Make Super Missiles strictly an upgrade to the regular Missile Launcher

Turns out that having only 5 Super Missiles as your only weapon is a pain.
Also, it causes problems in cases when there's a required progression item in
the upper Sand Zone Polish spot and no other accessible block-breaker weapon
that you can use to get to it.
(It's still technically possible to reach that item location in such a
scenario, but it requires grinding the missiles up to Level 3, as well as
some luck and a couple of precise jumps. In other words, it sucks.)

The alternative is starting with 10 Super Missiles instead of 5 if you get
the Super Missile chest first, but that would give you an extra 5 missiles,
letting you have 59 at the end instead of 54, which feels wrong.
This commit is contained in:
periwinkle 2020-02-13 02:35:06 -05:00 committed by duncathan salt
parent 9d42f9be93
commit 4b5b26824d
3 changed files with 8 additions and 6 deletions

File diff suppressed because one or more lines are too long

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@ -95,11 +95,9 @@ Got the last =Puppy=!<WAI0025<NOD<END
<PRI<AM+0010:0005<MSG<TUR
<GIT0011Max missiles increased by 5!<NOD<END
#0033
<FL+2420<FL+0201<AMJ0005:0034
<PRI<MSG<TUR<GIT0010<AM+0010:0005
Got the =Super Missile Launcher=!<WAI0025<NOD<END
<AMJ0005:0034<EVE0030
#0034
<PRI<MSG<TUR<GIT0010<TAM0005:0010:0000
<PRI<FL+2420<MSG<TUR<GIT0010<TAM0005:0010:0000
Your Missiles have been powered up!<WAI0025<NOD<END
#0035
<PRI<FLJ2420:0037<FLJ0201:0036<FL+0201<MSG<TUR<GIT0005<AM+0005:0029

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@ -324,7 +324,11 @@ local function _itemData()
missileA = missiles(), -- Grasstown
missileB = missiles(), -- Grasstown Hut
missileC = missiles(), -- Egg Corridor?
missileD = missiles(), -- Egg Observation Room?
missileD = { -- Egg Observation Room? (arbitrarily making this a second Super Missile chest)
name = "Super Missile Launcher",
script = "<EVE0033",
attributes = {"weapon", "missileLauncher", "nonProgressive"}
},
missileHell = {
name = "Missile Expansion",
script = "<EVE0035",