#ror-wiki-discussion
1 messages · Page 12 of 1
I’ve yoinked them out of the chests 
To get gold golem
Also where in the world is the meteor in scav hunt?
Unless I just blanked it out of my memory
Wait the blue meteor trial might have the equip activators
doesn't seem so
Ahhhh
@old summit do you know what bungus is called for shops? or like the naming scheme of shops
the engie one cheated and put the trigger in the rorlvl it seems
It should be in judgement
oh yeah
I think near the end?
i always look over it
I’ve started a file for writing down all the shop names
It’s in our big google sheet if you’ve got that?

Should be good now
Hmmm
shops only show 2 decimals
ill just multiply the regen shop by 100 and expect everyone to know that
left is a exp dummy right is a hp dummy
i broke hp bar though :c
(i know why)
i could make targets that spawn enemys/items depending on which one is hit
im too lazy but just putting it out there
That would be funky, but probably only needed for specific tests at the moment
Do the shops show negative numbers?
Shattering is what I was wondering
If it’s really just bonus damage or actual armor reduction
cant figure out how to fix the dummy not having lots o hp without breaking exp dummy but heres my work so far
i prob should just make boars or something
oh no theres a better way
but eyes too hurty rn
Rest time
You’ve definitely figured out a hell of a lot so props to you for all of this
I'd like to suggest that this text on survivor skills be removed or replaced with the actual in-game keyboard/button icons
it feels cluttered
also please add cooldowns
yup I planned on doing that at some point
and this also
bless
it's on my big to-do list somewhere
issue I had for the icons is, there are so many
there's like PC, Switch, Switch Pro, PS4, PS5, XboX
alright i can parse the layers of .rorlvl files now:
Layer(name=Back Color, tileset=ror:Tile16Snow, tileCount=16009)
Layer(name=MAIN, tileset=ror:Tile16Snow, tileCount=6707)
Layer(name=ROPES, tileset=ror:Tile16Snow, tileCount=991)
Layer(name=bTile16Snow -10, tileset=ror:Tile16Snow, tileCount=986)
Layer(name=Front Pillars, tileset=ror:Tile16Snow, tileCount=946)
Layer(name=Deco_1, tileset=ror:Tile16Snow, tileCount=549)
Layer(name=Back CAVE, tileset=ror:64_3, tileCount=5997)
Layer(name=FOG, tileset=ror:64_3, tileCount=0)
Layer(name=Front Deco1, tileset=ror:Tile16Snow, tileCount=150)
Layer(name=BackCave_2, tileset=ror:64_3, tileCount=901)
Layer(name=BackMountains1, tileset=ror:64_3, tileCount=2961)
Layer(name=Back Pillars, tileset=ror:Tile16Snow, tileCount=811)
Layer(name=BG_Bridges, tileset=ror:Tile16Snow, tileCount=111)
Layer(name=Bricks_Back, tileset=ror:Tile16Snow, tileCount=14)
Layer(name=Towers, tileset=ror:Tile16Snow, tileCount=3057)
Layer(name=snow2, tileset=ror:Tile16Snow, tileCount=18)```
so, according to the pHmax value, red whip is only a 46% increase in speed and not 60%
this was basically made on the 2nd day of the game to fill the wiki with anything
a better one is being planned
needs further testing of course but I go from 2.60 to 3.80
ooooh nice
my option was just to not have the input because that's way too many icons
it'll look silly
why even have keybinds? just say primary secondary etc
or we can just have keyboard and switch because those are the main ones
I don't
yeah if anything the keybinds would just be in a more main section explaining the game
Have you figured out what the byte between the name and the tile count represents?
not yet
"Each survivor is equipped with four skills, commonly referred to as their Primary, Secondary, Utility and Special. The standard inputs for these skills are (list them) on keyboard, or (list them) for Switch controllers."
something to that effect idk
Anyone else no longer have a background on the wiki, suddenly?
20% speed boost from loader secondary
I see some Common.css in recent changes, I think they may have accidentally broken the background, if this isn't isolated to me.
also ima start confirming all the stats in the sheets place btw, ima just say phmax is really the speed what we want without testing more @old summit
it was me, sorry, it is fixed now
https://riskofrainreturns.wiki.gg/wiki/Template:InfoboxTest was trying stuff out for this, still need to fix some formatting issues because wikimedia likes putting <p> elements everywhere
bandits util seems to add 1 phmax
Cool cool, ae was the person that set up all of that so I don’t know too much about it all
neato
they copied miners hp wrong by a whole 1 value the horror
do we know the math for armor?
acrid has a base armor of 15? actually cracked
wow he's bulky huh
good ol acrid
Huh
ima see in game if acrid is like that it feels a bit too off
acrid taking 12/30, commando taking 13/33,
probably real
Could probably add the associated boss item to each boss's page.
Acrid has more than an entire teddy bear of armor
ima update the wiki with speed and funny acrid armor
*speed by 10 to get km/h seems to be true
assuming the enemys logs are correct
Did we want the teleporter in frame? Because I think we can hide that
are you going to mention the incorrectness of the damage numbers when showing that?
it annoys me so much now that i know, aspecially how it applys to yourself, you can have a damage number that would kill you and youd be fine
I wonder if it’s possible to hide the damage numbers for that specific case
damage numbers are nice for attack rate sadly
just delete the font all will be fine
@old summit try to do an obscene amount of damage to either, break the damage numbers, have damage numbers going off screen maybe breaking them, or something else
we can probably make him unkillable if that works
I haven’t tested the items yet but a stack of crowbars with hit list might do it (if crowbar isn’t bonus damage)
i meant just change your damage value but ig you could try sonethubg like that
and im sleep
@old summit theres a setting to turn off damage numbers btw
hopefully i can actually sleep now
I'd want it hidden for the gifs, if it's simple enough.
Go sleep
Ye I’m pretty sure there was an easy option for it to hide
Removing as much clutter as possible will make the gifs have a clear focus, which I think just looks nice as well
Cool cool I’ll add it to my list of things
I have added Han-D's providence trial videos to their respective pages
i'll upload Engineer's in a bit
and this of course includes this wacky run that shows off the whole level
https://www.youtube.com/watch?v=_P5c7VxzB9o
Gold Rank: 900
My Score: 33862
May have overshot the gold score by a little bit, haha. This trial is a ton of fun. If you're looking to explore every part of the level you need to use your keycards wisely, as they're in limited quantity. Typically you want to aim for feathers, as a handful of items and doors are locked behind jump height checks...
Providence trials page is scuffed on mobile, the image of the trial grid is massive. Idk how extensive the support is for modal content on the wiki, or if it's possible to stick a horizontal scroll on the image itself (and not the whole page). If neither is an option, some tomfoolery with tables might work while retaining the right appearance.
Yee it’s shown up a few times in here but none of us have looked at mobile edits yet I don’t think
sorry, wrong section, thanks for reply though
Oh, I probably just missed Acrid's armor being nonzero. Does his in-game description list it?
I also plan on revamping the animation data sheet, but truth be told, nothing I could do will be great without datamined animation data.
Working copy has startup frames, charge frames, rate of fire (I am not looking at end lag and cancel windows individually), number of hits and refresh frames (for reloads, delay between multi-hit animations, etc.)
But it got very tiring very fast, and I only did up to enforcer
Ye set it up however works for you, you’re the mastermind behind that section
We'll need an actual way to pull animation data at some point
I'd like to do it how the soulsborne community handles this stuff, but it's honestly easier for weapon movesets in that context.
Plus they have anim data
Anyway, might look into that this weekend, probably won't do much until then regardless
Also request edit access so you can do it whenever if I’m not on
When I've got things sorted out I will
Cool cool 
How would you get images from the game's engine
ik there are some already on the wiki, but I want to use them for my own purposes and apparently someone here did it already
have a look at the pins for this chat
I think this is because I made the image clickable, so it doesn't resize properly on mobile
added Engineer's trial videos to their respective pages
We do have the whole animations in separate frames though
UndertaleModTool, make sure to grab the bleeding edge version
Would there be any way to see the game's code?
No, there isn't unfortunately
nice, thank you 🙂
Added details for Classified Access Codes.
I did a little edit myself on this, I added a little note about how the Atlas Cannon appears on the stage you pick it up on, alongside subsequent stages, as I find that to be pretty useful info
👍

(it'll take some time to appear on all pages)
hahaha
I ended up finding a nice font under the Open Font License https://fonts.google.com/specimen/Silkscreen
Well, actually, I woke up to a bad news, but this was the good. 
it all balances out

The bottom of the box doesn't have the space.
Fairly low priority issue, but...
Once you see it...

yeah it's linked to padding
I'm debating how to word an addition to the Laser Turbine page.
I have 13 of them at the moment (charging 101.4% for skills) and the laser turbine seems to fire with a maximum rate of once per second.
I know it's worth noting the turbine max fire rate, but is including the related stack amount relevant?
@stuck saffron, did you change anything with the item hover descriptions?
I don't remember this looking like that.
Also, insane value gained by having both pick up text and description at the same time.
the amount of sass lol
its in the rorlvl 
Sorry 
so the way the tooltips work is I put a hidden element right next to the item link, and it only shows up when you hover the link
so the TOC detects that since it's part of the HTML and it includes it in the title
I didn't change anything but maybe it took some time for the cache to clear and to show up on your user page
This is the one time when I was happier with the cache delaying stuff.
so a solution I see is to simply have an optional tooltip=false option in the {{ItemLink}} template
you'd lose the tooltip on the title (which looks kinda weird anyway cause it's applying the bigger font from it being a title)
it all comes back to the rorlvl files 
Magical web dev stuff
the option i was hoping would work only hides the beam that teleports you into the lvl
is this better or should I have gone the other way lol
are you sure the max stacks is 13?
we can test this tbh
🫡
Not fully sure, no.
I'm assuming it is on the basis that rapidly using skills doesn't seem to affect the charge rate any further beyond that second.
Or maybe there's a 1 cooldown cooldown for adding charge.
what character are you on?
Huntress.
cool cool
How does one get image perms here?
that's a lot of health
Yep.
Can you show both version?
Also, do we have gameplay footage of gilded golem constructs?
interesting so turbine adds charge to it while you are in any skill animation and stops the frame you go back to idle
i just took a screen shot of it
but i can grab the code for it again
(I meant where both sides respect space and where both sides do not.)
I would rather have the first than what the current one is tho.
aaah
It being consistent makes me feel nice.
Also, I don't like that the corner there is touchy.
could do this?
alright let's do that then
can confirm that there isnt a cap
so the longer your skill animation the more it charges kinda
im at 100 and doing 5 lasers during the animation of glaive
Can we spawn other interactables too?
Huh, interesting.
I want to scrap normal and gilded ones to check their drops.
kinda yea but if you hold down a primary that doent stop you get max charge speed
having a look now
can't spawn drone recycler, it's linked to rorlvl I'm pretty sure
i want to see if theres any trials that spawn other interactables
because i know the drone interactable can be triggered
btw here's what it looks like when a monster doesn't have a portrait
lots of empty space but I don't think it's too bad
it's a lot better than before at least

I wonder if it would be okey to just have their idle/attack anim there as replacement.
Yeah, we would need to make unique files for that.
you mean the drone on the ground, instead of having it in a chest?
its from one of the loader trials
can we spawn actual chests / barrels then
theres a good chance
ayyyyyy

let's gooooo

dronegolemS
ye
btw the broken one is called "Dormant Construct" and when you awaken it's called "Acquainted Construct"
just think that's neat
first try with regular golem drone, got a boss item
yeah ok it's only boss items with these guys
I'm controlling both at the same time
it's weird
What about normal construct drones?
At least, I assume you spawned gilded ones.
that was regular test i think
that was a regular yes
Nvm
that would confuse so many people
I wonder if any devs look into this channel, just to see that we managed to dissect the game a little bit.
it's mostly just a giant Json file but it's pretty cool
i keep wondering how they feel about us pulling all the strings apart
I hope they look here and we can ask why so many descriptions have wrong numbers 😡
huh
We have been asking that for 3 games now at least, and I'm afraid to ask if DEADBOLT has the same issue. 
Gilded ones drop 3 of the same items?
wait my teleporter is gone
golden drones give you 3 of the same item when you recycle them
need to test with tier2 and golden drones that aren't golden
well, combining 9 of the same drone to get the golden version and getting only 3 items is diminishing
but there's no tier 2 golem drone I think so that one's fine
golden beam would be a good check
Into my notes, you go.
im guessing laser is considered t1 beam t2 and gold beam t3?
which basically means the baby gun drones are worth the same as a laser
wait normal beam is red?
Based on this, I would assume that tier 1 drones give whites, tier 2 yield greens, tier 3 is worth reds.
laser drone keeps giving me red whips
ah it's because my loot pool is only whips
hold on lmao
lol
LOL
so laser giving green makes it t2
no I think it might not have been able to give me whites
because the only thing in my common loot pool was a drone
ok no it does give me greens
weird
infinite drone power scrap a drone for a free drone
lol I need to test this hold on
im very intrested if gold beam is actually t4
will try right after this
ye id guess itll do similar to gold golem and triple the red
POWER
yup, for beams it goes green > red > 3 reds
so laser is kind of a tier above the rest from the start
maybe flame drone as well
it works
good good
i think med is t1-t2-t3
we have the drone tiers
Oh yeah, reminds me: Poiyuk, did we discover any stage where we can spawn any bosses?
healing does start as white
We got there, no more teleporter
anywhere
same way we are spawning the dummy
Oh
Because the last time we were in a call, we could not change the boar boss spawn, so I was wondering.
BIG
I can do a proper elite boss change write up then.
Except cognant, because what I have seen so far is that they die before they could use any of their skills.
ye now we arent using the rorlvl to spawn the mob we are directly picking them
added the drone names to the naming convention page on the sheet, just in case we need to test more
danke danke
ill have a quick scroll through and see if i can spot any other starting call signs like hide spawn
What is the current way of doing things?
replacing pretty much everything inside the first commando trial
with stuff found in other trials
bg has been a huge help with writing some of it as well
yeah he's found a bunch of stuff
like multishop prices being able to display variables lol
"spawn_dead" : true,
damn vscode is great
dayum
Implying that it's an issue
Datamining is awesome 😎
The more accessible the better

I don't know the game at all, so no idea if it even has any relevant tooltip related issues.
Also yeah DEADBOLT is just as bad in readability
Just take a look at the gun descriptions in the shop 
I guess every dev studio needs to be known for something.
Hopoo are known for ridiculously bs achievements and for not teaching the player anything
They're epic like that
"activator_equipment" : "droneRepairKit", plus spawning an activator could be helpful
how have people not made ne wtrials yet
I was lazy.
I'll restore a backup of the trials file and just use this as a testing ground lol
thats fair
could allow to test equipment interactions without having to worry about cooldowns
though we could just spawn in with 99 mitosis
also the cursed child cant access his prov skin
"director_rate" : 6,
"director_spawn_delay" : 6,
"director_spawn_elite_type" : "blazing",
seems like locking the director into only blazings
we can also get the exact score triggers for enemy spawns
and their spawn chance looks like
yee
im sorry but who in their right mind is triggering this
["if", ["==", 0, ["%", ["score_get"], 2000]], [
["trigger", "OverloadingWorm"]
in hot rope hop
Are you challenging me?
seems like routine maintenance has a rare chest on it somewhere?
and you can get scepter from it
lmao what the hell
hot rope has some wild score triggers
acrid log says 0, but its actually 15
its so out of left field i wonder if its an accident
welcome back
wait you get a cremator at 100 lol
and another one
probably left in without any though left to it
like the hunt
yeah maybe the loot pool is set without any way to access it
we'd need to be able to read rorlvl files to confirm
[
"if",
[
"==",
[
"score_get"
],
100
],
[
[
"trigger",
"SpawnTurtle"
]
]
],
[
"if",
[
"==",
0,
[
"%",
[
"score_get"
],
250
]
],
[
[
"trigger",
"SpawnTurtle"
]
]
]
```why are these written differently
they wanted to understand what the fuck the code was doing prob
so much more readable like that
i hate how alot of this code looks
well it's not really "code" tbh
i wonder if it actually breaks at the 100 mark
it really is code, just dumb code
it's a giant json file that's being read by the actual code
doesn't mean it cant be code
anyway you're right it's terrible to read
It is code.
You see it as a JSON, but this gets read in and translated into code.
Actually
There is too many things we can be pedantic about...
yeah I realized it's a dumb thing to get hung up on lol
Technically, it's not code right now, so you are not incorrect.
let's just agree it's awful to decypher
its probably fairly close to being turing complete tbh, i think we dont have any way to make a loop though
My first attempt trying to change anything in Commando's first trial failed and I'm soft-locked. 
lol
theres a director in the bandit gold trial for some reason as well
"director_spawn_delay" : 10000,
why not just give the director 0 credits
does this mean if you wait 10000s in the trial enemies will start to spawn
maybe? thats my guess
who has 3h to waste
I think it's in steps.
ill just change the spawn delay
already on it
It has to be in steps, no?
10 000 steps is 166.66 seconds (2 minutes and 46.66 seconds).
no spawns yet
that might be more reasonable
director probably has 0 credits by default
the delay might be leftover from testing or smth?
Commando's first trial has initialSpawnTimer set to 300, which should be 5 seconds.
It has to be steps.
good catch
Yes, the first Lemurian spawns after 5 seconds.
e exchange has a delay of 2
"Step" is the name of the logic frame in GameMaker, but alternatively you can call it just frame. The game speed is set to 60, so 60 fps.
should just be called tick
They are interchangable as far as I'm aware, but tick usually refers to server frames.
depends if thelowering the fps slows it down
Based on what the devs said, it does.
interesting
They can't implement 144 support on-launch because "they need to overhaul the whole game."
Which just means that they did not use delta times or variable variables depending on the frame rate set.
One of Acrid's trials also shows this btw.
It can sometimes cause lags and the frames are not skipping, so you actually have to wait out until the frames are processed.
its so cool when you have 100 overloading magma worms and the game goes to 0.01 fps so you literally cant proceed because of this
i waited 2 hours for virtually nothing to change
Why would you have 100 overloading magma worms in the first place? 
prestige is the best artifact
Oh
does anyone know what they mean when they say Firetrail?
I wonder if blazing elites with that would lay double the fire trails for double the damage.
but we have
["elite_set", ["get_arg", 0], "blazing"] ]] ]], [ "if", [">", ["score_get"], 199], [ ["if", ["chance", 0.5], [ ["elite_set", ["get_arg", 0], "blazing"] ], [ ["if", ["chance", 0.5], [ ["elite_set", ["get_arg", 0], "overloading"]
ya its seperate
Can you stack fire trails? 
Turns out that spawnBoar is wrong argument.
pVspeed pGravity pFriction seem like interesting things
I wonder why p is the name.
player?
its used in the enji one where mobs keep falling
hey @spring storm regarding speed are you sure we can just x10 phMax to get km/h
fairly sure
like is that consistent with the phMax of a Lemurian for instance
if we trust the logbooks 
huh interesting
trusting the all mighty log books which never told lies besides that one acrid funny
you could just spawn in a dozen enemys and check their phmax
i did not feel like it since i wanted to make sure in real game phmax was right
it's just that if we put every speed in km/h we need to make sure it's somewhat consistent
guess I'll try to put the phmax of a lemurian onto a shop
i wonder how tall/short the characters are if you turn this speed into distance and measure
Check the speed of childs.
Since bg just said that Loader runs as fast as childs, and we know Loader's speed value.
Get the value of child's and it's confirmed.
i wonder how much of a speed increase it is for the fast elite
did you know you can stand on top of the terrain enemies? do I add that to trivia?
which ones?
trokk
like on their heads before the bite or after they die?
any time they're alive and not attacking
since everything seems to round up

I just realized what the "onStep" trigger is
damn it
it makes so much more sense than "every time you take a step" lmao

Lemurians are 2.16 which rounds up to 22, so seems consistent
its pretty obvious who has done stuff in game maker before (not me)
Hi 
is the survivors one full numbers?
yeah
well, they're still decimals, but only one digit
like 2.40 and not 2.42 or something
dunno how to properly say that in english
it could be slightly slower so you can run away from them?
The license for compiling games for non-commercial stuff is about to be completely free soon! You can give it a try if you want to.
it is free now!
they announced it a couple days ago!
i can frankenstein code together, im horrible at writing it 
huge W for GameMaker
dayum
I think, like health, that speed is rounded up, and that rounded up value is what's used in game
I don't think so.
lets set the skills to the base and then lock them 🙂
"skill0" : 0,
"skill1" : 0,
"skill2" : 0,
"skill3" : 0,
"skill0_locked" : true,
"skill3_locked" : true,
"skill2_locked" : true,
Does it really serve any purpose to round them?
we know damage is rounded
Damage stat or damage dealt?
try spawning two with one of them having rounded speed
like a tiny little bit
Oh
ayyyy
so they're not rounded up in game
7.2 from commandos primary deals 8 to the health bar
But the health bar uses rounding too.
ye we checked
Did you track the total health with the shops?
after 5 hits it was 40 damage
Oh
tried that with the health bar, not the shops
So it's a ceil rounding.
but I think it'll end up the same, cause 40dmg instead of 36 is a big difference
ah yes the item "Orbiter"
i wonder if i could make an in game option to set skills available
hahah did a double take when I saw that one
"which item is this ffs"
some of these shop names are wild
that would be really cool
once the rorlvl gets properly cracked we could make an amazing test enviro
also phmax is probably units/step
hunt also has that
It is, 99%. Well, in GM is pixels, but basically same thing.
this is funny out of context
done, I think I got all interactables
there are some I'm not sure about
mechanical cleaner should be able to out run a child
cool cool
im sure theyll come up in testing anyways
I find it strange, considering that childs are implied to be the end of their life cycle.
you know they probably didnt think of it back in 1
ooooo
they just decided to fuck with the familial species when they added sky meadows in 2
is grandparent the true baby then
it does make sense from a logbook standpoint, commando's notes were probably the first known human recordings of the species, and by the events of 2 more investigations must have been done with their ecology
Parent
daaaamn @past stratus this looks sick
where do the grandparents fit into the family tree?
Dying
need to do the same for every infobox 
lmaoo
It's the cycle of a sun.
"where are you in the family tree?"
"dead"
I've noticed that it doesn't apply to all infoboxes
why is that?
this is only for the enemy infoboxes for now
I moved away from the portable infobox template in order to be able to do this
so it only applies to this for now
it goes parent - Grandparent - child in age at the very least
planula -> parent -> grandparent -> child. it's normal until they get old and collapse into a small dense being. I think it's suppose to mimic the lifecycle of a star
oooh I never knew that, it's neat
i like the trivia on the planula page that guesses that we have killed EVERY child which is why they dont show up in ror2
I thought it was planula > child > grandparent > parent?
or wait no
child > planula > grandparent > parent
child lays planula, grandparent fertilizes it, from which hatches a parent
who protects the children
"And the grandparent is the youngest?"
"Younger than the child, yes. But not the youngest."
it does make it odd as to why there are no grandparents in ror1
thanks fandom, ill llenge my friends
haha this extension rules (wrong wiki but still)
which lines up
it's the middle point between child and parent
real answer: retcon
no retcons answer: their entire population is synchronised leading to nobody being in the age range for a grandparent in ror1, and since there's no grandparents in ror1 there's nobody to grow up into children in ror2
the loop is child makes egg, egg hatches into parent, parent ages into grandparent then into child which makes egg again
Alternatively, we just simply did not meet them yet.
but the grandparent isn't the youngest
parent is
ok yes I misread
that's the right cycle
literally just think of them as stellar bodies
on second thought if you're not a nerd just don't think about it at all
all the children we kill become the planulas in 2!
its interesting how they do the forced recycle into blades for the drifter trial. make mob drop tooth, only item in white item pool is blade
so you could recycle the blade back into a blade
infinite blades
"treasure_weights" : {
"drifterGift"
we can designate a square for checks
in gup sorting it has it
lol
they gave a vagrant in the pilot parachute trial a tesla coil
I was about to ask if we can write code to give items to monsters, but you just typed that.
BIG
The amount of stuff we can do with this information is insane.
["if", ["is_object", ["get_arg", 0], "Crab"], [
["set", ["get_arg", 0], "free", true],
["set", ["get_arg", 0], "pGravity1_base", 0.24],
["set", ["get_arg", 0], "armor_base", 99999],
any idea what free would be?
it's used to detect a fail state in the pilot gliding trial
so I'm guessing it's a "falling" state
"freefall" or smth
also used to detect a fail state in pilot crab trial
so yeah I think it's just falling / not touching the ground
ye the crab wa where i found it
was trying to fix the boss dummy HP but I have a better idea
I'll just spawn lizards with 0 speed and 0 dmg as XP bags
and you can probably disable the ai i cant remember is bg got it working
Where are we noting these btw? 

huuuuh
anyway
is there a way to remove knockback on an enemy
like when you hit it it doesn't move
Give it knockback resistance?
there should be since dummies don't move
I'd love to but what's the string for that lol
oh wait found smth
gonna test
ok didn't work but it doesn't matter, I set them to one HP, they can't get knocked back if they die in one hit
alright I have the test envo set up with infinite 1HP immobile Lemurians that give 100XP a pop, and a 9999HP Dummy
in case someone wants it
oh yea should also mention its using an extra trial tile
oh true I should've renamed it to commando1 before sending
hopefully people read 🙂

Try knockback_cap or similars.
It was what it was called in the original.
that's what I found but I'm not sure it worked
anyway they're 1 HP now so heh
I need to start recording damage values
just need to remove the XP from the lemurians to test HAN-D drones
Did we confirm the damage multipliers of elites?
We know HP, but I did not see damage.
Reading the old stuff reminded me.
nope, need to test this as well
HAN-D alt special deals 100x5 and not 90%x5
aaah no
each hit is rounded up ofc
no still does 100%
weird
Some of the stuff we wrote down on the big google sheet
If you request edit access in the next couple mins dm me otherwise I might be asleep
backblast dmg is boosted by a lot if you're scorching
why is the number not mentioned anywhere 
goes from 200% to 300%
🙂
The Wiki states that “Prophet’s cape” is unlocked by default, but (given that the wiki seems to be ordered by logbook position) it is locked and states “Commando: Dodge 7 lethal attacks”
prob good idea to multiply uour damage value by 100 when testing those
I have just now unlocked it using glass, this challenge unlocks it, please fix this on the wiki
or just set it to 1000
thx, fixed
Unless I was mistaken, we can only see which (drawn) keyframes are included in an animation, and not timing information.
e.g. bandit's primary has 4 drawn frames but has a firing rate of 13 frames in game.
ah right, didn't know this
I cannot find any pictures of the drones for risk of rain returns. Is there somewhere I can find a collection of the pictures for the drones in risk of rain returns?
we have a google doc with the spritesheets in the pins
The page for Classified Access Codes is wrong. It does not cap at 3 stacks / 80%. I did my own testing and can confirm that the damage percentage keeps increasing following this pattern, except at 3 stacks where it does slightly less (around 1% max HP). Unless I coincidentally made a mistake at 3 stacks like the previous tester, it seems to be bugged.
I need to start paying attention to this channel more because you guys started datamining code and editing trials and stuff and now I'm interested
acshually its a google drive 
true
Technically speaking, we are not datamining the game code itself, it just a JSON that gets read in and turned into code, but much more limtied in what it let us do.

ah I see
makes sense
I've got my own little test trial
We can only edit the trials.
I'm aware of that much
thats pretty sick
my only question then would be how?
in the game's data folder you have a trials folder
main.trials is where the JSON is, in here I put some code for a new trial, using data from the first commando trial
and in main.trials_layout I added my trial to the top left
#ror-wiki-discussion message this is what I put in to create the new trial, based on bgkillas and GOD_Poiyuk's work
Great! I probably have all the things I'd want to get started on some survivor gifs, now I just have to figure out how to get access to this stuff myself
can you edit the page with the correct information?
the keys to the kingdom are mine
you can place the dummy wherever you want btw
just gotta get the coordinates right
the lemurian trying to escape its invisible prison is entertaining
yeah it doesn't like having 0 speed
The barrels are part of rorlvl, I imagine?
Ah it should be fine, I think I can move the lemurian further left to get the space I want
yeah or just delete the part that spawns it
oh I can despawn chests and barrel!
very easily
[
"despawn_obj",
"Barrel1"
],
[
"despawn_obj",
"Barrel2"
],
[
"despawn_obj",
"Chest1"
],
[
"despawn_obj",
"Chest2"
],```
just add this in the "onStageStart" section
yeah it's been great to confirm some things
for instance some golden drones give 3 items when you recycle them, and the golem drone always gives boss items
I've added a positive 3 to the Y of the dummy, because it seems to be floating otherwise
huh you're right I never noticed
Now, how would I get more dummies around, IE to show off piercing or AoE abilities? I'm wary about just copying a block of code and pasting it.
you can pretty much copy-paste the "create Dummy" part and change the x coordinate
Oh that looks might strange, thank you discord.
Hold on..
https://cdn.discordapp.com/attachments/321231960880054273/1177347691223711874/Risk_of_Rain_Returns_OwP5DjijJf.gif?ex=65722d7b&is=655fb87b&hm=d5d77a92c26510de6aca4d31bac14012c44048194fc29cc049e14b12bcf80b7a&
https://cdn.discordapp.com/attachments/321231960880054273/1177347691961917500/Risk_of_Rain_Returns_X6FvrcR8xf.gif?ex=65722d7b&is=655fb87b&hm=9cdd2964f59b7a9e5e264bf023b95c2594f712728d6b8e7d49cd2132b020e951&
https://cdn.discordapp.com/attachments/321231960880054273/1177347691555082260/Risk_of_Rain_Returns_cc7WLT9P1K.gif?ex=65722d7b&is=655fb87b&hm=e3ebe53c280015be9c35c0da7d33196c0f7b899299279d695070dc4477888dbf&
the mandr
haha love the jellyfishes
Is it documented how Heaven Cracker actually works
What do you mean by that?
Like does it charge on any skill use or just primary, and how does it determine damage dealt
It seemed only work on primary when I was tinkering with it.
As for real damage dealt, I don't know if it's different than the description.
I haven't tinkered with it
Nothin concrete but it's only seen working on primary attacks, and it more or less overrides the attack it procs on with it's own (hence passives breaking with it)
It's a strange item for sure
Really just trying to figure out if taking it on sniper is just kinda bad, or OMEGA TROLLING
AltP sniper, probably mega trolling since it nukes the knockback factor
Base? I wish i could test but unless the damage is remarkable i'd say it's just a bad
Also depends on if reload bonuses apply to it
I think I screwed up something.

Wait what
None of the trials have maps associated, except for the first.
I didn't do anything related to this?
Oh well, good thing that I took a safe copy.
think someone can help go through every single monster n boss page and edit the very tops of them to NOT say Commando?
Commando is believed by the community to be The Survivor, but its never confirmed. What'd be more accurate is to make it quoted to The Survivor.
It's also insane on Arti if you want to swap up your playstyle a bit.
At low attack speed, you need to spam the primary tho, but at higher you are fine to just hold it.
Oh lordy i didnt even think of what stacking heaven cracker could do on arti
Wait does she shoot faster if you tapfire?
a lot of attacks do!
Even with the "autofire" accessibility option?
Aye, even with it.
Wtf
It seems more like an oversight than intentional behavior, right?
Definitely
Bandit is the only character that advertises such a function
And especially when there's an anti-carpal-tunnel accessibility option
Having it so you still need to tapfire for max DPS would suck
mercenary and and loader have combos if you spam click as well
Yeah but that's not the same and those still fire with the accessibility option
Yes, but you always have to mash it for it.
I don't know what autofire does exactly, but it did not do anything different for Arti. I still had to mash it to fire faster.
Even SLICE on chef has some mash speed
@stuck saffron Do you recall if you or the others got Alt abilities working with the testing trials?
oh is that not included? my bad
you see the skill0: 0, skill1: 1, etc. towards the top?
replace 0 with 1 for alt ability
or 2 in the case of HAN-D's second alt secondary
talking about this, just to be clear
Ah, I can see it part of the adjacent Pilot trial, I can just copy from there
Thank you!
Really just, massive props to the dev team for getting the boot speed of this game so fast. Makes tinkering with this stuff so much faster
https://cdn.discordapp.com/attachments/321231960880054273/1177376594331975750/Risk_of_Rain_Returns_9UoFLuSLm4.gif?ex=65724866&is=655fd366&hm=7113c8ab83b031b9f50088225d325d027e33e968f5b0b8d90770cea7ce6c879a&
https://cdn.discordapp.com/attachments/321231960880054273/1177376595376361562/Risk_of_Rain_Returns_CeuwfCF5QC.gif?ex=65724866&is=655fd366&hm=61c4d559b59f67537e28afe6c3ae7dcc3e8d178609ddc07b6c849842e354cf4d&
https://cdn.discordapp.com/attachments/321231960880054273/1177376594709446666/Risk_of_Rain_Returns_WuqavWD3Jn.gif?ex=65724866&is=655fd366&hm=98035742bb3654c18c77078c2e7698c49fb05f43c8f9568acc2dad688171323d&
Well there's all the mandr gifs, now it's a question of how to implement them..
wait oh my god does shotgun pierce??
these gifs are going to look so damn good on the wiki 
the terraria style example gifs actually slap
its the reason why its so good
Before I start messing with every other survivor, I'm going to tinker and tamper with the commando page to see how I can get these implemented while looking good.
Every file is uploaded to the database now as well, if anyone needs them
will likely cause alot of confusion since its so zoomed in
whats the naming scheme?
keep in mind the whole skills section will likely be reworked
Same as the icons, except "Dummy" is added at the end
How do you get the exported sprites to be not-shit quality
personally I hate it lol
skill names would have been much simpler
Bcause I downloaded them and they're tiny to the point of being useless
your image viewer may be shit and could be anti aliasing it
Probably that, I'm using the default windows image viewer
Which one do you use?
i dont use windows
I like how tiny the color sprite images are
what do you need them for?
sprites on the wiki are upscaled for the most part
I was thinking about making my own guide for a specific character and wanted to add them
then yeah youll want to upscale them
i personally use firealpaca but i would imagine pretty much any standard image editing software would work
I used GIMP for the HAN-D icons
I have that conveniently enough
btw @void flume you can give yourself starting items to make testing easier
backup magazines or whatever
Just make sure you turn Interpolation to none on the resize tool
Aye, I've been putting them in the multishops, but that works too
i would recommend directly editing image size rather than a resize or transform tool
For the slide I had a hardlight afterburner
you can give yourself multiple different items, any number you want
in the spreadsheet there's a section with all the correct item names if you need it
We are working on finding more of the shop names for items still but all the directly given ones are in there
This is fantastic btw
I don't want to use any items that give a visual effect, so unfortunately Alien Head was written off. But Backup Mag and Hardlight are handy to have
Amethyst could be helpful
Ah true, good call
Rapid Mitosis shouldn't have an effect either to my knowledge, so that will be great
Just sent you the doc link just in case
"starting_items": [
[
"hardlightAfterburner",
99
],
[
"backupMagazine",
99
],
[
"rapidMitosis",
99
]
],
"starting_equipment": "giganticAmethyst",
```just in case you need it
Speeeed skills
Where do you put this code
we need to make a guide lol
We really do
Would be nice
we're basically modifying a trial in the RoRR folder/data/trials/main.trials file
Modifying the trial you made yourself?
the trial I'm using is just a copy/paste of the first commando trial, heavily modified
It's also turned into what I'm using, as the Stage 1 theme is nice for a target dummy gif generator
Could you open the .trials file with something like VS code?
You sure can
Speaking of I haven’t tested to see what happens if we change the environment
I’d guess it breaks
So turn the .trials into a .json file for the sake of editing it, then set it back to a .trials file when you're done?
no, in VsCode at the bottom right you can set a language for syntax highlighting
without changing the file itself
Makes sense
Do we already know if comments work in it?
I haven't tried
I set the stage to driedLake and it did nothing
Odd
might need to supply it with a file/map name from the trials specific folder?
no I'm talking about this parameter
I thought it was to pull from a tileset or something, but I think it's just for the music
It might be in the rorlvl that it points to the image map
most likely yeah
can confirm changing the stage changes the music
Cool cool
so huh, that's something
aww that's annoying
but it's JSON so it makes sense they don't work
try putting it in `these`
/* comment */
i had some minor comments in my iterations ig they removed them
I'm guessing you're not supposed to copy/paste the custom trial because it doesn't work when I do that
ooh nice
You also need to give it a location in the trials_layout
you can either:
- replace the commando1 trial with it, but rename "test" at the top to "commando1"
- go in the trials_layout file and insert "test" somewhere (make sure to remove a comma to account for the new trial)
This is how mine looks
what a cool layout system
which puts that right up there
Is that the limit on size or can you go wider?
if you try to wider the game crashes I think
I'd imagine you can, because you can pan out pretty far
I didn't remove the comma at first and it crashed my game
Maybe it's something for modding support later, though
It might need wider on every column?
Big brain
can I put the same trial multiple times
Should be safe to
oops! all judgement!

I could probably make multiple test zones, so I can save myself the hassle of replacing and removing dummies for piercing attacks..
you could also just make a target system to spawn a certain amount of dummys
takes a bit of effort
yeah, a target to spawn one, a target to spawn a line...
or I think @old summit said we can designate rectangles as trigger points
Ye
or just have both multiple dummys and 1 dummy off by himself a bit away
true
But here's the important question, can we put the trademarked Bizzo's backdrop pots to signify them?
is that the breakable pot
I'm not sure
You can remove those ones!
For Bizz's providence trials, like Bandit Castlevania and the Loader Spider chasing, bizzo used decorative pots to signify triggers
oooh I didn't know that
@stuck saffron open container
I think it's in the rorlvl files 😦
wait how do you remove them?
I thought they meant the the pots that spawned in the test enviro
Oh no, Elbry already helped me remove those
Good good
is this shrine used in game? in later loops or something?
Is that the empower one?
yeah
Interesting, it kinda looks like lynx
yeah looks like it's part of the tribe
there's also this shrine
is that for cognation or something? (I haven't unlocked it)
The cog golem just spawns I believe (I’m not sure as I don’t have it yet either)
this game needs more shrines, hopefully we get some
ok so these are just two unused shrines I guess
We should be able to spawn them right?
wow
the lynx one is like a large health shrine, takes an increasing % of HP, starting at 50%
it gave me 4 of the same temporary boss items at once
the second looks and acts like a chance shrine, but it plays the animation and just self-destructs when I activate it
no shrine of order :c
20 bucks to self-destruct
It clearly gave you a chance.
oh wait let me try with different items
So it’s basically a temp boss version of the large blood shrines
large blood shrines don't give boss items, right?
It gave me chance to be tricked into spending $20
and I took that chance
They do not, no
doesn't affect my items, no shrine of order



