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* Firing
 
* Firing
 
* Reloading
 
* Reloading
* Dashing
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* Dodging (Dashing)
* Using secondary and ultimate [[abilities]]
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* Using [[abilities]]
  
 
Note that jumping, interacting (opening chests, etc.), and moving do not have to be done to the beat of the song, and do not count as mistakes if not done to the beat of the song.
 
Note that jumping, interacting (opening chests, etc.), and moving do not have to be done to the beat of the song, and do not count as mistakes if not done to the beat of the song.
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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. They will prevent you from performing an action, and if there are enemies in a room, they will also reset the [[#Score|score multiplier]] to 1 and count against a flawless [[#Room Clears|room clear]]:
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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
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* Attempting to perform an action off-beat (the action will not be performed)
* Attempting to perform multiple actions on the same beat (only one of the actions will be performed)
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* 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.
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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:
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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 (if the "Fire Reloads On Empty" option is enabled, this will reload your weapon instead)
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* Attempting to shoot when ammo is empty
 
* Missing a shot
 
* Missing a shot
 +
* Taking damage when [[#Room Clears|room clear]]ed
 +
 +
== Coins ==
 +
Coins are the currency used to purchase items at shops and activate altars.
  
 
== Rhythm Bar ==
 
== Rhythm Bar ==
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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/block indicator ====
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==== 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, such as shooting, reloading, and dashing, awards points and increases the score multiplier if there are enemies in the current room. Entering a room for the first time awards 1000 points, but does not increase the score multiplier. Damaging enemies with [[abilities]] does not award points.
+
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.
The score multiplier ranges from x1 up to x4 depending on the note streak:
 
 
 
{| class="wikitable"
 
|-
 
! Note streak !! Score multiplier
 
|-
 
| 0-9 || x1
 
|-
 
| 10-19 || x2
 
|-
 
| 20-29 || x3
 
|-
 
| 30+ || x4
 
|}
 
 
 
Making a [[#Mistakes|mistake]] resets the note streak to 0 (and the score multiplier to x1) if there are enemies in the room. In cleared rooms, points are not awarded and the score multiplier is not affected.
 
 
 
On every full beat, an amount of score is lost depending on the amount of time spent in the run:
 
  
 
{| class="wikitable"
 
{| class="wikitable"
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== Room clears ==
 
== 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|Slot Machine]], [[Shrines#Cursed_Chests|Cursed Chest]] and second/third activated {{RichAnchor|Challenge room|size=x22px}} after the room has been cleared does not count as clearing the room again).
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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]], [[Shrines#Cursed_Chests|Cursed Chest]] and second  
 +
/third activated {{RichAnchor|Challenge room|size=x22px}} 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 took damage 2+ times.
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* "'''Room Cleared'''": Made 5+ mistakes or Auto Rhythm is enabled.
 
 
"'''Room Cleared'''" will also be the message displayed if Auto Rhythm is enabled or if no timed actions were performed while in the room (for example waiting until a {{EnemyLink|Cutthroat}} dies of old age).
 
  
 
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.

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