How to verify a run to see if it has used Tarot Cards for cheating purposes.
[section=Gold Tarot Cards]
- These cards are displayed when activated, doesn't require advanced analysis and can be spotted easily, if the client has been modified in any way, the runner will be disqualified and permanently banned due to potential fraud in past runs and also future runs (If it is by accident, it might or might not be disputed).
[section=Silver Tarot Cards] [big]• Soul Keeper[/big] - This card is obsolete in Trauma, souls usually stay for 10 seconds, but with Soul Keeper their period is prolonged to 15 seconds. [big]• Blessing[/big] - Pretty obvious, if you start the level with 150 health, you automatically used this tarot card. [big]• Replenish[/big] - If the ammo boxes offer double the ammo in the respective difficulty, then this card is used. See list below [big]• Dark Soul[/big] - This card is obsolete in Trauma, you will morph into demon at 50 collected souls, if the player temporarily turns into a demon at 48 souls then this card is used. [big]• Soul Catcher[/big] - This card is obsolete in Trauma, easy to spot due to the large amounts of souls, if a soul is attracted to the player, then this card is used. [big]• Greed[/big] - This card is crucial to 100%, if the amount of usual coins is double, then this card is used, there is also a bug that adds the bonus coins from jewelry dropped from monsters. [big]• Vitality[/big] - If the amount of health isn't capped at 100, but increases when collecting yellow souls up to 150, then this card is used. [big]• Last Breath[/big] - When the player dies, it will be revived and start with 33 hp, easy to spot because of the sound it makes. [big]• Soul Redeemer[/big] - This card is obsolete in Trauma, easy to spot, when collecting souls, the health recovered is doubled. [big]• Health Regeneration[/big] - If the player starts regenerating health 10 seconds after taking damage, then this card is used. [big]• Fear[/big] - If the boss starts with less than full health then this card is used, regarding other enemies it is very difficult to spot. [big]• 666 Ammo[/big] - Easy to spot, when starting the level if the player has 666 ammo for every gun, then this card is used. [big]• Armor Regeneration[/big] - If the player starts regenerating armor 10 seconds after taking damage, then this card is used. [big]• Health Stealer[/big] - Health increases when damaging enemies.
[section=Obsolete Cards]
- The following cards don't require verification: [big]Divine Intervention[/big], [big]Forgiveness[/big], [big]Mercy[/big]
[section=Replenish Ammo] [big]Daydream[/big] • Shotgun Shells : 24 / 48 • Shotgun Ice Bullets : 20 / 40 • Stakegun Stakes : 20 / 40 • Ammo Grenade : 10 / 20 • Ammo Grenade (Big) : 16 / 32 • Minigun Bullets : 100 / 200 • Shurikens : 100 / 200 • Electricity : 50 / 100 • Rifle Bullets : 100 / 200 • Rifle Flame : 24 / 48 • Bolts : 60 / 120 • Heater Bombs : 100 / 200
• Megapack
- Shotgun Shells : 20 / 40
- Shotgun Ice Bullets : 8 / 16
- Stakegun Stakes : 16 / 32
- Ammo Grenade : 8 / 16
- Minigun Bullets : 90 / 180
- Shurikens : 40 / 80
- Electricity : 40 / 80
- Rifle Bullets : 60 / 120
- Rifle Flame : 16 / 32
- Bolts : 30 / 60
- Heater Bombs : 32 / 64
[big]Insomnia[/big] • Shotgun Shells : 18 / 36 • Shotgun Ice Bullets : 15 / 30 • Stakegun Stakes : 15 / 30 • Ammo Grenade : 7.5 / 15 • Ammo Grenade (Big) : 12 / 24 • Minigun Bullets : 75 / 150 • Shurikens : 75 / 150 • Electricity : 37.5 / 75 • Rifle Bullets : 75 / 150 • Rifle Flame : 18 / 36 • Bolts : 45 / 90 • Heater Bombs : 75 / 150
• Megapack
- Shotgun Shells : 15 / 30
- Shotgun Ice Bullets : 6 / 12
- Stakegun Stakes : 12 / 24
- Ammo Grenade : 6 / 12
- Minigun Bullets : 67.5 / 135
- Shurikens : 30 / 60
- Electricity : 30 / 60
- Rifle Bullets : 45 / 90
- Rifle Flame : 12 / 24
- Bolts : 22.5 / 45
- Heater Bombs : 24 / 48
[big]Nightmare & Trauma[/big] • Shotgun Shells : 12 / 24 • Shotgun Ice Bullets : 10 / 20 • Stakegun Stakes : 10 / 20 • Ammo Grenade : 5 / 10 • Ammo Grenade (Big) : 8 / 16 • Minigun Bullets : 50 / 100 • Shurikens : 50 / 100 • Electricity : 25 / 50 • Rifle Bullets : 50 / 100 • Rifle Flame : 12 / 24 • Bolts : 30 / 60 • Heater Bombs : 50 / 100
• Megapack
- Shotgun Shells : 10 / 20
- Shotgun Ice Bullets : 4 / 8
- Stakegun Stakes : 8 / 16
- Ammo Grenade : 4 / 8
- Minigun Bullets : 45 / 90
- Shurikens : 20 / 40
- Electricity : 20 / 40
- Rifle Bullets : 30 / 60
- Rifle Flame : 8 / 16
- Bolts : 15 / 30
- Heater Bombs : 16 / 32
Well, here is an Autosplitter script which doesn't do that much, only starts the timer when the map loads, resets the timer when you go to the main menu and splits when the Chaos Insurgency shows up. (v0.9.3 only)
[section=Dictionary] Use these terms and avoid at all cost to mention any of the bug's effects. (doesn't apply to fixed ones)
Map Bugs: [Gamemode][Map Name][BUG/OTHER][NUMBER][Iteration] Example : ZS_EPVICTOR_BUG_8_2
Weapon Bugs: [Weapon Name][BUG/OTHER][NUMBER]_[Iteration] Example : CLAYMORE_BUG_1
Other Bugs: [Identifiable System Name][BUG/OTHER][NUMBER]_[Iteration] Example: PARTS_BUG_1
[section=Allowed Bugs]
- ZS_PANICROOM_BUG_2
- ZS_PANICROOM_BUG_3
- ZS_PANICROOM_BUG_6
- ZS_PANICROOM_BUG_8
- ZS_PANICROOM_BUG_9
- ZS_PANICROOM_BUG_10
- ZS_PANICROOM_BUG_11
- ZS_PANICROOM_BUG_12
- ZS_PANICROOM_BUG_13
[section=Restricted Bugs]
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Toxicity Spawn Cliff Hanging Bug: In Toxicity you were able to get to the cliff either by the help of a Teammate, OICW, Angra Wings, Venom Guard, Zombie Grenade, but this bug has been fixed. Any video between the timeline is eligible for submitting. Lifetime:
- 23.09.2014 to 4.05.2018 (CSN:Z) Value: ZS_TOXICITY_BUG_1
-
Bendita Bug: In Culvert you were able to deal damage to Dione using the Bendita's afterburn effect making clearing rounds faster, but this bug has been fixed rendering speedrunning Culvert obsolete. Any video between the timeline is eligible for submitting. Lifetime:
- 26.05.2014 to 15.05.2016 (Korea) Value: ZS_CULVERT_BUG_2
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Angra Nest Player Boosting : In Angra Nest you were able to boost yourself through the ceiling with the help of another Teammate, but this bug has been fixed. Value: ZS_ANGRANEST_BUG_6
-
Panic Room Ledge Grabbing: In Panic room you were able to get onto the very thin edge of the 2nd phase platform with either the help of Gae Bolg, OICW, Venom Guard, Zombie Grenade, but this bug has been fixed. Any video between the timeline is eligible for submitting. Lifetime:
- 23.09.2014 to 10.10.2018 (CSN:Z) Value: ZS_PANICROOM_BUG_7
-
Panic Room Skywalking: In Panic room you were able to skywalk through a gap in the 3rd phase were zombies usually come, you could reach there either by the help of Angra Wings, OICW, Kraken's Tentacle, Zombie Grenade, Venom Guard, but this bug has been fixed. Any video between the timeline is eligible for submitting. Lifetime:
- 23.09.2014 to 10.10.2018 (CSN:Z) Value: ZS_PANICROOM_BUG_14
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Episode Victor Boss Parts Bug: In Episode Victor, at final boss phase you were able to misalign boss' parts path by just shooting them with magnum launcher, but this bug has been fixed. Any video between the timeline is eligible for submitting. Lifetime:
- 23.01.2018 to 7.02.2018 (TW/HK) Value: ZS_EPVICTOR_BUG_8_1
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Episode Lucia Crab Bug: In Episode Lucia, you were able to push the crab while it was hung on the ceiling with magnum launcher into a corner in which will get stuck and unable to move, but this bug has been fixed. Any video between the timeline is eligible for submitting. Lifetime:
- 23.01.2018 to 7.02.2018 (TW/HK) Value: ZS_EPLUCIA_BUG_11
Since there are no submissions to the Daydream difficulty we will have to keep the Trauma difficulty so that the tabel doesn't looks empty
We might need to add some rules for the future speedruns.
For example there is a command called "setmaxfps" which lets you limit the maximum fps to a certain number. This command is very overpowered since it lets you do tricks which are impossible in 120 fps. (it is also a required command in Loony Park since you cannot collect a secret in 120 fps)
Also there are Binds commands which lets you bind a certain command to a certain key like "bind NUMPAD1 setmaxfps 30" and skips the whole process of writing the command in the console. (The only negative aspect is that we don't know if a player has introduced a command or not by using binds)
The level leaderboard is missing, also there is only Any% where the game could be beaten in Card% (Collecting every single card), 100% (Every soul, gold coins, enemies and 5 stars). Also the difficulties should be divided into categories, there is obviously a huge difference between Daydream speedrun and Trauma speedrun.