summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorRangi <remy.oukaour+rangi42@gmail.com>2018-07-21 18:46:50 -0400
committerRangi <remy.oukaour+rangi42@gmail.com>2018-07-21 18:46:50 -0400
commit3e2bf20d44fb71c82fc83a679e96f9541e95fb1d (patch)
tree29272409a4ba2ddab045959c2447f8b4ac758ba4
parentf3d019b453c954909e6650632eab435ed4b0aac2 (diff)
COLL_DOWN_WALL
-rw-r--r--Rock-Climb.md2
1 files changed, 2 insertions, 0 deletions
diff --git a/Rock-Climb.md b/Rock-Climb.md
index f6e8dd9..d749eff 100644
--- a/Rock-Climb.md
+++ b/Rock-Climb.md
@@ -403,3 +403,5 @@ We just moved an item ball so that you need Rock Climb to get it.
Now test it out!
![Screenshot](screenshots/rock-climb.png)
+
+By the way, if you're walking on top of cliffs, it's possible to walk down onto a cave entrance. That's because the clifftops all use `COLL_FLOOR`, cave entrances use `COLL_CAVE`, and of course it's possible to walk from the former to the latter, since there's no real concept of "elevation" in Gen 2. The solution is to use `COLL_DOWN_WALL` for clifftops above cave entrances. That way you can walk *onto* the space but not *down* from it. (The top edges of cliffs already use `COLL_UP_WALL` so you can't walk between them and the ground level.)