StoredFallSpeed & canJumpStorage#2865
Conversation
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I think we need to find a way to make "Transition with Stored Fall Speed" not care about how much speed is stored (except in the few cases where we actually need 2 tiles of fall speed, to be able to screw attack a block). Superjumps are going to be another example where varying amounts of stored vertical speed are possible. When we generalize it to all these things, I'm not sure that a pixel/tile value makes sense to represent the stored speed. We should maybe represent the stored speed values directly, e.g. in terms of speed/subspeed hex values or ranges of values. Even for moonfalls, there are cases where you may leave with or require an amount of speed different from the two standard values (e.g. if moonfalling down through a vertical door). So yeah, it does seem like we want this flexibility for a lot of things. |
canJumpStorage=Very Hard, canTrickyJumpStorage=~Extreme
Still working out if I need defined runway entering the room. One or two tiles looks to be enough for everything.
Issues:
Changing StoredFallSpeed to pixels instead of tiles is needed as it changes setups which depend on an exact moonfall count so the setup may not work in some cases changing them to freeFallClips. But there is continued work in adding extra moonfalls to the cumulative fall speed.
Numerics say they are not made to hold constants?
canJumpStorage primarily uses 2 values, 4 and 5, but might need more flexibility. With an 8 you can reach main street speed item without a shinespark and with tempBlue. And it might be useful to lower the value, which you can do with turnaroundaimcancels.