vg-json-data / sm-json-data

JSON representations of Super Metroid Game Data
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Modeling drops during a strat #1026

Open kjbranch opened 10 months ago

kjbranch commented 10 months ago

Many strats could be added where an enemy killed during the strat could give enough energy or ammo to finish the strat. Because of enemy drop RNG, these may not often be worth adding, as bad luck could be a problem, but some examples could be added.

osse101 commented 10 months ago

Metal pirates is a complicated one. With a strong weapon, energy drops would allow for clearing the room on low etanks. With varia suit you could force enough missile drops to kill the second pirate. Super drops aren't 100% going to happen, but they are a very likely drop.

Metroids have reliable missiles, but not 100% reliable Supers and Power Bombs.

Heated rooms like Rising Tides and Ice Beam Snake Room seem more impactful. But forcing useful health drops would be like, require full ammo and a strong enough beam to one shot kill the enemy.

-Plasma room with Charge

Its hard to tell exactly which rooms qualify. Mostly its the rooms that set flags, including bosses.
One issue that would come up is if damage/health tables are modified, or drop tables, since that would change the killing power of drops. And similarly if HeatFrame damage rate were modified. But we're closer to not supporting those options at all.

kjbranch commented 3 weeks ago

canFarmWhileShooting was implemented and used in Metal Pirates in #1510 and in Magdolite Tunnel in #1531