= `0` | \ | `7` | GemaYue | `>` (14) | Luei | 90 | | `1` | Pixie | `8` | Saiste | `?` (15) | Cross | 91 | | `2` | Lilli | `9` | AT2. | `@` (16) | DUMP | 92 | | `3` | ??? | `:` (10) | Sirluma | `A` (17) | M4 | 93 | | `4` | Mr. Tako | `;` (11) | Laluk | `B` (18) | IAN | 94 | | `5` | WAERO | `<` (12) | Skullo | >= `C` (19) | \ | 95 | | `6` | Jimbow | `=` (13) | Yarin | | | 96 | 97 | ### `~G` (seems to control CGs) 98 | `[~GX]`, where X is replaced by a number. 99 | 100 | ### `~M` Play music during cutscene 101 | `[~MX]`, where X is replaced by: 102 | 103 | | X = ? | Music | X = ? | Music | 104 | | :----- | :------------------------- | :----- | :----------------- | 105 | | `0` | \ | `5` | Kitty Attack | 106 | | `1` | Melting Point / Midstream Jam | `6` | Full On Combat | 107 | | `2` | Get On With It | `7` | Bounce Bounce | 108 | | `3` | Sudden Death | `8` | Brawl Breaks | 109 | | `4` | Hi-Tech Duel | `9`+ | Brawl Breaks Ver.2 | 110 | 111 | ---------------------------- 112 | 113 | # Some Examples 114 | 115 | ### Example 1 116 | ``` 117 | [!C1Y<4>][!T1][!EE13][!EB12][!EM14] 118 | ``` 119 | - `[!C1Y<4>]`: Create a left facing Erina 120 | - `[!T1]`: set her as the speaker of the current line 121 | - `[!EE13]`: set eyes to type 3 122 | - `[!EB12]`: set eyebrows to type 2 123 | - `[!EM14]`: set mouth to type 4 124 | 125 | ### Example 2 126 | ``` 127 | [!C2K>5<][!T2][!EI21][!EE22][!EB23][!EM21][!ER24] 128 | ``` 129 | - `[!C2K>5<]`: Create a right facing Cocoa 130 | - `[!T2]`: set her as the speaker of the current line 131 | - `[!EI21]`: set her accessory to on (goggles for cocoa) 132 | - `[!EE22]`: set her eyes to type 2 133 | - `[!EB23]`: set her eyebrows to type 3 134 | - `[!EM21]`: set mouth to type 1 135 | - `[!ER24]`: set blush to max 136 | 137 | ### Example 3 138 | ``` 139 | [!C1A>1<][!T1][!EP1:] 140 | ``` 141 | - Create a right facing Rumi without a portrait 142 | 143 | ### Example 4 - NPC Emot 144 | ``` 145 | 17 146 | [!T2][!C2]>5<][!EB22][!EM21][!EE21][~C594] 147 | ``` 148 | - `[!C2]>5<]`: Creates a blank character 149 | - `[~C594]`: Sets text box color to a light green 150 | - The rest of the format can be ignored. 151 | -------------------------------------------------------------------------------- /docs/events/map_transitions_and_warps.md: -------------------------------------------------------------------------------- 1 | # Map Transitions 2 | 3 | Map transitions are composed of three types of events: 4 | 1. An event to set the target map 5 | 2. An event to trigger the transition 6 | 3. An event in the target map to mark the destination 7 | 8 | When the player hits a transition trigger, it warps the player to the map specified by the last "set target map" event, and tries to find the corresponding destination marker. Note that the player continues walking as they go through the transition, so they won't end up exactly where the destination marker is. 9 | - If the destination event is not found in the target map, the player will still warp into the target map, but at the same position within the map as where they warped from. 10 | 11 | ### Target Map Events ### 12 | 13 | These events set the target map to transition to when the player next hits a map transition event. Make sure the player passes through one of these before hitting a map transition event, to be sure they get directed to the correct map. 14 | - Note: It also works if the "set target map" event is hit after hitting the map transition trigger. (i.e. while Erina is walking, before the screen fades out) 15 | 16 | | Event ID | Target Map | 17 | | :-: | :-: | 18 | | 161 | area0 | 19 | | 162 | area1 | 20 | | 163 | area2 | 21 | | 164 | area3 | 22 | | 165 | area4 | 23 | | 166 | area5 | 24 | | 167 | area6 | 25 | | 168 | area7 | 26 | | 169 | area8 | 27 | | 170 | area9 | 28 | 29 | Note: the actual game does not have any map transitions going to area6, area8 or area9, but the event triggers to transition to them still work. 30 | 31 | ### Map Transition Triggers and Targets ### 32 | 33 | The trigger event IDs trigger the transition; the player will end up at the corresponding target event. 34 | 35 | | Trigger Event ID | Target Event ID | 36 | | :-: | :-: | 37 | | 200 | 227 | 38 | | 201 | 228 | 39 | | 202 | 229 | 40 | | 203 | 230 | 41 | | 204 | 231 | 42 | | 205 | 232 | 43 | | 206 | 176 | 44 | | 207 | 177 | 45 | 46 | Note: 206 and 176 don't appear to be used in the official maps, but are functional regardless. 47 | 48 | ### Other Notes ### 49 | 50 | * Map transition events do not need to be in a room marked with the "Area Transition" room type, but doing this puts the appropriate arrow icon on the map to help the player know where transitions are. 51 | * The music that plays when coming out of a transition is based on the room color of the room you transition into. However, the music won't play properly if the music selected is the same as the one previously playing. 52 | * If you transition into a room with room color ID X, music ID X will start playing. 53 | 54 | ------------------------------ 55 | 56 | # Warp Stones 57 | 58 | Note: This refers to the warp stones which bring up the warp stone select menu. The warpstone at plurkwood/forest night is not included. 59 | 60 | A warp stone event has ID `32`. Which warp stone it is is specified by a type specifier event (i.e. ID+5000) just above the warp stone. 61 | 62 | For example, the town warp stone has ID 5. The warp stone event is thus laid out like this: 63 | 64 | ``` 65 | +----+ 66 | |5005| 67 | |----| 68 | | 32 | 69 | +----+ 70 | ``` 71 | 72 | Each warp stone in Rabi-Ribi has a different ID. 73 | 74 | 75 | ### How Warp Stones work 76 | **Short explanation**: The map you warp to is hardcoded in game. The actual location within the map depends on warp stone placement in map. If the target warp stone does not exist, you still warp but stay on the same tile. 77 | 78 | **Proper explanation using an example**: 79 | - Lets say from some other warp stone, you select Spectral Cave as your warp destination. 80 | - According to the game's code, Spectral Cave is located in area0. 81 | - Thus the game checks area0 and looks for the Spectral Cave warp stone. 82 | - If it finds the Spectral Cave warp stone in area0, it puts you at the location of the warp stone. 83 | - If it can't find the Spectral Cave warp stone in area0, it warps you to area0 anyway, but in the same tile as you were in before. We refer to this as a wrong warp. 84 | 85 | ------------------------------ 86 | 87 | # Direct Warps 88 | 89 | Note: This refers to warps that directly bring you to another location, like the warp stone to plurkwood and the computer warp to system interior. 90 | 91 | This can be used to: 92 | 1. Take the player to another map. (CROSS MAP X) 93 | 2. Take the player to another location, but in the same map. (CROSS MAP OFF) 94 | 95 | **Event ID 208: Warp Entrance** 96 | - This should be placed on the ground. The player presses Down while on the event tile to use the warp. 97 | - The destination Tele ID and Map must be set before using the warp. 98 | - A common practice is to surround the entrance with the Tele ID and Cross Map events. 99 | - This warp brings you to Map 8, Tele ID 4. 100 | ``` 101 | +-----+-----+-----+-----+-----+ 102 | | 250 | 250 | 250 | 250 | 250 | 103 | |-----|-----|-----|-----|-----| 104 | | 250 | 213 | 213 | 213 | 250 | 105 | |-----|-----|-----|-----|-----| 106 | | 250 | 213 | 208 | 213 | 250 | 107 | +-----+-----+-----+-----+-----+ 108 | ``` 109 | 110 | **Event ID 240: Warp Exit** 111 | - The Tele ID event must be placed directly above the Warp Exit event. 112 | - This is a Tele ID 4 warp exit: 113 | ``` 114 | +-----+ 115 | | 213 | 116 | |-----| 117 | | 240 | 118 | +-----+ 119 | ``` 120 | 121 | ### Tele ID and Cross Map Events 122 | 123 | - If you touch a Tele ID X event, the next warp you take will bring you to warp exit X. 124 | 125 | - If you touch a CROSS MAP Y event, the next warp you take will bring you to map Y. 126 | 127 | - If warp exit X does not exist in map Y, the warp will put you in the same location, but in map Y (wrong warp). 128 | 129 | #### Tele ID Events: 130 | ``` 131 | 209 - Tele ID 0 132 | 210 - Tele ID 1 133 | 211 - Tele ID 2 134 | 212 - Tele ID 3 135 | 213 - Tele ID 4 136 | 214 - Tele ID 5 137 | 215 - Tele ID 6 138 | 216 - Tele ID 7 139 | 217 - Tele ID 8 140 | 218 - Tele ID 9 141 | 219 - Tele ID 10 142 | 220 - Tele ID 11 143 | ``` 144 | 145 | #### Cross Map Events: 146 | ``` 147 | 241 - CROSS MAP OFF 148 | 242 - CROSS MAP 0 149 | 243 - CROSS MAP 1 150 | 244 - CROSS MAP 2 151 | 245 - CROSS MAP 3 152 | 246 - CROSS MAP 4 153 | 247 - CROSS MAP 5 154 | 248 - CROSS MAP 6 155 | 249 - CROSS MAP 7 156 | 250 - CROSS MAP 8 157 | 251 - CROSS MAP 9 158 | ``` 159 | Note: If you touch CROSS MAP OFF, the next warp stone will not warp you to a different map. 160 | 161 | **Event ID 112: Warp Stone Graphic** 162 | - Places a warp stone graphic 3 tiles below it. No actual effect on gameplay. 163 | - Only one warp stone can be placed per room 164 | 165 | Note: Direct warps are disabled if the computer room background is used in the room. It is disabled until you trigger the event that activates the computer room. 166 | -------------------------------------------------------------------------------- /docs/events/common_map_events.md: -------------------------------------------------------------------------------- 1 | # Misc. Events 2 | 3 | - **[34] Start point** 4 | - Spawns Erina here. In custom maps, the game will look for this event in area0.map 5 | 6 | - **[45] Heal point** 7 | - Spawns a glowing heal point. When Erina stands near this, her HP recovers. 8 | 9 | - **[224] Save point** 10 | - Spawns a save point. Typically built in a 2 wide by 3 tall rectangle with a 5001 on top, like in the image below. 11 | 12 | ![savepoint](https://user-images.githubusercontent.com/27341392/30837013-7d1ca802-a294-11e7-896e-fd9b12494ad7.png) 13 | 14 | - **[250] Easter egg** 15 | - Spawns an easter egg item. 16 | - If a **[250] easter egg** is placed within a collidable block and next to a **[3] Bomb chain block**, the block with the easter egg also acts as a bomb chain block, and can be blown up with bombs. 17 | 18 | 19 | # Tile modifier events 20 | 21 | These are events that you typically place directly on tiles in order to add destructables to the map. 22 | 23 | If a block disappears, any collision attached to it also disappears. Conversely, if a block appears, then any collision attached to it will only take effect after it appears. 24 | 25 | - **[1] Wood block** 26 | - Block can be destroyed by hammer attacks. 27 | 28 | - **[2] Bomb block** 29 | - Block can be destroyed by explosives. 30 | 31 | - **[3] Bomb chain block** 32 | - Block can be destroyed by explosives, and will cause a chain reaction with other blocks with event 3 on them. 33 | - The chain reaction doesn't need to be on solid tiles, and will follow the path set. Example: 34 | 35 | ![paintdotnet_2017-09-10_01-48-03](https://user-images.githubusercontent.com/19506837/30246509-1df76ac8-95ca-11e7-8eaf-ff68adec8a48.png) 36 | - The chain will follow all event 3 blocks despite only having two blocks to destroy along the way. 37 | 38 | - **[6] Fairy block** 39 | - Block can be destroyed by Ribbon shots. 40 | 41 | - **[7] Ice block** 42 | - Erina will destroy these blocks on contact if she has the Fire Orb. 43 | 44 | - **[8] Cracked block** 45 | - If Erina steps on this block, it makes a snapping sound, then disappears a short amount of time later. 46 | 47 | - **[9] Low difficulty block** 48 | - These blocks only show up on difficulties Normal and below. 49 | - If the difficulty is increased above normal (e.g. by event 543) in-game, the blocks vanish instantly. 50 | - If the difficulty is decreased to normal and below in-game, the blocks don't reappear until a map transition or autosave reload. 51 | 52 | - **[192] Reset breakable blocks** 53 | - Passing through this resets breakable blocks. 54 | 55 | - **[30] Low Item% block** 56 | - These blocks are only visible in Low Item% mode. Upon reaching 10% item collection rate, they disappear. 57 | 58 | - **[237] Timer block** 59 | - These blocks are normlly replaced with a dashed outline without collision. Upon collecting a timer item, they temporarily appear and become solid. 60 | 61 | - **[238] Timer item** 62 | - Upon collecting this, timer blocks are temporarily made solid. The time can be controlled by placing a type modifier event above it (5000+). 63 | 64 | - **[160] Boss gate** 65 | - This block becomes solid when boss mode is activated, and disappears afterwards. 66 | 67 | - **[108] Rainbow Crystal gate** 68 | - This block is solid until defeating the Rainbow Crystal boss. 69 | 70 | - **[110] Pandora gate** 71 | - This block is solid until defeating Pandora. If Pandora is defeated on the same screen, this block remains solid until leaving the screen. 72 | 73 | - **[455] Keke Bunny gate** 74 | - This block disappears and re-appears during certain attacks used by Keke Bunny. 75 | 76 | - **[197] Spikes** 77 | - Touching this event damages Erina. Damage varies based on background and difficulty level. 78 | - Does not need to be on a solid tile to deal damage. 79 | 80 | - **[109] Ignore spikes** 81 | - Allows Erina to touch certain sides of a spike tile without taking damage. Place around spike tiles as needed. Example: 82 | 83 | ![paintdotnet_2017-09-10_01-43-46](https://user-images.githubusercontent.com/19506837/30246488-82aa2c2c-95c9-11e7-9d5d-d9fcd978ac52.png) 84 | 85 | - **[512 .. 515] Hall of Memories DLC area color blocks (red/blue/green/purple)** 86 | - Defeating the corresponding miniboss breaks these blocks. 87 | - How to use it as a switch/door: Let's take event ID 512 for example. (same applies for 513, 514, 515) 88 | - Touching an event ID 512 tile while the flag EV_NOEVENT1 is on (event 525) instantly breaks all blocks with event ID 512 on it. 89 | - Touching an event ID 512 tile while the flag EV_NOEVENT2 is on (event 526) will only cause event ID 512 blocks to return after a map transition or autosave reload. 90 | - In a sense, event ID 512 is used for both the "switch" and the "door" 91 | 92 | - *Note: This does not only work for 512 .. 515. The following event IDs can also be used as blocks:* 93 | ``` 94 | 512 - EV_MEMORYRED 95 | 513 - EV_MEMORYBLUE 96 | 514 - EV_MEMORYGREEN 97 | 515 - EV_MEMORYPURPLE 98 | 99 | 451 - EV_PLURKMIDBOSS 100 | 453 - EV_PLURKTAKO2 101 | 455 - EV_PLURKBLOCK 102 | 441 - EV_AFTERRED3 103 | 104 | 464 - EV_SAYAEX 105 | 496 - EV_HW 106 | 487 - EV_HILLENTER 107 | 108 | works in reverse: 109 | 434 - EV_VOIDBLOCK 110 | 446 - EV_LIBBLOCK 111 | ``` 112 | (Some of these events only work if the DLC is installed) 113 | 114 | # Trigger events 115 | 116 | Events you typically place in a column or surrounding the entrance to an area, so that Erina has to pass through them to trigger something. 117 | 118 | - See [music_ids_and_triggers.csv](music_ids_and_triggers.csv) for a list of music triggers. 119 | - Walking past a music trigger event changes the currently playing music. 120 | 121 | - **[42] Auto save** 122 | - When Erina passes this event, the game triggers an autosave. Autosave is then disabled until Erina passes an autosave reset event. 123 | 124 | - **[44] Auto save reset** 125 | - When Erina passes this event, auto save events are reenabled. 126 | 127 | - **[100] Dark Zone** 128 | - When Erina passes this event, darkness is activated. (you can't see without the Light Orb) 129 | 130 | - **[101] No Dark Zone** 131 | - When Erina passes this event, darkness is disabled. 132 | 133 | - **[193] Hide layer 2** 134 | - Makes layer 2 and 6 invisible. 135 | 136 | - **[194] Show layer 2** 137 | - Makes layer 2 and 6 visible. 138 | 139 | 140 | # Warps 141 | 142 | Events that move Erina to a different location. More types of warps can be found in [map_transitions_and_warps.md](map_transitions_and_warps.md). 143 | 144 | - **[80] Door (warp upwards)** 145 | - **[81] Door (warp downwards)** 146 | - Doors are created simply by placing event 80 or 81 just above the floor. 147 | - Doors will warp the player exactly two screens upwards (event 80) or downwards (event 81). 148 | 149 | - **[483] Take fall damage and reset** 150 | - Passing through this tile causes Erina to take damage and be warped to where she came from (as seen in the Ravine DLC area). 151 | -------------------------------------------------------------------------------- /editorguide.md: -------------------------------------------------------------------------------- 1 | # Using the Tiled Map Editor for Rabi-Ribi 2 | 3 | ## Important Notes! 4 | 5 | **Please read all of the following points carefully before getting started!** 6 | 7 | Tiled is a pretty flexible map editor, and can do a lot of things not accepted by the Rabi-Ribi game. 8 | Using the editor in the wrong way can cause either the converter to crash, or the map files to not work as expected. 9 | 10 | 1. If you are deleting tiles, don't use the blank tiles in the tileset. actually erase them properly with the erase tool (E) 11 | 12 | 2. Don't ever put collision tiles in the tile layers (tile0 to tile6) or graphical tiles in the collision layer. I have no idea what happens if you do, and it probably won't be good. 13 | 14 | 3. To create events and items, use the "rectangle" tool to create a 1-tile box where the event should be, and name the tile with the Event ID. (the name can be set on the properties panel on the left). If done correctly, the event id should show up above the tile. 15 | 16 | 4. Do not name an event or tileid something that is not a number. It will cause the converter to crash. 17 | 18 | 5. Make sure you turn on [**View -> Snapping -> Snap to Grid**](https://user-images.githubusercontent.com/27341392/30008566-5d1a0a60-9153-11e7-81cf-0d874c735f5c.png) (otherwise the events/items can be placed in floating positions, which will cause problems in conversion.) 19 | 20 | 6. Minimap data layers (roomcolor, roomtype, roombg) are hidden by default. click the eye icon next to the layers to toggle on their visibility. they work similar to events/items. Set their names to other numbers to change their values. 21 | 22 | 7. Do not delete/move/insert any objects in the minimap data layers. Only change their names. 23 | 24 | 8. You can re-order the layers in the editor for viewing convenience, they will not affect anything. but do not rename the layers.(edited) 25 | 26 | 9. Don't mess with map settings like map size. 27 | 28 | 10. Press X to flip a tile by the x-axis, Y to flip by the y-axis. Do not rotate tiles. Do not flip collision tiles. 29 | 30 | 31 | # Quick Start Guide 32 | 33 | When you open a map in Tiled, you should see something like this. 34 | 35 | ![expecttosee](https://user-images.githubusercontent.com/27341392/30276609-f61fd322-9737-11e7-82cf-f70c570e5af9.png) 36 | 37 | The map data is stored in layers. The layer panel is on the right, and looks like the below image: 38 | 39 | ![layers](https://user-images.githubusercontent.com/27341392/30008490-cf24761e-9152-11e7-94d2-955ab89621a7.png) 40 | 41 | **Note: You can re-order the layers in the menu, and hide/unhide layers. But do not rename any of the layers. Renaming the layers will cause the map conversion to fail.** 42 | 43 | More information on layers: [Tile Layer Draw Order](https://github.com/wcko87/rabiribi-map-editing/blob/master/docs/tile_layer_draw_order.md) 44 | 45 | ## Adding Tiles 46 | 47 | There are 7 tile layers, `tiles0` to `tiles6`. These layers store tile data you can see in-game. The main layer you should be adding tiles to is `tiles1`. More details on the layers can be found in the detailed docs. 48 | 49 | Here we take tiles from the tileset and add them to the `tiles1` layer. 50 | 51 | **Note: Press X to flip a tile by the x-axis, Y to flip by the y-axis. Do not rotate tiles. Do not flip collision tiles.** 52 | 53 | ![editor_adding_tiles](https://user-images.githubusercontent.com/27341392/30276612-f9f1f23c-9737-11e7-9df0-85c9e8b8c24a.png) 54 | 55 | ## Adding Collision 56 | 57 | Tile layers are purely visual. For Erina to collide with the floor, you need to add collision tiles to the `collision` layer. 58 | 59 | **Note: Do not add collision data to tile layers, or tile data to the collision layer**. 60 | 61 | ![editor_adding_collision](https://user-images.githubusercontent.com/27341392/30276606-f5d4d1f6-9737-11e7-8a4a-86fff8f02dca.png) 62 | 63 | ## Adding Items 64 | 65 | Before we add items and events, make sure **View -> Snapping -> Snap to Grid** is turned on, like in the image below: 66 | 67 | ![snap to grid](https://user-images.githubusercontent.com/27341392/30008566-5d1a0a60-9153-11e7-81cf-0d874c735f5c.png) 68 | 69 | If Snap to Grid is not on, there will be conversion errors later. 70 | 71 | To add items, we switch to the `items` object layer. To create a new item, use the *Rectangle* tool to create a 1-tile rectangle. Name the rectangle with the Item ID of the item you want. A list of Item IDs can be found in the detailed documentation. 72 | 73 | Alternatively, you can copy-paste an existing item object and simply change the name. 74 | 75 | ![editor_adding_items_circled](https://user-images.githubusercontent.com/27341392/30283100-bded89d8-9749-11e7-8f0e-2888ee04f7d1.png) 76 | 77 | ## Adding Events 78 | 79 | Almost everything else in the game is an event. More details on events will be explained later. To add an event, we switch to the `event` object layer. Create events the same way you create items. 80 | 81 | In the following image, we create a "Start Point" event (event id 34), and a column of autosave events. (42 is an autosave event, and 44 is a no-save event, which allows autosave events to be triggered again) 82 | 83 | ![editor_adding_events](https://user-images.githubusercontent.com/27341392/30276605-f5ced0da-9737-11e7-8bea-c267c124e782.png) 84 | 85 | ## Editing Room Data 86 | 87 | Finally, you can also edit room types, room colors and room backgrounds. The most important of the three is room types. Room types affect how the camera scrolls in the rooms. 88 | 89 | In this case, we want to turn these rooms into a single long room. We do this going to the `roomtype` layer, selecting the rooms we want to change, and change the names of these objects to "2". Room type 2 represents long horizontal rooms. More information on room types can be found in the detailed docs. 90 | 91 | **Note: Do not delete any objects in the `roombg`, `roomcolor` or `roomtype` layers. You should only change the names of the objects.** 92 | 93 | ![editor_roomtype](https://user-images.githubusercontent.com/27341392/30276604-f59e4370-9737-11e7-9274-5cb74c175e21.png) 94 | 95 | The following section will explain more about Object Layers (events, items, roombg, roomcolor, roomtype). 96 | 97 | # Understanding Object Layers 98 | 99 | When you first open up the map editor, you might notice a lot of numbers. 100 | 101 | ![mapeditor](https://user-images.githubusercontent.com/27341392/30008300-b79449c2-9150-11e7-8425-54c32eba09d3.png) 102 | 103 | These numbers belong to Object layers. There are [five object layers](https://user-images.githubusercontent.com/27341392/30008490-cf24761e-9152-11e7-94d2-955ab89621a7.png). 104 | 105 | ### events 106 | - Event Triggers. Most of the things that "happen" in game come from event tiles. 107 | 108 | Events include, but is not limited to: 109 | * Cutscene Start Triggers 110 | * Boss Triggers 111 | * Music Triggers 112 | * Enemies, and other entities like springs, computers etc. 113 | * Easter Eggs 114 | * Save points, heal points, warp stones 115 | * Bomb blocks, Hammer blocks, ribbon blocks 116 | * Map transitions 117 | * Environmental lighting effects 118 | * etc etc etc... 119 | 120 | ### items 121 | - Item ids. Only items exist in this layer. 122 | 123 | ### roombg 124 | - The background for each room. 125 | 126 | ### roomcolor 127 | - The color of the minimap tile for the room. 128 | 129 | ### roomtype 130 | - Determines if the room is a single room, or a vertical/horizontal/large room, for camera scrolling. 131 | 132 | More detailed information on these layers can be found in the [Detailed Documentation](https://github.com/wcko87/rabiribi-map-editing/tree/master/docs). 133 | 134 | -------------------------------------------------------------------------------- /docs/events/custom_events.md: -------------------------------------------------------------------------------- 1 | # Custom Events 2 | 3 | These are events defined by GemaYue specifically for the map editor. These events only work in the beta version 1.8e or 1.85 onwards. 4 | 5 | **Note:** If there are no modifier events (5000+) at position X+1 (1 tile right of the custom event), the custom events will then search upward for modifier events instead (Y-1 instead of X+1, Y-2 instead of X+2, etc.) 6 | 7 | - **522 EV_NOPFLAG0** 8 | 9 | Disables effect of EV_NOPFLAG1 523 10 | 11 | - **523 EV_NOPFLAG1** 12 | 13 | If Erina passes this event, other event tile will always trigger even if the required flag(s) are not set. 14 | 15 | - **524 EV_NOEVENT0** 16 | 17 | Disable effect of EVE_NOEVENT1 525 and EV_NOEVENT2 526 18 | 19 | - **525 EV_NOEVENT1** 20 | 21 | If Erina passes this event, other event tiles will just set the event flag instead of starting the event. 22 | 23 | - **526 EV_NOEVENT2** 24 | 25 | If Erina passes this event, other event tiles will just unset the event flag instead of starting the event. 26 | 27 | 28 | - **527 EV_ITEMGETLV1** 29 | - **528 EV_ITEMGETLV2** 30 | - **529 EV_ITEMGETLV3** 31 | - **530 EV_ITEMGETLV4** 32 | 33 | If Erina passes these events, it changes the levels of all uncollected items on the map. 34 | 35 | 36 | - **531 EV_RESETFLAG** 37 | 38 | If Erina passes this event, it sets all event flags to 0. 39 | 40 | - **532 EV_GIVESTATUS** 41 | 42 | If Erina passes this event, it gives her buff ID m for n seconds. 43 | - m is the value of the X+1 tile (i.e. eventID: 5000 + m) 44 | - n is the value of the X+2 tile (i.e. eventID: 5000 + n) 45 | - A list of buff IDs can be found in [buff_ids.csv](./buff_ids.csv) 46 | - n can be set to 0 to make this event remove the buff. 47 | 48 | 49 | - **533 EV_NOSPAWN0** 50 | 51 | Disables the effect of EV_NOSPAWN1 534 and EV_NOSPAWN2 535 52 | 53 | - **534 EV_NOSPAWN1** 54 | 55 | If Erina passes this event, disable any entities from respawning. 56 | 57 | - **535 EV_NOSPAWN2** 58 | 59 | If Erina passes this event, replace any future spawned entity with entity ID k 60 | - k is the value of the X+1 tile + 1000 (i.e. eventID: 5000 + k - 1000). 61 | - (for example, for entity ID 1096, the value of the X+1 tile is 5096) 62 | 63 | 64 | - **536 EV_GAMESPEED** 65 | 66 | If Erina passes this event, change the game speed to k. 67 | - k is the value of the X+1 tile (i.e. eventID: 5000 + k) 68 | - If k=1, then 1x speed. If k=2, 2x speed, and so on. 69 | - If k>100, the game slows down instead 70 | 71 | 72 | - **537 EV_STORYMODE** 73 | - **538 EV_SPEEDRUN** 74 | - **539 EV_STANDARD** 75 | - **540 EV_ALTERNATIVE** 76 | - **541 EV_BUNNYHEAVEN** 77 | - **542 EV_BUNNYHELL** 78 | 79 | If Erina passes these events, change game mode / rule 80 | 81 | 82 | - **543 EV_SETDIFFICULTY** 83 | 84 | If Erina passes this event, change game difficulty to k. 85 | - k is the value of the X+1 tile (i.e. eventID: 5000+k) 86 | ``` 87 | 5000: Casual 88 | 5001: Novice 89 | 5002: Normal 90 | 5003: Hard 91 | 5004: Hell 92 | 5005: Bunny Extinction 93 | 5006: Unknown 94 | 5007: Impossible 95 | 5008+: Extra 96 | ``` 97 | 98 | 99 | - **544 EV_BOSSMODE** 100 | 101 | If Erina passes this event, force boss mode to true. 102 | 103 | - **545 EV_NOBOSSMODE** 104 | 105 | If Erina passes this event, disable boss mode and remove screen scroll lock. 106 | 107 | - **546 EV_NOBOSSMODE2** 108 | 109 | If Erina passed this event, remove screen scroll lock. 110 | 111 | 112 | - **547 EV_DISABLEEVENT0** 113 | 114 | Disable effect of EV_DISABLEEVENT1 548 115 | 116 | - **548 EV_DISABLEEVENT1** 117 | 118 | If Erina passed this event, disable any event start (to prevent event that unrelated to event tile 119 | from starting, for example Cicini's dialog after Erina pick up Air Jump) 120 | 121 | - **549 EV_NOENDBOSSEVENT0** 122 | 123 | disable the effect of EV_NOENDBOSSEVENT1 550 124 | 125 | - **550 EV_NOENDBOSSEVENT1** 126 | 127 | If Erina passed this event, any town member boss will just teleport and leave after defeated by Erina. 128 | Instead of using the end boss cutscene. 129 | 130 | - **551 EV_SETMUSICSPEED** 131 | 132 | IF Erina passed these events, change music speed to k%. 133 | - k is the value of the X+1 tile (i.e. eventID: 5000 + k). 134 | - Music speed for each sound test icon: 135 | ``` 136 | Halloween: 38.5 % 137 | Instant Death: 50.0 % 138 | Chaos Rod: 66.7 % 139 | Giant: 85.0 % 140 | No water orb: 90.0 % 141 | Default: 100.0 % 142 | Speed Up: 112.5 % 143 | Shrink: 120.0 % 144 | Miru: 130.0 % 145 | Cocoa Bomb: 150.0 % 146 | Boss defeat: 170.0 % 147 | ``` 148 | 149 | - **552 EV_FULLAP** 150 | 151 | If Erina passes this event, see amulet charge to full. 152 | 153 | - **553 EV_FULLBPMP** 154 | 155 | If Erina passes this event, see Ribbon boost and mp to full. 156 | 157 | - **554 EV_MOVEDOWN** 158 | 159 | if Erina passes this event, start a event that increase Erina's yaxis position by 720x4px. (i.e. move 4 screens down) 160 | - this event is repeatable 161 | - if the game can't move the player 4 screens down, this event does nothing. 162 | - the screen fades out and fades back in like a map transition. Erina has time to fall about 4 screens during the transition cutscene. 163 | 164 | - **555 EV_MOVEUP** 165 | 166 | if Erina passes this event, start a event that decrease Erina's yaxis position by 720x4px. (i.e. move 4 screens up) 167 | - this event is repeatable. 168 | - if the game can't move the player 4 screens up, this event does nothing. 169 | - the screen fades out and fades back in like a map transition. Erina has time to fall about 4 screens during the transition cutscene. 170 | - **warning**: If there is nothing for erina to fall on after transitioning 4 screens up, she falls back onto the event before the transition cutscene ends, softlocking the game. 171 | 172 | - **556 EV_SETSPIKEDMG** 173 | 174 | IF Erina passes this event, set all spikes damage to k. 175 | - k is the value of the X+1 tile. (i.e. eventID: 5000 + k) 176 | - If k = 0, disable this effect. 177 | 178 | - **557 EV_PLAYMUSIC** 179 | 180 | IF Erina passes this event, play music ID k. (useful for playing music with ID>31) 181 | - k is the value of the X+1 tile. (i.e. eventID: 5000 + k) 182 | 183 | - **558 EV_CHANGEITEM** 184 | 185 | IF Erina passes this event, set item ID k's Level to n. 186 | - k is the value of the X+1 tile. (i.e. eventID: 5000 + k) 187 | - n is the value of the X+2 tile. (i.e. eventID: 5000 + n) 188 | - (If n is 0, remove the item) 189 | - This can be used to set the levels of plus necklace(23), bunny amulet(33), donuts(37), cakes(38), golden carrots(39), and cocoa bombs(40) above their normal values. 190 | 191 | - **559 EV_SETHAMMEREXP** 192 | 193 | IF Erina passes this event, set hammer exp to k. 194 | - k is the value of the X+1 tile * 100 (i.e. eventID: 5000 + k/100) 195 | 196 | - **560 EV_SETFAIRYEXP** 197 | 198 | IF Erina passes this event, set Ribbon relationship exp to k. 199 | - k is the value of the X+1 tile * 100 (i.e. eventID: 5000 + k/100) 200 | 201 | - **561 EV_SETBOMBEXP** 202 | 203 | IF Erina passes this event, set carrot bomb exp to k. 204 | - k is the value of the X+1 tile * 100 (i.e. eventID: 5000 + k/100) 205 | 206 | - **562 EV_SETUPWIND0** 207 | 208 | IF Erina passes this event, turn off upward wind (status will not save to save file) 209 | 210 | - **563 EV_SETUPWIND1** 211 | 212 | IF Erina passes this event, turn on upward wind (status will not save to save file) 213 | - Upward wind is the effect during the Pixie & Lilli boss fight 214 | 215 | - **564 EV_CHANGECHARACTER** 216 | 217 | IF Erina passes this event, her sprite turns into that of entity N, where N is value of modifier. 218 | Modifier is 5000 + N and has to be set in the X+1 tile. 219 | e.g. Erina turns into Cicini when passing through a 564 event with 5018 modifier next to it. (18 being Cicini ID). 220 | IF no modifier is set, Erina will turn back to Erina again when crossing event 564. 221 | 222 | - **565 EV_CUSTOMTEXT** 223 | 224 | Displays custom text LINE N at this tile where N is value of modifier. Modifier is 5000 + N and has to be set in the X+1 tile. Custom text is stored in story_text.rbrb (a rbrb file start at line0, not 1). 225 | e.g. To display dialogue line 10 from story_text.rbrb you need event 565 and modifier 5009 next to it. 226 | 227 | 228 | - **570 EV_SETCHAPTER** 229 | 230 | This event changes the chapter of the game and is set in the X+1 tile. 231 | 232 | 233 | - **571 EV_ENEMYHPMOD** 234 | 235 | This event changes the amount of health enemies have. It is a % of the regular health and is set in the X+1 tile. Using 0 uses the default value of 100%. Ex. X+1 tile is 50 = 50% health. X+1 tile is 600 = 600% health. 236 | 237 | 238 | - **572 EV_ENEMYDMGMOD** 239 | 240 | Similar to the event 571, but changes the damage multiplier instead of health multiplier. Again, uses the X+1 tile. 0 = 100%. 50 = 50% damage, 600 = 600% damage 241 | 242 | 243 | - **573 EV_EGGBLOCK** 244 | 245 | This event has to be attached to a collision tile. The block breaks if egg collected >= N, Where N is value of modifier (For example, 5005 mean need 5 egg to break). 246 | 247 | - **574 EV_EVENTBLOCK** 248 | 249 | This event has to be attached to a collision tile. The block breaks if event N is flagged, Where N is value of modifier (for example Cocoa1 Battle is 256, so modifier is 5256) 250 | 251 | - **575 EV_EVENTBLOCKR** 252 | 253 | This event has to be attached to a collision tile. The block spawns if event N is flagged, where N is value of modifier (for example Cocoa1 Battle is 256, so modifier is 5256). 254 | 255 | - **576 EV_TRIGGERBLOCK1** 256 | - **577 EV_TRIGGERBLOCK2** 257 | - **578 EV_TRIGGERBLOCK3** 258 | - **579 EV_TRIGGERBLOCK4** 259 | - **580 EV_TRIGGERBLOCK5** 260 | 261 | These events have to be attached to collision tiles. They are similar to DLC 2 blocks in Hall of Mmemories II (events 512 to 515) except they work outside of DLCs. They work as switch and doors. 262 | They break if event N is not flagged, Where N is this event id. 263 | e.g. To break a block which has collision and event 576 attached, Erina needs to pass through a 576 event. 264 | 265 | - **581 EV_TRIGGERBLOCKR1** 266 | - **582 EV_TRIGGERBLOCKR2** 267 | - **583 EV_TRIGGERBLOCKR3** 268 | - **584 EV_TRIGGERBLOCKR4** 269 | - **585 EV_TRIGGERBLOCKR5** 270 | 271 | These events work in reverse. They spawn if event N is flagged, where N is this event id. 272 | e.g. To make a block which has collision and event 581 attached appear, Erina needs to pass through a 581 event. 273 | 274 | - **586 EV_COCOABLOCK** 275 | 276 | When attached to a collision tile, the block breaks if the player is Cocoa. 277 | -------------------------------------------------------------------------------- /docs/events/main_game_events.csv: -------------------------------------------------------------------------------- 1 | eventid, in-game event, function 2 | 256, EV_FIRSTBOSS, Triggers Cocoa1 boss fight. 3 | 257, EV_MEETFAIRY, Initial Ribbon encounter. Triggers Ribbon boss fight. Enables some entities to spawn (bouncing cats for instance) 4 | 258, EV_REACHMANA, 5 | 259, EV_SECONDBOSS, 6 | 260, EV_3RDBOSS, Triggers Ashuri1 boss fight. Does not recruit Ashuri. Is not required to trigger Ashuri2. 7 | 261, EV_1STRUMI, meet Rumi in town cutscene/starts chapter 1 and gives a donut and cake if viewed WARNING: moves you into area 5 to show Miru and warps you to a set location in area 5 at the end 8 | 262, EV_4THBOSS, Triggers Rita boss fight and recruits Rita. 9 | 263, EV_FAIRYBOSS, 10 | 264, EV_FIRSTBOSSII, Triggers Cocoa2 boss fight if event 364 is flagged. 11 | 265, EV_PCBOSS, Triggers Cicini boss fight. Needs event 1016 to be in the same room. Warps Erina to area2 after the post-fight cutscene. 12 | 266, EV_VVVVVV, Triggers the system interior II endurance fight. 13 | 267, EV_PYBOSS, Triggers Shadow Pandora fight. 14 | 268, EV_HILLBOSS, Triggers Saya boss fight. Does not recruit Saya. 15 | 269, EV_MAIDBOSS, Triggers Syaro boss fight. There are a lot of requirements (events 265 357 and 341) 16 | 270, EV_REACHISLANDTOTOWER, 17 | 271, EV_SNOWBOSS, Triggers Nieve boss fight. Enables event 272 and 390. 18 | 272, EV_SNOWBOSSII, Triggers Nixie boss fight if event 271 and 390 are flagged. Recruits Nieve and Nixie. 19 | 273, EV_SNOWRM, 20 | 274, EV_PCTALKAFTERMAID, 21 | 275, EV_MAIDTELEPORT, Unused. Triggers a cutscene that warps Erina where she already is. 22 | 276, EV_GOTORUMI, 23 | 277, EV_SPIKE, Triggers a cutscene in which Erina steps back. Works only once. 24 | 278, EV_SEABOSS, Triggers Seana1 boss fight. Does not recruit Seana. 25 | 279, EV_AFTERVVVVVV, Cutscene after endurance fight in System Interior II. 26 | 280, EV_PCCALLBACK, 27 | 281, EV_DJPC, Activates Warp Stones in-game. Event does not work if Rabi slippers or Air jump is on. 28 | 282, EV_FAIRYEXPLAIN, 29 | 283, EV_CAVELORR, 30 | 284, EV_FORESTBOSS, Triggers Aruraune boss fight and recruits Aruraune. 31 | 285, EV_CRYSTALBOSS, 32 | 286, EV_CRYSTALOPENED, 33 | 287, EV_CITYS1, 34 | 288, EV_CITYS2, 35 | 289, EV_SCBBOSS, Triggers Lilith1 boss fight. Does not recruit Lilith. 36 | 290, EV_BRIDGEBOSS, Triggers Vanilla boss fight. Recruits Vanilla. 37 | 291, EV_BRIDGEBOSSII, 38 | 292, EV_3RDBOSSII, 39 | 293, EV_BBUNNY, 40 | 294, EV_DOUBLECAT, 41 | 295, EV_FIREBOSS, Triggers Kotri3 boss fight (red form). Recruits Kotri. 42 | 296, EV_MAZEBOSS, Triggers Miriam boss fight. Recruits Miriam. Disables event 363. 43 | 297, EV_TELEPORT, 44 | 298, EV_TELEPORT2, 45 | 299, EV_GODOWN, 46 | 300, EV_FIRSTPY, Cutscene where Erina takes a step back and Ribbon refuses she goes further. Does not work outside of prologue. 47 | 301, EV_NOLEFT, 48 | 302, EV_SHOPOUT, Cutscene in which Erina sees the shop. 49 | 303, EV_EDFLAG, 50 | 304, EV_LOOPED, 51 | 307, EV_BUNNY2, Triggers UPRPRC fight in Starting forest. Warps Erina to eastern end of Western Coast (area1). 52 | 308, EV_HOSP1, 53 | 309, EV_HOSPBACK, 54 | 310, EV_HOSP2, 55 | 311, EV_HOSP3, 56 | 312, EV_HIGHWAY, 57 | 313, EV_HIGHWAYBOSS, 58 | 314, EV_FINALBOSSX, 59 | 315, EV_RITA, Triggers Shadow Rita boss fight. 60 | 316, EV_STG1, Triggers aerial fight with Lilith. Requires event 265 and 289 (Cicini and Lilith fight). Recruits Lilith and spawns you to starting location once she is beaten. 61 | 317, EV_NOMORESTG1, Prevents Erina from going further is event 316 has been flagged. 62 | 318, EV_GOLEM, 63 | 319, EV_ALPHATEST, 64 | 320, EV_BEFOREGOLEM, 65 | 321, EV_MEETRITAP, Cutscene in which Erina sees Saya and Rita in ravine. Does not work outside of prologue. 66 | 322, EV_MEETFIRE, Triggers Kotri1 boss fight (green form) only if coming from the right. Is not required to trigger Kotri2. 67 | 323, EV_BUNNY2B, Triggers UPRPRC fight in beach. Allows use of Boost. Cutscene throws error message though. 68 | 324, EV_CATMINI, Triggers Chocolate boss fight. Recruits Chocolate. Does not work during prologue. Requires event 261. 69 | 325, EV_PRPRTEAM, 70 | 326, EV_SEELAB, Cutscene when Erina is about to enter lab. 71 | 327, EV_INLAB, Cutscene at the entrance of lab. 72 | 328, EV_LASERLAB, Cutscene where Erina starts an alarm system in lab. 73 | 329, EV_CAVELAB, Cutscene where Cicini talks about her room being in the lab (when entering sliding power room). 74 | 330, EV_FINALLAB, Cutscene where Erina finds the computer room in Lab. Warps Erina to town (area5) and gives 17500 EN. Requires event 357. 75 | 331, EV_REDBOT, Triggers Mr. Big Box fight. 76 | 332, EV_SPRINGLAB, 77 | 333, EV_MAIDTEAM, Triggers Maids fight in System Interior I. 78 | 334, EV_RUINDOWN, Cutscene where Cicini tells Erina how to get to the lab. Requires event 357. 79 | 335, EV_RUINWRONG, Another cutscene requiring 357. 80 | 336, EV_RUINNEAR, Same as above. 81 | 337, EV_IRISUSTALK1, Cutscene in which Erina sees Irisu running away (in the ruins). 82 | 338, EV_CANENTERCYBER, 83 | 339, EV_PRPRBASEENTER, Cutscene before Erina enters UPRPRC base. 84 | 340, EV_CYBERCOUNTER, 85 | 341, EV_BEFORECYBER, 86 | 342, EV_WATERWARNING, Cutscene in which Ribbon warns Erina about entering water areas. Doesn't play if Erina has water orb. 87 | 343, EV_BOSS3B, 88 | 344, EV_IRISUBOSS, Triggers Irisu boss fight; recruits Irisu; plays credits and warps Erina in town (area5). 89 | 345, EV_CAVECRYSTALBOSS, Triggers Crystal boss fight. Does not recruit Ashuri. Only works if event 365 is flagged. Enables event 366. 90 | 346, EV_ENTERLIBRARY, 91 | 347, EV_SHOPPINGCENTER, 92 | 348, EV_FIRSTCITY, 93 | 349, EV_FINALCITY, 94 | 350, EV_SHOPPINGCENTERBOSS, 95 | 351, EV_STREETBOSS, 96 | 352, EV_BEFOREFIRSTWARP, 97 | 353, EV_ENOUGH2, 98 | 354, EV_ENOUGH4, 99 | 355, EV_ENOUGH7, 100 | 356, EV_ENOUGH10, 101 | 357, EV_TOWNPC, Warps Erina to area4 and enables access to Lab. Requires event 265. 102 | 358, EV_PCMEETMAID, Triggers Syaro and Cicini cutscene. Recruits Syaro. 103 | 359, EV_FIRSTBOSSIII, 104 | 360, EV_COCOA, Cutscene at the entrance of Forgotten Cave I. Requires event 388. Breaks blocks with event 43 attached. 105 | 361, EV_SNOWBLOCK, 106 | 362, EV_LIBRARYNOTYET, 107 | 363, EV_NOVOIDYET, Erina steps back unless Miriam is defeated (event 296). 108 | 364, EV_COCOAFLAG, No apparent effect but enables event 264 (Cocoa2). 109 | 365, EV_TOWNASHLEY, Enables event 345 (crystal fight). Requires event 343 (Ashuri 2 fight). 110 | 366, EV_ASHLEYCRYSTAL, Requires event 345 (crystal fight). Recruits Ashuri. 111 | 367, EV_OPENBOTTLE, 112 | 368, EV_BEFOREFINALBOSS1, 113 | 369, EV_BEFOREFINALBOSS2, 114 | 370, EV_FINALBOSS, 115 | 371, EV_FIRSTPYB, Triggers Pandora boss fight. Recruits Pandora and breaks Pandora blocks (event 110). 116 | 372, EV_FIRSTPYC, 117 | 373, EV_1STSHOP, 118 | 374, EV_1STSHOPB, 119 | 375, EV_ICELAND, Triggers the cutscene at the entrance of Northern Tundra. 120 | 376, EV_TOWNPC2, Cutscene in which Cicini asks to find Syaro. Requires events 265; 357; 341. 121 | 377, EV_MAIDBOT, Triggers Maid fight in lab. 122 | 378, EV_GIVEKICK, Cutscene in which Miriam gives Bunny strike. Item is actually given. 123 | 379, EV_DANCERB, Triggers Kotri2 boss fight (blue form). Enables event 295. 124 | 380, EV_RABITOWNOUT, Cutscene where Erina is about to enter Rabi Rabi Town. 125 | 381, EV_RABITOWNIN, Cutscene where Erina has just entered town. 126 | 382, EV_SEEHIGHJUMP, Cutscene where Erina is told to find Rabi slippers. 127 | 383, EV_OLDHOME, 128 | 384, EV_RUMISHOP, Allows use of consumables. Warning: without Ribbon game crashes if you go to the magic type menu. 129 | 385, EV_PRPRBOT1, Triggers fight against yellow UPRPRC tank. 130 | 386, EV_PRPRBOT2, Triggers fight against blue UPRPRC tank. 131 | 387, EV_PRPRBOT3, Triggers fight against green UPRPRC tank. 132 | 388, EV_COCOACAVE, Cutscene where Erina finds Cocoa in cave and she spawns a springboard. Needs events 382 and 322. 133 | 389, EV_NOTRIGHTBEFORERUMI, 134 | 390, EV_SNOWBOSSSAVE, Cutscene in which Nieve asks to find Nixie. Requires event 271. 135 | 391, EV_RIBIFRIEND, Cutscene where Lilli and Pixie update diary with hint to Aurora Palace/hint is not given on diary if you have fought Nieve or if this flag is set directly 136 | 392, EV_RIBIFRIEND2, Cutscene where Lilli and Pixie update diary with hint to Lilith and Aruraune/individual hints are not given on diary if you have fought the respective fights or if this flag is set directly 137 | 393, EV_FORESTHELP1, Used in a former version of game. Cutscene where Aruraune asks for help. 138 | 394, EV_FORESTHELP2, Cutscene where Aruraune asks for help. 139 | 395, EV_CRYSTALDANCER, Cutscene where Erina finds Pandora and Kotri looking for the Crystal. Requires event 365. 140 | 396, EV_SEANASAVE, Cutscene where Cicini tells you to meet Seana at the west gate of Rabi town. Requires having fought Cicini Syaro Nieve Nixie Vanilla Chocolate and Seana1. 141 | 397, EV_OPENING2, 142 | 398, EV_HILLBOSS2, Triggers final cutscene with Saya. Recruits Saya. 143 | 399, EV_SEANASING, Triggers Seana2 boss fight. Requires having fought Nieve; Nixie; Cicini; Syaro; Vanilla; Chocolate and Seana1. 144 | 400, EV_FINDBOX, 145 | 401, EV_CANNOTLEAVEHOSP, 146 | 402, EV_FIRSTBADGE, 147 | 403, EV_FIRSTTYPE, 148 | 404, EV_MIRUBLACKOFF, 149 | 405, EV_NONO, 150 | 406, EV_CANCARROT, 151 | 407, EV_GIVECARROT, 152 | 408, EV_3TYPE, 153 | 409, EV_CCC, 154 | 410, EV_TOWNPPL, 155 | 411, EV_CREDIT, Starts ending sequence/recruits all five end game town members/warps you around so make sure areas exist. 156 | 412, EV_RUMIBOSS, Triggers Rumi boss fight. Recruits Rumi and starts chapter 7. 157 | 413, EV_OTAKUF, 158 | 414, EV_OTAKUS, 159 | 415, EV_USERITA, Triggers side chapter. Requires having recruited 5 town members. Rita will fight 1st 4th and 5th recruits. If one of them shouldn't be there in side chapter (Rumi Irisu Lilli Pixie or other) it makes the game softlock. 160 | 416, EV_RITATOWN1, 161 | 417, EV_RITATOWN2, 162 | 418, EV_RITATOWN3, 163 | 419, EV_POSTGAME1, Initiates chapter 6. 164 | 420, EV_RITASAYA, Cutscene in which Erina sees Saya and Rita in Volcanic caverns. Requires chapter 6. 165 | 421, EV_ERINA, 166 | 422, EV_NONOFORM2, 167 | 423, EV_NONOFORM2B, 168 | 424, EV_NOTLAB, Erina takes a step back unless Cicini is defeated and event 357 is flagged. 169 | 425, EV_PIT, Cutscene where Erina gets warned about laser holes in system interior I. 170 | 426, EV_GOWEST, Cutscene where Ribbon suggests going to Rabi Rabi Park instead of Ravine. 171 | 427, EV_UPRPRC3, Triggers UPRPRC boss fight in Night forest. 172 | 428, EV_UPRPRC4, Triggers UPRPRC boss fight in Evernight peak. 173 | 429, EV_DARKAREA, Cutscene where Ribbon warns Erina about darkness. Erina does not take a step back. 174 | 430, EV_DARKAREA2, idem with another one. 175 | 431, EV_NOEVENT, 176 | 432, EV_ALLJOINED, Recruits every town member except Keke Bunny and DLC characters. 177 | 433, EV_ENTERVOID, Cutscene at the entrance of Forgotten Cave II. 178 | 434, EV_VOIDBLOCK, Switch/door blocks (working in reverse). Blocks spawn once event is triggered. 179 | 435, EV_REDCYBER, 180 | 436, EV_NOCICINI, 181 | 437, EV_BEFORERED, 182 | 438, EV_AFTERRED, 183 | 439, EV_FOUNDEXIT, 184 | 440, EV_AFTERRED2, 185 | 441, EV_AFTERRED3, 186 | 442, EV_IRISUEVENTD, 187 | 443, EV_IRISUCG, 188 | 444, EV_LIBRARY, 189 | 445, EV_IRISUEVENTD2, 190 | 446, EV_LIBBLOCK, 191 | 447, EV_FINDIRISU, 192 | 448, EV_PLURKMEAT, Cutscene where Erina sees a meatbone before entering Plurkwood. 193 | 449, EV_PLURKENTER, Cutscene before Erina sees Mr. Tako. 194 | 450, EV_PLURKTAKO, Cutscene where Tako asks you to find Keke Bunny. It is not a requirement for event 452. 195 | 451, EV_PLURKMIDBOSS, Triggers Plurk twin cats boss fight. Also can be used as switch/door. 196 | 452, EV_PLURKBOSS, Triggers Keke Bunny boss fight. Does not recruit Keke Bunny but she spawns in town. Talk to her to recruit her. 197 | 453, EV_PLURKTAKO2, Cutscene where Mr. Tako gives you P airpin. Requires event 452. 198 | 454, EV_FPS, 199 | 455, EV_PLURKBLOCK, Blocks that remain solid until Keke Bunny is defeated. Can be used as switch/doors. 200 | 456, EV_REFLECTED99, 201 | 457, EV_REFLECTED300, 202 | 458, EV_WATERAREA, 203 | 459, EV_DIFFICULTY, 204 | 460, EV_NEWGAME, 205 | 461, EV_COCOA1EX, 206 | 462, EV_RIBBONEX, 207 | 463, EV_ASHURI1EX, 208 | 464, EV_SAYAEX, Triggers SP Saya boss fight. Only works if Background 128 is used and if chapter 9 is set. Needs DLC 2 installed. 209 | 465, EV_CATSEX, Triggers Halloween Cats boss fight. Requires event 496. 210 | 480, EV_NODLCYET, 211 | 481, EV_PLAYDLCBGM1, Music trigger for track Plan B. 212 | 482, EV_PLAYDLCBGM2, Music trigger for track Rabi Rabi Ravine ver.2. 213 | 483, EV_FALLHILL, Erina takes fall damage and her position is reset to the edge of the screen. Works outside of DLC 2. 214 | 484, EV_PIXIELILLI, Triggers Lilli and Pixie boss fight. 215 | 485, EV_ESCAPE, Triggers the escape event. Wind appears and all blocks with event 160 on them turn solid until event 486 is reached. 216 | 486, EV_ESCAPEEND, Ends the escape and chapter 9. Erina warps to area3 and to area5. Fairies flute is given to Erina and event 494 is automatically enabled. 217 | 487, EV_HILLENTER, 218 | 488, EV_PUZZLECLEAR, 219 | 489, EV_FOUNDQB, 220 | 490, EV_CRYSTALEX, 221 | 491, EV_BEFOREERINA, 222 | 492, EV_FALLINTOERINA, 223 | 493, EV_VSERINA, 224 | 494, EV_DLC2START, Initial dialog when entering Hall of Memories 2. 225 | 495, EV_LOSTITEM, Initial dialog when entering Hall of Memories 2. Breaks blocks with event 480 attached. 226 | 496, EV_HW, Triggers DLC 1 cutscene where Cicini Lilith and Syaro prepare Halloween. Requires them to be recruited. Enables event 465. 227 | 497, EV_NOHW, Blocks with this event remain solid if DLC 1 is not installed. They break if it is installed. 228 | 498, EV_STARTDLCIRISU, Dialog with Irisu in Town to activate Is The Order a DLC? Advances game to Extra Chapter. Warps Erina to Rabi Ribi Ravine. 229 | 499, EV_CHANGECLOTH, 230 | 500, EV_RIBIFRIENDDLC, 231 | 501, EV_ERINAMEMORY1, Cutscene with Erina and Erina the forgotten maiden. 232 | 502, EV_ERINAMEMORY2, same as above. 233 | 503, EV_ERINAMEMORY3, same as above. 234 | 504, EV_ERINAMEMORY4, same as above. 235 | 505, EV_ERINAMEMORY5, same as above. 236 | 506, EV_ERINAMEMORY6, same as above. 237 | 507, EV_ERINAMEMORY7, same as above. 238 | 508, EV_ERINAMEMORY8, same as above. 239 | 509, EV_VSERINA_CHECKPOINT, 240 | 510, EV_DLCBLOCK, 241 | 511, EV_____________, 242 | 512, EV_MEMORYRED, DLC2 HoM2 blocks. Can be used as switch/door if DLC 2 is installed. 243 | 513, EV_MEMORYBLUE, same as above. 244 | 514, EV_MEMORYGREEN, same as above. 245 | 515, EV_MEMORYPURPLE, same as above. 246 | 516, EV_B_MEMORYRED, Triggers fight against Red bunny in HoM2. Breaks blocks with event 512. 247 | 517, EV_B_MEMORYBLUE, same with Blue bunny and event 513. 248 | 518, EV_B_MEMORYGREEN, same with Green bunny and event 514. 249 | 519, EV_B_MEMORYPURPLE, same with Purple bunny and event 515. 250 | 520, EV_UPDOWNRED, 251 | 521, EV_ALLJOINED2, Recruits Lilli; Pixie and Erina the forgotten Maiden. 252 | -------------------------------------------------------------------------------- /docs/events/entities.md: -------------------------------------------------------------------------------- 1 | # Entities 2 | 3 | Entities are generally objects you can interact with in-game. This includes things like: 4 | - Enemies 5 | - Bosses 6 | - Springs / Computer Desks 7 | - NPCs 8 | 9 | Entities have IDs in the 1000+ range. 10 | 11 | ## Entity IDs and Types 12 | Each Entity has an Entity ID and a Type. 13 | 14 | For example, a bunny enemy (the first enemy you see in starting forest) has entity ID 1096. 15 | - Entity ID 1096 with Type 0 is a small bunny enemy. 16 | - Entity ID 1096 with Type 5 is a big bunny enemy. (seen near Cocoa1's boss fight) 17 | - Entity ID 1096 with type 6/7 are huge bunny enemies (seen in night forest) 18 | 19 | ## Entity Events 20 | The Event ID that spawns an entity is the same as the entity ID itself. Because Entity IDs are in the 1000+ range, they do not conflict with other event types. Thus placing an event with ID 1096 on the map will spawn a small bunny there. 21 | 22 | If you want an entity of type k, place a "type specifier" event above the entity. The type specifier event has an ID of 5000+k. 23 | 24 | For example, to place a Type 5 Bunny on the map, you place an event with ID 1096, and an event with ID 5005 just above it. 25 | 26 | ``` 27 | +----+ 28 | |5005| 29 | |----| 30 | |1096| 31 | +----+ 32 | ``` 33 | 34 | If no type specifier event is used for the entity, the entity defaults to Type 0. 35 | 36 | # Direction Modifiers 37 | 38 | If an entity uses direction modifiers, then use these events as modifiers instead: 39 | - Right: `195` 40 | - Left: `196` 41 | - Up: `198` 42 | - Down: `199` 43 | 44 | Direction modifiers can be used along with type modifiers if you place the direction modifier in the event stack. 45 | 46 | **Note:** If an NPC walks into a left/right Direction Modifier tile, the NPC immediately turns to face that direction. This can be used to prevent NPCs from walking off ledges. 47 | 48 | # Entity List 49 | 50 | Names based off -debugshowevents tile names. 51 | 52 | Boss NPCs are included in the list but I only tested Rita and Pandora due to them having shadow clone events. 53 | Any boss NPC can be activated by other boss events, allowing for double boss encounters. Defeating any of them will exit boss mode, however. 54 | 55 | If the entity is not listed here, it just spawns in an Erina. Usually a small one. 56 | 57 | - **[1003] Four-way fire bar** 58 | - Rotates counter-clockwise. 59 | 60 | - **[1004] Three-way fire bar** 61 | - Rotates counter-clockwise. 62 | - Faster than its four-way cousin. 63 | 64 | - **[1005] Spike ball** 65 | - Floats left. Turns around when it hits a solid object. 66 | - Initial direction can be changed with up and down direction modifiers. 67 | 68 | - **[1006] Super spike ball** 69 | - Floats left. Turns around when it hits a solid object. 70 | - Deals much, MUCH more damage and travels faster than event 1005. 71 | - Initial direction can be changed with up and down direction modifiers. 72 | 73 | - **[1007] Wall climber** 74 | - Travels right. If not on a solid surface, travels in circles or until it finds a surface to follow, at which case it will travel along that surface. 75 | - Initial travel direction can be changed with all direction modifiers. 76 | 77 | - **[1008] Blue death laser** 78 | - Fires left. Deals ludicrous amounts of damage. 79 | - Fires when Erina gets close. 80 | - Direction can be changed with right direction modifier. 81 | 82 | - **[1009] Prologue Cocoa** 83 | 84 | - **[1010] LED Face (Cave 2 emoji boss)** 85 | - Invisible unless activated through a boss event, but will still do collision damage. 86 | 87 | - **[1011] Rumi** 88 | - **[1012] Ashuri** 89 | - **[1013] Rita** 90 | - **[1014] Ribbon** 91 | - **[1015] Forgotten Cave Cocoa** 92 | - **[1016] Computer Cicini** 93 | 94 | - **[1017] Cicini's desk "PC OBJ"** 95 | - Can be a variety of objects based on background, room color, and type. Too lazy to test right now. Most notable is type 12 being a spring. 96 | 97 | - **[1018] Cicini** 98 | 99 | - **[1019] Red laser** 100 | - Fires right. Deals significantly less damage than event 1008. 101 | - Direction can be changed with all direction modifiers. 102 | - Place an entity with ID in the range of 200 .. 205 below this entity to change the timing of when the laser fires. 103 | - Laser hitbox is wider when used in map 9. (area9.map) 104 | 105 | - **[1020] Saya** 106 | - **[1021] Syaro** 107 | 108 | - **[1022] Pandora** 109 | - Type 5 is Shadow Pandora and behaves differently. 110 | 111 | - **[1023] Nieve** 112 | - **[1024] Nixie** 113 | - **[1025] Aruraune** 114 | 115 | - **[1027] "Into Town"** 116 | - No idea what this does. 117 | 118 | - **[1028] Interactable NPC** 119 | - Appearance and dialogue is determined by type modifier. If no modifier is set, you will see error messages and a blank text box. 120 | 121 | - **[1030] Seana** 122 | - **[1031] Lilith** 123 | - **[1032] Vanilla** 124 | - Type 1 behaves like Chocolate for some attacks. 125 | 126 | - **[1033] Chocolate** 127 | - Type 0 (default) behaves like Vanilla for some attacks. Type 1 behaves like expected from her normal Ravine event. 128 | 129 | - **[1035] Illusion Alius 1** 130 | - Has modifiers. Type 1 is Alius 2, type 2 is Alius 3, and type 3 is Alius 4. 131 | 132 | - **[1036] Pink Kotri** 133 | - Has modifiers. Type 1 is green, type 2 is blue, and type 3 is pink. 134 | 135 | - **[1037] Slimy Noah** 136 | - **[1038] Irisu** 137 | - **[1039] Miriam** 138 | - **[1043] Miru** 139 | 140 | - **[1045] Rita 2** 141 | - Type 5 is Shadow Rita 142 | 143 | - **[1046] Lilli** 144 | - If activated in a boss event, it will fire at enemies. 145 | - Type 1 is Pixie. 146 | - Entity type affects the fired projectile. 147 | 148 | - **[1053] Noah 3** 149 | 150 | - **[1054] Keke Bunny** 151 | - Will have boss AI outside of boss events. 152 | 153 | - **[1055] Sitting Mr. Tako** 154 | - Only faces left. Has a dialogue box when you speak to him, so you can maybe hide him behind a wall for a free text box or something. 155 | - Type 3 stands up and turns around to face you. 156 | 157 | - **[1056] Blue Ordinary Cat** 158 | - Type-1 is the Red Ordinary Cat. 159 | - If you spawn one without the other, they will come with Meow Respawn. 160 | 161 | - **[1096] Pink bunny slime** 162 | - Type 2 is a blue fairy with slime AI. When on the ground, it cycles through fairy colors. 163 | - Type 5 is a big bunny. 164 | - Type 6 is a large bunny. 165 | - Type 7 is a huge bunny. 166 | 167 | - **[1097] Flower** 168 | - Only spawns after event ID 298 is set (EV_TELEPORT2) 169 | - Type 1 is a blue flower that shoots bubbles. 170 | - Type 2 is a red laser flower. 171 | - Type 5 is a big flower. 172 | - Type 6 is a large flower. 173 | - Type 7 is a huge flower. 174 | 175 | - **[1098] Ball mouse (roly-poly)** 176 | - Only spawns after event ID 298 is set (EV_TELEPORT2) 177 | 178 | - **[1099] Bee** 179 | 180 | - **[1102] Duck** 181 | - Only spawns after event ID 298 is set (EV_TELEPORT2) 182 | 183 | - **[1100] Rafflesia** 184 | - Type 1 is green and fires larges amounts of green bullets skywards, which fall back down a short time later. 185 | 186 | - **[1101] Wisp** 187 | - Type 2+ are exploding Halloween DLC pumpkins. 188 | 189 | - **[1103] Mushroom** 190 | - **[1105] Brown Mushroom** 191 | - Same notes as pink bunny slime, including the fairy. 192 | 193 | - **[1104] Dog** 194 | - Dog! 195 | 196 | - **[1106] Worm** 197 | - Type 1 fires projectiles. 198 | 199 | - **[1107] Cactus that follows you** 200 | 201 | - **[1108] Eagle** 202 | - Type 1 fires excessively powerful bullets upon swooping. 203 | 204 | - **[1109] Blue blob charger** 205 | - Type 1 is pink. 206 | 207 | - **[1110] UPRPRC member with overalls and pink hair** 208 | 209 | - **[1111] Purple bunny slime** 210 | - Fires projectiles 211 | - Same notes as pink bunny slime regarding size, but larger ones do not fire projectiles 212 | 213 | - **[1112] Egg** 214 | - Type 1 is blue and fires projectiles 215 | - Type 2+ is yellow but behaves like blue 216 | 217 | - **[1113] Dice** 218 | - Type affects the number on the block and how many fairies pop out, up to type 5. 219 | 220 | - **[1114] UPRPRC fairy - black suit/ears (blue)** 221 | - Type affects the fairy color and behavior. 222 | - Type 1 is red, type 2 is yellow, type 3 is green, type 4 is purple, type 5 is gray. 223 | 224 | - **[1115] Card soldier** 225 | 226 | - **[1116] Bunny thwomp (Down)** 227 | - Type affects movement. 228 | - Type 1 moves left. 229 | - Type 2 moves up. 230 | - Type 3 moves right. 231 | - Type 4+ simply do not move at all. 232 | 233 | - **[1117] UPRPRC hugger (red)** 234 | - Type affects color. 235 | - Type 1 is green, type 2 is blue, and type 3 is yellow. 236 | - Requires event flag 307 (FOREST UPRPRC) to spawn. 237 | 238 | - **[1118] UPRPRC swimsuit gunner (red)** 239 | - Type affects color and attack pattern. 240 | - Type 1 is blue, type 2 is yellow, and type 3 is green. 241 | 242 | - **[1119] UPRPRC debuff mage (blue)** 243 | - Type affects color and inflicted debuff. 244 | - Type 1 is red, type 2 is green, and type 3 is yellow. 245 | 246 | - **[1120] UPRPRC bomber (red)** 247 | - Type affects color and bomb effects. 248 | - Type 1 is blue, type 2 is purple, and type 3 is green. 249 | 250 | - **[1124] Open box** 251 | - And the crowd goes wild! 252 | 253 | - **[1125] Vehicle** 254 | - Travels left. Can be forced to travel right with direction modifiers. 255 | - Type affects the vehicle sprite. 256 | 257 | - **[1126] Skinny otaku (green jacket)** 258 | - Type affects jacket color and attack pattern. Type 1 is yellow and type 2 is blue. 259 | - Types above 2 will render them with CreSpirit secret base NPCs, but they will still attack. 260 | 261 | - **[1127] Fat otaku (red shirt)** 262 | - Type 1 is black jacket. 263 | 264 | - **[1128] Sandbag** 265 | 266 | - **[1129] "STG FAIRY"** 267 | - A few are in Cocoa 2's arena, but I can't personally get them to spawn out of the box. 268 | - Type likely affects attack pattern as all of those are type 2. 269 | 270 | - **[1130] Fake rock** 271 | - Type 1 is a fake snow poff. Landing spreads snow bullets. 272 | - Higher types appear to move much faster and aggressively. 273 | 274 | - **[1131] Rock-tossing mole** 275 | 276 | - **[1132] Five-way lab turret (down)** 277 | - Type affects direction. 278 | - Type 1 fires left, type 2 fires right, and type 3 fires up. 279 | 280 | - **[1133] Tall lab bot** 281 | - Type 1 is Mr. Big Box. 282 | - Type 5 fires eye lasers with blue sparks that will turn 90 degrees to seek Erina. 283 | 284 | - **[1134] Flying lab bot** 285 | 286 | - **[1135] Small lab bot** 287 | - Type 1 is a miniature lab bot. 288 | 289 | - **[1136] Robot Maid (pink)** 290 | - Type affects color and attack pattern. 291 | - Type 1 is blue, type 2 is yellow, and type 3 is green. 292 | - Type 4 is Rainbow Maid. 293 | 294 | - **[1137] Spider** 295 | - Drops to spawn location when Erina gets close. 296 | - Type 1 spawns already dropped. 297 | - Can use left and right direction modifier to force it to spin a certain way regardless of where Erina enters from. 298 | 299 | - **[1138] Riverbank running swarmers** 300 | - Type 2 is the Halloween variant. 301 | 302 | - **[1139] Hug fairy (blue)** 303 | - Type affects color and movement pattern. 304 | - Type 1 is yellow, type 2 is red, and type 3 is green. 305 | 306 | - **[1140] Cyber cube (blue)** 307 | - Type affects color and attack pattern. 308 | - Type 1 is green, type 2 is yellow, type 3 is red, type 4 is silver. 309 | - Types 3 and 4 deal large damage. 310 | 311 | - **[1141] Irisu clone** 312 | - Size is random and cannot be controlled. 313 | 314 | - **[1142] Rainbow Crystal boss core** 315 | 316 | - **[1143] Rainbow Crystal boss part (red)** 317 | - For use with Rainbow Crystal boss core. 318 | - Type affects color. 319 | - No idea how to actually put these together right now. 320 | 321 | - **[1144] UPRPRC Tank (yellow)** 322 | - Type affects color and attack pattern. 323 | - Type 1 is blue and type 2 is green. 324 | 325 | - **[1145] Bouncy cat (gray)** 326 | - Type affects color and jump height. 327 | - Type 1 is blue and jumps higher, type 2 is the Halloween version. 328 | - Requires event flag 257 (MEET FAIRY) to spawn. 329 | 330 | - **[1146] Spark ball (rainbow)** 331 | - Type affects color, speed, and power. 332 | - Type 1 is blue, type 2 is yellow, and type 3 is green. 333 | - Type 4+ is rainbow and very slow. 334 | 335 | - **[1147] UPRPRC mage (blue)** 336 | - Type affects color and attack pattern. 337 | - Type 1 is red, type 2 is green, and type 3 is yellow. 338 | 339 | - **[1148] Snow ball (normal)** 340 | - Hops at Erina and splits when near. 341 | - Type 1 is a snow ball fragment. 342 | 343 | - **[1149] Elemental magic ball (Light blue)** 344 | - Type affects color and attack pattern. 345 | - Type 1 is dark blue, and type 2 is red. 346 | 347 | - **[1150] UPRPRC fairy - white suit/ears (blue)** 348 | - Type affects the fairy color and behavior. 349 | - Type 1 is red, type 2 is yellow, type 3 is green, type 4 is purple, type 5 is gray. 350 | - Basically the same thing as entity 1114. 351 | 352 | - **[1151] Pyramid eye** 353 | - For use with 1152 (Pyramid laser) 354 | 355 | - **[1152] Pyramid laser** 356 | - Type 0 moves horizontally on the row it is spawned on 357 | - Type 1 moves vertically on the column it is spawned on 358 | - Changes direction by reaching an instance of event 198 359 | - If it detects Erina, it temporarily activates boss mode and causes all instances of 1151 (Pyramid eye) to shoot at Erina 360 | - Cannot detect Erina if she is standing on event 200 tiles 361 | 362 | - **[1153] UPRPRC Speed Up mage** 363 | 364 | - **[1154] City NPC (Salary man)** 365 | - Used in one of the Stele cutscenes. Has no animations, but will turn to face Erina. 366 | - Type affects sprite, unsure how far it affects to 367 | 368 | - **[1155] Aurora Palace laser** 369 | - Fires in regular intervals based on difficulty. 370 | 371 | - **[1156] Meaty Bone (boomerang)** 372 | - Type 1 fires exploding bones which can destroy bomb blocks. 373 | - Type 5 is large. 374 | - Type 6 is huge. 375 | 376 | - **[1157] Plurkwood bullet spitter** 377 | 378 | - **[1158] Plurkwood mouth slime** 379 | - Type 5 is large. 380 | - Type 6 is huge. 381 | 382 | - **[1159] Plurkwood bat** 383 | - Type affects initial movement pattern, up to 3. 384 | - Type 4+ is stationary. 385 | 386 | - **[1160] Fish (yellow)** 387 | - Type affects color and AI. 388 | - Type 1 is blue, type 2 is green. 389 | - Types above 2 print weird sprites but do not fire bullets. For example, type 3 is a bunny ghost. 390 | 391 | - **[1161] Mummy ball** 392 | 393 | - **[1162] Five floating energy swords** 394 | 395 | - **[1163] Library crystal (red)** 396 | - Type affects color and attack pattern. 397 | - Type 1 is orange, type 2 is yellow, type 3 is green, type 4 is cyan, type 5 is blue, type 6 is purple, and type 7 is silver. 398 | 399 | - **[1164] Bunny ghost** 400 | - Higher type modifier makes it deal more damage. 401 | 402 | - **[1174] Hall of Memories DLC area purple laser** 403 | - Direction can be changed with all direction modifiers. 404 | 405 | ### Unimplemented, semi-functional events 406 | 407 | - **[1001] "Small Slime"** 408 | - Small Erina that behaves like a bunny slime enemy. 409 | 410 | - **[1002] "Rush thing"** 411 | - Small Erina that runs left. Turns around when it hits a solid object. 412 | 413 | - **[1047] Cat Golem Head** 414 | - Just kinda floats around. 415 | 416 | - **[1048] Cat Golem Hand** 417 | - Probably for use with Cat Golem. I haven't tried them both together. 418 | 419 | - **[1165, 1166] Blank** 420 | - Spreadsheet says these are actual events but I can't get anything out of them. 421 | 422 | -------------------------------------------------------------------------------- /docs/room_colors_original.txt: -------------------------------------------------------------------------------- 1 | AREA 0 2 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 3 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 4 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 5 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 1 1 1 1 1 6 | 0 0 0 0 7 7 7 7 7 7 7 7 7 1 1 1 1 1 1 1 1 1 1 1 1 7 | 0 0 0 0 7 7 7 7 0 7 7 0 0 0 1 0 0 0 0 1 1 1 0 0 0 8 | 0 0 0 0 7 7 7 7 7 7 7 7 0 0 1 0 0 0 0 1 1 1 1 1 0 9 | 0 0 0 0 0 0 0 0 1 0 1 0 0 0 1 0 1 1 1 1 1 0 0 0 0 10 | 0 0 0 0 1 1 1 1 1 1 1 1 1 1 1 0 0 0 1 1 1 1 1 1 0 11 | 0 0 0 0 0 1 0 0 0 3 3 1 1 1 1 1 1 1 1 1 1 1 0 0 0 12 | 0 0 0 0 0 0 0 0 3 3 3 3 3 3 3 0 0 1 0 0 0 0 0 0 0 13 | 0 0 0 0 0 0 0 0 2 3 3 3 3 3 3 3 3 3 3 3 3 6 6 6 6 14 | 0 0 0 0 0 0 0 2 2 2 2 2 2 2 2 0 0 0 0 0 3 0 6 6 6 15 | 0 0 0 0 0 0 0 0 2 2 2 2 2 2 2 2 2 2 2 2 2 2 6 6 6 16 | 0 0 0 0 0 0 0 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 0 6 17 | 0 87 87 87 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 6 0 6 6 6 18 | 0 87 87 87 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 0 0 19 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 20 | 21 | AREA 1 22 | 0 0 0 0 0 0 0 0 0 0 24 24 24 24 24 24 0 0 0 0 15 15 15 0 0 23 | 0 0 0 0 0 0 0 0 0 0 24 24 24 24 24 24 24 15 15 15 15 15 15 0 0 24 | 0 0 34 34 34 34 34 34 34 0 0 24 24 24 24 24 24 24 24 15 15 15 15 15 15 25 | 0 0 21 21 21 21 21 21 21 21 0 24 24 24 24 24 24 24 24 0 15 15 15 15 0 26 | 0 0 0 0 0 21 21 0 0 21 0 24 24 24 24 24 24 24 24 15 0 15 15 0 0 27 | 0 0 21 21 21 21 21 21 21 21 24 24 24 24 24 24 24 24 24 15 15 15 15 15 15 28 | 0 0 0 34 34 34 21 21 21 21 21 21 21 21 21 21 21 15 15 15 15 15 15 15 15 29 | 0 0 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 0 0 0 0 0 30 | 0 0 0 34 34 34 34 34 34 34 34 0 0 0 0 9 9 9 0 0 0 0 0 0 0 31 | 0 0 0 34 34 34 34 34 34 34 34 0 0 0 0 9 10 9 0 0 0 0 0 0 0 32 | 0 0 0 34 0 0 0 0 0 0 0 0 0 0 9 9 10 9 9 0 0 0 0 0 0 33 | 0 9 9 9 9 9 9 9 9 9 9 9 9 9 9 10 10 10 9 9 9 9 9 9 9 34 | 0 0 0 9 9 9 0 0 3 3 9 0 10 10 10 10 10 10 10 10 10 0 0 0 0 35 | 0 0 0 9 0 0 0 3 3 0 0 0 0 10 10 10 10 10 10 10 10 0 0 0 0 36 | 0 0 0 9 0 0 0 0 0 0 0 0 0 10 10 0 10 10 10 10 10 0 0 0 0 37 | 0 0 9 9 0 0 0 0 0 0 0 10 10 10 10 10 10 10 10 0 0 0 0 0 0 38 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 10 10 10 0 0 0 0 0 0 0 39 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 40 | 41 | AREA 2 42 | 0 0 0 0 0 0 0 0 0 0 0 0 0 5 5 5 5 0 0 0 0 0 0 0 0 43 | 0 0 0 0 26 26 26 0 0 0 0 0 0 5 5 5 5 0 0 0 0 0 0 0 0 44 | 0 0 0 0 26 26 26 26 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 45 | 0 0 0 0 26 26 26 26 26 26 26 26 26 26 26 26 0 0 0 0 0 0 0 0 0 46 | 0 0 13 13 26 26 26 26 26 26 26 26 26 26 26 26 26 0 0 0 0 0 0 0 0 47 | 0 13 13 0 26 0 26 26 26 26 0 0 0 55 55 55 55 55 55 55 55 55 55 55 55 48 | 0 0 13 0 26 26 26 26 26 26 0 0 0 55 55 55 55 55 55 55 55 55 55 55 55 49 | 0 0 13 13 26 26 26 26 26 26 0 0 0 55 55 55 55 55 55 55 55 55 55 55 55 50 | 0 13 13 13 0 0 0 26 26 26 0 0 0 0 0 55 55 55 55 55 55 55 55 0 0 51 | 0 13 13 13 13 13 0 0 26 26 0 0 0 0 0 0 11 11 11 55 55 55 55 0 0 52 | 0 13 13 13 13 13 13 0 0 0 0 0 0 0 0 0 11 11 11 11 11 55 55 0 0 53 | 0 13 13 13 13 0 0 0 0 0 0 0 0 0 0 0 11 11 11 11 11 11 55 0 0 54 | 0 13 13 14 14 14 0 0 0 0 0 0 0 0 0 0 11 11 11 11 11 11 0 0 0 55 | 0 13 13 14 14 14 14 0 0 0 0 0 0 0 0 0 11 11 11 11 11 0 0 0 0 56 | 0 13 13 14 14 14 14 0 0 0 0 0 0 0 0 0 11 11 11 11 11 11 0 0 0 57 | 13 13 13 13 14 14 14 14 14 0 0 0 0 0 0 0 11 11 11 11 0 0 0 0 0 58 | 0 13 13 13 13 13 13 13 13 13 13 0 13 13 13 13 11 11 11 11 0 0 0 0 0 59 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 60 | 61 | AREA 3 62 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 63 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 64 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 65 | 0 23 23 23 23 23 23 23 23 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 66 | 0 23 23 23 23 23 23 0 0 31 31 31 31 31 31 31 31 0 0 0 0 0 0 0 0 67 | 0 23 23 23 23 23 23 0 0 31 31 0 0 0 0 31 31 31 0 0 0 0 0 0 0 68 | 0 23 23 23 23 23 23 0 0 31 31 31 31 31 31 31 31 31 0 0 0 0 0 0 0 69 | 0 23 23 23 23 23 23 0 0 31 31 0 0 31 0 31 0 31 0 0 0 0 0 0 0 70 | 0 23 23 23 23 23 23 0 0 0 0 0 0 31 31 31 31 31 31 0 0 0 0 0 0 71 | 0 23 16 16 16 16 16 16 0 16 16 0 0 16 0 16 0 0 0 0 0 0 0 0 0 72 | 16 16 16 16 16 16 0 16 16 16 16 16 16 16 16 16 16 16 0 0 0 0 0 0 0 73 | 0 0 0 0 0 0 0 16 16 16 16 25 25 0 0 0 16 16 16 16 16 16 16 16 0 74 | 0 0 0 0 0 0 0 25 25 25 0 25 25 0 0 0 0 16 16 16 16 16 0 0 0 75 | 0 0 0 0 0 0 0 25 25 25 0 25 25 25 0 0 16 16 16 16 16 16 16 0 0 76 | 0 0 0 0 0 0 0 25 25 25 25 25 25 25 25 25 16 0 25 25 25 25 25 0 0 77 | 0 0 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 4 4 0 78 | 0 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 25 0 25 0 0 0 0 79 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 80 | 81 | AREA 4 82 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 83 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 84 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 85 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 18 18 18 18 18 86 | 0 0 0 0 0 0 0 0 0 0 18 18 18 18 18 18 18 18 18 18 18 18 18 18 18 87 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 18 18 18 18 0 18 0 18 18 88 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 18 18 18 18 18 0 18 18 18 18 89 | 0 0 0 0 0 0 0 0 0 20 20 20 20 20 18 18 18 18 18 18 18 18 0 0 0 90 | 0 0 20 20 20 20 20 20 20 20 20 20 20 0 18 18 18 18 18 18 18 18 0 0 0 91 | 0 0 20 0 20 20 20 20 20 20 20 0 0 0 0 0 18 0 0 0 0 18 0 0 0 92 | 0 20 20 20 20 20 20 20 20 20 20 0 0 0 0 0 18 18 18 18 18 18 18 18 0 93 | 0 0 20 20 20 20 20 0 20 20 20 20 0 0 0 0 0 18 0 0 0 0 0 0 0 94 | 0 20 20 20 20 20 20 20 20 20 20 20 20 20 0 0 18 18 19 19 19 19 19 19 19 95 | 0 0 0 20 20 20 20 20 20 20 20 20 20 20 18 18 18 19 19 19 19 19 19 19 19 96 | 0 0 0 20 20 20 0 0 0 0 0 19 19 19 19 19 19 19 19 19 19 19 19 19 19 97 | 0 0 0 0 20 20 0 0 0 0 0 19 19 19 19 19 19 19 19 19 19 19 19 19 19 98 | 0 0 0 0 0 0 0 19 19 19 19 19 19 19 19 19 19 19 19 19 19 19 19 19 19 99 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 100 | 101 | AREA 5 102 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 103 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 104 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 105 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 106 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 107 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 108 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 109 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 110 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 111 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 112 | 0 0 0 0 0 0 0 0 0 12 0 12 0 0 0 0 0 0 0 0 0 0 0 0 0 113 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 114 | 0 0 0 0 0 0 0 0 12 12 12 12 12 12 12 12 12 0 0 0 0 0 0 0 0 115 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 116 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 117 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 118 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 119 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 120 | 121 | AREA 6 122 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 123 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 124 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 125 | 0 0 0 0 0 0 0 0 29 29 29 29 29 29 29 29 29 29 0 0 0 0 0 0 0 126 | 0 0 0 0 0 0 0 0 29 29 29 29 29 29 29 29 29 29 0 0 0 0 0 0 0 127 | 0 0 0 0 0 0 0 0 29 29 0 0 0 0 0 0 29 29 0 0 0 0 0 0 0 128 | 0 0 0 0 0 0 0 0 29 29 0 0 0 0 0 0 29 29 0 0 0 0 0 0 0 129 | 0 0 0 0 0 0 0 0 29 29 0 0 0 0 0 0 29 29 0 0 0 0 0 0 0 130 | 0 0 0 0 0 0 0 0 29 29 29 29 29 29 29 29 29 29 0 0 0 0 0 0 0 131 | 0 0 0 0 0 0 0 0 29 29 29 29 29 29 29 29 29 29 0 0 0 0 0 0 0 132 | 0 0 0 0 0 0 0 0 29 29 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 133 | 0 0 0 0 0 0 0 0 29 29 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 134 | 0 0 0 0 0 0 0 0 29 29 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 135 | 0 0 0 0 0 0 0 0 29 29 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 136 | 0 0 0 0 0 0 0 0 29 29 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 137 | 0 0 0 0 0 0 0 0 29 29 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 138 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 139 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 140 | 141 | AREA 7 142 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 143 | 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 144 | 0 0 0 28 28 0 0 0 0 0 0 0 0 0 0 0 0 0 0 28 28 28 28 28 0 145 | 0 0 0 28 0 0 0 0 0 0 0 0 0 28 28 28 28 28 28 28 0 0 0 0 0 146 | 0 0 0 28 28 28 28 28 28 28 28 28 28 28 32 32 0 28 28 0 0 0 0 0 28 147 | 0 0 0 0 32 32 28 0 0 0 0 32 32 32 32 32 0 28 0 0 0 0 0 0 28 148 | 0 0 0 0 32 32 32 32 32 32 32 32 0 0 0 32 0 28 0 0 0 0 0 0 28 149 | 0 0 0 0 0 30 30 30 30 30 30 0 0 32 32 32 28 28 28 0 0 28 28 0 28 150 | 0 0 0 0 0 30 30 30 0 0 30 0 0 0 0 32 28 28 28 28 28 28 28 28 28 151 | 0 0 30 30 30 30 30 30 98 98 30 30 30 30 30 32 28 28 28 97 97 28 28 95 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Certain backgrounds may not work this way. Many backgrounds with blank images are also simply unused backgrounds. 6 | 7 | ## 0 8 | - Copies background from previous room. 9 | 10 | ## 1 11 | - Clouds near top slowly scroll right. 12 | 13 | ![background_1](https://user-images.githubusercontent.com/27341392/30235504-63a9a00c-953b-11e7-97b7-c80c44efad17.jpg) 14 | 15 | ## 2 16 | 17 | ![background_2](https://user-images.githubusercontent.com/27341392/30235506-63b9c64e-953b-11e7-9886-48da1a0e6577.jpg) 18 | 19 | ## 3 20 | 21 | ![background_3](https://user-images.githubusercontent.com/27341392/30235508-63c8cb80-953b-11e7-9efb-2fbe3e7f65a3.jpg) 22 | 23 | ## 4 24 | 25 | ![background_4](https://user-images.githubusercontent.com/27341392/30235507-63c4e240-953b-11e7-8196-e5760012ef40.jpg) 26 | 27 | ## 5 28 | 29 | ![background_5](https://user-images.githubusercontent.com/27341392/30235385-5fc19e9a-953b-11e7-83e1-8ee6abaccb4f.jpg) 30 | 31 | ## 6 32 | 33 | ![background_6](https://user-images.githubusercontent.com/27341392/30235386-5fc2d580-953b-11e7-9e48-4d784c65ff74.jpg) 34 | 35 | ## 7 36 | 37 | ![background_7](https://user-images.githubusercontent.com/27341392/30235389-5fc73152-953b-11e7-8269-8066b219b1cd.jpg) 38 | 39 | ## 8 40 | 41 | ![background_8](https://user-images.githubusercontent.com/27341392/30235387-5fc3c076-953b-11e7-838f-af7e50600257.jpg) 42 | 43 | ## 9 44 | 45 | ![background_9](https://user-images.githubusercontent.com/27341392/30235388-5fc54360-953b-11e7-8965-4f196f88ffef.jpg) 46 | 47 | ## 10 48 | 49 | ![background_10](https://user-images.githubusercontent.com/27341392/30235390-5fdc2ad0-953b-11e7-9beb-12f18c11a60c.jpg) 50 | 51 | ## 11 52 | 53 | ![background_11](https://user-images.githubusercontent.com/27341392/30235392-5ff3ee68-953b-11e7-9570-f55a5e9fce06.jpg) 54 | 55 | ## 12 56 | 57 | ![background_12](https://user-images.githubusercontent.com/27341392/30235391-5ff2f620-953b-11e7-9bbd-754a4a54dc1f.jpg) 58 | 59 | ## 13 60 | 61 | ![background_13](https://user-images.githubusercontent.com/27341392/30235393-5ff6cce6-953b-11e7-84f0-2b777c9ff6d7.jpg) 62 | 63 | ## 14 64 | 65 | ![background_14](https://user-images.githubusercontent.com/27341392/30235394-5ff932d8-953b-11e7-83c1-8087cce931c2.jpg) 66 | 67 | ## 15 68 | - Lava is animated. 69 | 70 | ![background_15](https://user-images.githubusercontent.com/27341392/30235395-5ffd401c-953b-11e7-8e80-f974bf338846.jpg) 71 | 72 | ## 16 73 | 74 | ![background_16](https://user-images.githubusercontent.com/27341392/30235396-60131a68-953b-11e7-9614-5d10824b6bdb.jpg) 75 | 76 | ## 17 77 | 78 | ![background_17](https://user-images.githubusercontent.com/27341392/30235398-6024824e-953b-11e7-91ef-f58c63b4eef5.jpg) 79 | 80 | ## 18 81 | 82 | ![background_18](https://user-images.githubusercontent.com/27341392/30235397-6021b1fe-953b-11e7-8efe-ece5c5a6acc1.jpg) 83 | 84 | ## 19 85 | 86 | ![background_19](https://user-images.githubusercontent.com/27341392/30235399-6027706c-953b-11e7-9270-381eb7641812.jpg) 87 | 88 | ## 20 89 | 90 | ![background_20](https://user-images.githubusercontent.com/27341392/30235400-602ad810-953b-11e7-93b0-b7175e82871a.jpg) 91 | 92 | ## 21 93 | 94 | ![background_21](https://user-images.githubusercontent.com/27341392/30235401-602b04de-953b-11e7-9923-26a132b71ab8.jpg) 95 | 96 | ## 22 97 | 98 | ![background_22](https://user-images.githubusercontent.com/27341392/30235402-60491316-953b-11e7-9063-ee3d852cfe41.jpg) 99 | 100 | ## 23 101 | 102 | ![background_23](https://user-images.githubusercontent.com/27341392/30235403-6057d40a-953b-11e7-97ab-34891bc4ab5a.jpg) 103 | 104 | ## 24 105 | 106 | ![background_24](https://user-images.githubusercontent.com/27341392/30235405-6058cfcc-953b-11e7-8754-5e6865d58bad.jpg) 107 | 108 | ## 25 109 | 110 | ![background_25](https://user-images.githubusercontent.com/27341392/30235404-60582dba-953b-11e7-8a01-e66078067c99.jpg) 111 | 112 | ## 26 113 | 114 | ![background_26](https://user-images.githubusercontent.com/27341392/30235406-605b9e5a-953b-11e7-850f-df731480259e.jpg) 115 | 116 | ## 27 117 | 118 | ![background_27](https://user-images.githubusercontent.com/27341392/30235407-605ee7a4-953b-11e7-9b41-dd421a09f22c.jpg) 119 | 120 | ## 28 121 | - Adds vehicle noises and has spawning cars. Cars will get stuck on solid walls. 122 | 123 | ![background_28](https://user-images.githubusercontent.com/27341392/30235408-607e5ab2-953b-11e7-9e35-cc7ecf2350e2.jpg) 124 | 125 | ## 29 126 | 127 | ![background_29](https://user-images.githubusercontent.com/27341392/30235412-6091dd62-953b-11e7-8430-d7753aa0a23e.jpg) 128 | 129 | ## 30 130 | 131 | ![background_30](https://user-images.githubusercontent.com/27341392/30235410-60898ff4-953b-11e7-8b27-946c8d8d2af8.jpg) 132 | 133 | ## 31 134 | 135 | ![background_31](https://user-images.githubusercontent.com/27341392/30235409-6086a32a-953b-11e7-8d96-76bb5d2f10d9.jpg) 136 | 137 | ## 32 138 | 139 | ![background_32](https://user-images.githubusercontent.com/27341392/30235413-60a08308-953b-11e7-8132-8ecbae20ee4c.jpg) 140 | 141 | ## 33 142 | 143 | ![background_33](https://user-images.githubusercontent.com/27341392/30235411-608fd6f2-953b-11e7-8a45-72e293e0501d.jpg) 144 | 145 | ## 34 146 | 147 | ![background_34](https://user-images.githubusercontent.com/27341392/30235414-60b352b2-953b-11e7-8938-2281b692ce3c.jpg) 148 | 149 | ## 35 150 | 151 | ![background_35](https://user-images.githubusercontent.com/27341392/30235415-60b9d718-953b-11e7-847c-1e79093c1154.jpg) 152 | 153 | ## 36 154 | - Generates a layer of water that covers tiles. 155 | 156 | ![background_36](https://user-images.githubusercontent.com/27341392/30235416-60bca1dc-953b-11e7-9d1d-aa1a3b5511c5.jpg) 157 | 158 | ## 37 159 | - Hides layers 1, 4, 3, and 0. Tiles on layer 2 will have a rainbow effect applied to them. 160 | 161 | ![background_37](https://user-images.githubusercontent.com/27341392/30235418-60c41912-953b-11e7-858b-04ed31694ec3.jpg) 162 | 163 | ## 38 164 | 165 | ![background_38](https://user-images.githubusercontent.com/27341392/30235417-60c31a9e-953b-11e7-8484-0e12071318db.jpg) 166 | 167 | ## 39 168 | 169 | ![background_39](https://user-images.githubusercontent.com/27341392/30235419-60d151ea-953b-11e7-9d17-de0f836fa803.jpg) 170 | 171 | ## 40 172 | 173 | ![background_40](https://user-images.githubusercontent.com/27341392/30235420-60e387d4-953b-11e7-86c6-713c816506a4.jpg) 174 | 175 | ## 41 176 | 177 | ![background_41](https://user-images.githubusercontent.com/27341392/30235421-60e99b10-953b-11e7-933e-1e4630504ffa.jpg) 178 | 179 | ## 42 180 | 181 | ![background_42](https://user-images.githubusercontent.com/27341392/30235422-60ec16ce-953b-11e7-8167-42d3f0852d12.jpg) 182 | 183 | ## 43 184 | 185 | ![background_43](https://user-images.githubusercontent.com/27341392/30235423-60f422b0-953b-11e7-88b6-3d8fb183ecc3.jpg) 186 | 187 | ## 44 188 | 189 | ![background_44](https://user-images.githubusercontent.com/27341392/30235424-60fb7470-953b-11e7-9f66-5eb62de23577.jpg) 190 | 191 | ## 45 192 | 193 | ![background_45](https://user-images.githubusercontent.com/27341392/30235425-61028198-953b-11e7-8473-6ffcc67c4531.jpg) 194 | 195 | ## 46 196 | 197 | ![background_46](https://user-images.githubusercontent.com/27341392/30235426-61177e40-953b-11e7-889c-ac06c35b495a.jpg) 198 | 199 | ## 47 200 | 201 | ![background_47](https://user-images.githubusercontent.com/27341392/30235427-611a2f64-953b-11e7-85c9-1b091cb04ba5.jpg) 202 | 203 | ## 48 204 | 205 | ![background_48](https://user-images.githubusercontent.com/27341392/30235428-611d48f2-953b-11e7-821d-3a04da18a17b.jpg) 206 | 207 | ## 49 208 | - Scrolls left across three different layers. 209 | 210 | ![background_49](https://user-images.githubusercontent.com/27341392/30235429-61246aec-953b-11e7-8b7a-c10c26697118.jpg) 211 | 212 | ## 50 213 | 214 | ![background_50](https://user-images.githubusercontent.com/27341392/30235430-61312cfa-953b-11e7-80a7-7edcd0eb62ad.jpg) 215 | 216 | ## 51 217 | 218 | ![background_51](https://user-images.githubusercontent.com/27341392/30235431-6145e56e-953b-11e7-8093-c6fa4ad4e8ab.jpg) 219 | 220 | ## 52 221 | 222 | ![background_52](https://user-images.githubusercontent.com/27341392/30235433-614c12ea-953b-11e7-99b0-4180ab644ce6.jpg) 223 | 224 | ## 53 225 | 226 | ![background_53](https://user-images.githubusercontent.com/27341392/30235432-6149c5a8-953b-11e7-9455-f19b225b016f.jpg) 227 | 228 | ## 54 229 | 230 | ![background_54](https://user-images.githubusercontent.com/27341392/30235435-61633a92-953b-11e7-86b7-a066b2f2d03e.jpg) 231 | 232 | ## 55 233 | 234 | ![background_55](https://user-images.githubusercontent.com/27341392/30235434-6154acde-953b-11e7-9f5d-1c6e67b89167.jpg) 235 | 236 | ## 56 237 | - Turns all tiles and entities on the map black. 238 | 239 | ![background_56](https://user-images.githubusercontent.com/27341392/30235436-61680bda-953b-11e7-9cdf-e274c322a597.jpg) 240 | 241 | ## 57 242 | - Turns all tiles on the map black and makes entity palettes darker. A soft mechanical hum plays. 243 | 244 | ![background_57](https://user-images.githubusercontent.com/27341392/30235437-6178d870-953b-11e7-84a9-0c92f6a786cb.jpg) 245 | 246 | ## 58 247 | 248 | ![background_58](https://user-images.githubusercontent.com/27341392/30235438-617ad828-953b-11e7-89a1-e22e7c76c6ea.jpg) 249 | 250 | ## 59 251 | 252 | ![background_59](https://user-images.githubusercontent.com/27341392/30235439-618075a8-953b-11e7-8c76-2d3233bedf20.jpg) 253 | 254 | ## 60 255 | - Entity palettes flash slightly. All tiles on the map become black. A soft mechanical hum plays. 256 | 257 | ![background_60](https://user-images.githubusercontent.com/27341392/30235440-6184351c-953b-11e7-9e22-6b1f889e1274.jpg) 258 | 259 | ## 61 260 | 261 | ![background_61](https://user-images.githubusercontent.com/27341392/30235441-6193e818-953b-11e7-9fd8-0848d073f383.jpg) 262 | 263 | ## 62 264 | 265 | ![background_62](https://user-images.githubusercontent.com/27341392/30235442-6195f9b4-953b-11e7-8ad2-78b2f2c1e55c.jpg) 266 | 267 | ## 63 268 | 269 | ![background_63](https://user-images.githubusercontent.com/27341392/30235443-61a9631e-953b-11e7-878b-423b10c8c4fe.jpg) 270 | 271 | ## 64 272 | - Slows down any music playing at the moment. 273 | 274 | ![background_64](https://user-images.githubusercontent.com/27341392/30235444-61aba8b8-953b-11e7-87c8-aaf5975da9d9.jpg) 275 | 276 | ## 65 277 | - Two effects based on location. In most sectors of the map, this is the System Interior background. 278 | ![20170908214027_1](https://user-images.githubusercontent.com/19506837/30235999-c7d763dc-94de-11e7-89b4-86d8eab17f57.jpg) 279 | 280 | - If placed in rows 7~13 on column 9 in a map, significantly slows down Erina's fall speed. A glowing white layer covers tiles, more drastically affecting tiles on layers 2 and 6. 281 | ![background_65](https://user-images.githubusercontent.com/27341392/30235446-61b41818-953b-11e7-9080-ce35a39bc91c.jpg) 282 | 283 | ## 66 284 | - Same as 65, except it's System Interior II. 285 | ![20170908214102_1](https://user-images.githubusercontent.com/19506837/30236006-f35da30e-94de-11e7-94fa-72aa69d851b6.jpg) 286 | 287 | - If placed in rows 7~13 on column 9 etc. Layer glows red instead of white. 288 | ![background_66](https://user-images.githubusercontent.com/27341392/30235445-61b1303a-953b-11e7-9003-5815025a15f6.jpg) 289 | 290 | ## 67 291 | 292 | ![background_67](https://user-images.githubusercontent.com/27341392/30235447-61c43e32-953b-11e7-8257-faf8c70bcfdf.jpg) 293 | 294 | ## 68 295 | 296 | ![background_68](https://user-images.githubusercontent.com/27341392/30235448-61c95818-953b-11e7-9a4c-d21449a81d3a.jpg) 297 | 298 | ## 69 299 | 300 | ![background_69](https://user-images.githubusercontent.com/27341392/30235449-61daf942-953b-11e7-8707-70f4bee262ab.jpg) 301 | 302 | ## 70 303 | 304 | ![background_70](https://user-images.githubusercontent.com/27341392/30235450-61de034e-953b-11e7-8fba-df5063e02e3a.jpg) 305 | 306 | ## 71 307 | 308 | ![background_71](https://user-images.githubusercontent.com/27341392/30235451-61e1c77c-953b-11e7-81a6-5808273a12d4.jpg) 309 | 310 | ## 72 311 | 312 | ![background_72](https://user-images.githubusercontent.com/27341392/30235452-61e742ba-953b-11e7-9413-cff02b54e953.jpg) 313 | 314 | ## 73 315 | 316 | ![background_73](https://user-images.githubusercontent.com/27341392/30235453-61f664ca-953b-11e7-982e-a4068a5f14a7.jpg) 317 | 318 | ## 74 319 | 320 | ![background_74](https://user-images.githubusercontent.com/27341392/30235454-61fbf598-953b-11e7-9f3d-ff9a3eb49fcb.jpg) 321 | 322 | ## 75 323 | 324 | ![background_75](https://user-images.githubusercontent.com/27341392/30235455-620a5a52-953b-11e7-8065-5e623bda356f.jpg) 325 | 326 | ## 76 327 | 328 | ![background_76](https://user-images.githubusercontent.com/27341392/30235456-620e7a6a-953b-11e7-95be-5e1d58a36a65.jpg) 329 | 330 | ## 77 331 | 332 | ![background_77](https://user-images.githubusercontent.com/27341392/30235457-6212476c-953b-11e7-84e2-6448c6ac892e.jpg) 333 | 334 | ## 78 335 | 336 | ![background_78](https://user-images.githubusercontent.com/27341392/30235458-621b9358-953b-11e7-9614-e3b14e875cfc.jpg) 337 | 338 | ## 79 339 | - Bubbles appear at the bottom and rise to the top. 340 | 341 | ![background_79](https://user-images.githubusercontent.com/27341392/30235459-6227418a-953b-11e7-980d-867772b6955b.jpg) 342 | 343 | ## 80 344 | - Same as 37, but the rainbow effect applies to layer 5 as well as layer 2. 345 | 346 | ![background_80](https://user-images.githubusercontent.com/27341392/30235460-622c9b9e-953b-11e7-96a2-ea401ba0a5bd.jpg) 347 | 348 | ## 81 349 | - No immediately obvious background, but applies a white glow to tiles on layers 5, 1, 4, 3, and 0. 350 | 351 | ![background_81](https://user-images.githubusercontent.com/27341392/30235461-623b0328-953b-11e7-99b8-6a2017988608.jpg) 352 | 353 | ## 82 354 | - Clouds scroll upwards, giving the illusion that you are falling. 355 | 356 | ![background_82](https://user-images.githubusercontent.com/27341392/30235462-6240be9e-953b-11e7-9d1f-cd6a5979dd2a.jpg) 357 | 358 | ## 83 359 | - Apparently the first Library background, but nothing comes up. 360 | 361 | ![background_83](https://user-images.githubusercontent.com/27341392/30235463-62458b22-953b-11e7-8489-887e01760527.jpg) 362 | 363 | ## 84 364 | - The lights turn on and off, hiding and revealing tiles. Library tiles are still somewhat visible when the lights are out. The animated Library background is activated through event 346 (Enter Library), but activating it without recruiting all town members or passing through event 525 (NO EVENT 1) will warp the player to area 5. If area 5 does not exist, the player will be ejected into the death barrier. 365 | 366 | ![20170908222329_1](https://user-images.githubusercontent.com/19506837/30236295-87fe4ab8-94e4-11e7-9dfa-5c340b775dc2.jpg) 367 | 368 | ## 85 369 | 370 | ![background_85](https://user-images.githubusercontent.com/27341392/30235465-62595846-953b-11e7-89ef-36273161af33.jpg) 371 | 372 | ## 86 373 | 374 | ![background_86](https://user-images.githubusercontent.com/27341392/30235466-62611d56-953b-11e7-856d-f9b357355948.jpg) 375 | 376 | ## 87 377 | 378 | ![background_87](https://user-images.githubusercontent.com/27341392/30235467-626ae066-953b-11e7-9f5e-aae4c2816087.jpg) 379 | 380 | ## 88 381 | - Applies a white glowing to all tiles. Tiles on layers5, 1, 4, 3, and 0 shine brighter. 382 | 383 | ![background_88](https://user-images.githubusercontent.com/27341392/30235469-62749f34-953b-11e7-8656-0f1f319093d6.jpg) 384 | 385 | ## 89 386 | - All notes for 84 apply here, including event restrictions and requirements. 387 | 388 | ![20170908222407_1](https://user-images.githubusercontent.com/19506837/30236304-c9bcd898-94e4-11e7-971c-050cd1776835.jpg) 389 | 390 | ## 90 391 | 392 | ![background_90](https://user-images.githubusercontent.com/27341392/30235470-6287181c-953b-11e7-9984-b47bba1504ef.jpg) 393 | 394 | ## 91 395 | - Background scrolls southwest. 396 | 397 | ![background_91](https://user-images.githubusercontent.com/27341392/30235471-628c05b6-953b-11e7-820e-76c60f1be3b8.jpg) 398 | 399 | ## 92 400 | 401 | ![background_92](https://user-images.githubusercontent.com/27341392/30235472-629353b6-953b-11e7-96b6-2c87398c6757.jpg) 402 | 403 | ## 93 404 | 405 | ![background_93](https://user-images.githubusercontent.com/27341392/30235473-629c47a0-953b-11e7-9736-1ada87d90857.jpg) 406 | 407 | ## 94 408 | 409 | ![background_94](https://user-images.githubusercontent.com/27341392/30235474-62a39a64-953b-11e7-8322-2324ed1b248e.jpg) 410 | 411 | ## 95 412 | 413 | ![background_95](https://user-images.githubusercontent.com/27341392/30235475-62a8235e-953b-11e7-8494-409410613682.jpg) 414 | 415 | ## 96 416 | 417 | ![background_96](https://user-images.githubusercontent.com/27341392/30235476-62b9f75a-953b-11e7-9819-3c65006766e8.jpg) 418 | 419 | ## 97 420 | 421 | ![background_97](https://user-images.githubusercontent.com/27341392/30235477-62be6eb6-953b-11e7-8504-5da7b8ca9fbd.jpg) 422 | 423 | ## 98 424 | - Changes to the corrupt playroom if event 370 (Miru's battle) is activated before entering. 425 | 426 | ![background_98](https://user-images.githubusercontent.com/27341392/30235478-62c7450e-953b-11e7-9d12-9b269de4beab.jpg) 427 | 428 | ## 99 429 | - Bubbles appear at the bottom and rise to the top. 430 | 431 | ![background_99](https://user-images.githubusercontent.com/27341392/30235479-62ced792-953b-11e7-962e-1475a3bd3f71.jpg) 432 | 433 | ## 100 434 | 435 | ![background_100](https://user-images.githubusercontent.com/27341392/30235480-62d69d42-953b-11e7-8f26-92861dd3cdb1.jpg) 436 | 437 | ## 101 438 | - Forgotten Cave II background. Slightly tints all tiles. Tiles on layers 2 and 6 become transparent. 439 | 440 | ![20170908221351_1](https://user-images.githubusercontent.com/19506837/30236240-1c975f36-94e3-11e7-8f20-79604815b3f0.jpg) 441 | 442 | ## 102 443 | 444 | ![background_102](https://user-images.githubusercontent.com/27341392/30235481-62e8c526-953b-11e7-8a53-1323efd975de.jpg) 445 | 446 | ## 103 447 | - Hides tiles on layers 2, 6, and 5. Stars move upwards. 448 | 449 | ![background_103](https://user-images.githubusercontent.com/27341392/30235483-62f1b87a-953b-11e7-9cc8-c1901ccb71c0.jpg) 450 | 451 | ## 104 452 | - Tiles glow. 453 | 454 | ![background_104](https://user-images.githubusercontent.com/27341392/30235486-6303aa6c-953b-11e7-8f22-7b51882aa596.jpg) 455 | 456 | ## 105 457 | 458 | ![background_105](https://user-images.githubusercontent.com/27341392/30235485-63052bd0-953b-11e7-94c9-814522b0487f.jpg) 459 | 460 | ## 106 461 | 462 | ![background_106](https://user-images.githubusercontent.com/27341392/30235484-6304df7c-953b-11e7-83de-93d1430e0f56.jpg) 463 | 464 | ## 107 465 | - Lava is animated. 466 | 467 | ![background_107](https://user-images.githubusercontent.com/27341392/30235488-631f46a0-953b-11e7-841c-c720544cab8f.jpg) 468 | 469 | ## 108 470 | - Psychadelic lines change color based on grid position. 471 | 472 | ![background_108](https://user-images.githubusercontent.com/27341392/30235487-6318e4b8-953b-11e7-99e6-fe92187c139f.jpg) 473 | 474 | ## 109 475 | 476 | ![background_109](https://user-images.githubusercontent.com/27341392/30235489-6326bae8-953b-11e7-85b4-80e778ab6598.jpg) 477 | 478 | ## 110 479 | - Immediately hides tiles on layers 5, 1, 4, 3, and 0. After a brief moment, hides tiles on layers 2 and 6 along with most event entities. 480 | 481 | ![background_110](https://user-images.githubusercontent.com/27341392/30235490-633658ea-953b-11e7-83d1-b0c033870c60.jpg) 482 | 483 | ## 111 484 | 485 | ![background_111](https://user-images.githubusercontent.com/27341392/30235491-633700ec-953b-11e7-8d39-893017d93b34.jpg) 486 | 487 | ## 112 488 | 489 | ![background_112](https://user-images.githubusercontent.com/27341392/30235492-63396f44-953b-11e7-9a31-fb7a466cc806.jpg) 490 | 491 | ## 113 492 | 493 | ![background_113](https://user-images.githubusercontent.com/27341392/30235493-6349060c-953b-11e7-9c2a-b6c684b43b2e.jpg) 494 | 495 | ## 114 496 | 497 | ![background_114](https://user-images.githubusercontent.com/27341392/30235494-6354131c-953b-11e7-8429-fdf357c88fdf.jpg) 498 | 499 | ## 115 500 | 501 | ![background_115](https://user-images.githubusercontent.com/27341392/30235495-63674cd4-953b-11e7-8d11-426f864cdf08.jpg) 502 | 503 | ## 116 504 | 505 | ![background_116](https://user-images.githubusercontent.com/27341392/30235496-63677178-953b-11e7-9030-0983bb151131.jpg) 506 | 507 | ## 117 508 | - A layer above the background shifts through all colors of the rainbow. 509 | 510 | ![background_117](https://user-images.githubusercontent.com/27341392/30235499-637cc41a-953b-11e7-8131-d36fead82342.jpg) 511 | 512 | ## 118 513 | 514 | ![background_118](https://user-images.githubusercontent.com/27341392/30235497-6368d1c6-953b-11e7-8bea-93820396edbf.jpg) 515 | 516 | ## 119 517 | 518 | ![background_119](https://user-images.githubusercontent.com/27341392/30235498-637c52a0-953b-11e7-89ff-6388b9fcc96f.jpg) 519 | 520 | ## 120, 121 521 | - Harsh winds blow in the background, slowly pushing Erina east. A windstorm sound effect plays. 522 | 523 | ![background_120](https://user-images.githubusercontent.com/27341392/30235500-638927c8-953b-11e7-91af-bc9eb376e4a4.jpg) 524 | 525 | ## 122 526 | - The winds are even stronger. Any music playing slows down. A more violent windstorm sound effect plays. 527 | 528 | ![background_122](https://user-images.githubusercontent.com/27341392/30235502-639754ce-953b-11e7-9700-35a2ca96dfba.jpg) 529 | 530 | ## 123 531 | - Boss entities will behave like illusions in the Hall of Memory, attacking Erina. 532 | 533 | ![background_123](https://user-images.githubusercontent.com/27341392/30235501-6396920a-953b-11e7-9297-dc7da90f8a04.jpg) 534 | 535 | ## 124 536 | 537 | ![background_124](https://user-images.githubusercontent.com/27341392/30235503-639eb55c-953b-11e7-8816-368064c1baaa.jpg) 538 | 539 | ## 125 540 | 541 | - Halloween DLC background. Camera will zoom in when near boss entities regardless of being in a boss battle or not. 542 | 543 | ![background_125](https://user-images.githubusercontent.com/27341392/30235505-63af7b30-953b-11e7-8248-8f501c2ea257.jpg) 544 | 545 | ## 126+ 546 | 547 | - Crash. Too lazy to continue testing past 130 548 | --------------------------------------------------------------------------------