PRNG_CLASS
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.
| Name | Value | Description |
|---|---|---|
PRNG_CLASS.AI | 5 | Monster AI decisions |
PRNG_CLASS.CHAR_AI | 1 | Character AI decisions |
PRNG_CLASS.ENTITY_VARIATION | 3 | Some entities that have many texture to choose from on spawn |
PRNG_CLASS.EXTRA_SPAWNS | 5 | |
PRNG_CLASS.FX | 9 | Some effects, like water splashes, background stars and teleport shadow |
PRNG_CLASS.LEVEL_DECO | 8 | 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_GEN | 0 | Anything level gen related really, including but not limited to path, room and enemy placement. |
PRNG_CLASS.LIQUID | 7 | Liquid movement |
PRNG_CLASS.PARTICLES | 2 | Direction and angle of torch flames etc, but also includes other things not related to particles at all... |
PRNG_CLASS.PROCEDURAL_SPAWNS | 0 | Anything level gen related really, including but not limited to path, room and enemy placement. |