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{{ | {{Action_infobox | ||
|title= Special Triple Jump | |||
|image= | |||
|official name= | |||
|hex= 0x030008AF | |||
|flags= Air, Allow Vertical Wind Action, Control Jump Height | |||
|group= Airborne | |||
|id= 0x0AF | |||
|into= | |||
|out of= | |||
|animation= 0x56, 0x6F | |||
|related= | |||
}} | |||
The '''Special Triple Jump''' is an ability granted by talking to [[Yoshi]]. After doing so, all triple jumps become special triple jumps; a sparkle effect is added to Mario when triple jumping and Mario will bounce once he lands. | |||
== Behavior == | |||
''Certain things here are more explained on their individual pages. If something lacks detail, check the link for more information.'' | |||
As with all airborne actions, a variety of "cancels" are checked prior to actually performing the special triple jump action. These checks are as follows: | |||
# Water - If Mario's height is lower than 100 units below the water height, the action is transitioned into the [[water plunge]] action. | |||
# Squish - If Mario is supposed to be squished, his action is changed to the [[squished]] action. | |||
# Vertical Wind- If Mario is above a vertical wind floor, his action is changed to the [[vertical wind]] action. (This is due to the triple jump action having the "Allow Vertical Wind Action" flag.) | |||
The ''' | At this point, two more things happen prior to the special triple jump action: | ||
* Mario's quicksand depth is set to 0. | |||
* Mario plays a falling noise if he has fallen more than 1150 units from his peak. | |||
With the special triple jump action occurring, the following happens: | |||
# If the B button is pressed, Mario will either enter the [[dive]] action. This stops the triple jump action. | |||
# If the Z button is pressed, Mario will enter the [[ground pound]] action. This stops the triple jump action. | |||
# Mario performs the other noises for the jump, depending on the version of the game. <!--Elaborate on this.--> | |||
# Mario updates his speed/sideways position via [[straining]]. | |||
# Now, Mario performs the quarter-frame movement via a [[Movement_Steps#Air_Step|partial air step]] with no flags. The triple jump determines what to do directly from the exit. | |||
#* If Mario '''Lands''': | |||
#*# Mario's action state is increased by 1. | |||
#*## If this equals 0 now, Mario's vertical speed is set to 42. | |||
#*## Otherwise, Mario's action is set to the [[Freefall Land Stop|freefall land stop]] action. | |||
#*# Now Mario plays his noise. <!-- Elaborate --> | |||
#* If Mario '''hits a wall''': | |||
#*# If the wall exists: | |||
#*## Mario's yaw is "reflected" across the most recent wall Mario collided with, up to the first 4 walls. (This can be glitchy with more than 1 wall, i.e. [[Unreferenced Walls|unreferenced walls]]). | |||
#*## Mario plays a noise depending on whether or not he is wearing a metal cap. | |||
#*# If the wall does not exist: | |||
#*## A different sound is played, but Mario's yaw is not reflected. <!-- Some of these reflection calculations may be wrong --> | |||
#*# Now Mario's speed is made negative what it was previously. | |||
# If Mario's action state is 0 or his vertical speed is positive: | |||
#* Mario attempts to enter the forward spinning animation. If he succeeds, he plays a swoosh noise. <!-- CONFIRM --> | |||
# Otherwise if Mario did not pass the last check, Mario's animation is set to the general falling animation. | |||
# Mario spawns the sparkle particles. |