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TUNIC: Grass Randomizer (#3913)
* Fix certain items not being added to slot data * Change where items get added to slot data * Add initial grass randomizer stuff * Fix rules * Update grass.py Improve location names * Remove wand and gun from logic * Update __init__.py * Fix logic for two pieces of grass in atoll * Make early bushes only contain grass * Backport changes to grass rando (#20) * Backport changes to grass rando * add_rule instead of set_rule for the special cases, add special cases for back of swamp laurels area cause I should've made a new region for the swamp upper entrance * Remove item name group for grass * Update grass rando option descriptions - Also ignore grass fill for single player games * Ignore grass fill option for solo rando * Update er_rules.py * Fix pre fill issue * Remove duplicate option * Add excluded grass locations back * Hide grass fill option from simple ui options page * Check for start with sword before setting grass rules * Update worlds/tunic/options.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Exclude grass from get_filler_item_name - non-grass rando games were accidentally seeing grass items get shuffled in as filler, which is funny but probably shouldn't happen * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Apply suggestions from code review Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> Co-authored-by: Scipio Wright <scipiowright@gmail.com> * change the rest of grass_fill to local_fill * Filter out grass from filler_items * remove -> discard * Update worlds/tunic/__init__.py Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> * change has_stick to has_melee * Update grass list with combat logic regions * More fixes from combat logic merge * Fix some dumb stuff (#21) * Reorganize pre fill for grass * Update option value passthrough * Update __init__.py * Fix region name * Make separate pools for the grass and non-grass fills (#22) * Make separate pools for the grass and non-grass fills * Update worlds/tunic/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Fix those things in the PR (#23) * Use excludable property Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com> --------- Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
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@@ -166,6 +166,7 @@ item_table: Dict[str, TunicItemData] = {
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"Ladders in Library": TunicItemData(IC.progression, 0, 148, "Ladders"),
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"Ladders in Lower Quarry": TunicItemData(IC.progression, 0, 149, "Ladders"),
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"Ladders in Swamp": TunicItemData(IC.progression, 0, 150, "Ladders"),
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"Grass": TunicItemData(IC.filler, 0, 151),
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}
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# items to be replaced by fool traps
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@@ -214,7 +215,7 @@ combat_items.extend(["Stick", "Sword", "Sword Upgrade", "Magic Wand", "Hero's La
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item_name_to_id: Dict[str, int] = {name: item_base_id + data.item_id_offset for name, data in item_table.items()}
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filler_items: List[str] = [name for name, data in item_table.items() if data.classification == IC.filler]
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filler_items: List[str] = [name for name, data in item_table.items() if data.classification == IC.filler and name != "Grass"]
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def get_item_group(item_name: str) -> str:
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