Commit Graph

35 Commits

Author SHA1 Message Date
Kevin Cathcart 5d149cabc7 Fix bugs from recent playtest 2018-03-26 19:32:19 -04:00
Kevin Cathcart 9b6ad0369c Bomb price fixing - requested by the Hyrule explosives cartel 2018-03-23 23:02:51 -04:00
Kevin Cathcart 713aaf1e1f Fix a typo in take-any code 2018-03-23 18:27:01 -04:00
Kevin Cathcart 730cfcd706 fix double arrows in Red sheild shop. 2018-03-23 18:27:01 -04:00
Kevin Cathcart 18533fc77d Initial Take-Any implementation 2018-03-23 18:26:59 -04:00
Kevin Cathcart 9bd9bb4f93 Shop implementation
Also a few retro mode fixes
2018-03-18 21:01:45 -04:00
Kevin Cathcart 3592d12bfd Convert several locations to using events
Event locations automatically get Moon Perarl requirements added, and
ensure the other referenced location is listed in the spoiler log's path
section
2018-03-18 01:39:48 -04:00
AmazingAmpharos a6ec622e7a
Final v29 tweaks
-Makes Retro Mode and Standard Mode compatible.
-Replaces a Bombs (3) with Bombs (10) in all modes.
-Introduces Silver Arrows to Expert Mode.
2018-03-16 12:26:14 -05:00
AmazingAmpharos f607cc2522
Custom item pool support for retro mode
Allows the placement of Universal Keys (which probably don't do much outside of retro mode) and handles total item counts properly.
2018-03-15 16:53:42 -05:00
AmazingAmpharos f701aefa28
More of Retro Mode
Implement correct Retro Mode item pools.
Set up most of the key logic to handle retro mode (still needs shop access)
Set ROM flags appropriately.
TODO: Support Retro Mode with custom item pools, deal with shops in general, deal with Bow paired with arrow requirements, correct Expert item pool for silvers, test older fill algorithms with retro mode, deal with the new Sahas/Bomb Shop reveal map info ROM flags.
2018-03-15 16:23:02 -05:00
AmazingAmpharos 7ebe4f9d93
High difficulty updates
Should implement the myriad changes v29 will have to Hard+. This assumes silvers do not exist in Expert which is ambiguous.
2018-03-14 13:30:11 -05:00
AmazingAmpharos 90ce999fd3
Easy Silver Arrows
Easy mode now has 2x Silver Arrows in the item pool by default.
2018-02-27 20:31:16 -06:00
Kevin Cathcart 5989718586 Easy mode lamp update
You can find all 3 lamps before dark rooms for easy mode.
2018-02-24 16:16:50 -05:00
Kevin Cathcart e490a3e224 Add new insanity mode 2018-02-18 14:52:34 -05:00
AmazingAmpharos ed033a440a
Bug fix for custom item pools
Triforce Pieces will now be correctly considered when deciding on how much Nothing to pad the item pool with.
2018-02-11 03:50:24 -06:00
AmazingAmpharos ffe8df3304
Various fixes and QoL changes
Dam softlock fix, fake world fix, TT basement keylock, adjustments for disable music, shuffle Ganon on by default, custom missing certain progression items will fail less often.
2018-01-29 15:48:56 -06:00
AmazingAmpharos 60ff21bf4f
Triforce Hunt always 20/30
This adjusts the item pools to account for the fact that in v29 Triforce Hunt will be 20/30 in all difficulty settings.
2018-01-29 15:40:19 -06:00
Kevin Cathcart e19c0ada70 Retry Logic for Dungeon Prizes
Will help make avoid seed failure for custom pool seeds.

This won't help with a seed that has a layout that is not compatible
with the item pool though.
2018-01-27 16:21:32 -05:00
AmazingAmpharos 564495648d
Custom item pool feature
This is the starting point for the new custom item pool feature that will let users specify the item pool. It is functional, perhaps due for some minor tweaking and definitely needs more testing. The command line side is bad, just two parameters that hopefully don't do anything under any circumstance if the user tries to use them (don't really intend to support a command line version of this feature); maybe there's a better way to let the command line ER work in general without having any opportunity to activate this feature. The GUI should probably show the user the sum of the current item pool out of 153 so the user knows how to size the item pool more easily, but that's a todo.
2018-01-21 20:43:44 -06:00
Kevin Cathcart 9846f924d2 Add new 4 heart logic for spike cave and misery mire 2018-01-06 13:39:22 -05:00
Kevin Cathcart 79f1b0bbf3 Fix progressive requirements to respect overflow limits 2018-01-04 23:01:09 -05:00
Kevin Cathcart e3ac7ee4a6 VT28 update: Keysanity has dungeon items in normal item pool 2018-01-02 21:19:18 -05:00
Kevin Cathcart 3adf4fadd1 Partial vt28 logic update 2018-01-02 21:19:17 -05:00
Kevin Cathcart 823657bc26 Style fixes
A bunch of style fixes. Mostly white space and style import order
tweaks, but a few other stylistic changes are present too.
2017-12-17 17:05:39 -05:00
AmazingAmpharos 0e6dc992a0
Easy mode Lamps
This updates the Easy mode item pool to correctly support three Lamps, just like vt does.
2017-12-14 15:05:10 -06:00
AmazingAmpharos 619ad5a716
Typo fix
Fix three typos, two in comments and one that broke triforce hunt mode.
2017-12-02 02:30:48 -06:00
Kevin Cathcart 8158f5793d Rename Bottles for better display in spoiler logs 2017-11-18 20:56:45 -05:00
Kevin Cathcart 3e31502fc0 Add untimed OHKO mode 2017-11-18 20:36:42 -05:00
Kevin Cathcart b15cd2072e Refactored ItemList
It now has much less duplicated code, and a useful difficulty
abstraction.
No changes to pool results were made, and this was verified with
automated testing.
2017-11-18 18:21:31 -05:00
AmazingAmpharos 1752196f7f
Removing debug code
oops, wouldn't have hurt anything but good to remove it anyway
2017-11-13 16:33:38 -06:00
AmazingAmpharos f9e7209a71
Bug fix for timed/triforce item pool
Apparently I don't know how to make subtraction commands. This has been rectified, and now the item pools should contain proper items instead of randomly selected "junk" items.
2017-11-13 16:11:35 -06:00
AmazingAmpharos 10d96bfa6c
Refactor bottle randomization
Bottle randomization refactored to be done on generation of itempool, not with the ItemFactory function. This allows difficulty settings to use different bottle pools more easily as well as allows the pedestal, credits, and spoiler logs to report bottle contents. Expert and insane difficulties deliberately set the same bottle content to all four bottles since the bottle limit is one in those modes so this only guarantees that all racers regardless of play sequence will get the same one free bottle content.
2017-11-11 20:22:44 -06:00
AmazingAmpharos 17b18eb630
Timer display mode
-Adds support for the timer display mode
-Fixes the name for Link's House for insanity mode shuffle
2017-11-11 18:06:05 -06:00
AmazingAmpharos 6644863007
Support overflow on hard and above
Added back in the normal number of progressive swords and bottles (and in the case of hard armor and shields) to the higher difficulties which will make it easier on average for players to find their earlier pieces of this equipment. Non-progressive alternatives were supported and set not to disrupt the average value of equipment. Hard still ignores progressive setting for armor since it doesn't change when players get armor upgrades (find one, get blue mail) but does allow non-progressive players to get the overflow item from the second armor discovery.
2017-11-11 15:47:44 -06:00
AmazingAmpharos 0c0cd240ad
New File
This file contains the definition for the item pool generation function. I'm not going to sugarcoat this; what I wrote is a total mess. This considers all possible combinations between timed modes (two distinct sets of timers), triforce hunt, progressives on/off/random, and all five of the difficulty settings from the vt randomizer. Maybe it would have been better to just hardcode every combination as its own array instead of build smaller arrays and use some semblance of logic to piece them together, but this is what I did. I'm not satisfied at all with the ugly, ugly form of this code and hope to revisit later, but for now, it adds significant improved functionality.
2017-11-10 04:15:45 -06:00