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== Beat == | == Beat == | ||
− | + | Actions performed by the player must be done to the beat of the music. All actions can be performed on either a full beat or a half beat (these are not musical terms - they relate to the [[#Rhythm Bar|rhythm bar]]). These actions include: | |
* Firing | * Firing | ||
* Reloading | * Reloading | ||
− | * Dashing | + | * Dodging (Dashing) |
− | * Using | + | * Using [[abilities]] |
− | Note that jumping, interacting (opening chests, etc.), and moving do not have to be | + | Note that jumping, interacting (opening chests, etc.), and moving do not have to be done to the beat of the song. |
Enemies also attack to the beat of the music. | Enemies also attack to the beat of the music. | ||
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=== Mistakes === | === Mistakes === | ||
[[File:MistakeIndicator.png|thumb|The mistake indicator]] | [[File:MistakeIndicator.png|thumb|The mistake indicator]] | ||
− | The following things are considered mistakes | + | The following things are considered mistakes and will reset the [[#Score|score multiplier]] and count against a flawless [[#Room Clears|room clear]]: |
− | * Attempting to perform an action off-beat | + | * Attempting to perform an action off-beat (the action will not be performed) |
− | * Attempting to perform | + | * Attempting to perform two actions on the same beat (neither action will be performed) |
* Taking damage | * Taking damage | ||
− | Upon making a mistake (except when taking damage), a red diamond indicator will appear on the rhythm bar. | + | Upon making a mistake (except when taking damage), a red diamond indicator will appear on the rhythm bar. |
{{clr}} | {{clr}} | ||
− | The following things prevent you from performing an action, but do '''not''' count as mistakes: | + | The following things prevent you from performing an action, but do '''''not''''' count as mistakes: |
* Attempting to use an ability on beat while that ability is on cooldown | * Attempting to use an ability on beat while that ability is on cooldown | ||
* Attempting to reload when ammo is already full or infinite | * Attempting to reload when ammo is already full or infinite | ||
− | * Attempting to shoot when ammo is empty | + | * Attempting to shoot when ammo is empty |
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== Rhythm Bar == | == Rhythm Bar == | ||
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[[File:DodgeDirectionIndicator.png|thumb|Directional dodge indicator on {{EnemyLink|Draugr}}'s area attacks.]] | [[File:DodgeDirectionIndicator.png|thumb|Directional dodge indicator on {{EnemyLink|Draugr}}'s area attacks.]] | ||
− | ==== Directional | + | ==== Directional Dodge Indicator ==== |
* Shown as an ornate, bolded beat chevron on one side of the rhythm bar. | * Shown as an ornate, bolded beat chevron on one side of the rhythm bar. | ||
* Indicates that the player should dash in the direction show by the chevron when it reaches the center. | * Indicates that the player should dash in the direction show by the chevron when it reaches the center. | ||
* Unique to {{EnemyLink|Draugr}}'s area attacks. | * Unique to {{EnemyLink|Draugr}}'s area attacks. | ||
− | * This attack can also be | + | * This attack can also be avoiding by strafing instead of dashing.{{clr}} |
[[File:DodgeIndicator.png|thumb|Dodge indicator on one of {{EnemyLink|Ymir}}'s projectile attacks.]] | [[File:DodgeIndicator.png|thumb|Dodge indicator on one of {{EnemyLink|Ymir}}'s projectile attacks.]] | ||
− | ==== Dodge | + | ==== Dodge Indicator ==== |
− | * Shown as | + | * Shown as a ornate, bolded beat chevron on both sides of the rhythm bar. |
* Indicates that the player should dash either left or right when it reaches the center. | * Indicates that the player should dash either left or right when it reaches the center. | ||
* Examples include {{EnemyLink|Guardian}} projectiles and {{EnemyLink|Nidhogg}}'s fireball. | * Examples include {{EnemyLink|Guardian}} projectiles and {{EnemyLink|Nidhogg}}'s fireball. | ||
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[[File:JumpIndicator.png|thumb|Jump indicator on one of {{EnemyLink|Draugr}}'s projectile attacks.]] | [[File:JumpIndicator.png|thumb|Jump indicator on one of {{EnemyLink|Draugr}}'s projectile attacks.]] | ||
− | ==== Jump | + | ==== Jump Indicator ==== |
* Shown as a bolded half-chevron on the top half of both sides of the rhythm bar and converges in the center to form an upwards-pointing chevron. | * Shown as a bolded half-chevron on the top half of both sides of the rhythm bar and converges in the center to form an upwards-pointing chevron. | ||
* Indicates that the player should jump when it reaches the center. | * Indicates that the player should jump when it reaches the center. | ||
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[[File:HideIndicator.png|thumb|Hide/Block indicator on {{EnemyLink|Ymir}}'s beam.]] | [[File:HideIndicator.png|thumb|Hide/Block indicator on {{EnemyLink|Ymir}}'s beam.]] | ||
− | ==== Hide/ | + | ==== Hide/Block Indicator ==== |
* Shown as a dotted beat chevron on both sides of the rhythm bar. | * Shown as a dotted beat chevron on both sides of the rhythm bar. | ||
* Indicates that the player should hide behind something or {{AbilityLink|Block}} when it reaches the center. Examples include {{EnemyLink|Ymir}}'s beam and {{EnemyLink|Fire Eater}} barrage. | * Indicates that the player should hide behind something or {{AbilityLink|Block}} when it reaches the center. Examples include {{EnemyLink|Ymir}}'s beam and {{EnemyLink|Fire Eater}} barrage. | ||
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== Score == | == Score == | ||
− | Performing actions on beat | + | Performing actions on beat increases a score multiplier that ranges from x1 up to x4. Making a [[#Mistakes|mistake]] resets the score multiplier to x1. The score multiplier is not affected while no enemies are in the room. |
− | + | On every beat of the song, an amount of score is lost depending on the amount of time spent in the run. | |
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− | Making a [[#Mistakes|mistake]] resets | ||
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− | On every | ||
{| class="wikitable" | {| class="wikitable" | ||
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|} | |} | ||
− | == Room | + | == Room Clears == |
− | To clear a room, all enemies in the room must be killed. The room is only counted as "clear" the first time all the enemies in the room are killed (killing enemies that spawn in from a [[Shrines#Slot machine| | + | To clear a room, all enemies in the room must be killed. The room is only counted as "clear" the first time all the enemies in the room are killed (killing enemies that spawn in from a [[Shrines#Slot machine|Slotted Chest]] or [[Shrines#Cursed_Chests|Cursed Chest]] after the room has been cleared does not count as clearing the room again). |
After a room is cleared, a message is displayed on screen indicating the quality of the clear. The quality of the clear depends on how many [[#Mistakes|mistakes]] were made while clearing the room: | After a room is cleared, a message is displayed on screen indicating the quality of the clear. The quality of the clear depends on how many [[#Mistakes|mistakes]] were made while clearing the room: | ||
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* "'''Good Clear'''": Made 1 mistake | * "'''Good Clear'''": Made 1 mistake | ||
* "'''Okay Clear'''": Made 2-4 mistakes | * "'''Okay Clear'''": Made 2-4 mistakes | ||
− | * "'''Room Cleared'''": Made 5+ mistakes or | + | * "'''Room Cleared'''": Made 5+ mistakes or Auto Rhythm is enabled. |
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Upon clearing a room, a [[Chests|chest]] appears (except for some miniboss rooms or if the zone has the [[Modifiers#Barren|Barren Modifier]]). A [[Chests#Flawless Chest|Flawless Chest]] appears when the room is cleared flawlessly; otherwise a [[Chests#Plain Chest|Plain Chest]] appears. There is a random chance that a more rare chest will appear regardless of the clear quality. | Upon clearing a room, a [[Chests|chest]] appears (except for some miniboss rooms or if the zone has the [[Modifiers#Barren|Barren Modifier]]). A [[Chests#Flawless Chest|Flawless Chest]] appears when the room is cleared flawlessly; otherwise a [[Chests#Plain Chest|Plain Chest]] appears. There is a random chance that a more rare chest will appear regardless of the clear quality. |