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Fix Quick Restart Crashing; small code cleanup#109

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Zyruvias wants to merge 78 commits into
ellomenop:main-nextfrom
Zyruvias:zyru/quick-restart-refactor-fix
Open

Fix Quick Restart Crashing; small code cleanup#109
Zyruvias wants to merge 78 commits into
ellomenop:main-nextfrom
Zyruvias:zyru/quick-restart-refactor-fix

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Fix crash after quick-resetting and simplify quick reset control check functions.

cgu11 and others added 30 commits May 21, 2021 22:14
…s features for boon selector mod (toggles for different controls in config) in addition to bugfixes there as well.
No changes are required for leaderboards to be created, so just bumping version to v1.0.0.

Still plenty of bugfixes to be made in the future, but nothing board-resetting as of now
…eset-with-quickrestart

QuickRestart: if RtaTimer exists, restart it
…lomenop#52)

* QuickRestart: Disallow in Thanatos Encounters until enemies spawn

* !fixup add nil-checking to Thanatos in CanReset
Many weird bugs are caused by the button combo interacting with
something, or frame-perfect deaths. Adding the delay helps to prevent
that.
cgu11 and others added 28 commits May 13, 2022 23:13
)

Spamming QuickRestart during Death Defiance animation results in weird behavior with MapState. Don't allow during DD or while already QuickRestarting.
… operations bugs, made keepsake setting persist across quit+reload
Setting is added under QuickRestart in mod configuration menu

Reviewed-by: Museus <69139347+Museus@users.noreply.github.com>
…one)

Adds A_Boss01-03 as options in all rulesets (all always true, except A_Boss03 being disabled in Hypermodded). If a Fury is invalid for the current ruleset, it will be marked ineligible as a room after A_PreBoss01 (endshop); editing LinkedRooms directly does not work.

Fix: ellomenop#86
Co-authored-by: SleepSoul <SleepSoul#6006>
Co-authored-by: Museus <museus@protonmail.com>
…and curses to be added or removed depending on selected ruleset.

Uses new Table.MergeKeyed func from ModUtil 2.8.0 as Table.Merge does not remove remaining curses from LootData table.
No config UI as yet, will be written when new UI lib is complete; also remove Debug ruleset at this point as it only exists for testing and should not be displayed.

Co-authored-by: SleepSoul#6006
Co-authored-by: Museus <museus@protonmail.com>
…function Table.MergeKeyed; Remove previous Path.Wrap
…defined on a per-biome basis, or enemies to be removed from the vanilla pools.
Wraps IsRoomEligible to mark the small rooms as ineligible if 3 rooms or higher into a tunnel.
…both features

Path.Wrap is simpler and avoids any future messiness with other mods that need to edit IsRoomEligible and IsRoomForced.

Author: Zyruvias#3283
Standardises functions used in ChaosControl and EnemyControl, as well as a lookup table for readable alternatives to internal names.
Add limited RuleOverride function to force enemies as eligible,
Remove inbuilt functions/lookup table and replace with references to RCLib,
Refactor also adds ability to edit Hades adds and use SuperElite enemies
Remove inbuilt functions and replace with references to RCLib,
Refactor also adds vanilla table inheritance and readable names for traits
…set for current preset

Add an extra nil check, as previous one would itself cause a crash if there were no overrides at all for a preset.
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5 participants