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https://github.com/cave-story-randomizer/cave-story-randomizer
synced 2024-11-10 00:45:15 +00:00
renames game mode to objective
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ca655e2e55
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@ -36,10 +36,10 @@ local function event(n)
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}
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end
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local function gameMode(n, eve)
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local function objective(n, eve)
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return {
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name = "Game Mode: " .. n,
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attributes = {"gamemode"},
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name = n,
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attributes = {"objective"},
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placed = true,
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script = eve
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}
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@ -359,10 +359,10 @@ local function _itemData()
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----------------
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-- GAME MODES --
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----------------
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gameBadEnd = gameMode("Bad Ending", "<FL+6003<EVE0091"),
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gameNormalEnd = gameMode("Normal Ending", "<FL+6000<EVE0091"),
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gameBestEnd = gameMode("Best Ending", "<FL+6001<EVE0091"),
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gameAllBosses = gameMode("All Bosses", "<FL+6002<IT+0005<EVE0091")
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objBadEnd = objective("Bad Ending", "<FL+6003<EVE0091"),
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objNormalEnd = objective("Normal Ending", "<FL+6000<EVE0091"),
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objBestEnd = objective("Best Ending", "<FL+6001<EVE0091"),
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objAllBosses = objective("All Bosses", "<FL+6002<IT+0005<EVE0091")
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}
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local array = {}
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@ -16,7 +16,7 @@ function firstCave:new(worldGraph)
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firstCapsule = Location("First Cave Life Capsule", "Cave", "0401", self),
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gunsmithChest = Location("Hermit Gunsmith Chest", "Pole", "0202", self),
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gunsmith = Location("Tetsuzou", "Pole", "0303", self),
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gameMode = Location("Game Mode Setup Script", "Start", "0201", self)
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objective = Location("Objective", "Start", "0201", self)
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}
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self.locations.gunsmith.requirements = function(self, items)
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@ -442,8 +442,8 @@ function worldGraph:getLocations()
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return locations
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end
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function worldGraph:getGameModeSpot()
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return {self.regions.firstCave.locations.gameMode}
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function worldGraph:getObjectiveSpot()
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return {self.regions.firstCave.locations.objective}
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end
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function worldGraph:getPuppySpots()
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@ -34,7 +34,7 @@ function C:new()
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self.worldGraph = WorldGraph(self.itemDeck)
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self.customseed = nil
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self.puppy = false
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self.game = ""
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self.obj = ""
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end
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function C:setPath(path)
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@ -129,13 +129,13 @@ function C:_writePlaintext(tscFiles)
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end
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end
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function C:getGameMode()
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return {self.itemDeck:getByKey(self.game)}
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function C:getObjective()
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return {self.itemDeck:getByKey(self.obj)}
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end
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function C:_shuffleItems(tscFiles)
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-- place the game mode scripts in Start Point
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self:_fastFillItems(self:getGameMode(), self.worldGraph:getGameModeSpot())
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-- place the objective scripts in Start Point
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self:_fastFillItems(self:getObjective(), self.worldGraph:getObjectiveSpot())
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local mandatory = _.compact(_.shuffle(self.itemDeck:getMandatoryItems(true)))
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local optional = _.compact(_.shuffle(self.itemDeck:getOptionalItems(true)))
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@ -30,13 +30,13 @@ layout.go:onPress(function()
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end
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--if settings.bad.value then
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-- Randomizer.game = "gameBadEnd"
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-- Randomizer.obj = "objBadEnd"
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if settings.norm.value then
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Randomizer.game = "gameNormalEnd"
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Randomizer.obj = "objNormalEnd"
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elseif settings.boss.value then
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Randomizer.game = "gameAllBosses"
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Randomizer.obj = "objAllBosses"
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else
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Randomizer.game = "gameBestEnd"
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Randomizer.obj = "objBestEnd"
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end
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Randomizer.puppy = settings.puppy.value
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