The latter can sometimes kill the player such as in the Watcher boss fight.īoots of Freedom allow the player to be immune to all slowing effects. Other ways the player can be moved is via being pushed by enemies, by wind on The Battlements, and by walls or pillars that attempt to nudge the player back inbounds. After that, then the move speed bonuses from things like combo or the Cape of Withdrawal will be applied additively. The Last Stand and On the Run drinks visibly change that value, with last stand applying to the sum total of all all movement speed increasing items. Items and effects that say that they give a +x% or -x% move speed bonus have that effect applied to the value seen in your character screen. The game has a hard cap on move speed of 5.0, so no matter how many boosts you activate at once, you cannot move faster than that in an un-modded game. Move speed it set to a base value of 2.4 and is able to be increased or decreased by various factors in the game such as drinks, items, and status effects like poison or slowness from ice attacks. Similarly it is used to choose what item tier and item you get from a chest. This plays a role when deciding what the outcome of "RNG buttons" one may find occasionally in a run will be. RNGs are algorithms within code to generate an pseudo-random number that can be used to generate a seemingly random output. Trap cycles are measured in ticks by the game to know when to fire an arrow, raise and lower spikes, or when the player should be dealt another hit from a spike or flame trap. The player is dealt fire or poison damage every 15 ticks, for a total time of 75 ticks, leading to 5 damage hits. Much of the game is processed in this 30 fps tickrate, such as DoT timers, speed, collision, etc. Heroes of Hammerwatch's mechanical portions run at a rate of 33ms for every tick, or at a rate of 30fps.
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