Behavior

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This is a technical page, which may have unmarked spoilers.

Technical pages document the mechanics of Rain World in much greater detail than is necessary to know for most purposes.

Technical pages may also make use of terms defined in the technical glossary.

Creatures in Rain World vary widely in shape and size, but also have distinct behavior patterns. Creatures have vastly complicated AI, and their behavior can be divided into three different categories: Relationship, Reputation, and Personality.

Relationship

A Pink Lizard's RelationshipTracker

Most creatures in Rain World use what is called a RelationshipTracker, which is triggered upon a creature realizing another is nearby. These Relationships, and their values, are what determine how a creature behaves and interacts with the world. Relationships are mapped with a range of 0-1, with a 0 having no effect on behavior, and a 1 having the highest possible effect.

The following list is all possible Relationships a creature can have with another:

  • Ignores - Causes the creature to act as though the target isn't there.
  • Eats - Causes the creature to attempt to kill the target and carry its corpse to a den if applicable.
  • Afraid - Causes the creature to run away from the target.
  • StayOutofWay -
  • AgressiveRival - Only used by lizards and causes them to attack each other when they're too close, usually resulting in one of them retreating.
  • Attacks - Causes the creature to attempt to kill the target.
  • Uncomfortable -
  • Antagonizes -
  • PlaysWith - Causes Squidcadas to ocasionally play with each other by flying in circles
  • SocialDependent - Only used on the player, causes creatures to have a dynamic reputation to the player.
  • Pack - Causes the creature to stay near the target

Relationships are not static, and vary depending on Reputation, Personality, and player behavior.

Trackers

Two fighting Green Lizard's Trackers.

Trackers typically correspond to Relationships. Some creatures have unique Trackers, such as a Dropwig's CeilingSitModule. The following are the most commonly used Trackers:

  • ThreatTracker - Afraid Relationship
  • PreyTracker - Eats and Attacks Relationships
  • RainTracker - fear of rain
  • InjuryTracker - how hurt a creature is
    • Lizards have a unique LizardInjuryTracker
  • AgressionTracker - AgressiveRival value, as well as how much a creature wants to fight with their rival
  • NoiseTracker - heard sounds and a creature's desire to explore them
  • FriendTracker - creatures' desire to follow a 'friend'
    • This Tracker is used for tamed Lizards instead of a Relationship. In Downpour, it is also used for Slugpups.

Reputation

Certain creatures in Rain World have a Reputation system and display different behaviors as a result. This system is entirely invisible to the player outside of The Chieftain passage and, to a degree, taming Lizards. Different actions cause varying fluctuations in Reputation; helping a Scavenger or trading items causes Reputation to increase, while theft or violence causes a decrease.

Reputation is broken down into four different variables:

  • Regional Reputation - your Reputation within the current Region
  • Global Reputation - affects the behavior of all creatures in the world
  • Filtered Local - the player's current effective Reputation
  • All Reputation - used for Reputation calculations
    • Low All Reputation increases Reputation loss from violence.
    • Low All Reputation reduces Reputation gain from kindness.
    • High All Reputation reduces Reputation loss from violence.
    • High All Reputation increases Reputation gain from kindness.
    • All Reputation does not affect Scavengers.
    • All Reputation is impacted by killing any kind of creature, except for Batflies and Vulture Grubs, even those without Reputation.
      • This does not work vice versa. All Reputation can only be raised through positive interactions with a creature that uses the Reputation system.

At its simplest, low Reputation causes aggression and fear, while high Reputation causes neutrality and friendliness.

The table below lists all creatures with a Reputation system and their resulting relationships:

Creature Low Reputation Relationships Starting Relationships* High Reputation Relationships
Scavengers Afraid, Attacks Afraid, Attacks, Ignores, Uncomfortable Pack
Lizards Eats Eats Ignores
Squidcadas Antagonizes, StayOutofWay, Afraid Antagonizes, StayOutofWay, Afraid Ignores
Garbage Worms N/A Ignores N/A
Jetfish Ignores, Antagonizes, Afraid Ignores, Antagonizes, Afraid Ignores
Rain Deer Ignores Ignores Ignores

* 'Starting Relationships' refers to Survivor's starting Reputation, which is around 0.

† While Garbage Worms are included in the Reputation table, there is no way to raise or lower Reputation with them outside of influencing your All Rep, and even then, their behavior is unaffected regardless. Their aggression is instead caused by a state called angryAt.

‡ Jetfish that have never been in water have an Ignores Relationship with the player. Jetfish become Afraid of the player for a short amount of time after being thrown.

Personality

Technical Article: Behavior/Personality

Certain creatures, Scavengers and Lizards most notably, have Personality modifiers that change the way they interact with Slugcat and other creatures. The following lists all possible Personality traits:

  • Aggression
  • Bravery
  • Dominance
  • Energy
  • Nervous
  • Sympathy

These personality traits can affect each other, appearance, and relationships. The following tables list all effects that Personality has on creature behavior:

Aggression

Bravery

Dominance

Energy

Nervous

Sympathy

Trivia

  • Aggression is misspelled as Agression in the code.
  • In v1.5, Jetfish Reputation can only be decreased.
  • Killing Lantern Mice causes the highest drop in All Reputation, reducing it by -7.5