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https://github.com/cave-story-randomizer/cave-story-randomizer
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presses save in vscode
(actually implements the softlock debug cats, lmao)
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@ -546,11 +546,18 @@ function worldGraph:Camp() return self.spawn == "Camp" end
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function worldGraph:getSpawnScript()
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function worldGraph:getSpawnScript()
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local initialHPCounter = "<FL+4011<FL+4012" -- initializes the HP counter to 3 HP
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local initialHPCounter = "<FL+4011<FL+4012" -- initializes the HP counter to 3 HP
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local mapFlags = "<MP+0040<MP+0043" -- Camp and Labyrinth B
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local mapFlagsCMP = "<MP+0040<MP+0043" -- Camp and Labyrinth B
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if self:StartPoint() then return initialHPCounter .. mapFlags .. "<FL+6200<EVE0091" end
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local mapFlagsSoftlock = "<MP+0032<MP+0033<MP+0036" -- Small Room (Curly), Jenka's House (both)
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local earlyGameFlags = "<FL+0301<FL+0302<FL+1641<FL+1642<FL+0320<FL+0321"
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if self:Arthur() then return initialHPCounter .. mapFlags .. "<FL+6201" .. earlyGameFlags .. "<TRA0001:0094:0008:0004" end
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local baseStartScript = initialHPCounter .. mapFlagsCMP .. mapFlagsSoftlock -- TODO: remove mapFlagsSoftlock when playing ER
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if self:Camp() then return initialHPCounter .. mapFlags .. "<FL+6202" .. earlyGameFlags .. "<TRA0040:0094:0014:0009" end
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if self:StartPoint() then return baseStartScript .. "<FL+6200<EVE0091" end
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local earlyGameFlags = "<FL+0301<FL+0302<FL+1641<FL+1642<FL+0320<FL+0321" -- flags set during first cave in normal gameplay
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baseStartScript = baseStartScript .. earlyGameFlags
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if self:Arthur() then return baseStartScript .. "<FL+6201<TRA0001:0094:0008:0004" end
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if self:Camp() then return baseStartScript .. "<FL+6202<TRA0040:0094:0014:0009" end
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end
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end
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function worldGraph:getLocations()
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function worldGraph:getLocations()
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