Boss data documentation⚓︎
About⚓︎
This table displays important data values for each phase of a boss.
Excel file⚓︎
You can downlad the whole table as a handy excel file here: bosses.xlsx
Chapter 2.5⚓︎
Boss | ID | Attack | State | StateFrame | I1 | I2 | V1 | V2 | Animation | Trigger | TriggerFrame | Comments |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Tuff Twins | 19.2 | Idle | 4 | 0 | Direction | Phase | V1.X = Armor destroyed | 0 | WalkHead* | |||
Spawn | 8 | 0 | Direction | Phase | V1.X = Armor destroyed | 0 | AttackHead* | Shoot | 11 | |||
Body Attack | 4 | 0 | Direction | Phase | V1.X = Armor destroyed | 0 | BodyAttack* | Shoot | 9 | |||
Hornfel | 906 | Idle | 3 | Idle* | ||||||||
1/2 Bomb | 8 | 0 | 0 | 0 | 0 | 0 | Attack1* | Sound/Shoot | 6/17 (Left/Right) 6/17/27 (Double) | Bombs need to be spawned and added to summon list before switching to state 8 | ||
Brimstone | 9 | 0 | 0 | 0 | 0 | 0 | Attack2 | Shoot | 34 | Once bombs are thrown, StateFrame indicates how much time Hornfel waits before entering back the room | ||
Decoys | 14 | 0 | 0 | 0 | 0 | 0 | Idle* + Taunt | State will only trigger Taunt animation, summons are independant | ||||
Charge | 10 | 0 | 0 | 0 | 0 | 0 | Charge* | If State resets to 6, Hornfel stops the charge | ||||
7 | 0 | 0 | 0 | 0 | 0 | Charge* | Set for a few frames before Hornfel concludes | |||||
11 | 0 | 0 | 0 | 0 | 0 | ChargeFinish | Sound/Shoot | 22/46 | Entered when Hornfel concludes | |||
Summons | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | Decided by the controller of the room (1000.152) | ||
Great Gideon | 907 | Idle | 3 | Phase | If LSB = 1, summon If bit 8 == 1, spikes done | ? | 0 | 0 | Idle | |||
Summons | 13 | 0 | 0 | Summon | Sound | 6 | ||||||
Bullets | 8 | 0 | 0 | Attack1 | Shoot | 32 | ||||||
Flames | 9 | 0 | 0 | Attack2* | Shoot | 52 (Start) 8 (End) | ||||||
Aspiration | 7 | 0 | 0 | Attack4* | Shoot | 14 (Start) 11 (End) | ||||||
Spikes | 10 | 0 | 0 | Attack3 | Sound Shoot | 8/13/18/23/28/33 (Sound) 51 (Shoot) | ||||||
The Shell | 19.3 | Idle | 4 | 0 | 0 if body 2 if head | 0 if intact 1 if broken | V1.X = 2.5 if no previous segment broken V1.Y = movement angle, 0 if broken | 0 | Rotate / Idle | |||
Attack | 8 | 0 | 0 | *Attack | Shoot | 14 | ||||||
Singe | 915 | Idle | 3 | ? | Number of Super Blasts | Fallback to force Super Blast if Singe it busy with another attack | V1.X < 0 triggers Run | 0 | Walk | |||
Run | 4 | Timer before explosion May explode earlier | 0 | 0 | Run* | |||||||
Fart | 10 | 0 | 0 | 0 | Fart | Shoot / Land | 15 / 24 | |||||
Flames | 11 | Time before end | 0 | 0 | SuperFart* | Sound / Shoot | 9 / 22 | |||||
Blast | 8 | 0 | V1.X defines the initial orientation of the falling rock | 0 | Blast | Shoot / Sound | 13 / 21 | |||||
Jump Blast | 9 | 0 | 0 | JumpBlast | Jump / Land / Shoot / Sound | 4 / 13 / 24 / 31 | ||||||
Super Blast | 12 | Time before land | 0 | 0 | SuperBlast* | Shoot Land / Sound | 30 9 / 21 | |||||
Clickety Clack | 889 | Chase | 4 | 0 | 0 | ID in Clutch 0 = Possessed | 0 | 0 | Walk* | Footstep | 9 / 20 | |
Wander | 4 | 0 | Remaining time | 0 | 0 | Walk* | Footstep | 9 / 20 | No effect if no other Clickety Clack in room | |||
Clutch Leave | 14 | 0 | 0 | 0 | 0 | QuickRevert | Shoot | 16 | ||||
Clutch Pre Arrive | 7 | 0 | 0 | 0 | 0 | Stunned* | ||||||
Clutch Possess | 5 | 0 | 0 | Movement vector | 0 | Transition + Burst | Shoot | 36 (Transition) 8 (Burst) | ||||
Throw Bone | 3 | 0 | 0 | 0 | 0 | Head* (overlay) | Shoot | 4 | ||||
Collapse | 16 | Remaining time until revival (locked if Clutch) | 0 | 0 | 0 | Flame* | Shoot | 15 (Collapse) 6 (Shoot) | ||||
Revive | 13 | 0 | 0 | 0 | 0 | Regen | Shoot | 29 | ||||
Clutch | 921 | Possessing | 6 | 0 | Remaining clacks | 0 | 0 | 0 | Possess | Sound / Shoot | 13 / 16 | |
Possess | 8 | Time spent | 0 | 0 | 0 | Move* | Shoot | 30 (MoveStart*) | ||||
Stun | 7 | 0 | 0 | V1.X = "Time" before revive | 0 | Stun* | Shoot | 14 (StunEnd) | ||||
Transition | 16 | 0 | 0 | 0 | 0 | 0 | Transition | Shoot | 26 | |||
Dash (P2) | 9 | Time spent | 0 | 0 | 0 | 0 | Move*2 | Shoot | 5 (MoveStart2) | |||
Fires (P2) | 10 | Number of fires | 0 | 0 | 0 | 0 | Attack* | Shoot | 3 (Attack) | |||
Idle (P1) | 3 | Time spent | 0 | 0 | 0 | 0 | Idle | |||||
Idle (P2) | 4 | Time spent | 0 | 0 | 0 | 0 | Idle2 |
Last update:
August 6, 2023