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Various Games: Improve Custom Death Link Option Description (#4171)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: LiquidCat64 <74896918+LiquidCat64@users.noreply.github.com>
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@@ -207,11 +207,7 @@ class EnemyScaling(DefaultOnToggle):
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class BlasphemousDeathLink(DeathLink):
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"""
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When you die, everyone dies. The reverse is also true.
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Note that Guilt Fragments will not appear when killed by Death Link.
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"""
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__doc__ = DeathLink.__doc__ + "\n\n Note that Guilt Fragments will not appear when killed by death link."
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@dataclass
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@@ -175,11 +175,7 @@ class DamageMultiplier(Range):
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class BRCDeathLink(DeathLink):
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"""
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When you die, everyone dies. The reverse is also true.
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This can be changed later in the options menu inside the Archipelago phone app.
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"""
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__doc__ = DeathLink.__doc__ + "\n\n This can be changed later in the options menu inside the Archipelago phone app."
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@dataclass
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@@ -1,6 +1,6 @@
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from dataclasses import dataclass
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from Options import (OptionGroup, Choice, DefaultOnToggle, ItemsAccessibility, PerGameCommonOptions, Range, Toggle,
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StartInventoryPool)
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StartInventoryPool, DeathLink)
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class CharacterStages(Choice):
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@@ -507,12 +507,11 @@ class WindowColorA(Range):
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default = 8
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class DeathLink(Choice):
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"""
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When you die, everyone dies. Of course the reverse is true too.
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Explosive: Makes received DeathLinks kill you via the Magical Nitro explosion instead of the normal death animation.
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"""
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display_name = "DeathLink"
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class CV64DeathLink(Choice):
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__doc__ = (DeathLink.__doc__ + "\n\n Explosive: Makes received death links kill you via the Magical Nitro " +
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"explosion instead of the normal death animation.")
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display_name = "Death Link"
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option_off = 0
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alias_no = 0
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alias_true = 1
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@@ -575,7 +574,7 @@ class CV64Options(PerGameCommonOptions):
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map_lighting: MapLighting
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fall_guard: FallGuard
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cinematic_experience: CinematicExperience
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death_link: DeathLink
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death_link: CV64DeathLink
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cv64_option_groups = [
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@@ -584,7 +583,7 @@ cv64_option_groups = [
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RenonFightCondition, VincentFightCondition, BadEndingCondition, IncreaseItemLimit, NerfHealingItems,
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LoadingZoneHeals, InvisibleItems, DropPreviousSubWeapon, PermanentPowerUps, IceTrapPercentage,
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IceTrapAppearance, DisableTimeRestrictions, SkipGondolas, SkipWaterwayBlocks, Countdown, BigToss, PantherDash,
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IncreaseShimmySpeed, FallGuard, DeathLink
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IncreaseShimmySpeed, FallGuard, CV64DeathLink
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]),
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OptionGroup("cosmetics", [
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WindowColorR, WindowColorG, WindowColorB, WindowColorA, BackgroundMusic, MapLighting, CinematicExperience
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@@ -16,7 +16,7 @@ from .text import cv64_string_to_bytearray, cv64_text_truncate, cv64_text_wrap
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from .aesthetics import renon_item_dialogue, get_item_text_color
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from .locations import get_location_info
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from .options import CharacterStages, VincentFightCondition, RenonFightCondition, PostBehemothBoss, RoomOfClocksBoss, \
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BadEndingCondition, DeathLink, DraculasCondition, InvisibleItems, Countdown, PantherDash
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BadEndingCondition, CV64DeathLink, DraculasCondition, InvisibleItems, Countdown, PantherDash
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from settings import get_settings
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if TYPE_CHECKING:
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@@ -356,7 +356,7 @@ class CV64PatchExtensions(APPatchExtension):
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rom_data.write_int32s(0xBFE190, patches.subweapon_surface_checker)
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# Make received DeathLinks blow you to smithereens instead of kill you normally.
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if options["death_link"] == DeathLink.option_explosive:
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if options["death_link"] == CV64DeathLink.option_explosive:
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rom_data.write_int32s(0xBFC0D0, patches.deathlink_nitro_edition)
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rom_data.write_int32(0x27A70, 0x10000008) # B [forward 0x08]
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rom_data.write_int32(0x27AA0, 0x0C0FFA78) # JAL 0x803FE9E0
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@@ -365,7 +365,7 @@ class CV64PatchExtensions(APPatchExtension):
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rom_data.write_int32(0x32DBC, 0x00000000)
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# Set the DeathLink ROM flag if it's on at all.
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if options["death_link"] != DeathLink.option_off:
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if options["death_link"] != CV64DeathLink.option_off:
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rom_data.write_byte(0xBFBFDE, 0x01)
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# DeathLink counter decrementer code
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@@ -57,13 +57,8 @@ class ExtraLogic(DefaultOnToggle):
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class Hylics2DeathLink(DeathLink):
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"""
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When you die, everyone dies. The reverse is also true.
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Note that this also includes death by using the PERISH gesture.
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Can be toggled via in-game console command "/deathlink".
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"""
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__doc__ = (DeathLink.__doc__ + "\n\n Note that this also includes death by using the PERISH gesture." +
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"\n\n Can be toggled via in-game console command \"/deathlink\".")
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@dataclass
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@@ -287,13 +287,13 @@ class BadStartingWeapons(Toggle):
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class DonaldDeathLink(Toggle):
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"""
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If Donald is KO'ed, so is Sora. If Death Link is toggled on in your client, this will send a death to everyone.
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If Donald is KO'ed, so is Sora. If Death Link is toggled on in your client, this will send a death to everyone who enabled death link.
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"""
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display_name = "Donald Death Link"
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class GoofyDeathLink(Toggle):
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"""
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If Goofy is KO'ed, so is Sora. If Death Link is toggled on in your client, this will send a death to everyone.
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If Goofy is KO'ed, so is Sora. If Death Link is toggled on in your client, this will send a death to everyone who enabled death link.
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"""
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display_name = "Goofy Death Link"
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@@ -121,10 +121,8 @@ class ShopPrice(Choice):
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class NoitaDeathLink(DeathLink):
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"""
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When you die, everyone dies. Of course, the reverse is true too.
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You can disable this in the in-game mod options.
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"""
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__doc__ = (DeathLink.__doc__ + "\n\n You can disable this or set it to give yourself a trap effect when " +
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"another player dies in the in-game mod options.")
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@dataclass
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