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
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2
Text.py
2
Text.py
@@ -1883,5 +1883,7 @@ class TextTable(object):
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# 190
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text['sign_east_death_mountain_bridge'] = CompressedTextMapper.convert("How did you get up here?")
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text['fish_money'] = CompressedTextMapper.convert("It's a secret to everyone.")
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text['sign_ganons_tower'] = CompressedTextMapper.convert("You need all 7 crystals to enter.")
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text['sign_ganon'] = CompressedTextMapper.convert("You need all 7 crystals to beat Ganon.")
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text['end_pad_data'] = bytearray([0xfb])
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text['terminator'] = bytearray([0xFF, 0xFF])
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