Adjusted chaos preset weights to be a bit more chaotic and optimized item pool generation a bit.
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@ -6,7 +6,6 @@ from .Rules import set_rules
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from BaseClasses import Region, Entrance, Item, MultiWorld
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from .Options import ror2_options
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from ..AutoWorld import World
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from random import randint
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client_version = 1
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@ -32,8 +31,27 @@ class RiskOfRainWorld(World):
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if self.world.start_with_revive[self.player].value:
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self.world.push_precollected(self.world.create_item("Dio's Best Friend", self.player))
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# fills junk_pool with yaml weight values
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junk_pool = {
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# if presets are enabled generate junk_pool from the selected preset
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if self.world.item_pool_presets[self.player].value:
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pool_option = self.world.item_weights[self.player].value
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# generate chaos weights if the preset is chosen
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if pool_option == 5:
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junk_pool = {
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"Item Scrap, Green": self.world.random.randint(0, 100),
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"Item Scrap, Red": self.world.random.randint(0, 100),
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"Item Scrap, Yellow": self.world.random.randint(0, 100),
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"Item Scrap, White": self.world.random.randint(0, 100),
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"Common Item": self.world.random.randint(0, 100),
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"Uncommon Item": self.world.random.randint(0, 70),
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"Legendary Item": self.world.random.randint(0, 45),
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"Boss Item": self.world.random.randint(0, 30),
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"Lunar Item": self.world.random.randint(0, 60),
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"Equipment": self.world.random.randint(0, 50)
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}
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else:
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junk_pool = item_pool_weights[pool_option]
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else:# generate junk pool from user created presets
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junk_pool = {
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"Item Scrap, Green": self.world.green_scrap[self.player].value,
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"Item Scrap, Red": self.world.red_scrap[self.player].value,
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"Item Scrap, Yellow": self.world.yellow_scrap[self.player].value,
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@ -46,26 +64,6 @@ class RiskOfRainWorld(World):
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"Equipment": self.world.equipment[self.player].value
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}
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# if presets are enabled generate junk_pool from the selected preset
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if self.world.item_pool_presets[self.player].value:
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pool_option = self.world.item_weights[self.player].value
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# generate chaos weights
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if pool_option == 5:
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junk_pool = {
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"item Scrap, Green": randint(0, 100),
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"Item Scrap, Red": randint(0, 100),
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"Item Scrap, Yellow": randint(0, 100),
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"Item Scrap, White": randint(0, 100),
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"Common Item": randint(0, 100),
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"Uncommon Item": randint(0, 70),
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"Legendary Item": randint(0, 25),
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"Boss Item": randint(0, 10),
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"Lunar Item": randint(0, 40),
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"Equipment": randint(0, 40)
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}
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else:
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junk_pool = item_pool_weights[pool_option]
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# Generate item pool
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itempool = []
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