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Ridley G-mode and ridleyKill requirement#2083

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blkerby merged 6 commits intovg-json-data:masterfrom
blkerby:ridley-g-mode
Jun 5, 2025
Merged

Ridley G-mode and ridleyKill requirement#2083
blkerby merged 6 commits intovg-json-data:masterfrom
blkerby:ridley-g-mode

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@blkerby blkerby commented Jun 1, 2025

This replaces the Ridley enemyKill requirement with a new logical requirement ridleyKill, with some documentation on how the ammo/energy can be calculated. This way it's less of a magical thing happening on the randomizer side. I would like to do this same sort of thing with the other bosses. With this, the existing boss scenarios could probably be removed.

The new G-mode CF Ridley strats still require handling different combinations of ammo/beams/patience which would be unreasonably complicated to handle precisely without the boss calculation, which is the motivation for supporting this using gMode and stuck properties inside the ridleyKill object. The existing enemyKill schema was limiting because it didn't allow us to include boss-specific properties like this.

Doing a regular fight in G-mode (i.e. not using a CF to get Ridley stuck) could be possible with less than 30 Supers but I'm not sure if there's a reliable enough method to avoid the invisible fireballs if the fight goes on long. If someone figures that out, it could be added later. The combinations {"ridleyKill": {"gMode": false, "stuck": true}} and {"ridleyKill": {"gMode": true, "stuck": false}} would not be used currently, but possibly could later if strats are worked out for them.

Videos:

@blkerby blkerby added the Area:Lower Norfair Stuff in Lower Norfair label Jun 1, 2025
@blkerby blkerby marked this pull request as draft June 2, 2025 16:49
@blkerby blkerby marked this pull request as ready for review June 2, 2025 18:03
Comment thread logicalRequirements.md Outdated
"id": 2,
"name": "G-Mode Crystal Flash Stuck Ridley",
"note": [
"In G-mode, use a Crystal Flash and additional Power Bomb to get Ridley stuck at the bottom-left of the room.",
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Suggested change
"In G-mode, use a Crystal Flash and additional Power Bomb to get Ridley stuck at the bottom-left of the room.",
"In G-mode, use a Crystal Flash and an additional Power Bomb to get Ridley stuck at the bottom-left of the room.",

Comment thread region/lowernorfair/east/Ridley's Room.json Outdated
{"notable": "G-Mode Ridley with 30 Supers"},
{"heatFrames": 0},
{"ammo": {"type": "Super", "count": 30}},
{"partialRefill": {"type": "Energy", "limit": 100}}
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can use the helper h_heatedGModePauseAbuse or some more heat frames (Could have immobile, varia, or entered the room after CF or ship refill)

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If you have the energy, then it's possible to just not collect the drops, in which case no pause abuse is needed and no additional heat damage is taken either (there are still Base heat frames needed to make it from node 3 to one of the doors). Added an option for that now, and included the pause abuse requirement for the other case.

Comment thread region/lowernorfair/east/Ridley's Room.json
}}
]},
{"autoReserveTrigger": {}},
{"heatFrames": 720},
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If you trigger reserves while against the wall, ridley will quickly explode which is safer and faster. Bottom right was the hardest stuck position because it looked like you need to use the tail and that is close to the acid, but you can do it.

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You may need a second reserve for the lower positions, actually. And an etank to use them.

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This amount of heat frames is already going to be forcing a second reserve and ETank (or Varia).

By the way, I had the heatFrames wrong before because I forgot about the heatFrames included in the autoReserveTrigger. This makes it difficult to write it accurately since the Ridley death animation (e.g. while Samus is grabbed) continues through the reserve trigger, meaning the additional heat frames would depend on how many reserves/tanks you have. I based it on having 2 reserve tanks (and an E-tank) which should be the worst-case scenario here logically (with more tanks, more heat frames will already be included in the autoReserveTrigger).

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I'm curious how the quick explode thing works; I thought Ridley had to try grabbing you a bunch of times before that would happen. The heat frames aren't accounting for the quick explode option: I wasn't sure if it is something generally possible or only in this specific stuck position.

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The 10 lunges attempts happen very very quickly for the quick explode. Getting it as quickly as the reserve trigger in my clip does is extremely rare. I think its more common to get 2-4 real lunges if you are trying to get an explode kill. So quick explode is not generally possible. Also, I tried quick explode in a normal fight, and getting grabbed was faster.

Comment thread region/lowernorfair/east/Ridley's Room.json Outdated
Comment thread logicalRequirements.md Outdated
Comment thread region/lowernorfair/east/Ridley's Room.json
blkerby and others added 2 commits June 3, 2025 09:40
Co-authored-by: kjbranch <61815121+kjbranch@users.noreply.github.com>
osse101
osse101 previously approved these changes Jun 4, 2025
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I've wanted free a few times in the past.

Passing variables to the ridley scenario makes sense. There should be more cases this applies to, like GT, but is still mostly magic.

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blkerby commented Jun 4, 2025

I've wanted free a few times in the past.

Passing variables to the ridley scenario makes sense. There should be more cases this applies to, like GT, but is still mostly magic.

Yeah Mother Brain is another one that I'd really like to do, because "R-mode" and "Light Pillar" would be variables that affect the rainbow beam part of the calculation: right now the randomizer does a hard-coded check for the room's obstacle (representing R-mode) and just skips the rainbow beam damage in that case (since it's covered in the strat), which is very hacky.

kjbranch
kjbranch previously approved these changes Jun 5, 2025
Comment thread region/lowernorfair/east/Ridley&#39;s Room.json Outdated
Comment thread region/lowernorfair/east/Ridley&#39;s Room.json Outdated
Comment thread region/lowernorfair/east/Ridley&#39;s Room.json Outdated
Co-authored-by: kjbranch <61815121+kjbranch@users.noreply.github.com>
@blkerby blkerby dismissed stale reviews from kjbranch and osse101 via e57acf5 June 5, 2025 16:34
@blkerby blkerby merged commit c78ab5d into vg-json-data:master Jun 5, 2025
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@blkerby blkerby deleted the ridley-g-mode branch February 15, 2026 00:08
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3 participants