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feedback updates
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Lines changed: 30 additions & 10 deletions

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helpers.json

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@@ -775,6 +775,18 @@
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]}
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]
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},
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{
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"name": "h_extremelyTrickyToCarryFlashSuit",
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"requires": [
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{"or": [
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{"noFlashSuit": {}},
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{"and": [
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"canTrickyCarryFlashSuit",
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"canBeExtremelyPatient"
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]}
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]}
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]
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},
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{
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"name": "h_PlasmaHitbox",
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"requires": [

region/maridia/inner-pink/Colosseum.json

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{"or": [
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{"spikeHits": 1},
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"canHorizontalDamageBoost"
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]},
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"h_trickyToCarryFlashSuit"
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]}
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],
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"flashSuitChecked": true,
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"note": [
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{"or": [
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"Morph",
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{"spikeHits": 2}
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]}
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]},
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"h_extremelyTrickyToCarryFlashSuit"
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],
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"flashSuitChecked": false,
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"flashSuitChecked": true,
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"note": [
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"Land on each set of spikes as a way to jump to the next safe platform.",
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"The first jump can be done with a very precise damage boost to bounce forward off the spike, or using morph."
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"flashSuitChecked": true,
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"note": [
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"Crouch jump while holding shot to jump high enough to grapple horizontally to the second-lowest block.",
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"then fall, aim diagonally up, and grapple to the opposite wall,",
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"repeating this several times until above the water line."
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"then fall, aim diagonally up, and grapple to the opposite wall after moving close enough to it,",
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"repeating this until Samus is above the water line.",
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"Grappling the same wall is also an option:",
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"in this case Samus will already be facing the wall when falling,",
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"so simply hold angle up and fire Grapple again immediately when Samus begins to fall;",
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"if done quickly, Samus will climb up to the next Grapple block."
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]
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},
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{
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{"spikeHits": 3},
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"canNeutralDamageBoost",
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{"or": [
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"canHorizontalDamageBoost",
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{"and": [
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"canHorizontalDamageBoost",
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{"noFlashSuit": {}}
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]},
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{"spikeHits": 1}
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]}
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],
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"flashSuitChecked": false,
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"flashSuitChecked": true,
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"note": [
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"Stay out of the water, and by extension the sand, of the room by using the spikes as platforms.",
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"Landing on spikes aiming down with no other direction pressed can help control the knockback.",

strats.md

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@@ -1024,15 +1024,16 @@ A `comeInStutterGettingBlueSpeed` entrance condition indicates that Samus must r
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- _minTiles_: The minimum amount of effective runway tiles in other room needed for this strat.
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A `comeInStutterGettingBlueSpeed` condition must match with a `leaveWithRunway` condition on the other side of the door, which must have an "air" environment and an effective length of at least `minTiles`. A match comes with the following implicit requirements for actions to be performed in the previous room:
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- The helper `h_stutterWaterGetBlueSpeed`, which includes the `canStutterWaterShineCharge` tech and the `SpeedBooster` item, but while being able to retain a flash suit.
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- The `SpeedBooster` item.
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- The tech requirement `{"tech": "canStutterWaterShineCharge"}`. Note that this allows retaining a flash suit.
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- If the previous room is heated, then heat frame requirements are included based on `minTiles`, in the same way as for a `comeInRunning` requirement.
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#### Example
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```json
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{
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"name": "Come In Stutter Getting Blue Speed",
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"entranceCondition": {
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"comeInStutterGettingBlueSpped": {
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"comeInStutterGettingBlueSpeed": {
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"minTiles": 2
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}
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},

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