148 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Python
		
	
	
	
			
		
		
	
	
			148 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Python
		
	
	
	
from BaseClasses import ItemClassification
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import typing
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from typing import Dict
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progression = ItemClassification.progression
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filler = ItemClassification.filler
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useful = ItemClassification.useful
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trap = ItemClassification.trap
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class ItemData(typing.NamedTuple):
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    code: typing.Optional[int]
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    classification: ItemClassification
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item_table: Dict[str, ItemData] = {
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    "Boomerang": ItemData(100, useful),
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    "Bow": ItemData(101, progression),
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    "Magical Boomerang": ItemData(102, useful),
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    "Raft": ItemData(103, progression),
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    "Stepladder": ItemData(104, progression),
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    "Recorder": ItemData(105, progression),
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    "Magical Rod": ItemData(106, progression),
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    "Red Candle": ItemData(107, progression),
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    "Book of Magic": ItemData(108, progression),
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    "Magical Key": ItemData(109, useful),
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    "Red Ring": ItemData(110, useful),
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    "Silver Arrow": ItemData(111, progression),
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    "Sword": ItemData(112, progression),
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    "White Sword": ItemData(113, progression),
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    "Magical Sword": ItemData(114, progression),
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    "Heart Container": ItemData(115, progression),
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    "Letter": ItemData(116, progression),
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    "Magical Shield": ItemData(117, useful),
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    "Candle": ItemData(118, progression),
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    "Arrow": ItemData(119, progression),
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    "Food": ItemData(120, progression),
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    "Water of Life (Blue)": ItemData(121, useful),
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    "Water of Life (Red)": ItemData(122, useful),
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    "Blue Ring": ItemData(123, useful),
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    "Triforce Fragment": ItemData(124, progression),
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    "Power Bracelet": ItemData(125, useful),
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    "Small Key": ItemData(126, filler),
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    "Bomb": ItemData(127, filler),
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    "Recovery Heart": ItemData(128, filler),
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    "Five Rupees": ItemData(129, filler),
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    "Rupee": ItemData(130, filler),
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    "Clock": ItemData(131, filler),
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    "Fairy": ItemData(132, filler)
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}
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item_game_ids = {
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    "Bomb": 0x00,
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    "Sword": 0x01,
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    "White Sword": 0x02,
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    "Magical Sword": 0x03,
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    "Food": 0x04,
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    "Recorder": 0x05,
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    "Candle": 0x06,
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    "Red Candle": 0x07,
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    "Arrow": 0x08,
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    "Silver Arrow": 0x09,
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    "Bow": 0x0A,
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    "Magical Key": 0x0B,
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    "Raft": 0x0C,
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    "Stepladder": 0x0D,
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    "Five Rupees": 0x0F,
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    "Magical Rod": 0x10,
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    "Book of Magic": 0x11,
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    "Blue Ring": 0x12,
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    "Red Ring": 0x13,
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    "Power Bracelet": 0x14,
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    "Letter": 0x15,
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    "Small Key": 0x19,
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    "Heart Container": 0x1A,
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    "Triforce Fragment": 0x1B,
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    "Magical Shield": 0x1C,
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    "Boomerang": 0x1D,
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    "Magical Boomerang": 0x1E,
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    "Water of Life (Blue)": 0x1F,
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    "Water of Life (Red)": 0x20,
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    "Recovery Heart": 0x22,
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    "Rupee": 0x18,
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    "Clock": 0x21,
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    "Fairy": 0x23
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}
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# Item prices are going to get a bit of a writeup here, because these are some seemingly arbitrary
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# design decisions and future contributors may want to know how these were arrived at.
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# First, I based everything off of the Blue Ring. Since the Red Ring is twice as good as the Blue Ring,
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# logic dictates it should cost twice as much. Since you can't make something cost 500 rupees, the only
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# solution was to halve the price of the Blue Ring. Correspondingly, everything else sold in shops was
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# also cut in half.
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# Then, I decided on a factor for swords. Since each sword does double the damage of its predecessor, each
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# one should be at least double. Since the sword saves so much time when upgraded (as, unlike other items,
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# you don't need to switch to it), I wanted a bit of a premium on upgrades. Thus, a 4x multiplier was chosen,
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# allowing the basic Sword to stay cheap while making the Magical Sword be a hefty upgrade you'll
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# feel the price of.
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# Since arrows do the same amount of damage as the White Sword and silver arrows are the same with the Magical Sword.
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# they were given corresponding costs.
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# Utility items were based on the prices of the shield, keys, and food. Broadly useful utility items should cost more,
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# while limited use utility items should cost less. After eyeballing those, a few editorial decisions were made as
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# deliberate thumbs on the scale of game balance. Those exceptions will be noted below. In general, prices were chosen
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# based on how a player would feel spending that amount of money as opposed to how useful an item actually is.
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item_prices = {
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    "Bomb": 10,
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    "Sword": 10,
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    "White Sword": 40,
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    "Magical Sword": 160,
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    "Food": 30,
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    "Recorder": 45,
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    "Candle": 30,
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    "Red Candle": 60,
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    "Arrow": 40,
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    "Silver Arrow": 160,
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    "Bow": 40,
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    "Magical Key": 250,  # Replacing all small keys commands a high premium
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    "Raft": 80,
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    "Stepladder": 80,
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    "Five Rupees": 255,  # This could cost anything above 5 Rupees and be fine, but 255 is the funniest
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    "Magical Rod": 100,  # White Sword with forever beams should cost at least more than the White Sword itself
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    "Book of Magic": 60,
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    "Blue Ring": 125,
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    "Red Ring": 250,
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    "Power Bracelet": 25,
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    "Letter": 20,
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    "Small Key": 40,
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    "Heart Container": 80,
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    "Triforce Fragment": 200,  # Since I couldn't make Zelda 1 track shop purchases, this is how to discourage repeat
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    # Triforce purchases. The punishment for endless Rupee grinding to avoid searching out
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    # Triforce pieces is that you're doing endless Rupee grinding to avoid playing the game
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    "Magical Shield": 45,
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    "Boomerang": 5,
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    "Magical Boomerang": 20,
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    "Water of Life (Blue)": 20,
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    "Water of Life (Red)": 34,
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    "Recovery Heart": 5,
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    "Rupee": 50,
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    "Clock": 0,
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    "Fairy": 10
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}
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