Finish bps work
Fixing a couple bugs
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28
README.md
28
README.md
@@ -22,7 +22,7 @@ Alternatively, run ```Gui.py``` for a simple graphical user interface. (WIP)
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Only extra settings are found here. All entrance randomizer settings are supported. See their [readme](https://github.com/KevinCathcart/ALttPEntranceRandomizer/blob/master/README.md)
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## Door Shuffle
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## Door Shuffle (--doorShuffle)
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### Basic
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@@ -36,7 +36,7 @@ Doors are shuffled between dungeons as well.
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Doors are not shuffled.
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## Intensity
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## Intensity (--intensity number)
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#### Level 1
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Normal door and spiral staircases are shuffled
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@@ -45,14 +45,32 @@ Same as Level 1 plus open edges and straight staircases are shuffled.
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#### Level 3
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Same as Level 2 plus Dungeon Lobbies are shuffled
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## KeyDropShuffle
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--keydropshuffle in CLI
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## KeyDropShuffle (--keydropshuffle)
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Adds 33 new locations to the randomization pool. The 32 small keys found under pots and dropped by enemies and the Big
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Key drop location are added to the pool. The keys normally found there are added to the item pool. Retro adds
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32 generic keys to the pool instead.
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## Crossed Dungeon Specific Settings
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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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otherwise unconnected logically can be reach using these glitches. To prevent the player from unintentionally
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#### Prevent
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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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#### Allow
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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
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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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## Map/Compass/Small Key/Big Key shuffle (aka Keysanity)
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