Storage: Difference between revisions

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'''Storage''' refers to a type of glitch in which an event can be "stored" for later by [[unloading]] an object. This allows the event to be triggered outside of its normal context later by loading the object back in.
'''Storage''' refers to a type of glitch in which an event can be "stored" for later by [[unloading]] an object. This allows the event to be triggered outside of its normal context later by loading the object back in.


As an example, [[globe storage]] allows the [[Odyssey]]'s globe cutscene to be queued by placing Cappy on the globe and unloading the Odyssey, but it will not actually activate until the camera is pointed back at the Odyssey to load it back in. This allows the globe cutscene to be triggered from an arbitrary distance.
As an example, [[globe storage]] allows the activation the [[Odyssey]]'s globe to be stored by placing Cappy on the globe and unloading the Odyssey, but it will not actually activate until the camera is pointed back at the Odyssey to load it back in. This allows the globe to be triggered from an arbitrary distance.


== Types of storage ==
== Types of storage ==
Interactions that can be stored include:
Interactions that can be stored include:
* Triggering the globe cutscene ([[globe storage]])
* Activating the [[Odyssey]] globe ([[globe storage]])
*[[Urban Stingby]] attacks ([[Stingby storage]])
*[[Urban Stingby]] attacks ([[Stingby storage]])
* Activating a P-Switch<ref>https://twitter.com/Mnyush_dsc/status/1210135776593248257</ref>
* Activating a P-Switch<ref>https://twitter.com/Mnyush_dsc/status/1210135776593248257</ref>
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