Files
Grinch-AP/worlds/yugioh06/docs/en_Yu-Gi-Oh! 2006.md
Rensen3 539ee1c5da Yu-Gi-oh! 2006: implement new game (#2795)
* Initial implementation of Yu-Gi-Oh! WC 2006

* Added Opponents and banlists

* Initial implementation of Yu-Gi-Oh! WC 2006

* Added Opponents and banlists

* Added Campaign Logic

* Added Bonuses Logic

* Added challenge logic

* fixed yugioh client

* ygo06 rom cleanup and include lua

* ygo06 patch cleanup

* ygo06 move client to world folder

* lots of small changes

* bug fixes

* implemented filler item for yugioh06

* BizHawkClient: Add client and connector

* BizHawkClient: Add launcher component and inno_setup lines

* BizHawkClient: Misc stability updates and small improvements

Bad commit organization a consequence of working with two different branches and not keeping the commits separated

* BizHawkClient: Add docstrings

* BizHawkClient: Pull in changes from other branch

* BizHawkClient: Fix no handler message not displaying after changed ROMs

* BizHawkClient: Remove extra print statement from lua

* BizHawkClient: Change version command to use raw strings

* BizHawkClient: Change script version to single integer

* YGO06: added logic for "all expect type forbidden" limited duels

* YGO06: Structure Deck choice now affects logic. Fixed a bug with tier 5 campaign opponents. Added logic for TD16 Union.

* BizHawkClient: Add newline to version for lua script

* BizHawkClient: Call send_connect from BizHawkClient's watcher loop

* BizHawkClient: Add handling for failed request getting script version

* BizHawkClient: Have base64.lua check lua version explicitly for bit operations

On 2.9, it would detect LuaJIT and flood the console with deprecation warnings

* BizHawkClient: Update connector script for slightly better errors and address Gambatte frame sync issue

* BizHawkClient: Remove accidentally added print statements

* BizHawkClient: Fix connector server not closing correctly

* BizHawkClient: Move some connector code around, some linting

* BizHawkClient: Small cleanup in lua

* BizHawkClient: Lua linting

* BizHawkClient: Remove outdated sentences in docstrings

* YGO06: Logic additions and bug fixes

* BizHawkClient: Correctly null check patch file arg

* BizHawkClient: Initialize logging

* BizHawkClient: Move code to worlds/_bizhawk

Also splits out BizHawk communication functions to their own file for use outside this client

* BizHawkClient: Add license to connector lua, add types to docs

* BizHawkClient: Add module docstrings

* YGO06: Logic additions

* BizHawkClient: Allow clients to define multiple systems

* BizHawkClient: Better logging and handling of interruptions to connection to script

* YGO06: Logic additions

* YGO06: Added text to options

* YGO06: Ported to bizhawk client

* YGO06: fix goal not being detected

* YGO06: fix access item rule for tier 5 column 1 and 2

* YGO06: docu and bug fixes

* YGO06: change name

* YGO06: some fixes

* YGO06: fix starting opponent and booster not applying

* YGO06: added option to reduce the amount of challenges and remove the no ban list from pool.

* YGO06: added rom being asked for on first use

* YGO06: fix rules for challenges

* YGO06: create proper rules for TD04 Ritual Summon

* YGO06: mark most banlists as usefull instead of progression

* YGO06: reduce the required core boosters across the board

* YGO06: fix client not loading if another game already loaded the bizhawk client

* YGO06: fix client not finding the bizhawk client.

* YGO06: fix TD08 Draw not giving out an item

* YGO06: small text changes

* YGO06: update to version 0.4.4

* YGO06: logic mixin clean-up

* YGO06: added option for campaign opponents as goal

* Pokemon Emerald add encounter table randomization

* Pokemon Emerald: Item ball randomization working

* Pokemon Emerald: Clean up code a little

* Pokemon Emerald: Partial rework of region/location creation

* Pokemon Emerald: Dedupe items and add more readable names

* Refactor region creation to manually defined regions

* Split region json

* Use new data.json with flattened constants and add HM locations

* YGO06: bug fixes

* YGO06: bug fix

* YGO06: changes default options to be more beginner friendly

* YGO06: attempt at universal tracker support. Settings are stored in slot data now.

* YGO06: fix for older python versions

* YGO06: fix slot data

* YGO06: added diiferent opponents to the campaign

* YGO06: fix small bug with opponent icons

* YGO06: fix unwanted changes

* YGO06: repair merge with main

* YGO06: map out all of the opponents

* YGO06: added opponent shuffle

* YGO06: added logic to opponent shuffle

* YGO06: added option to use ocg art

* YGO06: bug_fixes

* YGO06: removed todos, since they are not needed anymore

* YGO06: added draft mode

* YGO06: added logic to draft mode

* YGO06: Added Money multiplier when you lose

* YGO06: Fixed Unit Test errors

* YGO06: Added Random deck option

* YGO06: Bug fix with registering client

* YGO06: client clean-up

* YGO06: fixed card misspellings

* YGO06: removed unused imports and other small changes

* YGO06: small changes

* YGO06: fix generation error when the combination of starting with "No Banlist" and not adding "No Banlist" to the pool is selected

* YGO06: fix ocg art path overwriting Huge Revolution bugfix

* YGO06: added comments and other minor changes

* YGO06: fixed byte length in client for money

* YGO06: fixes for webhost and options

* YGO06: use the proper random function

* YGO06: change settings to options

* YGO06: move to procedure patch

* YGO06: fix imports

* YGO06: fix download link for patch not showing

* YGO06: remove unnecessary Optional

* YGO06: fix universal tracker stuff

* YGO06: add typings

* YGO06: small cleanup

* yugioh06:  small change to setup

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* YGO06: remove logic mixin

* YGO06: fix create item and implement create filler and get filler item name

* YGO06: remove double lambdas

* YGO06: use pkgutil.get_data instaed pf zipFile

* YGO06: fix starting items being duplicated

* YGO06: lots of small changes

* YGO06: moved functions to match execution order

* YGO06: run ruff

* YGO06: run ruff format

* YGO06: fix ruff errors

* YGO06: undo ruff format for rules

* YGO06: move import to prevent circular dependency

* YGO06: remove unused class

* YGO06: optimizing rules

* YGO06: some optimization and small bug fix

---------

Co-authored-by: Zunawe <gyroscope15@gmail.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2024-05-17 19:23:05 +02:00

1.8 KiB

Yu-Gi-Oh! Ultimate Masters: World Championship Tournament 2006

Where is the options page?

The player options page for this game contains all the options you need to configure and export a config file.

What does randomization do to this game?

Unlocking Booster Packs, Campaign, Limited and Theme Duel Opponents has been changed. You only need to beat each Campaign Opponent once. Logic expects you to have access to the Booster Packs necessary to get the locations at a reasonable pace and consistency. Logic remains, so the game is always able to be completed, but because of the shuffle, the player may need to defeat certain opponents before they would in the vanilla game.

You can change how much money you receive and how much booster packs cost.

What is the goal of Yu-Gi-Oh! 2006 when randomized?

Defeat a certain amount of Limited/Theme Duels to Unlock the final Campaign Opponent and beat it.

What items and locations get shuffled?

Locations in which items can be found:

  • Getting a Duel Bonus for the first time
  • Beating a certain amount campaign opponents of the same level.
  • Beating a Limited/Theme Duel
  • Obtaining certain cards (same that unlock a theme duel in vanilla)

Items that are shuffled:

  • Unlocking Booster Packs (the "ALL" Booster Packs are excluded)
  • Unlocking Campaign Opponents
  • Unlocking Limited/Theme Duels
  • Banlists

What items are not randomized?

Certain Key Items are kept in their original locations:

  • Duel Puzzles
  • Survival Mode
  • Booster Pack Contents

Which items can be in another player's world?

Any shuffled item can be in other players' worlds.

What does another world's item look like in Yu-Gi-Oh! 2006?

You can only tell when and what you got via the client.

When the player receives an item, what happens?

The Opponent/Pack becomes available to you.