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scenarios.json
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scenarios.json
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{
"$schema": "../../schema/m3-bossScenarios.schema.json",
"scenarios": [
{
"id": 1,
"name": "Botwoon 1",
"boss": "Botwoon 1",
"requires": [],
"bossDodgeRate": 60,
"attackOpportunityDuration": 30,
"damageWindows": [
{
"name": "Base",
"windowPercent": 16.7,
"requires": []
}
],
"incomingDamage": [
{
"name": "BaseAcid",
"attack": "acid",
"frequencyFrames": 4000,
"avoidingRequires": [
"Gravity",
"ScrewAttack"
],
"note": "Acid is already pretty easy to avoid with Morph and Gravity (hence the low frequency), but with Screw attack it's absolutely trivial"
},
{
"name": "GravityAcid",
"attack": "acid",
"frequencyFrames": 4000,
"avoidingRequires": [
"Gravity"
],
"note": "Being suitless makes some acid situations much harder to dodge because you can't run out of the way"
},
{
"name": "MorphAcid",
"attack": "acid",
"frequencyFrames": 3000,
"avoidingRequires": [
{"or":[
"Morph",
{"and":[
"Gravity",
"ScrewAttack"
]}
]}
],
"note": "Not having Morph makes some acid dodges much harder, although having Screw Attack active makes those dodges trivial too."
}
],
"note": "Attack opportunity duration estimated to 30 to try to represent charged beam properly relative to ammo"
},
{
"id": 2,
"name": "Botwoon 2",
"boss": "Botwoon 2",
"requires": [],
"bossDodgeRate": 60,
"attackOpportunityDuration": 30,
"damageWindows": [
{
"name": "Base",
"windowPercent": 16.7,
"requires": []
}
],
"incomingDamage": [],
"note": "Botwoon 2 can not hit Samus while she is in the bottom left corner of the room."
},
{
"id": 3,
"name": "Reverse Botwoon 1",
"boss": "Reverse Botwoon 1",
"requires": [],
"bossDodgeRate": 10,
"excludedWeapons": [
"Charge+Wave",
"Charge+Ice+Wave",
"Charge+Wave+Spazer",
"Charge+Ice+Wave+Spazer",
"Charge+Wave+Plasma",
"Charge+Ice+Wave+Plasma"
],
"damageWindows": [
{
"name": "Magic Pixel Beam Fight",
"windowPercent": 15,
"requires": [
"Charge"
],
"note": [
"Requires standing on a certain 2 pixel wide position from the wall.",
"Use angle up or angle down to shoot through the wall.",
"This does not include Charge plus Wave."
]
},
{
"name": "Plasma Shield",
"windowPercent": 80,
"requires": [
"canSpecialBeamAttack",
"Plasma"
],
"note": "Freely fire Plasma Special Beam Attacks while close to the wall."
},
{
"name": "Peek Supers",
"windowPercent": 0.25,
"requires": ["Super"],
"note": "Wait for the one pattern (bottom->right) where Botwoon's head passes through the dividing barrier briefly and fire a Super Missile.",
"devNote": "Loosely 6seconds per pattern, 2seconds for acid, 16 patterns, 1 good pattern, acid after every second pattern. ~1 super per minute"
}
],
"incomingDamage": [
{
"name": "Close Acid",
"attack": "acid",
"frequencyFrames": 3600,
"avoidingRequires": [
"Gravity",
"ScrewAttack"
],
"devNote": "This mostly represents random damage."
},
{
"name": "Close Acid Suitless",
"attack": "acid",
"frequencyFrames": 1500,
"avoidingRequires": [
"canCarefulJump",
{"or": [
"Gravity",
"HiJump"
]}
],
"note": "A spinjump is enough to avoid close acid but it does require a quick reaction.",
"devNote": "Won't expect predictive dodges since that also extends the fight by lowering damage window."
},
{
"name": "Far Acid",
"attack": "acid",
"frequencyFrames": 4500,
"avoidingRequires": [
{"or": [
"Morph",
"Gravity",
"canCarefulJump"
]}
],
"note": "This can be dodged by running away or Morphing if the shots were fired at a standing Samus."
}
],
"note": [
"This scenario is for shooting through the wall without wave beam.",
"An on screen acid attack is expected every 15seconds. With close spawn being difficult to avoid and far spawn reasonable to avoid.",
"Usually at least one charge shot can hit per botwoon pattern. Bad patterns, misses, mispositioning, and avoiding damage is represented in windowPercent."
]
},
{
"id": 2,
"name": "Reverse Botwoon 2",
"boss": "Reverse Botwoon 2",
"requires": [],
"bossDodgeRate": 15,
"damageWindows": [
{
"name": "Base",
"windowPercent": 40,
"requires": []
}
],
"incomingDamage": [],
"note": "Reverse Botwoon 2 can not hit Samus.",
"devNote": [
"With inifinite time, all attacks can hit Botwoons head when it passes through the wall.",
"This scenario does not cover Ice/Spazer SBAs, or shooting missiles through the wall, since they still have a high miss rate."
]
},
{
"id": 11,
"name": "StandardPhantoon",
"boss": "Phantoon",
"excludedWeapons": [
"Super",
"Charge+Ice+Wave+Spazer",
"Charge+Plasma",
"Charge+Ice+Plasma",
"Charge+Wave+Plasma",
"Charge+Ice+Wave+Plasma"
],
"requires": [],
"bossDodgeRate": 0,
"attackOpportunityDuration": 20,
"particleFrequencyFrames": 150,
"damageWindows": [
{
"name": "Base",
"windowPercent": 3.6,
"requires": []
}
],
"incomingDamage": [
{
"name": "BaseFlame",
"attack": "flame",
"frequencyFrames": 1000,
"avoidingRequires": [ "never" ]
},
{
"name": "ScrewFlame",
"attack": "flame",
"frequencyFrames": 1000,
"avoidingRequires": [ "ScrewAttack" ],
"note": "Screw Attack makes avoiding damage in general much easier, so we'll have it prevent of half incoming damage"
}
],
"note": [
"This is the scenario for a regular Phantoon fight, so all valid weapons except supers and charged shots whose damage is 300 or more (those end the round on the first shot).",
"This scenario estimates roughly 25 seconds per round, each having 3 opportunities that last 20 frames (2 missiles or 1 charged shot).",
"3 incoming hits per round (Half being prevent by Screw).",
"10 flames farmed per round.",
"This scenario expects that the player doesn't know when Phantoon will open its eye."
]
},
{
"id": 12,
"name": "BigChargePhantoon",
"boss": "Phantoon",
"explicitWeapons": [
"Charge+Ice+Wave+Spazer",
"Charge+Plasma",
"Charge+Ice+Plasma",
"Charge+Wave+Plasma",
"Charge+Ice+Wave+Plasma"
],
"requires": [],
"bossDodgeRate": 0,
"attackOpportunityDuration": 20,
"particleFrequencyFrames": 150,
"damageWindows": [
{
"name": "Base",
"windowPercent": 1.2,
"requires": []
}
],
"incomingDamage": [
{
"name": "BaseFlame",
"attack": "flame",
"frequencyFrames": 1000,
"avoidingRequires": [ "never" ]
},
{
"name": "ScrewFlame",
"attack": "flame",
"frequencyFrames": 1000,
"avoidingRequires": [ "ScrewAttack" ],
"note": "Screw Attack makes avoiding damage in general much easier, so we'll have it prevent half of incoming damage"
}
],
"note": [
"This is the scenario for high-damage charged shots, which end the round on the first shot.",
"This scenario estimates roughly 25 seconds per round, each having 1 opportunity that lasts 20 frames (so only 1 charged shot).",
"3 incoming hits per round (Half being prevented by Screw).",
"10 flames farmed per round.",
"This scenario expects that the player doesn't know when Phantoon will open its eye."
]
},
{
"id": 13,
"name": "NintendoPowerPhantoon",
"boss": "Phantoon",
"explicitWeapons": ["Super"],
"requires": [],
"bossDodgeRate": 0,
"attackOpportunityDuration": 20,
"particleFrequencyFrames": 120,
"damageWindows": [
{
"name": "Base",
"windowPercent": 0.95,
"requires": []
}
],
"incomingDamage": [
{
"name": "BaseFlame",
"attack": "flame",
"frequencyFrames": 1440,
"avoidingRequires": [ "never" ]
},
{
"name": "ScrewFlame",
"attack": "flame",
"frequencyFrames": 392,
"avoidingRequires": [ "ScrewAttack" ],
"note": "We're having Screw Attack prevent half of normal damage + all of the enrage damage, which ends up being almost 80% of all incoming damage"
}
],
"note": [
"Five Super Missiles should do the trick!",
"This scenario estimates roughly 36 seconds per round (but expecting only 4 enrage phases), each having 1 opportunity that last 20 frames (1 Super).",
"3 incoming hits per round (Half being prevent by Screw), + 5 incoming hits per enrage phase (all of which are prevented by screw).",
"So the player is expected to dodge one enrage wave out of 6.",
"10 flames farmed per round, + 10 more per enrage phase.",
"This scenario expects that the player doesn't know when Phantoon will open its eye"
]
},
{
"id": 21,
"name": "GravityDraygon",
"boss": "Draygon",
"requires": ["Gravity"],
"bossDodgeRate": 0,
"attackOpportunityDuration": 100,
"particleFrequencyFrames": 540,
"damageWindows": [
{
"name": "Base",
"windowPercent": 11.11,
"requires": []
}
],
"incomingDamage": [
{
"name": "Base",
"attack": "contact",
"frequencyFrames": 720,
"avoidingRequires": [ "never" ]
},
{
"name": "Turrets",
"attack": "turretProjectile",
"frequencyFrames": 1080,
"avoidingRequires": ["h_canBreakThreeDraygonTurrets"]
}
],
"note": [
"This scenario estimates roughly 18 seconds per round.",
"1 out of 5 rounds botched by goop.",
"Successful rounds give one attack opportunity averaging 100 frames.",
"Each round expects to see the player get hit 1.5 times.",
"Player is expected to know how to break free of draygon's grasp when grabbed, but only at a moderate speed.",
"Farming is almost non-existent because getting the drops would reduce the attack opportunity.",
"Turret projectiles hit once per round if not taken out."
]
},
{
"id": 22,
"name": "SuitlessDraygon",
"boss": "Draygon",
"requires": [
"canSuitlessMaridia",
"Morph",
{"or":[
"Super",
"Missile"
]}
],
"bossDodgeRate": 0,
"attackOpportunityDuration": 100,
"particleFrequencyFrames": 540,
"damageWindows": [
{
"name": "Base",
"windowPercent": 5.55,
"requires": []
}
],
"incomingDamage": [
{
"name": "Base",
"attack": "contact",
"frequencyFrames": 720,
"avoidingRequires": [ "never" ]
}
],
"note": [
"This scenario is pretty similar to the Gravity one, but is separate because it has to make additional assumptions.",
"It expects twice as many rounds botched by goop.",
"It assumes Morph is available and the turrets have been destroyed (and expects Draygon's requirements to hard-require those for a non-grapple suitless kill."
]
},
{
"id": 31,
"name": "Regular Ridley",
"boss": "Ridley",
"requires": ["Varia"],
"bossDodgeRate": 0,
"damageWindows": [
{
"name": "Base",
"windowPercent": 25,
"requires": []
}
],
"incomingDamage": [
{
"name": "BaseContact",
"attack": "contact",
"frequencyFrames": 500,
"avoidingRequires": [ "never" ]
},
{
"name": "ScrewContact",
"attack": "contact",
"frequencyFrames": 2000,
"avoidingRequires": [ "ScrewAttack" ]
},
{
"name": "BaseTail",
"attack": "tail",
"frequencyFrames": 540,
"avoidingRequires": [ "never" ]
},
{
"name": "BaseTail",
"attack": "tail",
"frequencyFrames": 810,
"avoidingRequires": [ "Morph" ]
},
{
"name": "BaseFire",
"attack": "fireball",
"frequencyFrames": 2000,
"avoidingRequires": [ "never" ]
},
{
"name": "ScrewFire",
"attack": "fireball",
"frequencyFrames": 2000,
"avoidingRequires": [ "ScrewAttack" ]
}
],
"note": [
"This scenario expects all-out spam for 25% of the time.",
"Player is not expected to have mastered dodging swoops, so hjb offers no help.",
"Player is expected to take advantage of a left-facing pogo, but not to manipulate a right-facing pogo into a left-facing one.",
"Incoming damage frequencies are an estimate to give a 4-tank requirement for Supers with Morph and Gravity but no Screw.",
"Contact damage is once every 400 frames, with 20% of them being dodged with Screw.",
"Fire damage is once every 1000 frammes, with 50% of them being dodged by Screw.",
"Tail damage is once every 324 frames, with 40% being dodged by Morph (so with Morph, one tail hit every 540 frames).",
"This scenario expects Ridley's requirements to hard-require Varia."
]
},
{
"id": 41,
"name": "Regular MB2",
"boss": "Mother Brain 2",
"requires": [],
"bossDodgeRate": 0,
"damageWindows": [
{
"name": "Base",
"windowPercent": 90,
"requires": []
}
],
"incomingDamage": [
{
"name": "Ring",
"attack": "ring",
"frequencyFrames": 1000,
"avoidingRequires": ["never"]
},
{
"name": "Explosion",
"attack": "bomb-explosion",
"frequencyFrames": 5000,
"avoidingRequires": ["never"]
},
{
"name": "Explosion Center",
"attack": "bomb-explosion-center",
"frequencyFrames": 5000,
"avoidingRequires": ["never"]
},
{
"name": "Eye Beam",
"attack": "laser",
"frequencyFrames": 10000,
"avoidingRequires": ["never"]
},
{
"name": "Red Beam",
"attack": "redbeam",
"frequencyFrames": 10000,
"avoidingRequires": ["never"]
}
],
"note": [
"This scenario expects all-out spam for 90% of the time.",
"Ketchup phase calculated to last 25% of the fight. Its frequency is adjusted accordingly since the frequency is over the whole fight.",
"Player is expected to aim for the center of a bomb explosion when landing in it, and to hit it 50% of the time.",
"No mid-air unmorph dodging tactics are considered at this time.",
"Rainbow Beam is excluded from the scenario because it is handled as a hard requirement after the fight has concluded."
]
}
]
}