Yellow Maridia pt. 1 (Plasma Room, etc.): blue suit logic#2827
Yellow Maridia pt. 1 (Plasma Room, etc.): blue suit logic#2827blkerby wants to merge 2 commits intovg-json-data:masterfrom
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Updated the room diagram. It was a tricky one to make, and I wasn't completely satisfied with it. Let me know if either of you want anything changed. |
| "blueSuitChecked": true | ||
| }, | ||
| { | ||
| "id": 2, |
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How is LeaveSpinning(Space Jump) not a duplicate of LeaveSpaceJumping?
| @@ -214,14 +226,68 @@ | |||
| "exitCondition": { | |||
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This would be C cleared with b and a possibly partially cleared.
| "HiJump", | ||
| "canSpeedyJump", | ||
| "canShinechargeMovementTricky", | ||
| {"shinespark": {"frames": 11, "excessFrames": 8}} |
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This amount of health loss looks like it needs B cleared.
| "name": "Shinespark", | ||
| "requires": [ | ||
| {"obstaclesCleared": ["C"]}, | ||
| "canShinechargeMovement", |
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At the lowest difficulty this may need either A cleared or to expect damage, or tech. Where the top pirate's position needs to be isn't something you think about when you descend the room.
| "name": "HiJump Wall Jump", | ||
| "requires": [ | ||
| "HiJump", | ||
| "canPreciseWalljump" |
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| "canPreciseWalljump" | |
| "canPreciseWalljump", | |
| {"or": [ | |
| "canDodgeWhileShooting", | |
| {"obstaclesCleared": ["B"]} | |
| ]} |
| "name": "Frozen Wall Pirate Escape", | ||
| "requires": [ | ||
| "canTrickyUseFrozenEnemies", | ||
| "canPreciseWalljump" |
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a) Standing pirate alive means a movement check on freezing the wall pirate correctly while under attack
b) B cleared means a knowledge check on killing the wallpirate from above after using it to platform
| "id": 11, | ||
| "link": [3, 1], | ||
| "name": "Shinespark", | ||
| "name": "Insane Wall Jump", |
| "name": "Walljump Springball Jump", | ||
| "name": "Wall Jump Spring Ball Jump", | ||
| "requires": [ | ||
| "canSpringwall" |
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| "canSpringwall" | |
| "canSpringwall", | |
| {"or": [ | |
| "canDodgeWhileShooting", | |
| {"obstaclesCleared": ["B"]} | |
| ]} |
| "name": "HiJump Spring Ball Jump", | ||
| "requires": [ | ||
| "HiJump", | ||
| "canSpringBallJumpMidAir" |
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| "canSpringBallJumpMidAir" | |
| "canSpringBallJumpMidAir", | |
| {"or": [ | |
| "canDodgeWhileShooting", | |
| {"obstaclesCleared": ["B"]} | |
| ]} |
| "link": [3, 3], | ||
| "name": "Pseudo Screw Central Pirates Kill", | ||
| "requires": [ | ||
| "canPseudoScrew", |
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At medium we're better off expecting 2 hits per pirate. I'd expect hard to take an extra hit or two too, overall.
Plasma Room has a fairly major rework which continues in the direction of what Kyle started last week and goes a bit further:
I would be surprised if I didn't miss something here, so it could use a close look.