sm64ex: Rename some Items and Locations according to feedback

This commit is contained in:
N00byKing 2022-01-27 11:14:17 +01:00 committed by Fabian Dill
parent 8175d4c31f
commit df09b5baac
6 changed files with 43 additions and 43 deletions

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@ -6,7 +6,7 @@ The player settings page for this game contains all the options you need to conf
settings page link: [SM64EX Player Settings Page](../player-settings).
## What does randomization do to this game?
All 120 Stars, the 3 Cap Switches, the Cellar and Secound Floor Key are now Location Checks and may contain Items for different games as well
All 120 Stars, the 3 Cap Switches, the Basement and Secound Floor Key are now Location Checks and may contain Items for different games as well
as different Items from within SM64.

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@ -4,8 +4,8 @@ class SM64Item(Item):
game: str = "Super Mario 64"
item_table = {
"Star": 3626000,
"Cellar Key": 3626178,
"Power Star": 3626000,
"Basement Key": 3626178,
"Second Floor Key": 3626179,
"Wing Cap": 3626180,
"Metal Cap": 3626181,

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@ -10,7 +10,7 @@ locBoB_table = {
"Shoot to the Island in the Sky": 3626002,
"Find the 8 Red Coins": 3626003,
"Mario Wings to the Sky": 3626004,
"Behind Chain Chomps Gate": 3626005
"Behind Chain Chomp's Gate": 3626005
}
#Whomp's Fortress
@ -177,14 +177,14 @@ locSS_table = {
"Bowser in the Dark World Red Coins": 3626105,
"Bowser in the Fire Sea Red Coins": 3626112,
"Bowser in the Sky Red Coins": 3626119,
"The Princess's Secret Slide Box": 3626126,
"The Princess's Secret Slide Block": 3626126,
"The Princess's Secret Slide Fast": 3626127,
"Cavern of the Metal Cap Red Coins": 3626133,
"Tower of the Wing Cap Red Coins": 3626140,
"Vanish Cap Under the Moat Red Coins": 3626147,
"Wing Mario Over the Rainbow Red Coins": 3626154,
"Wing Mario Over the Rainbow": 3626154,
"The Secret Aquarium": 3626161,
"Toad (Cellar)": 3626168,
"Toad (Basement)": 3626168,
"Toad (Second Floor)": 3626169,
"Toad (Third Floor)": 3626170,
"MIPS 1": 3626171,
@ -193,8 +193,8 @@ locSS_table = {
#Keys
locKey_table = {
"Cellar Key": 3626178,
"Second Floor Key": 3626179
"Bowser in the Dark World Key": 3626178,
"Bowser in the Fire Sea Key": 3626179
}
#Caps

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@ -49,8 +49,8 @@ def create_regions(world: MultiWorld, player: int):
regBBH.locations.append(SM64Location(player, "BBH 100 Coins", location_table["BBH 100 Coins"], regBBH))
world.regions.append(regBBH)
regCellar = Region("Cellar", RegionType.Generic, "Cellar", player, world)
world.regions.append(regCellar)
regBasement = Region("Basement", RegionType.Generic, "Basement", player, world)
world.regions.append(regBasement)
regHMC = Region("Hazy Maze Cave", RegionType.Generic, "Hazy Maze Cave", player, world)
locHMC_names = [name for name, id in locHMC_table.items()]

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@ -4,18 +4,18 @@ from .Regions import connect_regions
def set_rules(world,player):
connect_regions(world, player, "Menu", "Bob-omb Battlefield", lambda state: True)
connect_regions(world, player, "Menu", "Whomp's Fortress", lambda state: state.has("Star", player, 1))
connect_regions(world, player, "Menu", "Jolly Roger Bay", lambda state: state.has("Star", player, 3))
connect_regions(world, player, "Menu", "Cool, Cool Mountain", lambda state: state.has("Star", player, 3))
connect_regions(world, player, "Menu", "Big Boo's Haunt", lambda state: state.has("Star", player, 12))
connect_regions(world, player, "Menu", "Whomp's Fortress", lambda state: state.has("Power Star", player, 1))
connect_regions(world, player, "Menu", "Jolly Roger Bay", lambda state: state.has("Power Star", player, 3))
connect_regions(world, player, "Menu", "Cool, Cool Mountain", lambda state: state.has("Power Star", player, 3))
connect_regions(world, player, "Menu", "Big Boo's Haunt", lambda state: state.has("Power Star", player, 12))
connect_regions(world, player, "Menu", "Cellar", lambda state: state.has("Cellar Key", player))
connect_regions(world, player, "Cellar", "Menu", lambda state: True)
connect_regions(world, player, "Menu", "Basement", lambda state: state.has("Basement Key", player))
connect_regions(world, player, "Basement", "Menu", lambda state: True)
connect_regions(world, player, "Cellar", "Hazy Maze Cave", lambda state: True)
connect_regions(world, player, "Cellar", "Lethal Lava Land", lambda state: True)
connect_regions(world, player, "Cellar", "Shifting Sand Land", lambda state: True)
connect_regions(world, player, "Cellar", "Dire, Dire Docks", lambda state: state.has("Star", player, 30))
connect_regions(world, player, "Basement", "Hazy Maze Cave", lambda state: True)
connect_regions(world, player, "Basement", "Lethal Lava Land", lambda state: True)
connect_regions(world, player, "Basement", "Shifting Sand Land", lambda state: True)
connect_regions(world, player, "Basement", "Dire, Dire Docks", lambda state: state.has("Power Star", player, 30))
connect_regions(world, player, "Menu", "Second Floor", lambda state: state.has("Second Floor Key", player))
connect_regions(world, player, "Second Floor", "Menu", lambda state: True)
@ -25,7 +25,7 @@ def set_rules(world,player):
connect_regions(world, player, "Second Floor", "Tall, Tall Mountain", lambda state: True)
connect_regions(world, player, "Second Floor", "Tiny-Huge Island", lambda state: True)
connect_regions(world, player, "Second Floor", "Third Floor", lambda state: state.has("Star", player, 50))
connect_regions(world, player, "Second Floor", "Third Floor", lambda state: state.has("Power Star", player, 50))
connect_regions(world, player, "Third Floor", "Second Floor", lambda state: True)
connect_regions(world, player, "Third Floor", "Tick Tock Clock", lambda state: True)
@ -36,10 +36,10 @@ def set_rules(world,player):
connect_regions(world, player, "Jolly Roger Bay", "Menu", lambda state: True)
connect_regions(world, player, "Cool, Cool Mountain", "Menu", lambda state: True)
connect_regions(world, player, "Big Boo's Haunt", "Menu", lambda state: True)
connect_regions(world, player, "Hazy Maze Cave", "Cellar", lambda state: True)
connect_regions(world, player, "Lethal Lava Land", "Cellar", lambda state: True)
connect_regions(world, player, "Shifting Sand Land", "Cellar", lambda state: True)
connect_regions(world, player, "Dire, Dire Docks", "Cellar", lambda state: True)
connect_regions(world, player, "Hazy Maze Cave", "Basement", lambda state: True)
connect_regions(world, player, "Lethal Lava Land", "Basement", lambda state: True)
connect_regions(world, player, "Shifting Sand Land", "Basement", lambda state: True)
connect_regions(world, player, "Dire, Dire Docks", "Basement", lambda state: True)
connect_regions(world, player, "Snowman's Land", "Second Floor", lambda state: True)
connect_regions(world, player, "Wet-Dry World", "Second Floor", lambda state: True)
connect_regions(world, player, "Tall, Tall Mountain", "Second Floor", lambda state: True)
@ -48,9 +48,9 @@ def set_rules(world,player):
connect_regions(world, player, "Rainbow Ride", "Second Floor", lambda state: True)
#Special Rules for some Locations
add_rule(world.get_location("Wing Cap Switch", player), lambda state: state.has("Star", player, 10))
add_rule(world.get_location("Metal Cap Switch", player), lambda state: state.can_reach("Cellar", 'Region', player))
add_rule(world.get_location("Vanish Cap Switch", player), lambda state: state.can_reach("Cellar", 'Region', player))
add_rule(world.get_location("Wing Cap Switch", player), lambda state: state.has("Power Star", player, 10))
add_rule(world.get_location("Metal Cap Switch", player), lambda state: state.can_reach("Basement", 'Region', player))
add_rule(world.get_location("Vanish Cap Switch", player), lambda state: state.can_reach("Basement", 'Region', player))
add_rule(world.get_location("Eye to Eye in the Secret Room", player), lambda state: state.has("Vanish Cap", player))
add_rule(world.get_location("Collect the Caps...", player), lambda state: state.has("Metal Cap", player) and
@ -66,24 +66,24 @@ def set_rules(world,player):
add_rule(world.get_location("Vanish Cap Under the Moat Red Coins", player), lambda state: state.has("Vanish Cap", player))
#Rules for Secret Stars
add_rule(world.get_location("Bowser in the Dark World Red Coins", player), lambda state: state.has("Star", player, 8))
add_rule(world.get_location("Bowser in the Fire Sea Red Coins", player), lambda state: state.can_reach("Cellar",'Region',player) and state.has("Star", player, 30))
add_rule(world.get_location("Bowser in the Sky Red Coins", player), lambda state: state.can_reach("Third Floor",'Region',player) and state.has("Star", player, world.StarsToFinish[player].value))
add_rule(world.get_location("The Princess's Secret Slide Box", player), lambda state: state.has("Star", player, 1))
add_rule(world.get_location("The Princess's Secret Slide Fast", player), lambda state: state.has("Star", player, 1))
add_rule(world.get_location("Bowser in the Dark World Red Coins", player), lambda state: state.has("Power Star", player, 8))
add_rule(world.get_location("Bowser in the Fire Sea Red Coins", player), lambda state: state.can_reach("Basement",'Region',player) and state.has("Power Star", player, 30))
add_rule(world.get_location("Bowser in the Sky Red Coins", player), lambda state: state.can_reach("Third Floor",'Region',player) and state.has("Power Star", player, world.StarsToFinish[player].value))
add_rule(world.get_location("The Princess's Secret Slide Block", player), lambda state: state.has("Power Star", player, 1))
add_rule(world.get_location("The Princess's Secret Slide Fast", player), lambda state: state.has("Power Star", player, 1))
add_rule(world.get_location("Cavern of the Metal Cap Red Coins", player), lambda state: state.can_reach("Metal Cap Switch", 'Location', player) and state.has("Metal Cap", player))
add_rule(world.get_location("Tower of the Wing Cap Red Coins", player), lambda state: state.can_reach("Wing Cap Switch", 'Location', player))
add_rule(world.get_location("Vanish Cap Under the Moat Red Coins", player), lambda state: state.can_reach("Vanish Cap Switch", 'Location', player))
add_rule(world.get_location("Wing Mario Over the Rainbow Red Coins", player), lambda state: state.can_reach("Third Floor", 'Region', player) and state.has("Wing Cap", player))
add_rule(world.get_location("Wing Mario Over the Rainbow", player), lambda state: state.can_reach("Third Floor", 'Region', player) and state.has("Wing Cap", player))
add_rule(world.get_location("The Secret Aquarium", player), lambda state: state.can_reach("Jolly Roger Bay", 'Region', player))
add_rule(world.get_location("Toad (Cellar)", player), lambda state: state.can_reach("Cellar",'Region',player))
add_rule(world.get_location("Toad (Basement)", player), lambda state: state.can_reach("Basement",'Region',player))
add_rule(world.get_location("Toad (Second Floor)", player), lambda state: state.can_reach("Second Floor",'Region',player))
add_rule(world.get_location("Toad (Third Floor)", player), lambda state: state.can_reach("Third Floor",'Region',player))
add_rule(world.get_location("MIPS 1", player), lambda state: state.can_reach("Cellar",'Region',player) and state.has("Star", player, 15))
add_rule(world.get_location("MIPS 2", player), lambda state: state.can_reach("Cellar",'Region',player) and state.has("Star", player, 50))
add_rule(world.get_location("MIPS 1", player), lambda state: state.can_reach("Basement",'Region',player) and state.has("Power Star", player, 15))
add_rule(world.get_location("MIPS 2", player), lambda state: state.can_reach("Basement",'Region',player) and state.has("Power Star", player, 50))
#Rules for Keys
add_rule(world.get_location("Cellar Key", player), lambda state: state.has("Star", player, 8))
add_rule(world.get_location("Second Floor Key", player), lambda state: state.can_reach("Cellar", 'Region', player) and state.has("Star", player, 30))
add_rule(world.get_location("Bowser in the Dark World Key", player), lambda state: state.has("Power Star", player, 8))
add_rule(world.get_location("Bowser in the Fire Sea Key", player), lambda state: state.can_reach("Basement", 'Region', player) and state.has("Power Star", player, 30))
world.completion_condition[player] = lambda state: state.can_reach("Third Floor",'Region',player) and state.has("Star", player, world.StarsToFinish[player].value)
world.completion_condition[player] = lambda state: state.can_reach("Third Floor",'Region',player) and state.has("Power Star", player, world.StarsToFinish[player].value)

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@ -39,13 +39,13 @@ class SM64World(World):
return item
def generate_basic(self):
staritem = self.create_item("Star")
staritem = self.create_item("Power Star")
if (self.world.EnableCoinStars[self.player].value):
self.world.itempool += [staritem for i in range(0,120)]
else:
self.world.itempool += [staritem for i in range(0,105)]
key1 = self.create_item("Cellar Key")
key1 = self.create_item("Basement Key")
key2 = self.create_item("Second Floor Key")
self.world.itempool += [key1,key2]