Add Crystal Sparks in Yellow Maridia, Plasma Room rework#2801
Add Crystal Sparks in Yellow Maridia, Plasma Room rework#2801osse101 merged 5 commits intovg-json-data:masterfrom
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i want to do more on plasma room sometime, to remove the node as well, but that'll mostly be moving strats from node 3 to 2. This also changes some things, so I thought it would be easier to review as two separate PRs
osse101
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Adding the plasma pirate obstacle is a good change.
| "flashSuitChecked": true | ||
| }, | ||
| { | ||
| "link": [1, 1], |
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There should be an in room Crystal Spark
| {"canShineCharge": {"usedTiles": 19, "openEnd": 1}}, | ||
| {"notable": "Double Frozen Zeb Runway"} | ||
| {"notable": "Double Frozen Zeb Runway"}, | ||
| "canBeVeryLucky" |
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This one doesn't need patient/lucky imo. The shinespark and interrupt aren't hard compared to whatever LeaveRunning expects you to do. Its the baseline notable.
Doing a crystal spark after the shinecharge adds a hard to control element, so maybe that's bigger than canBeVeryPatient 🤷.
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Ok, perfect; addressed those. Do you think it's good to keep the patience and lucky on the double frozen zeb crystal spark?
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canBeVeryPatient should be enough on that one. I'd want to up the difficulty placement by ~1 and that'll do it. Whereas canBeVeryLucky doesn't have a strong reason to be there.
Co-authored-by: Michael McKenzie <mikemck101@gmail.com>
i want to do more on plasma room sometime, to remove the node as well, but that'll mostly be moving strats from node 3 to 2. This also changes some things, so I thought it would be easier to review as two separate PRs