botwoon etank crouch spark ledgegrab#2872
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osse101
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You can probably always either gravity jump with the shinecharge or continue running into the room but there could be a tricky situation where this applies. Like store the spark in prehalfie climb room then use it in botwoon etank.
| {"shineChargeFrames": 55}, | ||
| {"or": [ | ||
| {"shinespark": {"frames": 48, "excessFrames": 2}}, | ||
| {"and": [ | ||
| "canShinechargeMovementTricky", | ||
| {"shinespark": {"frames": 43, "excessFrames": 2}} | ||
| ]} | ||
| ]} |
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| {"shineChargeFrames": 55}, | |
| {"or": [ | |
| {"shinespark": {"frames": 48, "excessFrames": 2}}, | |
| {"and": [ | |
| "canShinechargeMovementTricky", | |
| {"shinespark": {"frames": 43, "excessFrames": 2}} | |
| ]} | |
| ]} | |
| {"shineChargeFrames": 45}, | |
| {"shinespark": {"frames": 43, "excessFrames": 0}} |
Optimize for shineChargeFrames. Then the lower difficulty gets extra leniency frames to move around for a better shinespark. However I don't think moving after the crouch jump is complicated relative to the crouch jump so I removed it as a change unrelated to making everything use canShinechargeMovementTricky.
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Yeah I was unsure how low exactly I should go with the shineChargeFrames. Kyleb said they should be for insane but I don't have a good enough feel how tight that would be. 45 frames is something I got a single time during all of my testing, while 55 seemed "kind of difficult but doable". I'll change it to the suggested 45 frames.
I put 2 excessFrames because using 41 and stopping slightly in front of the ledge before the bonk still made a downgrab onto it possible. Should that not be modeled?
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I think that to fall onto the ledge you need to spend extra shinecharge frames jumping higher. It didn't look like I could keep excessFrames while going fast.
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Makes sense, probably not a reason to include them then, agreed.
| "canShinechargeMovementComplex", | ||
| "h_underwaterCrouchJumpDownGrab", |
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| "canShinechargeMovementComplex", | |
| "h_underwaterCrouchJumpDownGrab", | |
| "canShinechargeMovementTricky", | |
| "h_underwaterCrouchJumpDownGrab", |
- h_underwaterCrouchJumpDownGrab is meant for flash suits since you usually don't have time or a reason to crouch jump with a shinecharge. But I think it looks more wrong to not use this helper.
- For the same reason, underwater crouchjumps the concept are part of canCarryFlashSuit. But it doesn't make much sense to add FlashSuit tech here. Underwater crouch jumps are still an advanced trick so I increased the level of shinecharge movement tech.
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h_underwaterCrouchJumpDownGrab also felt kind of "hacky" but at the same time appropriate to me as well. Kyleb also thought it fits here.
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I also think it's probably only relevant in niche situations, but it did come up for me in a seed: I had sparkbooster and the connection was botwoon hallway, upper crab hole, terminator. So I shinecharged in terminator, jumped through crab hole and did the strat in botwoon hallway. |
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I tried to record a new video for this.
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As an example, if a strat requires entering the room with at least 5 shinecharge frames remaining, it should have a requirement of `{"shineChargeFrames": 5}`. This is in spite of the fact that the amount of shinecharge frames would decrease only by 4 (from 5 to 1) between the time of entering the room and activating the spark. Conversely, if measuring the amount that the shinecharge timer decreases when executing a strat that ends in a shinespark, a value of 1 should be added to this amount to determine the minimum possible amount of logical `shineChargeFrames` that should be required.
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Ok, so in this case where the strat ends with a shinespark I need to add 1 frame after doing the I'm not completely sure yet if I completely understand the situation with the door entry setup.
If my guess is correct about your setup: this doesn't remove the blue suit, so doing the crouch jump restarts the shinecharge timer. That would explain to me why you get that number of shinechargeFrames, trying this myself leads to very similar results as you are writing. |
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That sounds right, about my setup. The coming to a stop bit was nonsense looking for the cause.
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Unless I missed something this seems to be missing from logic.
Help, I have no idea what I'm doing :-)
https://videos.maprando.com/video/10371 is my best attempt at this. Is the video good?
This probably is missing at least some form of trickyJump something? Don't know what's appropriate.
I'm also unsure about what exactly are the correct values for the frames. The numbers I inserted I read from my video, the 2 excessFrames I got from trying the spark again with reduced hp.
Especially unsure about the numbers because you can exchange shinechargeFrames with shinesparkFrames...