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Metroid Eat Ammo #2532
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Metroid Eat Ammo #2532
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The way it's written now the A couple ways around this:
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| ], | ||
| "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.
| {"metroidFrames": 256}, | ||
| {"or": [ | ||
| "Plasma", | ||
| "Wave", | ||
| "canDodgeWhileShooting" | ||
| ]} |
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| {"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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| "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.
I want to put logic on shooting a door with metroids attached. I'm not sure if this works as I want.