Massage item pool
This commit is contained in:
@@ -64,10 +64,6 @@ def start():
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Pedestal: Places the Triforce at the Master Sword Pedestal.
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All Dungeons: Collect all crystals, pendants, beat both
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Agahnim fights and then defeat Ganon.
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Triforce Hunt: Places 30 Triforce Pieces in the world, collect
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20 of them to beat the game.
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Ganonhunt: Places 30 Triforce Pieces in the world, collect
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20 of them to beat Ganon.
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All Items: Requires collecting 216 items to defeat Ganon.
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Completionist: Same as above, plus All Dungeons
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''')
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@@ -85,64 +81,22 @@ def start():
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Hard: Reduced functionality.
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Expert: Greatly reduced functionality.
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''')
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parser.add_argument('--timer', default='none', const='normal', nargs='?', choices=['none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown'],
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parser.add_argument('--timer', default='none', const='none', nargs='?', choices=['none', 'ohko'],
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help='''\
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Select game timer setting. Affects available itempool. (default: %(default)s)
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Select One-Hit KO (OHKO) game setting. (default: %(default)s)
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None: No timer.
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Display: Displays a timer but does not affect
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the itempool.
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Timed: Starts with clock at zero. Green Clocks
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subtract 4 minutes (Total: 20), Blue Clocks
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subtract 2 minutes (Total: 10), Red Clocks add
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2 minutes (Total: 10). Winner is player with
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lowest time at the end.
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Timed OHKO: Starts clock at 10 minutes. Green Clocks add
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5 minutes (Total: 25). As long as clock is at 0,
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Link will die in one hit.
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OHKO: Like Timed OHKO, but no clock items are present
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and the clock is permenantly at zero.
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Timed Countdown: Starts with clock at 40 minutes. Same clocks as
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Timed mode. If time runs out, you lose (but can
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still keep playing).
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OHKO: Link will always die in one hit.
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''')
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parser.add_argument('--progressive', default='on', const='normal', nargs='?', choices=['on', 'off', 'random'],
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parser.add_argument('--progressive', default='on', const='on', nargs='?', choices=['on', 'off', 'random'],
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help='''\
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Select progressive equipment setting. Affects available itempool. (default: %(default)s)
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On: Swords, Shields, Armor, and Gloves will
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all be progressive equipment. Each subsequent
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item of the same type the player finds will
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upgrade that piece of equipment by one stage.
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Off: Swords, Shields, Armor, and Gloves will not
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be progressive equipment. Higher level items may
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be found at any time. Downgrades are not possible.
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Random: Swords, Shields, Armor, and Gloves will, per
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category, be randomly progressive or not.
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Link will die in one hit.
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Select progressive bow setting. Affects available itempool. (default: %(default)s)
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On: The first bow you find will give you access
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to the bow item. The second will give you
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Silver Arrows.
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Off: Bow and Silver Arrows are separate items.
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Random: Bows will randomly be progressive or not.
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''')
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parser.add_argument('--algorithm', default='balanced', const='balanced', nargs='?', choices=['freshness', 'flood', 'vt21', 'vt22', 'vt25', 'vt26', 'balanced'],
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help='''\
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Select item filling algorithm. (default: %(default)s
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balanced: vt26 derivitive that aims to strike a balance between
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the overworld heavy vt25 and the dungeon heavy vt26
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algorithm.
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vt26: Shuffle items and place them in a random location
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that it is not impossible to be in. This includes
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dungeon keys and items.
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vt25: Shuffle items and place them in a random location
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that it is not impossible to be in.
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vt21: Unbiased in its selection, but has tendency to put
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Ice Rod in Turtle Rock.
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vt22: Drops off stale locations after 1/3 of progress
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items were placed to try to circumvent vt21\'s
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shortcomings.
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Freshness: Keep track of stale locations (ones that cannot be
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reached yet) and decrease likeliness of selecting
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them the more often they were found unreachable.
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Flood: Push out items starting from Link\'s House and
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slightly biased to placing progression items with
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less restrictions.
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''')
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parser.add_argument('--shuffle', default='full', const='full', nargs='?', choices=['vanilla', 'simple', 'restricted', 'full', 'crossed', 'insanity', 'restricted_legacy', 'full_legacy', 'madness_legacy', 'insanity_legacy', 'dungeonsfull', 'dungeonssimple'],
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parser.add_argument('--shuffle', default='vanilla', const='vanilla', nargs='?', choices=['vanilla', 'simple', 'restricted', 'full', 'crossed', 'dungeonsfull', 'dungeonssimple'],
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help='''\
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Select Entrance Shuffling Algorithm. (default: %(default)s)
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Full: Mix cave and dungeon entrances freely while limiting
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@@ -155,14 +109,8 @@ def start():
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connect remaining entrances.
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Crossed: Mix cave and dungeon entrances freely while allowing
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caves to cross between worlds.
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Insanity: Decouple entrances and exits from each other and
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shuffle them freely. Caves that used to be single
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entrance will still exit to the same location from
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which they are entered.
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Vanilla: All entrances are in the same locations they were
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in the base game.
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Legacy shuffles preserve behavior from older versions of the
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entrance randomizer including significant technical limitations.
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The dungeon variants only mix up dungeons and keep the rest of
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the overworld vanilla.
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''')
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@@ -208,8 +156,6 @@ def start():
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Keys are universal, shooting arrows costs rupees,
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and a few other little things make this more like Zelda-1.
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''', action='store_true')
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parser.add_argument('--custom', default=False, help='Not supported.')
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parser.add_argument('--customitemarray', default=False, help='Not supported.')
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parser.add_argument('--nodungeonitems', help='''\
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Remove Maps and Compasses from Itempool, replacing them by
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empty slots.
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