Rando, Shuffle Climb gameplay polish#6933
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Haven't tested it, but there's 3 edge cases that I would check for:
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Thanks!
Edit 2: Think I got a good solution for ladder falling - same mechanism that allows player to grab climb walls/ladders when falling, but instead of grabbing, reset fall start height and fall distance if it's a ladder and player doesn't have climb item. soh.shuffle.climb.ladder.fall.mp4(inter = "wall interact" flag, ladder = ladder wall flag, fall = player falldistance) Let me know what you think and I'll hookify it. |
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yes, we opted to allow "climbing down" as a way to avoid TakeDamage logic interacting with climb. your alt solution looks fine |
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Aha, I see, then I'll make it a raycast to be sure player doesn't take damage (as right now it requires pushing stick forward). Are only ladders in climb down logic? Or should falling from climbable wall also have no fall damage. Edit: Updated with raycast now, checking both ladder and climbable wall. Tested DMC ladders, ZF skulltula climb wall, Spirit moving wall, and some other place I can't remember. |
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Climbable surfaces are included, would come up in fire temple & forest temple |
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Ok, then this commit should be ready unless other issues arise. soh.climb.wall.fall.mp4 |
Some polishing of shuffle climb that should hopefully not have logic impliactions.
Climb and ladders:
Ledges:
FLOOR_PROPERTY_6(ledges that force climb such as DMC wall, Volvagia platform ledges) are exempted, but downside is that player still can't climb back up and now can't climb down either (only fall).Technically:
On any y movement after start climb animation finished, directly call either
func_8083F070(Player_SetupDismountLadder) if player is dismounting top of ladder, orfunc_8083FBC0(Player_DetachFromClimb) which is what detaches player when pressing A. These functions set up new action function.In
func_8083A6AC(Player_GrabLedgeFromAbove), it will only run the check forFLOOR_PROPERTY_6and not for climbable wall. SoFLOOR_PROPERTY_6leads to climbing down the ledge, and otherwise it leads to hanging action.I made a video showing the changes: https://www.youtube.com/watch?v=1h5CnVRwlz0
Let me know thoughts on additions and changes 🐞
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