https://youtu.be/CdWcJc2QQ5E?si=g8fUf8bnxw1MyHWA
Basic Terminology
- Safe spot coordinates: The (x, y, z) coordinates where the Prince would respawn if he died at this immediate moment.
- Safe spot load: Data for area(s) that would be loaded if the Prince died at this immediate moment.
- Safe spot: Combination of safe spot coordinates and safe spot load (and any other relevant respawn-related data).
- Safe zone: A walkable surface that - upon being touched and without external game events that cause a safe spot update - has the ability to update the Prince's safe spot to his current coordinates.
Game Booleans
When the game is running and not in a menu / loading screen, each of these Booleans has a true/false value at all times:
freezeSafeSpot
: if true then safe spot is frozen as you walk over a safe zone; otherwise (with some rare exceptions) safe spot updates as you walk over a safe zone.
preserveFreezeOnDeath
: if true and freezeSafeSpot
is true then freezeSafeSpot
stays true after death; in all other cases freezeSafeSpot
becomes/stays false after death.
preserveFreezeOnCorruptionEscape
: if true and freezeSafeSpot
is true then freezeSafeSpot
stays true after escaping corruption; in all other cases freezeSafeSpot
becomes/stays false after escaping corruption.
Primitive Storage States
- z storage ("zero" storage) [Default]: Any state in which
freezeSafeSpot
is false.
- d storage ("death" storage): Any state in which
freezeSafeSpot
is true.
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The player always has exactly one primitive storage state.
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Compound Storage States
- r storage ("recursive" death storage): Any state in which
preserveFreezeOnDeath
is true.
- c storage ("corruption" death storage): Any state in which
preserveFreezeOnCorruptionEscape
is true.
- poo storage (Fake death storage): Any state in which the safe spot coordinates (but not necessarily the safe spot load) are being constantly updated to a constant point.