Only print lobbies if shuffling doors
Couple shopsanity bugs
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@@ -1927,7 +1927,7 @@ class Spoiler(object):
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self.bosses = self.bosses["1"]
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self.bosses = self.bosses["1"]
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for player in range(1, self.world.players + 1):
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for player in range(1, self.world.players + 1):
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if self.world.intensity[player] >= 3:
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if self.world.intensity[player] >= 3 and self.world.doorShuffle[player] != 'vanilla':
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for portal in self.world.dungeon_portals[player]:
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for portal in self.world.dungeon_portals[player]:
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self.set_lobby(portal.name, portal.door.name, player)
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self.set_lobby(portal.name, portal.door.name, player)
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7
Fill.py
7
Fill.py
@@ -566,9 +566,10 @@ def balance_money_progression(world):
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slot = shop_to_location_table[location.parent_region.name].index(location.name)
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slot = shop_to_location_table[location.parent_region.name].index(location.name)
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shop = location.parent_region.shop
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shop = location.parent_region.shop
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shop_item = shop.inventory[slot]
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shop_item = shop.inventory[slot]
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sphere_costs[loc_player] += shop_item['price']
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if interesting_item(location, location.item, world, location.item.player):
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location_free = False
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sphere_costs[loc_player] += shop_item['price']
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locked_by_money[loc_player].add(location)
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location_free = False
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locked_by_money[loc_player].add(location)
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elif location.name in pay_for_locations:
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elif location.name in pay_for_locations:
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sphere_costs[loc_player] += pay_for_locations[location.name]
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sphere_costs[loc_player] += pay_for_locations[location.name]
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location_free = False
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location_free = False
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@@ -504,7 +504,7 @@ def set_up_shops(world, player):
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if not rss.locked:
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if not rss.locked:
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rss.custom = True
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rss.custom = True
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rss.add_inventory(2, 'Single Arrow', 80)
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rss.add_inventory(2, 'Single Arrow', 80)
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for shop in random.sample([s for s in world.shops if not s.locked and s.region.player == player], 5):
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for shop in random.sample([s for s in world.shops[player] if not s.locked and s.region.player == player], 5):
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shop.custom = True
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shop.custom = True
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shop.locked = True
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shop.locked = True
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shop.add_inventory(0, 'Single Arrow', 80)
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shop.add_inventory(0, 'Single Arrow', 80)
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@@ -528,7 +528,7 @@ def customize_shops(world, player):
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item = location.item
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item = location.item
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max_repeat = 1
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max_repeat = 1
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if shop_name not in retro_shops:
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if shop_name not in retro_shops:
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if item.name in repeatable_shop_items:
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if item.name in repeatable_shop_items and item.player == player:
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max_repeat = 0
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max_repeat = 0
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if item.name in ['Bomb Upgrade (+5)', 'Arrow Upgrade (+5)'] and item.player == player:
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if item.name in ['Bomb Upgrade (+5)', 'Arrow Upgrade (+5)'] and item.player == player:
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if item.name == 'Bomb Upgrade (+5)':
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if item.name == 'Bomb Upgrade (+5)':
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@@ -544,7 +544,7 @@ def customize_shops(world, player):
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price = 80
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price = 80
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# randomize price
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# randomize price
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shop.add_inventory(idx, item.name, randomize_price(price), max_repeat, player=item.player)
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shop.add_inventory(idx, item.name, randomize_price(price), max_repeat, player=item.player)
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if item.name in cap_replacements and shop_name not in retro_shops:
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if item.name in cap_replacements and shop_name not in retro_shops and item.player == player:
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possible_replacements.append((shop, idx, location, item))
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possible_replacements.append((shop, idx, location, item))
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# randomize shopkeeper
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# randomize shopkeeper
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if shop_name != 'Capacity Upgrade':
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if shop_name != 'Capacity Upgrade':
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