Stardew Valley 6.x.x: The Content Update (#3478)
Focus of the Update: Compatibility with Stardew Valley 1.6 Released on March 19th 2024 This includes randomization for pretty much all of the new content, including but not limited to - Raccoon Bundles - Booksanity - Skill Masteries - New Recipes, Craftables, Fish, Maps, Farm Type, Festivals and Quests This also includes a significant reorganisation of the code into "Content Packs", to allow for easier modularity of various game mechanics between the settings and the supported mods. This improves maintainability quite a bit. In addition to that, a few **very** requested new features have been introduced, although they weren't the focus of this update - Walnutsanity - Player Buffs - More customizability in settings, such as shorter special orders, ER without farmhouse - New Remixed Bundles
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@@ -10,13 +10,13 @@ from ...logic.skill_logic import SkillLogicMixin
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from ...logic.tool_logic import ToolLogicMixin
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from ...mods.mod_data import ModNames
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from ...options import ElevatorProgression
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from ...stardew_rule import StardewRule, True_, And, true_
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from ...strings.ap_names.mods.mod_items import DeepWoodsItem, SkillLevel
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from ...stardew_rule import StardewRule, True_, true_
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from ...strings.ap_names.mods.mod_items import DeepWoodsItem
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from ...strings.ap_names.transport_names import ModTransportation
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from ...strings.craftable_names import Bomb
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from ...strings.food_names import Meal
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from ...strings.performance_names import Performance
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from ...strings.skill_names import Skill
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from ...strings.skill_names import Skill, ModSkill
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from ...strings.tool_names import Tool, ToolMaterial
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@@ -45,11 +45,11 @@ CookingLogicMixin]]):
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self.logic.received(ModTransportation.woods_obelisk))
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tier = int(depth / 25) + 1
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if self.options.skill_progression == options.SkillProgression.option_progressive:
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if self.options.skill_progression >= options.SkillProgression.option_progressive:
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combat_tier = min(10, max(0, tier + 5))
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rules.append(self.logic.skill.has_level(Skill.combat, combat_tier))
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return And(*rules)
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return self.logic.and_(*rules)
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def has_woods_rune_to_depth(self, floor: int) -> StardewRule:
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if self.options.elevator_progression == ElevatorProgression.option_vanilla:
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@@ -66,8 +66,8 @@ CookingLogicMixin]]):
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self.logic.received(DeepWoodsItem.pendant_elder),
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self.logic.skill.has_total_level(40)]
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if ModNames.luck_skill in self.options.mods:
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rules.append(self.logic.received(SkillLevel.luck, 7))
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rules.append(self.logic.skill.has_level(ModSkill.luck, 7))
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else:
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rules.append(
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self.logic.has(Meal.magic_rock_candy)) # You need more luck than this, but it'll push the logic down a ways; you can get the rest there.
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return And(*rules)
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return self.logic.and_(*rules)
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