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Yellow Maridia Farms part 2: Plasma Spark Room, etc. #2215
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| Original file line number | Diff line number | Diff line change | ||||
|---|---|---|---|---|---|---|
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@@ -228,18 +228,79 @@ | |||||
| { | ||||||
| "id": 7, | ||||||
| "link": [1, 1], | ||||||
| "name": "Space Pirate Farm", | ||||||
| "name": "Pirate Farm (All Pirates)", | ||||||
| "requires": [ | ||||||
| "SpaceJump", | ||||||
| {"resetRoom": {"nodes": [1]}}, | ||||||
| {"or": [ | ||||||
| {"and": [ | ||||||
| "HiJump", | ||||||
| "SpaceJump", | ||||||
| {"cycleFrames": 930} | ||||||
| ]}, | ||||||
| {"and": [ | ||||||
| "HiJump", | ||||||
| "canTrickyWalljump", | ||||||
| {"cycleFrames": 960} | ||||||
| ]}, | ||||||
| {"and": [ | ||||||
| "SpaceJump", | ||||||
| {"cycleFrames": 1220} | ||||||
| ]}, | ||||||
| {"and": [ | ||||||
| "canSpringwall", | ||||||
| {"cycleFrames": 1035}, | ||||||
| "h_doubleEquipmentScreenCycleFrames" | ||||||
| ]}, | ||||||
| {"and": [ | ||||||
| "HiJump", | ||||||
| "canSpringBallJumpMidAir", | ||||||
| {"cycleFrames": 910}, | ||||||
| "h_doubleEquipmentScreenCycleFrames" | ||||||
| ]}, | ||||||
| {"and": [ | ||||||
| "canDoubleBombJump", | ||||||
| "canWalljump", | ||||||
|
Contributor
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Suggested change
Contributor
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. What is the "canWallJumpBombBoost" for? The idea behind "canWalljump" was just to be able to more quickly collect the right wall Pirate's drop, and to more quickly get up from the bottom standing Pirate.
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I figured it was to help bomb jump out by getting half-way up with walljumps but that isn't actually possible.
Contributor
Author
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Nice, didn't realize the crouch jump worked there. Added that as an option now. I figure it's ok if there's some extra lenience for the double bomb jump variants since it's probably expected to fall down sometimes. And it seemed too complicated to look at the interaction between weapon and movement. But feel free to make code suggestions or a follow-up PR if there's stuff you want to add/change here. |
||||||
| {"cycleFrames": 1410} | ||||||
| ]}, | ||||||
| {"and": [ | ||||||
| "canDoubleBombJump", | ||||||
| {"cycleFrames": 1560} | ||||||
| ]} | ||||||
| ]}, | ||||||
| {"or": [ | ||||||
| "ScrewAttack", | ||||||
| "Plasma" | ||||||
| ]}, | ||||||
| ]} | ||||||
| ], | ||||||
| "clearsObstacles": ["A"], | ||||||
| "farmCycleDrops": [ | ||||||
| {"enemy": "Pink Space Pirate (standing)", "count": 4}, | ||||||
| {"enemy": "Pink Space Pirate (wall)", "count": 2} | ||||||
| ], | ||||||
| "devNote": [ | ||||||
| "FIXME: Add option to kill the Pirates with speed echoes, and possibly to get back up with a shinespark." | ||||||
| ] | ||||||
| }, | ||||||
| { | ||||||
| "link": [1, 1], | ||||||
| "name": "Pirate Farm (Single Pirate)", | ||||||
| "requires": [ | ||||||
| {"resetRoom": {"nodes": [1]}}, | ||||||
| {"partialRefill": {"type": "Energy", "limit": 200}}, | ||||||
| {"partialRefill": {"type": "Missile", "limit": 12}} | ||||||
| {"or": [ | ||||||
| {"and": [ | ||||||
| "Plasma", | ||||||
| {"cycleFrames": 210} | ||||||
| ]}, | ||||||
| {"and": [ | ||||||
| "ScrewAttack", | ||||||
| {"cycleFrames": 255} | ||||||
| ]} | ||||||
| ]} | ||||||
| ], | ||||||
| "clearsObstacles": ["A"] | ||||||
| "resetsObstacles": ["A"], | ||||||
| "farmCycleDrops": [ | ||||||
| {"enemy": "Pink Space Pirate (standing)", "count": 1} | ||||||
| ] | ||||||
| }, | ||||||
| { | ||||||
| "id": 8, | ||||||
|
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