Special Triple Jump: Difference between revisions

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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 '''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.
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.