Overview
Which move might a boss make next ?How many times will a boss use the same attack ?Can you outrun this attack ?How often and when will the boss’ behavior change ?When it comes to the numbers, chance is only a fraction of realityNote:This guide is significantly comprised of the values found within the code, if you are looking for tips, you won’t really find them here.This guide will constantly be in development, I only published it so I can constantly provide info to readers.
The to-do list
List of things and the order that I plan to write/add them in:
My primary focus will be on releasing Regular difficulty data first, and focus on the other difficulties once that has been completed.
1. Write out all the values and what values are associated with them for each boss, on regular difficulty
2. Turn the data into tables, rename accordingly for easier understanding, add definitions to explain what the values mean.
3. Weapon/Charm/Super data
4. Add Expert difficulty data
5. Add Simple difficulty data
6. Misc other stuff
6 Feb
Working on a few mods for the game, its currently my highest priority
Completion status for each section
(Indicates the last time I altered that boss data)
Everything should be completed:
– Good/Bad Parry explanation (28/12/17)
20. Chips Bettigan (17/12/17)
23. Hopus Pocus (20/12/17)
24. Pher Lap (23/12/17)
Data table and definitions completed, just needs more images:
1. The Root Pack (11/12/17)
2. Goopy Le Grande (13/12/17)
4. Cagney Carnation (13/12/17)
5. Ribby And Croaks (14/12/17)
Data tables completed, just needs term definitions and images:
3. Hilda Berg (13/12/17)
17. Phantom Express (13/12/17)
18. King Dice (21/12/17)
19. Tipsy Troop (13/12/17)
27. Mr. Chimes (13/12/17)
Data is labeled, just needs data tables, term definitions, and images:
6. Baroness Von Bon Bon (15/12/17)
7. Beppi The Clown (15/12/17)
9. Grim Matchstick (15/12/17)
10. Wally Warbles (15/12/17)
11. Rumor Honeybottoms (15/12/17)
12. Captain Brineybeard (15/12/17)
13. Sally Stageplay (15/12/17)
14. Werner Wermen (15/12/17)
15. Dr. Kahl’s Robot (15/12/17)
16. Cala Maria (15/12/17)
21. Mr. Wheezy (15/12/17)
22. Pip And Dot (15/12/17)
25. Pirouletta (15/12/17)
26. Mangosteen (15/12/17)
Some data isn’t labeled, this could be due to the code being mislabeled, belongs to a removed attack, or some other item that makes it hard to identify what exactly the value controls.
8. Djimmi The Great (10/12/17)
28. The Devil (10/12/17)
Limitations, scope, and warnings for this data
This guide will not give any detail regarding the Run and Gun levels, this is entirely written for the boss behaviors, including the min-max parameters to their attacks.
This guide is completely made of values from the game’s code itself, anything listed here is programmed to happen, any anomaly you might encounter in your game, will most likely be due to a bug in the game.
In addition, there may be instances where values are stated in the code, but changed at some point in the development cycle, this could be data being reassigned or named oddly (so the name doesn’t match up with what it actually does now), unused (attack or value’s use itself got cut, prior to the release), or the game uses a different method to generate this value.
Examples of Instances this occurs:
– Cagney’s face lunge attack is refereed to as “Laser” in the game code.
– Wally Warbles has pattern data associated with the feather attack, currently this data isn’t used to determine which feathers will be parryable, so every feather is non-parryable.
– Cala Maria has a data set for an attack called Spinner Fish, this attack got cut entirely.
– Captain Brineybeard has a pattern string for the squid peashots, to determine which order for the amount that will be shot, and which one will have the long delay before getting shot. Currently the game picks when the parry shot appears, at random.
NOTE: Max parryable/non-parryable shots are determined by a different value, and that value does get used.
If a value does exist for something in the boss behavior, but I can’t convey the data well enough to understand at this point in time, I will still list the data, and I will work towards a way to better explain/show how it works.
If a value is listed, but either a bug is causing the data to be useless (to a point that I can’t exactly determine what it should control), or it goes unused, I will not include the data in this guide (until it has been patched).
Data that I know is controlled by a specific value, but the update has caused it to be bugged, will still be listed.
Baseline Examples, and Misc info
To help you understand the data as best as I can, I will use this part to define a few terms and basic behaviors.
(P): This will mark when an object will be parryable
(R) (X) (G): These will mark objects that aren’t
Speed: How fast something will move.
The game code doesn’t really provide an easy way to show/explain how its used.
The simplest way I could express the speed difference:
800 = 1 second
-100 = +0.14
+100 = -0.14
(time it takes to get from their spawn, to the edge of the screen)
NOTES:
– These speeds are written as if the object was moving in a flat horizontal line from one side of the game window, to the other side.
– The baseline of 800 is used, to account for the average offset distance that bosses are from the edge of the screen. (Because each boss has a different offset, these values might vary during some fights, I will make an attempt to show these instances)
– Cuphead is around 400.
– If an object does start off-screen and moving in a flat horizontal line, baseline of 900 should be used instead. (This distance for cuphead ~2.5 – 2.63 seconds)
– The math isn’t perfect, but it gives you a general idea of how long you have before the object will reach you.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EX:
For Ribby and Croaks, Ribby’s punch moves as such.
In this instance:
On Easy difficulty it takes about 1 second for the punch to move from its spawn location, to the edge of the screen. (800 speed) In the same distance It takes Cuphead takes about 1.6 seconds.
Even with the Normal difficulty shot delay of .65 seconds, the second punch can move fast enough to hit cuphead, before either reaches the screen’s edge.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Patterns: The order in which things will occur. Once a boss has picked where the sequence will begin in their pattern/sets, it will strictly follow the order that is written, this includes moving to the begging of the next set once they reach the end of their current set.
Patterns can only change when you retry, or replay the level.
(A limited number of patterns can also change when you trigger a new phase/subphase, I will make a note of it in the bosses that do this)
Regardless where something stops in a pattern, they will continue from that point the next time they call upon it.
Set: This is for instances in which multiple patterns are written, their lengths can change between multiple sets in a single pattern.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ex:
Boss pattern for __XX__ attack:
“X, P, X, X, X, P, P”
Boss pattern for __YY__ attack:
Set 1-> “X, P, X, X, X, P, P”
Set 2-> “P, X, X, P, X”
Set 3-> “X, X, P, X. P, x”
If they stop after [set 1] “X, P, P” they will resume with [set 2] “P, X, X”
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sequence: A non-specific location within a non-specific pattern/set. Despite where the sequence begins, it will follow what is written for the rest patterns and sets from left to right in a loop.
The terms I will use to identify them for attacks will be;
Basic: The pattern will always start with the very first value, even if there are multiple sets
Set Pattern: A random Set is picked, always starts with the first value
Sequence Pattern: Pattern can start anywhere
RNG: There is no way to predict the pattern
A * will indicate something unique about one of the patterns.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ex:
Attack uses a Set Pattern:
“X, X, P, X, P”,
“P, X, P, P, X”,
“P, X, P, X, P”
In this case, it would mean that despite the set starting with the X is first, any of the three sets can be used first.
i.e. the first time the pattern is used, there is only the following possibilities:
1. “X, X, P, X, P”, “P, X, P, P, X”, “P, X, P, X, P”
2. “P, X, P, P, X”, “P, X, P, X, P”, “X, X, P, X, P”
3. “P, X, P, X, P”, “X, X, P, X, P”, “P, X, P, P, X”
Attack uses a Sequence Pattern:
“X, X, P, X, P”,
“X, P, X, X, P”
In this case, it would mean that despite the X being the first one listed in the first and second set, the boss can decide to start anywhere in either of the patterns.
i.e. the first time the pattern is used, there is the following possibilities:
1. “X, X, P, X, P, X, P, X, X, P”
2. “X, P, X, P, X, P, X, X, P, X”
3. “P, X, P, X, P, X, X, P, X, X”
4. “X, P, X, P, X, X, P, X, X, P”
5. “P, X, P, X, X, P, X, X, P, X”
6. “X, P, X, X, P, X, X, P, X, P”
7. “P, X, X, P, X, X, P, X, P, X”
8. “X, X, P, X, X, P, X, P, X, P”
9. “X, P, X, X, P, X, P, X, P, X”
10. “P, X, X, P, X, P, X, P, X, X”
In both of these examples, once the last value is reached, the pattern will start all over again.
i.e.
If they use the 3rd option (in either case for the set and sequence examples I wrote), once they reach the end, they will go back to the beginning of the pattern they used.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Phase: This refers to an instance where a boss will make a physical change or act to indicate their behavior is changing.
Subphase: This refers to an instance where a boss will change their behavior, without making it apparent that it has changed.
As needed, I will add screenshots in the actual boss section, to demonstrate or further provide information to the provided information.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EX:
Goopy on Simple
1000 HP
2 Phases
1 Subphase
Jump data:
– Ground delay: This is the time it will take before they will jump again.
– .35 seconds
– High Jump Vertical Speed: This is the speed at which they will move up during their high jump.
– 2300
– High Jump Horizontal Speed: This is the speed at which they will move side to side during their high jump.
– 700
– High Jump Gravity: This determines how fast they fall during a high jump.
– 6500
– Low Jump Vertical Speed: This is the speed at which they will move up during their low jump.
– 2200
– Low Jump Horizontal Speed: This is the speed at which they will move side to side during their low jump.
– 670
– Low Jump Gravity: This determines how fast they fall during a low jump.
– 6500
– Number of jumps: This is the range of how many jumps will occur before throwing a pumch
– 5-8
New Jump data:
– High Jump Vertical Speed:
– 2350
– High Jump Horizontal Speed:
– 750
– Low Jump Horizontal Speed:
– 700
– Number of jumps:
– 5-8
Goopy will stop moving for a moment and eat a pill that will increase their size
New Jump data:
– Ground delay:
– .45 seconds
– High Jump Vertical Speed:
– 2850
– High Jump Horizontal Speed:
– 820
– High Jump Gravity:
– 7500
– Low Jump Vertical Speed:
– 2320
– Low Jump Horizontal Speed:
– 7850
– Low Jump Gravity:
– 7500
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Easy: This is interchangeable with Simple difficulty.
Normal: This is interchangeable with Regular difficulty.
Hard: This is interchangeable with Expert difficulty.
Any time a number appears in the upper left hand side of a screenshot in one of the following boss sections, that is in reference to whatever data the picture is posted under. Pictures posted next to each other will be the current time, not the difference of time between them (two pictures marked 1.8 s and 2.5 s would mean the second one is .7 seconds after the first picture.
If I am referencing the initial delay before the boss uses it’s first attack, that number will be the exact time from the moment that Cuphead can move at the start of a fight, with decimals to indicate milliseconds.
If that time says “1.3 s”, it means that Cuphead has been able to move for exactly 1 second and 3 milliseconds.
Equipment and Mechanics
Dash:
Duck:
Parry:
[Good parry, the object was within the circle when the button was pressed, or the object entered it before the top of cuphead’s head is at a 90 degree angle to the side)
A good parry can be performed if the player lets go of the jump and hits the button again when the parryable object’s hitbox is within the 200 pixel interaction circle
– Timing of the animation can extend the buffer so that the parry’s edge can hit objects that only briefly are within the hitbox
– Dedicated objects like the dots in the tutorial are smaller, mainly because the level itself is scaled down 2% in size, which is why it basically needs to be 1/2 way into the parry hitbox to work, this is different from boss fights, as those ones only need a portion of their hitbox in the player’s parry hitbox
[Bad parry, the object never entered the circle]
A bad parry is where the player lets go of the jump too early, or presses the jump again and parrys too quickly, so the object never enters the hitbox at all, or enters it too late
[Quicktapping a parry, the object does enter the circle, but its after the cutoff time]
Note: The player can quickly let go and tap/rehold the button to parry, and maintain the same upwards momentum that they would if they didn’t really let go, and more than if they had just not pressed the button again after letting go. This can create the illusion of the parry not working correctly, because the animation is too far along, before the object enters the circle, if at all.
Petrification (Cala Maria)
Moving or shooting during the gaze in Cala Maria’s second phase triggers the player turning to stone (this appears to extend into any button press besides shrinking).
[Note:]This doesn’t work for Cala’s final phase, and only works due to a bug, this is going to be patched out at some point in time.
Charge:
Chaser:
Lobber:
Peashooter:
Roundabout:
Spread:
Coffee:
Heart:
P. Sugar:
Smoke Bomb:
Twin Heart:
Whetstone:
Super 1 (Energy Beam):
Super 2 (Invincibility):
Super 3 (Giant Ghost):
The Root Pack
To be filled in at a later date
Total Phases: 3
– Each boss is a phase.
Potato
IdleTime: Time between their last projectile spawning and the next attack
SeriesDelay: The delay before they will start their first attack
Note: This is the first frame of the wallop text zooming into the screen
BulletCount: How many projectiles will be fired. (Final shot is always parryable)
BulletDelay: The delay between the end of the last attack animation to the start of the next one (Whole animation lasts .8 seconds, but objects spawn at 0.36 seconds, though they can start the next firing animation immediately after that point).
(These pictures are to get an idea how far the first projectile is, before the boss can spawn the next one)
BulletSpeed: It takes the projectile 1.14 seconds to reach the screen’s border.
Onion
This boss is the only one with the least amount of actual usable data, so lengthy videos were used to analyze the fight frame by frame, combined with what usable behavior data was available
Initial delay: Time it takes before the crying will start (This is from the moment they finish their intro animation.
Note: A single tear will occasionally be spawned before this time
Bullet Speed: Falling speed of the teardrops
Note: Despite not having a specified speed, it takes them 0.8 – 1.1 seconds to hit the ground
Bullet Delay: Delay between each tear in a sequence
Note: This timer begins the moment you see the tear appear on screen
Hesitate After Attack: Time before the next attack begins
Note: Time stars the moment the last tear drop splashes, and end at the moment the next sequence’s first tear appears
Tear Parry Pattern: Number of regular tears appearing on one side, before a parryable one appears
Note: There is a chance the Onion will spawn a tear during it’s intro animation, this tear might not count towards the parry
Carrot
Start Idle Time: Delay between the carrot first appearing, and its first attack
Idle Range: Time before they use their next attack
Bullet Count: How many series of the psychic rings will be used, before moving onto the next attack
Bullet Delay: Time between each series of rings
Note: The timer begins the moment the first ring series appears
Bullet Speed: How fast the rings move
Note: Takes about 0.4 to reach the player’s hit box, 0.6 seconds to hit the floor
Homing Speed: How fast the Carrots move
Homing HP: Health value for the carrots
Homing Delay: Time before the carrots start homing onto the player
Homing BG speed: How fast the carrots in the background are
Note: It takes about 0.6-0.7 seconds before they disappear off screen
Homing Carrot Amount: Number of homing carrots that should be spawned during the attack
Note: There is a chance if the first attack is the homing carrots, that less than 4 will appear
To be filled in at a later date
Goopy Le Grande
To be filled in at a later date
To be edited together better, at a later date
Normal:
3 Phases
Total health:
1200
Ground delay: This is the delay between jumping.
High Jump Vertical Speed: This is the speed at which they will move up during their high jump.
High Jump Horizontal Speed: This is the speed at which they will move side to side during their high jump.
High Jump Gravity: This determines how fast they fall during a high jump.
Low Jump Vertical Speed: This is the speed at which they will move up during their low jump.
Low Jump Horizontal Speed: This is the speed at which they will move side to side during their low jump.
Low Jump Gravity: This determines how fast they fall during a low jump.
Number of Jumps: This is the range of how many jumps will occur before throwing a punch
Move Speed: How fast the tombstone moves
Attack Delay: Delay between attacks
Anticipation Hold: Time before it starts falling
To be filled in at a later date
Hilda Berg
To be filled in at a later date
To be edited together better, at a later date
Normal:
Total Health 2600
Phases: 6
Sequence Pattern
Toy Blimps
Basic Pattern
Spawn pos pattern:
“50,250,450,150,550,100,300,500,200,600”
Enemy Spawn Pattern is basic as far as I can tell, I’ve never seen the first phase spawn the B type before two A type blimps.
Taurus
Phase 2
Phase 4
Phase 4
Spawn Chance: The chance that Hilda will transform into this form
Attack Delay Range: How long before they use an attack
– Taurus: Bull Charge
– Sagittarius: Arrow
– Gemini: Bullet Spawner
Movement Speed: How fast something moves
– Gemini: Bullet Spawner Speed
Rotation Speed: How fast something rotates
– Sagittarius: Star
– Gemini: Bullet Spawner
Phase 6
Sequence Pattern
A = Horizontal Spin
B/C = 360 Spin
P = Parry
“C,B,A,C,A,A,B,C,A,B,A,P,C,C,B,A,A”
“200,400,600,50,300,550”
Sequence Pattern
“A,A,B,A,A,B,A”,
“B,A,B,A,A,A,B”,
“A,B,B,A,A,B,A”,
“B,A,A,B,A,A,B”
To be filled in at a later date
Cagney Carnation
To be filled in at a later date
Total Health: 1300
Phase 2
Subphases 2
Phase 1 – Subphase 2
Small Flower
Sequence Pattern
Sequence Pattern
Set Pattern
A = Blue Seed/Green Chompers
B = Purple Seed/Black Chompers
C = Pink Seed/Orange Flower
“B50,C650,A450,A150,A550”,
“A700,A300,C600,B400,A0”,
“B700,A0,A600,C350,B500”,
“A550,A150,C650,B100,A0”,
“A0,B250,A400,A650,C100”,
“B350,B650,A0,C200,A700”,
“A100,A200,C700,B200,A350”,
“A500,A200,A700,B600,C0”,
“A550,B150,A0,C300,A700”
“B50,C650,A450,A150,A550”,
“A700,A300,C600,B400,A0”,
“B700,A0,A600,C350,B500”,
“A550,A150,C650,B100,A0”,
“A0,B250,A400,A650,C100”,
“B350,B650,A0,C200,A700”,
“A100,A200,C700,B200,A350”,
“A500,A200,A700,B600,C0”,
“A550,B150,A0,C300,A700”
Sequence Pattern
Sequence Pattern
Antic Hold: This should be the length of the animation prior to using the attack
Attack Hold: This is how long the attack animation will linger
Hesitate After Attack: The delay between the end of the last attack and the beginning of a new one
Gatling Loop Duration: This refers to the looping of the animation
Initial Seed Delay: Delay before the first seed falls
Falling Seed Delay: The delay between each seed falling
Gattling Seed Spawn Pattern: Letter signifies which seed type, the number refers to the location where it will fall
Turning Speed: How fast something can turn
Turning Delay: The delay before they can fully line up with the player again
PodHands Attack Amount Pattern: This refers to consecutive attacks, at a minimum, they will always use two attacks from their Attack Pattern
Off screen Delay: How long the Boomerang will stay off screen before appearing on the bottom row
Phase 2
Large Flower
Sequence Pattern
Sequence Pattern
___ Position Hold: How long the warning animation will be on alternating vine attacks
To be filled in at a later date
Ribby and Croaks
To be filled in at a later date
Total HP 1700
Phases 3
Phase 1
Set Pattern*
“Fireflies”
“D:1, S:2, D:1, S:2, D:1, S:2”,
“D:1, S:2, D:1, S:1, D:1, S:2, D:1, S:2”,
“D:1, S:2, D:1, S:2, D:1, S:1”
“P R R”,
“R P R”
Pattern: Which order the attacks will be in
– Frogs: Punches or the Fireflies have an equal chance of happening first, but will alternate between each
– Fireflies: D indicates the delay before spawning flies, S indicates how many flies should be spawned each time. The sets differ in size, so amount of flies can be 7, 6, 7, 5.
– Punches: R indicates Regular punches, P are Parryable.
*The punch attack is one of a few instances in which the set repeats itself for the whole duration of that attack, and changes to a new one the next time the attack is used.*
Return Delay: How long it takes after rolling off screen, before Ribby reappears.
Phase 2
Set Pattern
“S:1, D:1.7, S:1, D:1.5, S:1”,
“S:1, D:1.6, S:1, D:1.6, S:1”
Sequence Pattern
Pattern: Similar to the Punches above, S represents how many spheres will get shot, D represents the delay before a spheres get shot. Ribby will only shoot 3 spheres, though the delay between them can differ.
Angle Pattern: Which angle each of the spheres will be shot at
Phase 3 Slot Machine
The Slot Machine’s pattern for the slots is RNG.
Speed: How Fast the object will move
Delay:
– Slot Machine: Time between the end of the last attack, before the Machine’s arm becomes parryable
– Projectiles: Time between the objects spawning
Min/Max Time:
Duration:
– Slot Machine: How long it takes for the slots to stop spinning
– Slot Attack: How long the attack will last, from the moment the first one spawns
To be filled in at a later date
Baroness Von Bon Bon
To be filled in at a later date
To edited together better at a later date
Normal:
health = 430f;
BaronessVonBonbon
HP:
430
Miniboss start:
3 seconds
Time string:
“6,5,7,5.5,7.5,6,6,5”,
“5,8,5.5,7,5,6,8”
Attack delay:
(4f, 6.5f)
Attack count:
(1f, 1f)
Projectile HP:
3
Projectile rotation speed:
100f
Projectile speed:
250
Final projectile speed:
565f
Final projectile move duration:
0.7f
Final projectile redirect delay:
0.5f
Final projectile redirect count:
5f
Final Projectile Attack delay range:
(7.5f, 8.1f)
Final projectile initial delay:
0.2f
Final projectile head toss:
“H,H,D:2,H,H,D:2.5,H,H,D:1.5”
Open
Miniboss amount:
3
Miniboss string:
“1,2,3,4,5”,
“1,3,5,2,4”,
“5,4,2,3,1”
Jellybeans
HP:
7
Movement speed:
300f
Height default:
60f
Jump speed:
550f
Jump height:
(-101f, -100f)
After jump duration:
1f
Type Array:
“R,R,P,R,P,R,P,P”,
“P,R,P,R,R,P,R,P”
Spawn delay:
(4.8f, 6.6f)
Starting point:
2f
Spawn delay change percentage:
5f
Gumball
HP:
270
gumballMovementSpeed:
2.3f
gumballDeathSpeed:
500f
gumballAttackDurationOffRange:
(2f, 3.5f)
gumballAttackDurationOnRange:
(3.5f, 5f)
gravity:
950f
velocityX:
(-255f, 450f)
rateOfFire:
0.23f
velocityY:
(600f, 800f)
offsetX:
(330f, 600f)
Waffle
HP:
250
movementSpeed:
1.8f
anticipation:
1f
attackDelayRange:
(2f, 5f)
explodeSpeed:
3f
explodeTwoDuration:
0.001f
explodeDistance:
425f
explodeReturnSpeed:
4f
XAxisSpeed:
110f
pivotPointMoveAmount:
380f
CandyCorn
HP:
225
movementSpeed:
465f
changeLevelString:
“Y,N,Y,Y,N,Y,N,Y,Y,N,N,Y,N,Y,Y”
centerPosition:
-150f
deathMoveSpeed:
600f
deathAcceleration:
2f
miniCornSpawnDelay:
(1.5f, 2.3f)
miniCornHP:
10
miniCornMovementSpeed:
80f
spawnMinis:
true
Cupcake
HP:
185
XSpeedString:
“1000, 1200, 1500, 1300,1100,1050,1400”,
“1150,1400,1300,1000,1200,1100”
hold:
1.25f
splashOriginalOffset:
200f
splashOffset:
75f
projectileOn:
true
Jawbreaker
jawbreakerMinis:
1
jawbreakerMiniSpace:
245f
jawbreakerHomeDuration:
5f
jawbreakerHomingHP:
180
jawbreakerHomingSpeed:
265f
jawbreakerHomingRotation:
2.1f
Peppermint
peppermintSpeed:
325f
peppermintSpawnDurationRange:
(4f, 7.7f)
Platform
LeftBoundaryOffset:
180f
RightBoundaryOffset:
400f
YPosition:
15f
To be filled in at a later date
Beppi The Clown
To be filled in at a later date
4 Phases
1550 Health
Phase 1
Phase 1
Sequence Pattern
Sequence Pattern
Movement Pattern: Which direction they will move the bumper car in, regardless of the direction they are facing, forward will always be towards the center, and backwards will be away.
Movement Duration: How long they will move forwards or backwards before stopping.
Movement Delay: The delay before they move forwards or backward.
Attack Delay: How long before they can use their dash attack again.
Dash Warning: How long they will hold the pre-dash animation before attacking.
Duck
Sequence Pattern
“R, R, B, P, R, R, B, R”
Sequence Pattern
Delay: The delay before the next duck will spawn
Y Height Range: The minimum and maximum height the ducks can be
Y Start %: What percentage of the max height they will be at, when they spawn.
__ Movement Speed: How fast they move right to left (X speed) or up and down (Y speed)
It takes them about 6.83 seconds to move from the right side of the screen, to the left side of the screen.
Bomb Speed: How fast the lightbulb bomb will fall
It takes about 0.73 seconds for the bulb to hit the ground, if dropped from the duck’s highest possible position
Spin Duration: How long they will spin before stopping. Due to their movement speed, the spinning will always last longer than how long they will remain on screen.
Phase 2
Balloon Beppi
Sequence Pattern
Sequence Pattern
Sequence Pattern
“1, 2, 4, 3, 5, 6, 3, 4, 1, 3, 2, 5, 6, 1, 3, 4, 2, 1, 3, 5, 2, 6”
Speed:
– Beppi: This value seems to control how fast Beppi will move during the Phase 2 intro animation
– Dog: How fast the dog balloons will move
Acceleration:
– Beppi: This value seems to control the acceleration rate of Beppi’s movement during the Phase 2 intro animation
Delay:
– Dog: How long after a balloon is spawned, before another one will appear
Type:
– Dog: This is the pattern, in which the parryable balloons will spawn
Spawn Position:
– Dog: This refers to which pipe will spawn the next dog balloon.
The order of the pipes go from left to right
Note: Dog balloons die automatically when they hit an obstacle, such as the ground or roller coaster
Phase 3
CarouselHorse 63%
279
Horse
Horse Speed:
375f
Horse String:
“W,D,D,W,D,W,W,D”
Horse X Pos offset:
200f
Wave Bullet count:
2
Wave Bullet speed:
320f
Wave Bullet Amount:
30f
Wave Bullet Wave Speed:
4f
Wave Bullet Delay:
0.3f
Wave ATK delay:
3f
Wave ATK Repeat:
2f
Wave Pos String:
“105,115,110”,
“100,110,105”
Wave Pink String:
“P,R”,
“R,R”,
“R,P”,
“R,R”
Wave Hesitate:
1f
Drop Bullet Initial Speed:
1600f
Drop Bullet Delay:
1.1f
Drop Bullet One Delay:
(0.1f, 0.2f)
Drop Bullet Two Delay:
(0.1f, 0.2f)
Drop Bullet Speed Down:
1000f
Drop ATK Delay:
2.5f
Drop Horse Position String:
“75”
Drop Bullet Position String:
“400-800-900-1000-1100-1200-1300”,
“400-500-600-700-800-1200-1300”,
“400-500-600-1000-1100-1200-1300”,
“400-500-600-700-800-900-1300”,
“400-500-900-1000-1100-1200-1300”,
“400-500-600-700-1100-1200-1300”,
“400-500-600-700-800-900-1300”,
“400-800-900-1000-1100-1200-1300”,
“400-500-600-700-1100-1200-1300”
Drop Hesitate:
1f
Drop ATK Repeat:
1f
Drop Bullet Return Delay:
0.5f
Phase 4
45%
Swing 45%
697.5
Swing
Swing Speed:
300f
Swing Spacing:
200f
Swing Drop Warning Duration:
0.5f
Swing Dull Drop Duration:
0.7f
Swing Drop On:
false
Bullet Speed:
500f,
Attack Delay Range:
(2.4f, 4.8f)
Clowns HP
13f
Clowns Movement Speed:
700f
Clowns Position String:
“0,400,800,1200”,
“1150-775-375-50”,
“100-500-1100”,
“0,150,1050,1200”,
“50,500,700,1150”,
“1200,800,400,0”,
“1100-700-100”,
“0,200,1000,1200”
Clowns Spawn Delay:
0.8f
ClownsInitial Attack Delay:
0.01f
Roller Coaster
Phase 2
Phase 3
Phase 4
Basic Pattern
Initial Delay:
Back Speed Multiplier:
Main Loop Delay:
Passenger Pattern: This determines which roller coaster segment will have passengers or not.
Back to Front Delay:
To be filled in at a later date
Djimmi The Great
To be filled in at a later date
To be edited better at a later date
Normal:
health = 2600f
Swords
Sword Speed:
600f
Appear Delay:
1f
Spawn Delay:
1f
Attack Delay:
2f
Pattern Position String:
“50-50,250-50,450-50,650-50”,
“50-650,50-500,50-300,50-50”,
“50-650,250-650,450-650,650-650”,
“50-50,50-300,50-500,50-650”,
“650-50,450-50,250-50,50-50”,
“50-650,50-500,50-300,50-50”,
“650-650,450-650,250-650,50-650”,
“50-50,50-300,50-500,50-650”
Repeat Delay:
2.4f
Hesitate:
0f
Sword Pink String:
“P,R,R,R,R,P,R,R,R,R,R”
Gems
Gem Small Speed:
550f
Gem Big Speed:
350f
Gem Small Delay Range:
0.17 – 0.3 seconds
Gem Big Delay Range:
(1.8f, 2.7f)
Gem Small Aim Offset: “50,150,-100,0,300,0,-300,-50,15,100,400,0,-200,250,0,-400,175,0,-45,0,300,-75,15,50,-200,30,350”,
“0,200,-100,400,-100,0,45,100,-400,0,250,-175,45,-60,0,225,-100,15,450,165,-40,0,-450,80,150,-225,-68”,
“0,200,-150,25,300,45,400,0,100,-350,-150,25,200,-200,0,400,-50,-400,0,50,-100,15,300,-300,0,-100,0,-400,25,-100,-250,0,50,-400,150,0,350”
Gem Big Aim Offset:
“0,100,25,125,-40,0,50,-50,150”,
“50,0,-50,200,150,-100,0,-150”
Gem Small Attack Duration:
8f
Gem Big Attack Duration:
7f
Hesitate:
0f
Repeat Delay:
3f
Gem Pink String:
“P,R,R,R,R,R,R,R,R,R,R,R,R”
Sphinx
Sphinx Speed:
400f
Sphinx Split Speed:
330f
Sphinx Count:
“2,3,3,2,4”
Split Delay:
1f
Mini Spawn Delay:
0.65f
Sphinx Main Delay:
3.3f
Sphinx Aim X:
“0,255,145,160,360,200”,
“400,50,300,188,340,110”
Sphinx Aim Y:
“100,600,350,477”,
“75,550,255,435”,
“400,300,500,125”,
“325,525,115,425”
Sphinx Spawn Num:
4f
Mini HP:
20f
Mini Homing Duration Range:
(2.5f, 3.4f)
Hesitate:
0f
Die On Collision Player:
false
Repeat Delay:
4.3f
Mini Initial Spawn Delay:
0.1
Homing Speed:
200f
Homing Rotation:
2.4f
Scarab Pink String:
“P,R,R,R,R,R,P,R,R,R,R,R,R,R”
Main
Intro Hesitate:
1f
Skull
Skull Delay Range:
(1f, 2f)
Skull Speed:
575f
Skull Count:
1
“Disappear”
85% HP
Coffin
Heart Movement:
200f
Heart Shot Delay Range:
(1.3f, 2.3f)
Attack Duration:
8.3f
Heart Shot X Speed:
300f
Heart Shot Y Speed:
4.5f
Heart Loop Y Size:
30f
Hesitate:
1f
Mummy Genie Delay:
1.25f
Mummy Genie HP:
16f
Mummy Appear String:
“0,100,250,-100,250,200,-200,250,50,-150,0,250,50,-150,250,-250”,
“0,-250,100,250,50,-150,0,250,-150,250,50,200,0,-100,250,-250,50,-200,100,250,0,-150”
Mummy Genie Direction:
“0,3,0,5,3,-4,0,-4,1,0,0,-5,2,-2,0,-4,3,-3”,
“1,3,-3,0,2,0,-5,4,-1,2,-2,-5,0,1,2,-1,3,-4,2,-3,0,1,-1”
Mummy Type String:
“A,B,C,A,C,B,C,A,B,C,B”,
“A,B,C,B,A,B,C,A,B,C,A,C”,
“A,B,A,B,C,A,B,C,B,A,C”
Mummy A Speed:
400f
Mummy B Speed:
600f
Mummy C Speed:
500f
Mummy A Sin Wave:
true
Mummy C Slowdown:
false
Obelisk
Obelisk Movement Speed:
265f
Obelisk Count:
6
Obelisk Appear Delay:
2.95f
Obelisk Genie Position:
“1,4,2,5,1-4,5,1,3,2-5”,
“3,1,2-5,4,2,3,1-4,2,5”,
“4,1,2,1-4,3,5,1,3,2-5”
Obelisk Genie HP:
20f
Obelisk Shoot Delay:
3f
Obelisk Shoot Speed:
300f
Obelisk Shot Direction:
“40,300”
Obelisk Pink String:
“R,R,P,R,R,R,P”
Bouncer Speed:
435f
Bouncer Pink String:
“R,P,R,R,P”
Bouncer Angle String:
“45,300,40,290,50,310”,
“295,40,310,50,305,45”
Bounce Shot on:
true
Normal Shot on:
false
Hesitate:
5f
“Marionette”
60%
Scan(1f, 0f, 0f, new string[]
{
“9999-9999”
}, 0f, new string[]
{
“1”
}, “R,R,R,P,R,R,R,R,P,R,R,R,R,R,P”, 1f, true)
Bomb(200f, 1f, 1f, 1.5f, 1.2f, new string[]
{
“R:200-400,D:400-550,P:100-300”,
“R:600-600,R:200-350,R:300-500”
}, 5f)
Main(1f)
Bullets(590f, new string[]
{
“3,5”,
“4,4”,
“5,3”,
“4,4”,
“3,5”,
“5,3”
}, 0.7f, 275f, 44f, 4, 0.75f, 300f, (4f, 6f), 1.75f, 3, 0.8f, 200f, (2.75f, 2.75f), “R,R,R,P”, 125f, 100f)))
“Giant”, 0.25f
State(0.25f
GemStone
Bullet speed:
350f
Warning Duration:
1f
Attack Delay String
“5.5,4.8,4.6,5.2,4.9,4,5.5,4.7,5.2,5.8,4.4”
Ring amount:
1
Pink String:
“R”
Pyramids(0.9f, 1f, 0.85f, new string[]
{
“3,4,2.5,4.3,3,2,3.4”,
“3.2,2.6,4,2,3,4.5,2.8”
}, new string[]
{
“2,3,1,2,1,3,1,2,3”,
“1,2,3,2,1,3,2,3,1,3”
}, 320f)
Scan(1f, 0f, 0f, new string[]
{
“9999-9999”
}, 0f, new string[]
{
“1”
}, “R,R,R,P,R,R,R,R,P,R,R,R,R,R,P”, 1f, true)
Bomb(200f, 1f, 1f, 1.5f, 1.2f, new string[]
{
“R:200-400,D:400-550,P:100-300”,
“R:600-600,R:200-350,R:300-500”
}, 5f)
Main(1f)
Bullets(590f, new string[]
{
“3,5”,
“4,4”,
“5,3”,
“4,4”,
“3,5”,
“5,3”
}, 0.7f, 275f, 44f, 4, 0.75f, 300f, (4f, 6f), 1.75f, 3, 0.8f, 200f, (2.75f, 2.75f), “R,R,R,P”, 125f, 100f)
To be filled in at a later date
Grim Matchstick
To be filled in at a later date
To be edited better at a later date
Normal:
health = 1700f;
“Generic”, 0.92f
“Generic”, 0.82f
“FireMarchers”, 0.63f
“ThreeHeads”, 0.33f
Pattern
{ Peashot }
Peashot
Pattern:
{
“0.5,P,0.8,P,1,P”,
“0.5,P,1,P”,
“0.5,P,0.8,P”
}
Shot Delay:
0.2
Speed:
650
Color Pattern:
“OBP”
Hesitate:
2
Clouds
Position Pattern:
{
“500,205,D1,405,D0.8”,
“180,520,D0.8,600,320,D0.8,220,D0.3,490,D0.6,350,D0.8”,
“560,D0.2,265,D0.8,405,D0.4,190,570,D0.9,250,540,D0.8,370,D0.6”,
“575,D0.3,228,D0.7,335,D0.9”,
“205,D0.2,620,D0.7,415,D0.4,235,580,D1,505,D0.6,345,D0.2,160,D0.5,565,D0.4,375,D0.7”,
“226,D0.3,630,D0.5,374,D1,525,245,D0.5,394,D0.7,580,D0.1,285,D0.5,410,D0.8”,
“445,D0.6,290,D0.6,565,D0.6,150,D0.7,330,D0.7”
}
Cloud Speed:
210
Moving Right:
false
Cloud Delay:
0.37
State(0.92f
Pattern
{ Meteor }
Meteor
Pattern:
{
“UDUD”,
“DUD”,
“DUDU”,
“UDU”
}
Speed X:
400
Time Y:
1
Shot Delay:
1.5
Hesitate:
2
Clouds
Position Pattern:
{
“500,205,D1,405,D0.8”,
“180,520,D0.8,600,320,D0.8,220,D0.3,490,D0.6,350,D0.8”,
“560,D0.2,265,D0.8,405,D0.4,190,570,D0.9,250,540,D0.8,370,D0.6”,
“575,D0.3,228,D0.7,335,D0.9”,
“205,D0.2,620,D0.7,415,D0.4,235,580,D1,505,D0.6,345,D0.2,160,D0.5,565,D0.4,375,D0.7”,
“226,D0.3,630,D0.5,374,D1,525,245,D0.5,394,D0.7,580,D0.1,285,D0.5,410,D0.8”,
“445,D0.6,290,D0.6,565,D0.6,150,D0.7,330,D0.7”
}
Cloud Speed:
210
Moving Right:
false
Cloud Delay:
0.37
State(0.82f
Pattern
{ Meteor, Peashot }
Meteor
Pattern:
{
“UB”,
“BD”,
“DB”,
“BU”
}
Speed X:
500
Time Y:
1
Shot Delay:
1.5
Hesitate:
2
Tail
Active:
true
Warning Time:
1.5
In Time:
0.15
Out Time:
1
Hold Time:
0.5
Attack Delay:
3.5 – 5.5
Peashot
Pattern:
“1,P,1,P”,
“1,P”,
“1,P”
Shot Delay:
0.15
Speed:
750
Color Pattern:
“OBOP”
Hesitate:
1.5
Clouds
Position Pattern:
{
“500,205,D1,405,D0.8”,
“180,520,D0.8,600,320,D0.8,220,D0.3,490,D0.6,350,D0.8”,
“560,D0.2,265,D0.8,405,D0.4,190,570,D0.9,250,540,D0.8,370,D0.6”,
“575,D0.3,228,D0.7,335,D0.9”,
“205,D0.2,620,D0.7,415,D0.4,235,580,D1,505,D0.6,345,D0.2,160,D0.5,565,D0.4,375,D0.7”,
“226,D0.3,630,D0.5,374,D1,525,245,D0.5,394,D0.7,580,D0.1,285,D0.5,410,D0.8”,
“445,D0.6,290,D0.6,565,D0.6,150,D0.7,330,D0.7”
}
Cloud Speed:
210
Moving Right:
false
Cloud Delay:
0.37
State(0.63f
FireAndSmoke
Pattern:
“F,S,F,F,S,F,S,F,F,F,S,F,S,F,S,F,F,S”
FireMarchers
Move Speed:
350
Spawn Delay:
0.5
Jump Delay:
1.3 – 2.4
Crouch TIme:
0.5
Gravity:
2100
Jump Speed:
0 – 1650
Jump Angle:
45 – 70
Jump X:
150 – 650
Clouds
Position Pattern:
{
“500,205,D1,405,D0.8”,
“180,520,D0.8,600,320,D0.8,220,D0.3,490,D0.6,350,D0.8”,
“560,D0.2,265,D0.8,405,D0.4,190,570,D0.9,250,540,D0.8,370,D0.6”,
“575,D0.3,228,D0.7,335,D0.9”,
“205,D0.2,620,D0.7,415,D0.4,235,580,D1,505,D0.6,345,D0.2,160,D0.5,565,D0.4,375,D0.7”,
“226,D0.3,630,D0.5,374,D1,525,245,D0.5,394,D0.7,580,D0.1,285,D0.5,410,D0.8”,
“445,D0.6,290,D0.6,565,D0.6,150,D0.7,330,D0.7”
}
Cloud Speed:
210
Moving Right:
false
Cloud Delay:
0.37
State(0.33f
Potions
Potion Speed:
400
Spit Bullet Speed:
580
Potion HP:
5
Potion Type Pattern:
“X”
Shot Position Pattern:
“T:A,T:C,B:A,B:C,T:A,T:C”,
“T:A,B:A,T:C,B:C,T:A,B:A”,
“B:C,B:A,T:C,T:A,B:C,B:A”,
“B:A,T:A,B:C,T:C,B:A,T:A”
Potion Scale:
0.7
Explosion Bullet Scale:
0.6
Attack Count:
“6,8,8,6,10,8,6,6,8,10”
Repeat Delay:
0
Attack Main Delay:
1.8
Player Aim Count:
3
Blowtorch
Attack Delay Pattern:
“10,14,8,13,11,10,15,10,8,13,12,15”
Warning Duration One:
12
Warning Duration Two:
20
Fire On Duration:
1.5
Repeat Delay:
2
Fire Size:
0.8
Clouds
Position Pattern:
{
“500,205,D1,405,D0.8”,
“180,520,D0.8,600,320,D0.8,220,D0.3,490,D0.6,350,D0.8”,
“560,D0.2,265,D0.8,405,D0.4,190,570,D0.9,250,540,D0.8,370,D0.6”,
“575,D0.3,228,D0.7,335,D0.9”,
“205,D0.2,620,D0.7,415,D0.4,235,580,D1,505,D0.6,345,D0.2,160,D0.5,565,D0.4,375,D0.7”,
“226,D0.3,630,D0.5,374,D1,525,245,D0.5,394,D0.7,580,D0.1,285,D0.5,410,D0.8”,
“445,D0.6,290,D0.6,565,D0.6,150,D0.7,330,D0.7”
}
Cloud Speed:
210
Moving Right:
false
Cloud Delay:
0.37
To be filled in at a later date
Wally Warbles
To be filled in at a later date
To be edited better at a later date
Normal:
health = 2400f;
“Generic”, 0.9f));
“Whistle”, 0.75f));
“HouseDeath”, 0.52f));
“BirdRevival”, 0.29f));
Phase 1
hp = 2400
Pattern:
Eggs, Lasers
Floating
Time:
2.4
Top:
360
Bottom:
-120
Attack Initial Delay Range:
0.5 – 1.5
Eggs
Pattern:
“D:1,P:1,D:1,P:2,D:1,P:1”,
“P:1,D:1,P:1,D:1,P:2”,
“D:1,P:2,D:1,P:1,D:1,P:1”
Speed:
540
Shot Delay:
1.2
Hesitate:
3
Lasers
Speed:
900
Hesitate:
1
Subphase 1
90%
Pattern:
Eggs, Eggs, Eggs, Lasers, Eggs, Eggs, Eggs, Eggs, Lasers
Floating
Time:
2.4
Top:
360
Bottom:
-120
Attack Initial Delay Range:
0.5 – 1.5
Eggs
Pattern:
“D:0.1,P:1”,
“D:0.6,P:2”,
“D:0.5,P:1”,
“D:0.2,P:2”
Speed:
540
Shot Delay:
1.3
Hesitate:
1
Enemies
Active:
true
Count:
4
Delay:
0.8
Health:
8
Speed:
300
Float Range:
100
Float time:
2
Projectile Height:
600
Projectile Fall time:
1
Projectile Delay:
10
Group Delay:
4.5
Initial Group Delay:
1.5
Aim:
false
Lasers
Speed:
900
Hesitate:
1
BigBird
Speed X Time:
7.4
State(0.75f Whistle
Whistle
Floating
Time:
2.6
Top:
250
Bottom:
-120
Attack Initial Delay Range:
1.2 – 2.2f
Feathers
Pattern:
“P:30”
Count:
9
Speed:
750
Offset:
23
Shot Delay:
0.25
Initial Shot Delay:
0.25
Hesitate:
3.4
Eggs
Pattern:
{
“P:1”,
“D:0.5,P:1”
}
Speed:
540
Shot Delay:
1.5
Hesitate:
1
Enemies
Active:
true
Count:
4
Delay:
1
Health:
8
Speed:
270
Float Range:
100
Float Time:
2
Projectile Height:
600
Projectile Fall Time:
1
Projectile Delay:
10
Group Delay:
4.5
Initial Group Delay:
4
Aim:
false
Lasers
Speed:
900
Hesitate:
1
BigBird
Speed X Time:
7.4
State(0.52f
Baby
Floating
Time:
2.6
Top:
250
Bottom:
-120
Attack Initial Delay Range:
1.2 – 2.2
Lasers
Speed:
900
Hesitate:
1
SmallBird
Time X:
4.5
Time Y:
2.3
Min X:
-300
Egg Count:
5
Egg Range:
100 – 470
Egg Rotation Speed:
80
Egg Move Time:
3.7
Shot Delay:
7
Shot Speed:
700
Leave Time:
2f
BigBird
Speed X Time:
7.4
State(0.29f
Stretcher
Pattern
Garbage, Heart
Floating
Time:
2.6
Top:
250
Bottom:
-120
Attack Initial Delay Range:
1.2 – 2.2
BigBird
Speed X Time:
7.4
Nurses
Bullet Speed:
500
Pill Speed:
450
Pill Max Height:
150
Pill Explode Delay:
0.8
Parry Pattern:
“R,R,R,P,R,R,R,R,P”
Attack Repeat Delay:
3
Attack Count:
“6,2,4,2,4,2”
Attack Main Delay:
4
Garbage
Max Height:
210
Speed Y:
1020
Speed X:
160
Speed X Increaser:
200
Shot Count:
4 – 5
Shot Delay:
0.5
Shot Size:
1
Hesitate:
1.5 – 3.3
Garbage Type Pattern:
{
“F,B,P,F,A,B”,
“P,F,B,A,A,F”,
“B,F,A,P,F,A”,
“F,P,B,F,A,B”
}
Heart
Movement Speed:
425
Shot Count:
1
Hesitate:
1.8 – 3.4
Spread Angle:
0 – 60
Projectile Speed:
450
Heart Height:
500
Shoot Pattern:
{
“0.6”,
“1.1”,
“0.5”,
“1.5”,
“0.7”,
“1.6”,
“0.8”,
“1.4”
}
Projectile Amount:
“3”
To be filled in at a later date
Rumor Honeybottoms
To be filled in at a later date
To be edited better at a later date
Normal:
health = 1200f;
“Generic”, 0.78f
“Airplane”, 0.42f
State(10f
Guard / Grunts
Movement
Moving:
true
Speed:
100
Missing Platforms:
1
Grunts
Active:
true
Health:
8
Entrance Points:
“0, 1, 2, 3, 2, 1”
Speed:
320
Delay:
4
SecurityGuard
Speed:
300
Attack Delay:
1.8 – 3
Idle Time:
1
Warning Time:
2
Child Speed:
450
Child Count:
6
General
Screen Scroll Speed:
150
Movement Speed:
100
Movement Offset:
500
State(0.78f
Pattern:
Follower, Triangle, Chain
Movement
Moving:
true
Speed:
100
Missing Platforms:
1
Triangle
Count:
2
Charge Time:
2.7
Attack Time:
1.5
Intro Time:
1
Speed:
160
Rotation Speed:
50
Health:
10000
Hesitate:
3.5
Child Speed:
550
Child Delay:
1.4
Child Health:
1
Child Count:
3
Damageable:
false
Follower
Count:
2
Charge Time:
2.7
Attack Time:
1.5
Intro Time:
1
Homing Speed:
250
Homing Rotation:
1.5
Homing Time:
2.6
Health:
10000
Hesitate:
3
Child Delay:
1
Child Health:
2
Damageable:
false
Parryable:
true
Chain
Count:
6
Delay:
1.5
Time X:
0.6
Time Y:
0.06
Speed:
620
Hesitate:
1
Chain Forever:
false
General
Screen Scroll Speed:
150
Movement Speed:
100
Movement Offset:
500
State(0.42f
Pattern
Wing, Turbine
Movement
Moving:
true
Speed:
100
Missing Platforms:
1
General
Screen Scroll Speed:
150
Movement Speed:
100
Movement Offset:
500
WingSwipe
Movement Speed:
435
Attack Count Pattern:
“1, 2, 1, 1, 2, 1, 1, 2, 1, 1, 1, 2, 1, 1, 2”
Attack Duration:
0.5
Max Distance:
300
Warning Duration:
0.9
Warning Movement Speed:
345
Warning Max Distance:
400
Hesitate Range:
1.5 – 3.5
TurbineBlasters
Bullet Speed:
500
Bullet Circle Time:
1.5
Attack Direction Pattern:
“L,R,L”,
“R,L,R,L”,
“L,R”,
“L,R,L,R”,
“R,L,R”,
“R,L”
Repeat Delay:
3.3
Hesitate Range:
1 – 2
To be filled in at a later date
Captain Brineybeard
To be filled in at a later date
To be edited better at a later date
Normal:
health = 1200
“Generic”, 0.87
“Generic”, 0.51
“Boat”, 0.22
State(10f
Pattern:
Peashot
Peashot
Start Delay:
2
End Delay:
3
Patterns:
“D:1, P:3, D:1, P:1”,
“D:1, P:2, D:1.5, P:2”,
“D:1, P:1, D:1, P:3”
Damage:
1
Speed:
550
Shot Delay:
0.65
Shot Type:
“P, P, P, R”
Barrel
Damage:
1
Move Time:
3.6
Fall Time:
0.9
Rise Time:
1
Safe Time:
3
Ground Hold:
0.8
State(0.87f
Pattern
Peashot, Shark, Peashot, Squid, Peashot, DogFish
Squid, Peashot, Shark, Peashot, DogFish, Peashot
Squid
Start Delay:
2
End Delay:
1
HP
31 – 61
Max Time:
5.5
X Pos:
-200 – -60
Opacity Add:
0.4
Opacity Add Time:
0.4
Dark Hold Time:
3.3
Dark Fade Time:
5
Blob Delay:
0.12
Blob Gravity:
1000
Blob Velocity X:
-300 – 300
Blob Velocity Y
500 – 800
Shark
Start Delay:
1
End Delay:
1
Fin Time:
2
Exit Speed:
240
Shot Exit Speed:
310
Attack Delay:
1.5
x:
50
DogFish
Start Delay:
2
End Delay:
1
Start Speed:
700
End Speed:
500
Speed Fall Off Time:
2
HP:
3
Count:
4
Next Fish Delay:
1.3 – 2
Death Speed:
400
Peashot
Start Delay:
1
End Delay:
3
Patterns:
“D:1, P:1, D:.5, P:1, D:2, P:2”,
“D:1. P:2. D:2, P:1, D:.5, P:1”
Damage:
1
Speed:
550
Shot Delay:
0.65
Shot Type:
“P, P, P, R”
Barrel
Damage:
1
Move Time:
3.6
Fall Time:
0.9
Rise Time:
1
Safe Time:
3
Ground Hold:
0.8
State(0.51
Pattern
Peashot, Shark, Peashot, Squid, Peashot, DogFish
DogFish, Peashot, Squid, Peashot, Shark, Peashot
Squid
Start Delay:
2
End Delay:
1
HP
31 – 61
Max Time:
5.5
X Pos:
-200 – -60
Opacity Add:
0.4
Opacity Add Time:
0.4
Dark Hold Time:
3.3
Dark Fade Time:
5
Blob Delay:
0.12
Blob Gravity:
1000
Blob Velocity X:
-300 – 300
Blob Velocity Y
500 – 800
Shark
Start Delay:
1
End Delay:
1
Fin Time:
2
Exit Speed:
240
Shot Exit Speed:
310
Attack Delay:
1.5
x:
50
DogFish
Start Delay:
2
End Delay:
1
Start Speed:
800
End Speed:
600
Speed Fall Off Time:
2
HP:
3
Count:
4
Next Fish Delay:
1.3 – 2
Death Speed:
400
Peashot
Start Delay:
1
End Delay:
3
Patterns:
“D:1, P:2, D:1, P:1”,
“D:1, P:1, D:1, P:2”
Damage:
1
Speed:
550
Shot Delay:
0.65
Shot Type:
“P, P, R”
Barrel
Damage:
1
Move Time:
3.6
Fall Time:
0.9
Rise Time:
1
Safe Time:
3
Ground Hold:
0.8
Cannon
Firing:
true
Damage:
1
Speed:
850
Delay Range:
3.4 – 4.5
State(0.22f
Pattern
Boat
Barrel
Damage:
1
Move Time:
3.6
Fall Time:
0.9
Rise Time:
1
Safe Time:
3
Ground Hold:
0.8
Cannon
Firing:
true
Damage:
1
Speed:
850
Delay Range:
3.4 – 4.5
Boat
Pirate Fall Delay:
3
Pirate Fall Time:
0.7
Wince Duration:
2
Attack Delay:
2
Bullet Speed:
300
Bullet Rotation Speed:
360
Bullet Delay:
0.7
Bullet Count:
3
Bullet Post Wait:
2
Beam Delay:
1
Beam Duration:
3
Beam Post Wait:
2
To be filled in at a later date
Sally Stageplay
To be filled in at a later date
To be edited better at a later date
Normal:
health = 1400f;
“House”, 0.72
“Angel”, 0.43
“Final”, 0.14
Pattern[
{ Jump, Kiss, Teleport, Jump, Kiss, Jump, Teleport }
Jump
Jump Attack Pattern:
“1, 1, 2, 1, 2, 1, 1, 1, 2”
Jump Attack Amount Pattern:
“1, 3, 2, 3, 1, 2, 3, 2, 2, 3”
Jump Hesitate:
0 – 0.5
Jump Delay:
0.3
DiveKick
Dive Speed:
600
Dive Angle Range:
25 – 35
Dive Attack Height:
360 – 440
JumpRoll
Roll Jump Vertical Movement:
100
Roll Jump Horizontal Movement:
50 – 100
Jump Height:
200 – 300
Jump Attack Pattern:
“B”
Jump Roll Duration:
0.3
Roll Shot Delay Range:
0 – 0.3
Shuriken
Initial Movement Speed:
800
Arc One Gravity:
20
Arc One Vertical Velocity:
675
Arc One Horizontal Velocity:
175
Arc Two Gravity:
20
Arc Two Vertical Velocity:
625
Arc Two Horizontal Velocity:
125
Number of Child Spawns:
1
Projectile
Projectile Speed:
750
Ground Duration:
6
Ground Size:
2
Kiss
Heart Speed:
150
Heart Pattern Type:
“P, P”
Sine Wave Speed:
5
Sine Wave Strength:
175
Hesitate:
1
Teleport
Appear Offset Pattern:
“0,100,-100,0,200,-200,50,-200,0,150”
Falling Speed:
300 – 600
Acceleration:
5
Hesitate:
0.1
Off Screen Delay:
0.2
Saw Attack Duration:
1
General
Attack Pattern:
“L,L,M,L,T,L,M,T,L,L,M,T”,
“L,M,T,L,M,L,T,L,M,T,L,L,M,L,T”
Attack Delay Range:
1.3 – 2
Final Movement Speed:
3.5
Cupid Drop Max Y:
400
Cupid Move Speed:
80
House
PHASE 2
Jump
Jump Attack Pattern:
“1, 1, 2, 1, 1, 2, 1, 1, 1, 2”
Jump Attack Amount Pattern:
“1, 3, 2, 3, 1, 2, 2, 3, 1, 2, 3, 2”
Jump Hesitate:
0 – 0.5
Jump Delay:
0.3
DiveKick
Dive Speed:
600
Dive Angle Range:
25 – 35
Dive Attack Height:
360 – 440
JumpRoll
Roll Jump Vertical Movement:
100
Roll Jump Horizontal Movement:
50 – 100
Jump Height:
200 – 300
Jump Attack Pattern:
“B”
Jump Roll Duration:
0.3
Roll Shot Delay Range:
0 – 0.3
Shuriken
Initial Movement Speed:
800
Arc One Gravity:
20
Arc One Vertical Velocity:
675
Arc One Horizontal Velocity:
175
Arc Two Gravity:
20
Arc Two Vertical Velocity:
625
Arc Two Horizontal Velocity:
125
Number of Child Spawns:
1
Projectile
Projectile Speed:
750
Ground Duration:
6
Ground Size:
2
Kiss
Heart Speed:
150
Heart Pattern Type:
“P, P”
Sine Wave Speed:
5
Sine Wave Strength:
175
Hesitate:
1
Teleport
Appear Offset Pattern:
“0,100,-100,0,200,-200,50,-200,0,150”
Falling Speed:
300 – 600
Acceleration:
5
Hesitate:
0.1
Off Screen Delay:
0.2
Saw Attack Duration:
1
Baby
Bottle Speed:
380
Attack Delay:
1.5
HP:
20
Reappear Delay Range:
2 – 3
Position Pattern:
“1,5,4,6,2,9,3,7,8,1,7,4,6,2,9,3,5,8”,
“3,9,7,1,4,2,5,8,6,3,2,7,1,4,9,5,8,6”,
“5,6,9,3,1,7,4,2,8,5,6,9,3,8,7,4,2,1”,
“1,3,5,7,8,2,4,6,9,1,5,7,8,3,2,4,6,9”
Hesitate:
0.1
General
Attack Pattern:
“L,L,M,L,T,L,M,T,L,L,M,T”,
“L,M,T,L,M,L,T,L,M,T,L,L,M,L,T”
Attack Delay Range:
1.3 – 2
Final Movement Speed:
3.5
Cupid Drop Max Y:
400
Cupid Move Speed:
80
State(0.43f
Angel
General
Attack Pattern:
“L,L,M,L,T,L,M,T,L,L,M,T”,
“L,M,T,L,M,L,T,L,M,T,L,L,M,L,T”
Attack Delay Range:
1.3 – 2
Final Movement Speed:
3.5
Cupid Drop Max Y:
400
Cupid Move Speed:
80
Lightning
Lightning Speed:
650
Lightning Angle Pattern:
“140,190,165,150,130,180,145,165,140,175,155,160”
Lightning Direct Aim Range:
4 – 6
Lightning Shot Amount Pattern:
“3, 2, 4, 2, 3, 4, 2, 3, 4, 3, 3, 4, 4, 3”
Lightning Delay Range:
0.5 – 0.9
Lightning Spawn Pattern:
“1000,560,320,450,605,877,344,966,606,1050,1200,350,750,1100,400,844,590”
Meteor
Meteor Speed:
405
Meteor HP:
35
Hook Speed:
100
Hook Max Height:
200
Hook Reveal Exit Delay:
1
Hook Parry Exit Delay:
2
Meteor Size:
1
Meteor Position Pattern:
“1000,750,950,800,1100,850,750,900,1200,950,750,900,1150”
Tidal
Tidal Speed:
400
Tidal Size:
1.2
Tidal Hesitate:
0.1
State(0.14f
Umbrella
Initial Attack Delay:
0.5
Object Speed:
430
Object Drop Speed:
265
Object Count:
2
Object Delay:
1.35
Hesitate:
2
Homing Max Speed:
685
Homing Acceleration:
1200
Homing Bounce Ratio:
0.6
Homing Until Switch Player:
10
Roses
Fall Speed:
300 – 550
Fall Acceleration:
2
Ground Duration:
0
Position Pattern:
“100,500,200,1100,800,600,400,1000,700,100,900,300,600,1000”
Spawn Delay Range:
3 – 4.5
Player Aim Range:
4 – 7
To be filled in at a later date
Werner Werman
To be filled in at a later date
To be edited better at a later date
Normal:
health = 2000
“BrokenCan”, 0.73
“Cat”, 0.37
State(10
Pattern
CherryBomb, Dash, Catapult, Dash, CherryBomb, Catapult, Dash, CherryBomb, Catapult, CherryBomb, Dash, CherryBomb, Catapult, Dash
CanMove
Speed:
280
Max X Position Range:
230 – 425
Stop Time:
0
Initial Hesitate:
1
CanDash
Time:
1.1
Hesitate:
0.5
Spring Velocity X:
-280 – -330
-360 – -400
Spring Velocity Y:
600 – 650
750 – 790
Spring Gravity:
900
CanCherryBomb
Patterns:
“D:0.4, P:2,D:1.3,P:2,D:0.6,P:2”,
“D:0.5,P:3,D:0.7,P:2”,
“D:0.4, P:2,D:0.6,P:2,D:1.3,P:2”,
“D:0.5,P:2,D:0.7,P:3”
Delay:
0.8
X Velocity:
-150 – -450
Y Velocity:
400 – 700
Gravity:
1000
Child Speed:
850
Hesitate:
1
CanCatapult
Patterns:
“BNGCG”,
“CGPGC”,
“PGGCN”,
“BPGGN”
Time In:
0.7
Time Out:
0.7
Pump Delay:
1
Repeat Delay:
1
Projectile Speed:
670
Angle Offset:
15
Spread Angle:
75
Count:
2
Hesitate:
1
CanRomanCandle
Count:
2 – 4
Repeat Delay:
1
Speed:
600
Rotation Speed:
4
Times Before Homing:
1
Hesitate:
1
State(0.73f,
Pattern
Flame
BrokenCanSawBlades
Pattern:
“1,6,3,2,4,5”,
“1,2,5,3,6,4”,
“3,5,1,4,6,2”,
“5,1,3,6,4,2”,
“6,3,1,5,2,4”
Entry Speed:
45
Delay Before Attack:
2.2
Delay Before Next Saw:
2.6
Speed:
280
Full Attack Time:
10 – 15
BrokenCanFlame
Attack Pattern:
“F”
Delay Before Shoot:
1
Delay After Shoot:
1.5
Shot Speed:
400
Charge Time:
1.3
Loop Time:
0.75
BrokenCanMove
Speed:
100
Max X Position Range:
20 – 50
Stop Time:
0.25
State(0.37f
Pattern
LeftClaw, RightClaw, GhostMouse, RightClaw, LeftClaw, GhostMouse, LeftClaw, RightClaw, GhostMouse
Claw
Attack Delay:
1
Move Speed:
1500
Hold Ground Time:
0.083
Leave Speed:
500
Falling Object Pattern:
“50,250,450,650,850,1050,1250”
“1200,1000,800,600,400,200,0”
Object Starting Fall Speed:
30
Object Gravity:
740
Object Spawn Delay:
0.65
Hesitate After Attack:
1
GhostMouse
Four Mice:
false
HP:
34
Jail Duration:
2
Attack Delay Range:
2.5 – 4
Attack Anticipation:
0.5
Ball Speed:
630
Split Speed:
800
Pink Ball Range:
1 – 2
Hesitate After Attack:
1
To be filled in at a later date
Dr Kahl’s Robot
To be filled in at a later date
To be edited better at a later date
Normal:
1400 HP
“HeliHead”, 0.9f
“Inventor”, 0.8f
Phase 1
Hose
Health:
150
Warning Duration:
1.5
Beam Duration:
2
Attack Delay Range:
0.01 – 0.011
Aim Angle Parameter
90 – 170
Delay Minus:
1
ShotBot
Hatch Gate Health:
150
Shotbot Health:
7
Bullet Speed:
200
Shotbot Flight Speed:
380
Parry Bullet Count:
0 – 2
Shotbot Count:
4
Shotbot Delay:
1
Initial Spawn Delay:
1 – 2.5
Shotbot Wave Delay:
3 – 5.5
Shotbot Shoot Delay:
100
Shotbot Spawn Delay Minus:
0.4
Cannon
Attack Delay:
2.2
Spread Pattern:
{
“S300,N6,120-240”,
“S300,N5,134-226”,
“S300,N7,120-240”,
“S300,N6,125-245”,
“S300,N5,139-259”,
“S300,N7,125-245”
}
Shoot Pattern:
{
“S1,S2,S1”,
“S4,S5,S4”,
“S1,S2,S3”,
“S2,S1,S2”,
“S5,S4,S5”,
“S4,S5,S6”
}
Attack Delay Range:
3 – 5.5
Orb
Chest HP:
150
Orb HP:
9999
Orb Movement Speed:
125
Orb Initial Laser Delay:
1.2
Orb Initial Spawn Delay:
2 – 4
Orb Spawn Delay:
6.5
Orb Delay Minus:
1
Orb Shield Active:
true
Orb Initial Open Delay:
1
Arms
Attack Delay Range:
3 – 5
Attack Pattern:
“T, M”
MagnetArms
Magnet Start Delay:
1
Magnet Stay Delay:
3
Magnet Force:
-1050
TwistyArms
Warning Arms Move Amount:
210
Warning Duration:
1.3
Twisty Move Speed:
350
Twisty Arms Stay Duration:
0.5
Twisty Position Pattern:
“350, 355, 345”
Bullet Speed:
200
Shoot Twice Per Cycle:
false
BombBot
Bomb HP:
16
Initial Bomb Movement Speed:
250
Bomb Delay:
6.5
Bomb Initial Movement Duration:
1 – 2
Bomb Boss Damage:
25
Bomb Homing Speed:
325
Bomb Rotation Speed:
2.3
Bomb Life Time:
2000
Heart
Heart HP:
225
Heart Damage Change Percentage:
35
State(0.9f
HeliHead
BombBot
Bomb HP:
16
Initial Bomb Movement Speed:
250
Bomb Delay:
6.5
Bomb Initial Movement Duration:
1 – 2
Bomb Boss Damage:
25
Bomb Homing Speed:
325
Bomb Rotation Speed:
2.3
Bomb Life Time:
2000
HeliHead
Heli Head Movement Speed:
800
Off screen Delay:
0.5
Attack Delay:
0.1
Position Pattern:
“250,300,350,400,450,400,350,300”
State(0.8f
Inventor
BlueGem
Robot Rotation Speed:
656
Robot Vertical Movement Speed:
250
Bullet Speed:
150 – 500
Bullet Speed Acceleration:
30
Bullet Spawn Delay:
0.4
Bullet Sine Wave Strength:
0
Bullet Wave Speed Multiplier:
0.1
Bullet Life Time:
2.5
Spawn Point Amount:
6
Gem Wave Rotation:
false
Gem Rotation Range:
0 – 359
Type Pattern:
“R,R,R,R,R,R,R,R,R,R,R,R,P”
RedGem
Robot Rotation Speed:
1214
Robot Vertical Movement Speed:
350
Bullet Speed:
100 – 450
Bullet Speed Acceleration:
40
Bullet Spawn Delay:
0.45
Bullet Sine Wave Strength:
0
Bullet Wave Speed Multiplier:
0.1
Bullet Life Time:
2.5
Spawn Point Amount:
8
Gem Wave Rotation:
True
Gem Rotation Range:
0 – 359
Type Pattern:
“R,R,R,R,R,R,R,R,R,R,R,R,P”
Inventor
Inventor Idle Speed Multiplier:
0.5
Initial Attack Delay:
1
Attack Duration:
8 – 12
Attack Delay:
1 – 2
Gem Color Pattern:
“R, B”
Blockage Horizontal Spawn Offset:
0
Blockage Horizontal Speed:
250
Blockade Vertical Speed:
100
Blockade Group Delay:
5
Blockage Individual Delay:
4
Blockade Segment Length:
8
Blockade Group Size:
3
To be filled in at a later date
Cala Maria
To be filled in at a later date
To be edited better at a later date
Normal:
health = 2500f;
“Merdusa”, 0.55f
“Head”, 0.3f
State(10f
Pattern
{ Yell, Summon, Fish, Summon }
Yell
Pattern:
“Y1,D0.6,Y1,D0.6,Y1”
Anticipation Initial Hold:
0.5
Mouth Hold:
0.5
Spread Angle:
140 – 240
Amount:
3
Speed:
1300
Anticipation Hold:
0.25
Hesitate After Attack:
0
Summon
Hold Before Creature:
0.25
Hold After Creature:
1
Hesitate After Attack:
0
Seahorse
HP:
90
Max Speed:
700
Acceleration:
1100
Bounce Ratio:
0.7
Water Force:
435
Homing Duration:
6.2
Pufferfish
HP:
10
Float Speed:
300
Delay:
1
Spawn Duration:
8
Spawn Pattern:
“50-400-750,150-500-850,100-450-800”,
“50-750,150-650,250-550,350-450,250-550,150-650”,
“50-750-400,250-600,100-800-450,250-600”
Parry Pufferfish Spawn Range:
6 – 8
Turtle
HP:
150
Appear Position:
925 – 1100
Speed:
200
Bullet Speed:
850
Time Until Shoot:
0.9 – 1.7
Bullet Time To Explode:
0.3 – 0.55
Spread Shot Bullet Speed:
415
Explode Shot Pattern:
“350-35-80-125-180-225-260-305,D0.6,350-35-80-125-180-225-260-305,D0.6,350-35-80-125-180-225-260-305”,
“350-35-80-125-180-225-260-305,D0.7,350-35-80-125-180-225-260-305,D0.6,350-35-80-125-180-225-260-305”,
“350-35-80-125-180-225-260-305,D0.6,350-35-80-125-180-225-260-305,D0.5,350-35-80-125-180-225-260-305”
Spiral Rate:
0
Fish
Delay Before First Attack:
1
Delay Before Fly:
2.1
Flying Speed:
1000
Flying Up Speed:
300
Flying Gravity:
3200
Hesitate After Attack:
0
SpreadshotFish
Attack Delay:
0.4
Spread Variable Pattern:
“S600,N6,100-210”,
“S600,N6,110-220”,
“S600,N6,120-230”,
“S550,N6,90-200”,
“S550,N6,100-210”,
“S550,N6,110-220”
Shoot Pattern:
“S1,S2,S3”,
“S4,S5,S6”,
“S3,S2,S1”,
“S6,S5,S4”
Type Pattern:
“R,R,R,R,P,R,R,R,R,P,R,R,R,R,R,P”
HomerFish
Initial Speed:
900
Time Before Homing:
0.78
Bullet Speed:
440
Rotation Speed:
3.1
Time Before Death:
5.2
Attack Delay:
0.4
Shoot Pattern:
“S”
State(0.55f
Pattern
{ Eel, Zap }
Eel
HP:
45
Attack Amount:
0 – 0
Idle Time:
1.2 – 2.7
Appear Delay:
3 – 8
Spread Angle:
110 – 215
Bullet Amount:
5
Bullet Speed:
500
Hesitate After Attack:
0.1
Bullet Type Pattern:
“R,R,R,R,R,R,R,R,R,R,R,R,P”
Zap
Attack Time:
0.5
Hesitate After Attack:
4 – 8
Stone Time:
2.3
State(0.3f
Pattern
{ Bubble, HeadBlast, Bubble, BubbleHeadBlast, Bubble, Bubble, BubbleHeadBlast, Bubble, BubbleHeadBlast, Bubble, Bubble, BubbleHeadBlast }
Bubbles
Movement Speed:
205
Wave Speed:
3
Wave Amount:
5
HP:
1
Attack Delay Range:
1.5 – 2.3
HeadBlast
Movement Speed:
745
Attack Delay Range:
3.9 – 4.5
Coral
Coral Move Speed:
335
Yellow Dot Position Pattern:
“0,60,120”,
“-60,-120”,
“0,60”,
“60,120”,
“0,-60,-120”,
“0,-60”,
“-60,-120”
Yellow Spawn Delay Range:
3 – 4.5
Bubble Eye Wave Spawn Delay Range:
4 – 5
To be filled in at a later date
Phantom Express
To be filled in at a later date
Phase 1
Phase 2
Phase 3
Phase 4
To be filled in at a later date
King Dice
Regular:
Non-fight Related Data
Movement Speed: How fast the dice turns
Dice Start Position One/Two X / Y: Seemingly appears to refer to where the dice is centered around, one of the value sets is used for the moment when KD spawns the dice on the board, and the other is for the instances where the dice isn’t on screen.
Roll Frame Count:
Pause When Rolled:
Reveal Delay:
Heart Placement: Each of the three hearts can spawn equally in the 3 spots that make up their respective sections (1-3, 4-6, and 7-9). Hearts can’t spawn in another heart section, so the maximum spaces between two hearts will be 5 (if they are on 1 and 6 / 4 and 9) and the minimum will be 1 (if they are on 3 and 4 / 6 and 7).
King Dice Fight
Set Pattern
“R, R, R, P, R, P, R, R, P, R, R, P”,
“R, R, P, R, R, P, R, P, R, R, P, R”,
“R, R, R, P, R, R, P, R, R, P, R, P”,
“R, P, R, R, R, P, R, P, R, R, P, R”,
“R, R, P, R, R, R, P, R, P, R, R, P”,
“R, R, R, P, R, P, R, R, P, R, P, R”,
“R, P, R, R, P, R, P, R, R, P, R, R”,
“R, R, R, P, R, R, P, R, R, P, R, P”,
“R, P, R, R, R, P, R, P, R, R, P, R”,
“R, R, P, R, R, P, R, R, R, P, R, R”
Sequence Pattern
To be filled in at a later date
Tipsy Troop (King Dice Slot 1)
Regular:
Normal:
Sequence Pattern
Sequence Pattern*
Sequence Pattern
“600,475,550,450”
Sequence Pattern
“100,400,600,250,450”
Sequence Pattern
Decanter is the drink glass that launches alcohol into the air, and falls on the player
Tumbler is the drink glass that tips over to shoot a wave of alcohol at the player
Martini is the drink glass that summons the flying olives
Speed:
– Decanter: How fast the alcohol waterfall falls
– Tumbler: How fast the alcohol wave moves
– Martini: How fast the olive moves
– Olive: How fast the olive pit moves
Attack Delay Pattern:
– Decanter: This is the time delay between launching alcohol into the air
– Tumbler: This is the time delay between falling over
– Martini: This is the delay between launching olives, the timer pauses if there are 2 olives flying around. Once at least one of them dies, this timer will start counting
– Olive: This is the amount of time the olive will stay somewhere, before moving to it’s next position
Warning Duration
– Decanter: This is the delay between the attack going off screen, and reappearing
– Tumbler: This is how long they will hold the tipping animation, before actually falling over
Duration:
– Tumbler: How long they stay tipped over, which determines how long the alcohol wave will be (if this was a full second, the beam would be the length of the level)
Move pattern:
– Olive: How many times the olive will move, before shooting the olive pit. The first time each one spawns, it should be 1 less than the pattern they will use
*This amount is static for the entire fight, and each olive will pick which pattern to use (Its possible that both can use the 5 movement pattern).
Even if you kill the first olive that spawns, it will alternate to the second one, picking which pattern to use, and shooting 1 less than what they picked.
The pattern won’t change, unless you replay/retry the level.
A max of two olives can be on screen at once, both have an ID number, and killing them in the middle of the pattern will save how many times they already moved, to it (killing one with a 5 pattern, after moving 4 times, will mean the next time it spawns, it only has to move 1 time).
There can’t be more than one of each ID, if you maintain 2 on screen, and kill ID 1, the next one spawned will be ID 1, killing that one will respawn ID 1.
If you kill both ID 1 and ID 2, they should be respawned in the same order they died.
Position Pattern: Where each olive will fly towards, these values are picked separately. Y refers to up/down, X refers to left/right
Parry Pattern: This determines if the olive’s first full movement will have a parryable olive pit, or if it takes 2. (The initial movement doesn’t count towards this, so the parry will appear on the 2nd attack or the third. Both olives can’t pick the same pattern)
Delay Subtract Amount: This is how many seconds are subtracted from the initial attack delay
(3.6 seconds would be 0.6 seconds before the Martini spawns an olive)
(The Decanter’s 2.9 seconds doesn’t get the full effect of this, it won’t attack at -0.1 seconds)
Expert:
Chips Bettigan (King Dice Slot 2)
Regular:
Sequence Pattern
“1-8”
“3-4-5”
“5-6-7-8”
“5-6-7”
“1-2-3-4-5-6”
“1-2-8”
“2-3-4-5”
“8-5”
“1-8”
“3-4-5”
“6-7-8”
“5-6-7”
“1-2-7-8”
“2-7”
“1-2-6-7-8”
“1-2-3-4”
“1-2-8”
“7-8”
“7-6”
“1-6-7-8”
“2-3-4”
“2-3-4-5”
“1-6-7”
“3-4-5”
“1-8”
“3-4-5-6”
“3-4-5-6”
–
–
“3-4”
–
3-4-5″
–
“1-6-7”
“6-7”
“2-8”
“1-2”
“2-3-4”
–
Initial Attack Delay: The time before they split apart, for their first attack. (When the Wallop Text disappears, you have ~2 and 1/2 seconds left)
Attack Cycle Delay: The time between splitting apart to attack, following the initial attack.
Attack Delay: The delay between each chip group, before sending the next group across the level.
Chip Speed: It takes ~1.27 seconds for the chips to move from one side to the other.
Spacing: This should be the space between each chip during their attack
Chip Attack Pattern: This represents the order the chips will move and which ones are grouped together. I divided the groups into waves, so that its easier to see which ones will move together.
1 is the topmost chip (their head), and 8 is the bottom chip
Based on the image above, we can determine that attack instance is using the last pattern listed
Expert:
Mr. Wheezy (King Dice Slot 3)
Regular:
Normal:
health = 700f;
Cigar
Warning Delay:
1.4
Platform Width Multiplier:
1
Platform Height:
150
SpiralSmoke
Horizontal Speed:
145
Circle Speed:
2.8
Rotation Direction Pattern:
“1,1,2,1,1,2,2,2”
Attack Delay:
3.3
Attack Amount:
“0,1,0,1,1,2,0,1”
Spiral Smoke Circle Size:
160
Hesitate Before Attack Delay:
1
CigaretteGhost
Vertical Speed:
220
Horizontal Speed:
3.1
Attack Delay Pattern:
“2,2.5,2.6,2.2,2.7,2.1,2,2.5”
Horizontal Spacing:
130
Spawn Position Pattern:
“0,50,-50,0,25,-25”
Expert:
Pip and Dot (King Dice Slot 4)
Regular:
Normal:
health = 600f;
Pattern
{ BouncyBall, BouncyBall, Boomerang, BouncyBall, BouncyBall, BouncyBall, Boomerang }
Domino
Health:
500
Swing Speed:
1.3
Swing Distance:
80
Swing Position Y:
440
Floor Speed:
300
Floor Color Pattern:
“R,G,B,Y,R,R,G,B,Y,R,G,B,B,Y,R,G,G,B,Y,R,G,B,Y,Y”
Floor Tile Scale:
1
Spikes Warning Duration:
0.8
Main Pattern:
“B,B,B,S,S,B”)
BouncyBall
Speed:
575
Angle Pattern:
“70,72,68,66,68,65,70,67,65,69,66”
Up/Down Pattern:
“U,U,D,U,D,D,D,U,D,U,U,D,U,D,D”
Attack Delay:
1 – 1.5
Type Pattern:
“R,R,P,R,P,R,R,P”
Initial Attack Delay:
2
Boomerang
Speed:
350
Attack Delay:
1 – 1.5
Boomerang Type Pattern:
“R”
Initial Attack Delay:
2
Health:
20
Expert:
Hopus Pocus (King Dice Slot 5)
Regular:
Sequence Pattern (RS)
Basic Pattern (CS)
Basic Pattern
Pattern:
– Rotating Skulls: This is the order for which skull will be missing, when they stop spinning. The skull numbering starts at the top and moves clockwise.
– Card Suits: This determines where the parryable heart suit will appear. The hyphen indicates that there will be a heart in both of those locations. The numbering starts on the left side and moves right. The first time the attack gets used, the game will randomly pick between the top and bottom, following the initial use, they will alternate between them.
Expert:
Pher Lap (King Dice Slot 6)
Regular:
Sequence Pattern
“1, 1, 1.5, 1.5, 1.2, 1.3, 1, 1.8, 1.6, 1.4, 1.6, 1.3”
Sequence Pattern
Sequence Pattern
Sequence Pattern
“R, R, R, R, R, G, R, R, G, R, R, R, R, R, G, R, R, R, R, G”
Sequence Pattern
Speed:
– Pher Lap: This is how fast the gifts will move
– Mini Jockey: This is how fast the Mini horses move across the bottom of the level
Delay: This is the delay between the gifts/jockey spawns
Position Pattern X/Y: This is the pattern for the position the gift packages will travel to
X = left/right
Y = up/down
Spread Angles: This is the positions the horseshoes spawn, it never changes so there is always 8 that spawn
Explosion Speed: How fast the horseshoes move
Explosion Time: How long of a delay from the point the gift reaches its destination, before exploding
Pattern: This is the order that the mini jockey will spawn in, the colors can vary, but the ghost is the only one that will attack the player.
Ghost Speed: How fast the ghosts will fly up
Proximity Pattern: Minimum distance the player has to be, before the ghost will fly at the player.
Expert:
Pirouletta (King Dice Slot 7)
Regular:
Normal:
health = 650f;
Pattern
Twirl, Marble
Platform
Platform Height Row:
0
Platform Width:
30
Platform Count:
4
Platform Open Duration:
2.2
Twirl
Movement Speed:
800
Move Delay Range:
0.0001
Hesitate:
1
Twirl Amount:
“4,5,3,6,4,5,4,3,4,6,4,3”,
“5,3,4,4,3,5,4,3,6,4,3,3”
Scale:
1
MarbleDrop
Speed:
990
Marble Position Pattern:
“25-1050,100-1000,150-950,200-900,250-850,300-800,350-750,700,650,500-600,550”,
“25-1050,100-1000,150-950,200-900,250-850,300-800,350-750,400,450,500-600,550”,
“25-1050,100-1000,150-950,200-900,250-850,300-800,350,400,450-650,500-600,550”,
“25-1050,100-1000,150-950,200-900,250-850,300-800,350-750,400-700,650,600,550”,
“25-1050,100-1000,150-950,200-900,250-850,300-800,350-750,400-700,450-650,500”,
“25-1050,100-1000,150-950,200-900,250-850,300-800,750,700,450-650,500-600,550”,
“25-1050,100-1000,150-950,200-900,250-850,300-800,350,400,450-650,500-600,550”,
“25-1050,100-1000,150-950,200-900,250-850,300-800,350-750,700,650,500-600,550”,
“25-1050,100-1000,150-950,200-900,250-850,300-800,350-750,400,450,500-600,550”,
“25-1050,100-1000,150-950,200-900,250-850,300-800,350,400,450-650,500-600,550”,
“25-1050,100-1000,150-950,200-900,250-850,300-800,350-750,700,650,500-600,550”,
“25-1050,100-1000,150-950,200-900,250-850,300-800,350-750,400-700,450,500,550”
Marble Delay:
0.27
Marble Initial Delay:
1.3
Hesitate:
2
Expert:
Mangosteen (King Dice Slot 8)
Regular:
Normal:
health = 600f;
General
Shoot Speed:
550
Shot Type Pattern:
“R,R”
Shoot Delay:
3.3
Idle Loop Amount:
2
Attack Duration:
2
PoolBalls
Side Pattern:
“L,R”
Spawn Delay:
3.8
One Ground Delay:
0.5
One Jump Vertical Speed:
2000
One Jump Horizontal Speed:
580
One Jump Gravity:
7000
Two Ground Delay:
0.7
Two Jump Vertical Speed:
2200
Two Jump Horizontal Speed:
780
Two Jump Gravity:
7000
Three Ground Delay:
0.6
Three Jump Vertical Speed:
2100
Three Jump Horizontal Speed:
680
Three Jump Gravity:
7000
Four Ground Delay:
0.4
Four Jump Vertical Speed:
2200
Four Jump Horizontal Speed:
400
Four Jump Gravity:
7000
Five Ground Delay:
0.6
Five Jump Vertical Speed:
2100
Five Jump Horizontal Speed:
800
Five Jump Gravity:
7000
Expert:
Mr. Chimes (King Dice Slot 9)
Regular:
“215, 40, 120, 320, 36, 135, 300, 50, 130, 230, 35, 135”,
“225, 50, 130, 330, 42, 145, 310, 60, 140, 240, 44, 145”
Initial reveal duration: This is how long the cards will be revealed to the player, before they flip over.
The leftmost number in the pattern will always be the leftmost card, I divided the pattern into rows to make it easier to interpret.
This is the corresponding card to the pattern ID number:
Top Cards: 1A, 2A, 3A
Bottom Cards: 1B, 2B, 3B
Expert:
The Devil
Normal:
health = 1900f;
“GiantHead”, 0.65f
“Hands”, 0.35f
“Tears”, 0.1f
State(10f
Pattern
Head, Clap, Pitchfork, Clap, Head, Clap, Pitchfork
Head = Dragon or Spider
Clap = Goat Clap
Pitchfork = 4 Bouncing spheres, 5 Flames in a wheel, 6 Homing Flames
SplitDevilWall
XRange:
-350 – 350
Speed:
275 – 315
Hesitate After Attack (s):
2 – 2.5
SplitDevilProjectiles
Projectile Amount:
3 – 6
Delay Between Projectiles (s):
0.55 – 0.65
Projectile Speed:
586
Hesitate After Attack (s):
0.5 – 1.5
Demons
Health:
4.5
Speed:
550
Delay (s):
4.5
Clap
Delay (s):
0.1 – 0.5
Warning (s):
0.5
Speed:
0.2
Hesitate (s):
1.5
Spider
Downspeed:
805
Upspeed:
1050
Position Pattern Offset:
“-150, 50, -50, 300, -200, 50, 150, -300, 0, 100, -50, 200, 50, 0, 100, -150, 50, -250, 200, 0”
Attack Amount:
3 – 6
Entrance Delay (s):
0.3 – 0.7
Hesitate (s):
1.5
Dragon
Speed:
1
Sin Height:
300
Sin Speed:
6
Position Offset Pattern:
“0, 150, 50, 200, 0, 100, 200, 50”
Return Speed:
1600
Return Delay (s):
0.5
Hesitate (s):
1.5
Pitchfork
Pattern:
“4, 6, 5”,
“5, 4, 6, 4”,
“4, 5, 6”
Spawn Center Y:
50
Spawn Radius:
300
Dormant Duration (s):
1
PitchforkFourFlameBouncer
Angle Offset Spawn Position:
“55, 30, 35, 60, 40, 70, 20, 35, 50, 100, 200”
Initial Attack Delay (s):
1 – 1.5
Speed:
725
Bounce Amount:
6
Hesitate (s):
1.5
PitchforkFiveFlameSpinner
Angle Offset Spawn Position:
“0, 10, -10, 0, 5, -5, -20, 20, 0, 30, -30”
Rotation Speed:
85
Max Speed:
275
Acceleration:
350
Attack Duration (s):
5
Hesitate (s):
1.5
PitchforkSixFlameRing
Angle Offset Spawn Position:
“0, 10, -10, 25, 5, 30, -25, 15, 35, 20, -20”
Initial Attack Delay (s):
1 – 1.5
Attack Delay (s):
0.7
Speed:
565
Ground Duration:
0
Hesitate (s):
1.5
Firewall
Speed:
300
State(0.65
Pattern
BombEye, SkullEye, BombEye, SkullEye, BombEye, SkullEye, SkullEye, BombEye, SkullEye, SkullEye, SkullEye, BombEye, SkullEye, BombEye, SkullEye, BombEye, SkullEye, SkullEye
BombEye = Parryable Bombs
SkullEye = Axes
GiantHeadPlatforms(185f, 115f, “1,3,2,5,4,1,5,4,2,3,1,3,5,4,2”, 165f, 1f, new MinMax(2f, 3.5f), 200f, false)
Fireballs(2f, 215f, 515f, 3.5f, 220f)
BombEye(200f, 100f, 2f, 5f, 2.2f, new MinMax(6.5f, 8f))
SkullEye(0.75f, 315f, 165f, 198f, new MinMax(5f, 6.5f))
State(0.35
GiantHeadPlatforms(185f, 115f, “1,3,2,5,4,1,5,4,2,3,1,3,5,4,2”, 165f, 1f, new MinMax(2f, 3.5f), 200f, false)
Fireballs(2f, 215f, 515f, 3.5f, 220f)
Hands(42f, new MinMax(-180f, 100f), 175f, new MinMax(2.75f, 4.25f), 415f, new MinMax(1f, 2f), new MinMax(6.5f, 7.8f), “R,R,P”)
Swoopers(“0,300,600,200,800,1000,500,1100,100,900,400,700,1200”, new MinMax(3f, 4f), 5, 3.5f, new MinMax(1.8f, 2.9f), new MinMax(45f, 90f), new MinMax(1200f, 800f), 1000f, new MinMax(2f, 3f), new MinMax(6f, 8f), new MinMax(220f, 300f))
State(0.1
GiantHeadPlatforms(185f, 115f, “1,3,2,5,4,1,5,4,2,3,1,3,5,4,2”, 165f, 1f,new MinMax(2f, 3.5f), 200f, false)
Fireballs(2f, 215f, 515f, 3.5f, 220f)
Hands(42f, new MinMax(-180f, 100f), 175f, new MinMax(2.75f, 4.25f), 415f, new MinMax(1f, 2f), new MinMax(6.5f, 7.8f), “R,R,P”)
Tears(465f, 1f)
To be filled in at a later date
RNG
RNG can be used to determine specific aspects during a level, this usually means that the player can’t really predict it until it has begun. (Like which of the three attacks Djimmi use for their treasure chest attack in the first phase, or if Hilda will turn into the Gemini twins or the Sagittarius centaur).
While the game does use RNG to control specific aspects, most cases its done in a more controlled manner, which over a short period of time in the fight, players can start predicting these aspects indefinitely. Nearly all of the attacks will use RNG, but its only done the first time an that attack is used, used only to determine where they will start within a set pattern. (In fights like Ribby and Croak’s first phase, the game will use RNG to determine which one attacks first, and then alternates them until you reach phase two, retry, or replay the level).
Referring to the attack pattern itself (not the values used for aspects of that attack):
Set: The pattern will always be the same, regardless of how many times you play the level.
– Bosses with only one attack will always be a set attack pattern (I won’t bother writing them, unless multiple RNG pattern types are used)
– 100% predictable
Once: RNG is only used once, picking where to begin within a set pattern
– Each sequential time will be the next value (Sometimes alternating if there is only two options)
– Sometimes used again, after a phase/subphase transitions
– Mildly predictable, it has to be used a few times before players can determine the pattern
Pure: This is unpredictable, either because it only occurs once during a fight, or because RNG is used each time
– 100% unpredictable
Root Pack
Carrot: Once (Order of attack)
Hilda Berg: Set (Phase 1), Once (order of the attacks, while they are in unicycle form)
Transformation: Pure (2nd transformation on Regular), Set (for all other transformations)
UFO: Once (Order of appearance/type)
Toy blimps: Once (Order of appearance/type)
Final phase Star: Once (Order of appearance/type)
Cagney: Once (Where and which seeds will fall for the gattling attack, how many and the order of projectiles used in the pod hands attack, where the face attack will be used, order of their attacks that change for each subphase, regular/parry order for the fuzzy attack, and the order of the platforms the vines attack in the final phase)
Ribby and Croaks: Once (Which one will attack first, order of which punches will be parryable)
Slot Machine: Pure (which attack will be used after pulling the lever)
Baroness Von Bon Bon: Once (pattern of how many and when she throws her head)
Minibosses: Pure (Not enough minibosses to determine the pattern)
Jellybeans: Once (Order of appearance/type)
Candy Corn: Once (If they decide to move up/down when they are between the two platforms)
Beppi Bumper Car: Once (Order in which they move forwards or backwards)
Ducks: Once (Order of appearance/type)
Balloon Dogs: Once (Order of appearance/type, and which tube they span from)
Horses: Once (Order of the Green and Yellow horses)
Djimmi’s Treasure Chest: Pure
Gems: Once (Order of appearance/type)
Sphinx Cats: Once (Order of amount/type)
Swords: Once (Order of appearance/type)
Totem: Once (Order of which ones have his face)
Mummy Ghosts: Once (Where they will appear from/type)
Pyramids: Once (Order of which one attacks)
Grim Matchstick: Set, Once (some subphases have more than one attack)
Clouds: Once (where and when each one appears)
Fire and Smoke (Phase 2): Once
Flame Marchers: Pure
Three headed Grim: Once (Order of which attack is used first, which head will shoot the orb, how many orbs will be shot, and where the orb will be shot from)
Wally Warbles: Once (Which attack is used first
Minions: Once (Where they will appear from)
Final Phase: Once (If the nurses or heart attack is used first, which capsules appear, and the type of trash that appears)
Rumor Honeybottoms: Once
Missing Platforms: Pure
Captain Brineybeard: Once
Minions: Once
Ship: Once
Sally Stageplay: Once
Children: Once
Roses: Once
Werner Werman: Once (Order of the attacks, and which garbage is catapulted)
Bottle Caps: Once (attack order, both sides are independent from one another)
Cat: Once (Order of the Left/Right claw attacks, and the ghost mice)
Dr. Kahl’s Robot
Hands: Once (If the twisty arms appear first, or the magnet)
Dr Kahl’s Gems: Once (which gem is used first)
Wall: Once (Where the wall will spawn from)
Cala Maria: Once (Order of summons, ghost yell, and fish attack in phase 1, order of gaze and eel attacks in phase 2, order and delay of the orbs and gaze in the final phase, the path for the coral tunnel, and where the spiked walls appear)
Phantom Express
Skeleton: Pure (Where the head and hands appear)
Blaze Brothers: Once (Order of which side attacks)
King Dice: Once (Order of the side the hand appears at, order and type for each set of cards)
Tipsy Troop: Once (Attacking order)
Olives: Once (Which olives are parryable, each olive is independent from one another)
Chips Bettigan: Once (Order of which chips will move)
Mr Wheezy: Once (Order of the amount of fireballs, before moving to the other side)
Pip and Dot: Once (Order of attacks)
Hopus Pocus: Once (Order of the attacks, where the heart card suit appears, which spot is empty for the rotating skulls)
RNG (If the card suits appear at the top of the screen, or the bottom)
Pher Lap: Once (Where the present stops, which horseshoe is parryable)
Mini Jockey: Once (Order of appearance)
Pirouletta: Once (Order of attack)
Mangosteen
Chalk Minions: Once (If they appear on the left or right side)
Mr Chimes
Cards: Once (Location for each card’s match)
The Devil: Once (Order of attacks, where the spider head falls from, which pitchfork attack is used, where the pitchfork’s bouncing orbs move)
Phase 2 Devil: Once (Order of attacks)
RNG (Which side the dragon form appears)
Minions: Once (Where they appear)