* open mabe option
swaps east mabe rocks for bushes
* add open mabe to slot data
* use upstream overworld option
Instead of a standalone option, use upstream's "overworld" option, which we don't use yet but it leaves better space for the future
* use ladxr_setting for consistency
* newline
* enable some upstream settings
* flashing just disabled, no setting
* just enable fast text
* noflash and textmode as hidden options
* typo
* drop whitespace changes
* add hard mode to slot data
* textmode adjustments
fast text default (fixing mistake)
remove no text option (its buggy)
* unhide options
* Update worlds/ladx/Options.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* adjustments
* synonyms to new file, many added
* handle singular rupee
* remove redundant map and compass entries
* automatic pluralization
* add guardian acorn and piece of power
* move phrases to ItemIconGuessing.py
* organize, comment
* fix tab spacing
* fix
* add tunic and noita synonyms
* remove triangle instrument synonym
* reorganize, add some matches
* add tunic lucky up
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Update worlds/ladx/ItemIconGuessing.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* handle camelCase and single rupee
* add indicate_progression option
Adds alternative system for foreign item icons that simply indicates whether or not the item is a progression item.
* improve splitting
drops some more characters, and also dont bother with rejoined stuff in name_cache because our splitting is better
* the witness stuff
* forbid more
* remove boost and surge
* Update worlds/ladx/ItemIconGuessing.py
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* match by game name
look at the name of the foreign game and only use game-specific entries for that game
* show message for all key drops
* updates from async test
* vi suggestions
* Adding FNAFW suggestions from @lolz1190 (#40)
* Adding FNAFW suggestions from @lolz1190
* missing comma
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Co-authored-by: threeandthreee <a.l.nordstrom@gmail.com>
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Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
Co-authored-by: palex00 <32203971+palex00@users.noreply.github.com>
* Fully updates requirements.py to live LADXR (#19)
* Updates dungeon2.py to LADXR-Live (#20)
No logic changes or bugfix are in this file. It is only code cleanup.
* Update dungeon1.py (#21)
- The Three of a Kind with Bomb is moved from Normal to Hard Logic
The rest is code cleanup.
lines 22-25 | 22-26 & 33 | 34 remain different in AP | Upstream with no effective difference
* Fully updates dungeon3.py to LADXR-live (#22)
Logic Changes:
- Hard mode now considers killing the enemies in the top room with pot
Everything else is cleanup.
* Fully update dungeon4.py to LADXR-live logic (#23)
Logic Changes:
- Hard Logic: Removes Feather requirement from grabbing the Pit Key
- Hell logic: new hookshot clip (line 64)
- Hell logic: hookshot spam over the first pit of crossroads, then buffer down (line 69)
- Hell logic: push block left of keyblock up, then shaq jump off the left wall and pause buffer to land on keyblock.
- Hell logic: split zol for more entities, and clip through the block left of keyblock by hookshot spam
The rest is code cleanup
* Updates dungeon5.py mostly to LADXR-Live Logic (#24)
Logic Changes:
- Hell logic: use zoomerang dashing left to get an unclipped boots superjump off the right wall over the block. reverse is push block (line 69)
The rest is cleanup.
The upstream splits the post_gohma region into pre_gohma, gohma and post_gohma. I did not implement this yet as I do not know the implications. To port this the following lines need to be changed (AP | LADXR):
18 | 18-20;
55 | 58;
65 | 68-69
* Fully update dungeon6.py logic (#25)
Logic Changes:
- Hard logic: allow damage boosting past the mini thwomps
- Glitched logic: bomb triggering elephants in two cases
Everything else is cleanup
* Fully update dungeon7.py to LADXR-live logic (#26)
Logic Changes:
- Hard logic: Three of a Kind is now possible with bombs only
Everything else is code cleanup
* Fully updates dungeon8.py to LADXR-live (#27)
Logic change:
- Hard logic: allows to drop the Gibdos into holes as a way to kill them
- Glitched logic: underground section with fire balls jumping up out of lava. Use boots superjump off left wall to jump over the pot blocking the way
The rest is code cleanup
* Fully update dungeonColor.py to LADXR-live (#28)
Logic changes:
- Normal logic: Karakoros now need power bracelet to put them into their holes
- Hard logic: Karakoros without power bracelet but with weapon
- Hell logic: Karakoros with only bombs
Everything else is code cleanup
* Updating overworld.py (#29)
* Updating overworld.py
This tries to update all logic of the Overworld.
Logic changes include:
- Normal logic: requires hookshot or shield to traverse Armos Cave
- Hard logic: Traverse Armos Cave with nothing (formerly normal logic)
- Hard logic: get the animal village bomb cave check with jump and boomerang
- Hard logic: use rooster to go to D7
- Lots of Jesus Rooster Jumps
I stopped counting and need to go over this again.
Also, please investigate line 474 AP because it's removed in LADXR-Upstream and I don't know why.
* remove featherless fisher under bridge from hard
it was moved to hell upstream and its already present in our code
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Co-authored-by: Alex Nordstrom <a.l.nordstrom@gmail.com>
* fixes
* add test messages
* Adds Pegasus Boots to the test (#31)
* Fix d6 boss_key logic (#30)
* restore hardmode logic
* higher logic fixes
* add bush requirement to the raft
in case the player needs to farm rupees to play again
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Co-authored-by: palex00 <32203971+palex00@users.noreply.github.com>
* text shuffle exclusions
Exclude owl statues, library books, goal sign, signpost maze, and various rupee prices from text shuffle
* clearer variable name
* LADX: Magnifying Glass fixes
Removed the duplicate item (Magnifying Lens), and made the real one a filler item.
* Update worlds/ladx/Items.py
Co-authored-by: threeandthreee <alex@3and3.dev>
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Co-authored-by: threeandthreee <alex@3and3.dev>
* set filler item
also rename "Master Stalfos' Message" to "Nothing" as it shows up in game, and "Gel" to "Zol Attack"
* fix for extra gold leaves
* fix for start_inventory
* Added some resilience to non-ASCII player names or items
* Also the client, not even sure if switching to ascii is useful here
* Split a long line in two