Unkillable thieves for now
Turn off enemy drop indicator for modes that don't need it
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@@ -416,10 +416,10 @@ def randomize_enemies(world, player):
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randomize_overworld_sprite_sheets(data_tables.sprite_sheets, data_tables, custom_ow)
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randomize_overworld_enemies(data_tables, custom_ow)
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# fix thief stats
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subclass_table = world.damage_table[player].damage_table['SubClassTable']
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subclass_table[EnemySprite.Thief] = subclass_table[EnemySprite.GreenEyegoreMimic]
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data_tables.enemy_stats[EnemySprite.Thief].health = 4
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# todo: could turn droppable on here if we wanted for theives
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# subclass_table = world.damage_table[player].damage_table['SubClassTable']
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# subclass_table[EnemySprite.Thief] = subclass_table[EnemySprite.GreenEyegoreMimic]
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# data_tables.enemy_stats[EnemySprite.Thief].health = 4
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# could turn droppable on here if we wanted for killable theives
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# health shuffle
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if world.enemy_health[player] != 'default':
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stats = world.data_tables[player].enemy_stats
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@@ -475,8 +475,8 @@ def write_enemy_shuffle_settings(world, player, rom):
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rom.write_byte(snes_to_pc(0x368105), 0x01)
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# killable thief
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rom.write_byte(snes_to_pc(0x368108), 0xc4)
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rom.write_byte(snes_to_pc(0x0DB237), 4) # health value: # todo: thief health value
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# rom.write_byte(snes_to_pc(0x368108), 0xc4)
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# rom.write_byte(snes_to_pc(0x0DB237), 4) # health value - randomize it if killable, maybe
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# mimic room barriers
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data_tables = world.data_tables[player]
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