This is a placeholder behavior that is activated when an a-life goes off-screen. It executes logic to replace itself with a meaningful behavior. It usually chooses behavior 0x2B (flying normally) but will choose the a-life's genetic behavior if certain conditions are met. The conditions are:
A-life is not loaded onscreen and byte 0x11 == 0x78 (incremented every time this function runs) and genetic behavior's precondition is met
orÂ
A-life is loaded onscreen and word at 0x14 <= 0 and word at 0x18 > 0. This code does not check the precondition. (what do 0x14 and 0x18 mean?)
Genetic behavior preconditions:
If the a-life is not loaded on-screen, then each of its two genetic behaviors is checked against the "off-screen" column of this table of preconditions.
If the right conditions are met then the behavior's action id will be retrieved and replace action 0 in the a-life's current behavior value. This new action is executed immediately.
An empty function that does nothing.
Activated in nightopian_ref_13 if the player touched or touch dashed the a-life... which is not possible without hacking. It sets the a-life's X and Y velocity to 0 and unsets the 1st, 2nd, and 4th bits of the value at offset 0xE in its data. It also plays an animation of the a-life waving its arms with a shocked expression on its face.
Activated as part of behavior 0xF, when the player moves toward or stops moving near an a-life that dislikes them, it will flee rapidly with a panicked expression, moving the opposite direction from the player in both the X and Y axis. Its speed is a constant value distinct from that a-life's genetic flight speed. While flying, its sprite repeatedly flips left and right without changing movement direction.Â
This behavior sets the 0x40 bit of byte 0xE in the pian's data, preventing this behavior from being reactivated while it is occurring. However, once the a-life has reached a certain distance away from the player or it touches another entity and either of them is a mepian or nightmaren, the bit is unset, allowing it to be activated again. This seems to prevent the behavior from repeatedly restarting while the player is close but allows it to be reactivated when the player comes back into view or if it encounters another hostile entity to flee from.Â
Activated when the player moves near an a-life that has a high mood (3). It will smile and stand still when the player is close, and if the player is farther away than the pian's speed multiplied by 0x2000, it will fly quickly towards them. If it is between these two distances, it will wave at the player. The flying animation is the same one used for the mating dance, faster than normal with the pian's body horizontal and its arms outstretched. While smiling at a player that's close to it, the a-life will slowly descend to the ground. This is caused by it calling behavior 0xC.
This is genetic behavior 0 in a-life DNA. It makes the a-life sleep sitting up with visible "z"s generated at a fixed time interval to represent snoring. This is another behavior that calls 0xC, causing the pian to sink to the ground if it's not already there and also causing it to "wake up" after some time has passed.Â
Activated when the player paraloops a nightopian or mepian. The a-life is animated traveling along a spiral path while shrinking. Once it disappears, the count of the type of a-life you just paralooped, whether it is king pian, normal nightopian, mepian, or badpian, is decremented in memory. If the a-life was a mepian or badpian, 80 points are added to your score. A different scream sound effect is played depending on whether the a-life was a mepian/badpian or not.
This is genetic behavior 6 in a-life DNA. It makes the a-life stop moving and show a talking animation (with no sound). It turns toward the nearest a-life and randomly switches between calling behavior 0xE and 0x24 with a 50/50 chance. This makes it switch between talking and smiling. 0x24 has additional logic which can transfer the talking a-life's mood to the listening a-life if its mood is not neutral and the listening a-life's is neutral. However, this logic seems to be bugged and will not activate under normal conditions.
Represents an a-life turning around in flight, switching from left to right or vice versa. First, if the previous behavior is not 8 (indicating the first time this behavior was called) the 0x40 bit is set on byte 0xE of the a-life's data, preventing it from being interrupted. Then, if the previous behavior also equals 8, (meaning the bit was already set) the code checks if byte 0xE on the a-life's object reference == 7. If true, it will remove the 0x40 bit on byte 0xE of the a-life reference and xor the 0x02 bit, changing the pian's direction. A turning animation is played when reaching this point. If byte 0xE of the object reference is not 7, the a-life slows down and sinks to to ground instead of turning immediately. This is internally the same function used for behavior 0x52, with the difference that 0x8 is meant for normal nightopians and mepians, while 0x52 is used for king pians and has a slightly different animation.
This is genetic behavior 0x7 in a-life DNA, as well as 0x17 in Mystic Forest and Frozen Bell. It calls a function which is shared with behaviors 0xB and 0x45. The function checks that the pian is close enough to the player before playing any sound. The a-life stands on the ground showing a whistling animation with music note particles rising from it in the same manner, and using the same function, as the Z's generated by the sleeping behavior 0x5. The function keeps track of time to space out the whistle sound effects.
This is genetic behavior 0x12 for nightopians only in a-life DNA. This behavior doesn't work due to the presence of two misplaced instructions that cause a value intended for offset 0x74 in the a-life's data to be written to offset 0x0 instead. This happens to be where the a-life's object pointer is stored, and overwriting it erases the a-life from the screen when the behavior activates.Â
Swapping the misplaced instructions, it's possible to see the a-life holding a rod on the end of which dangles a slice of cake.
This is genetic behavior 0x1 in a-life DNA, as well as 0xF for nightopians only, 0xB in Spring Valley only, and 0x17 in Splash Garden only. It calls the same function as behavior 0x9, whistling. However, it performs a different operation with this behavior id. Rather than a whistling sound effect, it plays a singing sound that differs between nightopians and mepians. Nightopians have a three note song taken from Dreams Dreams' leitmotif, while mepians sing just one, off key note. The same type of particles are generated for singing as for whistling, but the animation of the a-life has a different face and stance.
This is genetic behavior 0x16 in a-life DNA, as well as 0x14 for nightopians only. Although the code for behavior 0xC is called in many places, the behavior id determines which animation is shown. Behavior id 0xC shows a dancing animation with the usual effect of slowing down and descending to the ground.
Used as part of behavior 0x4 (for a-life that likes the player). This is a simple behavior that shows the a-life smiling and waving and makes it turn to face the player.
This behavior makes the a-life show a big smile with no other effect aside from slowing down and descending. Used as part of behavior 0x4 and 0x1E.
Activated when the player comes within vision distance of a pian that dislikes them (mood == 0 or 1). It checks if the player is moving toward or away from the a-life on the x-axis. If moving away, the code starts behavior 0x12 to show the a-life trying to hide and escape the player's notice. If the player is moving toward the a-life or is stationary, it will turn away from the player, start behavior 0x10 to show a startled animation, then switch to behavior 0x3 to start fleeing from the player.
Activated as part of behavior 0xF when the player is moving toward or is stationary (in the X direction) near an a-life that dislikes the player. It shows an exaggerated animation with the a-life's head popping right off its shoulders. Also sets velocity to 0 and sets the 0x40 bit of byte 0xE, preventing its behavior from being interrupted.
This behavior represents an a-life dying by running out of lifespan without being physically destroyed (such as by paraloop). This can happen naturally due to old age, which is accelerated by the a-life reproducing, or can happen unnaturally when a nightmaren ball collides with the a-life, which immediately lowers its lifespan to 0. It shows an animation of sitting on the floor dizzy. Once the player moves far away enough, the pian will disappear. Also sets the first two bits of byte 0xE and causes the a-life to slow down and descend.
Activated as part of behavior 0xF when the player is moving away (in the X direction) from a near a-life that dislikes the player. Shows an animation of the a-life sitting with a shocked expression, then covering its head. Calls behavior 0x17 if the previous behavior was 0x17 or byte 0xE in the a-life's object reference != 0xC. This changes the animation to show the nightopian shaking and covering its head, occasionally peeking out.
This is genetic behavior 0x15 for mepians only. It's supposed to activate on the last moment before the acrobat timer runs out, and the mepian will judge you on your performance. If the player managed to do more than 4 tricks, the mepian's mood will be set to its max value, 3. Performing 3 or 4 tricks won't change its mood. If you do terribly and perform less than 3 tricks, the mepian's mood will decrease by 1. When this behavior is first activated, the word at 0x1a in the mepian's data is decremented. After judgement, if the mepian's mood is 0 or 1, that word will be set to 007c. If its mood was higher, it resumes normal flight. The effect of changing word 0x1a is unclear. While this behavior is active, the mepian will raise and lower its arms in a cheering gesture.Â
This is genetic behavior 0x12 for mepians and 0x15 for nightopians. It simply shows the a-life waving a flag. This also calls behavior 0xD which makes the a-life turn to face the player.
Activated when an a-life comes in contact with a nightmaren or a badpian, causing it to be eaten. The code for this behavior is similar to that for paralooping, but instead of animating the a-life moving in a spiral, it simply shrinks. The appropriate scream sound is played, the a-life's remaining lifespan is set to 0, and the count of that type of a-life is decremented in memory. After the shrinking animation, this behavior calls the paraloop behavior, 0x6.
The behavior represents forced breeding. This happens when an a-life comes in contact with a nightmaren that has been rolled into a ball (behavior 0xFF), or a nightopian comes in contact with a mepian during the latter's mating dance. This generates an egg with both as parents. In addition, this function subtracts some health from each. If the other parent was a nightmaren, 0x19 is subtracted from the nightmaren's lifespan. If its remaining lifespan is now <= 0, behavior 6 is set in its data so it stops bouncing and can no longer reproduce. The a-life hit by the nightmaren has 0x32 subtracted from its lifespan, which is guaranteed to kill it immediately unless it was a mepian that had the highest possible lifespan value. If the other parent was a mepian, only 0xA is subtracted from both, the same as with normal breeding.Â
This function resets the first parent's desire to mate to a lower value, setting it to 0 for nightopians and 0x12c0 (4800) for mepians. This gives mepians a shorter wait until they can reproduce again, assuming they survive.
Shows the a-life shaking and covering its head in fear. This behavior is activated as part of behavior 0x12. Also causes it to slow down and descend.
This behavior is used by eggs. It causes the egg to slowly fall to the ground, unless the player touches it at which point it will stop moving.Â
When the player touch dashes the egg, it will hatch, setting the adult ai bit on the a-life's type and adding 1 to that a-life's mood. After this, it will transition to behavior 0x19.
Initializes some values once an a-life hatches. It zeroes out x and y velocity, unsets the egg bit on the a-life's type, and initializes its "desire to mate" value to 0 if a nightopian and 0x12c0 (4800) if a mepian. This gives mepians a head start on being able to reproduce.
Activated when a nightmaren or mepian comes within the vicinity of a nightopian. The first time this function is called, behavior 0x10 is set into the nightopian's data (startle animation) and it turns to face towards the nightmaren or mepian. The next time it is called, behavior 0x1B is called causing the nightopian to flee in a similar manner to behavior 0x3 (fleeing from player).
Used for nightopians fleeing from a mepian or nightmaren. Similar to fleeing from the playerin that it sets the x and y speed in the opposite direction of the hostile entity and sets the ignore bit on byte 0xE unless a new hostile is encountered. In addition, this behavior has logic that changes the nightopian's mood depending on the state of the hostile. If it has behavior 0xFF, indicating a nightmaren that was thrown by the player, the nightopian's mood is set to 1. Alternatively, if the hostile entity has behavior 0x6, indicating that it was paralooped, 2 is added to the nightopian's mood, capped at 3.Â
Mepians' mating dance. Internally, this behavior is the same as 0x21. However, the context in which they are called is different. This behavior id is used for mepians who are ready to mate and are located near a nightopian, nightmaren, or badpian, without checking if the latter is ready. For either id, the a-life shows an animation of flying quickly with a smiling face and with its arms outstretched. It flies in zigzags toward its chosen partner until it either collides and generates an egg, or its partner moves out of range.Â
This is genetic behavior 0x2 in a-life DNA, as well as 0xF for mepians only. Shows the a-life rocking back and forth with tears falling in large arcs. With id 0x2, this is supposed to activate when the a-life encounters another one that is dying (has behavior 0x11). However, behavior 0x11 sets bit 0x80 on byte 0xE, which causes other a-life to ignore its presence and prevents the crying behavior from being triggered in this circumstance. The second image shows how it was intended to work.
With behavior id 0xF, this behavior can activate whenever the mepian crosses paths with another a-life.
This is genetic behavior 0xE in a-life DNA. The a-life will turn towards the nearest other a-life and show a tickling or hand rubbing animation. The other a-life will stand still with a big smile (behavior 0x25) while this is happening.Â
This is genetic behavior 0x14 for mepians only or 0x11 in Stick Canyon for both types of a-life. It shows the a-life blowing pink bubbles that float away and pop.
Normal breeding. This creates an egg from the genetics of both parents, and removes 0xA lifespan from them, and resets their desire to mate to 0 if they are nightopians and 0x12c0 if mepians. This means there is less time before a mepian is able to breed again. This behavior shows an animation of the parent standing up with a smile.
Normal mating dance. This is used by a pair of either two mepians or two nightopians who are both ready to mate. The logic is internally the same as behavior 0x1C, causing both partners to fly in zigzags toward each other until they collide and create an egg.
This is a placeholder behavior similar to 0x0 which is activated by a-life moving close to another one, as long as neither the fleeing nor mating behaviors were triggered first. It runs through various conditions to choose a new behavior for the a-life to perform. The logic works like this:
If word at 0x14 > 0, then decrement it, then evaluate neighbor behavior chain 1.
Else (word at 0x14 <= 0), evaluate neighbor behavior chain 2.
Neighbor behavior chain 1 checks if the nearest a-life's current behavior matches any of these values. If true, the current a-life's behavior will be set to a specific complementary value:
0x45 -> 0x46 (singing in soft museum -> conducting)
0x48 -> 0x49 (holding light stick steady in stick canyon -> hovering)
0x49 -> 0x49 (hovering -> hovering)
0x4b -> 0x4a (flying -> following)
0x4a -> 0x4a (following -> following)
0x41 -> 0x4e (king working on castle -> normal pian brings part of castle)
If none of these conditions are met, the a-life will resume behavior 0x2B (normal flight)
Neighbor behavior chain 2 runs through a different list of chains.
0x7 -> 0xe (talking -> smiling)
0x24 -> 0xe (talking 2 -> smiling)
0xe -> 0x7 (smiling -> talking)
If none of these conditions are met, the a-life will engage in one of its two genetic behaviors if the precondition in column "near other a-life" is met.
This is a placeholder behavior similar to 0x0 which is activated by a-life touching another one, as long as neither the fleeing nor mating behaviors were triggered first. Its logic is similar to 0x22 but it's a bit simpler.
If word at 0x14 > 0, then decrement it, then start behavior 0x2B (normal flight)
Else (word at 0x14 <= 0), if neighbor's current behavior is 0x1E (tickling/scratching back) then start behavior 0x25 (smiling). Otherwise, start one of a-life's genetic behaviors if the condition in column "touching other a-life" is met in the table above.
A talking behavior called as part of behavior 0x7. Like 0x7, it ensures the a-life is turned to face the nearest other a-life and slows down. It has a slightly different animation from 0x7. 0x24 also has a piece of logic that allows the talking a-life to communicate its mood to the listening a-life. This specifically happens if the talking a-life has a negative (0 or 1) or positive (3) mood, and the listening a-life has a neutral (2) mood. However, it doesn't seem to occur under normal conditions because it requires both the current and previous behavior to equal 0x24. In practice, when this behavior is called, 0x7 is always the previous behavior, and when exiting behavior 0x24, the next one to be chosen is always 0x7 or 0xE, due to neighbor chain 2 being in effect.
Functionally identical to 0xE. Occurs in response to another a-life starting behavior 0x1E, making it smile.
Genetic behavior 0xC in a-life DNA. This causes the a-life to throw another one that it's touching. Two a-life touching each other is a fairly rare occurrence, so in this video I did some hacking to activate it. When activated, the a-life will pick up its neighbor, who will start behavior 0x27 giving it a startled expression. Then it tosses its partner. The behavior can repeat, the thrown partner instantly reappearing in the first a-life's hands to be thrown again.
Called on the partner of an a-life performing behavior 0x26. This gives it a shocked expression and influences its movement to show it being thrown and then slowing down.
Genetic behavior 0xD in a-life DNA. Shows the a-life quickly clapping with no other effect aside from slowing down and descending.
Genetic behavior 0x4 in a-life DNA. Shows a waving animation similar to behavior 0xD, but is directed at a nearby a-life instead of the player. If this behavior was called twice in a row, the code checks if the waving a-life has genetic behavior 0x6 (talking) in either of its genetic behavior alleles. If true, it will start talking next.
Genetic behavior 0x8 in a-life DNA. This makes the a-life walk along the ground instead of flying. Its speed is capped at 0x10000, unlike flying speed which is not capped, and a word at 0x1A in its data is set to 0 (what does this mean?) This behavior also calls behavior 0x33, which keeps its y position close to the ground.
Normal flight. This is the default behavior for a-life. It causes the a-life to fly in a path determined by its flight pattern gene, and adds an additional modifier based on the last 2 bits of its flight height gene (lower nibble of byte 0xF). The modifiers require more research but seem to do the following:
0: Causes the a-life to move upwards slightly when it touches the ground and switch its x direction.
1: Similar to 0, but doesn't change x direction when touching the ground.
2: Checks the height of the ceiling? seems to make a-life fly high.
3: Checks the height of the ground? seems to make a-life fly low.
Neither 2 nor 3 change direction when touching the ground.
See here for information on the flight pattern gene.
Internally the same as 0x2A (walking) but shows a rolling animation instead of walking.
Genetic behavior 0x13 in a-life DNA for mepians only. Shows a-life gliding to the ground with an umbrella that has a propeller on top. This behavior ends when the mepian touches the ground, tossing the umbrella away and resuming normal flight. This behavior activates if the mepian is moving and is off-screen.
Genetic behavior 0x5 in Frozen Bell only. If the a-life is above the ground, it calls behavior 0x33 to move it close to the ground. If stationary, it calls 0x38 to continue with a snowball throwing behavior.
Benetic behavior 0xB in Frozen Bell. Causes the a-life to build a snowman, or rather a snowmaren. A bit flag in the long at 0x74 is used to prevent this behavior from being activated more than once per playthrough. If the a-life is above the ground, it calls behavior 0x33 to sink. Once it is stationary, behavior 0x37 comes next to actually build the snowmaren.
Genetic behavior 0x11 in Frozen Bell. The a-life rides a sled and moves along the ground, similar to the walking and rolling behaviors. However, this one has the extra feature that when the a-life collides with another one, it will fall off the sled! A specific behavior, 0x3E, is used for falling off. The sleds can also travel along the sledding path that NiGHTS takes at the end of mare 4.
Genetic behavior 0xB in Mystic Forest. Internally the same as 0x2A (walking) but shows a different animation of it walking while wearing a backpack.
Genetic behavior 0x5 in Mystic Forest. Shows the a-life performing the Japanese akanbe gesture of sticking out its tongue and pulling down one eyelid. Has no other effect aside from slowing down and descending.
Genetic behavior 0xB in Stick Canyon. Like the walking and rolling actions, this one keeps the a-life close to the ground while allowing it to move left or right. This behavior shows a unique animation of the a-life sitting on top of a jackhammer with a surprised expression.
Genetic behavior 0x5 in Splash Garden. Uses the same logic as 0x33, but shows an animation of the a-life holding a broom and sweeping the floor.
Genetic behavior 0x11 in Splash Garden. Shows the a-life paddling in a large inner tube. It moves much faster than normal (same speed as a flying pian with 0xC in the speed stat, most have 4 in this stat) in the direction it's facing while slowly dropping to the ground. I recorded this gif over water, but it can occur anywhere in the level.
Genetic behavior 0x5 in Spring Valley. This behavior's purpose is unclear. It activates when the a-life touches another one and appears to show it leaning back and grasping at the air with its hands. Its velocity also slows to 0, and two bits are set on byte 0xE that cause it to repeat the behavior and to be ignored by other a-life. It will not stop until it goes off screen.Â
A continuation of behavior 0x2F. Causes the a-life to stop moving and sets two bits that make it repeat the same behavior and be ignored by other a-life. Generates a snowmaren object at the same position as the a-life that created it. Over time, the sculpture grows from a single snowball into a completed snowmaren, though it disappears when the level ends. This gif has a layering problem but you get the idea.
A continuation of 0x2E, a snowball throwing behavior. This one checks that certain bytes of the a-life's object reference equal particular values, if they do not, the behavior switches to 0xC. More research is needed to determine what this means, but whatever the case, the conditions are usually met. A snowball object is created and thrown in a low arc which is not aimed at anyone in particular. A value stored at 0x060FFCC2 in memory is transferred to offset 0x18 in the new snowball object, which seems to make the snowball continue straight rather than following the flight path.Â
Genetic behavior 0x11 in Soft Museum. Shows the a-life with a shocked expression rapidly turning its head left and right while its body remains still. Has no other effect aside from slowing down and descending.Â
Genetic behavior 0x17 in Spring Valley. Shows the a-life drawing on an easel with a pencil. This part of the behavior ensures that the a-life is stationary and has not already drawn in the same level, if it has, it will switch to flying instead. If the a-life has not drawn yet, this behavior switches to 0x3B.
A continuation of 0x3A. This one works similarly to the statue behavior in Soft Museum and the snowmaren behavior in Frozen Bell. It zeroes out the a-life's movement and generates an easel where it's standing, while also causing it to be ignored by other a-life and repeat the same behavior.
Genetic behavior 0xB in Soft Museum. Similar to the snowmaren behavior in Frozen Bell, but the a-life carves a stone statue of NiGHTS instead of building a snowmaren. This part of the behavior checks that the a-life has not done the behavior before in the current playthrough. If it has, it resumes flying instead. It also causes the a-life to drop to the ground if it is not stationary. Then it calls behavior 0x3D.
A continuation of 0x3C. Similar to the snowmaren and easel behaviors, it causes the a-life to stop moving, be ignored by other a-life, repeat the same behavior, and generate a statue object where it is standing. Over time, the sculpture progresses from a rough stone column into a life-sized representation of NiGHTS standing on one foot. It disappears when the level ends.
This behavior is called when a sledding a-life in Frozen Bell crashes into another a-life. Causes it to show a shocked animation and bounce backwards before resuming normal behavior.
Special behavior 0x17 in Stick Canyon. Shows the a-life holding a remote control with electric sparks coming out of it, which controls a small flying toy NiGHTS that circles far above. This behavior sets the bits that cause the a-life to repeat it indefinitely, but if the a-life is off-screen, it will switch to behavior 0xC which allows it to change behaviors after a certain time has passed, even if it comes back on screen before it switches.
Genetic behavior 0x11 in Mystic Forest. Shows the a-life swinging back and forth by its hands. There's one decorative nightopian in Mystic Forest that does this under one of the level's many blue blocks, however normal a-life can do this behavior anywhere, even if they aren't close to an object to hold on to. This behavior is internally the same as 0xC aside from the animation it plays.
One of the king pian's unique behaviors. This shows it waving an arm as if directing another pian, usually hovering high above the ground but occasionally sinking. This behavior is triggered once the long at 0x74 is > 0 and the king pian encounters a nightopian near it. A special interaction can be found in the game's code where a normal nightopian near a king pian doing this will start behavior 0x4E, showing it bringing a part of the castle. However, this will never activate without hacking because a-life are programmed to ignore nearby king pians.
One of the King Pian's unique behaviors. Internally the same as 0x41, but shows a flying animation instead of the commanding one. Triggered when the king pian has value 0x74 > 0 and is not near any a-life.
A continuation of behavior 0x50. Shows a king pian throwing rocks at nearby nightmarens and mepians. Overall, this behavior is similar to snowball throwing in Frozen Bell, but the king pian's aim is very accurate, arcing directly through its enemy of choice. These rocks don't deal any damage to the enemy. In Frozen Bell the rocks are substituted with snowballs.
Internally the same as 0x20 (creating egg normally), but this behavior id is only used in the context of a mepian breeding with a nightopian, badpian, or nightmaren regardless of whether the latter is willing.
Genetic behavior 0x5 in Soft Museum. Internally, this behavior is almost identical to 0xB (singing), with the same animation and sound. However, this one has a special interaction where a nearby a-life will start behavior 0x46, showing it conducting. It also has a different trigger from normal singing. While 0xB singing is triggered by the a-life moving off screen, 0x45 appears when the a-life crosses paths with another one.
This behavior is part a special interaction with 0x45. It shows the a-life from behind, moving one hand in a gesture that perhaps represents conducting the music. It rushes toward the singing one and when they meet, both behaviors stop.
A continuation of behavior 0x48. This one shows the a-life waving a light stick. It slows down and descends, continuing the behavior for a fixed amount of time and then stopping. Any a-life that stopped due to encountering behavior 0x48 will continue moving once this behavior is activated.
Genetic behavior 0x5 in Stick Canyon. Shows the a-life holding a light stick steady. It continues this until a certain amount of time has passed, then switches to behavior 0x47. This behavior has a special interaction where nearby a-life will start behavior 0x49, stopping their horizontal movement.
Activated when any a-life move near one that is performing behavior 0x48. The code checks that the a-life is close enough to the one holding the light stick. If true, it will stop moving and hover in place until the other a-life starts waving the stick. This behavior can also spread itself to others, causing a chain reaction of hovering.
Activated when any a-life moves near another one that is performing behavior 0x4B or 0x4A. This causes it to follow the other a-life around, using the same animation as the mating dance although the flight path is different. Since this behavior spreads itself to others, it can theoretically create swarms of a-life. However, since 0x4B is the catalyst for 0x4A to start, and this behavior activates only rarely, it doesn't happen often in practice. Using hacking, this is a recording of one such swarm.
Genetic behavior 0x11 in Spring Valley. This one is only activated by a-life touching each other, which happens only rarely. It uses the same code as 0x2B, causing the a-life to fly normally. However, there is a unique interaction connected to this behavior id that can trigger nearby a-life to start behavior 0x4A, following the first one around.
Genetic behavior 0x3 in a-life DNA. Causes the a-life to spin while flying. It will remain tilted when stopping the behavior.
Genetic behavior 0xA in a-life DNA. Causes the a-life to turn upside down while clapping a little more slowly than in behavior 0x28. It will remain upside down after the behavior ends.
This behavior shows a non-king pian holding part of the king pian's castle. This behavior is supposed to activate when a nearby king pian is performing behavior 0x41, but it never will because a-life ignore the presence of king pians. Causes the a-life to slow down and descend.
Normal flight for the king pian. Unlike normal a-life, king pians only have one flight modifier, which is similar to modifier 2 for other a-life and causes it to fly high most of the time. It does not change direction when touching the ground, but will near the ideya palace.
Activated when a king pian encounters a mepian or nightmaren. This part of the behavior makes the king pian drop to the ground and stop moving, after which it will switch to behavior 0x43 to start throwing rocks.
Genetic behavior 0x10 in a-life DNA. shows the a-life sitting and wobbling from side to side. This behavior cannot be activated under normal conditions as its precondition always evaluates to false.
Internally the same as 0x8, but shows a slightly different animation. Used when the king pian turns around in flight.