Merge branch 'DoorDevUnstable' into Sandbox
# Conflicts: # Gui.py # Main.py # Rom.py # Rules.py # data/base2current.bps # resources/app/gui/lang/en.json # resources/app/gui/randomize/dungeon/widgets.json
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14
ItemList.py
14
ItemList.py
@@ -462,7 +462,7 @@ def generate_itempool(world, player):
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take_any_locations = [
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'Snitch Lady (East)', 'Snitch Lady (West)', 'Bush Covered House', 'Light World Bomb Hut',
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'Fortune Teller (Light)', 'Lake Hylia Fortune Teller', 'Lumberjack House', 'Bonk Fairy (Light)',
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'Bonk Fairy (Dark)', 'Lake Hylia Healer Fairy', 'Swamp Healer Fairy', 'Desert Healer Fairy',
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'Bonk Fairy (Dark)', 'Lake Hylia Healer Fairy', 'Light Hype Fairy', 'Desert Healer Fairy',
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'Dark Lake Hylia Healer Fairy', 'Dark Lake Hylia Ledge Healer Fairy', 'Dark Desert Healer Fairy',
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'Dark Death Mountain Healer Fairy', 'Long Fairy Cave', 'Good Bee Cave', '20 Rupee Cave',
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'Kakariko Gamble Game', '50 Rupee Cave', 'Lost Woods Gamble', 'Hookshot Fairy',
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@@ -470,7 +470,7 @@ take_any_locations = [
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'Dark Lake Hylia Ledge Spike Cave', 'Fortune Teller (Dark)', 'Dark Sanctuary Hint', 'Dark Desert Hint']
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fixed_take_anys = [
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'Desert Healer Fairy', 'Swamp Healer Fairy', 'Dark Death Mountain Healer Fairy',
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'Desert Healer Fairy', 'Light Hype Fairy', 'Dark Death Mountain Healer Fairy',
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'Dark Lake Hylia Ledge Healer Fairy', 'Bonk Fairy (Dark)']
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@@ -809,7 +809,7 @@ def balance_prices(world, player):
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def check_hints(world, player):
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if world.shuffle[player] in ['simple', 'restricted', 'full', 'crossed', 'insanity']:
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for shop, location_list in shop_to_location_table.items():
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if shop in ['Capacity Upgrade', 'Light World Death Mountain Shop', 'Potion Shop']:
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if shop in ['Capacity Upgrade', 'Paradox Shop', 'Potion Shop']:
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continue # near the queen, near potions, and near 7 chests are fine
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for loc_name in location_list: # other shops are indistinguishable in ER
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world.get_location(loc_name, player).hint_text = f'for sale'
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@@ -974,10 +974,7 @@ def get_pool_core(world, player, progressive, shuffle, difficulty, treasure_hunt
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if world.keyshuffle[player] == 'universal':
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pool.extend(diff.retro)
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if door_shuffle != 'vanilla': # door shuffle needs more keys for universal keys
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replace = 'Rupees (20)' if difficulty == 'normal' else 'Rupees (5)'
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indices = [i for i, x in enumerate(pool) if x == replace]
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for i in range(0, min(10, len(indices))):
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pool[indices[i]] = 'Small Key (Universal)'
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pool.extend(['Small Key (Universal)'] * 5) # reduce to 5 for now
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if mode == 'standard':
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if door_shuffle == 'vanilla':
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key_location = random.choice(['Secret Passage', 'Hyrule Castle - Boomerang Chest', 'Hyrule Castle - Map Chest', 'Hyrule Castle - Zelda\'s Chest', 'Sewers - Dark Cross'])
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@@ -1266,6 +1263,9 @@ def make_customizer_pool(world, player):
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place_item('Master Sword Pedestal', 'Triforce')
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guaranteed_items = alwaysitems + ['Magic Mirror', 'Moon Pearl']
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if world.flute_mode[player] == 'active':
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guaranteed_items.remove('Ocarina')
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guaranteed_items.append('Ocarina (Activated)')
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missing_items = []
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if world.shopsanity[player]:
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guaranteed_items.extend(['Blue Potion', 'Green Potion', 'Red Potion'])
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