Libra CrystalSo when you charge up the Libra Crystal and create an ice sphere, it aligns with the closest 2x2 set of combos and runs some check to determine whether they're solid combos or empty ones, suppressing each corner that's on a solid combo.
But it's extremely buggy and produces undesired results with any walkable (or partially-walkable) combos that are not empty spaces.
It will almost always overwrite them, and leave an empty combo upon disintegrating. If the combo was linked to a warp, the warp is removed as well.
All of these effects are temporary, of course, and the room resets to normal upon leaving/returning.
Combos which it can remove:
- Labyrinth entrance doors (both the warping combo and the halftile-unwalkable combo above it) - but not regular Cave doors
- Corridor entrances - both the opening and closed door combo as well as the frame combos around it
- Shop/Corridor item boxes, both unbroken and broken combos
- Various halftile combos (hanging vines in Aquarius, half-rocks in Scorpio, etc.)
- Sandfalls in Scorpio
- Damage dealing spikes, lava, spikeballs, spinning blades in Capricorn, etc.
- Cactii in Scorpio (with their kiddy-corner unwalkability, sometimes the ice sphere overwrites them, other times it does not, presumably due to how the walkability checking code checks and your relative position when firing it?)
- Opened and closed doors on room-edge gates (but not the frames themselves since they're on another layer) - obviously, this is the worst, since it lets you sequence-break through unopened gates, and escape boss fights into adjacent Inside DMap screens
- The top row and lower corners of the Warp Zone warps
Presumably a bunch of other combos as well...
Shop/Corridor Prize Boxes & Dash Jets 2Here's another bug, that probably doesn't even matter unless you mess with the Dash Jets 2 code.
It seems impossible (but I'm not sure) to phase through a wall to a single-combo-high space on the far side
unless you are standing on ground that is adjacent to the wall and aligned with the floor below the space on the far side (guessing that your vertical momentum midair/midjump interferes with lining it up
perfectly but being vertically stationary on the ground
does line it up perfectly?)
I tried for several minutes to jump and phase through to the inside of a corridor prize box with no luck. But I don't know that it's
impossible to do so.
I
do know that upon noclipping inside the box, you acquire the item, and while standing inside it (with noclipping turned back off) you can phase through the side of it with DJ2.
So it
might be possible to phase inside the prize box through repetition/luck and grab the item without beating the corridor (or without purchasing it, if inside a shop.)
I checked all the corridors and
none of them have lined-up platforms that would allow easily exploiting this; I didn't bother checking all the shops since they generally all have the same layout with the box suspended from the ceiling (i.e. nothing nearby for an easy exploit.)
So this isn't probably anything that needs addressing,
unless you tweak the Dash Jets 2 collision detection code or whatever to make it easier to enter tight spaces, in which case this will suddenly become relevant.
At any rate, probably not that big of a deal since I think all the late-game corridors' prizes are not sequence-relevant, so this would just let clever players gain items early (or for free) since they still must beat the corridors to complete the game. Gaining the item from a corridor box also clears it, so you cannot gain it again when it normally drops after beating the corridor and returning to the labyrinth screen with the box broken (I tested this to be sure, though this is probably obvious to you.)
ETA: This may end up becoming more of an issue if you add any special Magnet Grabber blocks to any of the relevant screens, depending upon how it works, if using it allows you to attach a block where the exploit becomes easier.
Edited by newstarshipsmell, 22 August 2015 - 10:55 PM.