Movement steps: Difference between revisions

→‎Quarter-Frame Checks: make the effect of flags easier to look for
(→‎Air Step: clarify the actual events)
(→‎Quarter-Frame Checks: make the effect of flags easier to look for)
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## If the position is above OOB but below Mario's current floor height, Mario's height is changed to the floor height and he '''lands'''.
## If the position is above OOB but below Mario's current floor height, Mario's height is changed to the floor height and he '''lands'''.
## If the position is above OOB but not below Mario's current floor height, Mario's height is set to the new height and he '''hits a wall'''.
## If the position is above OOB but not below Mario's current floor height, Mario's height is set to the new height and he '''hits a wall'''.
## If the action has the "riding shell" flag and the water level at the position is above the position's floor (up to 78 units above the position):
## If the action has the <span style="green">"riding shell" flag</span> and the water level at the position is above the position's floor (up to 78 units above the position):
##* The floor height from here on is the water height.
##* The floor height from here on is the water height.
##* The floor from this point on is a "fake" floor on the surface of the water.
##* The floor from this point on is a "fake" floor on the surface of the water.
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## If the position's height is 160 units under, at, or above a ceiling and his vertical velocity is positive or zero:
## If the position's height is 160 units under, at, or above a ceiling and his vertical velocity is positive or zero:
##* Mario's vertical velocity is set to zero.
##* Mario's vertical velocity is set to zero.
##* If the ceiling above Mario is hangable and the air step has the "check hang" flag, Mario '''hangs'''. (Since this did not use the new position's ceiling/location, this is potentially a [[Hangable Ceiling Upwarp|hangable-ceiling upwarp.]])
##* If the ceiling above Mario is hangable and the air step has the <span style="green">"check hang" flag</span>, Mario '''hangs'''. (Since this did not use the new position's ceiling/location, this is potentially a [[Hangable Ceiling Upwarp|hangable-ceiling upwarp.]])
##* Otherwise, '''nothing happens'''.
##* Otherwise, '''nothing happens'''.
## If the position's height is 160 units under, at, or above a ceiling and his vertical velocity is negative:
## If the position's height is 160 units under, at, or above a ceiling and his vertical velocity is negative:
##* If the position's height is at or below Mario's floor height, Mario's height is set to the floor height, and he '''lands'''.
##* If the position's height is at or below Mario's floor height, Mario's height is set to the floor height, and he '''lands'''.
##* Otherwise, Mario's height is set to the new height and he '''hits a wall'''.
##* Otherwise, Mario's height is set to the new height and he '''hits a wall'''.
## If there is a wall 30 units above the position but not 150 units above the position and the air step has the "check ledge grab" flag:
## If there is a wall 30 units above the position but not 150 units above the position and the air step has the <span style="green">"check ledge grab" flag</span>:
##* If Mario's velocity is positive, Mario is pushed by the wall opposite the velocity direction, and there is a floor 60 units behind the wall within 238 units upward, Mario '''ledge grabs'''. (Potentially a [[GLG]])
##* If Mario's velocity is positive, Mario is pushed by the wall opposite the velocity direction, and there is a floor 60 units behind the wall within 238 units upward, Mario '''ledge grabs'''. (Potentially a [[GLG]])
##* Otherwise Mario's position is set to the new position, his floor and floor height are updated, and '''nothing happens'''.
##* Otherwise Mario's position is set to the new position, his floor and floor height are updated, and '''nothing happens'''.
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