728 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			728 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
from __future__ import annotations
 | 
						||
 | 
						||
import random
 | 
						||
from dataclasses import dataclass
 | 
						||
from itertools import accumulate, chain, combinations
 | 
						||
from typing import Any, cast, Dict, Iterator, List, Mapping, Optional, Set, Tuple, Type, TYPE_CHECKING, Union
 | 
						||
 | 
						||
from Options import AssembleOptions, Choice, DeathLink, ItemDict, Range, SpecialRange, TextChoice, Toggle
 | 
						||
from .Enemies import enemy_name_to_sprite
 | 
						||
 | 
						||
if TYPE_CHECKING:
 | 
						||
    from BaseClasses import PlandoOptions
 | 
						||
    from worlds.AutoWorld import World
 | 
						||
 | 
						||
 | 
						||
class AssembleCustomizableChoices(AssembleOptions):
 | 
						||
    def __new__(mcs, name: str, bases: Tuple[type, ...], attrs: Dict[str, Any]) -> AssembleCustomizableChoices:
 | 
						||
        cls: AssembleOptions = super().__new__(mcs, name, bases, attrs)
 | 
						||
 | 
						||
        if "extra_options" in attrs:
 | 
						||
            cls.name_lookup.update(enumerate(attrs["extra_options"], start=max(cls.name_lookup) + 1))
 | 
						||
        return cast(AssembleCustomizableChoices, cls)
 | 
						||
 | 
						||
 | 
						||
class RandomGroupsChoice(Choice, metaclass=AssembleCustomizableChoices):
 | 
						||
    extra_options: Optional[Set[str]]
 | 
						||
    random_groups: Dict[str, List[str]]
 | 
						||
 | 
						||
    @classmethod
 | 
						||
    def get_option_name(cls, value: int) -> str:
 | 
						||
        if value in cls.options.values():
 | 
						||
            return next(k for k, v in cls.options.items() if v == value)
 | 
						||
        else:
 | 
						||
            return super().get_option_name(value)
 | 
						||
 | 
						||
    @classmethod
 | 
						||
    def from_text(cls, text: str) -> Choice:
 | 
						||
        key: str = text.lower()
 | 
						||
        if key == "random":
 | 
						||
            text = random.choice([o for o in cls.options if o not in cls.random_groups])
 | 
						||
        elif key in cls.random_groups:
 | 
						||
            text = random.choice(cls.random_groups[key])
 | 
						||
        return super().from_text(text)
 | 
						||
 | 
						||
 | 
						||
class EnemyChoice(TextChoice):
 | 
						||
    _valid_sprites: Dict[str, int] = {enemy_name.lower(): sprite for enemy_name, sprite in enemy_name_to_sprite.items()}
 | 
						||
 | 
						||
    def verify(self, world: Type[World], player_name: str, plando_options: PlandoOptions) -> None:
 | 
						||
        if isinstance(self.value, int):
 | 
						||
            return
 | 
						||
        if str(self.value).lower() in self._valid_sprites:
 | 
						||
            return
 | 
						||
        raise ValueError(f"Could not find option '{self.value}' for '{self.__class__.__name__}', known options are:\n"
 | 
						||
                         f"{', '.join(self.options)}, {', '.join(enemy_name_to_sprite)}.")
 | 
						||
 | 
						||
    @property
 | 
						||
    def sprite(self) -> Optional[int]:
 | 
						||
        return self._valid_sprites.get(str(self.value).lower())
 | 
						||
 | 
						||
 | 
						||
class LevelMixin:
 | 
						||
    xp_coefficients: List[int] = sorted([191, 65, 50, 32, 18, 14, 6, 3, 3, 2, 2, 2, 2] * 8, reverse=True)
 | 
						||
 | 
						||
    @classmethod
 | 
						||
    def _to_xp(cls, level: int, *, capsule: bool) -> int:
 | 
						||
        if level == 1:
 | 
						||
            return 0
 | 
						||
        if level == 99:
 | 
						||
            return 9999999
 | 
						||
 | 
						||
        increment: int = 20 << 8
 | 
						||
        total: int = increment
 | 
						||
        for lv in range(2, level):
 | 
						||
            increment += (increment * cls.xp_coefficients[lv]) >> 8
 | 
						||
            total += increment
 | 
						||
            if capsule:
 | 
						||
                total &= 0xFFFFFF00
 | 
						||
        return (total >> 8) - 10
 | 
						||
 | 
						||
 | 
						||
class BlueChestChance(Range):
 | 
						||
    """The chance of a chest being a blue chest.
 | 
						||
 | 
						||
    It is given in units of 1/256, i.e., a value of 25 corresponds to 25/256 ~ 9.77%.
 | 
						||
    If you increase the blue chest chance, then the red chest chance is decreased in return.
 | 
						||
    Supported values: 5 – 75
 | 
						||
    Default value: 25 (five times as much as in an unmodified game)
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Blue chest chance"
 | 
						||
    range_start = 5
 | 
						||
    range_end = 75
 | 
						||
    default = 25
 | 
						||
 | 
						||
    @property
 | 
						||
    def chest_type_thresholds(self) -> bytes:
 | 
						||
        ratio: float = (256 - self.value) / (256 - 5)
 | 
						||
        # unmodified chances are: consumable (mostly non-restorative) = 36/256, consumable (restorative) = 58/256,
 | 
						||
        # blue chest = 5/256, spell = 30/256, gear = 45/256 (and the remaining part, weapon = 82/256)
 | 
						||
        chest_type_chances: List[float] = [36 * ratio, 58 * ratio, float(self.value), 30 * ratio, 45 * ratio]
 | 
						||
        return bytes(round(threshold) for threshold in reversed(tuple(accumulate(chest_type_chances))))
 | 
						||
 | 
						||
 | 
						||
class BlueChestCount(Range):
 | 
						||
    """The number of blue chest items that will be in your item pool.
 | 
						||
 | 
						||
    The number of blue chests in your world that count as multiworld location checks will be equal this amount plus one
 | 
						||
    more for each party member or capsule monster if you have shuffle_party_members/shuffle_capsule_monsters enabled.
 | 
						||
    (You will still encounter blue chests in your world after all the multiworld location checks have been exhausted,
 | 
						||
    but these chests will then generate items for yourself only.)
 | 
						||
    Supported values: 10 – 100
 | 
						||
    Default value: 25
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Blue chest count"
 | 
						||
    range_start = 10
 | 
						||
    range_end = 100
 | 
						||
    default = 25
 | 
						||
 | 
						||
 | 
						||
class Boss(RandomGroupsChoice):
 | 
						||
    """Which boss to fight on the final floor.
 | 
						||
 | 
						||
    Supported values:
 | 
						||
    lizard_man, big_catfish, regal_goblin, follower_x2, camu, tarantula, pierre, daniele, gades_a, mummy_x4, troll_x3,
 | 
						||
    gades_b, idura_a, lion_x2, idura_b, idura_c, rogue_flower, soldier_x4, gargoyle_x4, venge_ghost, white_dragon_x3,
 | 
						||
    fire_dragon, ghost_ship, tank, gades_c, amon, erim, daos, egg_dragon, master
 | 
						||
    random-low — select a random regular boss, from lizard_man to troll_x3
 | 
						||
    random-middle — select a random regular boss, from idura_a to gargoyle_x4
 | 
						||
    random-high — select a random regular boss, from venge_ghost to tank
 | 
						||
    random-sinistral — select a random Sinistral boss
 | 
						||
    Default value: master (same as in an unmodified game)
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Boss"
 | 
						||
    option_lizard_man = 0x01
 | 
						||
    option_big_catfish = 0x02
 | 
						||
    # 0x03 = Goblin + Skeleton; regular monsters
 | 
						||
    # 0x04 = Goblin; regular monster
 | 
						||
    option_regal_goblin = 0x05
 | 
						||
    option_follower_x2 = 0x06
 | 
						||
    option_camu = 0x07
 | 
						||
    option_tarantula = 0x08
 | 
						||
    option_pierre = 0x09
 | 
						||
    option_daniele = 0x0A
 | 
						||
    option_gades_a = 0x0B
 | 
						||
    option_mummy_x4 = 0x0C
 | 
						||
    option_troll_x3 = 0x0D
 | 
						||
    option_gades_b = 0x0E
 | 
						||
    option_idura_a = 0x0F
 | 
						||
    # 0x10 = Pierre; Maxim + Tia only
 | 
						||
    # 0x11 = Daniele; Guy + Selan only
 | 
						||
    option_lion_x2 = 0x12
 | 
						||
    option_idura_b = 0x13
 | 
						||
    option_idura_c = 0x14
 | 
						||
    option_rogue_flower = 0x15
 | 
						||
    option_soldier_x4 = 0x16
 | 
						||
    option_gargoyle_x4 = 0x17
 | 
						||
    option_venge_ghost = 0x18
 | 
						||
    option_white_dragon_x3 = 0x19
 | 
						||
    option_fire_dragon = 0x1A
 | 
						||
    option_ghost_ship = 0x1B
 | 
						||
    # 0x1C = Soldier x4; same as 0x16
 | 
						||
    # 0x1D = Soldier x4; same as 0x16
 | 
						||
    option_tank = 0x1E
 | 
						||
    option_gades_c = 0x1F
 | 
						||
    option_amon = 0x20
 | 
						||
    # 0x21 = Gades; same as 0x1F
 | 
						||
    # 0x22 = Amon; same as 0x20
 | 
						||
    option_erim = 0x23
 | 
						||
    option_daos = 0x24
 | 
						||
    option_egg_dragon = 0x25
 | 
						||
    option_master = 0x26
 | 
						||
    default = option_master
 | 
						||
 | 
						||
    _sprite: Dict[int, int] = {
 | 
						||
        option_lizard_man: 0x9E,
 | 
						||
        option_big_catfish: 0xC5,
 | 
						||
        option_regal_goblin: 0x9D,
 | 
						||
        option_follower_x2: 0x76,
 | 
						||
        option_camu: 0x75,
 | 
						||
        option_tarantula: 0xC6,
 | 
						||
        option_pierre: 0x77,
 | 
						||
        option_daniele: 0x78,
 | 
						||
        option_gades_a: 0x7A,
 | 
						||
        option_mummy_x4: 0xA8,
 | 
						||
        option_troll_x3: 0xA9,
 | 
						||
        option_gades_b: 0x7A,
 | 
						||
        option_idura_a: 0x74,
 | 
						||
        option_lion_x2: 0xB7,
 | 
						||
        option_idura_b: 0x74,
 | 
						||
        option_idura_c: 0x74,
 | 
						||
        option_rogue_flower: 0x96,
 | 
						||
        option_soldier_x4: 0x18,
 | 
						||
        option_gargoyle_x4: 0xC4,
 | 
						||
        option_venge_ghost: 0xD0,
 | 
						||
        option_white_dragon_x3: 0xC3,
 | 
						||
        option_fire_dragon: 0xC0,
 | 
						||
        option_ghost_ship: 0xC8,
 | 
						||
        option_tank: 0xC7,
 | 
						||
        option_gades_c: 0x7A,
 | 
						||
        option_amon: 0x79,
 | 
						||
        option_erim: 0x38,
 | 
						||
        option_daos: 0x7B,
 | 
						||
        option_egg_dragon: 0xC0,
 | 
						||
        option_master: 0x94,
 | 
						||
    }
 | 
						||
 | 
						||
    random_groups = {
 | 
						||
        "random-low": ["lizard_man", "big_catfish", "regal_goblin", "follower_x2", "camu", "tarantula", "pierre",
 | 
						||
                       "daniele", "mummy_x4", "troll_x3"],
 | 
						||
        "random-middle": ["idura_a", "lion_x2", "idura_b", "idura_c", "rogue_flower", "soldier_x4", "gargoyle_x4"],
 | 
						||
        "random-high": ["venge_ghost", "white_dragon_x3", "fire_dragon", "ghost_ship", "tank"],
 | 
						||
        "random-sinistral": ["gades_c", "amon", "erim", "daos"],
 | 
						||
    }
 | 
						||
    extra_options = set(random_groups)
 | 
						||
 | 
						||
    @property
 | 
						||
    def flag(self) -> int:
 | 
						||
        return 0xFE if self.value == Boss.option_master else 0xFF
 | 
						||
 | 
						||
    @property
 | 
						||
    def music(self) -> int:
 | 
						||
        return 0x1B if self.value in {Boss.option_master, Boss.option_gades_a, Boss.option_gades_b, Boss.option_gades_c,
 | 
						||
                                      Boss.option_amon, Boss.option_erim, Boss.option_daos} else 0x19
 | 
						||
 | 
						||
    @property
 | 
						||
    def sprite(self) -> int:
 | 
						||
        return Boss._sprite[self.value]
 | 
						||
 | 
						||
 | 
						||
class CapsuleCravingsJPStyle(Toggle):
 | 
						||
    """Make capsule monster cravings behave as in the Japanese version.
 | 
						||
 | 
						||
    In the US version, the data that determines which items a capsule monster can request is a mess.
 | 
						||
    It allows only for a very limited selection of items to be requested, and the quality of the selected item is almost
 | 
						||
    always either too low or too high (compared to the capsule monsters current quality preference). This means that,
 | 
						||
    if fed, the requested item will either be rejected by the capsule monster or lead to an unreasonable increase of the
 | 
						||
    quality preference, making further feeding more difficult.
 | 
						||
    This setting provides a fix for the bug described above.
 | 
						||
    If enabled, the capsule monster feeding behavior will be changed to behave analogous to the JP (and EU) version.
 | 
						||
    This means that requests become more varied, while the requested item will be guaranteed to be of the same quality
 | 
						||
    as the capsule monsters current preference. Thus, it can no longer happen that the capsule monster dislikes eating
 | 
						||
    the very item it just requested.
 | 
						||
    Supported values: false, true
 | 
						||
    Default value: false (same as in an unmodified game)
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Capsule cravings JP style"
 | 
						||
 | 
						||
 | 
						||
class CapsuleStartingForm(SpecialRange):
 | 
						||
    """The starting form of your capsule monsters.
 | 
						||
 | 
						||
    Supported values: 1 – 4, m
 | 
						||
    Default value: 1 (same as in an unmodified game)
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Capsule monster starting form"
 | 
						||
    range_start = 1
 | 
						||
    range_end = 5
 | 
						||
    default = 1
 | 
						||
    special_range_cutoff = 1
 | 
						||
    special_range_names = {
 | 
						||
        "default": 1,
 | 
						||
        "m": 5,
 | 
						||
    }
 | 
						||
 | 
						||
    @property
 | 
						||
    def unlock(self) -> int:
 | 
						||
        if self.value == self.special_range_names["m"]:
 | 
						||
            return 0x0B
 | 
						||
        else:
 | 
						||
            return self.value - 1
 | 
						||
 | 
						||
 | 
						||
class CapsuleStartingLevel(LevelMixin, SpecialRange):
 | 
						||
    """The starting level of your capsule monsters.
 | 
						||
 | 
						||
    Can be set to the special value party_starting_level to make it the same value as the party_starting_level option.
 | 
						||
    Supported values: 1 – 99, party_starting_level
 | 
						||
    Default value: 1 (same as in an unmodified game)
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Capsule monster starting level"
 | 
						||
    range_start = 0
 | 
						||
    range_end = 99
 | 
						||
    default = 1
 | 
						||
    special_range_cutoff = 1
 | 
						||
    special_range_names = {
 | 
						||
        "default": 1,
 | 
						||
        "party_starting_level": 0,
 | 
						||
    }
 | 
						||
 | 
						||
    @property
 | 
						||
    def xp(self) -> int:
 | 
						||
        return self._to_xp(self.value, capsule=True)
 | 
						||
 | 
						||
 | 
						||
class CrowdedFloorChance(Range):
 | 
						||
    """The chance of a floor being a crowded floor.
 | 
						||
 | 
						||
    It is given in units of 1/256, i.e., a value of 16 corresponds to 16/256 = 6.25%.
 | 
						||
    A crowded floor is a floor where most of the chests are grouped in one room together with many enemies.
 | 
						||
    Supported values: 0 – 255
 | 
						||
    Default value: 16 (same as in an unmodified game)
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Crowded floor chance"
 | 
						||
    range_start = 0
 | 
						||
    range_end = 255
 | 
						||
    default = 16
 | 
						||
 | 
						||
 | 
						||
class CustomItemPool(ItemDict, Mapping[str, int]):
 | 
						||
    """Customize your multiworld item pool.
 | 
						||
 | 
						||
    Using this option you can place any cave item in your multiworld item pool. (By default, the pool is filled with
 | 
						||
    blue chest items.) Here you can add any valid item from the Lufia II Ancient Cave section of the datapackage
 | 
						||
    (see https://archipelago.gg/datapackage). The value of this option has to be a mapping of item name to count,
 | 
						||
    e.g., to add two Deadly rods and one Dekar Blade: {Deadly rod: 2, Dekar blade: 1}
 | 
						||
    The maximum total amount of custom items you can place is limited by the chosen blue_chest_count; any remaining,
 | 
						||
    non-customized space in the pool will be occupied by random blue chest items.
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Custom item pool"
 | 
						||
    value: Dict[str, int]
 | 
						||
 | 
						||
    @property
 | 
						||
    def count(self) -> int:
 | 
						||
        return sum(self.values())
 | 
						||
 | 
						||
    def __getitem__(self, key: str) -> int:
 | 
						||
        return self.value.__getitem__(key)
 | 
						||
 | 
						||
    def __iter__(self) -> Iterator[str]:
 | 
						||
        return self.value.__iter__()
 | 
						||
 | 
						||
    def __len__(self) -> int:
 | 
						||
        return self.value.__len__()
 | 
						||
 | 
						||
 | 
						||
class DefaultCapsule(Choice):
 | 
						||
    """Preselect the active capsule monster.
 | 
						||
 | 
						||
    (Only has an effect if shuffle_capsule_monsters is set to false.)
 | 
						||
    Supported values: jelze, flash, gusto, zeppy, darbi, sully, blaze
 | 
						||
    Default value: jelze
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Default capsule monster"
 | 
						||
    option_jelze = 0x00
 | 
						||
    option_flash = 0x01
 | 
						||
    option_gusto = 0x02
 | 
						||
    option_zeppy = 0x03
 | 
						||
    option_darbi = 0x04
 | 
						||
    option_sully = 0x05
 | 
						||
    option_blaze = 0x06
 | 
						||
    default = option_jelze
 | 
						||
 | 
						||
 | 
						||
class DefaultParty(RandomGroupsChoice, TextChoice):
 | 
						||
    """Preselect the party lineup.
 | 
						||
 | 
						||
    (Only has an effect if shuffle_party_members is set to false.)
 | 
						||
    Supported values:
 | 
						||
    Can be set to any valid combination of up to 4 party member initials, e.g.:
 | 
						||
    M — Maxim
 | 
						||
    DGMA — Dekar, Guy, Maxim, and Arty
 | 
						||
    MSTL — Maxim, Selan, Tia, and Lexis
 | 
						||
    random-2p — a random 2-person party
 | 
						||
    random-3p — a random 3-person party
 | 
						||
    random-4p — a random 4-person party
 | 
						||
    Default value: M
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Default party lineup"
 | 
						||
    default: Union[str, int] = "M"
 | 
						||
    value: Union[str, int]
 | 
						||
 | 
						||
    random_groups = {
 | 
						||
        "random-2p": ["M" + "".join(p) for p in combinations("ADGLST", 1)],
 | 
						||
        "random-3p": ["M" + "".join(p) for p in combinations("ADGLST", 2)],
 | 
						||
        "random-4p": ["M" + "".join(p) for p in combinations("ADGLST", 3)],
 | 
						||
    }
 | 
						||
    vars().update({f"option_{party}": party for party in (*random_groups, "M", *chain(*random_groups.values()))})
 | 
						||
    _valid_sorted_parties: List[List[str]] = [sorted(party) for party in ("M", *chain(*random_groups.values()))]
 | 
						||
    _members_to_bytes: bytes = bytes.maketrans(b"MSGATDL", bytes(range(7)))
 | 
						||
 | 
						||
    def verify(self, world: Type[World], player_name: str, plando_options: PlandoOptions) -> None:
 | 
						||
        if str(self.value).lower() in self.random_groups:
 | 
						||
            return
 | 
						||
        if sorted(str(self.value).upper()) in self._valid_sorted_parties:
 | 
						||
            return
 | 
						||
        raise ValueError(f"Could not find option '{self.value}' for '{self.__class__.__name__}', known options are:\n"
 | 
						||
                         f"{', '.join(self.random_groups)}, {', '.join(('M', *chain(*self.random_groups.values())))} "
 | 
						||
                         "as well as all permutations of these.")
 | 
						||
 | 
						||
    @staticmethod
 | 
						||
    def _flip(i: int) -> int:
 | 
						||
        return {4: 5, 5: 4}.get(i, i)
 | 
						||
 | 
						||
    @property
 | 
						||
    def event_script(self) -> bytes:
 | 
						||
        return bytes((*(b for i in bytes(self) if i != 0 for b in (0x2B, i, 0x2E, i + 0x65, 0x1A, self._flip(i) + 1)),
 | 
						||
                      0x1E, 0x0B, len(self) - 1, 0x1C, 0x86, 0x03, *(0x00,) * (6 * (4 - len(self)))))
 | 
						||
 | 
						||
    @property
 | 
						||
    def roster(self) -> bytes:
 | 
						||
        return bytes((len(self), *bytes(self), *(0xFF,) * (4 - len(self))))
 | 
						||
 | 
						||
    def __bytes__(self) -> bytes:
 | 
						||
        return str(self.value).upper().encode("ASCII").translate(self._members_to_bytes)
 | 
						||
 | 
						||
    def __len__(self) -> int:
 | 
						||
        return len(str(self.value))
 | 
						||
 | 
						||
 | 
						||
class EnemyFloorNumbers(Choice):
 | 
						||
    """Change which enemy types are encountered at which floor numbers.
 | 
						||
 | 
						||
    Supported values:
 | 
						||
    vanilla
 | 
						||
        Ninja, e.g., is allowed to appear on the 3 floors B44-B46
 | 
						||
    shuffle — The existing enemy types are redistributed among nearby floors. Shifts by up to 6 floors are possible.
 | 
						||
        Ninja, e.g., will be allowed to appear on exactly 3 consecutive floors somewhere from B38-B40 to B50-B52
 | 
						||
    randomize — For each floor, new enemy types are chosen randomly from the set usually possible on floors [-6, +6].
 | 
						||
        Ninja, e.g., is among the various possible selections for any enemy slot affecting the floors from B38 to B52
 | 
						||
    Default value: vanilla (same as in an unmodified game)
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Enemy floor numbers"
 | 
						||
    option_vanilla = 0
 | 
						||
    option_shuffle = 1
 | 
						||
    option_randomize = 2
 | 
						||
    default = option_vanilla
 | 
						||
 | 
						||
 | 
						||
class EnemyMovementPatterns(EnemyChoice):
 | 
						||
    """Change the movement patterns of enemies.
 | 
						||
 | 
						||
    Supported values:
 | 
						||
    vanilla
 | 
						||
    shuffle_by_pattern — The existing movement patterns are redistributed among each other.
 | 
						||
        Sprites that usually share a movement pattern will still share movement patterns after shuffling
 | 
						||
    randomize_by_pattern — For each movement pattern, a new one is chosen randomly from the set of existing patterns.
 | 
						||
        Sprites that usually share a movement pattern will still share movement patterns after randomizing
 | 
						||
    shuffle_by_sprite — The existing movement patterns of sprites are redistributed among the enemy sprites.
 | 
						||
        Sprites that usually share a movement pattern can end up with different movement patterns after shuffling
 | 
						||
    randomize_by_sprite — For each sprite, a new movement is chosen randomly from the set of existing patterns.
 | 
						||
        Sprites that usually share a movement pattern can end up with different movement patterns after randomizing
 | 
						||
    singularity — All enemy sprites use the same, randomly selected movement pattern
 | 
						||
    Alternatively, you can directly specify an enemy name such as "Red Jelly" as the value of this option.
 | 
						||
        In that case, the movement pattern usually associated with this sprite will be used by all enemy sprites
 | 
						||
    Default value: vanilla (same as in an unmodified game)
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Enemy movement patterns"
 | 
						||
    option_vanilla = 0
 | 
						||
    option_shuffle_by_pattern = 1
 | 
						||
    option_randomize_by_pattern = 2
 | 
						||
    option_shuffle_by_sprite = 3
 | 
						||
    option_randomize_by_sprite = 4
 | 
						||
    option_singularity = 5
 | 
						||
    default = option_vanilla
 | 
						||
 | 
						||
 | 
						||
class EnemySprites(EnemyChoice):
 | 
						||
    """Change the appearance of enemies.
 | 
						||
 | 
						||
    Supported values:
 | 
						||
    vanilla
 | 
						||
    shuffle — The existing sprites are redistributed among the enemy types.
 | 
						||
        This means that, after shuffling, exactly 1 enemy type will be dressing up as the "Red Jelly" sprite
 | 
						||
    randomize — For each enemy type, a new sprite is chosen randomly from the set of existing sprites.
 | 
						||
        This means that, after randomizing, any number of enemy types could end up using the "Red Jelly" sprite
 | 
						||
    singularity — All enemies use the same, randomly selected sprite
 | 
						||
    Alternatively, you can directly specify an enemy name such as "Red Jelly" as the value of this option.
 | 
						||
        In this case, the sprite usually associated with that enemy will be used by all enemies
 | 
						||
    Default value: vanilla (same as in an unmodified game)
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Enemy sprites"
 | 
						||
    option_vanilla = 0
 | 
						||
    option_shuffle = 1
 | 
						||
    option_randomize = 2
 | 
						||
    option_singularity = 3
 | 
						||
    default = option_vanilla
 | 
						||
 | 
						||
 | 
						||
class ExpModifier(Range):
 | 
						||
    """Percentage modifier for EXP gained from enemies.
 | 
						||
 | 
						||
    Supported values: 100 – 500
 | 
						||
    Default value: 100 (same as in an unmodified game)
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "EXP modifier"
 | 
						||
    range_start = 100
 | 
						||
    range_end = 500
 | 
						||
    default = 100
 | 
						||
 | 
						||
    def __call__(self, exp: bytes) -> bytes:
 | 
						||
        try:
 | 
						||
            return (int.from_bytes(exp, "little") * self.value // 100).to_bytes(2, "little")
 | 
						||
        except OverflowError:
 | 
						||
            return b"\xFF\xFF"
 | 
						||
 | 
						||
 | 
						||
class FinalFloor(Range):
 | 
						||
    """The final floor, where the boss resides.
 | 
						||
 | 
						||
    Supported values: 2 – 99
 | 
						||
    Default value: 99 (same as in an unmodified game)
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Final floor"
 | 
						||
    range_start = 2
 | 
						||
    range_end = 99
 | 
						||
    default = 99
 | 
						||
 | 
						||
 | 
						||
class GearVarietyAfterB9(Toggle):
 | 
						||
    """Fixes a bug that prevents various gear from appearing after B9.
 | 
						||
 | 
						||
    Due to an overflow bug in the game, the distribution of red chest gear is impaired after B9.
 | 
						||
    Starting with B10, the number of items available from red chests is severely limited, meaning that red chests will
 | 
						||
    no longer contain any shields, headgear, rings, or jewels (and the selection of body armor is reduced as well).
 | 
						||
    This setting provides a fix for the bug described above.
 | 
						||
    If enabled, red chests beyond B9 will continue to produce shields, headgear, rings, and jewels as intended,
 | 
						||
    while the odds of finding body armor in red chests are decreased as a result.
 | 
						||
    The distributions of red chest weapons, spells, and consumables as well as blue chests are unaffected.
 | 
						||
    Supported values: false, true
 | 
						||
    Default value: false (same as in an unmodified game)
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Increase gear variety after B9"
 | 
						||
 | 
						||
 | 
						||
class Goal(Choice):
 | 
						||
    """The objective you have to fulfill in order to complete the game.
 | 
						||
 | 
						||
    Supported values:
 | 
						||
    boss — defeat the boss on the final floor
 | 
						||
    iris_treasure_hunt — gather the required number of Iris treasures and leave the cave
 | 
						||
    boss_iris_treasure_hunt — complete both the "boss" and the "iris_treasure_hunt" objective (in any order)
 | 
						||
    final_floor — merely reach the final floor
 | 
						||
    Default value: boss
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Goal"
 | 
						||
    option_boss = 0x01
 | 
						||
    option_iris_treasure_hunt = 0x02
 | 
						||
    option_boss_iris_treasure_hunt = 0x03
 | 
						||
    option_final_floor = 0x04
 | 
						||
    default = option_boss
 | 
						||
 | 
						||
 | 
						||
class HealingFloorChance(Range):
 | 
						||
    """The chance of a floor having a healing tile hidden under a bush.
 | 
						||
 | 
						||
    It is given in units of 1/256, i.e., a value of 16 corresponds to 16/256 = 6.25%.
 | 
						||
    Supported values: 0 – 255
 | 
						||
    Default value: 16 (same as in an unmodified game)
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Healing tile floor chance"
 | 
						||
    range_start = 0
 | 
						||
    range_end = 255
 | 
						||
    default = 16
 | 
						||
 | 
						||
 | 
						||
class InitialFloor(Range):
 | 
						||
    """The initial floor, where you begin your journey.
 | 
						||
 | 
						||
    (If this value isn't smaller than the value of final_floor, it will automatically be set to final_floor - 1)
 | 
						||
    Supported values: 1 – 98
 | 
						||
    Default value: 1 (same as in an unmodified game)
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Initial floor"
 | 
						||
    range_start = 1
 | 
						||
    range_end = 98
 | 
						||
    default = 1
 | 
						||
 | 
						||
 | 
						||
class IrisFloorChance(Range):
 | 
						||
    """The chance of a floor being able to generate an Iris treasure.
 | 
						||
 | 
						||
    It is given in units of 1/256, i.e., a value of 5 corresponds to 5/256 ~ 1.95%.
 | 
						||
    The true chance of a floor holding an Iris treasure you need is usually lower than the chance specified here, e.g.,
 | 
						||
    if you have already found 8 of 9 Iris items then the chance of generating the last one is only 1/9 of this value.
 | 
						||
    Supported values: 5 – 255
 | 
						||
    Default value: 5 (same as in an unmodified game)
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Iris treasure floor chance"
 | 
						||
    range_start = 5
 | 
						||
    range_end = 255
 | 
						||
    default = 5
 | 
						||
 | 
						||
 | 
						||
class IrisTreasuresRequired(Range):
 | 
						||
    """The number of Iris treasures required to complete the goal.
 | 
						||
 | 
						||
    This setting only has an effect if the "iris_treasure_hunt" or "boss_iris_treasure_hunt" goal is active.
 | 
						||
    Supported values: 1 – 9
 | 
						||
    Default value: 9
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Iris treasures required"
 | 
						||
    range_start = 1
 | 
						||
    range_end = 9
 | 
						||
    default = 9
 | 
						||
 | 
						||
 | 
						||
class MasterHp(Range):
 | 
						||
    """The number of hit points of the Master
 | 
						||
 | 
						||
    (Only has an effect if boss is set to master.)
 | 
						||
    Supported values: 1 – 9980
 | 
						||
    Default value: 9980 (same as in an unmodified game)
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Master HP"
 | 
						||
    range_start = 1
 | 
						||
    range_end = 9980
 | 
						||
    default = 9980
 | 
						||
 | 
						||
 | 
						||
class PartyStartingLevel(LevelMixin, Range):
 | 
						||
    """The starting level of your party members.
 | 
						||
 | 
						||
    Supported values: 1 – 99
 | 
						||
    Default value: 1 (same as in an unmodified game)
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Party starting level"
 | 
						||
    range_start = 1
 | 
						||
    range_end = 99
 | 
						||
    default = 1
 | 
						||
 | 
						||
    @property
 | 
						||
    def xp(self) -> int:
 | 
						||
        return self._to_xp(self.value, capsule=False)
 | 
						||
 | 
						||
 | 
						||
class RunSpeed(Choice):
 | 
						||
    """Modifies the game to allow you to move faster than normal when pressing the Y button.
 | 
						||
 | 
						||
    Supported values: disabled, double, triple, quadruple
 | 
						||
    Default value: disabled (same as in an unmodified game)
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Run speed"
 | 
						||
    option_disabled = 0x08
 | 
						||
    option_double = 0x10
 | 
						||
    option_triple = 0x16
 | 
						||
    option_quadruple = 0x20
 | 
						||
    default = option_disabled
 | 
						||
 | 
						||
 | 
						||
class ShuffleCapsuleMonsters(Toggle):
 | 
						||
    """Shuffle the capsule monsters into the multiworld.
 | 
						||
 | 
						||
    Supported values:
 | 
						||
    false — all 7 capsule monsters are available in the menu and can be selected right away
 | 
						||
    true — you start without capsule monster; 7 new "items" are added to your pool and shuffled into the multiworld;
 | 
						||
        when one of these items is found, the corresponding capsule monster is unlocked for you to use
 | 
						||
    Default value: false (same as in an unmodified game)
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Shuffle capsule monsters"
 | 
						||
 | 
						||
    @property
 | 
						||
    def unlock(self) -> int:
 | 
						||
        return 0b00000000 if self.value else 0b01111111
 | 
						||
 | 
						||
 | 
						||
class ShufflePartyMembers(Toggle):
 | 
						||
    """Shuffle the party members into the multiworld.
 | 
						||
 | 
						||
    Supported values:
 | 
						||
    false — all 6 optional party members are present in the cafe and can be recruited right away
 | 
						||
    true — only Maxim is available from the start; 6 new "items" are added to your pool and shuffled into the
 | 
						||
        multiworld; when one of these items is found, the corresponding party member is unlocked for you to use.
 | 
						||
        While cave diving, you can add newly unlocked ones to your party by using the character items from the inventory
 | 
						||
    Default value: false (same as in an unmodified game)
 | 
						||
    """
 | 
						||
 | 
						||
    display_name = "Shuffle party members"
 | 
						||
 | 
						||
    @property
 | 
						||
    def unlock(self) -> int:
 | 
						||
        return 0b00000000 if self.value else 0b11111100
 | 
						||
 | 
						||
 | 
						||
@dataclass
 | 
						||
class L2ACOptions:
 | 
						||
    blue_chest_chance: BlueChestChance
 | 
						||
    blue_chest_count: BlueChestCount
 | 
						||
    boss: Boss
 | 
						||
    capsule_cravings_jp_style: CapsuleCravingsJPStyle
 | 
						||
    capsule_starting_form: CapsuleStartingForm
 | 
						||
    capsule_starting_level: CapsuleStartingLevel
 | 
						||
    crowded_floor_chance: CrowdedFloorChance
 | 
						||
    custom_item_pool: CustomItemPool
 | 
						||
    death_link: DeathLink
 | 
						||
    default_capsule: DefaultCapsule
 | 
						||
    default_party: DefaultParty
 | 
						||
    enemy_floor_numbers: EnemyFloorNumbers
 | 
						||
    enemy_movement_patterns: EnemyMovementPatterns
 | 
						||
    enemy_sprites: EnemySprites
 | 
						||
    exp_modifier: ExpModifier
 | 
						||
    final_floor: FinalFloor
 | 
						||
    gear_variety_after_b9: GearVarietyAfterB9
 | 
						||
    goal: Goal
 | 
						||
    healing_floor_chance: HealingFloorChance
 | 
						||
    initial_floor: InitialFloor
 | 
						||
    iris_floor_chance: IrisFloorChance
 | 
						||
    iris_treasures_required: IrisTreasuresRequired
 | 
						||
    master_hp: MasterHp
 | 
						||
    party_starting_level: PartyStartingLevel
 | 
						||
    run_speed: RunSpeed
 | 
						||
    shuffle_capsule_monsters: ShuffleCapsuleMonsters
 | 
						||
    shuffle_party_members: ShufflePartyMembers
 |