Clean up for next alpha release
This commit is contained in:
2
Main.py
2
Main.py
@@ -25,7 +25,7 @@ from Fill import distribute_items_cutoff, distribute_items_staleness, distribute
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from ItemList import generate_itempool, difficulties, fill_prizes, fill_specific_items
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from ItemList import generate_itempool, difficulties, fill_prizes, fill_specific_items
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from Utils import output_path, parse_player_names
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from Utils import output_path, parse_player_names
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__version__ = '0.2.0.20u'
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__version__ = '0.2.0-dev'
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class EnemizerError(RuntimeError):
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class EnemizerError(RuntimeError):
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pass
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pass
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35
README.md
35
README.md
@@ -60,9 +60,10 @@ Key drop location are added to the pool. The keys normally found there are added
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### Mixed Travel (--mixed_travel value)
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### Mixed Travel (--mixed_travel value)
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Due to Hammerjump, Hovering in PoD Arena, and the Mire Big Key Chest bomb jump two sections of a supertile that are
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Due to Hammerjump, Hovering in PoD Arena, and the Mire Big Key Chest bomb jump two sections of a supertile that are
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otherwise unconnected logically can be reach using these glitches. To prevent the player from unintentionally
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otherwise unconnected logically can be reached using these glitches. To prevent the player from unintentionally changing
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dungeons while doing these tricks, you may use one of the following options.
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#### Prevent
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#### Prevent (default)
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Rails are added the 3 spots to prevent this tricks. This setting is recommend for those learning crossed dungeon mode to
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Rails are added the 3 spots to prevent this tricks. This setting is recommend for those learning crossed dungeon mode to
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learn what is dangerous and what is not. No logic seeds ignore this setting.
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learn what is dangerous and what is not. No logic seeds ignore this setting.
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@@ -73,17 +74,17 @@ The rooms are left alone and it is up to the discretion of the player whether to
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#### Force
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#### Force
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The two disjointed sections are forced to be in the same dungeon but never logically required to complete that game.
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The two disjointed sections are forced to be in the same dungeon but the glitches are never logically required to complete that game.
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### Standardize Palettes (--standardize_palettes)
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### Standardize Palettes (--standardize_palettes)
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No effect if door shuffle is not on crossed
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No effect if door shuffle is not on crossed
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#### Standardize
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#### Standardize (default)
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Rooms in the same dungeon have their palettes changed to match. Hyrule Castle is split between Sewer and HC palette.
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Rooms in the same dungeon have their palettes changed to match. Hyrule Castle is split between Sewer and HC palette.
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Rooms adjacent to sanctuary get their coloring to match sanc.
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Rooms adjacent to sanctuary get their coloring to match the Sanctuary's original palette.
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#### Original
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#### Original
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Room keep their original palettes.
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Rooms/supertiles keep their original palettes.
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## Map/Compass/Small Key/Big Key shuffle (aka Keysanity)
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## Map/Compass/Small Key/Big Key shuffle (aka Keysanity)
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@@ -121,13 +122,31 @@ Use to batch generate multiple seeds with same settings. If a seed number is pro
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Show the help message and exit.
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Show the help message and exit.
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```
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```
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--door_shuffle
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--door_shuffle <mode>
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```
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```
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For specifying the door shuffle you want as above. (default: basic)
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For specifying the door shuffle you want as above. (default: basic)
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```
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```
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--intensity
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--intensity <number>
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```
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```
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For specifying the door shuffle intensity level you want as above. (default: 2)
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For specifying the door shuffle intensity level you want as above. (default: 2)
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```
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--keydropshuffle
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```
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Include mobs and pots drop in the item pool. (default: not enabled)
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```
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--mixed_travel <mode>
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```
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How to handle certain glitches in crossed dungeon mode. (default: prevent)
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```
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--standardize_palettes (mode)
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```
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Whether to standardize dungeon palettes in crossed dungeon mode. (default: standardize)
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@@ -26,7 +26,7 @@
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* Sewer palette comes back for part of Hyrule Castle for areas "near" the sewer dropdown
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* Sewer palette comes back for part of Hyrule Castle for areas "near" the sewer dropdown
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* There is a setting to keep original palettes (--standardize_palettes original)
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* There is a setting to keep original palettes (--standardize_palettes original)
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* Known issues:
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* Known issues:
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* Palettes aren't perfect
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* Palettes are not perfect
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* Some ugly colors
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* Some ugly colors
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* Invisible floors can be see in many palettes
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* Invisible floors can be see in many palettes
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@@ -44,10 +44,11 @@ an entire pose and should be obtainable with the hookshot or boomerang as before
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## --mixed_travel setting
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## --mixed_travel setting
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* Due to Hammerjump, Hovering in PoD Arena, and the Mire Big Key Chest bomb jump two sections of a supertile that are
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* Due to Hammerjump, Hovering in PoD Arena, and the Mire Big Key Chest bomb jump two sections of a supertile that are
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otherwise unconnected logically can be reach using these glitches. To prevent the player from unintentionally
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otherwise unconnected logically can be reach using these glitches. To prevent the player from unintentionally
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* prevent: Rails are added the 3 spots to prevent this tricks. This setting is recommend for those learning
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* prevent: Rails are added to the 3 spots to prevent these tricks. This setting is recommend for those learning
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crossed dungeon mode to learn what is dangerous and what is not. No logic seeds ignore this setting.
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crossed dungeon mode to learn what is dangerous and what is not. No logic seeds ignore this setting.
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* allow: The rooms are left alone and it is up to the discretion of the player whether to use these tricks or not.
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* allow: The rooms are left alone and it is up to the discretion of the player whether to use these tricks or not.
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* force: The two disjointed sections are forced to be in the same dungeon but never logically required to complete that game.
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* force: The two disjointed sections are forced to be in the same dungeon but performing the glitches is never
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logically required to complete that game.
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## Keysanity menu redesign
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## Keysanity menu redesign
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@@ -61,18 +62,17 @@ Redesign of Keysanity Menu complete for crossed dungeon and moved out of experim
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--keydropshuffle)
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--keydropshuffle)
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* Blank if there a big key but you haven't found it yet
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* Blank if there a big key but you haven't found it yet
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* 2nd Column displays the current number of keys for that dungeon. Suppressed in retro (always blank)
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* 2nd Column displays the current number of keys for that dungeon. Suppressed in retro (always blank)
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* 3rd Column only display if you have the map. It shows the number of keys left to collect for that dungeon. If
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* 3rd Column only displays if you have the map. It shows the number of keys left to collect for that dungeon. If
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--keydropshuffle is off, this does not count key drops. If on, it does.
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--keydropshuffle is off, this does not count key drops. If on, it does.
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* (Note: the key columns can display up to 36 using the letters A-Z after 9)
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* (Note: the key columns can display up to 35 using the letters A-Z after 9)
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* Second screen about Maps / Compass
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* Second screen about Maps / Compass
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* 1st Column: indicate if you have foudn the map of not for that dungeon
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* 1st Column: indicates if you have found the map or not for that dungeon
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* 2nd and 3rd Column: You must have the compass to see these columns. A two-digit display that show you how
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* 2nd and 3rd Column: You must have the compass to see these columns. A two-digit display that shows you how
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many chests are left in the dungeon. If -keydropshuffle is off, this does not count key drop. If on, it does.
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many chests are left in the dungeon. If --keydropshuffle is off, this does not count key drops. If on, it does.
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## Potshuffle by compiling
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## Potshuffle by compiling
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Same flag as before but uses python logic written by compiling instead of the enemizer logic-less version. Needs some
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Same flag as before but uses python logic written by compiling instead of the enemizer logic-less version.
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testing to verify logic is all good.
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## Other features
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## Other features
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@@ -86,7 +86,6 @@ testing to verify logic is all good.
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* Only the item counter is currently experimental
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* Only the item counter is currently experimental
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* Item counter is suppressed in Triforce Hunt
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* Item counter is suppressed in Triforce Hunt
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#### Temporary debug features
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#### Temporary debug features
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* Removed the red square in the upper right corner of the hud if the castle gate is closed
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* Removed the red square in the upper right corner of the hud if the castle gate is closed
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@@ -161,7 +160,6 @@ testing to verify logic is all good.
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# Known Issues
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# Known Issues
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* Multiworld = /missing command not working
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* Potenial keylocks in multi-entrance dungeons
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* Potenial keylocks in multi-entrance dungeons
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* Incorrect vanilla keylogic for Mire
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* Incorrect vanilla keylogic for Mire
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* ER - Potential for Skull Woods West to be completely inaccessible in non-beatable logic
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* ER - Potential for Skull Woods West to be completely inaccessible in non-beatable logic
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