Open edges math fix (indices corrected in tables)

Spoiler lists bosses
Enemizer settings fix
Swamp flooded ladder's fix (Crossed mostly)
Spoiler encoding issue fixed
This commit is contained in:
aerinon
2020-05-20 10:51:56 -06:00
parent 337dbf311d
commit ae7ce076af
13 changed files with 62 additions and 44 deletions

10
Rom.py
View File

@@ -22,7 +22,7 @@ from EntranceShuffle import door_addresses, exit_ids
JAP10HASH = '03a63945398191337e896e5771f77173'
RANDOMIZERBASEHASH = 'a793b94179f7a4afcfd958bac3a79b47'
RANDOMIZERBASEHASH = 'bd07845238de1ce060530a996378f867'
class JsonRom(object):
@@ -172,14 +172,14 @@ def patch_enemizer(world, player, rom, baserom_path, enemizercli, shufflepots, r
options = {
'RandomizeEnemies': world.enemy_shuffle[player] != 'none',
'RandomizeEnemiesType': 3,
'RandomizeBushEnemyChance': world.enemy_shuffle[player] == 'chaos',
'RandomizeBushEnemyChance': world.enemy_shuffle[player] == 'random',
'RandomizeEnemyHealthRange': world.enemy_health[player] != 'default',
'RandomizeEnemyHealthType': {'default': 0, 'easy': 0, 'normal': 1, 'hard': 2, 'expert': 3}[world.enemy_health[player]],
'OHKO': False,
'RandomizeEnemyDamage': world.enemy_damage[player] != 'default',
'AllowEnemyZeroDamage': True,
'ShuffleEnemyDamageGroups': world.enemy_damage[player] != 'default',
'EnemyDamageChaosMode': world.enemy_damage[player] == 'chaos',
'EnemyDamageChaosMode': world.enemy_damage[player] == 'random',
'EasyModeEscape': False,
'EnemiesAbsorbable': False,
'AbsorbableSpawnRate': 10,
@@ -218,9 +218,9 @@ def patch_enemizer(world, player, rom, baserom_path, enemizercli, shufflepots, r
'SwordGraphics': "sword_gfx/normal.gfx",
'BeeMizer': False,
'BeesLevel': 0,
'RandomizeTileTrapPattern': world.enemy_shuffle[player] == 'chaos',
'RandomizeTileTrapPattern': world.enemy_shuffle[player] == 'random',
'RandomizeTileTrapFloorTile': False,
'AllowKillableThief': bool(random.randint(0,1)) if world.enemy_shuffle[player] == 'chaos' else world.enemy_shuffle[player] != 'none',
'AllowKillableThief': bool(random.randint(0, 1)) if world.enemy_shuffle[player] == 'random' else world.enemy_shuffle[player] != 'none',
'RandomizeSpriteOnHit': random_sprite_on_hit,
'DebugMode': False,
'DebugForceEnemy': False,