Room ID: 14
|
Exit condition: "leaveWithRunway": {
"length": 3,
"openEnd": 1
} |
|
Exit condition: "leaveSpinning": {
"remoteRunway": {
"length": 5,
"openEnd": 1
},
"minExtraRunSpeed": "$1.5"
}Dev note: Leaving with lower speed (e.g. $1.2) is possible with SpeedBooster equipped; not sure if this matters for anything though. |
|
Exit condition: "leaveWithMockball": {
"remoteRunway": {
"length": 5,
"openEnd": 1
},
"landingRunway": {
"length": 3,
"openEnd": 1
}
} |
|
Exit condition: "leaveWithSpringBallBounce": {
"remoteRunway": {
"length": 5,
"openEnd": 1
},
"landingRunway": {
"length": 2,
"openEnd": 1
},
"movementType": "uncontrolled"
}Dev note: One tile of landing runway is unusable; it could be used with a shorter remoteRunway, but there's no application yet. |
|
Exit condition: "leaveSpaceJumping": {
"remoteRunway": {
"length": 5,
"openEnd": 1
}
} |
|
Crouch in the position the Mellow will need to be frozen, then move down the stairs to get it to move low enough into the right spot. The Mellow moves 4 pixels per frame, so if it needed for a stutter shinecharge, it is possible that a given swoop will skip a usable pixel. Requires: "canManipulateMellas", "h_frozenEnemyRunway", "canInsaneJump" Exit condition: "leaveWithRunway": {
"length": 4,
"openEnd": 1
}Dev note: FIXME: It is possible to exend the runway further by keeping a half-tile gap, or using a Reo, both of which would be somewhat tricky to position precisely. |
|
Requires: {"or": [
{"resetRoom": {"nodes": [1]}},
{"and": [
{"resetRoom": {"nodes": [2]}},
{"cycleFrames": 60}
]}
]},
{"or": [
{"and": [
"canDash",
{"or": [
{"and": [
"Plasma",
{"cycleFrames": 330}
]},
{"and": [
"Wave",
{"cycleFrames": 355}
]},
{"and": [
"ScrewAttack",
{"cycleFrames": 355}
]},
{"and": [
"Spazer",
{"cycleFrames": 360}
]},
{"cycleFrames": 390}
]}
]},
{"and": [
{"haveBlueSuit": {}},
{"cycleFrames": 530}
]}
]}Farm cycle drops: 1 Reo, 3 Mellow |
|
Requires: "h_CrystalFlash" |
|
Exit condition: "leaveWithDamage": {
"enemy": "Mellow"
} |
|
|
From: 1
Left Door
To: 2
Right Door
Entrance condition: "comeInShinecharging": {
"length": 2,
"openEnd": 0
}Requires: "canLongChainTemporaryBlue" Exit condition: "leaveWithTemporaryBlue": {}Unlocks doors: {"types": ["ammo"], "requires": []} |
|
|
From: 2
Right Door
To: 1
Left Door
Entrance condition: "comeInShinecharging": {
"length": 2,
"openEnd": 0
}Requires: "canLongChainTemporaryBlue" Exit condition: "leaveWithTemporaryBlue": {}Unlocks doors: {"types": ["ammo"], "requires": []} |
|
Entrance condition: "comeInWithGrappleTeleport": {
"blockPositions": [[3, 12], [3, 13]]
}Bypasses door shell: true |
|
Entrance condition: "comeInWithGrappleTeleport": {
"blockPositions": [[3, 12]]
}Exit condition: "leaveWithGrappleTeleport": {
"blockPositions": [[3, 12]]
}Bypasses door shell: true |
From: 2
Right Door
To: 1
Left Door
Entrance condition: "comeInWithGrappleTeleport": {
"blockPositions": [[3, 13]]
}Exit condition: "leaveWithGrappleTeleport": {
"blockPositions": [[3, 13]]
}Bypasses door shell: true |
|
Exit condition: "leaveWithRunway": {
"length": 3,
"openEnd": 1
} |
|
Exit condition: "leaveSpinning": {
"remoteRunway": {
"length": 5,
"openEnd": 1
},
"minExtraRunSpeed": "$1.5"
} |
|
Exit condition: "leaveWithMockball": {
"remoteRunway": {
"length": 5,
"openEnd": 1
},
"landingRunway": {
"length": 3,
"openEnd": 1
}
} |
|
Exit condition: "leaveWithSpringBallBounce": {
"remoteRunway": {
"length": 5,
"openEnd": 1
},
"landingRunway": {
"length": 3,
"openEnd": 1
},
"movementType": "uncontrolled"
} |
|
Exit condition: "leaveSpaceJumping": {
"remoteRunway": {
"length": 5,
"openEnd": 1
}
} |
|
Crouch in the position the Mellow will need to be frozen, then move down the stairs to get it to move low enough into the right spot. The Mellow moves 4 pixels per frame, so if it needed for a stutter shinecharge, it is possible that a given swoop will skip a usable pixel. Requires: "canManipulateMellas", "h_frozenEnemyRunway", "canInsaneJump" Exit condition: "leaveWithRunway": {
"length": 4,
"openEnd": 1
}Dev note: FIXME: It is possible to exend the runway further by keeping a half-tile gap, or using a Reo, both of which would be somewhat tricky to position precisely. |
|
Exit condition: "leaveWithDamage": {
"enemy": "Mellow"
} |