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Evil
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@@ -175,6 +175,31 @@ def create_junk_items(world: "HatInTimeWorld", count: int) -> List[Item]:
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return junk_pool
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def get_shop_trap_name(world: "HatInTimeWorld") -> str:
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rand = world.random.randint(1, 9)
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name = ""
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if rand == 1:
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name = "Time Plece"
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elif rand == 2:
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name = "Time Piece (Trust me bro)"
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elif rand == 3:
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name = "TimePiece"
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elif rand == 4:
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name = "Time Piece?"
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elif rand == 5:
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name = "Time Pizza"
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elif rand == 6:
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name = "Time piece"
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elif rand == 7:
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name = "TIme Piece"
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elif rand == 8:
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name = "Time Piece (maybe)"
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elif rand == 9:
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name = "Time Piece ;)"
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return name
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ahit_items = {
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"Yarn": ItemData(2000300001, ItemClassification.progression_skip_balancing),
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"Time Piece": ItemData(2000300002, ItemClassification.progression_skip_balancing),
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@@ -186,6 +211,18 @@ ahit_items = {
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"Dweller Mask": ItemData(2000300052, ItemClassification.progression),
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"Time Stop Hat": ItemData(2000300053, ItemClassification.progression),
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# Badges
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"Projectile Badge": ItemData(2000300024, ItemClassification.useful),
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"Fast Hatter Badge": ItemData(2000300025, ItemClassification.useful),
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"Hover Badge": ItemData(2000300026, ItemClassification.useful),
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"Hookshot Badge": ItemData(2000300027, ItemClassification.progression),
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"Item Magnet Badge": ItemData(2000300028, ItemClassification.useful),
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"No Bonk Badge": ItemData(2000300029, ItemClassification.useful),
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"Compass Badge": ItemData(2000300030, ItemClassification.useful),
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"Scooter Badge": ItemData(2000300031, ItemClassification.useful),
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"One-Hit Hero Badge": ItemData(2000300038, ItemClassification.progression, HatDLC.death_wish),
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"Camera Badge": ItemData(2000300042, ItemClassification.progression, HatDLC.death_wish),
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# Relics
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"Relic (Burger Patty)": ItemData(2000300006, ItemClassification.progression),
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"Relic (Burger Cushion)": ItemData(2000300007, ItemClassification.progression),
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@@ -199,23 +236,13 @@ ahit_items = {
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"Relic (Red Crayon)": ItemData(2000300015, ItemClassification.progression),
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"Relic (Blue Crayon)": ItemData(2000300016, ItemClassification.progression),
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"Relic (Green Crayon)": ItemData(2000300017, ItemClassification.progression),
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# Badges
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"Projectile Badge": ItemData(2000300024, ItemClassification.useful),
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"Fast Hatter Badge": ItemData(2000300025, ItemClassification.useful),
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"Hover Badge": ItemData(2000300026, ItemClassification.useful),
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"Hookshot Badge": ItemData(2000300027, ItemClassification.progression),
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"Item Magnet Badge": ItemData(2000300028, ItemClassification.useful),
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"No Bonk Badge": ItemData(2000300029, ItemClassification.useful),
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"Compass Badge": ItemData(2000300030, ItemClassification.useful),
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"Scooter Badge": ItemData(2000300031, ItemClassification.useful),
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"One-Hit Hero Badge": ItemData(2000300038, ItemClassification.progression, HatDLC.death_wish),
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"Camera Badge": ItemData(2000300042, ItemClassification.progression, HatDLC.death_wish),
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# Other
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"Badge Pin": ItemData(2000300043, ItemClassification.useful),
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"Umbrella": ItemData(2000300033, ItemClassification.progression),
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"Progressive Painting Unlock": ItemData(2000300003, ItemClassification.progression),
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# DLC
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"Relic (Cake Stand)": ItemData(2000300018, ItemClassification.progression, HatDLC.dlc1),
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"Relic (Shortcake)": ItemData(2000300019, ItemClassification.progression, HatDLC.dlc1),
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"Relic (Chocolate Cake Slice)": ItemData(2000300020, ItemClassification.progression, HatDLC.dlc1),
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"Relic (Chocolate Cake)": ItemData(2000300021, ItemClassification.progression, HatDLC.dlc1),
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"Relic (Necklace Bust)": ItemData(2000300022, ItemClassification.progression, HatDLC.dlc2),
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"Relic (Necklace)": ItemData(2000300023, ItemClassification.progression, HatDLC.dlc2),
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# Garbage items
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"25 Pons": ItemData(2000300034, ItemClassification.filler),
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@@ -229,15 +256,11 @@ ahit_items = {
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"Laser Trap": ItemData(2000300040, ItemClassification.trap),
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"Parade Trap": ItemData(2000300041, ItemClassification.trap),
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# DLC1 items
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"Relic (Cake Stand)": ItemData(2000300018, ItemClassification.progression, HatDLC.dlc1),
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"Relic (Shortcake)": ItemData(2000300019, ItemClassification.progression, HatDLC.dlc1),
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"Relic (Chocolate Cake Slice)": ItemData(2000300020, ItemClassification.progression, HatDLC.dlc1),
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"Relic (Chocolate Cake)": ItemData(2000300021, ItemClassification.progression, HatDLC.dlc1),
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# DLC2 items
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"Relic (Necklace Bust)": ItemData(2000300022, ItemClassification.progression, HatDLC.dlc2),
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"Relic (Necklace)": ItemData(2000300023, ItemClassification.progression, HatDLC.dlc2),
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# Other
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"Badge Pin": ItemData(2000300043, ItemClassification.useful),
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"Umbrella": ItemData(2000300033, ItemClassification.progression),
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"Progressive Painting Unlock": ItemData(2000300003, ItemClassification.progression),
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# DLC
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"Metro Ticket - Yellow": ItemData(2000300045, ItemClassification.progression, HatDLC.dlc2),
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"Metro Ticket - Green": ItemData(2000300046, ItemClassification.progression, HatDLC.dlc2),
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"Metro Ticket - Blue": ItemData(2000300047, ItemClassification.progression, HatDLC.dlc2),
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@@ -1,5 +1,5 @@
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from BaseClasses import Item, ItemClassification, Tutorial, Location, MultiWorld
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from .Items import item_table, create_item, relic_groups, act_contracts, create_itempool
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from .Items import item_table, create_item, relic_groups, act_contracts, create_itempool, get_shop_trap_name
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from .Regions import create_regions, randomize_act_entrances, chapter_act_info, create_events, get_shuffled_region
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from .Locations import location_table, contract_locations, is_location_valid, get_location_names, TASKSANITY_START_ID, \
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get_total_locations
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@@ -226,7 +226,13 @@ class HatInTimeWorld(World):
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shop_item_names: Dict[str, str] = {}
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for name in self.shop_locs:
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loc: Location = self.multiworld.get_location(name, self.player)
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shop_item_names.setdefault(str(loc.address), loc.item.name)
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item_name: str
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if loc.item.classification is ItemClassification.trap and loc.item.game == "A Hat in Time":
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item_name = get_shop_trap_name(self)
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else:
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item_name = loc.item.name
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shop_item_names.setdefault(str(loc.address), item_name)
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slot_data["ShopItemNames"] = shop_item_names
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