Handle Super Missile Launcher correctly.

This commit is contained in:
shru 2018-12-19 16:13:29 -05:00
parent 4145e06bef
commit db1ee6cf3e
2 changed files with 19 additions and 13 deletions

View file

@ -7,13 +7,16 @@ Todo
- Print Warning/Error Count - Print Warning/Error Count
- Supress Hell Music Error - Supress Hell Music Error
- Write log - Write log
- Test Getting Super Missiles Before Missiles - Support Cave Story+
- Missiles should only replace items which are not part of cutscenes.
- Trade Sequence Step B: Require random obtainable weapon, instead of always polar star and fireball. - Trade Sequence Step B: Require random obtainable weapon, instead of always polar star and fireball.
- Randomize Booster v0.8 / v2.0 - Randomize Booster v0.8 / v2.0
Issues Issues
------ ------
- Items will no longer trigger associated cutscenes if replaced with missiles. This probably breaks something somewhere...
- Collecting the Super Missile Launcher increases your maximum missiles by 5. This does not normally happen.
- 3 Life Capsules can not be replaced because they appear on maps with 2 capsules. Need label-aware replace. - 3 Life Capsules can not be replaced because they appear on maps with 2 capsules. Need label-aware replace.
- Hell Missile Upgrade uses a unique script and won't be easy to replace. - Hell Missile Upgrade uses a unique script and won't be easy to replace.
- Trading back the Nemesis for the Blade almost certainly will be weird. - Trading back the Nemesis for the Blade almost certainly will be weird.

View file

@ -333,13 +333,17 @@ local data = {
"Got the =Super Missile Launcher=!<WAI0160<NOD", -- Gameplay text "Got the =Super Missile Launcher=!<WAI0160<NOD", -- Gameplay text
"Your Missiles have been powered up!<WAI0160<NOD", -- Actual text "Your Missiles have been powered up!<WAI0160<NOD", -- Actual text
}, },
command = "<AM-0005<AM+0010:0000", -- <AM+0005:0005 - Give the missile launcher and 5 ammo, just in case we don't have it yet.
-- We need to give ammo because the missiles fire infinitely when max ammo is 0.
-- <FL+0202 - Sets the flag which tells the regular Missiles script that we have the Super Missiles.
command = "<AM+0005:0005<TAM0005:0010:0000<FL+0202",
displayCmd = "<GIT0010", displayCmd = "<GIT0010",
music = "<CMU0010", music = "<CMU0010",
replaceBefore = { replaceBefore = {
["<FLJ0201:0201"] = "<EVE0201", -- Skip check which ensures you already have the missiles. ["<FLJ0201:0201"] = "<EVE0201", -- Skip check which ensures you already have the missiles.
["<TAM0005:"] = "<AM-0005<AM+", ["<TAM0005:0010:0000"] = "<AM+0005:0005<TAM0005:0010:0000<FL+0202",
}, },
erase = "<FL+0202",
label = "0201", -- Also 0200... label = "0201", -- Also 0200...
} }
-- !!!! Uses a unique script... will have to be crafty... !!!! -- !!!! Uses a unique script... will have to be crafty... !!!!
@ -421,16 +425,6 @@ but you've already got the
strongest weapon, so what strongest weapon, so what
else can I do?<NOD<END else can I do?<NOD<END
#0200
<PRI<FLJ0201:0201<MSGA charm has been placed on it.
It won't open...<NOD<END
#0201
<FLJ0766:0001<FL+0766<FL-0765<FL+0202
<SOU0022<CNP0200:0021:0000
<MSGOpened the treasure chest.<NOD<CLR<TAM0005:0010:0000
<CMU0010<GIT0010Your Missiles have been powered up!<WAI0160<NOD<RMU<END
#0302 #0302
... ...
You can keep this gun.<NOD<CMU0000<FAO0001 You can keep this gun.<NOD<CMU0000<FAO0001
@ -550,4 +544,13 @@ Max health increased by 4!<NOD<END
<SOU0022<CNP0302:0021:0000 <SOU0022<CNP0302:0021:0000
<MSGOpened the treasure chest.<NOD<EVE0030 <MSGOpened the treasure chest.<NOD<EVE0030
#0200
<PRI<FLJ0201:0201<MSGA charm has been placed on it.
It won't open...<NOD<END
#0201
<FLJ0766:0001<FL+0766<FL-0765<FL+0202
<SOU0022<CNP0200:0021:0000
<MSGOpened the treasure chest.<NOD<CLR<TAM0005:0010:0000
<CMU0010<GIT0010Your Missiles have been powered up!<WAI0160<NOD<RMU<END
]] ]]