#ror-wiki-discussion
1 messages · Page 14 of 1
Random question but do you think it would be possible to use an activatable to spawn in a different map?
I think so, given we have judgement
True true
even going to a different stage (tested with judgement) with more than 2147483648 didnt cause any errors (or even a long load time! only the initial spawn ever had the load time)
nevermind it doesn't work
ah wait
might have it
it does work!
Atyyyy
[
"stage_load_next_room",
"arena_Final9Temple.rorlvl"
],
[
"stage_queue_next",
"ror-templeOfTheElders"
],
[
"stage_end"
]```basically just this
was missing the "stage_end" part
Fair otherwise you’d leave a lot of open things
yeah, in judgement the next stage loads as soon as you step into a room, then on the last enemy's death "stage_end" triggers
even with 2 orbiters damage doesn't go up after leaving a stage
but it might be a quirk of trials and not representative of real gameplay
Does spawning in with more do anything?
well I did spawn in with two actually so no
lol why did I focus on the teleporter and not just check my damage when spawning with 2

it's 2 am 😭
are you testing damage on judgement stages?
no don't worry
that was just to test teleporting to other maps
damn decaying sample is horrible
time to test thallium 💀
holy shit I think it really scales based on enemy damage cause right now it's doing 1 per tick on the dummy
trying to test it, but it's tough because changing the dummy's damage doesn't change the damage
so I'm setting up another enemy to check
also seems like the the debuff resets their speed for some reason
tried with damage and damage_base
I wonder what the interaction with that and chains is
were you actually able to load into Prov Finale art prototype.rorlvl? i get a crash trying to start it
maybe it doesn't like doing -150% * 0
yeah i got a crash
weird
im trying to figure out how collision was stored and wanted to see if it had collision boxes
anyways heres what it looks like if anyone's curious
What tile set is that?
BackTiles1_ProvFinale and ProvFinale
damn you've been working hard
Just search for mask in the assets, then align the origins.
2*500% makes no sense with the values I'm getting
I remember the slow is scaling so the damage is scaling as well right
sGolemBeer... Pardon? 
so thats what that food is
The problem will be does it get to the 2x500(or whatever it is) or will the last tick happen before it
the mask of what? the tileset?
does 1 + 2 + 4 + 6 + 7 + 9 on a Rock Golem, which has 34dmg
Excuse me?
Oh
You meant the collision of terrain and not the other gameplay objects.
Fuck it’s gonna be rounding
if I keep firing and trigger the debuff again and again, the damage caps at 11 per tick
just set your damage to like 100000 or whatever to get more "decimals"
it's not based on player damage
Ye set the enemy damage to it
oh yeah
Nvm, no idea then. I don't seem to be able to find a core object that says "I'm the terrain". 
wait setting the damage to 1000 doesn't work
so there's variable for max damage or something
I just remembered we tested that
or base damage
but we can set damage to 0 so it's probably max damage, like for HP
Try just setting all its stats up to see if it’s one of the ones we have access to
looks like it might just be damage_base
it may be scaling off of something else, like the global difficulty scaler
would be weird but its still "enemy damage" kinda
Do you know if there is a map size in the header, or maybe an offset? Some stages I see seem to use different origins. Some tiles have map coordinates that contain negatives, and others are all positive.
Have we been using damage base for the enemy stats 💀
7 + 107 + 207 + 307 + 407 + 507 + 574 + 600 (cap) - with a damage_base of 1000
shouldn't matter, damage = damage_base on when no scaling applies I think
I'll confirm after
What is the 74 doing?!?!?
That definitely would make sense
vibing
actually let me capture some footage cause the numbers are weird
is the 2x part of the 2x500% happening?
yeah i just figured this out today, 0x12-0x19 of the header contains camera boundary info
| 0x12 - 0x13 | int16 | camera left boundary |
| 0x14 - 0x15 | int16 | camera top boundary |
| 0x16 - 0x17 | int16 | camera right boundary |
| 0x18 - 0x19 | int16 | camera bottom boundary |
it looks like the non-trial stages use a top-left of (0,0) but the trials have a variable top-left
basically to get the size of a stage you just add these points together
here this is wack
If it’s using bonus damage damage popups at least we get those correct
yup
Perfect, I figured it had to be in there somewhere!
it says 2*500% over 3 seconds
kinda
Does it seem like after you proc it again the new proc starts at where the old one is up to you as well?
Somewhat
I get 2 ticks of dmg really fast sometimes
and yeah I think that's correct
Ye that might be the second proc and then it syncs in underneath the other one
prob nicer to have 10 stacks to be garenteed but this sure is odd
still not sure about that damage calc
I'll try
...
oh yeah I'll try back on the dummy since I know the proper stat now
So the first hit uses the current damage number it’s up to but also resets the duration maybe?
set your damage to 0 so we can just get proc damage for hp bar
I don't even know
Fuck I think each new proc is the damage that shows as the damage number but it’s got a ramping decimal that it uses
seems to proc every 0.5s for a total of 6 procs over 3 seconds, and triggering it again prolongs the duration
max number is 600, or 60% of base_damage - 600x6 = 3600, which is nowhere close to 500%x2 of base_damage
so yeah I dunno
I'm gonna test the rest of the red items lol
yea this item is dumb
so its really atg mk.1.5
i beat stage 3 as han-d while staying at high health but the achievement didnt unlock
i think that one need high health the whole run but not 100% sure
im pretty sure i did that
stopping the item tests for now
Thanks for the help! I finally got some good renders (that aren't off camera viewport). Just working on some camera movement now.
Are you making a stage viewer?
Sorry if you already said, I blacked out while testing Thallium's damage
Both Kirbo and I have been yes. Kirbo’s is much more along and probably a better renderer. There also might be others, but I have borrowed some of their notes for parsing the rorlvl files.
Huh? How can you have variable top-left? 
Do you mean the camera's starting position?
its the boundaries which the camera can't go past
so as an example if the top left boundary point is (-10,-10) then the player can't see tiles past x=-10 and y=-10
the same applies to the bottom right
Ah, so some rooms cannot be fully seen.
it seems to align with the tiles that actually exist, there isnt anything "out of bounds" so to speak
although theres definitely things that you cant get to normally, its just that the game wouldnt stop the camera from going there
I'm unaware of GM letting you have different starting positions.
Hence why I was confused.
honestly i dont know anything about GM, ive never used it, but thats how i interpreted those values which seems to work for my map viewer
Rooms always start at 0,0 on top-left, so it was strange to see "variable origin."
As far as I know, you can't set a room to start its origin somewhere else.
So those definitively have to be some manual boundaries for the camera.
I wonder if I can help with anything.
i actually just published the tool i made to github if you want to try it out https://github.com/hmrrrrr/rorlvl-tools/tree/v0.1
should work with every stage minus the weird EMPTYSHIP one
how come emptyship doesnt work? :o
it uses an invalid tileset that doesnt exist in the files
But we managed to load it in before, no?
im not sure what it looks like ingame
Not sure we tried this one
it loads fine in-game
well its just broken enough for my program to break but i guess the game can handle it
ive been there, its an undamaged and unfurnished version of the contact light
wait nevermind i just tried again it loads
still a little broken though
The good old "It works when I ask the IT experts" but for RoRR maps.
lmao
Nah it's "it works on my machine"
if anyone tries to use this lmk if you run into any issues my installation guide is not very helpful
The installation guide is already more complete than the usual docs on other projects.
Time to go see what fields I’ve missed in my parser lol
you know i just now thought to search "risk of rain returns" on github and it looks like theres other projects that try to do this so i'm thinking the same thing
What are they doing, not coming here to discuss this 
Talking of discussing: Elbry, wanna hop on vc and figure out the skill table together? 
Sorry, I'm in bed and going to sleep very soon
Wanna do it tomorrow?
Bold of you to assume that I have a sleeping schedule like this only on weekends.
I would probably collapse at my desk if I did this during the week
@void tinsel This file seems like it might have a lot of the rorlvl format, not sure if it's correct or not, but it matches some of the fields that we both have seen: https://github.com/steviegt6/rorr-mods/blob/master/src/ProvEdit/ProvEdit.yyp/extensions/ProvEditLib/LevelFormatLib.gml#L237
does there need to be an achievements tab
if it just redirects to challenges anyways
HP 80(+28) Regen 1.8(+0.18) Damage 15(+4) Armor 0(+2)
confirmed: lemurian cavalry's boar (isolated) can jump/fall
Now that I think about it there's probably a variable that just tells us this stuff
can jump = yes/no maybe?
is google sheets down or something? I can't access the one with our test data
I seem to be able to access it.
Should the fact that the rift chest appears in judgement be mentioned on the wiki?
Noticed that it currently isn't mentioned on the Risk of Rain stage, nor in the judgement page.
oh yeah it works now
has anbody tried extracting the data.win yet?
it is mentioned on the risk of rain page, but it is called "Equipment Transfer Chest"
though you're right that should be corrected
Yes, but not that it shows up in the judgement trial.
we can get sprites from it but not much else
yeah, YYC is the problem i think
yup
true! anyone can edit the page, you can add a small note there if you want
Ah, can I? Will look again more carefully.
Hmm, would need to make an account.
on what platforms is rorr currently released?
PC and Switch
there is a code branch pointing to xbox one and ps4 compatability
also a mod support switch, but i think mod support was confirmed already
Code branch? 
not a code branch what am i saying 💀 a constant
might also just be default game maker
i'll just dm a picture
erm that regen and damage scaling is WILD
regen is on the higher end but HAN-D has the same for instance (mercenary has more lol)
damage scaling is wild but his skills are trash to compensate
his skills are good tho(the special)
its like, the best ability
yeah of course, I meant his damage skills
+3.6 speed or whatever
oh yeah lol, but i love the fish flop and its goofy momentum lol
it is the funniest skill
what
it's basically his only source of direct damage
the primary has decent attack speed and has that scaling also items carry it
the secondary isnt bad tho, its stun and inf peirce is nice, just the range but its for being able to have an opening to escape or attack due to his hp being the lowest
there are some shrine textures i havent personally seen in any of my runs, one is a man witha sscarf and the other is a man standing on a stone egg
oh fr? what do you think they might've done
I've ran some tests with those
really? what do they do?
this one is like a large health shrine, takes an increasing amount of HP
yes exactly
gives you temporary boss items
don't remember how many
4 I think
then there's this one, which just self-destructs
and I don't know if there are others
Added the info to both pages.
kinda looks like a lynx totem, kinda
thanks!
this is a large health shrine, you can encounter it in runs
oh ok
i have also found a picture of a lemurian witha gun in his hand
https://cdn.discordapp.com/attachments/901215877075177533/1178344960400031764/lemurgun.png?ex=6575ce43&is=65635943&hm=49456b91e620e2c9afa21be7c5f8f02481b7779a46b856711c07a8f64ee5f683&
maybe its an achievement, but i havent seen it myself
i want lemurian with a gun character, NOW!
me too 😭
also a certain character ||(robomando)|| seems to have alt abilities as well as unused skins?
wait what wait what wait what
das my fav character
i might also be wrong, so dot get your hopes up
i mean, its a secret character which is very weird to get and the only way to find out is somehow by chance, or by having someone tell you, and its only info outside of a run is a description of what it do and "what" so it makes sense why he has no alt abilities
but a judgement skin would be nice
he hes additonal textures for ||a red skin||
o
and i think its safe to confirm that i have found an alt ability
i wonder if its programmed in enough that we could spawn in with it in trials
You are jumping to a lot of conclusions without sharing any of the stuff you fund.
We have probably already found it too, and perhaps even confirmed it since.
i can but im trying to keep his existnece secret as much as possible
yeah, you alreadsy have access to all the textures
We literally have the page locked.
It's wiki.
We also edit and all of us knows.
Just spoiler it.
just don't get your hopes up lol, if it didn't make it into the game there's probably no / non-functional code behind it
yeah but the idea that it became a concept atleast is interesting
i shouldve saif that differently, i meant that the icon is tied to an alt ability
and it would be cool to see robomando as a full on character
i found this ||https://cdn.discordapp.com/attachments/901215877075177533/1178349558250602547/image.png?ex=6575d28b&is=65635d8b&hm=8b645a95a02242d4207c48c9c056e965f65def6921de389ca4a5e6d24f906864&|| but youve probably already seen it
yup
why is there a guitar symbol for the controller screen in local multiplayer? https://cdn.discordapp.com/attachments/901215877075177533/1178351157920403476/image.png?ex=6575d408&is=65635f08&hm=1d60f8362cf554cc819ec131bed4515af732e588d6c034f74df581da88967b4e&
someone smarter than me figure out usb stick's damage formula lol
wait it's on the wiki
fuck
maybe it can detect a guitar Hero controller?
would be sick to kill providence with a sick riff 💀
isnt it just +20% damage per stack starting at 40% and capping at 80%?
obviously not because those are his tested values
his as in providence?
no
Definitely looks like a guitar hero controller, you can even see the buttons
@stuck saffron In case you hadn't tested it yet, Golden Gun scales up to double damage, not the 40% listed. The bar next to your character maxes out at 40%, though.
I haven't yet no, thx for the info
Just in case you ever try testing it as well, the Wound effect from Commando's Combat Knife is bugged. See https://discord.com/channels/417739215355510784/1177813712032247890
Something to note before going into it, is that damage modifiers stack multiplicatively, with displayed values depending on one-another in a particular preset order.
im in that thread!
Currently uploading Chef's providence trial videos
then i'll move onto artificer, pilot, and drifter
i love that they made a sprite for this
who on earth would try playing this with a guitar
i mean, now that its been proposed......
@granite flax Alrighty, every single Providence Trial video (except Judgement) should now be on the wiki
hell yes!!!!! thanks so much, thats going to be incredibly useful for people :)
Does anyone here know anything or feel like adding info about the level mechanics in rorr? I was trying to find some stuff about it for my Mocha and Miner hitless runs, but couldn't find any good info on it.
i just visualized the collision on ancient valley 2 and??? what is this???
is there a path to the center that you can get to with no mobility???????
Even still the drone page has no pictures
It seems that someone forgot about something. 
WIP
Also
@stuck saffron hi 
yeah whenever im fighting overlords they always get stuck on them lol
also, probably worrth noting: explorer's key can't open the illegal shipment
@swift plinth just accepted the request
Auto Turrets deal 60% damage instead of 100%.
That explains some things
Turns out Intensity rules don't apply to turrets as well
Thought they were dealing 30% for a bit, since I was using it to get 10x damage numbers for testing.
Just woke up lol
I still did not even start sleeping yet.
Oh wow you're fully nocturnal at this point
@stuck saffron @old summit Not sure who's been testing ability damage, but make sure you do so with high enough damage to ensure precision. At level 1 without glass or intensity rules, damage can be rounded up significantly.
I haven’t been testing anything for a bit
It was me, I'll redo it properly
No need for most tests
But if you have some that are only off by a small portion it'll matter
I saw a couple
Auto turret was one example
Oh, another thing; that sheet should be for individual damage instances or debuff applications, not total damage
e.g. Laser Turret should be one tick
I have no idea how many ticks it's supposed to apply though, haven't unlocked it yet 
# of hits, firing rate, recharge, etc. will be handled in the other sheet (Animations)
Are you not using a custom trial to do tests ?
Not for damage, because I wasn't sure how to get artifacts working
If I can just set my level very high that'd probably work though
You can just set your base damage to 100
True
Only things I've tested since we had custom trials working was engie and HAN-D anyway
Updated relevant sheets and added named ranges for the damage calc
there's a little ambiguity between rate of fire and refresh for abilities without multi-hits or clip sizes on the animation page, but other than that it should be straightforward
Oh, multi-hit animations where the 3rd hit is different are also annoying and currently treated as one move with 2x effect 1 and 1x effect 2. Something will need to be done about Localized Sun and Toxic Bubble, too.
I'll deal with that later
Before I head out for the night, I also suggest renaming the spreadsheet, given it's used for a lot more than just DPS. May want to throw the build version in there as well.
im guessing its for the prism
yo is the artifact of cognation correct when it says that cognitive enemies don't drop items from sacrifice
The page also says that
I have never seen it and other people I’ve asked have never seen it
hey uh I just got a goat hoof from him
Was that the only item you got?
Did you have a Clover?
Or the artifact that makes enemies drop items?
yes no and no
lmao I just learned how to use HAN-D's speed drone
and I never realized it because of the overhead HUD
how much attack speed does DRONE - SPEED give you
I believe it was tested as 10%, linearly
does all attack speed add together?
like drones and overclock and syringes
oh I found the posts
Overclock adds 30% to the stack, I'm actually unsure on syringes
I've heard a lot about diminishing returns on syringes, but maybe it just means adding 12% to like 300% attack speed matters less
there is no diminishing returns on syringes (mathematically speaking at least), that's a myth
here I have 500 syringes, which gives 0.12*500 = 60 attack speed + 1 base attack speed
Ah, well there's that myth put the rest, then
going above 60 attack speed does nothing but you're never gonna get to that point naturally lol
so, I restested some skills with 100 base damage on the characters
I think if I got a run with that much attack speed my switch would crash first
There was some finicky stuff going on with engineer's turrets, right?
Something about not inheriting a value
wait yeah actually
cause I'm testing with 1000 base dmg
and the turret did the same damage
-_-
so 169/12 would mean around 1400% damage per tick, but it's not influenced by engi's damage at all? so it doesn't scale with him? or the turret also levels with him and has its own base damage
Id imagine they level but dont get his dmg
I would guess the latter, because not scaling sounds like a dire alternative
gonna grab the turret's stats
I guess try getting as close to 100 damage as you can from the dummy Lemurian?
laser turret has 13 base damage, so different from engi
+4 per lvl
now to figure out the correct %
alright, laser turret does 1300% damage, but it's calculated off of its own damage stat, which starts at 13 and scales +4 / lvl
all in all pretty good
and regular turret's damage stat scales the same as engi's it seems
new goal: find how high you can stack this
ok too much attack speed breaks acrid don't do drugs kids
136 syringes is his max
mercenary's after images only do 50% of your attacks' damage 😭
more reason to use eviscerate ig
eh, clones still let you use aoe stuff while evis is purely single target
eviscerate is also an iframe
i've come do dislike evis used as iframe
because enemies still attack you even if they cant hit you, and you have 0 iframes the moment you stop slashing
meaning if you have your utility on cooldown you are kinda likely to get assblasted
You can jump during eviserate. This helps.
Does the wiki have a section that compiles all the changes made between ror1 and r? I think it's a very interesting set of trivia and I keep stumbling upon people making new comparisons between the two games.
not really, there's a game rules page but that's about it https://riskofrainreturns.wiki.gg/wiki/Game_Rules
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...
Not yet
Not exactly referring to additions, just stuff like changes to skills like turrets or snake eyes reworks
Yeah not yet
tbh I don't think it'll be made
Bugger
well you could do it if you want but it seems like a lot of work compiling everything
and there's always a chance we miss stuff, etc.
Can you check what stats elite status gives to enemies using your custom trial shenanigans
unless you already got that info
elites <3
you use it a bit differently than 2, its kind of his ranged attack in 1 with a pretty big targeting area so you can afford using it from further away, like after dashing through
We did a health check of them a while ago but that was before our new stat sheet
Big ups to all the editors maintaining the Wiki. Thankful for you.
there are diminishing returns for straight dps, 1 syringe gives you 112% dps compared to 0, 1.12/1.00 and 2 syringe gives you 110.7% dps compared to 1, 1.24/1.12
I know, but I'm talking about attack speed only here, not its impact on DPS
I've seen a lot of misinformation on reddit where ppl say each new syringe gives you less attack speed than the last
well from what he said adding 12% to 300% attack speed does matter less
yeah ofc
just meant that the increase is the same every time, but yeah it does matter less the more you add
so, preliminary elite stats results:
- HP x 2.8
- damage x 1.9
blighted:
- HP x 7
- Damage x 3.2
weirdly, cognant elites seem to get a 30% attack speed increase on top of the regular elite buffs
gonna need to test with time scaling for possible armor values / to see if these values stay constant or evolve
and also test with different enemies, right now this is only for the rock golem
increases seem consistent across different enemies
wiki has cognant saying "Has increased speed and further reduced cooldowns."
do they not have increased phmax?
ah fuck I've been using the wrong value
phmax_base
didn't realize
25% speed increase it seems like
and blighted get a 35% speed increase 💀
recheck frenzied
yup
blighted are so cool
frenzied also gets speed + attack speed
and blighted gets the attack speed as well lol
blighted takes 2 effects from blazing, frenzied, and volatile right? are you taking those into account
like i have not played enough monsoon to know for sure
nah you're right, I've seen blighted with blazing trails
so blazing gets a 20% speed buff, but a blighted with blazing only gets 10%
or it's 10% base and the blazing trail is the only thing that's added
ok can confirm the 10% is the base blighted increase
and getting the frenzied buff on top puts it at 35%
here's what I have so far, armor is gonna be annoying to test
do we even know which enemies have armor
or if they have it at all? might be player only idk
I don’t think I’ve seen any armor on enemies except the temple guards
Alright well I'll test temple guards tomorrow! Thx
#1178823077509988524 message @granite flax why would you do this 
Did anyone actually test to see if engi's turrets disappear after 30 seconds with ancient scepter?
"The Engineer relies on proper placement of Mines and Turrets. Use Tri-nade and Thermal Harpoons to hit enemies from safe areas. Always place all your mines and turrets before activating the teleporter!"
–In-game description
It's in the lang file, interestingly
Really?
I haven't formally tested it yet because I still haven't gotten that custom trial working, but I recently played a game with ancient scepter and my turrets were fine
These descriptions should be what's written in the game word for word
Interestingly, the scepter turret isn't colored whatsoever.
And some of the stuff written in the game has mistakes in it
I noticed
So yeah that's probably what happened here, should add a line in the skill notes section saying the description is wrong
I'm more leaning toward how the RoR2 wiki does it, correcting mistakes in the heading post and showing the in-game incorrect values as an additional note

the devs HATE boars for some reason. lemurian cavalry's boar doesnt have a name, no non-boss boars can ever be elite, theres no toxic beast item, boarlits get no log
its just so unjust
dont forget the money/xp bonus, and their cdr
it is very sad that like 3 bosses dont have their own items
toxic beast item: goat hoof 2: boar hoof
Are you sure about this? I'll have to double check but I saw 400%
From one rocket
Would anyone be interested in json formated parses of the rorlvls? I have been able to parse through all stages and trials. Some fields may be a bit off and there are some unknown byte fields here and there. But it's certainly enough to render and see the collisions similar to what Kirbo's work via a Tiled extension.
Example for sunkenTombs_1.rorlvl
I'll double check
There's a good chance I made a mistake, but a slight possibility that the 3 rockets aren't identical
Totally forgot to go back and check myself until now
Nah, nevermind, you're right.
No idea how I got 400%, but it was when testing some Wound shennanigans anyway
Merc M1s are supposed to be identical 
Though yes
they aren’t…?
Nah Elbry tested them, third hit deals 1.5x the damage of the first two swings
According to what they wrote, which is precise to half a percent
Which looks like the wildest damage value yet
i love crazy damage
Commando's primary on the wiki was listed as 120% damage 🤨
It’s somehow been 120% since the start
I should have expected this, but "damaging up to 3 enemies" in the description for Laser Sword is total nonsense, it's just a regular AoE
Either that or it hits way more than 3
loader's alt m2 is weird
loader himself has a damage hitbox during the animation that deals 500% dmg (vs 350% from the description)
and there's a big AOE around the impact that deals 166.7% damage
or 1/3 of the 500% damage, however it's calculated
btw the maplestory reference goes a bit deeper in boar beach's log if anyone didn't notice this
towards the end it says "EXCEPTION CCPLS"
"cc pls" is a common colloquial term used by maplestory players that's short for "Change channels, please"
which basically is the equivalent of asking someone to leave your map
166.7%???
haha that's fun
I shit you not
i would add this to the trivia but its nearly 5 am and i have no idea how to even word this factoid
I might try 10k just for this lol
If you find there are multiple hitboxes just make a new entry for the other one
16.667 dmg off of 10k
Short Circuit 1, Short Circuit 2
so yeah, rounding moment
lol
will do
500/3 is such a cool damage
absolutely beautiful
I added it
alright CHEF testing done!
- slice is 125% and not 120%
- glazed bonus from boosted secondary is 156% and not 78%
- no glazed bonus difference from boosted utilities
- cook does 50% dmg per hit and not 80%
and here's what I found for cook items
Stacking increases the eyeball range, if you didn't notice that
Not sure if you just didn't write it down though, as it's not relevant to the numerical stats
it kinda is, but hard to test
Barbed wire has a 1 meter range
Whether that's radius or from the character though, potential new question
i kinda doubt they are using units properly tbh
maybe they are and im bad at judging from the speed bit idk
the logical thing would be 1m = the length of a block? (like on this image) https://cdn.discordapp.com/attachments/1172239399606554645/1178511507030540318/image.png?ex=6576695e&is=6563f45e&hm=ed57d92355907e6fd49b4da736a8335ec1a74b0dbdfb31020b58f338434ce9b1&
how many pixels per block is that?
32
is golem essence barrier definitely based on max hp?
barrier goes up to 50% of my health bar regardless of if I have 100HP or 9999HP
but, I think it's not strictly 50% of max HP, it's 50% of HP not already covered by a barrier
I am not sure though
i meant more max health vs. current health, mostly from curiosity
so loader moves 2.4 pixels/frame corrosponding to 24km/h i like seconds lets use them 24/(3.6*60) m/frame=0.11m/frame repeating. 2.4 pixels/frame turning into m/frame we get 2.4/36(assuming above is true)=0.066 repeating. now lets find a meter 2.4/x=24/(3.6 60), x=(3.6 60 2.4)/24 x=21.6 pixels is a meter, now how tall are people connonically and in game i wonder
maybe i messed up converting imaginary units is odd
hold up loader might have decimal speed
seems to be max HP
and yeah I think it's just 50% max HP, but ofc barriers caps at your max health
short king 👑
that cancels out all that matters is the conversion between pixels/frame to km/h being a multiple of 10
would it not be better to measure using barbed wire, which we know the size of for a fact?
yeah but I mean lizards for instance have like 21.60 speed after a times 10
but loader does have 2.4 exactly so you're good
yeah
yeah its a good idea but im just saying there is likely conflicts which is sad
maybe not
i would be surprised if there were any conflicts in the measuring system
i would not be surprised, however, if there were mistakes or inaccuracies in some of the listed distances 
also that "1 meter" figure might be completely arbitrary
someone start counting pixels between activation range of barbed wire with target dummys(i dont have a test env setup)
might just mean "1 barbed wire range" without any correlation to anything else
we also have the explorers key to work off of
then, we test barbed wire and then we test one other thing with a "confirmed meter" length, and compare them
ideally theyd match. really we should be testing 3 or 4 things
caustic climb might be a good point to look at, considering that 70 meter goal will be defined in the trial info
do we have heights for survivors?
not in meters
robomando is 16pixels(excluding antenna thingy)
["score_set", ["*", ["-", ["/", ["get", ["get_player"], "y"], 32], 115.4], -1]]
uh oh
conflicts
spooky
Hello, im new here and i'm currently trying to 100% the game.
I just added some infos on the wiki, would it be too much to ask for someone to check if i kept the formats correct?
I mostly added environment logs and artifact locations, i tried to follow what i saw already on the wiki.
Additionally I added the location of the bloated survivor, however i'm unsure if that was the correct place to add it.
Sorry in advance if i did something i shouldn't was just trying help.
lol, im reading all that section trying to decipher it
yeah ill check it out! :)
thanks 🙂
this red line is 128px
so they lazily did a conversion from phmax to km/h how dare they
and then barbed wire does not match
the horror
ig test with explorers key is needed
how much does it increase per stack? maybe they meant to say 2 meters
this item is so weird
if I make the dummy enter the range indicated by the circle
then the range for the dummy to leave barbed wire's effect is larger than it was going in
like look at this
actually u know what lemme pester a dev about this one 
lmao thank you
I think the goal was to eventually have these locations on the stage variants images, but it's good to have them on the pages for now, so thanks
ive got most of them in the big maps, im just missing a bunch of the logs since i can no longer get images of them myself
actually did i ever even send my missing stuff list here
text dump incoming
MISSING:
-
Desolate Forest 2
-
Environment Log
-
Desolate Forest 3
-
Environment Log
-
Desolate Forest 4
-
Mu Construct
-
Desolate Forest 5
-
Environment Log
-
Dried Lake 1
-
Environment Log
-
Artifact
-
Dried Lake 2
-
Environment Log
-
Artifact
-
Dried Lake 3
-
Artifact
-
Dried Lake 4
-
Environment Log
-
Dried Lake 5
-
Environment Log
-
Dried Lake 6
-
Environment Log
-
Damp Caverns 1
-
Environment Log
-
Damp Caverns 2
-
Environment Log
-
Damp Caverns 3
-
Environment Log
-
Damp Caverns 5
-
Environment Log
-
Damp Caverns 6
-
Environment Log
-
Sky Meadows 3
-
Environment Log
-
Sky Meadows 4
-
Environment Log
-
Sky Meadows 5
-
Environment Log
-
Sunken Tombs 2
-
Environment Log
-
Sunken Tombs 4
-
Environment Log
-
Ancient Valley 1
-
Environment Log
-
Ancient Valley 2
-
Environment Log
-
Ancient Valley 3
-
Environment Log
-
Ancient Valley 6
-
Environment Log
-
Boar Beach
-
Environment Log
-
Magma Barracks 1
-
Environment Log
-
Artifact
-
Magma Barracks 2
-
Artifact
-
Magma Barracks 3
-
Environment Log
-
Artifact
-
Magma Barracks 6
-
Environment Log
-
Hive Cluster 1
-
Environment Log
-
Bloated Survivor
-
Hive Cluster 2
-
Environment Log
-
Bloated Survivor
-
Hive Cluster 3
-
Environment Log
-
Hive Cluster 4
-
Environment Log
-
Bloated Survivor
-
Hive Cluster 5
-
Environment Log
-
Bloated Survivor
-
Hive Cluster 6
-
Environment Log
-
Bloated Survivor
-
Temple of the Elders 1
-
Environment Log
-
Artifact
-
Bloated Survivor
-
Temple of the Elders 2
-
Environment Log
-
Artifact
-
Temple of the Elders 3
-
Environment Log
-
Artifact
-
Temple of the Elders 4
-
Environment Log
-
Artifact
-
Temple of the Elders 5
-
Artifact
-
Temple of the Elders 6
-
Environment Log
-
Artifact
-
Risk of Rain 1
-
Environment Log
-
Risk of Rain 2
-
Environment Log
thats every thing im missing for the full maps, artifacts i can get i just havent yet
environment logs i am unable to get 
128 - 312 - 360 - 416 are the measurements I get for 1 -4 stacks of barbed wire
wow that's a lot
🥹 i got a lot of logs very quick when the game came out
#ror-wiki-discussion message damp caverns 1 is here
#ror-wiki-discussion message and sky meadows 5 is in this bunch
the wiki should prob just scale everything in distance to 32pixels=1m
6*phmax=km/h in that case, probably
then gotta notate that somewhere
nah our basis should be the speed listed in the logs imo
caustic climbs height indicator is why i think but yeah maybe
actually that's also dumb cause the logs say km/h but it's obviously not km/h, right? I mean it wouldn't make sense with the barbed wire "1 meter" measurements I think lol
if we go by barbed wire measurement robomando is 0.25m by caustic climb 0.5m by speed 0.74m tall

we could go by whatever makes robomando the cutest
ignore that the description is wrong anyway
gonna be so neat when explorers key is gonna be different somehow
don't even wanna test it
consitency in distance is illegal
do not list any heights and scales until we have a definitive answer, please
me checking recent changes

what makes a page a stub
spoiler pages are being marked as stubs
guessing this was a bad copy paste that wasn't noticed
fixed
looks good now 🙏
@stuck saffron would this be of any help? #ror-wiki-discussion message
I'm not sure :/ Might be useful to get the last logbook locations for Gummy? but I have no way to see what the coordinates correspond to on the actual stage
Fair enough
why are you unable to get them? and what would you need in order to fill them in?
cause she collected them already and didn't screenshot the locations
ahhh so what is the best way to help? send screenshots?
I think so yeah
do you have access to the images i uploaded or should i send them here as well? you only need the location right? to then add in the big maps
i do, thanks so much! ill fill in what gaps these fill :D
@past stratus you’re all good to edit

@stuck saffron can blighted not be blazing? your testing does not have that bit, and frenzied+blazing
From what I saw blazing blighted do not inherit the speed buff from blazing
odd
Maybe I'm wrong? I'll check again tomorrow
Is there a list of inconsistencies with the item descriptions and their actua effects?
https://docs.google.com/spreadsheets/d/1SzZ7N4eyVctU1qqhQvI1P_FqlC2iJoMEzER9LFxjjxA/edit?usp=sharing
For now there's this Google sheet, on the "Damage Items" tab
Classes
Class,HP,HP Scaling,Regen,Regen Scaling,Damage,Damage Scaling,Armor,Armor Scaling,Speed,Red = Contradicts Description
Commando,110,32,0.6,0.12,12,3,0,2,2.6,Green = Verified
Huntress,90,32,0.6,0.12,12,3,0,2,2.6,Blue = Verified but Variable
Enforcer,119,34,1.2,0.12,12,3,0,2,2.6,Yellow = Un...
Wiki will be updated Soon™
Total damage means it scales off of the damage of the attack that procced it
Damage is your damage stat, TOTAL damage is damage that you actually dealt with the triggering attack.
Honestly it almost requires an entire page to describe all the damage types
So ATG missiles hit harder if they come from a strong attack
So if my character does 20 damage with one attack, 200% TOTAL damage would be 40?
Yes
ok
For Crowbars, Golden Gun, The Toxin and other items that multiply damage it probably does
I still don't know the order they're listed in, but somehow Acrid's alt primary comes after The Toxin in the order, despite being included in the white damage number
Flashbang before toxin before golden gun before perfect reload
Don't know where acrid's fits in there but it's after toxin
Also haven't tested crowbar yet
Wound is cursed and special
And wound multiplies all those?
Oh
@granite flax for the Judgment trial playthrough video, is there anything specific you want me to do? Like which character, should I do all stages, go for a gold time, etc
Based on what Dee said, wound takes all of them into account to determine its damage.
Then, because wound counts as a new hit, you go through it all again with that new damage number as though it came directly from you.
What the fuck
hehehe knife..
See I figured that it should either be based on %TOTAL like proc items, or that it shouldn't proc things itself.
Dee clearly indicated it's meant to proc things, but I wonder if it scaling off all those modifiers in the first place was taken into consideration when they designed it
It is a very funny knife
Ye so wound is BOTH an extra hit and a multiplier on the hit itself 
That's absurd lol
and wound stacks..
Step 1: Get one or two golden guns
Step 2: Get three toxins
Step 3: Get a backup mag
Step 4: 10x damage
It does explain why i could kill blighted bosses with like 3 or 4 knife slashes
Knife + shotgun to the face for extra procs
I'm thrilled this is intentional
Commando goes kinda crazy
Shotgun carries early game so that you can become a knife maelstrom in late game
Also according to a lil bit of testing i did i thought each wound is its own stack with own expiration but no it seems applying a new one refreshes it
So technically infinite* scaling
for now, commando all stages is best! would be nice to have a video for each survivor (eventually) though
Moreso a good run than forcing a rush for gold imo
Alrighty
Good luck 
Okok if i find any more that you are missing ill just send them here 🙂
thanks so much ^-^
tf does this mean
Probably that the "X"s need to be replaced with the actual numbers, but people are currently unsure what those are.
we are still testing all the stats so those are just placeholder
got it
so it's not a constant increase huh, otherwise it would've been much easier to measure that
or am I tripping
heres the prelim multipliers but the rest still need confirmation
i love looking over at my other monitor and seeing ??? entered into the testing sheet
that blighted gold value is throwing me off lol
it's not a clean multiple of the base value
thats a bad number
thats still such an odd number what

its so baaaad
there must be something I'm missing
the only thing i can think of is does the elite modifier for gold scale differently
and the cooldown reduction!!
that's attack speed!
nuh uh theyre different
elites have bonus attack speed and also cdr
big fat asterisk i think
youre just getting these by printing variables right
yeah
what would be affected that isnt basic attacks
cooldowns are handled by alarms in GM right?
hrm i guess that is pretty useless unless we can figure out what each variable is
i believe so, but the cooldown reduction (in ror1, at least) is a separate variable
maybe just print like the first 20 and spawn a lemurian, and then do it again but give the lemurian an alien head
and see which one changes i guess 
then we can figure out which slot cdr is
I don't just have an array of variables, I have to explicitely specify which one I want to print
but I think there's a "cdr" variable
no clue if it's used by elites though
oh i thought it was just an array
will check
extend the shop to 20 
its almost certainly cdr haha
https://saturnyoshi.gitlab.io/RoRML-Docs/misc/variables_actor.html I've been using this for a lot of the testing, variable names are largely the same as in RoR 1
and cdr is in there as what's being used by Alien Head
alright yeah that's it
yeah thats where all my knowledge comes from :) i was/am a ror1 modder so most of my guesses are informed from that
love the rorml docs <3
oh I didn't know, that's cool
They really did put a dead huntress on the ost cover huh
blighted enemies have 50% cdr 💀
evil !
nope!
doesn't seem so
gonna need to figure out these guys' deal at some point also
are those imp friends
I can tell you what 2 of them do for sure
one of them (blue I believe) makes enemies drop gold as if he had the money bag active item on him at all times
and the orange one has behemoth on hit
i havent seen any of them say their names/speak at all in rorr
am i blind or is it not there
the lines are there in the lang file
would be black if it follows the same logic as RoR1
but yeah I'll need to test it
its still funny when you tell ppl there are different imps from tentacle and they are like "..what?"
and tentacle does not allow you to spawn them all at once by stacking :(
i feel like it'd get clutter-y
no i mean in-game
in ror1 lines of dialogue would actually appear above their heads
yeah yeah I got that, just saying the lines are there
but maybe they're not used in rorr :/
yeah ive not seen em at all..
i try to look out for them but im like... still fighting LOL
mm never seen the imps talk yeah
could prob see it by giving an enemy the item and sniper looks at it, cant really happen in game though
also do we have a way to decompile the game now?
ive been missing the past week or so
nope
or look at the code in some way
also no
has anyone found a way to swap fixed interactibles in levels? trying to swap a chest for a drone
we mean text lines that appear above their heads
ik
but might be a good idea to get the imp's names lol
interactibles that aren't defined in the trials file?
you could just despawn the chests and spawn a drone, or make the chest give you a drone
sniper doesn't want to target the imps 😢
oh yeah, how do sniper targetting work
I think it just targets the enemy with the highest health
but obviously, needs testing
ye that's what I'm trying to do but has someone already figured that stuff out so I don't have to spend like 2 hours researching it?
more specifically I'm trying to swap the dried lake 2 fixed chest with a broken tier 2 beam drone to cheese the stupid engi unlock for testing purposes
ah what I'm doing only works in trials
can't modify the rorlvl files directly, which is what this would require
in theory I just need the id which appears to be like ror:id
well maybe we can but I don't know how
you can modify some bits of them and luckily this includes the bit that I need
I might be able to use the assets to get the drone id
oh wait
beam drone is Drone8
I might be able to do this with a hex editor
can you replace Chest1 with Drone8 in these files?
I can
testing if it works
otherwise it might crash your game lol
or just spawn a drone that doesn't belong to u
heh I don't think so it's just a regular drone
sometimes I noticed objects have special attributes
also the secret pilot skin can't even be save edited in right?
no clue :/
lmao just saw this, @granite flax you doing okay?
LOL yeah. im fine i was just bein funny
one day the funny robot gnome will be free
i tried to load it in in the trials (same as the childs prov skin)
did it work?
nope
yep it works... fuck you achievement
Do we know the exact difference between the difficulties? Are they the same as ror2
the game is balanced around rainstorm
drizzle is easy, monsoon is hard
(no we don't really know yet)
@granite flax Hive Cluster #5
I see
the one thing I noticed is that on monsoon the providence phase 4 starting attack spawns two additional pillars
has it not been long enough for robomando to be added to the wiki?
i mean, if you go online at all you basically will find evidence of his existence
(whether that be online lobbies or just generally researching the game, the latter will do it way faster though)
Dried Lake #2 @granite flax
I was finally suggested a reddit thread that just named him
the idea of hiding spoilers on a wiki was never not silly
people avoiding spoilers won't check a wiki
I wish I could look up which levels had shards without it telling me where
because Id like to not waste time looking for smth taht dont exist, but I dont wanna be told where to look
is that goofy?
if you want here's a list:
Tutorial (Bandit)
Desolate Forest 3 (Commando)
Dried Lake 3 (Artificer)
Sky Meadow 2 (Loader)
Ancient Valley 2 (Drifter)
Boar Beach (Acrid)
Magma Barracks 2 (Huntress)
Risk of Rain (any variant, Acrid & Mercenary)
:o
the pilot prism skin is currently unimplemented and not even save editing will get you that one
thanks now I know Im missing 3

not the mantis..
btw in case you didn't know Ancient Valley 2 is the one that goes to Boar Beach so getting stage can net you two prisms in one
o i got those two already Im mising the risk of rain acrid one which I have no idea where could be, the bandit one and loader
all 3 of which I have no clue 🐈
if you want I got hints
if I get overly stuck
my biggest issue is I have no clue what variant Im on most of the time
wait!!, loader is sky meadow 2
thats the only one i dotn have a log for and I know where the log is i just never got it
thats perfect reminded!
the only variant that matters is sky meadow which is one of the variants that has the artifact of spite in it
https://riskofrainreturns.wiki.gg/wiki/Ancient_Valley they sure do list them
This bridge just goes on forever... but at least it is a bridge. Between this blizzard and the mountain fog I can't see more than two meters ahead, even with my mounted lights. I know I haven't accidentally turned around because the stampede keeps rumbling in the distance behind me, though I'm starting to wonder if its just the wind against t...
oh thats what he wanted
allegedly cremators can block damage from back, wonder how they coded that bit
an x coordinate comparison between the cremator and the damage source + an xscale check, mayhaps
i kinda wish the skins had official names
the closest we got is the prism skins which maybe have names since the challenges do
hmm i will suggest this in feedback 
So has anyone else seen the big pot shrines in Temple of the Elders? Don't see them on the wiki yet
not me
Do you mean the interactables?
2:54 - 4:54
They summon imp overlords and give you some legendary items when you defeat them.
They are still not on? 
I guess I can easily fix that.
so it took 120 seconds for this guy's 15 Goat Hooves to go down to 14
Better tp locations on stages but not great stage 6 movement
I didn't quite get to the part about defeating them and a run I had recently was the first one I'd seen of them. They are stupid rare I guess
they spawn in hive cluster too, and it should be noted that the overlords are always elite!
reward is 2 random legendaries, dont have to match
I got overloaing so I was doomed, good to know though
leeching lemurian, honor, 10 seconds, 221 HP
volatile trokk, 18 seconds, 660 HP
still makes sense to me
wait nvm
oh no wait that is right cuz last time I tested elite health it was with boss spawns not with honor
so it's consistent
Anyone know where I can find accurate, detailed information (such as in-game stats and damage values on skills) about that one secret character we’re apparently forbidden from mentioning on the wiki?
why would we add information to the wiki that sounds so sillu
his stats are:
HP 80(+28) Regen 1.8(+0.18) Damage 15(+4) Armor 0(+2)
what secret character
there is no secret character
there is no secret character in risk of rain returns
is there a non-fandom wiki somewhere that's crowded out on search results? it fills me with sadness, I despise seeing them for so many games. their UI is shit.
oh this is specifically the returns game. what about risk of rains 2
I'll see myself out
eh. ror2 wiki links here for some reason
what?
https://discord.com/invite/riskofrain2
leads here
yeah this is a general ror server
ror2 is just below
can the ror2 one be moved over too?
oh. I see that now. coming from the ror2 wiki with an invite link specifically for riskofrain2 I only looked as far as "wiki" without realizing it was separated that way
I just noticed that attack speed actually affects Artificer's primary and ive been getting the wrong items on her up until now.
Attack speed also increases ticks of her Flamethrower for more damage, haven't tested how much needed for additional ticks, just a quick test using energy cell Flamethrower at full hp and then Flamethrower at low hp in Final trials second stage and low HP Flame thrower killed while full HP didn't (Test targets were the 2 frenzied sand crabs)
https://riskofrainreturns.wiki.gg/wiki/Template:SkillBox is this any good 😦
probably replace "xs CD" with "xs CD / charge" or "xs CD / skill_icon"
ogghhh this is awesome elbry u are carrying this wiki
i think the icons could be a teensy bit bigger, maybe?
better now?
if anyone has ideas on how to improve this lmk
I like it. Any chance we could detect screen width and put the animation/details to the right of the box if it's wide enough?
Or is this just for mobile?
I'm wondering if it's necessary to have Hide as the default option, some details on skills are pretty important, like corrections from in-game descriptions or hidden use cases
I don't imagine any skills would exceed at most 4 extra notes, so it shouldn't take up too much screen space or look too out of place, right?
It'd be rare, but I can think of a couple
Depends how detailed we want to get though
Hello, I mentioned before that the ror1 and ror2 wikis are forking over to wiki GG. Sadly, most of those wikis were pretty inactive and it seems like there might not be a big change in that when the wikis go live, so I was wondering if any of you would like to work on them when they go live. Mostly rewriting and rearanging stuff for SEO reasons, but more could be done if preferred.
I think it would mean a lot of text on the page at once if we do this for all the skills, which might be a bit much
probably possible yeah, but might not look good if the notes for a skill get too long
it would push the other skills down and create ugly empty spaces I think
I think if we keep conjecture out and tips to their own section, making sure corrections and interactions are displayed won't cause enough clutter to feel messy or too much at once. I'm only one opinion, though
I could maybe put 2 skill boxes side by side on larger screens though
yeah maybe you're right, it's something to test for sure
maaayyybe if I have time, but I'll be focusing on the rorr wiki first
There's questions of firing rate, charge rate, unlisted damage values, piercing type (AoE/Full, Full with Single Proc, Not Piercing, Bullet Piercing), and corrections.
AoE size, projectile speed, and more detailed timing information, e.g. if and when the ability can pause the recharge timer, may be better off omitted (not that we have good info on those anyway).
Here are some potentially difficult abilities to handle:
Shrapnel Grenade (has clip size, firing rate, reload time, both firing rate and reload affected by Protect and Serve)
Flame Chakram (has two different types of damage sources with different piercing types, neither one fully explained by description. Unique recharge mechanic. Animation / tick rate affected by attack speed).
Also, minor grievance, but sometimes an ability's firing rate isn't perfectly consistent. I've seen some randomly take 1 more or 1 less frame between shots occasionally.
Not relevant to the wiki discussion, but it means my frame timing may not perfectly reflect the "true" firing rate 
some of these (piercing type notably) could go into the box
Chakram has a damage source that pierces but can only proc on the first hit, and hits all enemies twice, plus another damage source that does not pierce and inflicts burn 5 times
How do
you type that in "details"
That still ain't enough 
I didn't even list timing info or cumulative damage
you make a page called Artificer/Skills 
all the box itself needs is what the game says, alternate versions, cooldown, charges, the ordinary at-a-glance stuff
and then details is where you say "actually, the game lies"
oh yeah don't forget you need to make a page called Commando/Knife 
Elbry is probably right about piercing, though. From what I can tell there are only 4 categories, 5 if you give Glaive and Epidemic special treatment.
None, Full, Full (single proc), Bullet, Bounce
That can be described pretty succinctly, it's just that people won't realize the implications
same
"When an enemy inflicted with N stacks of Wound takes damage from a hit which can trigger on-hit effects, it takes an additional hit for N x 50% TOTAL damage. This hit can trigger on-hit effects, other than Wound."
That's the shortest I can describe it
The question of "What the hell even is TOTAL damage, really" can be answered elsewhere
In commando’s trivia, it fails to mention that he also has Monster Tooth equipped as well
currently rendering the commando judgement run for the wiki
i got hit by the spooky skull attack that reduces your hp to 1 and absolutely panicked
but i lived
Turned this into an item link, while I hope it doesn't break anything, this looks mighty neat
should be fine haha
love these lil tooltips
Do you mind if I fix this?
go ahead
Never mind, I can’t get it to look and work how it’s supposed to, if someone else could do it then they can
I was wondering what the fuck was going on listening to this, I thought it was a meme album
but it's all the different audio tracks in every song that's cool of him to make them available
Yeah, could be noted on the soundtrack page I think?
That's the reason I posted it, but forgot to mention it
is it on his right shoulderpad?
oh or are they around his neck
Yeah, it’s combined with the Topaz Brooch
Alright i added the judgement playthrough to the wiki
https://riskofrainreturns.wiki.gg/wiki/Judgement#Playthrough
its a standard commando run showcasing all stages
I've seen claims that Fireman's Boots gives fire immunity. Is this true?
The wiki page for the Huntress claims that the armored boarlit is a valid boss for The Hunt
but I tried it and it didn't count for me
random tidbits ive collected for note:
- the crown on a healthbar signifies what drops items. feels obvious in hindsight XD
- the healing station interactable heals you and all allies (unsure about multiplayer functionality)
- summoning a ghost via jar of souls of lemurian cavalry spawns them separate

oh and also
- meters are inconsistent
so lets measure in pixels and tiles for a unified absolute system
does headstompers only scale on vertical downards speed or does it take into account horizontal speed
very good question
Oh yeah prolly should add this here aswell: Judgement trial has time scaling
https://youtu.be/PI6uHOE-UKM
Title, not going to spend more time on this, just showing that it exist.
Only did 10 minute and ~10 second test to see if there was any
We can see in the files if a trial has time scaling or not tbh
Mainly because of this
#game-questions-returns message
We have talked about that with Elbry and agreed that we should use pixels too.
You don't want to see what he saw tho.
I was trying to math out the km/h to meters on a calculator and forgot the conversation rate. On top of that, I did it wrong twice first.
I was streaming the whole thing to him live too.


