LttP: split Retro into Retro Bows and Retro Caves (#588)
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@@ -287,7 +287,7 @@ def create_shops(world, player: int):
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if 'g' in option or 'f' in option:
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default_shop_table = [i for l in
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[shop_generation_types[x] for x in ['arrows', 'bombs', 'potions', 'shields', 'bottle'] if
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not world.retro[player] or x != 'arrows'] for i in l]
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not world.retro_bow[player] or x != 'arrows'] for i in l]
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new_basic_shop = world.random.sample(default_shop_table, k=3)
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new_dark_shop = world.random.sample(default_shop_table, k=3)
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for name, shop in player_shop_table.items():
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@@ -305,7 +305,7 @@ def create_shops(world, player: int):
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# make sure that blue potion is available in inverted, special case locked = None; lock when done.
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player_shop_table["Dark Lake Hylia Shop"] = \
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player_shop_table["Dark Lake Hylia Shop"]._replace(items=_inverted_hylia_shop_defaults, locked=None)
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chance_100 = int(world.retro[player]) * 0.25 + int(
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chance_100 = int(world.retro_bow[player]) * 0.25 + int(
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world.smallkey_shuffle[player] == smallkey_shuffle.option_universal) * 0.5
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for region_name, (room_id, type, shopkeeper, custom, locked, inventory, sram_offset) in player_shop_table.items():
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region = world.get_region(region_name, player)
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@@ -402,7 +402,7 @@ shop_generation_types = {
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def set_up_shops(world, player: int):
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# TODO: move hard+ mode changes for shields here, utilizing the new shops
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if world.retro[player]:
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if world.retro_bow[player]:
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rss = world.get_region('Red Shield Shop', player).shop
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replacement_items = [['Red Potion', 150], ['Green Potion', 75], ['Blue Potion', 200], ['Bombs (10)', 50],
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['Blue Shield', 50], ['Small Heart',
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@@ -413,7 +413,7 @@ def set_up_shops(world, player: int):
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rss.add_inventory(2, 'Single Arrow', 80, 1, replacement_item[0], replacement_item[1])
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rss.locked = True
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if world.smallkey_shuffle[player] == smallkey_shuffle.option_universal or world.retro[player]:
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if world.smallkey_shuffle[player] == smallkey_shuffle.option_universal or world.retro_bow[player]:
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for shop in world.random.sample([s for s in world.shops if
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s.custom and not s.locked and s.type == ShopType.Shop and s.region.player == player],
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5):
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@@ -423,7 +423,7 @@ def set_up_shops(world, player: int):
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slots = iter(slots)
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if world.smallkey_shuffle[player] == smallkey_shuffle.option_universal:
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shop.add_inventory(next(slots), 'Small Key (Universal)', 100)
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if world.retro[player]:
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if world.retro_bow[player]:
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shop.push_inventory(next(slots), 'Single Arrow', 80)
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@@ -436,7 +436,7 @@ def shuffle_shops(world, items, player: int):
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new_items = ["Bomb Upgrade (+5)"] * 6
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new_items.append("Bomb Upgrade (+5)" if progressive else "Bomb Upgrade (+10)")
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if not world.retro[player]:
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if not world.retro_bow[player]:
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new_items += ["Arrow Upgrade (+5)"] * 6
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new_items.append("Arrow Upgrade (+5)" if progressive else "Arrow Upgrade (+10)")
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@@ -578,7 +578,7 @@ def price_to_funny_price(world, item: dict, player: int):
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if world.smallkey_shuffle[player] == smallkey_shuffle.option_universal \
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and not "Small Key (Universal)" == item['replacement']:
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price_types.append(ShopPriceType.Keys)
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if not world.retro[player]:
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if not world.retro_bow[player]:
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price_types.append(ShopPriceType.Arrows)
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world.random.shuffle(price_types)
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for p_type in price_types:
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