Commit Graph

27 Commits

Author SHA1 Message Date
duncathan 06776a7828 fix teleporter icons disappearing
air tank equip flag was colliding with the range used for multiple SLPs hack
2021-09-23 22:36:08 -06:00
duncathan e3efb864b1 sets credit missile launcher flag when 24-pack is your first pickup 2021-03-31 00:07:11 -06:00
duncathan 061a8d45e0 triggers room-load CMPs even when loading save files
holy shit I deadass used map flags
2021-03-30 03:22:09 -06:00
duncathan 7f97841714 Merge remote-tracking branch 'github/master' into credits 2021-03-29 18:47:54 -06:00
duncathan c063ee7b20 allows trading weapons on collection 2021-03-29 18:40:27 -06:00
duncathan 8b0c4c0541 fixes counter bugs - item, HP, missile, and death counter all work now 2021-03-25 20:29:23 -06:00
duncathan 5acbe41fc2 implements death counter fully 2021-03-25 20:29:23 -06:00
duncathan b8628a7a2c inventory display in credits 2021-03-25 20:29:23 -06:00
duncathan d1ecb67666 first attempt at inventory display in credits 2021-03-25 20:29:23 -06:00
HapaxL 420e506cf0 various minor changes for puppy carry sprites:
- puppy appears immediately when you obtain it
- puppy disappears immediately when you give all puppies to jenka
- puppy is always behind curly when both are carried
- grabbing curly immediately puts her in front
2020-12-15 09:33:25 +01:00
duncathan ede8e618c1 item counter now increments when any item is collected 2020-03-05 05:47:17 -06:00
duncathan ca1f1bc51e adds an incrementer to head.tsc to count number of items collected 2020-03-05 02:11:16 -06:00
duncathan 45dcc77a17 mimiga mask and boosters are no longer incompatible 2020-02-28 01:13:18 -06:00
periwinkle 0f4186bde8 Make the 2nd Super Missile item strictly a backup Super Missile upgrade
Now it's just a standard missile expansion, but turns into a Super Missile
upgrade only when the main Super Missile item was already collected as a
regular Missile Launcher.
2020-02-27 20:12:15 -05:00
duncathan salt b12b81a856
fixes puppy stuff (#71)
* adds support for puppysanity to randomizer

* makes puppy hat only spawn in sand zone

* fixes crash when collecting more than one puppy
2020-02-26 13:20:34 -06:00
periwinkle afd6e3405b
Add back some of the original dialogue (#68)
* Add dialogue to Balrog 1 fight

* Give a short dialogue to Jack

* Add dialogue to Igor

* Add dialogue to Sue (Egg No. 00)

* Add dialogue in Power Room

* Add dialogue to bomb cutscene

* Add initial Curly encounter dialogue

* Add pre-Curly fight dialogue
Also shorten the leftmost Mimiga's dialogue in case a player
accidentally talks to them

* Add pre-Omega boss dialogue

* Add Jenka2 dialogue

* Add a small amount of pre-Toroko+ cutscene dialogue

* Add dialogue to Labyrinth entry cutscene

* Add pre-Balrog (Labyrinth) fight dialogue

* Add dialogue to Core cutscenes

* Tweak Waterway Cabin cutscenes

* Add a line of dialogue before the Ma Pignon fight
I would very much appreciate a cue before a boss spawns right
in front of my face, thank you very much :3

* Remove the line about Sunstones
Nobody even knows what they are, anyways (Keepo)

* Add a little more dialogue to Kazuma (Egg No. 00)

* Restore Itoh's signature line

* Add dialogue to boss rush cutscenes

* Add some ending scene dialogue
Also, there's not really any need for the ending cutscenes to be
<SAT'ed (and the best ending one isn't anyways), so I removed it
from the normal ending cutscene as well.

* Add <TURs in Prefab House

* Tweak Balfrog cutscene dialogue
The narrative I'm going for here is "Misery shows up and tries to
start a conversation/confrontation, but then Balrog drops in
suddenly, so Misery abruptly ends the conversation, turns Balrog
into a frog, and then silently leaves".
Dunno if this quite achives that, but it's the best I could do
using only snippets of the vanilla dialogue.

* Adjust wait time after "It won't STOOOOOOOOP!!"

* Give Curly something to say upon entering Dark Place
Because having her stay silent doesn't quite feel right

* Re-<SAT best ending Seal Chamber cutscene
I'm still not satisfied with how the best ending sequence as a whole
is handled, but I don't know how to make it better.

* Move Puu Black boss triggers lower (for speedrunning purposes)
In the vanilla speedruns, the strat for Puu Black is to shoot
four Fireballs while jumping to the chest from the door,
so that the boss falls right into them when it spawns.
In rando, there's a bit of a delay between opening the chest
and the boss spawn, so this strat isn't quite as effective.
Moving the triggers down makes the boss spawn timing a little
closer to vanilla, so that the speedrun strat actually works.

* Shorten dialogue and add <TURs in a few (mostly non-mandatory) places
This doesn't cover all of them, but it does cover all of the remaining
unchecked boxes in cave-story-randomizer/cave-story-randomizer#49.

* Work around <TUR text-scrolling bug in Jenka's dialogue

* Add more humor
by taking (and/or omitting) fragments of the vanilla dialogue in
amusing ways

* Fix some bugs that I accidentally created (oops)
Also fix Dr. Gero's dialogue (he was saying "Go look for some
medicine" even after giving him the Cure-All), and remove the
sparkly thing at the bottom of Plantation (Kanpachi was supposed
to have fished it out).

* Speed up dialogue in a couple more places

* Shorten Ballos's dialogue

* Add the same <WAI0025 delay after item gets to the missile expansions

* More delay tweaks

* A couple more text speedups
I should really stop doing this before it gets too out of hand :P

* Alex Jebailey had nothing to do with this
But heavens, that felt good :3
2020-02-26 00:25:40 -06:00
duncathan f798197223 makes puppy hat only spawn in sand zone 2020-02-25 23:25:36 -06:00
periwinkle 4b5b26824d 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.
2020-02-25 23:16:50 -06:00
periwinkle 10eb637dd0 Correct total missile count
Ensure that after collecting all missile chests, in any order,
the player will have 54 missiles in the end.
Previously, this number could be 49 (if the +24 chest was collected
first) or 59 (if the Super Missile chest was collected first).

Also fixes the bug where collecting the Super Missile Launcher
as the first missile chest causes the hidden missile drops in
e.g. Egg Corridor and Waterway to never spawn.
2019-09-12 01:00:31 -04:00
yiğit iyişirin a5912478ab speed up bed rest dialogue 2019-09-07 20:21:48 -07:00
yiğit iyişirin bfdc39d568 speed up some item messages 2019-09-02 23:49:23 -07:00
yiğit iyişirin d053f2af3c Speed up death text 2019-09-01 20:47:56 -07:00
periwinkle d2eff12fee Fix all remaining softlocks (I hope)
Also makes the air tank unequippable in the inventory, and moves
Prof. Booster's trigger to after the Core fight, as originally intended
2019-07-10 16:57:27 -04:00
duncathan d90f1a4dc7 fixes #5, fixes #24, fixes #30
- mr little and chaba now check whether you've picked up the blade or fireball, not whether you have them in your inventory
 - you can now pick up mr little without speaking to his wife
 - you can now drop off/pick up your bubbler at arthur's arsenal
2019-03-28 19:05:54 -06:00
duncathan 97a30765bc handful of script fixes - fixes #25, fixes #15 2019-03-22 00:10:28 -06:00
duncathan 8cae77890d some cutscene fixes - fixes #9 2019-03-21 23:21:50 -06:00
duncathan 8c463a7af2 moves location of pre-edited-cs 2019-03-19 03:00:19 -06:00
Renamed from src/assets/pre-edited-cs/data/ScriptSource/Head.txt (Browse further)