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https://github.com/cave-story-randomizer/cave-story-randomizer
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adds bad ending
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@ -34,10 +34,16 @@ An expert hacker could open it.<NOD<END
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<PRI<MSG<TURA sign?<NOD<END
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#0400
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<FLJ6003:0401
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<KEY<MSG<TUR<FAC0010If you're going to
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look for the core,
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you'd best hurry.<NOD<END
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#0401
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<FLJ6108:0402
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<KEY<MSG<TUR<FAC0010With the core still
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around, there's no
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reason to fly anywhere.<NOD<END
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#0402
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<KEY<CLO<FON0410:0016<WAI0050
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<CNP0420:0150:0000<HMC
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<ANP0400:0003:0000<WAI0032
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@ -446,6 +446,10 @@ function worldGraph:getObjectiveSpot()
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return {self.regions.firstCave.locations.objective}
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end
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function worldGraph:getMALCO()
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return {self.regions.grasstownEast.locations.malco}
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end
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function worldGraph:getPuppySpots()
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return {
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self.regions.upperSandZone.locations.curly,
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@ -136,10 +136,18 @@ end
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function C:_shuffleItems(tscFiles)
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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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-- first, fill one of the first cave spots with a weapon that can break blocks
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_.shuffle(self.worldGraph:getFirstCaveSpots())[1]:setItem(_.shuffle(self.itemDeck:getItemsByAttribute("weaponSN"))[1])
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-- place the bomb on MALCO for bad end
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if self.obj == "objBadEnd" then
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self.worldGraph:getMALCO()[1]:setItem(self.itemDeck:getByKey("bomb"))
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else
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logWarning(self.obj)
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end
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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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local puppies = _.compact(_.shuffle(self.itemDeck:getItemsByAttribute("puppy")))
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@ -29,9 +29,9 @@ layout.go:onPress(function()
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Randomizer.customseed = settings.customseed.value
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end
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--if settings.bad.value then
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-- Randomizer.obj = "objBadEnd"
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if settings.norm.value then
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if settings.bad.value then
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Randomizer.obj = "objBadEnd"
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elseif settings.norm.value then
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Randomizer.obj = "objNormalEnd"
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elseif settings.boss.value then
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Randomizer.obj = "objAllBosses"
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@ -13,7 +13,7 @@ return { style = 'dialog',
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},
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{
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{ type = 'label', text = 'Objective' },
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-- { type = 'radio', group = 'objective', text = 'Bad ending', id = 'bad' },
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{ type = 'radio', group = 'objective', text = 'Bad ending', id = 'bad' },
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{ type = 'radio', group = 'objective', text = 'Normal ending', id = 'norm'},
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{ type = 'radio', group = 'objective', text = 'Best ending', id = 'best', value = true },
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{ type = 'radio', group = 'objective', text = 'All bosses', id = 'boss' },
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