Advanced Movement
The ADVANCED bonuses — precise routing, high-speed lines, and clean timing chains.
Advanced bonuses ask for deliberate routing rather than repetition: specific moves in a specific order, held speeds, and timing windows you have to actually hit. These are what separate a competent runner from a stylish one.
They use category: ADVANCED in bonuses.yml.
+FICSIT APPROVED — 250 pts
ficsit_approved — land a run of perfectly-timed quick vaults or
slides across identical block heights, back-to-back.
| Field | Default | Meaning |
|---|---|---|
required_streak | 3 | How many matched vaults in a row you need. |
max_time_millis | 5000 | How long the whole streak can take. |
+CATAPULT — 250 pts
catapult — quick vault directly out of a
climb vault.
| Field | Default | Meaning |
|---|---|---|
max_chain_time_millis | 1200 | The gap allowed between the two vaults. |
+OVER THE RAILS — 300 pts
over_the_rails — land a perfect roll immediately after vaulting a fence.
| Field | Default | Meaning |
|---|---|---|
max_chain_time_millis | 5000 | How long after the vault the roll still counts. |
allow_extra_moves | false | Whether other moves may happen between the vault and the roll. |
+BREACH — 300 pts
breach — smash through a door, trapdoor or gate with a slide. No
thresholds; it fires on the breach itself.
+HIGH PROFILE — 300 pts
high_profile — pull off a loud or explosive move, like breaking a door, while at a high enough
flow rank.
| Field | Default | Meaning |
|---|---|---|
minimum_rank | s | The lowest flow rank that can trigger it. Use max for Flow State. |
+DEALMAKER — 350 pts
dealmaker — land a roll on top of a villager's workstation or a loot
container.
| Field | Default | Meaning |
|---|---|---|
workstation_materials | list | Blocks that count as a workstation. Defaults cover the villager job blocks — see the full file. |
loot_materials | list | Blocks that count as loot. Defaults are CHEST, TRAPPED_CHEST and BARREL. |
+REBOUND CLING — 350 pts
rebound_cling — tic tac into a wall cling
without ever touching the ground.
| Field | Default | Meaning |
|---|---|---|
max_window_ticks | 40 | How long after the tic tac the cling still counts. |
+EFFICIENCY BUMP — 350 pts
efficiency_bump — get the perfect speed boost on two consecutive
quick vaults.
| Field | Default | Meaning |
|---|---|---|
speed_match_threshold | 1.1 | How much speed you must carry out of each vault relative to what you went in with. |
delay_ticks | 2 | How long after each vault your speed is measured. |
+LONG WAY DOWN — 400 pts
long_way_down — hold one continuous wall run over a long stretch of
wall.
| Field | Default | Meaning |
|---|---|---|
min_wallrun_distance | 12.0 | How far the single wall run has to carry you, in blocks. |
+VENTED — 400 pts
vented — pass through an iron trapdoor on a full-speed slide.
| Field | Default | Meaning |
|---|---|---|
min_speed | 0.32 | The slide speed you need at the moment you pass through. |
+DOUBLE DOWN — 400 pts
double_down — land two perfectly-timed rolls close together.
| Field | Default | Meaning |
|---|---|---|
max_window_millis | 10000 | How far apart the two rolls can be. |
+DEALER'S CHOICE — 450 pts
dealers_choice — slide into wall run into
tic tac.
| Field | Default | Meaning |
|---|---|---|
max_chain_time_millis | 3000 | How long the whole three-move chain can take. |
+GHOST RUN — 500 pts
ghost_run — string together a long sequence of moves without taking any damage.
| Field | Default | Meaning |
|---|---|---|
required_moves | 30 | How many moves the damage-free run needs. |
+SKYLINE — 500 pts
skyline — chain wall runs together without touching the ground or using
any move other than a wall jump between them.
| Field | Default | Meaning |
|---|---|---|
required_streak | 3 | How many wall runs you need in the chain. |
+CHAOS, CHAOS! — 600 pts
chaos_chaos — trigger several distinct moves in quick succession.
| Field | Default | Meaning |
|---|---|---|
required_distinct_moves | 5 | How many different moves you need. Repeats don't count. |
window_millis | 5000 | How long you have to fit them all in. |