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@osse101 osse101 commented Dec 13, 2025

I want to put logic on shooting a door with metroids attached. I'm not sure if this works as I want.

  • I want these unlockdoors requirements added on top of any ammo costs, and for logic to not reach the door but use a different door unlock strat.
  • Beam doors are on their own whereto you would swap from plasma to spazer.

@osse101 osse101 added the Area:Tourian Stuff in Tourian label Dec 13, 2025
@blkerby
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blkerby commented Dec 13, 2025

The way it's written now the unlocksDoors is optional: it could end the "Tank the Damage" strats at the destination node without going through the door; then it could use the implicit "Unlock Door" strat that doesn't have those extra requirements. So I don't think it would work as intended.

A couple ways around this:

  • Probably the simplest thing to do here would be to add a "leaveNormally" exit condition on these strats. That will force going through the door, which means the unlocksDoors requirements will be used. I think these strats should be forced to exit anyway, since if you stayed at the ending node, you would have a Metroid attached which wouldn't be logically valid for anything else that you would want to do in the room afterward.
  • If other strats in the room have similar issues, another approach would be to set "useImplicitLeaveNormally" and "useImplicitDoorUnlocks" to false. This could help avoid mistakes but would require more work to explicitly specify all the requirements for unlocking doors and leaving the room.

],
"flashSuitChecked": true,
"unlocksDoors": [
{"nodeId": 2, "types": ["missiles"], "requires": ["canDodgeWhileShooting", {"metroidFrames": 50}]},
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It's kind of funny, because you can actually shoot missiles normally. But I see the reason for wanting to have this here.

I think PBs should be added as well with some extra frames.

Comment on lines +575 to +580
{"metroidFrames": 256},
{"or": [
"Plasma",
"Wave",
"canDodgeWhileShooting"
]}
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Suggested change
{"metroidFrames": 256},
{"or": [
"Plasma",
"Wave",
"canDodgeWhileShooting"
]}
{"metroidFrames": 256}

If the door is blue, I dont see any reason for this. You'll still run to the door and keep firing, so it'll open once youre close enough.

{"metroidFrames": 240},
{"or": [
"Plasma",
"Wave",
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Suggested change
"Wave",

I dont see any reason to include wave. It's trivially easy to open the door if you know how (jump shoot), but wave behaves the same as all other beams besides Plasma. Using Wave to open the door while above seems like a higher skill as well though, especially because it's possible to hit the Metroid, or if you dont prepare and shoot it, youre in the same scenario of needing to jump shoot.

"canDodgeWhileShooting"
]}
],
"unlocksDoors": [
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I'm on the fence with these. The missiles you might fire a couple extra, but you could also stand further back and when they arent firing you might panic.

With Supers, you'll be running towards the door, so your super might be eaten, but your second super should hit.

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3 participants