* Cleaned up Undertale documentation
Standardized file names
* Outlined Terraria installation more clearly
Other minor edits to setup guide
* Minor edits to DOOM 1993 set-up guide
* Update worlds/terraria/docs/setup_en.md
Co-authored-by: kindasneaki <ryandj67@hotmail.com>
* Suggested changes from @Seldom-SE
Co-authored-by: Seldom <38388947+seldom-se@users.noreply.github.com>
* Code block to quotation change from code review
Co-authored-by: Seldom <38388947+seldom-se@users.noreply.github.com>
Co-authored-by: Chris Wilson <chris@legendserver.info>
* Code review from @LegendaryLinux
Co-authored-by: Chris Wilson <chris@legendserver.info>
---------
Co-authored-by: kindasneaki <ryandj67@hotmail.com>
Co-authored-by: Seldom <38388947+seldom-se@users.noreply.github.com>
Co-authored-by: Chris Wilson <chris@legendserver.info>
Expert Swamp Maze currently thinks it needs Red Underwater 4 instead of the door. This could lead to an unbeatable seed in door shuffle, although it's very unlikely.
* Changed the pathing code to use os.path.join, instead of adding strings together, also fixed the savepath command using UndertaleContext instead of self.ctx (Credit to Wackerly for finding the self.ctx issue and fix)
* Undertale: Fixed a debug function in the game not requiring debug to be enabled.
* Undetale: Fixed a logic bug with the location "Letter Quest"
* - Added a rule to vault bundles that require access to the wizard
- Fixed the region required to meet the wizard
* - Updated the location count in a test due to a previous coffee bean bugfix that added a location
Migrates SC2 WoL world to the new mod with new items and locations. The new mod has a different architecture making it more future proof (with planned adding of other campaigns). Also gets rid of several old bugs
Adds new short game formats intended for sync games (Tiny Grid, Mini Gauntlet). The final mission isn't decided by campaign length anymore but it's configurable instead. Allow excluding missions for Vanilla Shuffled, corrected some documentation.
NOTE: This is a squashed commit with Salz' HotS excluded (not ready for the release and I plan multi-campaign instead)
---------
Co-authored-by: Matthew <matthew.marinets@gmail.com>
* - Added missing logic rules where, to earn hearts above 8 and 10, you need access to dating and marriage respectively.
* - Slight cleanup based on Black Sliver's suggestion
* Add the rest of the Terraria settings to slot data
* Update worlds/terraria/__init__.py
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
---------
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Fix typo in Factorio options tooltip
* Fix typo, add details
* Apply code review suggestion
It doesn't let me apply more than one change to the same line in a batch.
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Apply code review suggestion from @nicholassaylor
It doesn't let me apply more than one change to the same line in a batch.
---------
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* DS3: Update game page
* DS3: Split long sentence in game page docs
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* DS3: Minor word change
---------
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update SC2 setup guide
Removed a sentence that made sense when I included sudo in the command in the previous sentence, but does not make sense otherwise.
* Update en_Super Mario 64.md
It turns out castle has a lowercase l in it.
* Slight rewording of DS3 game page
Lists made more concise, space added between "generated weapons" and open parenthesis
* Proofread Final Fantasy pages
Fixed minor typos and reworded sentences for conciseness.
* Edited Kingdom Hearts 2 Game Page
Refined style, capitalization, and sentence structure for clarity
* Fixed nested list in Minecraft game page
Each nest needed an additional 2 spaces
* Edited Risk of Rain 2 Game Page
Made various edits to redundancy within the page as well as omitted/unclear information
* Edited Stardew Valley game page
Small capitalization consistency edits and slight rewording for conciseness
* Update worlds/ff1/docs/multiworld_en.md
Co-authored-by: Silvris <58583688+Silvris@users.noreply.github.com>
* Update worlds/kh2/docs/en_Kingdom Hearts 2.md
Co-authored-by: Silvris <58583688+Silvris@users.noreply.github.com>
* Update worlds/kh2/docs/en_Kingdom Hearts 2.md
Co-authored-by: Silvris <58583688+Silvris@users.noreply.github.com>
* Add information for EXP multiplier
Include Drive Forms and Summons
* Correction for Newt Altars RoR2
Co-Authored-By: kindasneaki <19377912+kindasneaki@users.noreply.github.com>
---------
Co-authored-by: Silvris <58583688+Silvris@users.noreply.github.com>
Co-authored-by: kindasneaki <19377912+kindasneaki@users.noreply.github.com>
* - Added missing special order requirements, mostly for the regions where to place the collected items, or the NPC to talk to when done
* - Added missing requirement on being able to go see the wizard cutscene in order to interact with bundles
I hope this gets a prize for "Most irrelevant PR in AP history"
Explanation:
When changing the hint system on the client side to be able to auto-wrap, decisions were made about which line breaks were still explicitly important, with most of them being removed.
This hint was somewhat devalued in the process.
-. --- - .... .. -. --. translates to "Nothing", which I thought was the entirety of the joke.
However, the line breaks were actually also important, because:
dash dot, dash dash dash,
dash, dot dot dot dot, dot dot,
dash dot, dash dash dot
is a Haiku! And the hint's creator (oddGarrett I believe) said this was specifically part of the creative vision for this joke hint. They said it's fine, I don't need to change it, but I couldn't let that stand.
So, the explicit line breaks for this joke hint are back.
At some point the client-side mod for this world started to include support for the "!" in dev console, rendering this line obsolete. Updated to reflect current client behavior.
* Fix up non-deterministic order of item_name_to_id and location_name_to_id.
* Remove debug line.
* Change to use a Chainmap instead and simplify logic a bit.
* Add the forgotten music sheet item.
* - Added missing coffee bean to cropsanity
* - Fix an issue with the seed having the same name as the crop
* - Fix a recently discovered bug with help wanted rules when using a number not divisible by 7
using os.path.join was causing duplicate parts of the filepath in certain environments. turns out it's not needed when loading the basepatch in our current world structure. this should hopefully fix genning issues on the RC beta site (and presumably the main site once the RC turns into the release)
* - Use proper MD5 validation
The method TLoZ was trying to validate it's baserom was different from basically every other ROM game. Almost all the other ROM games use the same method as each other (except for the external patchers like FF1 and SoE, and OoT has its own special handling that's vastly different), so updating TloZ to match.
Also got rid of the checksum attribute for the TLoZDeltaPatch as it didn't seem to be used anywhere, so felt it was unnecessary and partially confusing to have it right next to the hash attribute that is actually used.
* change error message to reference MD5
* __init__.py: Add fill_slot_data function
Add fill_slot_data function.
Used by StripesOO7's pop-tracker pack to auto populate settings as convenience for the user
* LTTP__init__.py added race condition to fill_slot_data
* added missing self to multiworl.is_race
* changed filling of slot_data to fill from static list instead of pulling all alttp_options.
additional options needed to be done separately cause they are not stored the same way as the rest. "mode", "goal", etc. are simple values as the rest are key:value pairs so `.value` is not supported and I didn't want to introduce an if-statement.
* changed filling of slot_data to fill from static list instead of pulling all alttp_options.
additional options needed to be done separately cause they are not stored the same way as the rest. "mode", "goal", etc. are simple values as the rest are key:value pairs so `.value` is not supported and I didn't want to introduce an if-statement.
* added a comment to describe the use for the option added to slot_data
---------
Co-authored-by: StripesOO7 <54711792+StripeesOO7@users.noreply.github.com>
- add section about configuring lua core (shamelessly taken from the OoT setup guide) on bizhawk version 2.8 and below
- fix wrong reference to the ff1 connector lua to correctly reference the tloz connector lua
- remove reference to recommended bizhawk version. it's unnecessary
## What is this fixing or adding?
It was pointed out that distributing an archive with copies of all the supported mods could lead to legal problems down the line. So we are moving away from this approach.
This also means that, in the event that a mod gets updated and the previous version is no longer available, we need the ability to update the mod's supported version at any point in time, and cannot rely on AP's release schedule for such updates that will, in most cases, be only changing the string for the required version.
Changes:
- Scrub all references to the support mods zip file from documentation
- Create dedicated "Supported Mods" documentation page, external to AP so we can keep it updated with mod versions regardless of their release schedule
- Remove mod version validation from the AP backend, and manage that in the mod itself, for the same reason.
* The Messenger: Don't generate Figurines
* The Messenger: add prerequisite shop cost requirements
* The Messenger: don't double the cost anymore
* The Messenger: remove centered mind prereq instead of checking for it
* The Messenger: use cost as a property to cache it and gain back speed
* The Messenger: hardcode the prereqs for more speed
* make the linter and mypy happier
* use cached_property
* - Reorganised tests for better backpack coverage
- Added a test for backpack locations being absent on vanilla
* - Fix backpack locations on vanilla
* - Fixed a typo in documentation
* - Added missing parenthesis after enum.auto so that Python 3.11 still works
* - Added Blank lines at the end of the backpack test files
* - cleaned whitespace
## What is this fixing or adding?
Adds a large number of new options, including:
- Door Shuffle
- Sphere-based level scaling
- Key Item and Pokedex requirement options to reach the Elite Four
- Split Card Key option
- Dexsanity option can be set to a percentage of Pokémon that will be checks
- Stonesanity: remove the stones from the Celadon Department Store and shuffle them into the item pool, replacing 4 of the 5 Moon Stone items
- Sleep Trap items option
- Randomize Move Types option
- Town Map Fly Location option, to unlock a flight location when finding/receiving the Town Map
Many enhancements have been made, including:
- Game allows you to continue your save file _from Pallet Town_ as a way to save warp back to the beginning of the game. The one-way drop from Diglett's Cave to north Route 2 that had been added to the randomizer has been removed.
- Client auto-hints some locations when you are able to see the item before you can obtain it (but would only show AP Item if it is for another player), including Bike Shop, Oak's Aides, Celadon Prize Corner, and the unchosen Fossil location.
Various bugs have been fixed, including:
- Route 13 wild Pokémon not correctly logically requiring Cut
- Vanilla tm/hm compatibility options giving compatibility for many TMs/HMs erroneously
- If an item that exists in multiple quantities in the item pool is chosen for one of the locations that are pre-filled with local items, it will continue placing that same item in the remaining locations as long as more of that item exist
- `start_with` option for `randomize_pokedex` still shuffling a Pokédex into the item pool
- The obedience threshold levels being incorrect with 0-2 badges, with Pokémon up to level 30 obeying with 0-1 badges and up to 10 with 2 badges
- Receiving a DeathLink trigger in the Safari Zone causing issues. Now, you will have your steps remaining set to 0 instead of blacking out when you're in the Safari Zone.
Many location names have been changed, as location names are automatically prepended using the Region name and a large number of areas have been split into new regions as part of the overhaul to add Door Shuffle.
* moves items location from RC -> DH
"Ring of Steel Protection+3" actually belongs in DH instead of RC. this will shift the item ID's for the last 3 items in RC, and should not shift any ids in DH
* updated data_version to 7
* - Fixed Leo's Treehouse being randomized too aggressively
* - Added an automated test to catch badly tagged Non-progression entrances
* - Fixed a logic issue with Void Mayonnaise not being fishable
* - Removed unused import
## What is this fixing or adding?
Major content update for Stardew Valley
## How was this tested?
One large-scale public Beta on the archipelago server, plus several smaller private asyncs and test runs
You can go to https://github.com/agilbert1412/StardewArchipelago/releases to grab the mod (latest 4.x.x version), the supported mods and the apworld, to test this PR
## New Features:
- Festival Checks [Easy mode or Hard Mode]
- Special Orders [Both Board and Qi]
- Willy's Boat
- Ginger Island Parrots
- TV Channels
- Trap Items [Available in various difficulty levels]
- Entrance Randomizer: Buildings and Chaos
- New Fishsanity options: Exclude Legendaries, Exclude Hard fish, Only easy fish
- Resource Pack overhaul [Resource packs are now more enjoyable and varied]
- Goal: Greatest Walnut Hunter [Find every single Golden Walnut]
- Goal: Perfection [Achieve Perfection]
- Option: Profit Margin [Multiplier over all earnings]
- Option: Friendsanity Heart Size [Reduce clutter from friendsanity hearts]
- Option: Exclude Ginger Island - will exclude many locations and items to generate a playthrough that does not go to the island
- Mod Support [Curated list of mods]
## New Contributors:
@Witchybun for the mod support
---------
Co-authored-by: Witchybun <embenham05@gmail.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
## What is this fixing or adding?
Adjusted some map terrain. Made Ambushed in the Middle's HQ more exposed. Made Deep Thicket's AI spawn extra units. Adjusted some terrain in Rebel Village.
Moved item creation from generate_basic to create_items for (https://github.com/ArchipelagoMW/Archipelago/pull/1460)
One of the recent PRs accidentally removed all ability for the client to see which EPs are precompleted (due to settings)
This is pretty bad, as the client now thinks these EPs need to be completed for "Obelisk Side" locations, when the generator does not. This would lead to impossible seeds.
Fixing three bugs:
1. Made Salubra Charm Shop Slots use the actual options value and not the Iselda Shop Slots value.
2. Made Mask Shards no longer considered Filler but instead Progression so they can actually be used for access requirements that require damage boosts.
3. Fixed goal requirements to account for Focus being required for The Hollow Knight and Sealed Siblings endings and adjusted the Radiance and Any goal requirements accordingly.
Updated Setup Guide:
Changed to mention Scarab+ instead of Scarab (it is better maintained and has several quality of life improvements and fixes a bug for XBox Game Pass).
Added info about how to use Scarab+ with XBox Game Pass.
* Add settings API ("auto settings") for host.yaml
* settings: no BOM when saving
* settings: fix saving / groups resetting themselves
* settings: fix AutoWorldRegister import
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
* Lufia2: settings: clean up imports
* settings: more consistent class naming
* Docs: update world api for settings api refactor
* settings: fix access from World instance
* settings: update migration timeline
* Docs: Apply suggestions from code review
Co-authored-by: Zach Parks <zach@alliware.com>
* Settings: correctly resolve .exe in UserPath and LocalPath
---------
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
Co-authored-by: Zach Parks <zach@alliware.com>
* fix estus shard/bone shard numbers
there are only 11 estus shards in the pool, so fixed number of estus shards so everything can be collected, and upped the number of bone shards in the pool to fix datapackage numbers. new counts went from: 15(estus) + 5(bones) = 20(total) TO 11(estus) + 9(bones) = 20(total)
* Update locations_data.py
changed estus shard/bone shard counts to match the counts in items_data.py. same reasoning as the commit for that, only 11 estus in game
* added new options "Late DLC"
revampled "Late Basin of Vows" option
added the Fire Demon location in Undead Sanctuary
* first file dump
added new settings for customizing pool options
sorted all the item pools
code clean up
fixed estus/bone shard counts
still need to figure out location excluding
* bunch of changes
added new locations
put locations into specific lists
made DarkSouls3Locations for each list of items
still need to figure out how to exclude
* excluded locations from generating without options, created gotthard_region, update how the pool fills additional items, update location/item tables, create more tables
* code cleanup, remove extra tables, add grave key/eyes of a firekeeper back to key pool
* fixed some logging
* add more detailed options descriptions
* forgot to update progressive locations updates too whoops
* remove irina's tower key from items/location list. the current ID's dont work to shuffle
* fixed item-to-locations, added new weapons, added new armors, added new rings, added "eyes of a fire keeper" to key locations list to balance, adjusted tables
* added HWL: broken straight sword location, moved Greirat's ashes to NPC items
* remove hwl: broken short sword location/item from pool (does not exist), fix item/location counts in options, general code clean up
* more code cleanup, fix Havels Ring +3 location/properly renamed item, changed Estus/Bone Shard names to not include a +| added a missing undead bone shard
* fixed npc rule, added a bunch of ring locations, fixed ring tables
* updated options
* cleaned up more code, edited some option names
* start of new items system
* DS3: Major refactor (allows for defining more items than those in vanilla locations)
* DS3: Repair changes overwritten by refactor
* DS3: Re-implement new options for location categories
* DS3: Make replacement item lists for most unique item types
* DS3: Remove accidentally added apworld
* DS3: Make option names more consistent
* DS3: Fix Pyromancer's Parting Flame location category
* DS3: Add new items
* DS3: Fix access rule for DLC/Contraption Key
* DS3: Only replace unrandomized progression items with events
Also fix some location names/categories
* DS3: Change some location names to be in line with their items
* DS3: Add randomized infusion code (only works for Broadsword)
* DS3: Make varied item pool an option
* added remaining weapons, shields, armors, rings, spells, dlc equivalents | added remaining dlc ring locations (2 in dreg heap, 5 in ringed city)
* adjusted 'Progressive Locations' counts and added new table
* added more souls + upgrade gems
* added the rest of consumables
* reverted adding an additional 'progressive location 4' table and added bulk progression locations to prog. location 3 table
* DS3: Add infusion categories and some cleanup of items
* DS3: Fix item ordering
* DS3: Fix infusion/upgrade code extra if
* DS3: Disable some unmarked cut content items
* DS3: Rename blessed red and white shield+1
* DS3: Implement guaranteed_items option
* DS3: Remove print statement
* DS3: Add extra check for trying to remove items from an empty list
* add unused content item id's
* DS3: Move cut content to its own list
* DS3: Classify spells and healing upgrades as useful
* DS3: Implement get_filler_item_name
* DS3: Change lower bounds for upgrades from +1 to +0
* DS3: Move Ancient Dragon Greatshield back to vanilla and recategorize some useful consumables
* DS3: Guaranteed items checks for number of existing items before replacing
* added remaining progressive items, fixed npc rules, adjusted option location counts
* delete extra items, add rule for dancer/late basin
* seperate PW into two parts (can access first half w/o contraption key | SKIP more unused items
* DS3: Minor linting changes
* DS3: Update required_client_version
* DS3: Remove rule for bell tower access
The key can always be purchased from the shop
* DS3: Move location category option checks to generate_early
* added "Boss Soul" option to pool
* DS3: Fix rules for boss souls and update misc location count
* DS3: Address minor review comments
* DS3: Change category enums to IntEnum
* DS3: Make apworld
---------
Co-authored-by: Brooty Johnson <83629348+Br00ty@users.noreply.github.com>
* add a random object to the World
* use it in The Messenger
* the worlds don't exist until the end of set options
* set seed in lttp tests
* use world.random for shop shuffle
* Remove CHAOS Glitch. Add test to check for removed songs.
* Add to game list
* Fix oversight with 0 difficulty songs. Fix naming of test.
* Add new songs and update other data.
* Fix accidental copy paste
* OriBF: Move Ori and the Blind Forest to `worlds_disabled/`
* Add readme for `worlds_disabled` folder
* fix link
* fix link 2
* Remove useless comment
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
---------
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
* Initializes MMBN3 world with empty files
* Adds item names to item dict
* Adds locations and names
* Adds skeleton of MMBN3Client. Mostly copy pasta from OOT
* Fixed some style and formatting
* More incremental Lua tests
* Adds all locations and checking to Lua connector
* Made class definitions for TextPet Parser
* Begun connecting item delivery system through lua and textpet
* Lua Connection can now send test items
* Item Delivery is now parameterized. Test command can send any chip
* Adds the ability to send non-chip items
* Fixes name errors in python client
* Fixes count for zenny, attempts to fix bugfrags
* Fixes an issue where you always received 255 bugfrags
* Converts zenny and bugfrag amounts to little endian bytecode
* Checks game state before sending chips
Adds debug option to display information overlayed on rom
Fixes chip indexing issue for chips with ids over 255
Minor text fixes
* Adds in some animation reset instructions during item get message
* Stores previously collected item index in save, re-sends missing items
* Adds title screen check before sending locations
Loading items from save could not be done via RAM. Had to be added in
assembly
* Adds progressive undernet check
* Added library for lzss decoding bits of rom
* More progress on parsing text events from ROM
* Adds a way to inject messages into ScriptArchive data structure and generate bytecode
* Adds Item definitions, passes to client
* Adds regions and item collection rules
* Touched up a few names and values that have changed in preparation for the final patching
* Modifying messages via item is now successful
* Added generate_output hook to generate ROM data
* Generates ROM successfully
* Fixes navi cust give index
* Whoops forgot to wrap this in brackets
* Injects extra scripts for undernet rankings
* Programs had ammount and color swapped
* Prompts the user for their username when connecting
* Adds flagClear to the list of commands to avoid overwriting
* Fixes message box crashes and several other multiworld issues
* Fixes IDs and names of several items and locations
* Added .gba to gitignore
* Fixes compatibility after recent rebase
* Fixes some locations and items that are otherwise unobtainable
* Attempts to make a working launcher in the installer
* Creates installer and fixes several inaccessible locations
* Many minor changes to items, locations, and requirements made during testing
* Adds an info page for MMBN3
* Fixes failing tests by removing duplicate IDs and properly marking progression items
* Accidentally forgot to un-remove the thing
* Whoops, changed this by accident
* Updates self.world references to self.multiworld
* Fixes imports to use from imports instead of using the namespace
* Removed some leftover merge artifacts from inno setup
* Puts back that darned signtool line again
* Adds Overworld Metro keys as items
* Adds TamaCode and puts shortcuts behind cyber passes
* Fixes Numberman code 16 check
* Fixes metro access logic and adds text to metro
* Reworks Lua to fix crashing when many items are queued
* Items for other BN3 games for different players are no longer given in the main player's ROM as well
* Fixes incorrect Item ID for ACDC Metro
* Fixes multi-box text messages
* Adds timer before sending an item
* Forgot to remove the second box of SubMems
* Updates patch and lua to prevent softlocks and crashes
* Adds options for extra undernet ranks, exclude jobs
* Extra GigFreez now gives 20 bugfrags
* Additional Progressive Undernets can no longer appear on the WWW Base
* Moves item signal byte to empty area of flags instead of end of RAM
* Adds Chocolate Shop locations and navi chips to fill them
* Fixes save crash, and added chocolates to lua
* Fixes chocolate stand selling out text, removes DrillMan cube in Undernet
* Replaces old messaging system with direct memory manipulation for receiving items
* Removes NDSPY requirements from MMBN3 by manually adapting the GBA's lz10 algorithm
* Fixes the names of Hospital-1 Locations
* Adds Canary Bit to avoid sending checks when title screen check fails
* Gaining a cybermetro pass will now open the shortcut immediately
* Randomizes the two accessible areas of Undernet 7, adds Hammer as item
* Adds new locations to connector lua
* Injects the name of the item into trade quests
* Fixes copy-paste error in docs
* Fixes merge artifacts and depracated code
* Nut-wafer stand now faces Lan the right way after buying
* Removes unused Goal Option and updates the readme to include most recent changes
* Touch-ups and formatting changes
* The Great Fillerization update. Dozens of items changed to Filler
* Replaces instances of Mega Man with MegaMan
* Update worlds/mmbn3/docs/en_MegaMan Battle Network 3.md
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
* Update worlds/mmbn3/__init__.py
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
Co-authored-by: SoldierofOrder <107806872+SoldierofOrder@users.noreply.github.com>
* Changes code ordering to suit base class's
* assert_generate now checks for roms. Minor text fixes
* Makes player specific frequency and excluded location options
* Apply suggestions from code review
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
* Addresses suggested changes from PR review
* Replaces ndspy lz10 with MIT-compliant nlzss lz10
* apworld compatibility fix for mmbn3_options from utils
* Addressing more comments by el-u
* APworld will now pull patch from zip folder
* Apply suggestions from code review
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
* Cleaned up comments for progressive undernet ROM function, moved index list to field to avoid re-initializing
* Removes improper player-indexed location/item dicts, replaces with world member variables
* Avoids redefining list in progressive undernet ROM function
* Filler items can no longer be generated beyond their specified amounts
* Fixes list copying issue with item frequencies
* Adds BN3 Client Generation back into Launcher settings
* Fixes typos causing huge problems
* Fixed non-relative import for apworld
* Removes custom enum implementation that broke pickle
* Displays message when attempting to load an incorrect ROM, will not attempt to patch it
* Filler items can now only be placed once
* Changes path in setup doc to match Lua path changes
* Fixes file extension for MMBN3 file
* Replaces magic number with reference to value in NetUtils
* Moves victory rules to set_rules. Removes commented out code
* Rewrites Lua script to send block of memory
* Fixes off-by-one error in sending bytes for locations
* Fixes issue with invalid characters in text parsing, and WWW monitor text box parsing
* Moves trade text injection to init so it has access to options
* Attempts to split the text boxes for hinted items
* Trade checks now provide hints if the option is set for them
* Fixes escape character issue for BizHawk 2.9.1
Something in Bizhawk lua parsing changed to dislike the escaped tilde.
I'm not even entirely sure why it was escaped in the first place, but
this should fix the compatibility of it.
* Re-adds desk check that it turns out actually does exist
* Updates requirements to mention bizhawk 2.7 instead of 2.3.1
* Fixes off-by-one error in command byte counts
* Fixes program color indices
* Fixes newline PEP violations
* Reverts an accidental whitespace change made to launcher.py
* Fixes URL formatting on link to settings from setup guide
Co-authored-by: Zach Parks <zach@alliware.com>
* Splits several lines in the readme to avoid excessive length
* Fixes formatting and (hopefully) reduces cringe of joke in setup doc
* Removes unnecessary constructor
* Changes item frequency generation to avoid reusing the same references
Co-authored-by: Zach Parks <zach@alliware.com>
---------
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
Co-authored-by: SoldierofOrder <107806872+SoldierofOrder@users.noreply.github.com>
Co-authored-by: Zach Parks <zach@alliware.com>
* Core: typing for async_start
* CommonClient: add a framework for clients to subscribe to data storage key notifications
* Core: update version to 0.4.2
* lufia2ac: coop support
* first working (most of the time) progression generation for SM using VariaRandomizer's rules, items, locations and accessPoint (as regions)
* first working single-world randomized SM rom patches
* - SM now displays message when getting an item outside for someone else (fills ROM item table)
This is dependant on modifications done to sm_randomizer_rom project
* First working MultiWorld SM
* some missing things:
- player name inject in ROM and get in client
- end game get from ROM in client
- send self item to server
- add player names table in ROM
* replaced CollectionState inheritance from SMBoolManager with a composition of an array of it (required to generation more than one SM world, which is still fails but is better)
* - reenabled balancing
* post rebase fixes
* updated SmClient.py
* + added VariaRandomizer LICENSE
* + added sm_randomizer_rom project (which builds sm.ips)
* Moved VariaRandomizer and sm_randomizer_rom projects inside worlds/sm and done some cleaning
* properly revert change made to CollectionState and more cleaning
* Fixed multiworld support patch not working with VariaRandomizer's
* missing file commit
* Fixed syntax error in unused code to satisfy Linter
* Revert "Fixed multiworld support patch not working with VariaRandomizer's"
This reverts commit fb3ca18528bb331995e3d3051648c8f84d04c08b.
* many fixes and improovement
- fixed seeded generation
- fixed broken logic when more than one SM world
- added missing rules for inter-area transitions
- added basic patch presence for logic
- added DoorManager init call to reflect present patches for logic
- moved CollectionState addition out of BaseClasses into SM world
- added condition to apply progitempool presorting only if SM world is present
- set Bosses item id to None to prevent them going into multidata
- now use get_game_players
* first working (most of the time) progression generation for SM using VariaRandomizer's rules, items, locations and accessPoint (as regions)
* first working single-world randomized SM rom patches
* - SM now displays message when getting an item outside for someone else (fills ROM item table)
This is dependant on modifications done to sm_randomizer_rom project
* First working MultiWorld SM
* some missing things:
- player name inject in ROM and get in client
- end game get from ROM in client
- send self item to server
- add player names table in ROM
* replaced CollectionState inheritance from SMBoolManager with a composition of an array of it (required to generation more than one SM world, which is still fails but is better)
* - reenabled balancing
* post rebase fixes
* updated SmClient.py
* + added VariaRandomizer LICENSE
* + added sm_randomizer_rom project (which builds sm.ips)
* Moved VariaRandomizer and sm_randomizer_rom projects inside worlds/sm and done some cleaning
* properly revert change made to CollectionState and more cleaning
* Fixed multiworld support patch not working with VariaRandomizer's
* missing file commit
* Fixed syntax error in unused code to satisfy Linter
* Revert "Fixed multiworld support patch not working with VariaRandomizer's"
This reverts commit fb3ca18528bb331995e3d3051648c8f84d04c08b.
* many fixes and improovement
- fixed seeded generation
- fixed broken logic when more than one SM world
- added missing rules for inter-area transitions
- added basic patch presence for logic
- added DoorManager init call to reflect present patches for logic
- moved CollectionState addition out of BaseClasses into SM world
- added condition to apply progitempool presorting only if SM world is present
- set Bosses item id to None to prevent them going into multidata
- now use get_game_players
* Fixed multiworld support patch not working with VariaRandomizer's
Added stage_fill_hook to set morph first in progitempool
Added back VariaRandomizer's standard patches
* + added missing files from variaRandomizer project
* + added missing variaRandomizer files (custom sprites)
+ started integrating VariaRandomizer options (WIP)
* Some fixes for player and server name display
- fixed player name of 16 characters reading too far in SM client
- fixed 12 bytes SM player name limit (now 16)
- fixed server name not being displayed in SM when using server cheat ( now displays RECEIVED FROM ARCHIPELAGO)
- request: temporarly changed default seed names displayed in SM main menu to OWTCH
* Fixed Goal completion not triggering in smClient
* integrated VariaRandomizer's options into AP (WIP)
- startAP is working
- door rando is working
- skillset is working
* - fixed itemsounds.ips crash by always including nofanfare.ips into multiworld.ips (itemsounds is now always applied and "itemsounds" preset must always be "off")
* skillset are now instanced per player instead of being a singleton class
* RomPatches are now instanced per player instead of being a singleton class
* DoorManager is now instanced per player instead of being a singleton class
* - fixed the last bugs that prevented generation of >1 SM world
* fixed crash when no skillset preset is specified in randoPreset (default to "casual")
* maxDifficulty support and itemsounds removal
- added support for maxDifficulty
- removed itemsounds patch as its always applied from multiworld patch for now
* Fixed bad merge
* Post merge adaptation
* fixed player name length fix that got lost with the merge
* fixed generation with other game type than SM
* added default randoPreset json for SM in playerSettings.yaml
* fixed broken SM client following merge
* beautified json skillset presets
* Fixed ArchipelagoSmClient not building
* Fixed conflict between mutliworld patch and beam_doors_plms patch
- doorsColorsRando now working
* SM generation now outputs APBP
- Fixed paths for patches and presets when frozen
* added missing file and fixed multithreading issue
* temporarily set data_version = 0
* more work
- added support for AP starting items
- fixed client crash with gamemode being None
- patch.py "compatible_version" is now 3
* commited missing asm files
fixed start item reserve breaking game (was using bad write offset when patching)
* Nothing item are now handled game-side. the game will now skip displaying a message box for received Nothing item (but the client will still receive it).
fixed crash in SMClient when loosing connection to SNI
* fixed No Energy Item missing its ID
fixed Plando
* merge post fixes
* fixed start item Grapple, XRay and Reserve HUD, as well as graphic beams (except ice palette color)
* fixed freeze in blue brinstar caused by Varia's custom PLM not being filled with proper Multiworld PLM address (altLocsAddresses)
* fixed start item x-ray HUD display
* Fixed start items being sent by the server (is all handled in ROM)
Start items are now not removed from itempool anymore
Nothing Item is now local_items so no player will ever pickup Nothing. Doing so reduces contribution of this world to the Multiworld the more Nothing there is though.
Fixed crash (and possibly passing but broken) at generation where the static list of IPSPatches used by all SM worlds was being modified
* fixed settings that could be applied to any SM players
* fixed auth to server only using player name (now does as ALTTP to authenticate)
* - fixed End Credits broken text
* added non SM item name display
* added all supported SM options in playerSettings.yaml
* fixed locations needing a list of parent regions (now generate a region for each location with one-way exits to each (previously) parent region
did some cleaning (mainly reverts on unnecessary core classes
* minor setting fixes and tweaks
- merged Area and lightArea settings
- made missileQty, superQty and powerBombQty use value from 10 to 90 and divide value by float(10) when generating
- fixed inverted layoutPatch setting
* added option start_inventory_removes_from_pool
fixed option names formatting
fixed lint errors
small code and repo cleanup
* Hopefully fixed ROR2 that could not send any items
* - fixed missing required change to ROR2
* fixed 0 hp when respawning without having ever saved (start items were not updating the save checksum)
* fixed typo with doors_colors_rando
* fixed checksum
* added custom sprites for off-world items (progression or not)
the original AP sprite was made with PierRoulette's SM Item Sprite Utility by ijwu
* - added missing change following upstream merge
- changed patch filename extension from apbp to apm3 so patch can be used with the new client
* added morph placement options: early means local and sphere 1
* fixed failing unit tests
* - fixed broken custom_preset options
* - big cleanup to remove unnecessary or unsupported features
* - more cleanup
* - moved sm_randomizer_rom and all always applied patches into an external project that outputs basepatch.ips
- small cleanup
* - added comment to refer to project for generating basepatch.ips (https://github.com/lordlou/SMBasepatch)
* fixed g4_skip patch that can be not applied if hud is enabled
* - fixed off world sprite that can have broken graphics (restricted to use only first 2 palette)
* - updated basepatch to reflect g4_skip removal
- moved more asm files to SMBasepatch project
* - tourian grey doors at baby metroid are now always flashing (allowing to go back if needed)
* fixed wrong path if using built as exe
* - cleaned exposed maxDifficulty options
- removed always enabled Knows
* Merged LttPClient and SMClient into SNIClient
* added varia_custom Preset Option that fetch a preset (read from a new varia_custom_preset Option) from varia's web service
* small doc precision
* - added death_link support
- fixed broken Goal Completion
- post merge fix
* - removed now useless presets
* - fixed bad internal mapping with maxDiff
- increases maxDiff if only Bosses is preventing beating the game
* - added support for lowercase custom preset sections (knows, settings and controller)
- fixed controller settings not applying to ROM
* - fixed death loop when dying with Door rando, bomb or speed booster as starting items
- varia's backup save should now be usable (automatically enabled when doing door rando)
* -added docstring for generated yaml
* fixed bad merge
* fixed broken infinity max difficulty
* commented debug prints
* adjusted credits to mark progression speed and difficulty as Non Available
* added support for more than 255 players (will print Archipelago for higher player number)
* fixed missing cleanup
* added support for 65535 different player names in ROM
* fixed generations failing when only bosses are unreachable
* - replaced setting maxDiff to infinity with a bool only affecting boss logics if only bosses are left to finish
* fixed failling generations when using 'fun' settings
Accessibility checks are forced to 'items' if restricted locations are used by VARIA following usage of 'fun' settings
* fixed debug logger
* removed unsupported "suits_restriction" option
* fixed generations failing when only bosses are unreachable (using a less intrusive approach for AP)
* - fixed deathlink emptying reserves
- added death_link_survive option that lets player survive when receiving a deathlink if the have non-empty reserves
* - merged death_link and death_link_survive options
* fixed death_link
* added a fallback default starting location instead of failing generation if an invalid one was chosen
* added Nothing and NoEnergy as hint blacklist
added missing NoEnergy as local items and removed it from progression
* fixed broken Item links
* fixed failing generation that could happen with Disabled Tourian
fixed shared Location list that could be modified for each world
* added missing force disable of EscapeRando if an escape solution cant be found
* fixed broken animal surprise patches
* prevent receiving items when in the first room of Ceres (message box in mode7 is broken)
* fixed generating with "activate chozo robots" Objective
* added soft reset that saves to initial starting location
reverted code change applied to fix softlocks from comeback checks
reverted forcing all beam local when using door rando
* replaced "save and reset" with "save and fast reload" (using same Start+Select+L+R)
* added documentation about Save and Reload
removed forgotten docstring about forcing beams as local items when using door rando
* fixed frequent failing generation on WebHost (KeyError: 'Kraid')
* added "objectiveRandom", "nbObjective", objectiveList and adapted Objective selection options to better reflect VARIA's.
fixed "collect 100% items" not being excluded when objectiveRandom is used
added Exception when VARIA initial layout fails
* fixed broken non-AP items
fixed determinism caused by the use of a set
* fixed generation failing on Webhost with string as a OptionSet (replaced default with a list of string)
cleaned doc and naming of Objective related Options
* Alpha 1 Muse dash stuff.
* Add in an option to limit to only base game songs.
* Make all items progression instead of progression_skip_balancing.
* Add in extra_goal_song_items to help make runs less about completing every song.
* Change ID range to be in a more open area, and add some comments.
* Add in Streamer Mode and difficulty range options. Rearrange data files so its easier to get all data at once.
* Fix generation issues.
* Fix up the maximum and remove old option.
* Remove empty items and the option to make filler songs empty.
* Support emerald hunt mode. Make difficulties an option rather than 2 sliders.
* Fix DLC Song option being inverted.
* Fix item counting being broken if there was more than 1 world.
* Make compatible with .apworld specification.
* Make All item names ASCII compatible.
* Add in the additional_item_percentage option.
* Add a test to ensure the item names are within the normal ascii range.
* Add in death link.
* Remove the album from the item name. Not really needed anymore.
* Add the 2 budget is burning albums under the free songs heading. Adds a couple more songs without dlc.
* Sanitise Album names.
* Added the grade needed choice.
* Update songs to v3.1.0
* Adjust difficulty ranges. Add Expert and Master.
* Fix setup_en.md being out of date.
* Add a manual override.
* Add testing for diff ranges. Fix bugs introduced there. Limit option to 11 to not generate an impossible seed.
* Remove regions from Muse Dash.
* Some Oops...
* Attempt to make tests happy.
* Remove supports weighting false to stop webhost test failing.
* Adjusted settings
* Adjust music sheets to use percentages. Various cleanups.
* Fixes to new code.
* Add Ola Dash Album. Add support for overriding song difficulty. Other stylisation changes.
* Attempt fix tests.
* Ooops missed one.
* flake8 suggestions.
* Remove FM 17314 SUGAR RADIO as that song is a bit weird.
* Update document pages.
* Add trap support
* Lower additional song count by 10.
* Tests broke on my end. Using github to test this.
* Looks like I was accidentally adding ~.
* Fix the one song that crashes OoT hint generation
* Various documentation changes.
* Website documents fixup.
* Doc updates part 2.
* Oops. Doc updates part 3.
* Add Muse Dash to the apworld list.
* Add trailing comma.
* Add a couple plando options.
* Set data_version to 1.
* Add in some handling incase someone decides a song is both starter and included.
* Remove brackets around ifs.
* Oops. Accidentally removed a necessary bracket.
* Fix filtering crash due to me mixing up c# and python .remove().
* Add Happy Otaku Pack Vol.17. Also increment data version.
* Update links to melon loader to be the latest.
* Clean up song selection code by shuffling once then popping.
* Add UID to the Data text file, so the same file can be used client and server.
* Increment Data Version because some names have changed.
* Correct some names.
* Update data to v3.4.0 (Addition of Muse Radio FM104)
* Add support for SFX traps. Adjusted how traps were setup a bit.
* Update the docs to include a troubleshooting section.
* Small fixes.
* Remove unnecessary brackets.
* Add .net downloads to docs.
* Avoid failing generation if strict difficulty settings are applied with no dlc songs and streamer mode.
* Forgot to add the worst starting song count.
* Make minimum song count be Starting Songs + 11 instead of Starting Songs * 2 + 1.
* Fix up several issues where song count could mismatch the requested amount.
* Add a test to ensure world size doesn't grow.
* Fix some oversights.
* Remove unnecessary brackets.
* Fix up passing the tuple out when just the key would suffice.
* Adjust typing based on Phar's suggestions.
* Apply the rest of Phar's suggestions with minor tweaks to other parts to suit suggestions.
* Adjust some more stuff to fit 120 characters.
* Some more pep8 stuff and fix tests.
* Some pep8 in tests.
* The Messenger: strip generated filler items for a sufficiently small remaining item pool
* rewrite the test for the small chance there's no large currency shards
* rework main ap setup guide
* review updates
* add blurb about re-opening rooms and user-content
* more review suggestions
* remove dead links. Windows blurb
* clarify not using qusb and remove redundancies
* SNES mini note
* review suggestions
* remove remaining repetitive text
---------
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* add shop shuffle options and items
* add logic for the shop slots
* write cost tests
* start on shop item logic
* make strike and second wind early items
* some cleanup
* remove 5 shards
* double cost requirement for really expensive items and raise the rates
* add test for shop shuffle with minimum other locations
* put power seal in front of shards
* rename locations and items
* update rules, regions, and shop
* update tests and misc fixes
* minor cleanup
* implement money wrench and figurines
* clean out now unneeded info from slot_data
* docs update and fix a failure when not shuffling shops
* remove shop shuffle option
* Finish out shop rules
* make seals generation easier to read and fix tests
* rule adjustments
* oop
* adjust the prices to be a bit more generous
* add max price to slot data for tracker
* update the hard rules a bit
* remove unnecessary test
* update data_version
* bump version and remove info for fixed issues
* remove now unneeded assert
* review updates
* minor bug fix
* add a test for minimum locations shop costing
* minor optimizations and cleanup
* remove whitespace
* Ice Trap Support
* Support Animalsanity
* Add option for controlling number of emblems in pool
* Support Slow Trap
* Support Cutscene Traps
* Support Voice Shuffle
* Handle Boss Rush goals
* Fix create item reference to self.multiworld
* Support Ringlink
* Reduce beep frequency to 20
* Add Boss Rush Chaos Emerald Hunt Goal
* Fix Eternal Engine - Pipe 1 logic
* Add Chao voice shuffle
* Remove unused option
* Adjust wording of Required Cannon's Core Missions
* Fix incorrect region assignment
* Fix incorrect animal logics
* Fix Chao Race tooltip
* Remove Green Hill Animal Location
* Add Location Count info to tooltips
* Don't allow M4 first if animalsanity is active
* Add Iron Boots to Standard Logic Egg Quarters 5
* Make Vanilla Boss Rush actually Vanilla
* Increment Mod Version
* Increment Data Package Version
---------
Co-authored-by: RaspberrySpaceJam <tyler.summers@gmail.com>
* bumpstik: initial commit
* bumpstik: fix game name in location obj
* bumpstik: specified offset
* bumpstik: forgot to call create_regions
* bumpstik: fix entrance generation
* bumpstik: fix completion definition
* bumpstik: treasure bumper, LttP text
* bumpstik: add more score-based locations
* bumpstik: adjust regions
* bumpstik: fill with Treasure Bumpers
* bumpstik: force Treasure Bumper on last location
* bumpstik: don't require Hazard Bumpers for level 4
* bumpstik: treasure bumper locations
* bumpstik: formatting
* bumpstik: refactor to 0.3.5
* bumpstik: Treasure bumpers are now progression
* bumpstik: complete reimplementation of locations
* bumpstik: implement Nothing as item
* bumpstik: level 3 and 4 locations
* bumpstik: correct a goal value
* bumpstik: region defs need one extra treasure
* bumpstik: add more starting paint cans
* bumpstik: toned down final score goal
* bumpstik: changing items, Hazards no longer traps
* bumpstik: remove item groups
* bumpstik: update self.world to self.multiworld
* bumpstik: clean up item types and classes
* bumpstik: add options
also add traps to item pool
* bumpstik: update docs
* bumpstik: oops
* bumpstik: add to master game list on readme
* bumpstik: renaming Task Skip to Task Advance
because "Task Skip" is surprisingly hard to say
* bumpstik: fill with score on item gen
instead of nothing (nothing is still the default filler)
* bumpstik: add 18 checks
* bumpstik: bump ap ver
* bumpstik: add item groups
* bumpstik: make helper items and traps configurable
* bumpstik: make Hazard Bumper progression
* bumpstik: tone final score goal down to 50K
* bumpstik: 0.4.0 region update
* bumpstik: clean up docs
also final goal is now 50K or your score + 5000, whichever is higher
* bumpstik: take datapackage out of testing mode
* bumpstik: Apply suggestions from code review
code changes for .apworld support
Co-authored-by: Zach Parks <zach@alliware.com>
---------
Co-authored-by: Zach Parks <zach@alliware.com>
* adding back parens that got deleted by accident.
* Void Locus and The Planetarium ids backwards
* change required client version
* beads of fealty was missing for A Moment, whole victory
* found another logic bug
* Update worlds/ror2/__init__.py
Co-authored-by: Zach Parks <zach@alliware.com>
* Remove unnecessary comment
---------
Co-authored-by: Zach Parks <zach@alliware.com>
Randomizes the items, and adds a new item to the pool, "Plot" which lets you go further and further in the game the more you have.
Developers: WirTheAvali (Preferred name for professional use, mewlif)
* Fix links to TASVideos.org using HTTP
* Revise all docs mentioning Lua in EmuHawk which are in English
resolvesTASEmulators/BizHawk#3650
* Correct capitalisation of "BizHawk"
in strings and camelCase identifiers
* Use the term "EmuHawk" when referring to the app, in English docs
---------
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Factorio: move Client into world folder
* Factorio: declare Client as Client Component
* FactorioClient: use centralized launch_subprocess
* TextClient: make always available
- Remove a relative import in Rules.py
- Clean up a few unused imports in __init__.py
- Use pkgutil instead of open when applying base patch
- make sure rom_name is initialized correctly in modify_multidata
* use os.path.join() instead of explicit "/"
All Pressure Plates puzzles are now always locations.
This makes a line where a Pressure Plates location gets added and a different one cause incorrect behavior.
Changes:
* Hints should feel a lot less same-y now ("Priority hints" are no longer always hints in disguise)
* Keep Hedge Mazes 1-3 and Pressure Plates 1-3 are added as locations in all settings
* Desert Final Room Hexagonal & Desert Final Room Bent 3 are added as locations
* Entries in exclude_locations that are referring to panels are now sent through slot data. This means they can be pre-skipped on the client side.
Fixes:
* Logic error in the Stoneworks that led to more restrictive seeds than necessary
* Logic error for Theater Flowers EP that led to more restrictive seeds than necessary
* Fixed crash in plando when "item" is a dict with weights
* Spoiler log locations were in random order per region, now they are consistent
Shifts the Lake region to be connected to The Laboratory, so that the Lake boss is late game instead of early game.
Shifts the Below Lava Lake region to be connected to the Snowy Depths, so instead of being early game it's early-mid game (since that's when you would be expected to be able to have decent enough digging or a Sädekivi.
* [Docs] Update YAML planning guide
Changed wording for items accessibility to describe how it actually works. Reordered settings such as local_items and start_location_hints to match their order in templates. Fixed some grammatical errors.
* Fix typo
Co-authored-by: Zach Parks <zach@alliware.com>
* Update doc
Moved `accessibility`, `progression_balancing`, and `triggers` to game sections instead of root sections and reworded description accordingly. Updated version number. Fixed `progression_balancing` values in example YAMLs.
* Indented trigger to be part of ALTTP
---------
Co-authored-by: Zach Parks <zach@alliware.com>
The Wargroove mod didn't close the commander.json's file handle. The Wargroove mod will now close that file handle. The change for the mod can be viewed here: FlySniper/WargrooveArchipelagoMod@fc9aeb3
The change can be verified as present in this repository by viewing the binary data in the modAssets.dat file and searching for "commander.json"
This makes a few changes to logic to better match the 1.3 rando's logic. This fixes instances where the wrong items were expected, fixes a typo of "Lorqiana", moves the expert logic on "PotSS: Second area ledge" to only apply if on expert, and adds a new route to "DC: Mea Culpa altar" via Linen of Golden Thread + Three Gnarled Tongues
* CI: add a workflow to show flake8 violations in modified files of a PR
* modify a file to trigger the lint check
* CI: add a workflow to show mypy violations in modified files of a PR
* modify a file to trigger the type check
* Split flake8 and mypy into two parallel jobs; run a variant of the workflow on push event; modify a file to trigger the push workflow
* fail the task if there are syntax errors; remove old lint workflow
* Fix starting weapon locations usage
Makes a fresh copy of starting weapon locations when get_pool_core is ran
Should fix the issue of dangerous_weapon_locations getting appended to the list for other worlds past the first world that has dangerous StartingPosition, as well as running into the error if ExpandedPool was different between players
Credit for fix goes to @Silvris in the AP Discord
* Add new translation for Adventure and Archipidle in french
Add new translation for Adventure and Archipidle in french
* Add more store in setup page subnautica for more fairness
Add more store in setup page subnautica for more fairness
* tweak update merge #1685 for lua file
tweak update merge #1685 for lua file
* fix text
fix text
* fix wrong translation
fix wrong translation
* Yes it's better
Yes it's better
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
---------
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
* Fix documentation error
* init_creation
somehow this fix bug
* item_shuffle_fix
also a count as been corrected
* Fix_early_generation
* Update __init__.py
* Update __init__.py
fix version specific bug
* fix rule set for final boss
and did some reformation
(thanks kaito)
* Update Rules.py
the sword trio can now be in itself if before or actually themself
* Core: correct typing info for item_in_locations
Core: rename item_in_locations to item_name_in_location_names
Core: add actual item_name_in_locations
* item_shuffle_fix
also a count as been corrected
* Fix_early_generation
* fix rule set for final boss
and did some reformation
(thanks kaito)
* Update Rules.py
the sword trio can now be in itself if before or actually themself
* Fix the missing []
and switch to the good function
* - Cleanup and Black Sliver's suggestions
---------
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
Co-authored-by: Alex Gilbert <alexgilbert@yahoo.com>
* Adding SC2 macOS instructions
A few hours ago, I tested whether the client would run successfully on macOS (Send/Receive items, load maps, download maps, etc.). After the successful testing, I thought adding some documentation would be nice for those who want to play Archipelago on a macOS system.
* Don't need sudo
Turns out you don't need sudo to do the download_data, oops.
* Removed Extraneous Parantheses
__init__:
- Added exception for if the player has too many excluded abilities on keyblades.
- Fixed Action Abilities only on keyblades from breaking.
- Added proper support for ability quantity's instead of 1 of the ability
- Moved filling the localitems slot data to init instead of generate_output so I could easily unit test it
TestSlotData:
- Checks if the "localItems" part of slot data is filled. This is used for keeping track of local items and making sure nothing dupes
Corrects incorrect name listed for location in rules.py leading to logic rules failing to apply.
Swaps location names for incorrectly-named trainersanity checks in Viridian Gym
refactored and cleaned a bit SMWorld class for best practices:
- moved content of Regions.py and Rules.py in SMWorld
- moved appropiate code to their dedicated World core functions
- moved some Entrances being created in generate_basic to create_regions
more comeback check fixes:
- fixed setting progression door openers items local if doors_colors_rando is used
- enable comeback check only for filling stage as later stages (progression balancing, accessibility and spoiler playthrough) are prone to fail with it
Fixes some issues with typos and oversights logic generation in SC2
Rebalancing
Adds Vultures to Advanced tactics as train killers
Drops Firebats from basic unit pool and moves Goliaths from advanced tactics to standard
- fixed wrong condition in Collect to assign lastAP
- fixed possible infinite loop in generating output when many SM worlds are present
- fixed new VARIA code that changed a list used for every SM worlds and would throw if many SM worlds uses Aea rando and not AreaLayout
* oot client: check types of tables coming from lua script for safety
There was a reported bug with corrupted (?) slot data preventing locations sending. This should safeguard against any instances of that happening in the future, if it ever happens again.
* oot: repair minor hint issues
SMW has # in some location names which breaks ootr's poor text formatting system, so those need to be filtered out.
Also replaces "[X] for [player Y]" with "[player Y]'s X" as frequently requested.
* oot: update required client version
* oot client: fix patching filename bug
* oot: fix broken poachers saw item
how was I this stupid, seriously
* oot: sanitize player, location, and item names everywhere
* Fixes the socket library for bizhawk 2.9/lua 5.4 by including another one in parallel
* Fixes lua 5.4 support by making socket.lua into a "modern" module (the `module` keyword is gone)
* Adds the linux version and 32 bit windows socket dlls because why not
* Merges common functions into `common.lua` - the only functional change of this should be that:
* Some things that were locals are globals now - this can be changed, I just was lazy and it likely doesn't matter
* `drawText` now uses middle/bottom for all prints - feel free to do what you like with that change
- New OC2 option `DLCOptionSet`, which is a list of DLCs whose levels should or shouldn't be used for entrance randomizer (and mention in documentation). By default, DLC owners now need to enable DLCs in weighted settings.
- Throw user-friendly exceptions when contradictory settings are enabled
- Slightly relax generation requirements for sphere 1/2 level permutations
- Write entrance randomizer info in spoiler log
- Skip adding "Dark Green Ramp" to item pool if Kevin Levels are disabled
This is a major update for Stardew Valley, for version 3.x.x.
Changes include a large number of new features, including Seasons Randomizer, SeedShuffle, Museumsanity, Friendsanity, Complete Collection Goal, Full House Goal, friendship multiplier
Co-authored-by: Jouramie <jouramie@hotmail.com>
Random Visit Locking wasn't copying correctly
init cleanup and moved itempool population to create_items
Updated docs due to a lot of people having issues setting it up.
This adds support to most of Varia's 20221101 update. Notably, added Options for:
- Objectives
- Tourian
- RelaxedRoundRobinCF
As well as previously unsupported Options:
- EscapeRando
- RemoveEscapeEnemies
- HideItems
* Clique: The greatest game of all time
* Fix failing test
* Increment data_version for backwards compat
* Clique: Tweaked names and forced progression for "The Button"
* Clique: Just location/item definitions to class
* Clique: More tweaks.
* Clique: Fix derp moment.
* Clique: Fix derp moment, part dos.
* Clique: Suggested changes.
* Clique: Update domain
* Clique: Create derived classes for Item and Location
* Clique: simplify line
* implement mega shards
* create the option and locations, add to slot data and tests
* add boss refights as locations
* remove barma'thazel. it's apparently impossible to get to him
* remove barma'thazel again
* up max shard count to 85
* increment version
* dynamically alter the power seal pool
* revert host.yaml change
* two mega shards were missing from the maps
* add new checks to the info page
* add some more rules to skylands
* forgot to update my tests
* explicit imports, remove unnecessary typing, lower required client ver
* use generators for shard and seal creation
* Core: default data_version to 0
This allows new (ap-)worlds to function with old clients without having to define a version.
* Blasphemous: fix data_version
This is a Lua script for BizHawk that implements the relevant parts of
the RetroArch networking API used by the Archipelago LADX Client.
socket.lua and core.dll are exact copies of the same files in
data/lua/OOT and various other folders. There is a PR consolidating
these into the base folder, which this commit is anticipating.
LADX "just works"(tm) when this is loaded in Bizhawk.
* TLOZ: Pols Voice Logic Fix
Was informed that Pols Voice require certain weapons to kill that might not be guaranteed by the starting weapon. This is the only regular enemy in the game that cannot be killed by either any of the starting weapons or bombs which can be bought, so adding this rule should prevent any issues.
* change links to point to my fork
* Add documentation about reconnecting because that's necessary apparently
* change the bug report link
* be non ambiguous
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
---------
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* fix missing rule
* document a missing known issue
* fix a break when shuffle seals is off
* test the thing i just fixed
* invert the if so it's a bit faster
Adds Adventure for the Atari 2600, NTSC version. New randomizer, not based on prior works. Somewhat atypical of current AP rom patch games; The generator does not require the adventure rom, but writes some data to an .apadvn APContainer file that the client uses along with a base bsdiff patch to generate a final rom file.
KH2Client:
- Now checks if the world id is in the list of checks. This fixed sending out stuff on the movie
- Cleaned up unused inports
- Not getting starting invo if the game is not open when you connect to the server
__init__:
-Cleaned up print statements
- Fixed the spoiler log not outputting the right amount of mcguffins after fixing them in the case of the player messing up their settings
Openkh:
-Fixed putting the correct dummy item on levels
Changelog:
Features:
- New goal
- Grand Prix
- Complete all of the Kart Races to win!
- New optional Location Checks
- Omosanity (Activating Omochao)
- Kart Race Mode
- Ring Loss option
- `Classic` - lose all rings on hit
- `Modern` - lose 20 rings on hit
- `OHKO` - instantly die on hit, regardless of ring count (shields still protect you)
- New Trap
- Pong Trap
Quality of Life:
- SA2B is now distributed as an `.apworld`
- Maximum possible number of Emblems in item pool is increased from 180 to 250
- An indicator now shows on the Stage Select screen when `Cannon's Core` is available
- Certain traps (`Exposition` and `Pong`) are now possible to receive on `Route 101` and `Route 280`
- Certain traps (`Confusion`, `Chaos Control`, `Exposition` and `Pong`) are now possible to receive on `FinalHazard`
Bug Fixes:
- Actually swap Intermediate and Expert Chao Races correctly
- Don't always grant double score for killing Gold Beetles anymore
- Ensure upgrades are applied properly, even when received while dying
- Fix the Message Queue getting disordered when receiving many messages in quick succession
- Fix Logic errors
- `City Escape - 3` (Hard Logic) now requires no upgrades
- `Mission Street - Pipe 2` (Hard Logic) now requires no upgrades
- `Crazy Gadget - Pipe 3` (Hard Logic) now requires no upgrades
- `Egg Quarters - 3` (Hard Logic) now requires only `Rouge - Mystic Melody`
- `Mad Space - 5` (Hard Logic) now requires no upgrades
Co-authored-by: RaspberrySpaceJam <tyler.summers@gmail.com>
### New features
- ***Architect mode***
Usually the cave is randomized by the game, meaning that each attempt will produce a different dungeon. However, with this new feature the player can, between runs, opt into keeping the same cave. If activated, they will then encounter the same floor layouts, same enemy spawns, and same red chest contents as on their previous attempt.
- ***Custom item pool***
Previously, the multiworld item pool consisted entirely of random blue chest items because, well, the permanent checks are blue chests and that's what one would normally get from these. While blue chest items often greatly increase your odds against regular enemies, being able to defeat the Master can be contingent on having an appropriate equipment setup of red chest items (such as Dekar blade) or even enemy drops (such as Hidora rock), most of which cannot normally be obtained from blue chests.
With the custom item pool option, players now have the freedom to place any cave item into the multiworld itempool for their world.
- ***Enemy floor number, enemy sprite, and enemy movement pattern randomization***
Experienced players can deduce a lot of information about the opposition they will be facing, for example: Given the current floor number, one can know in advance which of the enemy types will have a chance to spawn on that floor. And when seeing a particular enemy sprite, one can already know which enemy types one might have to face in battle if one were to come in contact with it, and also how that enemy group will move through the dungeon.
Three new randomization options are added for players who want to spice up their game: one can shuffle which enemy types appear on which floor, one can shuffle which sprite is used by which enemy type, and one can shuffle which movement pattern is used by which sprite.
- ***EXP modifier***
Just a simple multiplier option to allow people to level up faster. (For technical reasons, the maximum amount of EXP that can be awarded for a single enemy is limited to 65535, but even with the maximum allowed modifier of 500% there are only 6 enemy types in the cave that can reach this cap.)
### Balance change
- ***proportionally adjust chest type distribution to accommodate increased blue chest chance***
One of the main problems that became apparent in the current version has to do with the distribution of chest contents. The game considers 6 categories, namely: consumable (mostly non-restorative), consumable (restorative), blue chest item, spell, gear, and weapon. Since only blue chests count as multiworld locations, we want to have a mechanism to customize the blue chest chance.
Given how the chest types are detetermined in game, a naive implementation of an increased blue chest chance causes only the consumable chance to be decreased in return. In practice, this has resulted in some players of worlds with a high blue chest chance struggling (more than usual) to keep their party alive because they were always low on comsumables that restore HP and MP.
The new algorithm tries to avoid this one-sided effect by having an increase in blue chest chance resulting in a decrease of all other types, calculated in such a way that the relative distribution of the other 5 categories stays (approximately) the same.
### Bug fixes
- ***prevent using party member items if character is already in party***
This should have been changed at the same time that 6eb00621e39c930f5746f5f3c69a6bc19cd0e84a was made, but oh well...
- ***fix glitched sprite when opening a chest immediately after receiving an item***
When opening a chest right after receiving a multiworld item (such that there were two item get animations in the exact same iteration of the game main loop), the item from the chest would display an incorrect sprite in the wrong place. Fixed by cleaning up some relevant memory addresses after getting the multiworld item.
- ***fix death link***
There was a condition in `deathlink_kill_player` that looked kinda smart (it checked the time against `last_death_link`), but actually wasn't smart at all because `deathlink_kill_player` is executed as an async task and the main thread will update `last_death_link` after creating the task, meaning that whether or not the incoming death link would actually be passed to the game seems to have been up to a race condition. Fixed by simply removing that check.
### Other
- ***add Lufia II Ancient Cave (and SMW) to the network diagram***
These two games were missing from the SNES sector.
- ***implement get_filler_item_name***
Place a restorative consumable instead of a completely random item. (Now the only known problem with item links in lufia2ac is... that noone has ever tested item links. But this should be an improvement at least. Anyway, now #1172 can come ;)
And btw., if you think that the implementation of random selection in this method looks weird, that's because it is indeed weird. (It tries to recreate the algorithm that the game itself uses when it generates a replacement item for a chest that would contain a spell that the party already knows.)
- ***store all options in a dataclass***
This is basically like using #993 (but without actual support from core). It makes the lufia2ac world code much nicer to maintain because one doesn't have to change 5 different places anymore when adding or renaming an option.
- ***remove master_hp.scale***
I have to admit: `scale` was a mistake. Never have I seen a single option value cause so many user misconceptions. Some people assume it affects enemies other than the Master; some people assume it affects stats other than HP; and many people will just assume it is a magic option that will somehow counterbalance whatever settings combination they are currently trying to shoot themselves in the foot with.
On top of that, the `scale` mechanism probably doesn't provide a good user experience even when used for its intended purpose (since having reached floor XY in general doesn't mean you will have the power to deplete XY% of the Masters usual HP; especially given that, due to the randomness of loot, you are never guaranteed to be able to defeat the vanilla Master even when you have cleared 100% of the floors).
The intended target audience of the `master_hp` option are people who want to fight the Master (and know how to fight it), but also want to lessen (to a degree of their choosing) the harsh dependence on the specific equipment setups that are usually required to win this fight even when having done all 99 floors. They can achieve this by setting the `master_hp` option to a numeric value appropriate for the level of challenge they are seeking. Therefore, nothing of value should be lost by removing the special `scale` value from the `master_hp` option, while at the same time a major source of user confusion will be eliminated.
- ***typing***
This (combined with the switch to the option dataclass) greatly reduces the typing problems in the lufia2ac world. The remaining typing errors mostly fall into 4 categories:
1. Lambdas with defaults (which seem to be incorrectly reported as an error due to a mypy bug)
1. Classmethods that return instances (which could probably be improved using PEP 673 "Self" types, but that would require Python 3.11 as the minimum supported version)
1. Everything that inherits from TextChoice (which is a typing mess in core)
1. Everything related to asar.py (which does not have proper typing and lies outside of this project)
## How was this tested?
https://discord.com/channels/731205301247803413/1080852357442707476 and others
Energy Link:
* Transfer and Storage increased by 10X
* Cost of building increased by roughly 10X
* This is a way to address their effect on performance, as users now need a tenth of them to get the same throughput, it also differentiates them from Accumulators
5 new Traps:
* Teleport Trap
* Grenade Trap
* Cluster Grenade Trap
* Artillery Trap
* Atomic Rocket Trap
When max science is lower than min science, the two are now swapped.
Max Evolution Trap count was changed from 25 -> 10.
New option: Ingredients Offset
* When creating random recipes, use this many more or less ingredients in the new recipe.
* implement function to allow self locking items for items accessibility
* swap some lttp locations to use new functionality
* lambda capture `item_name` and `location`
* don't lambda capture location
* Revert weird visual indent
* make location.always_allow additive
* fix always_allow rule for multiple items
* don't need to lambda capture item_names
* oop
* move player assignment to the beginning
* always_allow should only be for that player so prevent non_local_items
* messenger got merged so have it use this
* Core: fix doc string indentation for allow_self_locking_items
* Core: fix doc string indentation for allow_self_locking_items, number two
---------
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Coin items received or found in the Game Corner are now shuffled, locations require Coin Case
* Prizesanity option (shuffle Game Corner Prizes)
* DexSanity option: location checks for marking Pokémon as caught in your Pokédex. Also an option to set all Pokémon in your Pokédex as seen from the start, to aid in locating them.
* Option to randomize the layout of the Rock Tunnel.
* Area 1-to-1 mapping: When one instance of a Wild Pokémon in a given area is randomized, all instances of that Pokémon will be the same. So that if a route had 3 different Pokémon before, it will have 3 after randomization.
* Option to randomize the moves taught by TMs.
* Exact controls for TM/HM compatibility chances.
* Option to randomize Pokémon's pallets or set them based on primary type.
* Added Cinnabar Gym trainers to Trainersanity and randomized the quiz questions and answers. Getting a correct answer will flag the trainer as defeated so that you can obtain the Trainersanity check without defeating the trainer if you answer correctly.
* initial commit of messenger integration
* setup no_logic and needed slot_data
* fix some typos and determinism
* make all of it deterministic
* add documentation
* swapped to non local items so change the fed data
* ~~deathlink~~
* satisfy the docs test
* update doc test to show expected name
* split custom classes into a separate file and fix an errant rule
* make access dependency test give more useful errors
* implement tests
* remove some unneccessary back entrances and make names clearer
* fix some big dumbs
* successful unit tests are good also some slight reorganizing
* add astral tea quest line, and potentially power seals as items
* if TYPE_CHECKING... aahhhhhh
* oop forgot to remove legacy code
* having the seed and leaves as actual items doesn't seem to do anything so remove them. locations still work though
* update setup guide with some changes
* Tower HQ was creating duplicate locations
* allow self locking items
* cleanup
* move self_locking_items function to core
* docstring
* implement choice of notes needed for music box
* test the default value
* don't create any starting inventory items
* make item creation faster
* change default accessibility and power seals options
* improve documentation
* precollected_items is a dict of Items...
* implement shop chest goal
* tests
* always assign total and required seals
* add new goals and set music box as requiring shop chest on shop chest goals instead of just setting it as the completion
* fix dumb test quirk
* implement music box skip as an option
* world rewrite/cleanup
* default to apworld and add game to readme
* revert bleeding commits from other PRs
* more bleeds
* fix some errors in options docstrings
* ???
* make my set rules method not have an awful name
* test cleanup
* add a test for item accessibility
* fix issues with tests
* make the self locking item behavior work correctly
* misc cleanup
* more general cleanup to be a good example
* quick rules rewrite
* more general cleanup and typing
* more speed, more clean
* bump data version
* make sure the locked item belongs to current player
* fix bad name and indent. call MessengerItem directly for events
* add poptracker pack to docs
* doc cleanup and "known issues" section that I probably won't be able to fix any time soon.
* missed some spots
* add another bug i forgot about
* be consistently wrong
* Fully functional DeathLink implementation. But it's always on right now :D
* Death Link options. Last commit: All entity names being sent through slot_data
* Tutorial Gate Close logic fix
* Improved option tooltip wording
* Fixed shuffle_postgame: false not excluding some locations
* Link to latest stable client rather than full releases page
* add ability to choose custom characters in STS
* bump required protocol (client?) version.
* fix slot data fill.
* add downfall mode, as well as characters.
* small change in documentation for character choice as it now uses internal ID's instead of visible titles... because other languages are a thing.
* Minecraft: rewrite to modern AP standards
* Fix gitignore to not try to ignore the entire minecraft world
* minecraft: clean up MC-specific tests
* minecraft: use pkgutil instead of open
* minecraft: ship as apworld
* mc: update region to new api
* Increase upper limit on advancement and egg shard goals
* mc: reduce egg shard count by 5 for structure compasses
* Minecraft: add more tests
Ensures data loading works; tests beatability with various options at their max setting; new tests for 1.19 advancements
* test improvements
* mc: typing and imports cleanup
* parens
* mc: condense filler item code and override get_filler_item_name
- consolidated declaration and population of level location lists
- moved floor_location_game_ids_late declaration for consistency
- moved generate_itempool to create_items, where it belongs
- mention that expanded pool includes take any caves in the option description again
- removed unnecessary StartingPosition check regarding Take Any Caves (leftover from older StartingPosition behavior I believe)
- use proper comparisons to option keys instead of hardcoded ints
Originally, short generations used an artificial cull to create balanced mission distributions. This resulted in campaigns that were somewhat too consistent, and on some standard settings combinations, this resulted in campaigns having The Outlaws as the second mission 100% of the time. It also caused generation to fail a bit too easily if the player excluded too many missions.
This removes the cull and adds an additional early Easy mission slot to all of the reduced sized campaigns.
When playing on No Build settings, this also pushes many of the missions down a difficulty level to ensure greater variety, and pushes additional missions down on Advanced Tactics.
Additional small fixes:
The in-world Excluded Missions validation check is replaced by the core OptionSet check.
Fixed issue with Existing Items not getting their upgrades locked with Units Always Have Upgrades on.
Settings combination:
- EP Shuffle
- disable_non_randomized
- doors: panels or doors: none
An Event Item was being created that is inaccessible. This is fixed now.
(The fix makes sure that player_logic is not trying to create events for the sake of EPs that are disabled)
Note: These two sets should probably be merged anyway, they used to behave differenty but no longer really do. But that will require some extra care on the client side as well.
* Options.py cleanup
* TextChoice cleanup
* make Option.current_option_name a property
* title the TextChoce option names
* satisfy the linter
* a little more options cleanup
* move the typing import
* typing should be PlandoSettings
* fix incorrect conflict merging
* make imports local
* the tests seem to want me to import these twice though i hate it.
* changes from review. Make the various Location verifying Options `LocationSet`
* remove unnecessary fluff
* begrudgingly support get_current_option_name. Leave a comment that worlds shouldn't be touching this
* log a deprecation warning and return the property for `get_current_option_name()`
---------
Co-authored-by: beauxq <beauxq@yahoo.com>
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* - Can Catch every fish doesn't need fishing rods if they are not shuffled
* add has_max_fishing_rod
* add test for master angler + vanilla tools
---------
Co-authored-by: Alex Gilbert <alexgilbert@yahoo.com>
* Make all Keep Pressure Plates logically required for the Laser Panel
* Added more Tutorial checks
* Added the remaining two Shipwreck Boat EPs to the exclude list for normal
* Improved itempool filling system, added warning if usefuls had to be eaten
* Moved creation of said warning string to utils
* Fixed logic bug causing broken seeds on Mountain Floor 2
* Hints system change
* Expert Logic Fix
* Fixed typo
* Better wording
* Added missing games to junk hints
* Made sure Entrance names are unique
* Fixed missing Obelisk Side
* Disable Non Randomized + EP Shuffle fix
* Fixed disable_non_randomized precompleted EPs being 'disabled' instead of 'precompleted'
* Fixed if/elif error
* Tutorial Gate Open local symbol item becomes local_early_item in expert instead
* Bump required client version. There is a beta client that sends 0.3.9.
* Removed print statement, oops
* Fixed itempool manipulation in pre_fill
* Replaced string concats with fstrings
* Improved make_warning_string function signature
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Improved performance on removing multiple items from multiworld itempool
* Comment
* Fixed errors with the code
* Made removal from itempool not fail unit test for multiple references
* Moved all item creation to create_items, got rid of itempool modifying system
* Colored Squares is no longer a good item, that's outdated
* Removed double if
* React to from_pool: false by removing a junk item
* Fixed warning if only Fnc Brain was removed
* Make use of string truthiness instead
* Made reading of plandoed items safer
---------
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Stardew Valley Archipelago implementation
* fix breaking changes
* - Added and Updated Documentation for the game
* Removed fun
* Remove entire idea of step, due to possible inconsistency with the main AP core
* Commented out the desired steps, fix renaming after rebase
* Fixed wording
* tests now passes on 3.8
* run flake8
* remove dependency so apworld work again
* remove dependency for real
* - Fix Formatting in the Game Page
- Removed disabled Option Descriptions for Entrance Randomizer
- Improved Game Page's description of the Arcade Machine buffs
- Trimmed down the text on the Options page for Arcade Machines, so that it is smaller
* - Removed blankspace
* remove player field
* remove None check in options
* document the scripts
* fix pytest warning
* use importlib.resources.files
* fix
* add version requirement to importlib_resources
* remove __init__.py from data folder
* increment data version
* let the __init__.py for 3.9
* use sorted() instead of list()
* replace frozenset from fish_data with tuples
* remove dependency on pytest
* - Add a bit of text to the guide to tell them about how to redeem some received items
* - Added a comment about which mod version to use
* change single quotes for double quotes
* Minimum client version both ways
* Changed version number to be more specific. The mod will handle deciding
---------
Co-authored-by: Alex Gilbert <alexgilbert@yahoo.com>