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35 changes: 35 additions & 0 deletions region/lowernorfair/west/Acid Statue Room.json
Original file line number Diff line number Diff line change
Expand Up @@ -1018,6 +1018,41 @@
"note": "Menu to Grappling Beam before the crystal flash ends and mash shoot while holding down.",
"devNote": "The extra Power Bomb or bombs is to get through the bomb blocks."
},
{
"link": [5, 5],
"name": "Magdollite Farm",
"requires": [
"h_heatProof",
{"cycleFrames": 330},
{"or": [
{"and": [
"canTrickyJump",
"canCameraManip"
]},
"Plasma",
"ScrewAttack",
{"and": [
"Wave",
{"or": [
"Spazer",
"Ice"
]}
]}
]},
{"or": [
"canTrickyJump",
{"cycleFrames": 200}
]}
],
"farmCycleDrops": [
{"enemy": "Magdollite", "count": 3}
],
"flashSuitChecked": true,
"note": [
"The Magdollite can be farmed from the left without activating the Holtzes.",
"Or from the right by trapping the Holtz by quickly jumping past them."
]
},
{
"id": 39,
"link": [5, 5],
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64 changes: 61 additions & 3 deletions region/lowernorfair/west/Fast Ripper Room.json
Original file line number Diff line number Diff line change
Expand Up @@ -115,12 +115,70 @@
"link": [1, 1],
"name": "Ripper Farm",
"requires": [
"h_heatProof",
"ScrewAttack",
{"resetRoom": {"nodes": [1]}},
{"refill": ["Energy", "Super"]}
{"heatFrames": 215},
{"cycleFrames": 215},
{"or": [
"canInsaneJump",
{"and": [
"canFarmWhileShooting",
{"heatFrames": 45},
{"cycleFrames": 45}
]},
{"and": [
{"heatFrames": 360},
{"cycleFrames": 360}
]}
]}
],
"resetsObstacles": ["A"],
"farmCycleDrops": [
{"enemy": "Ripper 2 (red)", "count": 5}
]
},
{
"link": [1, 1],
"name": "Partial Ripper Farm (Supers)",
"entranceCondition": {
"comeInNormally": {}
},
"requires": [
"ScrewAttack",
"canDodgeWhileShooting",
{"heatFrames": 200},
{"resourceAvailable": [{"type": "Energy", "count": 50}]},
{"partialRefill": {"type": "Super","limit": 5}},
{"heatFrames": 80}
]
},
{
"link": [1, 1],
"name": "Partial Ripper Farm (Energy)",
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I'm not sure the intent here, but I'm interpreting this as a way to take advantage of health bomb to gain a bit of energy while not full on Supers? If full on Supers, the main farm-cycle strat could be applicable instead.

A pause abuse version could be added for this, similar to the "Approach Farm" strats that were used with the heated Gamet farms. I found it was fairly reasonable coming in with 15 energy: https://videos.maprando.com/video/7455 . Even without pause abuse, a strat like this can be helpful for modeling how you can get the farm started since the amount of heat damage until collecting your first drop is significantly less than the full cycle's worth of heat damage.

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It took some finessing...

"entranceCondition": {
"comeInNormally": {}
},
"requires": [
"ScrewAttack",
"canFarmWhileShooting",
{"or": [
{"and": [
"canPauseAbuse",
"canInsaneJump",
{"heatFrames": 60}
]},
{"heatFrames": 120}
]},
{"or": [
{"and": [
{"resourceMissingAtMost": [{"type": "Super", "count": 0}]},
{"partialRefill": {"type": "Energy","limit": 100}}
]},
{"partialRefill": {"type": "Energy","limit": 70}}
]},
{"heatFrames": 60}
],
"resetsObstacles": ["A"]
"note": "If Supers are not full, time the collection of energy to force further Energy drops."
},
{
"id": 3,
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