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47 changes: 47 additions & 0 deletions region/brinstar/pink/Spore Spawn Farming Room.json
Original file line number Diff line number Diff line change
Expand Up @@ -369,6 +369,53 @@
"leaveWithGModeSetup": {}
},
"flashSuitChecked": true
},
{
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"link": [2, 2],
"name": "Gain Flash Suit (Slopespark)",
"requires": [
"canSlopeSpark", "CanShineChargeMovement",
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@blkerby blkerby Oct 7, 2025

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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.

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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)

Suggested change
"canSlopeSpark", "CanShineChargeMovement",
"canSlopeSpark",

{
"shineChargeFrames": 143
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This needs to be moved to after the canshinecharge requirement (like, after the OR block)

},
{"or": [
{"canShineCharge": {"usedTiles": 20, "steepDownTiles": 2, "openEnd": 0}},
{"and": [
{"doorUnlockedAtNode": 2},
{"canShineCharge": {"usedTiles": 21, "steepDownTiles": 2, "openEnd": 0}}
]}
]},
{"enemyDamage": {"enemy": "Zeb", "type": "contact", "hits": 1}}
],
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"note": [
"After shinecharging, lue a zeb and use it to slope spark on first slope right of the pipe"
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Suggested change
"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."

],
"devNote": ["No leniency is given as this is a farm room and the zebs do little damage even suitless."]
},
{
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"link": [2, 2],
"name": "Gain Flash Suit (Slopespark) - Leave With Shinespark",
"requires": [ "canSlopeSpark", "canShinechargeMovement", "canComplexCarryFlashSuit",
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Suggested change
"requires": [ "canSlopeSpark", "canShinechargeMovement", "canComplexCarryFlashSuit",
"requires": [ "canSlopeSpark", "canComplexCarryFlashSuit",

{
"shineChargeFrames": 143
},
{"or": [
{"canShineCharge": {"usedTiles": 20, "steepDownTiles": 2, "openEnd": 0}},
{"and": [
{"doorUnlockedAtNode": 2},
{"canShineCharge": {"usedTiles": 21, "steepDownTiles": 2, "openEnd": 0}}
]}
]},
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{"enemyDamage": {"enemy": "Zeb", "type": "contact", "hits": 1}},
{"shinespark": {"frames": 12}}
],
"exitCondition": {
"leaveWithSpark": {}
},
"note": [
"After shinecharging, lue a zeb and use it to slope spark on first slope right of the pipe"
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Suggested change
"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."

],
"devNote": ["No leniency is given as this is a farm room and the zebs do little damage even suitless."]
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Suggested change
"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."]

}
],
"notables": [
Expand Down
13 changes: 13 additions & 0 deletions tech.json
Original file line number Diff line number Diff line change
Expand Up @@ -2290,6 +2290,19 @@
"Instead of crystal flashing, Samus will go down the elevator. If it was done properly, Samus' beam will be grey in color."
]
},
{
"name": "canSlopeSpark",
"techRequires": ["canHorizontalDamageBoost", "canCarryFlashSuit"],
"otherRequires": [
"SpeedBooster",
{"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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Suggested change
"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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Suggested change
"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."

]
},
{
"id": 208,
"name": "canComplexCarryFlashSuit",
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