2022-12-12 01:36:18 +00:00
|
|
|
|
from __future__ import annotations
|
|
|
|
|
|
|
|
|
|
import random
|
|
|
|
|
from itertools import chain, combinations
|
|
|
|
|
from typing import Any, cast, Dict, List, Optional, Set, Tuple
|
|
|
|
|
|
|
|
|
|
from Options import AssembleOptions, Choice, DeathLink, Option, Range, SpecialRange, TextChoice, Toggle
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class AssembleCustomizableChoices(AssembleOptions):
|
|
|
|
|
def __new__(mcs, name: str, bases: Tuple[type, ...], attrs: Dict[str, Any]) -> AssembleCustomizableChoices:
|
|
|
|
|
cls: AssembleOptions = super().__new__(mcs, name, bases, attrs)
|
|
|
|
|
|
|
|
|
|
if "extra_options" in attrs:
|
|
|
|
|
cls.name_lookup.update(enumerate(attrs["extra_options"], start=max(cls.name_lookup) + 1))
|
|
|
|
|
return cast(AssembleCustomizableChoices, cls)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class RandomGroupsChoice(Choice, metaclass=AssembleCustomizableChoices):
|
|
|
|
|
extra_options: Optional[Set[str]]
|
|
|
|
|
random_groups: Dict[str, List[str]]
|
|
|
|
|
|
|
|
|
|
@classmethod
|
|
|
|
|
def get_option_name(cls, value: int) -> str:
|
|
|
|
|
if value in cls.options.values():
|
|
|
|
|
return next(k for k, v in cls.options.items() if v == value)
|
|
|
|
|
else:
|
|
|
|
|
return super().get_option_name(value)
|
|
|
|
|
|
|
|
|
|
@classmethod
|
|
|
|
|
def from_text(cls, text: str) -> Choice:
|
|
|
|
|
key: str = text.lower()
|
|
|
|
|
if key == "random":
|
|
|
|
|
text = random.choice([o for o in cls.options if o not in cls.random_groups])
|
|
|
|
|
elif key in cls.random_groups:
|
|
|
|
|
text = random.choice(cls.random_groups[key])
|
|
|
|
|
return super().from_text(text)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class LevelMixin:
|
|
|
|
|
xp_coefficients: List[int] = sorted([191, 65, 50, 32, 18, 14, 6, 3, 3, 2, 2, 2, 2] * 8, reverse=True)
|
|
|
|
|
|
|
|
|
|
@classmethod
|
|
|
|
|
def _to_xp(cls, level: int, *, capsule: bool) -> int:
|
|
|
|
|
if level == 1:
|
|
|
|
|
return 0
|
|
|
|
|
if level == 99:
|
|
|
|
|
return 9999999
|
|
|
|
|
|
|
|
|
|
increment: int = 20 << 8
|
|
|
|
|
total: int = increment
|
|
|
|
|
for lv in range(2, level):
|
|
|
|
|
increment += (increment * cls.xp_coefficients[lv]) >> 8
|
|
|
|
|
total += increment
|
|
|
|
|
if capsule:
|
|
|
|
|
total &= 0xFFFFFF00
|
|
|
|
|
return (total >> 8) - 10
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class BlueChestChance(Range):
|
|
|
|
|
"""The chance of a chest being a blue chest.
|
|
|
|
|
|
|
|
|
|
It is given in units of 1/256, i.e., a value of 25 corresponds to 25/256 ~ 9.77%.
|
|
|
|
|
If you increase the blue chest chance, then the chance of finding consumables is decreased in return.
|
|
|
|
|
The chance of finding red chest equipment or spells is unaffected.
|
|
|
|
|
Supported values: 5 – 75
|
|
|
|
|
Default value: 25 (five times as much as in an unmodified game)
|
|
|
|
|
"""
|
|
|
|
|
|
|
|
|
|
display_name = "Blue chest chance"
|
|
|
|
|
range_start = 5
|
|
|
|
|
range_end = 75
|
|
|
|
|
default = 25
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class BlueChestCount(Range):
|
|
|
|
|
"""The number of blue chest items that will be in your item pool.
|
|
|
|
|
|
|
|
|
|
The number of blue chests in your world that count as multiworld location checks will be equal this amount plus one
|
|
|
|
|
more for each party member or capsule monster if you have shuffle_party_members/shuffle_capsule_monsters enabled.
|
|
|
|
|
(You will still encounter blue chests in your world after all the multiworld location checks have been exhausted,
|
|
|
|
|
but these chests will then generate items for yourself only.)
|
|
|
|
|
Supported values: 10 – 75
|
|
|
|
|
Default value: 25
|
|
|
|
|
"""
|
|
|
|
|
|
|
|
|
|
display_name = "Blue chest count"
|
|
|
|
|
range_start = 10
|
|
|
|
|
range_end = 75
|
|
|
|
|
default = 25
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class Boss(RandomGroupsChoice):
|
|
|
|
|
"""Which boss to fight on the final floor.
|
|
|
|
|
|
|
|
|
|
Supported values:
|
|
|
|
|
lizard_man, big_catfish, regal_goblin, follower_x2, camu, tarantula, pierre, daniele, gades_a, mummy_x4, troll_x3,
|
|
|
|
|
gades_b, idura_a, lion_x2, idura_b, idura_c, rogue_flower, soldier_x4, gargoyle_x4, venge_ghost, white_dragon_x3,
|
|
|
|
|
fire_dragon, ghost_ship, tank, gades_c, amon, erim, daos, egg_dragon, master
|
|
|
|
|
random-low — select a random regular boss, from lizard_man to troll_x3
|
|
|
|
|
random-middle — select a random regular boss, from idura_a to gargoyle_x4
|
|
|
|
|
random-high — select a random regular boss, from venge_ghost to tank
|
|
|
|
|
random-sinistral — select a random Sinistral boss
|
|
|
|
|
Default value: master (same as in an unmodified game)
|
|
|
|
|
"""
|
|
|
|
|
|
|
|
|
|
display_name = "Boss"
|
|
|
|
|
option_lizard_man = 0x01
|
|
|
|
|
option_big_catfish = 0x02
|
|
|
|
|
# 0x03 = Goblin + Skeleton; regular monsters
|
|
|
|
|
# 0x04 = Goblin; regular monster
|
|
|
|
|
option_regal_goblin = 0x05
|
|
|
|
|
option_follower_x2 = 0x06
|
|
|
|
|
option_camu = 0x07
|
|
|
|
|
option_tarantula = 0x08
|
|
|
|
|
option_pierre = 0x09
|
|
|
|
|
option_daniele = 0x0A
|
|
|
|
|
option_gades_a = 0x0B
|
|
|
|
|
option_mummy_x4 = 0x0C
|
|
|
|
|
option_troll_x3 = 0x0D
|
|
|
|
|
option_gades_b = 0x0E
|
|
|
|
|
option_idura_a = 0x0F
|
|
|
|
|
# 0x10 = Pierre; Maxim + Tia only
|
|
|
|
|
# 0x11 = Daniele; Guy + Selan only
|
|
|
|
|
option_lion_x2 = 0x12
|
|
|
|
|
option_idura_b = 0x13
|
|
|
|
|
option_idura_c = 0x14
|
|
|
|
|
option_rogue_flower = 0x15
|
|
|
|
|
option_soldier_x4 = 0x16
|
|
|
|
|
option_gargoyle_x4 = 0x17
|
|
|
|
|
option_venge_ghost = 0x18
|
|
|
|
|
option_white_dragon_x3 = 0x19
|
|
|
|
|
option_fire_dragon = 0x1A
|
|
|
|
|
option_ghost_ship = 0x1B
|
|
|
|
|
# 0x1C = Soldier x4; same as 0x16
|
|
|
|
|
# 0x1D = Soldier x4; same as 0x16
|
|
|
|
|
option_tank = 0x1E
|
|
|
|
|
option_gades_c = 0x1F
|
|
|
|
|
option_amon = 0x20
|
|
|
|
|
# 0x21 = Gades; same as 0x1F
|
|
|
|
|
# 0x22 = Amon; same as 0x20
|
|
|
|
|
option_erim = 0x23
|
|
|
|
|
option_daos = 0x24
|
|
|
|
|
option_egg_dragon = 0x25
|
|
|
|
|
option_master = 0x26
|
|
|
|
|
default = option_master
|
|
|
|
|
|
|
|
|
|
random_groups = {
|
|
|
|
|
"random-low": ["lizard_man", "big_catfish", "regal_goblin", "follower_x2", "camu", "tarantula", "pierre",
|
|
|
|
|
"daniele", "mummy_x4", "troll_x3"],
|
|
|
|
|
"random-middle": ["idura_a", "lion_x2", "idura_b", "idura_c", "rogue_flower", "soldier_x4", "gargoyle_x4"],
|
|
|
|
|
"random-high": ["venge_ghost", "white_dragon_x3", "fire_dragon", "ghost_ship", "tank"],
|
|
|
|
|
"random-sinistral": ["gades_c", "amon", "erim", "daos"],
|
|
|
|
|
}
|
|
|
|
|
extra_options = frozenset(random_groups)
|
|
|
|
|
|
|
|
|
|
@property
|
|
|
|
|
def flag(self) -> int:
|
|
|
|
|
return 0xFE if self.value == Boss.option_master else 0xFF
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class CapsuleCravingsJPStyle(Toggle):
|
|
|
|
|
"""Make capsule monster cravings behave as in the Japanese version.
|
|
|
|
|
|
|
|
|
|
In the US version, the data that determines which items a capsule monster can request is a mess.
|
|
|
|
|
It allows only for a very limited selection of items to be requested, and the quality of the selected item is almost
|
|
|
|
|
always either too low or too high (compared to the capsule monsters current quality preference). This means that,
|
|
|
|
|
if fed, the requested item will either be rejected by the capsule monster or lead to an unreasonable increase of the
|
|
|
|
|
quality preference, making further feeding more difficult.
|
|
|
|
|
This setting provides a fix for the bug described above.
|
|
|
|
|
If enabled, the capsule monster feeding behavior will be changed to behave analogous to the JP (and EU) version.
|
|
|
|
|
This means that requests become more varied, while the requested item will be guaranteed to be of the same quality
|
|
|
|
|
as the capsule monsters current preference. Thus, it can no longer happen that the capsule monster dislikes eating
|
|
|
|
|
the very item it just requested.
|
|
|
|
|
Supported values: false, true
|
|
|
|
|
Default value: false (same as in an unmodified game)
|
|
|
|
|
"""
|
|
|
|
|
|
|
|
|
|
display_name = "Capsule cravings JP style"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class CapsuleStartingForm(SpecialRange):
|
|
|
|
|
"""The starting form of your capsule monsters.
|
|
|
|
|
|
|
|
|
|
Supported values: 1 – 4, m
|
|
|
|
|
Default value: 1 (same as in an unmodified game)
|
|
|
|
|
"""
|
|
|
|
|
|
|
|
|
|
display_name = "Capsule monster starting form"
|
|
|
|
|
range_start = 1
|
|
|
|
|
range_end = 5
|
|
|
|
|
default = 1
|
|
|
|
|
special_range_cutoff = 1
|
|
|
|
|
special_range_names = {
|
|
|
|
|
"default": 1,
|
|
|
|
|
"m": 5,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
@property
|
|
|
|
|
def unlock(self) -> int:
|
|
|
|
|
if self.value == self.special_range_names["m"]:
|
|
|
|
|
return 0x0B
|
|
|
|
|
else:
|
|
|
|
|
return self.value - 1
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class CapsuleStartingLevel(LevelMixin, SpecialRange):
|
|
|
|
|
"""The starting level of your capsule monsters.
|
|
|
|
|
|
|
|
|
|
Can be set to the special value party_starting_level to make it the same value as the party_starting_level option.
|
|
|
|
|
Supported values: 1 – 99, party_starting_level
|
|
|
|
|
Default value: 1 (same as in an unmodified game)
|
|
|
|
|
"""
|
|
|
|
|
|
|
|
|
|
display_name = "Capsule monster starting level"
|
|
|
|
|
range_start = 0
|
|
|
|
|
range_end = 99
|
|
|
|
|
default = 1
|
|
|
|
|
special_range_cutoff = 1
|
|
|
|
|
special_range_names = {
|
|
|
|
|
"default": 1,
|
|
|
|
|
"party_starting_level": 0,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
@property
|
|
|
|
|
def xp(self) -> int:
|
|
|
|
|
return self._to_xp(self.value, capsule=True)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class CrowdedFloorChance(Range):
|
|
|
|
|
"""The chance of a floor being a crowded floor.
|
|
|
|
|
|
|
|
|
|
It is given in units of 1/256, i.e., a value of 16 corresponds to 16/256 = 6.25%.
|
|
|
|
|
A crowded floor is a floor where most of the chests are grouped in one room together with many enemies.
|
|
|
|
|
Supported values: 0 – 255
|
|
|
|
|
Default value: 16 (same as in an unmodified game)
|
|
|
|
|
"""
|
|
|
|
|
|
|
|
|
|
display_name = "Crowded floor chance"
|
|
|
|
|
range_start = 0
|
|
|
|
|
range_end = 255
|
|
|
|
|
default = 16
|
|
|
|
|
|
|
|
|
|
|
2022-12-18 13:44:20 +00:00
|
|
|
|
class DefaultCapsule(Choice):
|
|
|
|
|
"""Preselect the active capsule monster.
|
|
|
|
|
|
|
|
|
|
(Only has an effect if shuffle_capsule_monsters is set to false.)
|
|
|
|
|
Supported values: jelze, flash, gusto, zeppy, darbi, sully, blaze
|
|
|
|
|
Default value: jelze
|
|
|
|
|
"""
|
|
|
|
|
|
|
|
|
|
display_name = "Default capsule monster"
|
|
|
|
|
option_jelze = 0x00
|
|
|
|
|
option_flash = 0x01
|
|
|
|
|
option_gusto = 0x02
|
|
|
|
|
option_zeppy = 0x03
|
|
|
|
|
option_darbi = 0x04
|
|
|
|
|
option_sully = 0x05
|
|
|
|
|
option_blaze = 0x06
|
|
|
|
|
default = option_jelze
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class DefaultParty(RandomGroupsChoice, TextChoice):
|
|
|
|
|
"""Preselect the party lineup.
|
|
|
|
|
|
|
|
|
|
(Only has an effect if shuffle_party_members is set to false.)
|
|
|
|
|
Supported values:
|
|
|
|
|
Can be set to any valid combination of up to 4 party member initials, e.g.:
|
|
|
|
|
M — Maxim
|
|
|
|
|
DGMA — Dekar, Guy, Maxim, and Arty
|
|
|
|
|
MSTL — Maxim, Selan, Tia, and Lexis
|
|
|
|
|
random-2p — a random 2-person party
|
|
|
|
|
random-3p — a random 3-person party
|
|
|
|
|
random-4p — a random 4-person party
|
|
|
|
|
Default value: M
|
|
|
|
|
"""
|
|
|
|
|
|
|
|
|
|
display_name = "Default party lineup"
|
|
|
|
|
default = "M"
|
|
|
|
|
|
|
|
|
|
random_groups = {
|
|
|
|
|
"random-2p": ["M" + "".join(p) for p in combinations("ADGLST", 1)],
|
|
|
|
|
"random-3p": ["M" + "".join(p) for p in combinations("ADGLST", 2)],
|
|
|
|
|
"random-4p": ["M" + "".join(p) for p in combinations("ADGLST", 3)],
|
|
|
|
|
}
|
|
|
|
|
vars().update({f"option_{party}": party for party in (*random_groups, "M", *chain(*random_groups.values()))})
|
|
|
|
|
_valid_sorted_parties: List[List[str]] = [sorted(party) for party in ("M", *chain(*random_groups.values()))]
|
|
|
|
|
_members_to_bytes: bytes = bytes.maketrans(b"MSGATDL", bytes(range(7)))
|
|
|
|
|
|
|
|
|
|
def verify(self, *args, **kwargs) -> None:
|
|
|
|
|
if str(self.value).lower() in self.random_groups:
|
|
|
|
|
return
|
|
|
|
|
if sorted(str(self.value).upper()) in self._valid_sorted_parties:
|
|
|
|
|
return
|
|
|
|
|
raise ValueError(f"Could not find option '{self.value}' for '{self.__class__.__name__}', known options are:\n"
|
|
|
|
|
f"{', '.join(self.random_groups)}, {', '.join(('M', *chain(*self.random_groups.values())))} "
|
|
|
|
|
"as well as all permutations of these.")
|
|
|
|
|
|
|
|
|
|
@staticmethod
|
|
|
|
|
def _flip(i: int) -> int:
|
|
|
|
|
return {4: 5, 5: 4}.get(i, i)
|
|
|
|
|
|
|
|
|
|
@property
|
|
|
|
|
def event_script(self) -> bytes:
|
|
|
|
|
return bytes((*(b for i in bytes(self) if i != 0 for b in (0x2B, i, 0x2E, i + 0x65, 0x1A, self._flip(i) + 1)),
|
|
|
|
|
0x1E, 0x0B, len(self) - 1, 0x1C, 0x86, 0x03, *(0x00,) * (6 * (4 - len(self)))))
|
|
|
|
|
|
|
|
|
|
@property
|
|
|
|
|
def roster(self) -> bytes:
|
|
|
|
|
return bytes((len(self), *bytes(self), *(0xFF,) * (4 - len(self))))
|
|
|
|
|
|
|
|
|
|
def __bytes__(self) -> bytes:
|
|
|
|
|
return str(self.value).upper().encode("ASCII").translate(self._members_to_bytes)
|
|
|
|
|
|
|
|
|
|
def __len__(self) -> int:
|
|
|
|
|
return len(str(self.value))
|
|
|
|
|
|
|
|
|
|
|
2022-12-12 01:36:18 +00:00
|
|
|
|
class FinalFloor(Range):
|
|
|
|
|
"""The final floor, where the boss resides.
|
|
|
|
|
|
|
|
|
|
Supported values: 2 – 99
|
|
|
|
|
Default value: 99 (same as in an unmodified game)
|
|
|
|
|
"""
|
|
|
|
|
|
|
|
|
|
display_name = "Final floor"
|
|
|
|
|
range_start = 2
|
|
|
|
|
range_end = 99
|
|
|
|
|
default = 99
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class GearVarietyAfterB9(Toggle):
|
|
|
|
|
"""Fixes a bug that prevents various gear from appearing after B9.
|
|
|
|
|
|
|
|
|
|
Due to an overflow bug in the game, the distribution of red chest gear is impaired after B9.
|
|
|
|
|
Starting with B10, the number of items available from red chests is severely limited, meaning that red chests will
|
|
|
|
|
no longer contain any shields, headgear, rings, or jewels (and the selection of body armor is reduced as well).
|
|
|
|
|
This setting provides a fix for the bug described above.
|
|
|
|
|
If enabled, red chests beyond B9 will continue to produce shields, headgear, rings, and jewels as intended,
|
|
|
|
|
while the odds of finding body armor in red chests are decreased as a result.
|
|
|
|
|
The distributions of red chest weapons, spells, and consumables as well as blue chests are unaffected.
|
|
|
|
|
Supported values: false, true
|
|
|
|
|
Default value: false (same as in an unmodified game)
|
|
|
|
|
"""
|
|
|
|
|
|
|
|
|
|
display_name = "Increase gear variety after B9"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class Goal(Choice):
|
|
|
|
|
"""The objective you have to fulfill in order to complete the game.
|
|
|
|
|
|
|
|
|
|
Supported values:
|
|
|
|
|
boss — defeat the boss on the final floor
|
|
|
|
|
iris_treasure_hunt — gather the required number of Iris treasures and leave the cave
|
|
|
|
|
boss_iris_treasure_hunt — complete both the "boss" and the "iris_treasure_hunt" objective (in any order)
|
|
|
|
|
final_floor — merely reach the final floor
|
|
|
|
|
Default value: boss
|
|
|
|
|
"""
|
|
|
|
|
|
|
|
|
|
display_name = "Goal"
|
|
|
|
|
option_boss = 0x01
|
|
|
|
|
option_iris_treasure_hunt = 0x02
|
|
|
|
|
option_boss_iris_treasure_hunt = 0x03
|
|
|
|
|
option_final_floor = 0x04
|
|
|
|
|
default = option_boss
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class HealingFloorChance(Range):
|
|
|
|
|
"""The chance of a floor having a healing tile hidden under a bush.
|
|
|
|
|
|
|
|
|
|
It is given in units of 1/256, i.e., a value of 16 corresponds to 16/256 = 6.25%.
|
|
|
|
|
Supported values: 0 – 255
|
|
|
|
|
Default value: 16 (same as in an unmodified game)
|
|
|
|
|
"""
|
|
|
|
|
|
|
|
|
|
display_name = "Healing tile floor chance"
|
|
|
|
|
range_start = 0
|
|
|
|
|
range_end = 255
|
|
|
|
|
default = 16
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class InitialFloor(Range):
|
|
|
|
|
"""The initial floor, where you begin your journey.
|
|
|
|
|
|
|
|
|
|
(If this value isn't smaller than the value of final_floor, it will automatically be set to final_floor - 1)
|
|
|
|
|
Supported values: 1 – 98
|
|
|
|
|
Default value: 1 (same as in an unmodified game)
|
|
|
|
|
"""
|
|
|
|
|
|
|
|
|
|
display_name = "Initial floor"
|
|
|
|
|
range_start = 1
|
|
|
|
|
range_end = 98
|
|
|
|
|
default = 1
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class IrisFloorChance(Range):
|
|
|
|
|
"""The chance of a floor being able to generate an Iris treasure.
|
|
|
|
|
|
|
|
|
|
It is given in units of 1/256, i.e., a value of 5 corresponds to 5/256 ~ 1.95%.
|
|
|
|
|
The true chance of a floor holding an Iris treasure you need is usually lower than the chance specified here, e.g.,
|
|
|
|
|
if you have already found 8 of 9 Iris items then the chance of generating the last one is only 1/9 of this value.
|
|
|
|
|
Supported values: 5 – 255
|
|
|
|
|
Default value: 5 (same as in an unmodified game)
|
|
|
|
|
"""
|
|
|
|
|
|
|
|
|
|
display_name = "Iris treasure floor chance"
|
|
|
|
|
range_start = 5
|
|
|
|
|
range_end = 255
|
|
|
|
|
default = 5
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class IrisTreasuresRequired(Range):
|
|
|
|
|
"""The number of Iris treasures required to complete the goal.
|
|
|
|
|
|
|
|
|
|
This setting only has an effect if the "iris_treasure_hunt" or "boss_iris_treasure_hunt" goal is active.
|
|
|
|
|
Supported values: 1 – 9
|
|
|
|
|
Default value: 9
|
|
|
|
|
"""
|
|
|
|
|
|
|
|
|
|
display_name = "Iris treasures required"
|
|
|
|
|
range_start = 1
|
|
|
|
|
range_end = 9
|
|
|
|
|
default = 9
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class MasterHp(SpecialRange):
|
|
|
|
|
"""The number of hit points of the Master
|
|
|
|
|
|
|
|
|
|
Supported values:
|
|
|
|
|
1 – 9980,
|
|
|
|
|
scale — scales the HP depending on the value of final_floor
|
|
|
|
|
Default value: 9980 (same as in an unmodified game)
|
|
|
|
|
"""
|
|
|
|
|
|
|
|
|
|
display_name = "Master HP"
|
|
|
|
|
range_start = 0
|
|
|
|
|
range_end = 9980
|
|
|
|
|
default = 9980
|
|
|
|
|
special_range_cutoff = 1
|
|
|
|
|
special_range_names = {
|
|
|
|
|
"default": 9980,
|
|
|
|
|
"scale": 0,
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
@staticmethod
|
|
|
|
|
def scale(final_floor: int) -> int:
|
|
|
|
|
return final_floor * 100 + 80
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class PartyStartingLevel(LevelMixin, Range):
|
|
|
|
|
"""The starting level of your party members.
|
|
|
|
|
|
|
|
|
|
Supported values: 1 – 99
|
|
|
|
|
Default value: 1 (same as in an unmodified game)
|
|
|
|
|
"""
|
|
|
|
|
|
|
|
|
|
display_name = "Party starting level"
|
|
|
|
|
range_start = 1
|
|
|
|
|
range_end = 99
|
|
|
|
|
default = 1
|
|
|
|
|
|
|
|
|
|
@property
|
|
|
|
|
def xp(self) -> int:
|
|
|
|
|
return self._to_xp(self.value, capsule=False)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class RunSpeed(Choice):
|
|
|
|
|
"""Modifies the game to allow you to move faster than normal when pressing the Y button.
|
|
|
|
|
|
|
|
|
|
Supported values: disabled, double, triple, quadruple
|
|
|
|
|
Default value: disabled (same as in an unmodified game)
|
|
|
|
|
"""
|
|
|
|
|
|
|
|
|
|
display_name = "Run speed"
|
|
|
|
|
option_disabled = 0x08
|
|
|
|
|
option_double = 0x10
|
|
|
|
|
option_triple = 0x16
|
|
|
|
|
option_quadruple = 0x20
|
|
|
|
|
default = option_disabled
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class ShuffleCapsuleMonsters(Toggle):
|
|
|
|
|
"""Shuffle the capsule monsters into the multiworld.
|
|
|
|
|
|
|
|
|
|
Supported values:
|
|
|
|
|
false — all 7 capsule monsters are available in the menu and can be selected right away
|
|
|
|
|
true — you start without capsule monster; 7 new "items" are added to your pool and shuffled into the multiworld;
|
|
|
|
|
when one of these items is found, the corresponding capsule monster is unlocked for you to use
|
|
|
|
|
Default value: false (same as in an unmodified game)
|
|
|
|
|
"""
|
|
|
|
|
|
|
|
|
|
display_name = "Shuffle capsule monsters"
|
|
|
|
|
|
|
|
|
|
@property
|
|
|
|
|
def unlock(self) -> int:
|
|
|
|
|
return 0b00000000 if self.value else 0b01111111
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class ShufflePartyMembers(Toggle):
|
|
|
|
|
"""Shuffle the party members into the multiworld.
|
|
|
|
|
|
|
|
|
|
Supported values:
|
|
|
|
|
false — all 6 optional party members are present in the cafe and can be recruited right away
|
|
|
|
|
true — only Maxim is available from the start; 6 new "items" are added to your pool and shuffled into the
|
|
|
|
|
multiworld; when one of these items is found, the corresponding party member is unlocked for you to use
|
|
|
|
|
Default value: false (same as in an unmodified game)
|
|
|
|
|
"""
|
|
|
|
|
|
|
|
|
|
display_name = "Shuffle party members"
|
|
|
|
|
|
|
|
|
|
@property
|
|
|
|
|
def unlock(self) -> int:
|
|
|
|
|
return 0b00000000 if self.value else 0b11111100
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
l2ac_option_definitions: Dict[str, type(Option)] = {
|
|
|
|
|
"blue_chest_chance": BlueChestChance,
|
|
|
|
|
"blue_chest_count": BlueChestCount,
|
|
|
|
|
"boss": Boss,
|
|
|
|
|
"capsule_cravings_jp_style": CapsuleCravingsJPStyle,
|
|
|
|
|
"capsule_starting_form": CapsuleStartingForm,
|
|
|
|
|
"capsule_starting_level": CapsuleStartingLevel,
|
|
|
|
|
"crowded_floor_chance": CrowdedFloorChance,
|
|
|
|
|
"death_link": DeathLink,
|
2022-12-18 13:44:20 +00:00
|
|
|
|
"default_capsule": DefaultCapsule,
|
|
|
|
|
"default_party": DefaultParty,
|
2022-12-12 01:36:18 +00:00
|
|
|
|
"final_floor": FinalFloor,
|
|
|
|
|
"gear_variety_after_b9": GearVarietyAfterB9,
|
|
|
|
|
"goal": Goal,
|
|
|
|
|
"healing_floor_chance": HealingFloorChance,
|
|
|
|
|
"initial_floor": InitialFloor,
|
|
|
|
|
"iris_floor_chance": IrisFloorChance,
|
|
|
|
|
"iris_treasures_required": IrisTreasuresRequired,
|
|
|
|
|
"master_hp": MasterHp,
|
|
|
|
|
"party_starting_level": PartyStartingLevel,
|
|
|
|
|
"run_speed": RunSpeed,
|
|
|
|
|
"shuffle_capsule_monsters": ShuffleCapsuleMonsters,
|
|
|
|
|
"shuffle_party_members": ShufflePartyMembers,
|
|
|
|
|
}
|