Blue Brinstar Energy Tank: Ceiling Item Shinespark#2824
Blue Brinstar Energy Tank: Ceiling Item Shinespark#2824osse101 merged 5 commits intovg-json-data:masterfrom
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Fix JSON formatting by adding a newline at the end of the file.
| "nextStratId": 84, | ||
| "nextNotableId": 8 | ||
| } No newline at end of file | ||
| } |
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can't seem to get right the end of file newline in web ui
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It's not a big deal. The change will just get reverted next time we run the "Run scripts" action for autoformatting, etc.
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Pull request overview
Adds a missing strategy entry for reaching the Blue Brinstar Energy Tank room’s hidden ceiling item using a shinespark, aligning the room’s strat list with the intended “split booster / shinespark” option mentioned in the PR description.
Changes:
- Add a new strat: “Ceiling Item Shinespark” for link
[1, 3], with shinecharge + shinespark requirements (including a midair variant). - Minor JSON formatting adjustment at the end of the file.
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Co-authored-by: kjbranch <61815121+kjbranch@users.noreply.github.com>
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I think im fine with this having or not having canShinechargeMovement. On Basic, using the full runway does make the needed distance to move pretty far, and its a bit precise to get under the right tile. We will see what osse thinks.
Good catch. To me it seems on the high end of what canShinechargeMovement would expect. Aside from needing to position in a one-tile space, you also have to shoot the block and wait for the item to appear before sparking. |
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I don't have a strong opinion, was copying https://dev.maprando.com/logic/room/41/4/2/50 figuring it was ~ same difficulty as the 1-tile spark up to the top. I think the h position is a little more forgiving on the item grab, but yeah it's a little farther to run to the right spot and you have to shoot up first. Would this only apply to the 42-tile branch, or the 31-tile branch as well? |
| "flashSuitChecked": true, | ||
| "blueSuitChecked": true |
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what are these btw?
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FlashSuit and BlueSuit checks. We need to verify that every strat is handled correctly for those states. This strat uses a shinespark and that ends both so it is handled.
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From what I've seen its much more intuitive than the speedyjump, and its safe to keep trying. And the range for touching the item is wider than 1 tile. |
Yeah Kyle reminded me that after the shinespark ends you can press toward the item, to allow collecting it over a wider range of positions without relying on collision oscillation. And then you also don't have to wait for the item to appear before sparking. It works because you clip a couple pixels into the ceiling at the end of the shinespark crash. So that makes it quite a bit easier if you think to do that; not sure if a Basic player would always think of that, but we can try and see how it goes. It probably would be good to include a note to explain it at least. |
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From my own experience, this is way, way easier than the speedy jump. If I have normal booster I always just do the spark. |
Missing strat for split booster; speedy jump was the existing