Commit graph

28 commits

Author SHA1 Message Date
duncathan 25ecbca6d2 credits display the value in the incrementer (as num of items collected) 2020-03-05 05:41:24 -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 8a6a8ac0ed adds randomizer credits 2020-03-04 23:25:42 -06:00
duncathan 19c6880f9a fixes crash on credits 2020-03-04 19:11:05 -06:00
duncathan 45dcc77a17 mimiga mask and boosters are no longer incompatible 2020-02-28 01:13:18 -06:00
duncathan salt a40be80975
Merge pull request #70 from duncathan/objectives
adds new objectives: bad ending, normal ending, and all bosses
2020-02-27 23:55:02 -06:00
duncathan 8e997d0e45 makes ironhead give you something different during all bosses 2020-02-27 21:03:18 -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 ca655e2e55 actually adds ALL bosses.... 2020-02-27 18:14:55 -06:00
duncathan 9e6ab35470 adds beast fang, to keep a log of bosses 2020-02-27 18:03:38 -06:00
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
duncathan salt eeda8f46c7
Merge pull request #62 from periwinkle3125/fix-missile-count
Fix final missile count
2019-09-12 00:21:49 -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
periwinkle a335bbcd52 Fix inventory puppy counter 2019-09-12 00:01:26 -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 35b5b6b3cd Add some missing <TURs 2019-07-11 05:17:57 -04:00
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 0f2a6bf20e various little improvements/tweaks/fixes 2019-03-22 04:27:00 -06:00
duncathan 4d3d1a5bd4 text TUR fixes, also improves handling of puppies - fixes #20
jenka won't take away any puppies until you have all 5
2019-03-22 00:36:32 -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