Archipelago/worlds/mm2/names.py

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Mega Man 2: Implement New Game (#3256) * initial (broken) commit * small work on init * Update Items.py * beginning work, some rom patches * commit progress from bh branch * deathlink, fix soft-reset kill, e-tank loss * begin work on targeting new bhclient * write font * definitely didn't forget to add the other two hashes no * update to modern options, begin colors * fix 6th letter bug * palette shuffle + logic rewrite * fix a bunch of pointers * fix color changes, deathlink, and add wily 5 req * adjust weapon weakness generation * Update Rules.py * attempt wily 5 softlock fix * add explicit test for rbm weaknesses * fix difficulty and hard reset * fix connect deathlink and off by one item color * fix atomic fire again * de-jank deathlink * rewrite wily5 rule * fix rare solo-gen fill issue, hopefully * Update Client.py * fix wily 5 requirements * undo fill hook * fix picopico-kun rules * for real this time * update minimum damage requirement * begin move to procedure patch * finish move to APPP, allow rando boobeam, color updates * fix color bug, UT support? * what do you mean I forgot the procedure * fix UT? * plando weakness and fixes * sfx when item received, more time stopper edge cases * Update test_weakness.py * fix rules and color bug * fix color bug, support reduced flashing * major world overhaul * Update Locations.py * fix first found bugs * mypy cleanup * headerless roms * Update Rom.py * further cleanup * work on energylink * el fixes * update to energylink 2.0 packet * energylink balancing * potentially break other clients, more balancing * Update Items.py * remove startup change from basepatch we write that in patch, since we also need to clean the area before applying * el balancing and feedback * hopefully less test failures? * implement world version check * add weapon/health option * Update Rom.py * x/x2 * specials * Update Color.py * Update Options.py * finally apply location groups * bump minor version number instead * fix duplicate stage sends * validate wily 5, tests * see if renaming fixes * add shuffled weakness * remove passwords * refresh rbm select, fix wily 5 validation * forgot we can't check 0 * oops I broke the basepatch (remove failing test later) * fix solo gen fill error? * fix webhost patch recognition * fix imports, basepatch * move to flexibility metric for boss validation * special case boobeam trap * block strobe on stage select init * more energylink balancing * bump world version * wily HP inaccurate in validation * fix validation edge case * save last completed wily to data storage * mypy and pep8 cleanup * fix file browse validation * fix test failure, add enemy weakness * remove test seed * update enemy damage * inno setup * Update en_Mega Man 2.md * setup guide * Update en_Mega Man 2.md * finish plando weakness section * starting rbm edge case * remove * imports * properly wrap later weakness additions in regen playthrough * fix import * forgot readme * remove time stopper special casing since we moved to proper wily 5 validation, this special casing is no longer important * properly type added locations * Update CODEOWNERS * add animation reduction * deprioritize Time Stopper in rush checks * special case wily phase 1 * fix key error * forgot the test * music and general cleanup * the great rename * fix import * thanks pycharm * reorder palette shuffle * account for alien on shuffled weakness * apply suggestions * fix seedbleed * fix invalid buster passthrough * fix weakness landing beneath required amount * fix failsafe * finish music * fix Time Stopper on Flash/Alien * asar pls * Apply suggestions from code review Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * world helpers * init cleanup * apostrophes * clearer wording * mypy and cleanup * options doc cleanup * Update rom.py * rules cleanup * Update __init__.py * Update __init__.py * move to defaultdict * cleanup world helpers * Update __init__.py * remove unnecessary line from fill hook * forgot the other one * apply code review * remove collect * Update rules.py * forgot another --------- Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-08-20 02:59:29 +00:00
# Robot Master Weapons
crash_bomber = "Crash Bomber"
metal_blade = "Metal Blade"
quick_boomerang = "Quick Boomerang"
bubble_lead = "Bubble Lead"
atomic_fire = "Atomic Fire"
leaf_shield = "Leaf Shield"
time_stopper = "Time Stopper"
air_shooter = "Air Shooter"
# Stage Entry
crash_man_stage = "Crash Man Access Codes"
metal_man_stage = "Metal Man Access Codes"
quick_man_stage = "Quick Man Access Codes"
bubble_man_stage = "Bubble Man Access Codes"
heat_man_stage = "Heat Man Access Codes"
wood_man_stage = "Wood Man Access Codes"
flash_man_stage = "Flash Man Access Codes"
air_man_stage = "Air Man Access Codes"
# The Items
item_1 = "Item 1 - Propeller"
item_2 = "Item 2 - Rocket"
item_3 = "Item 3 - Bouncy"
# Misc. Items
one_up = "1-Up"
weapon_energy = "Weapon Energy (L)"
health_energy = "Health Energy (L)"
e_tank = "E-Tank"
# Locations
crash_man = "Crash Man - Defeated"
metal_man = "Metal Man - Defeated"
quick_man = "Quick Man - Defeated"
bubble_man = "Bubble Man - Defeated"
heat_man = "Heat Man - Defeated"
wood_man = "Wood Man - Defeated"
flash_man = "Flash Man - Defeated"
air_man = "Air Man - Defeated"
crash_bomber_get = "Crash Bomber - Received"
metal_blade_get = "Metal Blade - Received"
quick_boomerang_get = "Quick Boomerang - Received"
bubble_lead_get = "Bubble Lead - Received"
atomic_fire_get = "Atomic Fire - Received"
leaf_shield_get = "Leaf Shield - Received"
time_stopper_get = "Time Stopper - Received"
air_shooter_get = "Air Shooter - Received"
item_1_get = "Item 1 - Received"
item_2_get = "Item 2 - Received"
item_3_get = "Item 3 - Received"
wily_1 = "Mecha Dragon - Defeated"
wily_2 = "Picopico-kun - Defeated"
wily_3 = "Guts Tank - Defeated"
wily_4 = "Boobeam Trap - Defeated"
wily_5 = "Wily Machine 2 - Defeated"
dr_wily = "Dr. Wily (Alien) - Defeated"
# Wily Stage Event Items
wily_stage_1 = "Wily Stage 1 - Completed"
wily_stage_2 = "Wily Stage 2 - Completed"
wily_stage_3 = "Wily Stage 3 - Completed"
wily_stage_4 = "Wily Stage 4 - Completed"
wily_stage_5 = "Wily Stage 5 - Completed"
# Consumable Locations
heat_man_c1 = "Heat Man Stage - 1-Up" # 3, requires Yoku jumps or Item 2
flash_man_c1 = "Flash Man Stage - Health Energy 1" # 0
flash_man_c2 = "Flash Man Stage - 1-Up" # 2, requires any Item
flash_man_c3 = "Flash Man Stage - Health Energy 2" # 6, requires Crash Bomber
flash_man_c4 = "Flash Man Stage - Weapon Energy 1" # 8, requires Crash Bomber
flash_man_c5 = "Flash Man Stage - Health Energy 3" # 9
flash_man_c6 = "Flash Man Stage - E-Tank" # 10
quick_man_c1 = "Quick Man Stage - 1-Up 1" # 0, needs any Item
quick_man_c2 = "Quick Man Stage - E-Tank" # 1, requires allow lasers or Time Stopper
quick_man_c3 = "Quick Man Stage - 1-Up 2" # 2, requires allow lasers or Time Stopper
quick_man_c4 = "Quick Man Stage - Weapon Energy 1" # 3, requires allow lasers or Time Stopper
quick_man_c5 = "Quick Man Stage - Weapon Energy 2" # 4, requires allow lasers or Time Stopper
quick_man_c6 = "Quick Man Stage - Health Energy" # 5, requires allow lasers or Time Stopper
quick_man_c7 = "Quick Man Stage - 1-Up 3" # 6, requires allow lasers or Time Stopper
quick_man_c8 = "Quick Man Stage - Weapon Energy 3" # 7, requires allow lasers or Time Stopper
metal_man_c1 = "Metal Man Stage - E-Tank 1" # 0
metal_man_c2 = "Metal Man Stage - 1-Up" # 1, needs Item 1/2
metal_man_c3 = "Metal Man Stage - E-Tank 2" # 2, needs Item 1/2 (without putting dying in logic at least)
crash_man_c1 = "Crash Man Stage - Health Energy" # 0
crash_man_c2 = "Crash Man Stage - E-Tank" # 1
crash_man_c3 = "Crash Man Stage - 1-Up" # 2, any Item
wily_1_c1 = "Wily Stage 1 - 1-Up" # 10
wily_1_c2 = "Wily Stage 1 - Weapon Energy 1" # 11
wily_2_c1 = "Wily Stage 2 - Weapon Energy 1" # 11
wily_2_c2 = "Wily Stage 2 - Weapon Energy 2" # 12
wily_2_c3 = "Wily Stage 2 - E-Tank 1" # 16
wily_2_c4 = "Wily Stage 2 - 1-Up 1" # 17
# 18 - 27 are all small weapon energies, might force these local junk?
wily_2_c8 = "Wily Stage 2 - Weapon Energy 3" # 18
wily_2_c9 = "Wily Stage 2 - Weapon Energy 4" # 19
wily_2_c10 = "Wily Stage 2 - Weapon Energy 5" # 20
wily_2_c11 = "Wily Stage 2 - Weapon Energy 6" # 21
wily_2_c12 = "Wily Stage 2 - Weapon Energy 7" # 22
wily_2_c13 = "Wily Stage 2 - Weapon Energy 8" # 23
wily_2_c14 = "Wily Stage 2 - Weapon Energy 9" # 24
wily_2_c15 = "Wily Stage 2 - Weapon Energy 10" # 25
wily_2_c16 = "Wily Stage 2 - Weapon Energy 11" # 26
wily_2_c5 = "Wily Stage 2 - 1-Up 2" # 29, requires Crash Bomber
wily_2_c6 = "Wily Stage 2 - E-Tank 2" # 30, requires Crash Bomber
wily_2_c7 = "Wily Stage 2 - Health Energy" # 31, item 2 (already required to reach wily 2)
wily_3_c1 = "Wily Stage 3 - Weapon Energy 1" # 12, requires Crash Bomber
wily_3_c2 = "Wily Stage 3 - E-Tank" # 17, requires Crash Bomber
wily_3_c3 = "Wily Stage 3 - Weapon Energy 2" # 18
wily_3_c4 = "Wily Stage 3 - Weapon Energy 3" # 19
wily_4_c1 = "Wily Stage 4 - Weapon Energy 1" # 16
wily_4_c2 = "Wily Stage 4 - Weapon Energy 2" # 17
wily_4_c3 = "Wily Stage 4 - 1-Up 1" # 18
wily_4_c4 = "Wily Stage 4 - E-Tank 1" # 19