* Fixes to Jak client, rules, options, and more.
* Post-rebase fixes.
* Remove orbsanity reset code, optimize game text in client.
* More game text optimization.
* Set up connector level thresholds, completion goal choices.
* Send AP sender/recipient info to game via client.
* Slight refactors.
* Refactor option checking, add DataStorage handling of traded orbs.
* Update instructions to change order of load/connect.
* Add Option check to ensure enough Locations exist for Cell Count thresholds. Fix Final Door region.
* Need some height move to get LPC sunken chamber cell.
* My big dumb shortcut: a 2000 item array.
* A better idea: bundle orbs as a numerical option and make array variable size.
* Have Item/Region generation respect the chosen Orbsanity bundle size. Fix trade logic.
* Separate Global/Local Orbsanity options. TODO - re-introduce orb factory for per-level option.
* Per-level Orbsanity implemented w/ orb bundle factory.
* Implement Orbsanity for client, fix some things up for regions.
* Fix location name/id mappings.
* Fix client orb collection on connection.
* Fix minor Deathlink bug, add Update instructions.
* add Range= to log, making responses a lot smaller for massive rooms
* switch xhr to fetch
* post the form using fetch if possible
* also refresh log faster while waiting for command echo / response
* do not follow redirect, saving a request
* do not post empty body
* smooth-scroll the log view
* paste the log into the div when loading the HTML (up to 1MB, rest will be `fetch`ed)
* fix duplicate charset in display_log response
* Finally remove debug-segment text, update Python imports to relative paths.
* HUGE refactor to Regions/Rules to support move rando, first hub area coded.
* More refactoring.
* Another refactor - may squash.
* Fix some Rules, reuse some code by returning key regions from build_regions.
* More regions added. A couple of TODOs.
* Fixed trade logic, added LPC regions.
* Added Spider, Snowy, Boggy. Fixed Misty's orbs.
* Fix circular import, assert orb counts per level, fix a few naming errors.
* Citadel added, missing locs and connections fixed. First move rando seed generated.
* Add Move Rando to Options class.
* Fixed rules for prerequisite moves.
* Implement client functionality for move rando, add blurbs to game info page.
* Fix wrong address for cache checks.
* Fix byte alignment of offsets, refactor read_memory for better code reuse.
* Refactor memory offsets and add some unit tests.
* Make green eco the filler item, also define a maximum ID. Fix Boggy tether locations.
* Add note about bushes to logic section of readme
* Fix missing logic on bridge switch chest in upper zig
* Revise upper zig rule change to account for ER
* Add imo all needed options to fill_slot_data that are worth tracking in the poptracker pack. This is aimed at providing information for the oot poptracker-pack for autofilling of settings within this pack.
* cap line length at 120 and reorganize list
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Co-authored-by: StripesOO7 <54711792+StripeesOO7@users.noreply.github.com>
* Updated the options definitions to the new api
* Fixed the wrong base class being used for UndertaleOptions
* Undertale: Added get_filler_item_name to Undertale, changed multiworld.per_slot_randoms to self.random, removed some unused imports in options.py, and fixed rules.py still using state.multiworld instead of world.options, and simplified the set_completion_rules function in rules.py
* Undertale: Fixed it trying to add strings to the finished item pool
* fixed 1000g item not being in the key items pool for Undertale
* Removed ".copy()" for the junk_weights, reformatted the requested lines to have less new lines, and changed "itempool += [self.create_filler()]" to "itempool.append(self.create_filler())"
* Change setup_en.md to use Latest releases page
Really simple change to point users to the Latest release page instead of the Releases page. Saw a user accidentally download 0.3.6 because it was the last item on the page (they're accustomed to scrolling down to the bottom of the page in GitHub for the Assets section), and this change prevents that outright.
* Update setup_en.md
Rewrite text and link to restore semantic compatibility.
for doom 2, some of the armor and health weights were nudged down
to compensate for the addition of the megasphere
for heretic, the torch was just added without changing anything else,
as I felt doing so would negatively impact the distribution of
artifacts (and personally I already feel there's too few in a game)
Added require_pokedex, blind_trainers, and area_1_to_1 mapping, which would be helpful to the poptracker packs to accurately reflect the checks available to players.