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Add Crystal Sparks in Yellow Maridia, Plasma Room rework#2801

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osse101 merged 5 commits intovg-json-data:masterfrom
kjbranch:cs-maridia-1
Mar 31, 2026
Merged

Add Crystal Sparks in Yellow Maridia, Plasma Room rework#2801
osse101 merged 5 commits intovg-json-data:masterfrom
kjbranch:cs-maridia-1

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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

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
@kjbranch kjbranch added the Area:Maridia Stuff in Maridia label Mar 29, 2026
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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

Comment thread region/maridia/inner-yellow/Plasma Room.json Outdated
{"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.

@osse101 osse101 merged commit c069d1c into vg-json-data:master Mar 31, 2026
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@kjbranch kjbranch deleted the cs-maridia-1 branch March 31, 2026 05:49
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2 participants