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32 changes: 32 additions & 0 deletions content/Movement/downdiagonal.md
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---
title: down diagonal
tags:
- variable
socialDescription: One of the moves in Rain World 3
---
## Description
Down diagonal is an input direction

## Notes
Down diagonal is not the same as left/right as it only requires >0.05 down and left/right while normal inputs require >0.5, and is not cleared by holding map.

## Used by


## Allows for



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# Gifs
## Bulk
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27 changes: 19 additions & 8 deletions content/Movement/roll.md
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Expand Up @@ -14,16 +14,27 @@ socialDescription: One of the moves in Rain World 3
It is possible to roll under certain conditions by holding down and left/right. A roll can last between 15-60 ticks (140 with [mushrooms](https://rainworld.miraheze.org/wiki/Mushroom)). From a roll, a jump input will produce a variable-height [[rollpounce]].

## Notes
Rolling stops when:
To start a roll the following conditions need to be met:
- holding [[downdiagonal|down diagonal]]
- not already being rolling animation
- either:
- having speed above 12
- being in [[flip]] animation
- being in [[slidepounce| slide pounce]] state
- colliding with a floor instead of a wall/ceiling
- allowRoll variable being above 0
- gets set to 15 if tile below is empty otherwise decrements by 1 per tick
- having held the same down diagonal for at least 7 ticks (decreased to 2 ticks if speed is above 24)

Rolling stops when any of the following are true:
- the head is above the body and either of the following is true:
the roll has lasted for over 15 ticks and down isn't being held
the roll has lasted for over 30 ticks (mushroom effect extends it up to 110 ticks)
- the roll has lasted for over 15 ticks and down isn't being held
- the roll has lasted for over 30 ticks (mushroom effect extends it up to 110 ticks)
- the roll has lasted for over 60 ticks (mushroom effect extends it up to 140 ticks)
- `stopRollingCounter` is over 6, which is incremented once per tick if:
- touching a forwards wall with either chunk
but not if a chunk has a wall on the immediate forwards tile but not in the top forwards, and for both chunks the immediate top tile is empty
- the chunks aren't touching a floor and neither of the two tiles below them are solid
if none of the above conditions are met it's set to 0
- stopRollingCounter is over 6, which is incremented once per tick if either of the following is true, otherwise it's set to 0:
- the slugcat is touching a forwards wall, but not if there is a wall on the immediate forwards tile and not in the top forwards as long as the immediate top tile is empty
- the slugcat isn't touching a floor and neither of the two tiles below it are solid



Rolls can ascend 1-tile differences in floor geometry.
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3 changes: 2 additions & 1 deletion content/Movement/rollcounter.md
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Expand Up @@ -9,13 +9,14 @@ socialDescription: One of the moves in Rain World 3
<div class="hidden-alts">
mvcntr
movecounter
rollcntr
</div>

## Description
rollCounter is a variable that locks the slugcat's momentum in a given direction blocking all directional inputs from affecting it.

## Notes
The exceptions to this are things like grabbing poles and holding forward for [[wallpounce]]. The slugcat can still be affected by [[throwboost]] and entity collisions. There is a 5s failsafe which removes rollCounter if it goes over 200, it increments once per tick and is applied at on initial animation change starting at 0 for bellySlide(slide) and at 1 for roll. rollCounter is not reset upon canceling the animation before the 5s failsafe only deactivated, but it does get reset when applied again.
The exceptions to this are things like grabbing poles and holding forward for [[wallpounce]]. The slugcat can still be affected by [[throwboost]] and entity collisions. There is a 5s failsafe which removes rollCounter if it goes over 200, it increments once per tick and is applied at on initial animation change. rollCounter is not reset upon canceling the animation before the 5s failsafe only deactivated, but it does get reset when applied again.

## Used by
[[slidespin]], [[slide]], [[roll]], [[slideinstantspin]]
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2 changes: 1 addition & 1 deletion content/Movement/run.md
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Expand Up @@ -17,7 +17,7 @@ runcounter
It is possible to run by holding a horizontal input direction while standing on the ground.

## Notes
Each tick while running a variable is incremented until it reaches 30 at which point it will stop, this variable decays by 1 per tick while having neutral inputs and standing on the ground and is cleared on turning around, if while turning the run counter is at 11 or above [[turn]] variable will be gained instead.
Each tick while running a variable is incremented (called `initSlideCounter` internally) until it reaches 30 at which point it will stop, this variable decays by 1 per tick while having neutral inputs and standing on the ground and is cleared on turning around, if while turning the run counter is at 11 or above [[turn]] variable will be gained instead.

## Used by
[[turn]], [[dashturn]], [[turnflip]], [[turnjump]], [[turndrop]]
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10 changes: 7 additions & 3 deletions content/Movement/turn.md
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---
title: turn
title: turn / slideCounter
tags:
- variable
- intended
- vanilla
socialDescription: One of the moves in Rain World 3
---
<div class="hidden-alts">
slidecounter
turncounter
</div>
## Description
The variable that is gained when turning around from a [[run]] while it is 11 or more.
The variable that is gained when turning around from a [[run]] while it is 11 or more and speed is above 1(in units per tick).

## Notes
The turn variable resets the tick after reaching 20 (i.e. when it would go to 21) and increments by 1 every tick while [[run|running]] and while the turn is active, changing direction or releasing horizontal directional inputs while grounded while standing/running clears the turn and gives the scug a decelerating force bringing it back to normal running speed almost immediately.
The turn variable (also known as `slideCounter` internally) resets the tick after reaching 20 (i.e. when it would go to 21) and increments by 1 every tick while [[run|running]] and while the turn is active, changing direction or releasing horizontal directional inputs while grounded while standing/running clears the turn and gives the scug a decelerating force bringing it back to normal running speed almost immediately.

- Certain tech can only be preformed at certain turn counts which are the following
[[turnflip]] 0-8 by jumping
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2 changes: 1 addition & 1 deletion content/Movement/turnflip.md
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Expand Up @@ -17,7 +17,7 @@ sideflip

![[turnflip_header.gif]]
## Description
By pressing jump while the run counter is between 0(the tick before it would change to 1) and 8, slugcat will enter the [[flip]] state. Unlike flip moves from a [[slide]], it is possible to vary your jump arc using input directions during this move.
By pressing jump while the turn counter is between 0(the tick before it would change to 1) and 8, slugcat will enter the [[flip]] state. Unlike flip moves from a [[slide]], it is possible to vary your jump arc using input directions during this move.

## Notes
With turn-storage, it is possible to [[flip]] from all [[jumptype]] moves, to either [[downthrow]] or gain more height when jumping against a wall or to grab a pole. This is usually done by pressing the turn direction, up and jump simultaneously in order to jump as soon as running begins or by jumping off either the tip of a pole or off a horizontal one.
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30 changes: 29 additions & 1 deletion content/index.md
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Expand Up @@ -5,4 +5,32 @@ socialDescription: One of the wikis in Rain World 3
---
This is a comprehensive collection and explanation of Rain World tech, including movement and eventually exploits, strategies and guides! (huge work in progress)

# [Get started](slide.md)
# [Get started](slide.md)


## Wiki Structure
For most tech rain world uses tickrate(ticks per second or tps) since physics updates depends on a constant 40tps tickrate instead of fps which is variable. Due to this all tech use tps with a few exceptions where fps is relevant. Note: the game still calls it frames per second but it is more commonly referred to as ticks or ticks per second.

Input explanations are in the format of
```
[Inputs]~[amount of ticks held]
```
with the inputs being
```
F(forwards aka direction scug is facing)
B(backwards aka opposite of direction sucg is facing)
R(right)
L(left)
D(down)
U(up)
J(jump)
T(throw)
G(grab)
M(map)
```
e.g.
```
FDJ~2
F~10
```
would be the slide inputs with 2 ticks of down forwards jump followed by 10 ticks of forwards.