Clean up for next alpha release

This commit is contained in:
aerinon
2021-01-04 13:18:30 -07:00
parent 2a05e94970
commit 711488945e
3 changed files with 38 additions and 21 deletions

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@@ -25,7 +25,7 @@ from Fill import distribute_items_cutoff, distribute_items_staleness, distribute
from ItemList import generate_itempool, difficulties, fill_prizes, fill_specific_items
from Utils import output_path, parse_player_names
__version__ = '0.2.0.20u'
__version__ = '0.2.0-dev'
class EnemizerError(RuntimeError):
pass

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@@ -60,9 +60,10 @@ Key drop location are added to the pool. The keys normally found there are added
### Mixed Travel (--mixed_travel value)
Due to Hammerjump, Hovering in PoD Arena, and the Mire Big Key Chest bomb jump two sections of a supertile that are
otherwise unconnected logically can be reach using these glitches. To prevent the player from unintentionally
otherwise unconnected logically can be reached using these glitches. To prevent the player from unintentionally changing
dungeons while doing these tricks, you may use one of the following options.
#### Prevent
#### Prevent (default)
Rails are added the 3 spots to prevent this tricks. This setting is recommend for those learning crossed dungeon mode to
learn what is dangerous and what is not. No logic seeds ignore this setting.
@@ -73,17 +74,17 @@ The rooms are left alone and it is up to the discretion of the player whether to
#### Force
The two disjointed sections are forced to be in the same dungeon but never logically required to complete that game.
The two disjointed sections are forced to be in the same dungeon but the glitches are never logically required to complete that game.
### Standardize Palettes (--standardize_palettes)
No effect if door shuffle is not on crossed
#### Standardize
#### Standardize (default)
Rooms in the same dungeon have their palettes changed to match. Hyrule Castle is split between Sewer and HC palette.
Rooms adjacent to sanctuary get their coloring to match sanc.
Rooms adjacent to sanctuary get their coloring to match the Sanctuary's original palette.
#### Original
Room keep their original palettes.
Rooms/supertiles keep their original palettes.
## Map/Compass/Small Key/Big Key shuffle (aka Keysanity)
@@ -121,13 +122,31 @@ Use to batch generate multiple seeds with same settings. If a seed number is pro
Show the help message and exit.
```
--door_shuffle
--door_shuffle <mode>
```
For specifying the door shuffle you want as above. (default: basic)
```
--intensity
--intensity <number>
```
For specifying the door shuffle intensity level you want as above. (default: 2)
```
--keydropshuffle
```
Include mobs and pots drop in the item pool. (default: not enabled)
```
--mixed_travel <mode>
```
How to handle certain glitches in crossed dungeon mode. (default: prevent)
```
--standardize_palettes (mode)
```
Whether to standardize dungeon palettes in crossed dungeon mode. (default: standardize)

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@@ -26,7 +26,7 @@
* Sewer palette comes back for part of Hyrule Castle for areas "near" the sewer dropdown
* There is a setting to keep original palettes (--standardize_palettes original)
* Known issues:
* Palettes aren't perfect
* Palettes are not perfect
* Some ugly colors
* Invisible floors can be see in many palettes
@@ -44,10 +44,11 @@ an entire pose and should be obtainable with the hookshot or boomerang as before
## --mixed_travel setting
* Due to Hammerjump, Hovering in PoD Arena, and the Mire Big Key Chest bomb jump two sections of a supertile that are
otherwise unconnected logically can be reach using these glitches. To prevent the player from unintentionally
* prevent: Rails are added the 3 spots to prevent this tricks. This setting is recommend for those learning
* prevent: Rails are added to the 3 spots to prevent these tricks. This setting is recommend for those learning
crossed dungeon mode to learn what is dangerous and what is not. No logic seeds ignore this setting.
* allow: The rooms are left alone and it is up to the discretion of the player whether to use these tricks or not.
* force: The two disjointed sections are forced to be in the same dungeon but never logically required to complete that game.
* force: The two disjointed sections are forced to be in the same dungeon but performing the glitches is never
logically required to complete that game.
## Keysanity menu redesign
@@ -61,18 +62,17 @@ Redesign of Keysanity Menu complete for crossed dungeon and moved out of experim
--keydropshuffle)
* Blank if there a big key but you haven't found it yet
* 2nd Column displays the current number of keys for that dungeon. Suppressed in retro (always blank)
* 3rd Column only display if you have the map. It shows the number of keys left to collect for that dungeon. If
* 3rd Column only displays if you have the map. It shows the number of keys left to collect for that dungeon. If
--keydropshuffle is off, this does not count key drops. If on, it does.
* (Note: the key columns can display up to 36 using the letters A-Z after 9)
* (Note: the key columns can display up to 35 using the letters A-Z after 9)
* Second screen about Maps / Compass
* 1st Column: indicate if you have foudn the map of not for that dungeon
* 2nd and 3rd Column: You must have the compass to see these columns. A two-digit display that show you how
many chests are left in the dungeon. If -keydropshuffle is off, this does not count key drop. If on, it does.
* 1st Column: indicates if you have found the map or not for that dungeon
* 2nd and 3rd Column: You must have the compass to see these columns. A two-digit display that shows you how
many chests are left in the dungeon. If --keydropshuffle is off, this does not count key drops. If on, it does.
## Potshuffle by compiling
Same flag as before but uses python logic written by compiling instead of the enemizer logic-less version. Needs some
testing to verify logic is all good.
Same flag as before but uses python logic written by compiling instead of the enemizer logic-less version.
## Other features
@@ -86,7 +86,6 @@ testing to verify logic is all good.
* Only the item counter is currently experimental
* Item counter is suppressed in Triforce Hunt
#### Temporary debug features
* Removed the red square in the upper right corner of the hud if the castle gate is closed
@@ -161,7 +160,6 @@ testing to verify logic is all good.
# Known Issues
* Multiworld = /missing command not working
* Potenial keylocks in multi-entrance dungeons
* Incorrect vanilla keylogic for Mire
* ER - Potential for Skull Woods West to be completely inaccessible in non-beatable logic