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https://github.com/cave-story-randomizer/cave-story-randomizer
synced 2024-11-21 14:22:47 +00:00
All Weapons and all equipment are now randomized.
This commit is contained in:
parent
18158264cd
commit
e3f1024925
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@ -4,16 +4,18 @@ Cave Story Randomizer
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Todo
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----
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- Add all weapons.
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- Add all items.
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- Add instructions.
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- Specifically replace first chest in Pole.tsc so that you always get a weapon.
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- Provide modified Cave.pxm. (When Bubbline or Fireball)
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- Trade Sequence Step A: Only weapons are acquired through trades.
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- Trade Sequence Step B: Require random obtainable weapon, instead of always polar star and fireball.
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Issues
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------
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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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- Trading back the Nemesis for the Blade almost certainly will be weird.
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Credits
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-------
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@ -664,3 +664,78 @@ Big thanks to all the people I got much of this research from!
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0xFD: Null [Unused]
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0xFE: Null [Unused]
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0xFF: Null [Unused]
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Weapons (AM+/AM-/AMJ/GIT/TAM) Profile.dat bytes 0x038-098 (every 4 bytes: weapon, level (1-3),
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energy, max ammo (0 = infinite), current ammo) (every 20 bytes)
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0000 [nothing?]
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0001 Snake
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0002 Polar Star
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0003 Fireball
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0004 Machine Gun
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0005 Missile Launcher
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0006 Missiles (GIT only)
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0007 Bubbler
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0008 [nothing?]
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0009 Blade
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0010 Super Missile Launcher
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0011 Super Missiles (GIT only)
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0012 Nemesis
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0013 Spur
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Items (GIT/IT+/IT-/ITJ) Profile.dat bytes 0x0D8-14C (every 4 bytes) [Add 1000 to GIT?]
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0000 [Blank - Clears box in GIT]
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0001 Arthur's Key
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0002 Map System
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0003 Santa's Key
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0004 Silver Locket
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0005 Beast Fang
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0006 Life Capsule (GIT only)
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0007 ID Card
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0008 Jellyfish Juice
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0009 Rusty Key
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0010 Gum Key
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0011 Gum Base
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0012 Charcoal
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0013 Explosive
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0014 Puppy
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0015 Life Pot
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0016 Cure-All
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0017 Clinic Key
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0018 Booster 0.8
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0019 Arms Barrier
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0020 Turbocharge
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0021 Curly's Air Tank
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0022 Nikumaru Counter
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0023 Booster v2.0
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0024 Mimiga Mask
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0025 Teleporter Room Key
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0026 Sue's Letter
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0027 Controller
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0028 Broken Sprinkler
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0029 Sprinkler
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0030 Tow Rope
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0031 Clay Figure Medal
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0032 Little Man
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0033 Mushroom Badge
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0034 Ma Pignon
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0035 Curly's Underwear
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0036 Alien Medal
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0037 Chaco's Lipstick
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0038 Whimsical Star
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0039 Iron Bond
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Equip (EQ+/EQ-) Profile.dat bytes 0x02C-02D (low byte first)
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0001 Booster v0.8 (ignored if v2.0 on)
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0002 Map System
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0004 Arms Barrier
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0008 Turbocharge
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0016 Curly's Air Tank
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0032 Booster v2.0
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0064 Mimiga Mask
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0128 Whimsical Star
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0256 Nikumaru Counter
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NOTE: these are bitwise flags, the final value is the sum of the equipped items
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@ -8,6 +8,9 @@ function weapon(t)
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local getText = {}
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for _, name in ipairs(names) do
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table.insert(getText, ("Got the =%s=!<WAI0160<NOD"):format(name))
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table.insert(getText, ("Got the =%s=.<WAI0160<NOD"):format(name)) -- Blade
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table.insert(getText, ("=%s= complete!<WAI0160<NOD"):format(name)) -- Snake
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table.insert(getText, ("=Polar Star= became the =%s=!"):format(name)) -- Spur
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end
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return {
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name = names[1],
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@ -17,6 +20,7 @@ function weapon(t)
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displayCmd = ("<GIT00%s"):format(t.id),
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music = "<CMU0010",
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kind = "weapon",
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replaceBefore = t.replaceBefore,
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}
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end
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@ -54,6 +58,27 @@ function missiles(t)
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}
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end
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function equipment(t)
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assert(t.name and t.map and t.id and t.equipMask)
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return {
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name = t.name,
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map = t.map,
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getText = {
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("Got the =%s=!<WAI0160<NOD"):format(t.name),
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("Got the =%s=!<WAI0160"):format(t.name), -- Whimsical Star
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},
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command = {
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("<IT+00%s<EQ+%s"):format(t.id, t.equipMask), -- Replacement
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("<IT+00%s"):format(t.id, t.equipMask), -- Needle
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},
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displayCmd = ("<GIT10%s"):format(t.id),
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music = "<CMU0010",
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-- Just erase <EQ+, since it's not always placed right after <IT+
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-- We will add it again with command.
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erase = ("<EQ+%s"):format(t.equipMask),
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}
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end
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function item(t)
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assert(t.name and t.map and t.id and t.getText)
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return {
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@ -89,6 +114,75 @@ return {
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id = "07",
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ammo = "0100",
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}),
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wMachineGun = weapon({
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name = "Machine Gun",
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map = "Curly",
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id = "04",
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ammo = "0100",
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replaceBefore = {
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["<TAM0002:"] = "<AM-0002<AM+",
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},
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label = "0415",
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}),
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wBlade = weapon({
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name = "Blade",
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map = "Gard",
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id = "09",
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label = "0601",
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}),
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wSnake = weapon({
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name = "Snake",
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map = "MazeA",
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id = "01",
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replaceBefore = {
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["<TAM0002:"] = "<AM-0002<AM+",
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},
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label = "0401",
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}),
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wSpur = weapon({
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name = "Spur",
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map = "Pole",
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id = "13",
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replaceBefore = {
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["<TAM0002:"] = "<AM-0002<AM+",
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},
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label = "0302",
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}),
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wNemesis = weapon({
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name = "Nemesis",
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map = "Little",
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id = "12",
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replaceBefore = {
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["<TAM0009:"] = "<AM-0009<AM+",
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},
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label = "0200",
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}),
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-- Super Missile Launcher
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---------------
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-- EQUIPMENT --
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---------------
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eTurbocharge = equipment({
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name = "Turbocharge",
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map = "MazeA",
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id = "20",
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equipMask = "0008",
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label = "0402",
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}),
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eWhimsicalStar = equipment({
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name = "Whimsical Star",
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map = "MazeA",
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id = "38",
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equipMask = "0128",
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label = "0404",
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}),
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eWhimsicalStar = equipment({
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name = "Arms Barrier",
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map = "MazeO",
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id = "19",
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equipMask = "0004",
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label = "0400",
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}),
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-------------------
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-- LIFE CAPSULES --
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@ -201,20 +295,6 @@ return {
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},
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music = "",
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}),
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-- - Turbocharge
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-- If you chose to take the Machine Gun from Curly in the Sand Zone, then you can
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-- receive this for free from the Gaudi shopkeeper, Chaba, in the Labyrinth. It
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-- speeds up the recovery rate of ammo for the Machine Gun.
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-- - Arms Barrier
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-- Halves weapon EXP lost when you take damage. Found the top part of the Camp,
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-- accessible via a hidden passageway in the ceiling in the large Labyrinth room
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-- from which you can access the normal Camp entrance and the Clinic nearby.
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-- Unless you took the Machine Gun, you'll have to come back to this area with the
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-- Booster to be able to reach it.
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-- - Whimsical Star
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-- A trinket that you can receive from Chaba, the Gaudi shopkeep in the Labyrinth,
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-- if you talk to him with the Spur weapon in your posession. It will cause small
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-- stars to float around you as a meagre shield when you charge the Spur to MAX.
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iLifePot = item({
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name = "Life Pot",
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map = "Cent",
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Here, you can have this.<NOD<GIT0003<AM+0003:0000<CLR
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<CMU0010Got the =Fireball=!<WAI0160<NOD<RMU<GIT0000<CLRYou're looking for someone?<NOD
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#0301
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<KEY<GIT1008<MSGDo you want to use the
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=Jellyfish Juice=?<YNJ0000<CLO<GIT0000
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@ -246,6 +325,79 @@ Here, you can have this.<NOD<GIT0003<AM+0003:0000<CLR
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ashes...<NOD<CLR<GIT0007<AM+0007:0100
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<CMU0010Got the =Bubbler=!<WAI0160<NOD<CLO<RMU<DNP0300<END
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#0415
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<KEY<MSG<FAC0019Oh, wow.<NOD<CLRThat Polar Star of yours
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is in awful shape.<NOD
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Do you want to trade
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it for my machine gun?<YNJ0420<FL+0563<FAC0000<CLR
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<TAM0002:0004:0100<GIT0002Handed over the =Polar Star=.<NOD<CLR
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<CMU0010<GIT0004Got the =Machine Gun=!<WAI0160<NOD<RMU<CLO
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<FAO0004<TRA0029:0090:0012:0009
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#0601
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<KEY<FL-0621<DNP0505<AM+0009:0000
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<MSG<GIT0009<CMU0010
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Got the =Blade=.<WAI0160<NOD<RMU<END
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#0400
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<KEY<FLJ0721:0410<MSGHey there.<NOD<CLRThis is the Labyrinth Shop!<NOD
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But, sad to say, we got
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burgled a while back,<NOD
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and there's nothing to sell
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right now.<NOD
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Sorry 'bout that...<NOD<CLO<AMJ0002:0401<AMJ0013:0404<EVE0402
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#0401
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<KEY<MSGHm?<NOD<CLRHey, you've got something
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pretty spiffy there.<NOD<CLRA Polar Star and a Fireball,
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unless I miss my guess.<NOD<CLRCan I take a quick look at them?<YNJ0403<CLO
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<AM-0003
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<WAI0020<MSG<GIT0002Handed over the Polar Star.<NOD
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<GIT0003Handed over the Fireball.<NOD<GIT0000<CLR
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<SOU0044Hoho!<NOD<CLR<FL+0721<GIT0001<CLR
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<TAM0002:0001:0000<CMU0010=Snake= complete!<WAI0160<NOD<RMU<END
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#0402
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<KEY<FL+0721<MSG*sigh*<NOD<CLRHere. How about this?<NOD<CLR<GIT1020<CLR
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<CMU0010<IT+0020<EQ+0008Got the =Turbocharge=!<WAI0160<NOD<RMU<GIT0000<CLRYou can have it for free.<NOD
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I don't see any money on you,
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anyway.<NOD<END
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#0403
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<KEY<MSG<CLRYou're missing out!<NOD<END
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#0404
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<KEY<FL+0721<MSG*sigh*<NOD<CLRHere. How about this?<NOD<CLR<GIT1038<CLR
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<CMU0010<IT+0038Got the =Whimsical Star=!<WAI0160<EQ+0128<FL+0722<NOD<RMU<GIT0000<CLRJust a decoration, I'm afraid,<NOD
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but you've already got the
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strongest weapon, so what
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else can I do?<NOD<END
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#0302
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...
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You can keep this gun.<NOD<CMU0000<FAO0001
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After I finish it, of course.<NOD<CLO
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<WAI0150<FAI0001
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<FLA<WAI0050<TAM0002:0013:0000<FL+1644<FL+0303<MSG
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<CMU0010<MSG<GIT0013
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=Polar Star= became the =Spur=!<SMC<DNP0210<WAI0160<NOD<CMU0008<END
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#0200
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...
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if that isn't a fine-
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looking blade you've got
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there.<NOD
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Care to trade it for my fabulous
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gun?<YNJ0201<FL+1372<CLR
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<TAM0009:0012:0000<GIT0009Gave him the =Blade=.<NOD<CLR
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<CMU0010<GIT0012Got the =Nemesis=!<WAI0160<NOD<RMU<END
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#0201
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<PRI<MSGReally? Too bad.<NOD<END
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-- Equipment
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#0400
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<KEY<FLJ0705:0001<FL+0705<SOU0022<CNP0400:0021:0000
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<MSGOpened the treasure chest.<NOD<GIT1019<IT+0019<EQ+0004<CLR
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<CMU0010Got the =Arms Barrier=!<WAI0160<NOD<RMU<END
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-- Life Capsules
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<PRI<SOU0022<DNP0400<CMU0016
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@ -73,6 +73,7 @@ function C:_shuffleItems(tscFiles)
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-- Place random weapon in either First Cave or Hermit Gunsmith.
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local firstArea = _.sample({'Cave.tsc', 'Pole.tsc'})
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firstArea = 'Cave.tsc' -- TEMP until we specifically place weapon in chest in Pole.tsc, see TODO
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tscFiles[firstArea]:replaceItem(itemDeck:getWeapon())
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-- Replace all items.
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@ -43,6 +43,12 @@ function C:replaceItem(replacement)
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local template = "[%s] %s -> %s"
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logNotice(template:format(self._mapName, original.name, replacement.name))
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if original.replaceBefore then
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for needle, replacement in pairs(original.replaceBefore) do
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self._text = self:_stringReplace(self._text, needle, replacement)
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end
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end
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-- Erase first, in case replace attribute would place some text that would match here...
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if original.erase then
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local erases = original.erase
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