#ror-wiki-discussion
1 messages · Page 13 of 1
is there a good, reusable one for this
equipment activator might be good, since we can have infinite money
Can you set the shrines to free?
While true, they do break after some use, sometimes. That's another thing to test, come to think of it
Do they??
They've certainly shattered on me!
I remember being disappointed that the equipment didn't drop from it
I don’t think I’ve ever seen that
It happens at least after 5 uses, in my experience
So I don't think the achievement is up to chance
got to 13 and ran out of money
Is there a smashed sprite of it?
even better
This feels blech
https://riskofrainreturns.wiki.gg/wiki/File:ActivatorBreak.gif if you wanna do something with it lol
This file contains additional information, probably added from the digital camera or scanner used to create or digitize it.
upscaled it 200%
I really need to get to work on that tbh
might have time this week-end
then your gifs might integrate better
If you want to work on integrating them into pages, I could work on just making the rest of the survivors, in that case
yeah that might be a better use of your time! cause if we redo the skills section we'll have to move the gifs anyway
I’m not at my comp aha
Ok so can someone explain why the wiki is being censored?
Soon™️
oh no
Also Soon™️
Lap 4
did you try to add Robomando?
God forbid that a wiki have useful information about a character so I can see what the ancient scepter does for that character's ability
No, I assumed the wiki would have a page for the Robomando
i think it'd look nicer combined into one box
you dont need too much room for the survivor skills in gifs anyway
The secret character is a secret even after the devs asked us to keep it hidden for a while to keep it more secret? No way.
gives a chance to get double the rewards from whatever you're hacking
Just saying you’ll be going against the the wiki admin And the games community manager
(the real wiki admin, I'm the fake one)
(don't tell anyone)
It's not censor either, it's just intentionally not being published to keep the secret last longer.
Like hell it isn't
this thing still hasn't broken
Oh no! This <community that I see lot of comments in> knows this thing and I <dont care if others don't>!
If whoever has the ability to make the decision wants to make that decision? so be it
I started with $999999 ffs
Maybe it's tied to the cooldown of the equipment itself?
lemme get a captain's brooch in there
Rapidly using amethyst is par for the course, but churning out Brooch chests over and over could have more of-- yeah
I used a brooch activator in a robo run for a while so it’s probably just chance
good thing is, I just have to count the chests to know how many times I activated it
Oh yeah speaking of robo, that'd solve your money problems testing this!
I need to unlock him 💀
Correct opinion
and the info on how isn't even on the wiki!
Shucks!
We can easily get the shrine multiplier from these
censorship is destroying our wiki it is very upsetting
Do they even break?
yeah good thing I said that isn't it
Booom
Thank you, by the way
well @void flume has seen one break and there is an animation for it
I have never seen them, so I wonder how many times he used it.
Maybe I got exceedingly unlucky
Is it perhaps chance based?
i wonder if it scales the usages before breaking based on something else? (like cooldown, or maybe just increasing chance per activation?)
or maybe there's some settings in the trials so they don't break
Here's a thought actually, which is unfortunately way harder to te-- yeah, that
I do remember once using one for 5 times then I couldn't, but I don't remember it breaking literally?
like for that one sniper trial
Maybe they only break in actual runs?
ooh, good point
Might also be teleporter related?
This is not a democracy 
I’m on your side btw
There’s more votes for hiding it so it is actually
Show me the vote
the vote is me and my 1 million alts
is it the huntress shrine one?
I am a registered bot account, after all
yeah
Perfectly in character
was looking for things related to shrines
and saw this trial that manipulates the imp shrine numbers
the overloading shrine concept is fun, i was bummed to find it didnt make it to the final release
can't get it to show up in the menu
oh no, i know exactly which one that is
One of the devs talked about it in a stream twitch chat, it's one bizzo made
ah there we go
can't put a trial somewhere if there's not another below it apparently
it was also shown pre-release in a dev thoughts i believe
It's a huntress trial where you interact with an Imp shrine, and it spawns 100 of the tiny guys, and there are geysers everywhere
curious, what about the merc parry one?
that looks like hell <3
lmao bizzo should be locked up
what the fuck is this 😂
they can escape from the map and you can't follow them 😦
Suppose that could be why you only need 60
whats the gold condition, if it has one?
70
Looks to be killing 60 imps before 1:10
I'd say "I can't believe we got Hot Rope Hop instead of this", but something tells me they're equally as painful
this seems awful
not gonna try to clear it
anyway, I had an idea for triggers, just put a trigger on a chest with an empty loot pool for that chest
and in the triggered script, respawn a chest in that exact location
should work
does anyone know if acrid npc can climb?
Yes
Or just use a barrel
ty :)
didn't want to give XP
I don't know if I can disable that
That can be stopped
ooh nice
is there a page (or section on the Items page) that says what items are new to Returns?
there was, previously
The items have a game of origin
lmao yeah ofc
they do not
damn it I need to add it back into the data for every item then
alright well the items dont, from what i can see
^^^^^
Unlucky
checked topaz brooch, no game of origin
they did originally! one of the first things i added to the wiki
topaz brooch is originally from ror2, but made its way into rorr as well :)
was not in ror1
i can't imagine what it must feel like for the code for games of origin to just, like, fall out lol
Check the green items
Alright well I’ll correct myself and say the items have an option to have a game of origin, apparently most do not 
infusion does not
i did a GoO for every single item on the very first version of the items page, before the wiki was publically revealed XD
someone killed them.. so sorry
Infusion comes from Risk of Rain 2013
also some say "Risk of Rain (2013)", and some say "Risk of Rain"
im specifically asking cuz it'd be great for people playing with classic settings to see what items can and can't spawn with "new items" turned off
the 2013 is redundant......
I added 2013 because that’s what Steam lists it as
that might have been me I'm so sorry
LOL youre all good, i think i got outvoted in keeping them around
if not on the item pages themselves, then another column on the item tables
Damn we can do that?
that's a good point tbh
thats how i had it originally, yeah!
Anyways I still think a page with all of the differences from RoR1 would be neat
that would also work whenever people wanted to make a super comprehensive page on that
that would be a stupidly big page which would be very hard to categorize, i think, but rules for what the rulesets change is probably a good way to achieve a similar resuly
t
t
speaking of enemy values, I should test values for enemies that don't have log entries
ive just put in the mobility info for everything that isnt Trokk and Portal Imp (and Purple Imp, by extension)
Rulesets is already gonna have a page
because i dont remember if imps and trokks can jump/fall normally because they just teleport to me lol
Idk if an imp can jump
Wrong reply
yeah im unsure... i feel like they can but that might just be because they can always get to me anyway :p
i would test but i am banned from rorr............... so if anyone else sees it just lmk or edit it in :]
i think maybe a "can cross gaps" box could actually be useful, too
imps can jump
Oh yeah
things like sand crabs and cavalry can cross them, but macrobic predator cant (even though you think it would be able to)
I saw something stupid
I knocked one of the overloading crabs off the ledge in Judgement stage 2 and it teleported back up to me before dying
So I had to knock it off again
Frenzied crabs I mean
LOL, unfortunate
i had that happen like 5 times, i hate it
Cavalry can jump over holes that are bigger than 2 tiles tho.
It seems to be very random if their AI decides to do it or not tho.
aye they can also just walk over small ones
Do they randomly jump while sprinting at you? 
I wonder if what I saw was just that random jump that happened to also jump over that hole by coincidence.
also does anyone know armor calculations? i might mess around with that if no
armor calc is the same as ror/ror2/league of legends
k
It's probably the exact same as the original, which copied the League's formula:
Received damage = Incoming Damage x (100 / 100 + Armor)
indeed it is!
thought it would be different because i dont think ror2 has armor per lvl
and damn acrid really starts with a 0.87 damage multiplier how neat
Some people think that it's diminishing because a single point of armor grants "less" damage reduction at higher armor values, but in practice you gain 1% more effective health for each point of armor.
100 armor is 50% damage reduction, which means that you have effectively doubled your health.
200 armor is 66.66% damage reduction, but your effective health is tripled.
300 armor is 75% reduction, but effective health is quadrupled.
Etc.
stats for archaic wisp - left to right:
- hp
- damage
- hp regen
- armor
- speed (x10 to get km/h)
wait you can just do that????
i was so nice to give items corrosponding to stats
@granite flax it was a fun thing to program
oh my god that RULES
yeah lol @spring storm figured it out
Their prices are "rewired" to show stats of something specific instead.
@granite flax i already updated everything on the wiki, all was right besides acrid starts with 15 armor for some reason
how's it work, out of curiosity?
they're such a nice touch
oh my god this is brilliant
@granite flax every step(frame) i update the prices to the stats of the character
Wouldn't mysterious vial be more fitting for hp regen?
basically at stage start we spawn an enemy
then we have a trigger for when any enemy spawns
if that enemy is the one I want to measure the stats from, I update the multishop prices with its stats
bungus
Some of the trial scripts are stored in a JSON, and the JSON contains code stuff that the game reads in and converts to actual code.
And here I thought it was just testing random prices
i know that part haha
Oh
[
"if",
[
"is_object",
[
"get_arg",
0
],
"WispG2"
],
[
[
"set_cost",
[
"get_instance",
"Shop1",
0
],
[
"*",
100,
[
"get",
[
"get_arg",
0
],
"hp_regen"
]
]
],
[
"set_cost",
[
"get_instance",
"Shop1",
1
],
[
"get",
[
"get_arg",
0
],
"armor"
]
],
[
"set_cost",
[
"get_instance",
"Shop1",
2
],
[
"get",
[
"get_arg",
0
],
"damage"
]
],
[
"set_cost",
[
"get_instance",
"Shop1",
3
],
[
"get",
[
"get_arg",
0
],
"pHmax"
]
],
[
"set_cost",
[
"get_instance",
"Shop1",
4
],
[
"get",
[
"get_arg",
0
],
"hp"
]
]
]
]```
this is the code to update the shop stats, inside the onEnemyInit trigger
woops I thought it would let you expand or collapse
sorry
thats so elegant you guys are so good
The skillz of bg
also shops numbers are ordered from the middle so its annoying to read
besides that its all pretty simple
it's fun to cobble it all together
I wonder if anyone started working on a tool that lets us do these changes more easily. 
Yeah, I missed most of the updates and I'm out of the loop already.
I think I only know like 10% of what was discovered so far.
We did learn things pretty quickly
My only relevant contribution was spawning Blighted and Cognant elite bosses.
Well, they are not adults yet, so ofc they tickle!
Lordy their scaling must be terrifying
They have variable speed
Did you guys try to update the values onStep?
but id assume phmax is the max
for the player characters they're updated on step
@past stratus thats what i did first thing, thats how i got stats on lvl up
for enemies I haven't tried
Lemme check something.
cause I'm not sure how to get an enemy during the onStep trigger
you should get stats on lvl up for enemys if your trying to get them all
dont know what a "lvl" really is for enemys though
1 minute is basically a level I'd say
Jellies have a dashing thing, so I wonder if that's just a temporary move speed buff.
for now I just wanna fill the infoboxes on the wiki
sanctuary guard
also vagrant speed is not low? it's 20km/h
seems fine
I'll multiply the next ones by 10 in the code lol
Lizard man on lil legs > flying jellyfish
I'm pretty sure that it works just like health, where you have hp and hpmax.
i dont remember out running them that well idk
In the original, both pHmax and pHspeed exist, so I'm sure it works the same way.
They have the im far away dash
Yeah, just do the same for monsters.
yeet the code in enemyinit to onstep
Jellies are my first target because of their thing.
dont know why youd have it in enemyinit in the first place
oh wait there is a reason
how do you get the enemy in onStep
"get_instance" i think
alright I'll try!
["get_instance", "name", 0]
instead of get_arg
name with whatever enemy
hopefully will work properly
This in Commando1 is a good enough example, right?
yup I'm trying with stuff like this
not exactly the same but similar yeah
at least i dont think they are the same maybe they are
wait is it true that the devs mentioned workshop support? that would be peak
we can already make our own trials who needs official support/s
Ye they’ve mentioned that they are working on it, we are just messing with what we have access to at the moment
I went to the wrong chat that is my bad
just made me think why the hell did the devs torture themselves to make this shit programming language when they could have just not, ima prob go to sleep
They probably have a trial maker and it outputs the code like this 
ig so
I wonder if you can truly call this a language, but this such a deep topic and I can barely hold just the beginning of it.
god damnit these "if" make me wanna punch a wall
you have if statements, you can make and store variables, its good enough
i do wonder why they decided to store trials like this
if statements may suck ass but they are a thing
I need that meme about "programming is just bunch of ifs and elses."
makes me wonder if custom trials were something they thought about? they could easily add custom trials to the workshop when it comes out
even when it does its little dash
Can you check little jellies?
If (loop) then loop
onStep is the base loop already, so checks out.
Try the ph instead of phmax
same phmax
@past stratus nah we just make a script which recursively calls it self if it does not meet the condition
will try
its too funny of a while loop
Oooh
the most cursed while loop
The game already shits itself together in Acrid's race trial, I don't think our infinite loop is needed. 
i am unsure if we can have a argument to a script
but we can always create a object like an enemy to act as a iterator
then we have a 'for' loop
This honestly feels like Minecraft redstone, where over the years it evolved into this massive out of the box thing to build stuff with.
we can have a script onEnemyInit that kills the enemy if a condition is not met
yeah so therefore it might be turing complete, who needs more from a language
then we can run a script in onEnemyDeath that does stuff and respawns it
thats so much worse i love it
until the condtion is met and the enemy does not die
I can't wait for the "How we made a working computer in Risk of Rain Returns!"
how's that for jank
coding everything in enemy objects truely is the way
Also rather than killing Lems for a level up wouldn’t it be possible to get the players xp till lvl up?
@old summit ?
Hmmm
pHmax & pHmax_base are 2 for the jellies
They mean getting the level up XP requirement values.
As in set the amount of exp a lem gives to the xp the player needs
Neither of them ever changing? Aw 😔
Yeee
never

do we know the values
Nvm, that's even more specific.
["if", ["<", ["get", ["get_player"], "level"], 26],[
incremement this on lemur kill
WAIT
might work
could do that also

I gain 7 lvls per lemurian
a bit less
ok I think it's actually incrementing by 1 every time
i feel like i remember exp being randomized
wait no why did I only gain 7 lvls then
Try the barrel xp
game loves to randomize everything
i think this is my one want for a possible addition to the wiki so im just gonna reply to it and submit it as a suggestion this way lol
stumbled upon this, I am befuddled
just to look like other code
actually reasonable
I'm talking about the actual function of the code here
why make it look weird when it does not matter
it makes sense
🤔
I'll write it down somewhere
Doesn’t that just make the xp = xp??
bless up 🙏
["actor_dirty", ["get_arg", 0]],
still dont know what this does but they just copy pasting stuff so it makes total sense
yes exactly
I'm guessing some stuff can't affect dirty actors
no idea what
if I put the Lizard's XP to 1, I gain a level every time I kill one
so it seems to be working
but I have no clue why making them worth 100 doesn't lvl me up to 100 then
Do they drop only one or multiple orbs?
1 orb if I put 1 XP, multiple if I put 100
Yeah, then it's really weird.
but it works, the score goes up every time I kill one, and I am lvl 100 with 99 killed
small barrel gave me 3 lvls
aaand that's it for me I rly need to go sleep
european time zone 
Same
cya everyone
do we have a list of enemy names
We have so much in common. We should sleep togehter. 
i kinda would like to mess around with loops and potentially a loop to spawn alot of different targets to spawn different enemys
lang file, the "actors" array
just remove the 'o' before the names and you're good
we should absolutely go to sleep yes 

if i can make this work it will easily be the worst code i have ever written
Let us know how it goes
You can always make it worse.
All the Huntress abilities are now Dummy gif'd
do drones target the dummys, would be nice to get drones stats and stats per lvl n stuff
sleepy time though
They do
I was thinking about making dedicated pages for drones with their stats
We should be able to get their health and everything
I'm still not tired btw, so yeah... 
Drone page is up and I have an idea too btw.
Lemme see if I have the example that I made in the other wiki.
Don't you have work or classes or something you need to wake up for lol
Nope
Lucky you
Also I meant pages for individual drones
Or at least each drone class
Yeah... That doesn't sound very efficient.
Drone class is definitively better, but I would really try to solve it first on a single page.
Yeah it's probably overkill, just wouldn't want the drone page to be too cluttered with the different stats
Hear me out
Except, without the hitches that this... thing caused.
I don't reven remember how I managed to put 3 infoxboxes next to each other horizontally, but I do remember that I was suffering with so many buggy stuff. lol
(Reuploaded without the clutter.)
You also don't want to know how I felt when I saw that the description of these items were hidden behind a template. :)
We do have a cols template, but I haven't tested it
Putting them next to each other should be fine, since there are no more than 3 drones for each "class" (right?).
Phones would simply display 1 at the time and you would have to scroll for the next.
Yeah 3 is the max
We'll see when we get to it I guess
I'm kinda bad at visualizing stuff so not sure how it's going to work out but I'm sure we can figure something out
We got the base of the infobox ready.
A new feature added to Risk of Rain Returns is Game Rules. Game Rules enable the player to change how the game works in order to fit the experience to their liking. Game Rules are referred to as Classic, made to closely match the experience of Risk of Rain (2013), or Modern, the way Risk of Rain Returns was designed to be played. Specific Game R...
Looks good!
Are there any other collectibles that are in the modern variant stages, there def are logs but like prism shards? I think those mostly were in classic varaints but not 100% sure
There's a couple artifacts that require one of the new variants
Those are mentioned
I've never actually paid attention to see if Tempus is on modern or on all of them
I should do that in 2 days
I mean logs are just tied to their stages, so it makes sense you need Modern stages for the Sunken Tomb #4 log or something

Prisms aren't necessarily tied to game rules so idk if it should go on there or not
but there are relatively few prism skins anyways so I guess listing them wouldn't take too much space
They could just be in a general notes section
and now, without the funny smash melee sound effects:
https://www.youtube.com/watch?v=FceoKlDjn-U
Gold Rank: 0:45.0
My Time: 0:14.8
Another fun little reference trial. After many many reruns I don't think I can get a better time than this unless there's another route that's even speedier.
Completing this trial unlocks Throwing Axe, an alternate primary skill for Miner.
i'll add Miner's videos to the wiki shortly
Doing the gifs for Enforcer now, and wow, Disperse actually sucks ass 💀
i feel like you could make an entire separate gamemode for break the targets
i still barely understand how it works
does he just aim where the enemies are? or does he always aim down in the air and always up on the ground?
Always up on ground, down on air
i swear i had some instances where he changed from aiming down to up
But it seems like it only hits once if it's anything other than a boss, maybe?
maybe if you land before it finishes? 
this does seem to be the case
such a strange ability
awful
I even tried it on a colossus, it does hit three times, but it doesn't even feel good
i mean it looks like it doesnt lose damage on pierce, which seems pretty great for crowd control
perfect for when youre running away from things on a rope
It only hits small enemies once, and the Shotgun does the same thing
Suppose there's no arguing the rope thing, though
I don't know what it has for hitboxes but it's WEIRD
It does not feel like a good ability at all
Also I don't think the "hits bigger enemies harder" thing actually applies to bosses
But like, I don't even know
I'm pretty sure every single thing enforcer has is an AoE
All that means is all 3 blasts can hit, there's no innate extra damage as far as I can tell
It only hits Greater Wisps once
so "bigger targets" either means Elder Lemurians or Bosses
You sure it's not just because the hitboxes don't overlap at all?
I suppose I just expected greater wisps to be bigger, maybe.
In any case, all the Enforcer gifs are done, which means I've played enough enforcer for my lifetime
How tall is the beam ball
By the way, are y'all using a specific testing trial? We should probably have that pinned
I've tried very hard to think what the 'beam ball' is, but I can't figure it out. What is this
We all sorta have our own at this point, I think.
Gotcha, I'm gonna make my own, with blackjack and HAN-D
The bigger wisps as they are both balls and shoot beams
I can post mine I suppose, but I'm not really equipped to explain how it works cleanly, Elbry or Poiyuk understand it more clearly
Here’s the last group copy of it
I never actually internalized them as balls, so that reference soared straight over my head.
Ye I’m happy to attempt to answer anything
They seemed pretty tall, though
It’s a way we were jokingly categorizing monsters a while ago 
This is what I've turned my copy into, so far
And for any items we have a page in the google sheet that has all the item codes
Enforcer gifs are now all in the database.
i am dead serious about the intricate ball/beam dichotomy
thank you much better
Do we know if artifacts can be enabled?
I've also now just put all the ability dummy gifs into my user page, so there's one convenient spot to look at them and pull from.
https://riskofrainreturns.wiki.gg/wiki/User:Decc
good embed
Oooo
blink is using cluster bomb's gif ^^;
whoops
Bandit done, kinda funky showing off the on-kill abilities, but some sacrificial jellies have made their mark
Aaand now added to the user page
I made sure to link the right ones, this time
Big brain time
Yeee it’s come up in a few convos
Can't do anything except jump, but you keep a nice pose
The style points
Wait where are these?
Is this a part of the game?
I'm going to say "yes", because the efforts of people here made it that way
The GIFs I have been making myself, using a torn-apart and reassembled "Trial" that Elbry, Poiyuk, and bgkillas put together
works for merc parry too
Stalling merc parry is advertised in the description though, while Bandit is otherwise hidden
ah
CHEF is gonna ruin your day
putting base and boosted in the same gif:
It'll likely be how I do it, I think the most annoying part will be getting MINCE all into frame...
btw you can reduce the dummies' HP to show these off
Huh, I hadn't actually thought about that..
After HAN-D is finished up, I'll go back and redo those
im going to go through and hopefully do all the drone pages tomorrow :]
its so annoying because you cant hold it down to spam it if you have the items
😐
we should also get the attack speed diff per speed drone
need to find what attack speed is called
seems like pHspeed is an entity's actual speed, but it can go into the negatives if you're moving left
and then it doesn't show up on the multishop cost
pVspeed is falling speed
gonna start noting these down
@granite flax ball counter
damn, good job this looks like a lot of work
for the judgment page are we just gonna want a video of a run for every character?
@void flume you can add these to the trial to have 100 uses of each skill without having to rely on items
doesn't work with HAN-D drones though
I think just a generic run-through would be enough, probably?
10% increase per drone!
how does it stack with items?
it's just additive
for instance here I have one syringe (+12%) and 4 drone buffs (+40%)
overclock also just adds 30% on top
need a way to make the platform above longer or reduce distance between shops, I don't like having it on the ground 😭
@stuck saffron would be a bit ugly but you could put it on the right platform
yeah I guess
btw I found this website for RoR1 modding with a bunch of variable names and stuff https://saturnyoshi.gitlab.io/RoRML-Docs/misc/variables_actor.html
I think a lof of it still applies here
can't you just spawn the bonus stock pickups?
probably yeah
but killing infinitely respawning lemurians with 1HP works too
It's probably attack_speed. Everyone should start with 1 by default, and I think only frenzied and blighted elites have more.
check below lol
ahah good "morning"
@stuck saffron, are you up?
yeah
I got an idea: I wonder if you can track speed or similar values of certain projectiles.
probably can yeah
only thing is, not sure these have pHmax or pVmax
I can try and find out
Everyone should have both.
I'll try with some bug archer bullets and see
I was trying to see the name of flame chakrams, but did not find the objects themselves yet.
Slightly unrelated: Finally putting real thought into the skills. Do you already have some ideas or directions that I should be aware of?
off the top of my head:
- there can be multiple icons for a skill (engi mines, enforcer shield...)
- we need a notes section for each skill
- probably an optional space for CHEF boosted / scepter skills (kinda like the RoR1 wiki does it) - or we keep them separate, but I think this might be better
- cooldowns need to be displayed
it says lynx totems stomp does dmg but from what ive seen it doesnt actually only knockback
First try thing
we can use this to get wandering and young vagrant's ball damages btw :)
damage is stored in the balls
Very specific kind of wording.
its the technical terminology
it's not working unfortunately
aw man
it detects the entity correctly, but the shop prices are updated to either 0 or negative values
and nothing is displayed
so it's probably a variable name issue

no ball calculations 
oh also we need to make space for @void flume's gifs but I don't think they're all the same size so maybe they'd be on the side outside the skill box
I was thinking that it should be in the notes/more/extra whatever you want to call it tab.
maybe it could be there yeah
Or alternatively, below the main description. It could fit. 
I HAVE A VALUE
SEND VALUES
turns out
there is simply a "speed" variable
no "damage" for projectiles though which is weird
god are we going to have to test every projectile in the game
So those use the GM built-in speed variable?
I'm gonna try with different projectiles to make sure it's really this
Can you check for direction?
These are basic built-in variables that all objects have in GM by default.
You can decide to use it or not, but I assume that projectiles like missiles and the orbs were easier to just use these than have your own movement code.
only speed seems to be stored in the balls
Huntress fires arrows at 180km/h 😲
Btw, this confirms that 1 pixel = 10 km/h, right?
not sure
Guess balls aren't versatile storage devices
She is either ripped or the bows are making it very easy.
Alternatively, both (head-canon).
Oh yeah
Enigma isn’t an item
It’s an effect applied to you
I thought I could use the equipment chest in Risk of Rain to cheese it but it didn’t work and just shuffled my new equipment 
what happens when you stack atg rocket more than 10 times?
Supposedly nothing, but I guess we haven't tested it?
wiki gods I come with a humble question
do all money related things scale the same way, like life savings and golden gun
like same speed/amount
Generally speaking, yes
It's a bit offset later on as more Elites start spawning, which generally puts it in your favor as you'll start outscaling the pricing
Yeah but I mean
since life savings is 1 dollar per 3s
and golden gun is 700 dollars for max effect
if lets say I never kill anything, will I need 700 life savings at every point in time to max golden gun out in its first proc
Yes, that should in theory be the same every time.
Golden gun is always $700 to get the full effect? It doesn't scale with time?
Life Savings also scales with time, to clarify
Ah alright
🙏 thank you I forgot to say, oh gods of wiki
no radians :c
day ruined
added Acrid's videos to the wiki
Good. Rad, Cos, and Sin are scaring me.
average sin fan vs average sinh enjoyer
In items section "Tough Times" has a description of a "Energy Cell"
ah, thanks! will fix that :)
Mistake in description
0 is right, π/2 is up, π is left, 3π/2 is down, 2π is right, 5π/2 is up, 3π is left, 7π/2 is down, 4π is left....
☝️🤓 erm ackshully its pi/2 not 2/pi
Did archery as a hobby and can say without a doubt that Bows make it easier to fire at high speeds, especially compounds with a heavy drawback, now huntress doesn't have a compound i dont think (it looks more Recurve) so In this ted talk i can deduce that Huntress is Muscle Mommy
Yeah. My bad
Thanks for correction
...is this a joke? i cant tell with math
ah ok
I approve of Huntress being a Muscle Mommy
providence swaps places with his clone whenever he does the sword ground slam shockwave thing
huntress 🤝 ror2 loader

Anyway... A comment that officially makes it official that they will make modding support.
Pray for it to not be iceboxed or scrapped.

no way it vanishes
I was told in RoR1 and RoRR Loader is a male
my waifu 
yeah it’s a different loader than the ror2 one
Officially official mod support, nice
sarn's in charge shes gonna kill it
She already gave us some fancy tools to make our own sandbox. Whatever it was intentional or not.
Sarn is a hopoo dev?
Bizz confirmed that she was the main programmer.
I wonder how much she carried over from the old stuff, considering that many of the variables have the same name as the original.
Don't fix what isn't broken 🤷♂️
Then no wonder that the networking was probably completely remade from scratch. 
they kept a lot of the naming conventions because i think its just what they were familiar with!
sarn made the ror1 modloader, so it was all very familiar i think
i'd imagine thats why even the new enemies follow old naming conventions
wonder whats naming convention in other sarn's projects and if its the same as ror
in the data/stages directory, there's a stage called riskOfRain_EMPTYSHIP.rorlvl, along with variants 1 and 2 of the stage
does anyone know when this appears in game, if at all?
i loaded into that map and it seems like it was used as a test enviro of some kind
I don't see it listed anywhere in the program binary, but it might be listed in the data.win (but unsure, I haven't unpacked that yet)
its just the final map missing all boxes and broken parts of the ship
still has the blast doors tho
yeah i was wondering because im trying to parse it and the file seems kind of wonky compared to other stage files
no she just transitioned and returned to the planet it was revealed to me in a dream
but if its unused then i probably dont have to worry about it
Which part of it is wonky to parse?
It's got a lot of layers (34), and a ton of "aftermatter" (triggers, etc.)
mainly im just referring to the first layer having the tileset ":bShip16", which isnt preceded by "ror:" and seemingly doesnt exist in the files
apart from that i didnt look into it too much
Yeah, probably just an old map file, I got the same parse: { name: "bShip16 -10", tileset: ":bShip16 -10", tile_count: 97 }
Have you figured out what the 6 bytes of each tile correspond to? (i.e. x,y, or tile num, etc.)
yeah i actually made a little map viewer (very broken right now though)
i'll make a drive link at some point for what ive documented
Oh nice, I've been working on a parser too for the rorlvl files, but I don't have much more than what you shared previously. The post-tileset triggers is giving me some trouble to figure out all those marks are and where they separate between triggers and other stuff (whatever it might be)
anyways the tile bytes are as follows:
1: texture atlas X
2: texture atlas Y
3-4: pos X (little endian)
5-6: pos Y (little endian)
i'm just focused on tiles for now, will look at the objects after that though
Awesome!
uploaded Merc and Loader's trial videos to the wiki
i thought i fixed that earlier wth
I wanted to fix it but don't know where that info is
i thought it was here but i checked and my edits are still there on that one
so im not sure how to actually push them through or if its just a cache issue or what
got confirmation on young vagrant damage! adding it now, could someone check its speed in-game? ^-^
woah, the enemy cards look sick
the team really knocked it out of the park with the formatting of the wiki
so true
Might need to rebuild it? Think that's how it also goes with cargo
It's a cache issue, need to purge the page
It's in the "more" menu
Also Decaying Sample is missing a { at the beginning of its description
Can't fix it rn sorry
Gotta thank @past stratus for the design!
typo fixed and cache purged!
rip bozo lol

Timekeeper's not an active item tho?
It makes sense. 
I wonder if the person who added this checked this interaction before.
That only works on engi turrets but thats kinda different altogether
Yeah they misunderstood the interaction lol
not me realising I forgot to include Scavenger in the enemy data
#risk-of-rain-returns message is this true orrrr
No. I’ve held up to like 4 at a time and that got to ~36 seconds
trying to test it but the game crashes if I activate a teleporter and don't designate a boss to spawn
there's a "fake" teleporter activation that doesn't trigger enemies/bosses but it also does not trigger umbrella's effect
could just use equivalent exchange map @stuck saffron
doesn't the teleporter there trigger the end of trial immediately
no its the one that spawns a boss
doesn't use the regular activate flag for the teleporter either
it's the "fake" one I think
when you load into a normal stage file does it spawn in real teleporters?
i never checked
nah ok I got it to work
just had to add a boss to the list of spawnable enemies
otherwise director doesn't know what to pull and it crashes the game
how does infusion work with the turrets?
ok 2 umbrellas isn't even 30s so the wiki info is definitely wrong rn
thats what the log book says so idk where the wiki got that
I assume turret kills increase the turret's health, but we'd have to check
should check that and hitlist at once
log says 15s (incrases per stack)
doesn't say how it increases
but there's definitely diminishing returns after the first
how many values do we need to establish the formula?
but it normally does say how it increases so i assumed diminishing, ig its not that obvious
how many decimals are we getting?
prob like 8 because of low precision
I don't know what the buff is called so I can't really time it like that :/
just using the TP timer right now
yeah ik
it seems to me that it permanently increases turret health, even upon destruction adnreplacement it doesn't reset. however, turrets have to kill the enemies to gain hp and enemies killed by the turrets don't give the player any hp
huh turrets keeping the HP seems weird
another thing to test
anyway to see turrets hp numbers?
yeah there is
right now I'm trying to see if I can find a way to display umbrella's duration
will get to turret HP after
i mean in a live instance
yup
how can i do taht
I think they are asking if they can just flick an option to see it
oh, apologies
we can modify and create trials, and there is JSON pseudo-code to do stuff in them
bgkillas figured out that multishops prices can display decimal values, so we're replacing multishop prices with different game values
and huh, really need to write a guide on how to do this stuff
just like document a trial verbosely
and have documented code for other stuff that is not currently in use
i wouldn't mind writing that if you give me an updated file with whatever new stuff you did
my file is a mess lol
that just means verbosity
it also seems that items only apply when updating the turret through replacement or distruction
that is how it works in ror2
It looks valid, considering how it works in RoR2 too.
oh I didn't remember that
:c turrets dont inherit your gold makes me mad11
can you actually check if turrets even have gold
well apparently it works with life savings
they dont ssem to, golden gun bar displys 0
but I did leave a feedback post saying they should inherit your gold
alright I've tried: umbrella, umbrella_dur, umbrella_rain, umbrella_rain_dur
just get a couple values we dont need decimals reaslistically
do turrets inherit snake eyes crit efffect? does it get updated live or after updating?
should try _timer or smth
I don't think they inherit your buffs, only your items
i see
so unless turrets can activate shrines, they'll never get the snake eyes buff, from my understanding
maybe they get the crit chance buff if they activate shrines themselves xD
someone correct me if I'm wrong
alright good cause I can't figure it out lol
btw Umbrella seems to deal 125% dmg
never noticed that it dealt damage
yeah it's in the description, but no number
does it proc a certain amount of times per second?
it seems to proc every second kinda? but it's not consistent so I can't tell for sure
got this for umbrella's duration for now
seems weird
I feel like I should wait to upload Chef’s “The Right Ingredients” trial
Either that or I could just do it as god intended
Cause right now it’s bugged
just a flat +5s after the first two stacks, then a heavy drop-off somewhere between 5 and 10
it is?
You get points on any kill
When the trial says you must cook
Also the “score penalty on deaths” doesn’t apply
ah true I did notice that
To save a headache later I’ll just do the trial how they wanted you to for the video
well @vivid laurel here is currently recording and uploading gold rank playthroughs of every trial on the wiki
maybe that'll help you
I’ve uploaded everything except pilot, chef, drifter, and judgment
I’ll be doing those later tonight hopefully
Judgment will take a while 
btw @granite flax should we add a link to the trials page on the wiki's main page? seems important enough to put there
yeah I was gonna ask about that
I kept having to go to a page with a navbox to get to it
Could probably just use the judgment icon for it
yeah that's what I was thinking
but let's wait for Gummy's opinion
we can create our own trials? unless there is a hardcoded limitation we can freely edit the layout of a trial
haven't tried yet but that opens sme possebilities
trials layouts are in .rorlvl files, which have not been fully decyphered yet
anyone know who is in charge of the ror1 wiki
there are cryptic passages but they seem to describe he tile layout and the stage properties
but we can manipulate pretty much everything else
which trial is arena_bridge ?
doesn't look like it's used in the trials
looks like this (ignore the lizard I spawned it)
more meaningless test data
i see
On the wiki.gg site (I assume it's the official one) there isn't a page dedicated to challenges
Completing an Achievement, Challenge, or Trial will unlock either a Survivor, Item or Equipment (that will start to drop in subsequent runs).
they of the blessed name, wiki gods I come to you with one more plead
is attack speed capped
huh, why would syringes be capped? and yeah in general
lemme try to spawn in with 99 syringes lol
i do not thing so. in ror2, only the animation speed was capped, but the dps would still grow
pissin' beam
kinda goes crazy
The original game capped the amount of attack speed that you can have from Syringes.
one atg mk. 2 with this would be hard af
could you also test how infusion works with turrets?
never knew
Also, I would assume that the technical cap would be 60, since I don't think that the game has code for attacks that would happen at sub-ticks.
This is not for attack speed, but for number of attacks per second.
yeah tbh 120 or 1200 attack speed does not seem to change how fast I kill the test dummy
Time to min-max every single survivor to see how much attack speed you need to cap out their primaries.
So by thenicality there is a cap its just not capped
Very few games seem to allow for subtick updates. You would have to increase the frame rate to increase the number of game updates per second. (But this also often affects physics and game speed)
It's more like limitation of how games/programs work, but I guess you could say that.
thats what im saying
I'll try
Just say that attack speed is "limited by frame rate"
kind of, but not exactly, you dont have less attack speed when your games fps drop ower
If I want to be pedantic, then it's not attack speed itself, but the number of attacks. 
The game is actually slower when lagging, so it's everything.
yes
lvl 1 engi turrets base stats
they be zoomin
speed is *10 lol
ik
but yeah they have 20km/h speed for some reason
hp does go up on infusion kills
and they retain the HP when summoned back
see if hitlist works
that confirms my hypothesis
it does also increase their dmg and persists
need to check if engi gets it too
engi also gets the damage with hit list
ho does arms race work on the drones?
description seems pretty clear
sorry i mean on turrets
it does nothing for the turrets
hmmm
Sticky Bomb seems to be doing 200% total damage and not 140% as advertised
+100% / stack? wtf
tasty
i asked devs and was told its so vague because its complicated, but it doesnt cap
so we'll just have to power through that one specifically
im finally back on rorr so i wanted to grind out a bunch of general testing and info today :)
yeah, will do!
yeah the increase per stack seems weirdly consistent up to a certain point
if you need help setting the test environment up ping me
naw ive got it :] i was following it closely back at the beginning, so im decently familiar with it
only thing i might need assistance with is using a teleporter-able testing zone a bit later ^-^
just make sure there's a boss in the enemy spawning pool and it'll work properly
Yeah, I need that too for counting Umbrella seconds.
oh awesome, ty
im going to start going through item by item and really getting into the nitty gritty of things 
@stuck saffron could also just make another enemy that drops items on death
yup true, just wanted to test the onInteractableActivate trigger
oooh could i grab that, actually
[
"create",
"Chest1",
2130,
1972
]
```this in `onStageStart` to spawn a chest
```json
"onInteractableActivate": [
[
"if",
[
"is_object",
[
"get_arg",
0
],
"Chest1"
],
[
[
"create",
"Chest1",
2130,
1972
]
]
]
]```and this somewhere in the trial to spawn a new chest when the old one is activated
yayyyy tysm!
also the names of the items in starting_items and in loot_pools are different for some reason
yeah, i got that XD
hey guys, does this moon in sky meadows hide something else or is it just part of the stage?
seems to hide something
looked for this on the channel and found nothing
Not that it helps but I do not think it does, no.
its just part of the tileset, its in other variants too
item stacking (in general) appears to be truly limitless
i can stack enough keycards to cause a 10 minute load time with no actual issues beyond that
awesome
ooh nevermind
oh?
it definitely has a limit, going too far just puts me at 1 keycard
time to spend an hour waiting through various load times to find the real limit :)
lmao good luck
tested 14 items so far and only 1 had wrong numbers in its description
are you going in any particular order? dont want to overlap
Since modern GM is 64 bit, I would assume that the "true limit" of the stacking itself would be 18 446 744 073 709 551 616. Then it overflows.
well, it returns to 1 long before that
Yeah
going in order of the list on the google sheet
Item effects would probably overflow way before that. I assume you would also be having other issues at that point, like massive lag.
oh for sure, thats why im testing with keycards LOL
im just looking for the actual true limit of how many of an item can i hold, no other parameters
Can we show "amount of stacks of this item on this player" on the shops?
what usefulness would that bring?
I'm dummy and forgot that the HUD shows.
I have just woken up so if people need editing privileges on the sheet lemme know
that might be handy, actually! ^-^
Yee send the request and I’ll add you
will do!
decaying sample is worse than I thought
each orb deals 50% damage and not 100% like the description says
picking up a stack does not increase the damage
I assume when you use the teleporter and spawn new orbs in, then the stacking might work
but I can't test it rn

strange results for my stacking also... it looks like if there is a stacking limit, i can barely test it
i cant spawn with more than 2147483648 items, but i can spawn with that many and stack beyond it and then go through a teleporter just fine?
well if it's really 2^64-1 I don't think you'll ever be able to reach it lol
oh weird
yeah
this was more for curiosity than any like... piece of usable info
nobody is going to stack this many items
and if they do i think thats an achievement in and of itself
32-bit integer limit
aye, thats where i began my testing from
Wait what
but you can stack more without causing an error? that's so weird
its very weird!
That's weird.


