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zero_mission:data_maps:clipdata

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zero_mission:data_maps:clipdata [2021/01/29 01:15] felixwrightzero_mission:data_maps:clipdata [2021/01/29 01:51] felixwright
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 |64|Bottom-right shot block (no reform)|The bottom right corner of a 2x2 shot block. Destroyed by any weapon. Once destroyed, it only reforms when the room is reloaded.| |64|Bottom-right shot block (no reform)|The bottom right corner of a 2x2 shot block. Destroyed by any weapon. Once destroyed, it only reforms when the room is reloaded.|
 |66|Slow crumble block|Crumble block. Breaks after a short period and reforms.| |66|Slow crumble block|Crumble block. Breaks after a short period and reforms.|
-|67|Bomb block (reform)| Destroyed with Bombs, Power Bombs, speedbooster, or screw attack.|+|67|Bomb block (reform)|Bomb block. Revealed by any weapon. Destroyed with Bombs, Power Bombs, speedbooster, or screw attack. Reforms after a short time.|
 |68|Missile block (no reform)|Missile block. Revealed by Bombs and Power Bombs. Destroyed by missiles or Super missiles. Once destroyed, it only reforms when the room is reloaded.| |68|Missile block (no reform)|Missile block. Revealed by Bombs and Power Bombs. Destroyed by missiles or Super missiles. Once destroyed, it only reforms when the room is reloaded.|
 |69|Super Missile block (no reform)|Super Missile block. Revealed by Bombs and Power Bombs. Destroyed by Super missiles. Once destroyed, it only reforms when the room is reloaded.| |69|Super Missile block (no reform)|Super Missile block. Revealed by Bombs and Power Bombs. Destroyed by Super missiles. Once destroyed, it only reforms when the room is reloaded.|
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 |5E|Super Missile tank|Adds +2 Super Missiles on easy and normal, +1 on hard. Tank values can be adjusted via hex tweak for all three difficulties.| |5E|Super Missile tank|Adds +2 Super Missiles on easy and normal, +1 on hard. Tank values can be adjusted via hex tweak for all three difficulties.|
 |5F|Power Bomb tank|Adds +2 Power Bombs on easy and normal, +1 on hard. Tank values can be adjusted via hex tweak for all three difficulties.| |5F|Power Bomb tank|Adds +2 Power Bombs on easy and normal, +1 on hard. Tank values can be adjusted via hex tweak for all three difficulties.|
-|6C|Hidden energy tank|Energy tank. Revealed by any weapon until room is reloaded.|+|6C|Hidden Energy tank|Energy tank. Revealed by any weapon until room is reloaded.|
 |6D|Hidden Missile tank|Missile tank. Revealed by any weapon until room is reloaded.| |6D|Hidden Missile tank|Missile tank. Revealed by any weapon until room is reloaded.|
 |6E|Hidden Super Missile tank|Super Missile tank. Revealed by any weapon until room is reloaded.| |6E|Hidden Super Missile tank|Super Missile tank. Revealed by any weapon until room is reloaded.|
 |6F|Hidden Power Bomb tank|Power Bomb tank. Revealed by any weapon until room is reloaded.| |6F|Hidden Power Bomb tank|Power Bomb tank. Revealed by any weapon until room is reloaded.|
-|7C|Underwater energy tank|Energy tank. Otherwise behaves like water.|+|7C|Underwater Energy tank|Energy tank. Otherwise behaves like water.|
 |7D|Underwater Missile tank|Missile tank. Otherwise behaves like water.| |7D|Underwater Missile tank|Missile tank. Otherwise behaves like water.|
 |7E|Underwater Super Missile tank|Super Missile tank. Otherwise behaves like water.| |7E|Underwater Super Missile tank|Super Missile tank. Otherwise behaves like water.|
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 |02|Non-Power grip|Solid block. These blocks cannot be grabbed or mantled over using power grip.| |02|Non-Power grip|Solid block. These blocks cannot be grabbed or mantled over using power grip.|
 |07|Enemy only block|Solid block. Solid for Samus, air for enemies.| |07|Enemy only block|Solid block. Solid for Samus, air for enemies.|
-|09|Stop enemy block (solid)|Solid block. Solid for enemies and samus. Used for ziplines.| +|09|Stop enemy block (solid)|Solid block. Solid for enemies and samus. Used to cap the end of ziplines and walls with eye lazers.| 
-|17|Stop enemy block (air)|Solid block. Solid for enemies, air for Samus.|+|17|Stop enemy block (air)|Air block. Solid for enemies, air for Samus.|
 |18|Space pirate zoneline|Solid block. Used to despawn space pirates when they leave rooms.| |18|Space pirate zoneline|Solid block. Used to despawn space pirates when they leave rooms.|
 |19|Space pirate wall jump point|Solid block. Used for walls directly across from platforms, so pirates can wall jump over.| |19|Space pirate wall jump point|Solid block. Used for walls directly across from platforms, so pirates can wall jump over.|
zero_mission/data_maps/clipdata.txt · Last modified: 2021/01/29 08:56 by caauyjdp