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PRNG_CLASS

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Determines what class of prng is used, which in turn determines which parts of the game's future prng is affected. See more info at PRNG For example when choosing PRNG_CLASS.PROCEDURAL_SPAWNS to generate a random number, random Tiamat spawns will not be affected. Any integer in the range [0, 9] is a valid class, some are however not documented because of missing information.

NameValueDescription
PRNG_CLASS.AI5

Monster AI decisions

PRNG_CLASS.CHAR_AI1

Character AI decisions

PRNG_CLASS.ENTITY_VARIATION3

Some entities that have many texture to choose from on spawn

PRNG_CLASS.EXTRA_SPAWNS5
PRNG_CLASS.FX9

Some effects, like water splashes, background stars and teleport shadow

PRNG_CLASS.LEVEL_DECO8

I have no idea what this name means, cause this seems to advance every 3 or so frames even with zero entities in a level

PRNG_CLASS.LEVEL_GEN0

Anything level gen related really, including but not limited to path, room and enemy placement.

PRNG_CLASS.LIQUID7

Liquid movement

PRNG_CLASS.PARTICLES2

Direction and angle of torch flames etc, but also includes other things not related to particles at all...

PRNG_CLASS.PROCEDURAL_SPAWNS0

Anything level gen related really, including but not limited to path, room and enemy placement.