implement Silver Bow as default non-progressive Bow
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521d3b0584
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dd19834e94
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@ -254,10 +254,10 @@ class World(object):
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elif self.difficulty_requirements[item.player].progressive_shield_limit >= 1:
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ret.prog_items['Blue Shield', item.player] += 1
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elif 'Bow' in item.name:
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if ret.has('Silver Arrows', item.player):
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if ret.has('Silver', item.player):
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pass
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elif ret.has('Bow', item.player) and self.difficulty_requirements[item.player].progressive_bow_limit >= 2:
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ret.prog_items['Silver Arrows', item.player] += 1
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ret.prog_items['Silver Bow', item.player] += 1
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elif self.difficulty_requirements[item.player].progressive_bow_limit >= 1:
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ret.prog_items['Bow', item.player] += 1
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elif item.name.startswith('Bottle'):
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@ -576,8 +576,8 @@ class CollectionState(object):
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def can_shoot_arrows(self, player: int) -> bool:
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if self.world.retro[player]:
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# TODO: Progressive and Non-Progressive silvers work differently (progressive is not usable until the shop arrow is bought)
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return self.has('Bow', player) and self.can_buy_unlimited('Single Arrow', player)
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return self.has('Bow', player)
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return (self.has('Bow', player) or self.has('Silver Bow', player)) and self.can_buy_unlimited('Single Arrow', player)
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return self.has('Bow', player) or self.has('Silver Bow', player)
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def can_get_good_bee(self, player: int) -> bool:
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cave = self.world.get_region('Good Bee Cave', player)
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@ -712,10 +712,10 @@ class CollectionState(object):
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self.prog_items['Blue Shield', item.player] += 1
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changed = True
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elif 'Bow' in item.name:
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if self.has('Silver Arrows', item.player):
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if self.has('Silver Bow', item.player):
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pass
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elif self.has('Bow', item.player):
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self.prog_items['Silver Arrows', item.player] += 1
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self.prog_items['Silver Bow', item.player] += 1
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changed = True
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else:
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self.prog_items['Bow', item.player] += 1
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@ -766,8 +766,8 @@ class CollectionState(object):
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else:
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to_remove = 'None'
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elif 'Bow' in item.name:
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if self.has('Silver Arrows', item.player):
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to_remove = 'Silver Arrows'
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if self.has('Silver Bow', item.player):
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to_remove = 'Silver Bow'
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elif self.has('Bow', item.player):
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to_remove = 'Bow'
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else:
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@ -53,7 +53,7 @@ difficulties = {
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swordless = ['Rupees (20)'] * 4,
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progressivesword = ['Progressive Sword'] * 4,
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basicsword = ['Fighter Sword', 'Master Sword', 'Tempered Sword', 'Golden Sword'],
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basicbow = ['Bow', 'Silver Arrows'],
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basicbow = ['Bow', 'Silver Bow'],
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timedohko = ['Green Clock'] * 25,
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timedother = ['Green Clock'] * 20 + ['Blue Clock'] * 10 + ['Red Clock'] * 10,
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triforcehunt = ['Triforce Piece'] * 30,
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@ -472,7 +472,7 @@ def get_pool_core(world, player: int):
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elif swords != 'swordless':
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pool.extend(diff.basicbow)
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else:
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pool.extend(['Bow', 'Silver Arrows'])
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pool.extend(['Bow', 'Silver Bow'])
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if swords == 'swordless':
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pool.extend(diff.swordless)
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@ -562,7 +562,7 @@ def make_custom_item_pool(progressive, shuffle, difficulty, timer, goal, mode, s
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itemtotal = itemtotal + customitemarray[70]
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pool.extend(['Bow'] * customitemarray[0])
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pool.extend(['Silver Arrows']* customitemarray[1])
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pool.extend(['Silver Bow']* customitemarray[1])
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pool.extend(['Blue Boomerang'] * customitemarray[2])
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pool.extend(['Red Boomerang'] * customitemarray[3])
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pool.extend(['Hookshot'] * customitemarray[4])
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5
Items.py
5
Items.py
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@ -26,6 +26,8 @@ def ItemFactory(items, player):
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item_table = {'Bow': (True, False, None, 0x0B, 'You have\nchosen the\narcher class.', 'the stick and twine', 'arrow-slinging kid', 'arrow sling for sale', 'witch and robin hood', 'archer boy shoots again', 'the Bow'),
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'Progressive Bow': (True, False, None, 0x64, 'You have\nchosen the\narcher class.', 'the stick and twine', 'arrow-slinging kid', 'arrow sling for sale', 'witch and robin hood', 'archer boy shoots again', 'a Bow'),
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'Progressive Bow (Alt)': (True, False, None, 0x65, 'You have\nchosen the\narcher class.', 'the stick and twine', 'arrow-slinging kid', 'arrow sling for sale', 'witch and robin hood', 'archer boy shoots again', 'a Bow'),
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'Silver Arrows': (True, False, None, 0x58, 'Do you fancy\nsilver tipped\narrows?', 'and the ganonsbane','ganon-killing kid', 'ganon doom for sale', 'fungus for pork','archer boy shines again', 'the silver arrows'),
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'Silver Bow': (True, False, None, 0x3B, 'Buy 1 Silver\nget Archery\nfor free.', 'the baconmaker', 'ganon-killing kid', 'ganon doom for sale', 'fungus for port', 'archer boy shines again', 'the Silver Bow'),
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'Book of Mudora': (True, False, None, 0x1D, 'This is a\nparadox?!', 'and the story book', 'the scholarly kid', 'moon runes for sale', 'drugs for literacy', 'book-worm boy can read again', 'the Book'),
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'Hammer': (True, False, None, 0x09, 'stop\nhammer time!', 'and m c hammer', 'hammer-smashing kid', 'm c hammer for sale', 'stop... hammer time', 'stop, hammer time', 'the hammer'),
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'Hookshot': (True, False, None, 0x0A, 'BOING!!!\nBOING!!!\nBOING!!!', 'and the tickle beam', 'tickle-monster kid', 'tickle beam for sale', 'witch and tickle boy', 'beam boy tickles again', 'the Hookshot'),
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@ -60,7 +62,6 @@ item_table = {'Bow': (True, False, None, 0x0B, 'You have\nchosen the\narcher cla
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'Golden Sword': (True, False, 'Sword', 0x03, 'The butter\nsword rests\nhere!', 'and the butter sword', 'sword-wielding kid', 'butter for sale', 'cap churned to butter', 'sword boy fights again', 'the Golden Sword'),
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'Progressive Sword': (True, False, 'Sword', 0x5E, 'a better copy\nof your sword\nfor your time', 'the unknown sword', 'sword-wielding kid', 'sword for sale', 'fungus for some slasher', 'sword boy fights again', 'a sword'),
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'Progressive Glove': (True, False, None, 0x61, 'a way to lift\nheavier things', 'and the lift upgrade', 'body-building kid', 'some glove for sale', 'fungus for gloves', 'body-building boy lifts again', 'a glove'),
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'Silver Arrows': (True, False, None, 0x58, 'Do you fancy\nsilver tipped\narrows?', 'and the ganonsbane', 'ganon-killing kid', 'ganon doom for sale', 'fungus for pork', 'archer boy shines again', 'the silver arrows'),
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'Green Pendant': (True, False, 'Crystal', (0x04, 0x38, 0x62, 0x00, 0x69, 0x01), None, None, None, None, None, None, None),
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'Blue Pendant': (True, False, 'Crystal', (0x02, 0x34, 0x60, 0x00, 0x69, 0x02), None, None, None, None, None, None, None),
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'Red Pendant': (True, False, 'Crystal', (0x01, 0x32, 0x60, 0x00, 0x69, 0x03), None, None, None, None, None, None, None),
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@ -185,7 +186,7 @@ lookup_id_to_name = {data[3]: name for name, data in item_table.items()}
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hint_blacklist = {"Triforce"}
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item_name_groups = {"Bows": {"Bow", "Silver Arrows", "Progressive Bow (Alt)", "Progressive Bow"},
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item_name_groups = {"Bows": {"Bow", "Silver Arrows", "Silver Bow", "Progressive Bow (Alt)", "Progressive Bow"},
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"Gloves": {"Power Glove", "Progressive Glove", "Titans Mitts"},
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"Medallions": {"Ether", "Bombos", "Quake"}}
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# generic groups, (Name, substring)
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5
Rom.py
5
Rom.py
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@ -918,6 +918,7 @@ def patch_rom(world, rom, player, team, enemized):
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equip[0x38E] |= 0x80
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if startingstate.has('Silver Arrows', player):
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equip[0x38E] |= 0x40
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#TODO add Silver Bow
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if startingstate.has('Titans Mitts', player):
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equip[0x354] = 2
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@ -956,7 +957,7 @@ def patch_rom(world, rom, player, team, enemized):
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if item.player != player:
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continue
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if item.name in ['Bow', 'Silver Arrows', 'Progressive Bow', 'Progressive Bow (Alt)',
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if item.name in ['Bow', 'Silver Bow', 'Silver Arrows', 'Progressive Bow', 'Progressive Bow (Alt)',
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'Titans Mitts', 'Power Glove', 'Progressive Glove',
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'Golden Sword', 'Tempered Sword', 'Master Sword', 'Fighter Sword', 'Progressive Sword',
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'Mirror Shield', 'Red Shield', 'Blue Shield', 'Progressive Shield',
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@ -1723,7 +1724,7 @@ def write_strings(rom, world, player, team):
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# We still need the older hints of course. Those are done here.
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silverarrows = world.find_items('Silver Arrows', player)
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silverarrows = world.find_items('Silver Bow', player)
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random.shuffle(silverarrows)
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silverarrow_hint = (' %s?' % hint_text(silverarrows[0]).replace('Ganon\'s', 'my')) if silverarrows else '?\nI think not!'
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tt['ganon_phase_3_no_silvers'] = 'Did you find the silver arrows%s' % silverarrow_hint
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8
Rules.py
8
Rules.py
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@ -421,10 +421,10 @@ def global_rules(world, player):
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if world.goal[player] in ['ganontriforcehunt', 'localganontriforcehunt']:
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set_rule(world.get_location('Ganon', player), lambda state: state.has_beam_sword(player) and state.has_fire_source(player) and state.has_triforce_pieces(world.treasure_hunt_count[player], player)
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and (state.has('Tempered Sword', player) or state.has('Golden Sword', player) or (state.has('Silver Arrows', player) and state.can_shoot_arrows(player)) or state.has('Lamp', player) or state.can_extend_magic(player, 12))) # need to light torch a sufficient amount of times
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and (state.has('Tempered Sword', player) or state.has('Golden Sword', player) or (state.has('Silver Bow', player) and state.can_shoot_arrows(player)) or state.has('Lamp', player) or state.can_extend_magic(player, 12))) # need to light torch a sufficient amount of times
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else:
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set_rule(world.get_location('Ganon', player), lambda state: state.has_beam_sword(player) and state.has_fire_source(player) and state.has_crystals(world.crystals_needed_for_ganon[player], player)
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and (state.has('Tempered Sword', player) or state.has('Golden Sword', player) or (state.has('Silver Arrows', player) and state.can_shoot_arrows(player)) or state.has('Lamp', player) or state.can_extend_magic(player, 12))) # need to light torch a sufficient amount of times
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and (state.has('Tempered Sword', player) or state.has('Golden Sword', player) or (state.has('Silver Bow', player) and state.can_shoot_arrows(player)) or state.has('Lamp', player) or state.can_extend_magic(player, 12))) # need to light torch a sufficient amount of times
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set_rule(world.get_entrance('Ganon Drop', player), lambda state: state.has_beam_sword(player)) # need to damage ganon to get tiles to drop
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@ -823,9 +823,9 @@ def swordless_rules(world, player):
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set_rule(world.get_entrance('Skull Woods Torch Room', player), lambda state: state.has_key('Small Key (Skull Woods)', player, 3) and state.has('Fire Rod', player)) # no curtain
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set_rule(world.get_entrance('Ice Palace Entrance Room', player), lambda state: state.has('Fire Rod', player) or state.has('Bombos', player)) #in swordless mode bombos pads are present in the relevant parts of ice palace
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if world.goal[player] in ['ganontriforcehunt', 'localganontriforcehunt']:
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set_rule(world.get_location('Ganon', player), lambda state: state.has('Hammer', player) and state.has_fire_source(player) and state.has('Silver Arrows', player) and state.can_shoot_arrows(player) and state.has_triforce_pieces(world.treasure_hunt_count[player], player))
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set_rule(world.get_location('Ganon', player), lambda state: state.has('Hammer', player) and state.has_fire_source(player) and state.has('Silver Bow', player) and state.can_shoot_arrows(player) and state.has_triforce_pieces(world.treasure_hunt_count[player], player))
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else:
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set_rule(world.get_location('Ganon', player), lambda state: state.has('Hammer', player) and state.has_fire_source(player) and state.has('Silver Arrows', player) and state.can_shoot_arrows(player) and state.has_crystals(world.crystals_needed_for_ganon[player], player))
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set_rule(world.get_location('Ganon', player), lambda state: state.has('Hammer', player) and state.has_fire_source(player) and state.has('Silver Bow', player) and state.can_shoot_arrows(player) and state.has_crystals(world.crystals_needed_for_ganon[player], player))
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set_rule(world.get_entrance('Ganon Drop', player), lambda state: state.has('Hammer', player)) # need to damage ganon to get tiles to drop
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if world.mode[player] != 'inverted':
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@ -81,6 +81,7 @@ icons = {
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links = {"Bow": "Progressive Bow",
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"Silver Arrows": "Progressive Bow",
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"Silver Bow": "Progressive Bow",
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"Progressive Bow (Alt)": "Progressive Bow",
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"Bottle (Red Potion)": "Bottle",
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"Bottle (Green Potion)": "Bottle",
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@ -101,7 +102,8 @@ levels = {"Fighter Sword": 1,
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"Tempered Sword": 3,
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"Golden Sword": 4,
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"Power Glove": 1,
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"Titans Mitts": 2}
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"Titans Mitts": 2,
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"Silver Bow": 2}
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multi_items = {get_id(name) for name in ("Progressive Sword", "Progressive Bow", "Bottle", "Progressive Glove")}
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links = {get_id(key): get_id(value) for key, value in links.items()}
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