add CanSlopeSpark to logic#2306
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add canSlopeSpark to logic + 2 examples in spore spawn farming room
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kjbranch
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Sounds like youre on a good track and are planning on making some changes soon. I'll review it again tomorrow
| "link": [2, 2], | ||
| "name": "Gain Flash Suit (Slopespark) - Leave With Shinespark", | ||
| "requires": [ | ||
| "canSlopeSpark" |
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I wonder if leaving through the door with a spark while gaining a flash suit should have another tech added onto it? For now, I would maybe just throw on canComplexCarryFlashSuit
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thank you for the feedback, I stuck a cancomplexcarryflashsuit on to it.
As per discussions with Kyle & Maddo.. hopefully this is correct (or close to it!)... I added "canHorizontalDamageboost" as a requirement to the tech, which should implicitly require "canUseEnemies" For the 2 slopes parks in spore spawn farming I added "CanShinesparkMovement" as it is only a simple left to right walk, no jumping etc unlike some other rooms so I think it represents this strat best? (other rooms like LN Firefleas slopespark off the boulder would use canShinechargeMovementComplex as it requires jumping / moonwalking etc.. You can only use the first slope as the shineframes run out for the 2nd one (I was mixed up with testing Aqua's idea of using a flashsuit to regain a flashsuit and leave with initial spark". I reduced the availabletilecount by 1 as if you stop on the tile next to the pipe you take an hit from the zeb.
moved slopespark tech into the correct place in the json and addded a cancomplexcarryflashsuit onto the leave with spark strat (Kyle suggestion) and and added cancarryflashsuit to tech requirements as per Maddo request.
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Thank you both for the pointers / suggestions... I added the requirements I think are necessary along with the complex carry flashsuit suggested by Kyle for the (leave with spark). Moved the tech into the suggested position in the tech.json. I added the shineframe requirements too and the enemy contact hits. While the are technically 22/21 tiles available I subtracted 1 tile because if you stop on the tile next to the pipe you take a hit from the zeb so that tile seems like it shouldn't be included? I hope that is the correct approach? |
| "link": [2, 2], | ||
| "name": "Gain Flash Suit (Slopespark)", | ||
| "requires": [ | ||
| "canSlopeSpark", "CanShineChargeMovement", |
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The canShineChargeMovement requirement should be dropped. The canSlopeSpark already includes an expectation that (normally) you would be moving with a shinecharge as part of the trick, and this is covered in the canShinechargeMovementComplex requirement in the techRequires of canCarryFlashSuit tech, a dependency of canSlopeSpark.
| {"gainFlashSuit": {}} | ||
| ], | ||
| "note": [ | ||
| "The ability to take gain a flash suit without morphball by using an enemy damage boost to land on a slope and spark before knockback frames have expired.", |
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| "The ability to take gain a flash suit without morphball by using an enemy damage boost to land on a slope and spark before knockback frames have expired.", | |
| "The ability to take gain a flash suit without Morph by using an enemy damage boost to land on a slope and spark before knockback frames have expired.", |
I thought this was frame perfect on the frame knockback expires?
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i sent you a video via dm.. it is not frame perfect.. it is before / up to when the knockback frame expires. it is why you can release opposite direction + jump from between 3 - 5 frames.. but maybe i should update it to include "on" the knockback frame.
| "Gain a shinecharge, then while moving into an enemy near the top of a slope frame perfectly switch direction and hold the direction and jump for 3-5 frames", | ||
| "Jump can be pressed one frame before or the same frame as the direction switch. The opposite direction needs to be held for 3-5 frames, jump can be held longer" |
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| "Gain a shinecharge, then while moving into an enemy near the top of a slope frame perfectly switch direction and hold the direction and jump for 3-5 frames", | |
| "Jump can be pressed one frame before or the same frame as the direction switch. The opposite direction needs to be held for 3-5 frames, jump can be held longer" | |
| "Gain a shinecharge, then while moving into an enemy near the top of a slope, frame perfectly switch direction and hold the direction and jump for 3-5 frames.", | |
| "Jump can be pressed one frame before or the same frame as the direction switch. The opposite direction needs to be held for 3-5 frames, jump can be held longer." |
| "leaveWithSpark": {} | ||
| }, | ||
| "note": [ | ||
| "After shinecharging, lue a zeb and use it to slope spark on first slope right of the pipe" |
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| "After shinecharging, lue a zeb and use it to slope spark on first slope right of the pipe" | |
| "After shinecharging, lure a Zeb and use it to slope spark on first slope right of the pipe." |
| "note": [ | ||
| "After shinecharging, lue a zeb and use it to slope spark on first slope right of the pipe" | ||
| ], | ||
| "devNote": ["No leniency is given as this is a farm room and the zebs do little damage even suitless."] |
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| "devNote": ["No leniency is given as this is a farm room and the zebs do little damage even suitless."] | |
| "devNote": ["No leniency is given as this is a farm room and the Zebs do little damage, even suitless."] |
| "link": [2, 2], | ||
| "name": "Gain Flash Suit (Slopespark)", | ||
| "requires": [ | ||
| "canSlopeSpark", "CanShineChargeMovement", |
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We keep 1 thing per line (the formatting will be able to fix itself eventually, so its not a big deal). Shiencharge movement complex is already a requirement on carrying a flash suit. (Which maybe we should add shinecharge movement complex to the new tech that sparks through the door as well)
| "canSlopeSpark", "CanShineChargeMovement", | |
| "canSlopeSpark", |
| "requires": [ | ||
| "canSlopeSpark", "CanShineChargeMovement", | ||
| { | ||
| "shineChargeFrames": 143 |
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This needs to be moved to after the canshinecharge requirement (like, after the OR block)
| {"enemyDamage": {"enemy": "Zeb", "type": "contact", "hits": 1}} | ||
| ], | ||
| "note": [ | ||
| "After shinecharging, lue a zeb and use it to slope spark on first slope right of the pipe" |
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| "After shinecharging, lue a zeb and use it to slope spark on first slope right of the pipe" | |
| "After shinecharging, lure a Zeb and use it to slope spark on first slope right of the pipe." |
| { | ||
| "link": [2, 2], | ||
| "name": "Gain Flash Suit (Slopespark) - Leave With Shinespark", | ||
| "requires": [ "canSlopeSpark", "canShinechargeMovement", "canComplexCarryFlashSuit", |
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| "requires": [ "canSlopeSpark", "canShinechargeMovement", "canComplexCarryFlashSuit", | |
| "requires": [ "canSlopeSpark", "canComplexCarryFlashSuit", |
changed the order of operations and added a position for the leave with spark, fixed some spelling / grammar errors.
caught by Kyle.
Co-authored-by: Brent Kerby <blkerby@gmail.com>
Co-authored-by: Brent Kerby <blkerby@gmail.com>
Co-authored-by: Brent Kerby <blkerby@gmail.com>
Co-authored-by: Brent Kerby <blkerby@gmail.com>
Co-authored-by: Brent Kerby <blkerby@gmail.com>
Co-authored-by: Brent Kerby <blkerby@gmail.com>
Co-authored-by: Brent Kerby <blkerby@gmail.com>
good point, if the door has to be open for the strat then it makes sense to only have that :) Co-authored-by: kjbranch <61815121+kjbranch@users.noreply.github.com>
add canSlopeSpark to logic + 2 examples in spore spawn farming room