 efb2ab4505
			
		
	
	efb2ab4505
	
	
	
		
			
			Co-authored-by: t3hf1gm3nt <59876300+t3hf1gm3nt@users.noreply.github.com> Co-authored-by: Alchav <59858495+Alchav@users.noreply.github.com>
		
			
				
	
	
		
			148 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			148 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from BaseClasses import ItemClassification
 | |
| import typing
 | |
| from typing import Dict
 | |
| 
 | |
| progression = ItemClassification.progression
 | |
| filler = ItemClassification.filler
 | |
| useful = ItemClassification.useful
 | |
| trap = ItemClassification.trap
 | |
| 
 | |
| 
 | |
| class ItemData(typing.NamedTuple):
 | |
|     code: typing.Optional[int]
 | |
|     classification: ItemClassification
 | |
| 
 | |
| 
 | |
| item_table: Dict[str, ItemData] = {
 | |
|     "Boomerang": ItemData(100, useful),
 | |
|     "Bow": ItemData(101, progression),
 | |
|     "Magical Boomerang": ItemData(102, useful),
 | |
|     "Raft": ItemData(103, progression),
 | |
|     "Stepladder": ItemData(104, progression),
 | |
|     "Recorder": ItemData(105, progression),
 | |
|     "Magical Rod": ItemData(106, progression),
 | |
|     "Red Candle": ItemData(107, progression),
 | |
|     "Book of Magic": ItemData(108, progression),
 | |
|     "Magical Key": ItemData(109, useful),
 | |
|     "Red Ring": ItemData(110, useful),
 | |
|     "Silver Arrow": ItemData(111, progression),
 | |
|     "Sword": ItemData(112, progression),
 | |
|     "White Sword": ItemData(113, progression),
 | |
|     "Magical Sword": ItemData(114, progression),
 | |
|     "Heart Container": ItemData(115, progression),
 | |
|     "Letter": ItemData(116, progression),
 | |
|     "Magical Shield": ItemData(117, useful),
 | |
|     "Candle": ItemData(118, progression),
 | |
|     "Arrow": ItemData(119, progression),
 | |
|     "Food": ItemData(120, progression),
 | |
|     "Water of Life (Blue)": ItemData(121, useful),
 | |
|     "Water of Life (Red)": ItemData(122, useful),
 | |
|     "Blue Ring": ItemData(123, useful),
 | |
|     "Triforce Fragment": ItemData(124, progression),
 | |
|     "Power Bracelet": ItemData(125, useful),
 | |
|     "Small Key": ItemData(126, filler),
 | |
|     "Bomb": ItemData(127, filler),
 | |
|     "Recovery Heart": ItemData(128, filler),
 | |
|     "Five Rupees": ItemData(129, filler),
 | |
|     "Rupee": ItemData(130, filler),
 | |
|     "Clock": ItemData(131, filler),
 | |
|     "Fairy": ItemData(132, filler)
 | |
| 
 | |
| }
 | |
| 
 | |
| item_game_ids = {
 | |
|     "Bomb": 0x00,
 | |
|     "Sword": 0x01,
 | |
|     "White Sword": 0x02,
 | |
|     "Magical Sword": 0x03,
 | |
|     "Food": 0x04,
 | |
|     "Recorder": 0x05,
 | |
|     "Candle": 0x06,
 | |
|     "Red Candle": 0x07,
 | |
|     "Arrow": 0x08,
 | |
|     "Silver Arrow": 0x09,
 | |
|     "Bow": 0x0A,
 | |
|     "Magical Key": 0x0B,
 | |
|     "Raft": 0x0C,
 | |
|     "Stepladder": 0x0D,
 | |
|     "Five Rupees": 0x0F,
 | |
|     "Magical Rod": 0x10,
 | |
|     "Book of Magic": 0x11,
 | |
|     "Blue Ring": 0x12,
 | |
|     "Red Ring": 0x13,
 | |
|     "Power Bracelet": 0x14,
 | |
|     "Letter": 0x15,
 | |
|     "Small Key": 0x19,
 | |
|     "Heart Container": 0x1A,
 | |
|     "Triforce Fragment": 0x1B,
 | |
|     "Magical Shield": 0x1C,
 | |
|     "Boomerang": 0x1D,
 | |
|     "Magical Boomerang": 0x1E,
 | |
|     "Water of Life (Blue)": 0x1F,
 | |
|     "Water of Life (Red)": 0x20,
 | |
|     "Recovery Heart": 0x22,
 | |
|     "Rupee": 0x18,
 | |
|     "Clock": 0x21,
 | |
|     "Fairy": 0x23
 | |
| }
 | |
| 
 | |
| # Item prices are going to get a bit of a writeup here, because these are some seemingly arbitrary
 | |
| # design decisions and future contributors may want to know how these were arrived at.
 | |
| 
 | |
| # First, I based everything off of the Blue Ring. Since the Red Ring is twice as good as the Blue Ring,
 | |
| # logic dictates it should cost twice as much. Since you can't make something cost 500 rupees, the only
 | |
| # solution was to halve the price of the Blue Ring. Correspondingly, everything else sold in shops was
 | |
| # also cut in half.
 | |
| 
 | |
| # Then, I decided on a factor for swords. Since each sword does double the damage of its predecessor, each
 | |
| # one should be at least double. Since the sword saves so much time when upgraded (as, unlike other items,
 | |
| # you don't need to switch to it), I wanted a bit of a premium on upgrades. Thus, a 4x multiplier was chosen,
 | |
| # allowing the basic Sword to stay cheap while making the Magical Sword be a hefty upgrade you'll
 | |
| # feel the price of.
 | |
| 
 | |
| # Since arrows do the same amount of damage as the White Sword and silver arrows are the same with the Magical Sword.
 | |
| # they were given corresponding costs.
 | |
| 
 | |
| # Utility items were based on the prices of the shield, keys, and food. Broadly useful utility items should cost more,
 | |
| # while limited use utility items should cost less. After eyeballing those, a few editorial decisions were made as
 | |
| # deliberate thumbs on the scale of game balance. Those exceptions will be noted below. In general, prices were chosen
 | |
| # based on how a player would feel spending that amount of money as opposed to how useful an item actually is.
 | |
| 
 | |
| item_prices = {
 | |
|     "Bomb": 10,
 | |
|     "Sword": 10,
 | |
|     "White Sword": 40,
 | |
|     "Magical Sword": 160,
 | |
|     "Food": 30,
 | |
|     "Recorder": 45,
 | |
|     "Candle": 30,
 | |
|     "Red Candle": 60,
 | |
|     "Arrow": 40,
 | |
|     "Silver Arrow": 160,
 | |
|     "Bow": 40,
 | |
|     "Magical Key": 250,  # Replacing all small keys commands a high premium
 | |
|     "Raft": 80,
 | |
|     "Stepladder": 80,
 | |
|     "Five Rupees": 255,  # This could cost anything above 5 Rupees and be fine, but 255 is the funniest
 | |
|     "Magical Rod": 100,  # White Sword with forever beams should cost at least more than the White Sword itself
 | |
|     "Book of Magic": 60,
 | |
|     "Blue Ring": 125,
 | |
|     "Red Ring": 250,
 | |
|     "Power Bracelet": 25,
 | |
|     "Letter": 20,
 | |
|     "Small Key": 40,
 | |
|     "Heart Container": 80,
 | |
|     "Triforce Fragment": 200,  # Since I couldn't make Zelda 1 track shop purchases, this is how to discourage repeat
 | |
|     # Triforce purchases. The punishment for endless Rupee grinding to avoid searching out
 | |
|     # Triforce pieces is that you're doing endless Rupee grinding to avoid playing the game
 | |
|     "Magical Shield": 45,
 | |
|     "Boomerang": 5,
 | |
|     "Magical Boomerang": 20,
 | |
|     "Water of Life (Blue)": 20,
 | |
|     "Water of Life (Red)": 34,
 | |
|     "Recovery Heart": 5,
 | |
|     "Rupee": 50,
 | |
|     "Clock": 0,
 | |
|     "Fairy": 10
 | |
| }
 |