pull from upstream#3
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Fixed some typos and errors, and added a new line as part of the fixes. (One of the lines was broken into two, and the second half would not make any sense on its own.)
* Can pass Logic a RequirementsSettings * Import tweak, need to sort this out properly * Can pass Logic a RequirementsSettings * Import tweak, need to sort this out properly * Final changes before the monthly * Allow readEntrances to correctly read screens with multiple entrances * Fixed reading outdoors->outdoors when multiple doors on screen * Added an LttP overworld check * Finished adding alttp checks * One more alttp check * Allows reentering some entrances in decoupled ER * Used castle_frontdoor instead of creating outside_castle_main_entrance * Leaving the castle bush entrance doesn't need a bush breaker * First pass at adding names * Switched location arg positions * Saved requirements_settings in Logic * Added Location.friendlyName * Fixed a couple name issues * Named a D7 location, gave unnamed locations a friendlyName * Fixed a couple pit_bush exits * Hamfisted circular import tweaks * Added CheckMetadata for the keyhole checks * More hamfisting * Added shopsanity metadata * Added a Library location name * Initial proof of concept test * Oops * Finished assigning IDs and definitely didn't break anything * See, didn't break anything * Name the id parameter during entrance connection * Fixed some merge issues * Oops, missed overworld * Revert a bunch of magpie stuff * Fix some dumb stuff * Oops, missed an Error reference * And another... * First crack at a tester action * Actually run the script * And again * Try fetch depth? * more explicit D0 rooms and connections * revert to old D0 file to set up logic tester * more explicit D0 rooms and connections - no IDs * more expicit D1 rooms and connections * early check of d2 logic * early check of d2 logic * Merge branch 'logic_tester' of https://github.com/winterkid09/LADXR into logic_tester * Compare D2 restructure to original D2 logic * revert to old D2 file to set up logic tester * more explicit D2 rooms and connections * standardize order of conenctions * simplofy D2 logic a bit * Update the comparison action script * D3 first floor restructure test * test d3 issue * d3 fix one ways for "switched" first floor * revert to old D3 file to set up logic tester * more explicit D3 rooms and connections * cleanup with D 1/2/3 * Added todo list, room names, and comments * added missing comment in d3 * More D1-3 cleanup * more explicit D4 rooms and connections * fixed pushblock issue and added toadstool trick to comments * D5 Restructure WIP * Finished D5 Restructure * D6 restructure complete * D7 Restructure * move self.shield_bump up a few lines * revert d7 * (actually) revert d7 * d7 restructure * revert d7 again * D7 restructure * separate boss & instrument nodes, add ledge bump/poke in r.py * see last commit * rename final_room back to boss * rename final_room back to instrument * General tidiness and casual logic prep * D8 left path restructured * d8 restructured, not matching main branch * Partially complete with D8 review * d8 restructure complete (not intended to pass logic comparison) * remove comment * finished all dungeon restructures, and pre-loaded all new logic as comments * comment out one extra new trick on overworld * adjusted preloaded kanalet secret entrance hell logic * comment cleanup * Remove all consumable requirements from D0-8 to sync with master branch pre-merge * added pre-pillar horseheads logic under comments * D8 added hookshot to slime trap room, some glitched/hell logic near first keyblock, and fixed misc errors * toadstool logic patch + added damage boost requirement to spike bounce tricks * add damage boost property to unique trick in D8 * Comment out TOADSTOOL2 from location.py for now * fix generation error due to new TOADSTOOL2 in itempool. Tidy up errors in D1/D2 logic * D0 connected chest3 to its own room, simplified some connections in D8, preloaded two tricks to Overworld as comments * D4 upcoming trick comment updates * D3 updated comments * Tidy up errors in D3/D4 logic * typo fixed * D2 pot_pol_room is split into two nodes * Tidy up D5, D6, D7 & add more higher difficulty logig to D6 as comments * Tidy up D5, D6, D7 & add more higher difficulty logic to D6 as comments * Added fake master_stalfos kill progression items to support D5 logic * D5 assert that MS3 requires both MS1 and MS2 kills but MS2 does not require MS1 kill * Switch r.throw_pot for POWER_BRACELET if it is normal logic not a trick * D5 update comment for future change to raft exit * Add names to KeyLocations * Allow .connect to accept a list of locations * Tidy up D5-D8, add corner_walk + diagonal_walk to requirements.py * D7 "boss backdoor" updated logic * D7 track ball and individiual pillar access in logic, fix some errors on floor 3 * commented out two super bumps that were new tricks * D2 restructured north switch area * D3 store north 4-way switch as variable * D4 optimize connections at crossroads, D8 store north 4-way switch as variable * updated d0-8 logic to use new connect definition + added tracking for switches and flags using fake items * remove compare-logic automation * fixed generation error with itempool and removed remaining mentions of one_way * minor cleanup D2 / D8 * some fixes to d1-8 logic * remove d2 mimic and d8 dodongo clear variables * remove compare-logic.sh * Fix the item pool for nodungeons and dungeonchain * D2 fix chest5 connection and improve node names * D1 bowwow mode include 'always' setting and remove SWORD from color switch requirement * oops, more if statements for bowow mode updated in D1 * D2 add normal logic for after_b_passage -> nodes to its west * d3/d4/d5/d7 minor fixes/consistency/improvements * D6 more explicit d6 nodes and trackables, preload new logic, minor fixes * D6 fix connection by potbutton_area * add vacuum mouth entrance warps, small fixes, clean up some commented logic * D4 add puzzle clue fake item for casual logic and fixes to commented logic * d4/d5/d6/d7/d8 minor fixes/consistency/improvements --------- Co-authored-by: kbranch <kbranch@kbranch.net>
* Cleaned up text in user interface Mostly just punctuation and formatting fixes, along with cleaning up some typos. Also documents options that were overlooked. As an aside, probably should make the text box wider for at least the Goal setting, as there is a lot of text for a lot of options and it no longer fits on the page... * Added Saria New graphics set! Note that this doesn't update the UI. * Dang it, fine, going all in then Sorry Daid, I wanted to keep this separate, but Git don't work that way * Update settings.py * WHOOPS * Update settings.py
daid#181) * feature: random numbers in text format * feature: more Marin sentences from #text-suggestions * fix: marin - replace slashes with stick, as they're rendered as A in game * fix: use seed to generate numbers * refactor: move random number methods after special characters list * fix: properly type random.Random * refactor: move random numbers outside of formatText * feature: fresh new Marin text * feature: amount of Marin lines as a token * feature: use regex to use any bounds for random numbers
Original sprite sheet: https://www.spriters-resource.com/custom_edited/thelegendofzeldacustoms/sheet/159119/ I also made any missing frames to complete the set. There are also some other graphical changes that I made, except the Bow, Magic Rod, and Hookshot changes were by Thunder Wool: https://www.spriters-resource.com/custom_edited/thelegendofzeldacustoms/sheet/94141/ oh and I made X's preview image consistent with all the others
* Added Majora's Mask Link graphic set Original sprite sheet: https://www.spriters-resource.com/custom_edited/thelegendofzeldacustoms/sheet/159119/ I also made any missing frames to complete the set. There are also some other graphical changes that I made, except the Bow, Magic Rod, and Hookshot changes were by Thunder Wool: https://www.spriters-resource.com/custom_edited/thelegendofzeldacustoms/sheet/94141/ oh and I made X's preview image consistent with all the others * Added myself as a graphic set! Wait what Madam Materia created a custom player sprite set of my character for LADXR, and I put it together with some custom graphics of my own for a complete set. I'm cool with letting others use it.
…dd magic rod graphics to it. Still needs a bit more work to be usable.
…hit with heart pieces disabled.
…umable requirements a while back but never cleaned up this code.
…s owl statue items+beaks removed
daid#188) * Adjust logic requirements for 5 hit option You have limited health to play with, so logic should not require you to use it in this mode (unless ohko as that guarantees full health) * change check to string * oops print statements * remove path of pain as an option for bingo Blue tunic is unobtainable, and it is possible to not be able to reach the required heart containers * fix text string, end of file
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