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- Path sets:
- casual-core: The main bulk of casual logic, anything that is obviously trivial to do with a given set of skills, even for someone who has only played casually. Core paths should never require abilities, damage, or enemy lures - with an exception that incredibly simple lures that are clearly conveyed in the casual playthrough may be allowed.
- casual-dboost: Simple damage boosts of up to 2 damage to cross a small spike pit or a small pool of dirty water. Underwater pickups are not included. Pickups above spikes are not included.
- standard-core: The main bulk of standard logic, anything that is obvious to a speedrunner or, in general, someone with dozens of hours of experience playing the game.
- standard-lure: Simple lures across a short distance that would be obvious to a speedrunner. Examples: fronkey walk, spirit caverns, having fronkeys stomp floors in death gauntlet.
- standard-dboost: Simple damage boosts of up to 3 damage to cross spike pits or swim in dirty water. Underwater pickups are not included. Pickups above spikes are included. Ascending vertical areas with spike boosts is not included.
- standard-abilities: Paths involving Air Dash. All such paths must have an Ability=3 requirement.
- expert-core: The main bulk of expert logic, anything that is reasonable for someone with a lot of randomizer experience to do, even if somewhat difficult. Microledges can be included in this, depending on the difficulty of the microledge.
- expert-lure: More complex lures involving multiple enemies, precise bash angles, or other aspects deemed too difficult for standard. Examples: sorrow bash, all skills-style swamp entry.
- expert-dboost: Damage boosts of up to 6 damage, including multiple boosts on the same spikes or longer dirty water swims. Underwater pickups and vertical spike ascent may be included.
- expert-abilities: Paths involving Charge Dash and rocket jumps. All such paths must have an Ability=6 requirement.
- dbash: Paths involving a reasonable number of chained double Bashes, generally up to about 6. Included in expert by default.
- master-core: The main bulk of master logic, anything that is possible even if extremely difficult and requiring possibly many attempts to succeed. Nearly anything is fair game, as long as it's actually reasonable to expect a human to replicate the trick more than one time.
- master-lure: Very difficult and lengthy lures, possibly involving carefully manipulating enemies past hazards, or having to kill other enemies while completing the lure. Example: using the left Glades fronkey to reach the wall jump area XP.
- master-dboost: Anything goes, including very long swims and lengthy damage boost chains on spikes. Ultra Defense may be required. All Ultra Defense paths must have an Ability=12 requirement.
- master-abilities: Paths involving Triple Jump and Charge Flame Burn. Triple Jump paths must have an Ability=12 requirement. Charge Flame Burn paths must have an Ability=3 requirement.
- gjump: Paths involving grenade jumps. Included in master by default.
- glitched: Paths involving various kinds of glitches, such as Terra clips, door energy glitches, the BRB boulder clip, and zombie Ori. In general we don't require Ability requirements on these because you're screwed no matter what.
- timed-level: Paths requiring timed level-ups, such as fronkey walk. Generally only useful for energy doors, and not even all of them. Only included in glitched by default.
- insane: Paths that are so incredibly heinous, they're barely possible and might take someone an hour to successfully replicate once. Not included in any preset by default.
- Presets:
- casual: Intended to be the logic mode for new randomizer players, who have completed the game at least once casually but have not speedrun it and don't have speedrun knowledge. No special area-specific knowledge should be assumed, nor should confidence in navigating some kinds of obstacles.
- casual-*
- standard: Intended to be the logic mode for speedrunners, who have completed the game many times including speedruns. Area-specific knowledge that appears in the all skills speedrun can be reasonably assumed, but certain particularly difficult tricks like sorrow bash, swamp entry, and fast stompless are not. Air Dash is included. Climb + Charge Jump for floors/ceilings is included.
- casual-*, standard-*
- expert: Intended to be the logic mode for randomizer veterans, who have completed many seeds and watched a lot as well. Area-specific knowledge may be assumed, including knowledge of "friendly spikes" and some microledges. More difficult tricks may be required, but generally only those of the type that are reasonably quick to learn. Charge Dash is included. Double Bashes are included.
- casual-*, standard-*, expert-*, dbash
- master: Intended to be the logic mode for randomizer veterans seeking a tough challenge, who have completed many seeds, studied the game a lot, and know about many obscure tricks on which they want to be tested. Players can be assumed to know incredibly obscure details including difficult microledges and very precise lures and tricks. Triple Jump and Ultra Defense are included. Grenade Jumps are included.
- casual-*, standard-*, expert-*, master-*, dbash, gjump
- glitched: Intended to be the logic mode for people who think grinding for the all cells WR isn't hard enough. Terra clips are allowed and expected, and there's no protection against possibly running yourself out of ability points or abilities to learn. Other glitches are allowed as well, but honestly, the Terra clips are bad enough. Timed level-ups are included.
- casual-*, standard-*, expert-*, master-*, dbash, gjump, glitched, timed-level
- ohko: Legacy preset for use with one-hit KO mode. Roughly expert difficulty, but no damage boosts can be expected since they'd kill you.
- casual-core, standard-core, standard-lure, standard-abilities, expert-core, expert-abilities, dbash
- 0xp: Legacy preset for use with 0xp mode. Roughly standard difficulty, but only casual damage boosts can be expected since you're stuck at 3 health, and abilities obviously cannot be expected.
- casual-*, standard-core, standard-lure
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