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 3.5⚓︎
Boss | ID | Attack | State | StateFrame | I1 | I2 | V1 | V2 | Animation | Trigger | TriggerFrame | Comments |
---|---|---|---|---|---|---|---|---|---|---|---|---|
The Heretic | 905 | Idle (P1) | 4 | IdleInvis | ||||||||
Transition | 5 | InvisEnd | ||||||||||
Idle (P2) | 3 | |||||||||||
Brimstone | 7 (Light) | Point* | Fires are added to the special list as they are lighten | |||||||||
8 (Fire) | Attack1 | AI iterates through fires in order | ||||||||||
Ipecac | 14 | 0 | 0 | 0 | 0 | 0 | Attack2 | ProjectileCooldown increases by 256 with every shot Resetting ProjectileCooldown to 0 can extend the attack | ||||
15 | 0 | 0 | 0 | V1.X = Speed | Landing | Divebomb | ||||||
Shadows | 9 | Exit* | Exit room | |||||||||
10 | Charge* | True bite | ||||||||||
12 | ChargeEnd* | Bite | ||||||||||
13 | ChargeEnd* | Idle after bite | ||||||||||
11 | Charge* | Fake bite | ||||||||||
The Siren | 904 | Idle | 3 | 0 | 0 | 0 | 0 | 0 | Idle | |||
Tears Rings | 8 | 0 | 0 | 0 | V1.X = Open Angle | 0 | Attack1* | Sound Shoot (Start) | 6 33 | |||
Teleport | 6 | 0 | 0 | 0 | 0 | 0 | Teleport | Sound Shoot | 18 21 | |||
4 | 0 | 0 | 0 | 0 | 0 | |||||||
7 | 0 | 0 | 0 | 0 | 0 | TeleportEnd | Sound Shoot | 7 12 | ||||
Summon | 12 | 0 | 0 | 0 | 0 | 0 | Recall | Sound | 7 | |||
13 | 0 | 0 | 0 | 0 | 0 | HoverStart HoverLoop | ||||||
5 | 0 | 0 | 0 | 0 | 0 | Slash* | ||||||
Slap | 11 | 0 | 0 | 0 | 0 | 0 | Slash* | Sound Shoot | 6 17 | |||
Charm | 10 | 0 | 0 | 0 | 0 | 0 | Attack2* | Sound Shoot | 6 29 (A) / 31 (B) | |||
The Visage (P1) | 903.0 + 903.1 | Idle | 100 | 0 (Heart) Time before dash allowed (Mask) | 0 (Heart) Direction (Mask) | 0 | (Heart) V1.Y = 150 | 0 | Idle1 (Heart) Move* (Mask) | |||
Mask Dash | 101 (Heart) | 0 | 0 | 0 | V1.Y = 150 + 20 * frames in state | 0 | Unwind | Wind | 13 | Synchronized : throw mask Heart transitions into State 100 when V1.Y == 650 Mask transitions into State 102 once charge starts | ||
101 (Mask) | 0 1 (after trigger) | 0 | 0 | 0 | 0 | ChargeBegin* | Charge | 13 | ||||
102 (Heart) | 0 | 0 | 0 | V1.Y = 650 - 20 * frames in state 150 once V1.Y == 35 | 0 | Rewind | Rewind | 9 | Rewind the mask | |||
102 (Mask) | 1 | 0 | 0 | 0 | 0 | Charge* | Actually charging | |||||
103 (Mask) | 1 Cooldown for Idle (once Heart starts Rewind) | 0 | 0 | 0 | 0 | ChargeHit* | Waiting to be reeled back in | |||||
P1 Transition | 103 (Mask) | 0 | 0 | 0 | 0 | 0 | Transition (0-16) | Break | 16 | |||
104 (Heart) | 0 | 0 | 0 | 0 | 0 | Transition (0-16) | Break | 16 | ||||
104 (Mask) | 0 | 0 | 0 | 0 | 0 | Transition (17-End) | ||||||
105 (Heart) | 0 | 0 | 0 | 0 | 0 | Transition (17-End) | ||||||
The Visage Heart P2 | 903.0 | Idle | 105 | 0 | 0 | 0 | 0 | Position of the heart, updates every second | Idle2 | |||
Throw Chain | 106 | 0 | 0 | 0 | Last updated position | Unwind2 | Wind | 13 | ||||
Chain Attack | 107 | Time spent | 0 = Spiral 1 = Brimstone 2 = Jump | 0 | V1.X = 0 (I1 = 1, I1 = 2) V1.X = 9 (CW) / -9 (CCW) (I1 = 0) V1 .Y = Something | Rewind2 | Wind | 9 | Brimstone, Spiral, Jump StateFrame is used to determine when to throw away the mask when spiraling | |||
Brimstone | 109 | 0 | 0 | 0 | Idle2 | |||||||
Jump | 110 | 0 | 0 | 0 | JumpUp | Shoot | 3 | |||||
111 | 0 | 0 | 0 | Landing position | JumpDown | Shoot | 8 | |||||
Spiral | 107 | Time spent | 0 | 0 | Last updated position | Rewind2 | Wind | 9 | ||||
Transition | 112 113 | 0 | 0 | 0 | 0 | 0 | Transition2 (0-17) Transition2 (17-End) | Break N/A | 17 N/A | |||
The Visage Mask P2 | 903.1 | Idle | 106 | 0 | Direction | ? | 0 | 0 | MoveAngry* | |||
Brimstone | 108 | 0 | 0 | 0 | Attack* | |||||||
Spiral | 107 | 0 | 0 | 0 | MoveAngry* | |||||||
Chained | 107 | 0 | 0 | 0 | MoveAngry* | |||||||
Stunned | 109 | 0 | 0 | 0 | Stun* | |||||||
The Visage Heart P3 | 903.0 | Idle | 114 | 0 | 0 | 0 | 0 | 0 | Idle3 | |||
Plasma | 115 | 0 | If 1, Plasma will seek Mask | 0 | 0 | 0 | Attack | Shoot | 14 | |||
Tears | 116 | 0 | 0 | 0 | 0 | 0 | Attack3 AttacK3Loop | Shoot N/A | 23 N/A | |||
117 | 0 | 0 | 0 | 0 | 0 | Attack3End | ||||||
Vortex | 118 | Number of plasmas absorbed | 0 | 0 | 0 | 0 | Attack4 | Break Shoot | 57 77 | Spawns as many waves of fire as StateFrame | ||
The Visage Mask P3 | 903.1 | Stunned | 109 | 0 | 0 | 0 | 0 | 0 | Stun* | |||
Idle | 106 | 0 | 0 | 0 | 0 | 0 | MoveAngry* | |||||
Brimstone | 110 | 0 | 0 | 0 | 0 | 0 | Charge2Loop* | |||||
111 | 0 | 0 | 0 | 0 | 0 | Charge2Hit* | ||||||
The Horny Boys | 920 | Idle | 3 | Time spent | 0 | ID of next attack 0 = Fly 1 = Juggle 2 = Dance 3 = TP | 0 | 0 | Idle | |||
Spawn Fly | 13 | 0 | 0 | 0 | 0 | SpawnFly | Shoot | 20 | ||||
Dance | 11 | Number of patterns | 0, then +1 for each animation | 0 | 0 | LokiDance* | Shoot Sound | 26/46/66/86 0/17/34/48 0/12/23/33 0/8/16/24 0/10/22 64 | LokiDance LokiDance2 LokiDance3 LokiDance4 LokiDance5 LokiDance5 | |||
Brimstone | 6 | 0 | Remaining bombs | 0 | 0 | TeleportUp | Sound | 27 | ||||
8 | 0 | 0 | 0 | TeleportDown | Sound Shoot | 6 26 | ||||||
Bombs | 9 | 0 | 0 | 0 | BombPoof | Sound Shoot | 3 12 | |||||
7 | 0 | 0 | 0 | BombPoofBack | Shoot | 3 | ||||||
Juggle | 10 | 0 | 0, then +1 for each bomb | 0 | 0 | Juggle* | Shoot (Juggle0/1/2) Shoot (JungleThrow) | 10 9 / 15 /21 |
Last update:
August 6, 2023