Commit Graph

66 Commits

Author SHA1 Message Date
Kevin Cathcart
9846f924d2 Add new 4 heart logic for spike cave and misery mire 2018-01-06 13:39:22 -05:00
Kevin Cathcart
79f1b0bbf3 Fix progressive requirements to respect overflow limits 2018-01-04 23:01:09 -05:00
Kevin Cathcart
e3ac7ee4a6 VT28 update: Keysanity has dungeon items in normal item pool 2018-01-02 21:19:18 -05:00
Kevin Cathcart
3adf4fadd1 Partial vt28 logic update 2018-01-02 21:19:17 -05:00
Kevin Cathcart
823657bc26 Style fixes
A bunch of style fixes. Mostly white space and style import order
tweaks, but a few other stylistic changes are present too.
2017-12-17 17:05:39 -05:00
AmazingAmpharos
0e6dc992a0 Easy mode Lamps
This updates the Easy mode item pool to correctly support three Lamps, just like vt does.
2017-12-14 15:05:10 -06:00
AmazingAmpharos
619ad5a716 Typo fix
Fix three typos, two in comments and one that broke triforce hunt mode.
2017-12-02 02:30:48 -06:00
Kevin Cathcart
8158f5793d Rename Bottles for better display in spoiler logs 2017-11-18 20:56:45 -05:00
Kevin Cathcart
3e31502fc0 Add untimed OHKO mode 2017-11-18 20:36:42 -05:00
Kevin Cathcart
b15cd2072e Refactored ItemList
It now has much less duplicated code, and a useful difficulty
abstraction.
No changes to pool results were made, and this was verified with
automated testing.
2017-11-18 18:21:31 -05:00
AmazingAmpharos
1752196f7f Removing debug code
oops, wouldn't have hurt anything but good to remove it anyway
2017-11-13 16:33:38 -06:00
AmazingAmpharos
f9e7209a71 Bug fix for timed/triforce item pool
Apparently I don't know how to make subtraction commands. This has been rectified, and now the item pools should contain proper items instead of randomly selected "junk" items.
2017-11-13 16:11:35 -06:00
AmazingAmpharos
10d96bfa6c Refactor bottle randomization
Bottle randomization refactored to be done on generation of itempool, not with the ItemFactory function. This allows difficulty settings to use different bottle pools more easily as well as allows the pedestal, credits, and spoiler logs to report bottle contents. Expert and insane difficulties deliberately set the same bottle content to all four bottles since the bottle limit is one in those modes so this only guarantees that all racers regardless of play sequence will get the same one free bottle content.
2017-11-11 20:22:44 -06:00
AmazingAmpharos
17b18eb630 Timer display mode
-Adds support for the timer display mode
-Fixes the name for Link's House for insanity mode shuffle
2017-11-11 18:06:05 -06:00
AmazingAmpharos
6644863007 Support overflow on hard and above
Added back in the normal number of progressive swords and bottles (and in the case of hard armor and shields) to the higher difficulties which will make it easier on average for players to find their earlier pieces of this equipment. Non-progressive alternatives were supported and set not to disrupt the average value of equipment. Hard still ignores progressive setting for armor since it doesn't change when players get armor upgrades (find one, get blue mail) but does allow non-progressive players to get the overflow item from the second armor discovery.
2017-11-11 15:47:44 -06:00
AmazingAmpharos
0c0cd240ad New File
This file contains the definition for the item pool generation function. I'm not going to sugarcoat this; what I wrote is a total mess. This considers all possible combinations between timed modes (two distinct sets of timers), triforce hunt, progressives on/off/random, and all five of the difficulty settings from the vt randomizer. Maybe it would have been better to just hardcode every combination as its own array instead of build smaller arrays and use some semblance of logic to piece them together, but this is what I did. I'm not satisfied at all with the ugly, ugly form of this code and hope to revisit later, but for now, it adds significant improved functionality.
2017-11-10 04:15:45 -06:00