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). settings page link: [SM64EX Player Settings Page](../player-settings).
## What does randomization do to this game? ## 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. as different Items from within SM64.

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

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@ -10,7 +10,7 @@ locBoB_table = {
"Shoot to the Island in the Sky": 3626002, "Shoot to the Island in the Sky": 3626002,
"Find the 8 Red Coins": 3626003, "Find the 8 Red Coins": 3626003,
"Mario Wings to the Sky": 3626004, "Mario Wings to the Sky": 3626004,
"Behind Chain Chomps Gate": 3626005 "Behind Chain Chomp's Gate": 3626005
} }
#Whomp's Fortress #Whomp's Fortress
@ -177,14 +177,14 @@ locSS_table = {
"Bowser in the Dark World Red Coins": 3626105, "Bowser in the Dark World Red Coins": 3626105,
"Bowser in the Fire Sea Red Coins": 3626112, "Bowser in the Fire Sea Red Coins": 3626112,
"Bowser in the Sky Red Coins": 3626119, "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, "The Princess's Secret Slide Fast": 3626127,
"Cavern of the Metal Cap Red Coins": 3626133, "Cavern of the Metal Cap Red Coins": 3626133,
"Tower of the Wing Cap Red Coins": 3626140, "Tower of the Wing Cap Red Coins": 3626140,
"Vanish Cap Under the Moat Red Coins": 3626147, "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, "The Secret Aquarium": 3626161,
"Toad (Cellar)": 3626168, "Toad (Basement)": 3626168,
"Toad (Second Floor)": 3626169, "Toad (Second Floor)": 3626169,
"Toad (Third Floor)": 3626170, "Toad (Third Floor)": 3626170,
"MIPS 1": 3626171, "MIPS 1": 3626171,
@ -193,8 +193,8 @@ locSS_table = {
#Keys #Keys
locKey_table = { locKey_table = {
"Cellar Key": 3626178, "Bowser in the Dark World Key": 3626178,
"Second Floor Key": 3626179 "Bowser in the Fire Sea Key": 3626179
} }
#Caps #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)) regBBH.locations.append(SM64Location(player, "BBH 100 Coins", location_table["BBH 100 Coins"], regBBH))
world.regions.append(regBBH) world.regions.append(regBBH)
regCellar = Region("Cellar", RegionType.Generic, "Cellar", player, world) regBasement = Region("Basement", RegionType.Generic, "Basement", player, world)
world.regions.append(regCellar) world.regions.append(regBasement)
regHMC = Region("Hazy Maze Cave", RegionType.Generic, "Hazy Maze Cave", player, world) regHMC = Region("Hazy Maze Cave", RegionType.Generic, "Hazy Maze Cave", player, world)
locHMC_names = [name for name, id in locHMC_table.items()] 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): def set_rules(world,player):
connect_regions(world, player, "Menu", "Bob-omb Battlefield", lambda state: True) 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", "Whomp's Fortress", lambda state: state.has("Power Star", player, 1))
connect_regions(world, player, "Menu", "Jolly Roger Bay", lambda state: state.has("Star", player, 3)) 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("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("Star", player, 12)) 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, "Menu", "Basement", lambda state: state.has("Basement Key", player))
connect_regions(world, player, "Cellar", "Menu", lambda state: True) connect_regions(world, player, "Basement", "Menu", lambda state: True)
connect_regions(world, player, "Cellar", "Hazy Maze Cave", lambda state: True) connect_regions(world, player, "Basement", "Hazy Maze Cave", lambda state: True)
connect_regions(world, player, "Cellar", "Lethal Lava Land", lambda state: True) connect_regions(world, player, "Basement", "Lethal Lava Land", lambda state: True)
connect_regions(world, player, "Cellar", "Shifting Sand Land", lambda state: True) connect_regions(world, player, "Basement", "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", "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, "Menu", "Second Floor", lambda state: state.has("Second Floor Key", player))
connect_regions(world, player, "Second Floor", "Menu", lambda state: True) 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", "Tall, Tall Mountain", lambda state: True)
connect_regions(world, player, "Second Floor", "Tiny-Huge Island", 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", "Second Floor", lambda state: True)
connect_regions(world, player, "Third Floor", "Tick Tock Clock", 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, "Jolly Roger Bay", "Menu", lambda state: True)
connect_regions(world, player, "Cool, Cool Mountain", "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, "Big Boo's Haunt", "Menu", lambda state: True)
connect_regions(world, player, "Hazy Maze Cave", "Cellar", lambda state: True) connect_regions(world, player, "Hazy Maze Cave", "Basement", lambda state: True)
connect_regions(world, player, "Lethal Lava Land", "Cellar", lambda state: True) connect_regions(world, player, "Lethal Lava Land", "Basement", lambda state: True)
connect_regions(world, player, "Shifting Sand Land", "Cellar", lambda state: True) connect_regions(world, player, "Shifting Sand Land", "Basement", lambda state: True)
connect_regions(world, player, "Dire, Dire Docks", "Cellar", 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, "Snowman's Land", "Second Floor", lambda state: True)
connect_regions(world, player, "Wet-Dry World", "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) 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) connect_regions(world, player, "Rainbow Ride", "Second Floor", lambda state: True)
#Special Rules for some Locations #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("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("Cellar", 'Region', player)) 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("Cellar", '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("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 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)) add_rule(world.get_location("Vanish Cap Under the Moat Red Coins", player), lambda state: state.has("Vanish Cap", player))
#Rules for Secret Stars #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 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("Cellar",'Region',player) and state.has("Star", player, 30)) 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("Star", player, world.StarsToFinish[player].value)) 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 Box", player), lambda state: state.has("Star", player, 1)) 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("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("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("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("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("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 (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("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 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("Cellar",'Region',player) and state.has("Star", player, 50)) 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 #Rules for Keys
add_rule(world.get_location("Cellar Key", player), lambda state: state.has("Star", player, 8)) 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("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 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 return item
def generate_basic(self): def generate_basic(self):
staritem = self.create_item("Star") staritem = self.create_item("Power Star")
if (self.world.EnableCoinStars[self.player].value): if (self.world.EnableCoinStars[self.player].value):
self.world.itempool += [staritem for i in range(0,120)] self.world.itempool += [staritem for i in range(0,120)]
else: else:
self.world.itempool += [staritem for i in range(0,105)] 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") key2 = self.create_item("Second Floor Key")
self.world.itempool += [key1,key2] self.world.itempool += [key1,key2]