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TUNIC: Breakable Shuffle (#4489)
* Starting out * Rules for breakable regions * make the rest of it work, it's pr ready, boom * Make it work in not pot shuffle * Fix after merge * Fix item id overlap * Move breakable, grass, and local fill options in yaml * Fix groups getting overwritten * Rename, add new breakables * Rename more stuff * Time to rename them again * Make it actually default for breakable shuffle * Burn the signs down * Fix west courtyard pot regions * Fix fortress courtyard and beneath the fortress loc groups again * More missing loc group conversions * Replace instances of world.player with player, same for multiworld * Update worlds/tunic/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * Remove unused import
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@@ -313,6 +313,14 @@ class LogicRules(Choice):
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default = 0
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class BreakableShuffle(Toggle):
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"""
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Turns approximately 250 breakable objects in the game into checks.
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"""
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internal_name = "breakable_shuffle"
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display_name = "Breakable Shuffle"
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@dataclass
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class TunicOptions(PerGameCommonOptions):
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start_inventory_from_pool: StartInventoryPool
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@@ -331,6 +339,7 @@ class TunicOptions(PerGameCommonOptions):
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shuffle_ladders: ShuffleLadders
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grass_randomizer: GrassRandomizer
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breakable_shuffle: BreakableShuffle
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local_fill: LocalFill
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entrance_rando: EntranceRando
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