Advertisement
xxfillex

CC Competitive Rules

Jan 2nd, 2022 (edited)
9,179
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.25 KB | None | 0 0
  1. Cookie Clicker Competitive Rules
  2.  
  3.  
  4.  
  5. General information:
  6. The competitive rules are rules that some people competing in the game use to have fair and fun competition, with some variation. This paste will outline the standard set of these rules and how they are applied. If anything is unclear, missing or otherwise faulty, feel free to tell me so that I can update this list. Playing using these rules is not an objectively correct way of playing the game, their purpose is only to give an even ground to compete according to. Play how you think is fun.
  7.  
  8.  
  9.  
  10. Clicking/Pressing:
  11. Each input must correspond to one motion of a body part which is moved by a muscle. The input must consist of two parts, one of which when pushing down the button, and the other when releasing the button. In effect, an instantaneous click from only pressing down the button is not allowed, and nor is an autoclicker.
  12.  
  13. Only one input of each type is allowed. For example, you cannot use mouse keys, or a touch screen that registers several simultaneous clicks. You cannot switch to another input, like from mouse to touchpad, during significant parts of gameplay, such as during combos.
  14.  
  15. Rebinding buttons is not allowed.
  16.  
  17.  
  18.  
  19. Modifications:
  20. No modifications to the game are allowed. This includes add-ons and usage of css, regardless of the source of these changes.
  21.  
  22. Opening the debug menu (saysopensesame) is not allowed.
  23.  
  24. Using the console is not allowed.
  25.  
  26. Analyzing an exported savefile using a save editor or any other method is not allowed.
  27.  
  28. Using external software or modifying the monitor to have visual cues of where you should click is not allowed, whether this is to aid remembering a sequence or knowing where to click during "blind" sections of the game.
  29.  
  30.  
  31.  
  32. Savescumming and reloading:
  33. Savescumming is not allowed. Reloading and closing the game can only be done immediately after saving the game, without any visible* random events occuring, information that was not known gained or actions taken within that time.
  34.  
  35. You cannot save and reload or close the game to reverse a portion of an event if it would be clearly beneficial. This includes the entire process of GCs spawning, GFD being cast and ascension being performed. In effect, it is not allowed to save and reload to make the game "forget" what the previous GC outcome is, or recalculate the timer after purchasing the GC upgrades after the first GC click on an ascension, as these both prevent the consequence portion of an event. In addition, it is not allowed to save and reload to clear GCs-onscreen, as that removes the consequence of the GC being on-screen from the event of the GC spawning.
  36.  
  37. It is not allowed to figure out the seed of the game to calculate the outcome of random events in the game.
  38.  
  39. Reverting to an older version of the save than the newest one is not allowed, unless the newest progress was lost outside of your control, such as a power outage or the game being randomly wiped. In such a case you can revert to the newest one available, but not use any information gained from the lost version of the save about random events that are yet to occur, other than to retrace actions that were taken without improving execution or luck in order to recreate the state the game was in.
  40.  
  41. It is not allowed to load a save in such a way that any information from the previous save persists and changes the state of the loaded save. As such, it is not allowed to transfer spells cast by loading a save without grimoire unlocked onto a save with grimoire unlocked and spells cast.
  42.  
  43. As an exception, it is allowed to reload without saving on obvious misclicks during inconsequential parts of gameplay, as long as no visible* major random events have occured since the last save.
  44.  
  45. *Whether an RNG event is seen or not is important as this can influence a decision on whether to go through with a reload or not, and thus having the implication that the RNG would be retried with bad luck, thus being savescummed. If the RNG event is seeded it would give information about a future RNG event, which is also considered savescumming.
  46.  
  47.  
  48.  
  49. Time:
  50. Changing the system time during a run is not allowed. The system time on all devices using the save must be consistent.
  51.  
  52.  
  53.  
  54. Versions:
  55. The Steam and web version of the game is considered to be part of different categories, and thus you cannot switch between them, with the exception of a switch from web to Steam to be able to continue playing on Steam.
  56.  
  57. For the purposes of speedruns and statistics leaderboards, different version numbers count as different categories, and progress will count to the leaderboard of the version you are currently in, as versions change. If something was easier to achieve in an older version, that's not allowed to be used to gain an advantage after switching to a newer version.
  58.  
  59.  
  60.  
  61. Glitches/Exploits:
  62. Glitches are not allowed. This includes any unintended game mechanics.
  63.  
  64. Exploits are allowed, as long as they don't break any other rule on this list. This includes intended game mechanics that are used in unintended ways. Some examples of this is scrying, where you cast Gambler's Fever Dream to gain information about the next cast in the grimoire, and RA confirmation, where you use Resurrect Abomination to gain information about whether a grimoire spell would backfire or not.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement