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LADX: define filler item, fix for extra golden leaves (#3918)
* set filler item also rename "Master Stalfos' Message" to "Nothing" as it shows up in game, and "Gel" to "Zol Attack" * fix for extra gold leaves * fix for start_inventory
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@@ -83,8 +83,8 @@ class ItemName:
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RUPEES_200 = "200 Rupees"
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RUPEES_500 = "500 Rupees"
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SEASHELL = "Seashell"
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MESSAGE = "Master Stalfos' Message"
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GEL = "Gel"
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MESSAGE = "Nothing"
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GEL = "Zol Attack"
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BOOMERANG = "Boomerang"
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HEART_PIECE = "Heart Piece"
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BOWWOW = "BowWow"
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@@ -29,6 +29,7 @@ def fixGoldenLeaf(rom):
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rom.patch(0x03, 0x0980, ASM("ld a, [$DB15]"), ASM("ld a, [wGoldenLeaves]")) # If leaves >= 6 move richard
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rom.patch(0x06, 0x0059, ASM("ld a, [$DB15]"), ASM("ld a, [wGoldenLeaves]")) # If leaves >= 6 move richard
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rom.patch(0x06, 0x007D, ASM("ld a, [$DB15]"), ASM("ld a, [wGoldenLeaves]")) # Richard message if no leaves
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rom.patch(0x06, 0x00B8, ASM("ld [$DB15], a"), ASM("ld [wGoldenLeaves], a")) # Stores FF in the leaf counter if we opened the path
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rom.patch(0x06, 0x00B6, ASM("ld a, $FF"), ASM("ld a, $06"))
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rom.patch(0x06, 0x00B8, ASM("ld [$DB15], a"), ASM("ld [wGoldenLeaves], a")) # Stores 6 in the leaf counter if we opened the path (instead of FF, so that nothing breaks if we get more for some reason)
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# 6:40EE uses leaves == 6 to check if we have collected the key, but only to change the message.
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# rom.patch(0x06, 0x2AEF, ASM("ld a, [$DB15]"), ASM("ld a, [wGoldenLeaves]")) # Telephone message handler
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@@ -216,7 +216,7 @@ class LinksAwakeningWorld(World):
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for _ in range(count):
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if item_name in exclude:
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exclude.remove(item_name) # this is destructive. create unique list above
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self.multiworld.itempool.append(self.create_item("Master Stalfos' Message"))
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self.multiworld.itempool.append(self.create_item("Nothing"))
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else:
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item = self.create_item(item_name)
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@@ -513,6 +513,9 @@ class LinksAwakeningWorld(World):
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state.prog_items[self.player]["RUPEES"] -= self.rupees[item.name]
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return change
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def get_filler_item_name(self) -> str:
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return "Nothing"
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def fill_slot_data(self):
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slot_data = {}
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