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https://github.com/cave-story-randomizer/cave-story-randomizer
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Handle Super Missile Launcher correctly.
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@ -7,13 +7,16 @@ Todo
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- Print Warning/Error Count
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- Print Warning/Error Count
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- Supress Hell Music Error
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- Supress Hell Music Error
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- Write log
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- Write log
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- Test Getting Super Missiles Before Missiles
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- Support Cave Story+
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- Missiles should only replace items which are not part of cutscenes.
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- Trade Sequence Step B: Require random obtainable weapon, instead of always polar star and fireball.
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- Trade Sequence Step B: Require random obtainable weapon, instead of always polar star and fireball.
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- Randomize Booster v0.8 / v2.0
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- Randomize Booster v0.8 / v2.0
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Issues
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Issues
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------
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------
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- Items will no longer trigger associated cutscenes if replaced with missiles. This probably breaks something somewhere...
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- Collecting the Super Missile Launcher increases your maximum missiles by 5. This does not normally happen.
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- 3 Life Capsules can not be replaced because they appear on maps with 2 capsules. Need label-aware replace.
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- 3 Life Capsules can not be replaced because they appear on maps with 2 capsules. Need label-aware replace.
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- Hell Missile Upgrade uses a unique script and won't be easy to replace.
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- Hell Missile Upgrade uses a unique script and won't be easy to replace.
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- Trading back the Nemesis for the Blade almost certainly will be weird.
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- Trading back the Nemesis for the Blade almost certainly will be weird.
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@ -333,13 +333,17 @@ local data = {
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"Got the =Super Missile Launcher=!<WAI0160<NOD", -- Gameplay text
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"Got the =Super Missile Launcher=!<WAI0160<NOD", -- Gameplay text
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"Your Missiles have been powered up!<WAI0160<NOD", -- Actual text
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"Your Missiles have been powered up!<WAI0160<NOD", -- Actual text
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},
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},
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command = "<AM-0005<AM+0010:0000",
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-- <AM+0005:0005 - Give the missile launcher and 5 ammo, just in case we don't have it yet.
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-- We need to give ammo because the missiles fire infinitely when max ammo is 0.
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-- <FL+0202 - Sets the flag which tells the regular Missiles script that we have the Super Missiles.
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command = "<AM+0005:0005<TAM0005:0010:0000<FL+0202",
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displayCmd = "<GIT0010",
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displayCmd = "<GIT0010",
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music = "<CMU0010",
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music = "<CMU0010",
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replaceBefore = {
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replaceBefore = {
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["<FLJ0201:0201"] = "<EVE0201", -- Skip check which ensures you already have the missiles.
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["<FLJ0201:0201"] = "<EVE0201", -- Skip check which ensures you already have the missiles.
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["<TAM0005:"] = "<AM-0005<AM+",
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["<TAM0005:0010:0000"] = "<AM+0005:0005<TAM0005:0010:0000<FL+0202",
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},
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},
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erase = "<FL+0202",
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label = "0201", -- Also 0200...
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label = "0201", -- Also 0200...
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}
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}
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-- !!!! Uses a unique script... will have to be crafty... !!!!
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-- !!!! Uses a unique script... will have to be crafty... !!!!
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@ -421,16 +425,6 @@ but you've already got the
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strongest weapon, so what
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strongest weapon, so what
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else can I do?<NOD<END
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else can I do?<NOD<END
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#0200
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<PRI<FLJ0201:0201<MSGA charm has been placed on it.
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It won't open...<NOD<END
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#0201
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<FLJ0766:0001<FL+0766<FL-0765<FL+0202
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<SOU0022<CNP0200:0021:0000
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<MSGOpened the treasure chest.<NOD<CLR<TAM0005:0010:0000
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<CMU0010<GIT0010Your Missiles have been powered up!<WAI0160<NOD<RMU<END
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#0302
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#0302
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...
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...
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You can keep this gun.<NOD<CMU0000<FAO0001
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You can keep this gun.<NOD<CMU0000<FAO0001
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@ -550,4 +544,13 @@ Max health increased by 4!<NOD<END
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<SOU0022<CNP0302:0021:0000
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<SOU0022<CNP0302:0021:0000
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<MSGOpened the treasure chest.<NOD<EVE0030
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<MSGOpened the treasure chest.<NOD<EVE0030
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#0200
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<PRI<FLJ0201:0201<MSGA charm has been placed on it.
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It won't open...<NOD<END
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#0201
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<FLJ0766:0001<FL+0766<FL-0765<FL+0202
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<SOU0022<CNP0200:0021:0000
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<MSGOpened the treasure chest.<NOD<CLR<TAM0005:0010:0000
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<CMU0010<GIT0010Your Missiles have been powered up!<WAI0160<NOD<RMU<END
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]]
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]]
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