Partial implementation of many V31 features

Partial support for Progressive bow
  - Still needs to be added to item pool
  - Silver hint handling remains TBD even for VT

Added weapons selection.
  - Vanilla needs to be implemented
  - Assured needs to be implemented
  - Inverted swordless is almost certainly messed up.
  - Swordless standard mode will likely softlock
  - Random weapon standard mode is currently treated as uncle assured

Deleted removed difficulties
  - Remaining difficulties still need to be adjusted

Added locked property to locations:
  - This is used for preplaced items etc so that multiworld balancing
    knows they cannot be moved.

Made a few of the difficulty changes from V31, but not all.

Added required text changes to handle crystals requirements
  - More changes will likely me made in future
  - Currently there is is no way to tell ganon requirement in
    Inverted mode
This commit is contained in:
Kevin Cathcart
2019-08-04 12:32:35 -04:00
parent d4f1bb7091
commit b0f4fa8cec
15 changed files with 143 additions and 208 deletions

4
Gui.py
View File

@@ -145,7 +145,7 @@ def guiMain(args=None):
modeFrame = Frame(drowDownFrame)
modeVar = StringVar()
modeVar.set('open')
modeOptionMenu = OptionMenu(modeFrame, modeVar, 'standard', 'open', 'swordless', 'inverted')
modeOptionMenu = OptionMenu(modeFrame, modeVar, 'standard', 'open', 'inverted')
modeOptionMenu.pack(side=RIGHT)
modeLabel = Label(modeFrame, text='Game Mode')
modeLabel.pack(side=LEFT)
@@ -169,7 +169,7 @@ def guiMain(args=None):
difficultyFrame = Frame(drowDownFrame)
difficultyVar = StringVar()
difficultyVar.set('normal')
difficultyOptionMenu = OptionMenu(difficultyFrame, difficultyVar, 'easy', 'normal', 'hard', 'expert', 'insane')
difficultyOptionMenu = OptionMenu(difficultyFrame, difficultyVar, 'normal', 'hard', 'expert')
difficultyOptionMenu.pack(side=RIGHT)
difficultyLabel = Label(difficultyFrame, text='Game difficulty')
difficultyLabel.pack(side=LEFT)