mirror of
https://github.com/ArchipelagoMW/Archipelago.git
synced 2026-04-02 09:03:22 -07:00
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.
* Jak 1: Wrote Regions, Rules, init. Untested.
* Jak 1: Fixed mistakes, need better understanding of Entrances.
* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.
* Jak 1: Add Scout Fly Locations, code and style cleanup.
* Jak 1: Add Scout Flies to Regions.
* Jak 1: Add version info.
* Jak 1: Reduced code smell.
* Jak 1: Fixed UT bugs, added Free The Sages as Locations.
* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.
* Jak 1: Add some one-ways, adjust scout fly offset.
* Jak 1: Found Scout Fly ID's for first 4 maps.
* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.
* Jak 1: Fixed a few things. Four maps to go.
* Jak 1: Last of the scout flies mapped!
* Jak 1: simplify citadel sages logic.
* Jak 1: WebWorld setup, some documentation.
* Jak 1: Initial checkin of Client. Removed the colon from the game name.
* Jak 1: Refactored client into components, working on async communication between the client and the game.
* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.
* Jak 1: There's magic in the air...
* Jak 1: Fixed bug translating scout fly ID's.
* Jak 1: Make the REPL a little more verbose, easier to debug.
* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.
* Jak 1: Update Documentation.
* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.
* Jak 1: Simplified startup process, updated docs, prayed.
* Jak 1: quick fix to settings.
* Jak and Daxter: Implement New Game (#1)
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.
* Jak 1: Wrote Regions, Rules, init. Untested.
* Jak 1: Fixed mistakes, need better understanding of Entrances.
* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.
* Jak 1: Add Scout Fly Locations, code and style cleanup.
* Jak 1: Add Scout Flies to Regions.
* Jak 1: Add version info.
* Jak 1: Reduced code smell.
* Jak 1: Fixed UT bugs, added Free The Sages as Locations.
* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.
* Jak 1: Add some one-ways, adjust scout fly offset.
* Jak 1: Found Scout Fly ID's for first 4 maps.
* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.
* Jak 1: Fixed a few things. Four maps to go.
* Jak 1: Last of the scout flies mapped!
* Jak 1: simplify citadel sages logic.
* Jak 1: WebWorld setup, some documentation.
* Jak 1: Initial checkin of Client. Removed the colon from the game name.
* Jak 1: Refactored client into components, working on async communication between the client and the game.
* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.
* Jak 1: There's magic in the air...
* Jak 1: Fixed bug translating scout fly ID's.
* Jak 1: Make the REPL a little more verbose, easier to debug.
* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.
* Jak 1: Update Documentation.
* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.
* Jak 1: Simplified startup process, updated docs, prayed.
* Jak 1: quick fix to settings.
* Jak and Daxter: Genericize Items, Update Scout Fly logic, Add Victory Condition. (#3)
* Jak 1: Update to 0.4.6. Decouple locations from items, support filler items.
* Jak 1: Total revamp of Items. This is where everything broke.
* Jak 1: Decouple 7 scout fly checks from normal checks, update regions/rules for orb counts/traders.
* Jak 1: correct regions/rules, account for sequential oracle/miner locations.
* Jak 1: make nicer strings.
* Jak 1: Add logic for finished game. First full run complete!
* Jak 1: update group names.
* Jak and Daxter - Gondola, Pontoons, Rules, Regions, and Client Update
* Jak 1: Overhaul of regions, rules, and special locations. Updated game info page.
* Jak 1: Preparations for Alpha. Reintroducing automatic startup in client. Updating docs, readme, codeowners.
* Alpha Updates (#15)
* Jak 1: Consolidate client into apworld, create launcher icon, improve setup docs.
* Jak 1: Update setup guide.
* Jak 1: Load title screen, save states of in/outboxes.
* Logging Update (#16)
* Jak 1: Separate info and debug logs.
* Jak 1: Update world info to refer to Archipelago Options menu.
* Deathlink (#18)
* Jak 1: Implement Deathlink. TODO: make it optional...
* Jak 1: Issue a proper send-event for deathlink deaths.
* Jak 1: Added cause of death to deathlink, fixed typo.
* Jak 1: Make Deathlink toggleable.
* Jak 1: Added player name to death text, added zoomer/flut/fishing text, simplified GOAL call for deathlink.
* Jak 1: Fix death text in client logger.
* Move Randomizer (#26)
* 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.
* Move rando fixes (#29)
* Fix virtual regions in Snowy. Fix some GMC problems.
* Fix Deathlink on sunken slides.
* Removed unncessary code causing build failure.
* Orbsanity (#32)
* 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.
* Finishing Touches (#36)
* 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.
* Rename completion_condition to jak_completion_condition (#41)
* The Afterparty (#42)
* Fixes to Jak client, rules, options, and more.
* Post-rebase fixes.
* Remove orbsanity reset code, optimize game text in client.
* More game text optimization.
* Added more specific troubleshooting/setup instructions.
* Add known issue about large releases taking time. (Dodge 6,666th commit.)
* Remove "Bundle of", Add location name groups, set better default RootDirectory for new players.
* Make orb trade amounts configurable, make orbsanity defaults more reasonable.
* Add HUD info to doc.
* Exempt's Code Review Updates (#43)
* Round 1 of code review updates, the easy stuff.
* Factor options checking away from region/rule creation.
* Code review updates round 2, more complex stuff.
* Code review updates round 3: the mental health annihilator
* Code review updates part 4: redemption.
* More code review feedback, simplifying code, etc.
* Added a host.yaml option to override friendly limits, plus a couple of code review updates.
* Added singleplayer limits, player names to enforcement rules.
* Updated friendly limits to be more strict, optimized recalculate logic.
* Today's the big day Jak: updates docs for mod support in OpenGOAL Launcher
* Rearranged and clarified some instructions, ADDED PATH-SPACE FIX TO CLIENT.
* Fix deathlink reset stalls on a busy client. (#47)
* Jak & Daxter Client : queue game text messages to get items faster during release (#48)
* queue game text messages to write them during the main_tick function and empty the message queue faster during release
* wrap comment for code style character limit
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* remove useless blank line
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* whitespace code style
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* Move JsonMessageData dataclass outside of ReplClient class for code clarity
---------
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* Item Classifications (and REPL fixes) (#49)
* Changes to item classifications
* Bugfixes to power cell thresholds.
* Fix bugs in item_type_helper.
* Refactor 100 cell door to pass unit tests.
* Quick fix to ReplClient.
* Not so quick fix to ReplClient.
* Display friendly limits in options tooltips.
* Use math.ceil like a normal person.
* Missed a space.
* Fix non-accessibility due to bad orb calculation.
* Updated documentation.
* More Options, More Docs, More Tests (#51)
* Reorder cell counts, require punch for Klaww.
* Friendlier friendly friendlies.
* Removed custom_worlds references from docs/setup guide, focused OpenGOAL Launcher language.
* Increased breadth of unit tests.
* Clean imports of unit tests.
* Create OptionGroups.
* Fix region rule bug with Punch for Klaww.
* Include Punch For Klaww in slot data.
* Update worlds/jakanddaxter/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Temper and Harden Text Client (#52)
* Provide config path so OpenGOAL can use mod-specific saves and settings.
* Add versioning to MemoryReader. Harden the client against user errors.
* Updated comments.
* Add Deathlink as a "statement of intent" to the YAML. Small updates to client.
* Revert deathlink changes.
* Update error message.
* Added color markup to log messages printed in text client.
* Separate loggers by agent, write markup to GUI and non-markup to disk simultaneously.
* Refactor MemoryReader callbacks from main_tick to constructor.
* Make callback names more... informative.
* Give users explicit instructions in error messages.
* Stellar Messaging (#54)
* Use new ap-messenger functions for text writing.
* Remove Powershell requirement, bump memory version to 3.
* Error message update w/ instructions for game crash.
* Create no console window for gk.
* ISO Data Enhancement (#58)
* Add iso-path as argument to GOAL compiler.
# Conflicts:
# worlds/jakanddaxter/Client.py
* More resilient handling of iso_path.
* Fixed scout fly ID mismatches.
* Corrected iso_data subpath.
* Update memory version to 4.
* Docs update for iso_data.
* Auto Detect OpenGOAL Install (#63)
* Auto detect OpenGOAL install path. Also fix Deathlink on server connection.
* Updated docs, add instructions to error messages.
* Slight tweak to error text.
* J&D : add per region location groups (#64)
* add per region power cells location group
* add per region scout flies location group
* add per zone orb bundle groups
(I'm not particularly happy about this code, but I figured doing it this way was the point of least friction/duplication)
* guess who forgot 9 very important characters in each line of the last commit
* Rearrange location group names, quick fix to client error handling.
* Fix pycharm warnings.
* Fix more pycharm warnings.
* Light cleanup: fix icons, add bug report page, remove py 3.8 code.
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Code review updates on comments, tooltips, and type hints.
* Update type hint for lists in regions.
* Missed todo removal.
* More type hint updates.
* Small region updates for location accessibility, small updates to world guide and README.md.
* Add GMC scout fly location group.
* Improved sanitization of game text.
* Traps 2 (#70)
* Add trap items, relevant options, and citadel orb caches.
* Update REPL to send traps to game.
* Fix item counter.
* Allow player to select which traps to use.
* Fix host.yaml doc strings, ap-setup-options typing, bump memory version to 5.
* Alter some trap names.
* Update world doc.
* Add health trap.
* Added 3 more trap types.
* Protect against empty trap list.
* Reword traps paragraph in world doc.
* Another update to trap paragraph.
* Concisify trap option docstring.
* Timestamp on game log file.
* Update client to handle waiting on title screen.
* Send slot name and seed to game.
* Use self.random instead.
* Update setup doc for new title screen.
* Quick clarification of orb caches in world doc.
* Sanitize slot info earlier.
* Added to and improved unit tests.
* Light cleanup on world.
* Optimizations to movement rules, docs: known issues update.
* Quick fixes for beta 0.5.0 release: template options and LPC logic.
* Quick fix to spoiler counts.
* Reorganize world guide for faster navigation.
* Fix links.
* Update HUD section.
* Found a way to render apostrophes in item names.
* March Refactors (#77)
* Reorg imports, small fix to Rock Village movement.
* Fix wait-on-title message never going to ready message.
* Colorama init fix.
* Swap trap list for a dictionary of trap weights.
* The more laws, the less justice.
* Quick readability update.
* Have memory reader provide instructions for slow booting games.
* Revert some things.
* Update setup_en.md
* Update HUD mode lingo for combined msgs.
* Remade launcher icon, sized correctly.
* I don't know why I can't be satisfied with things.
* Apply suggestions from Scipio
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Properly use the settings API instead of Utils.
* Newline on requirements.txt.
* Add __init__ files for frozen builds.
* Replace an ap_inform function with a CommonClient built-in.
* Resize icon to match kivymd expected size.
* First round of Treble code reviews.
* Second round of Treble code reviews.
* Third round of Treble code reviews.
* Missed an unncessary if condition.
* Missed unnecessary comments.
* Fourth round of Treble code reviews.
* Switch trap dictionary to OptionCounter.
* Use existing slot name/seed from network protocol.
* Violet code review updates.
* Violet code review updates part 2.
* Refactor to avoid floating imports (Violet part 3).
* Found a few more valid characters for messaging.
* Move tests out of init, add colon to game name (now that it's safe).
* But don't include those chars for file text.
* Implement Vi suggestion on webhost-capable friendly limits.
* Revert "Implement Vi suggestion on webhost-capable friendly limits."
This reverts commit 2d012b7f4a.
* Rename all files for PEP8.
* Refactor how maximums work on webhost.
* Fix rogue UT.
* Don't rush.
* Fix client post-PEP8.
---------
Co-authored-by: Justus Lind <DeamonHunter@users.noreply.github.com>
Co-authored-by: Romain BERNARD <30secondstodraw@gmail.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
195 lines
5.7 KiB
Python
195 lines
5.7 KiB
Python
from ..game_id import jak1_id
|
|
|
|
# Power Cells are given ID's between 0 and 116 by the game.
|
|
|
|
# The game tracks all game-tasks as integers.
|
|
# 101 of these ID's correspond directly to power cells, but they are not
|
|
# necessarily ordered, nor are they the first 101 in the task list.
|
|
# The remaining ones are cutscenes and other events.
|
|
|
|
|
|
# These helper functions do all the math required to get information about each
|
|
# power cell and translate its ID between AP and OpenGOAL.
|
|
def to_ap_id(game_id: int) -> int:
|
|
if game_id >= jak1_id:
|
|
raise ValueError(f"Attempted to convert {game_id} to an AP ID, but it already is one.")
|
|
return jak1_id + game_id
|
|
|
|
|
|
def to_game_id(ap_id: int) -> int:
|
|
if ap_id < jak1_id:
|
|
raise ValueError(f"Attempted to convert {ap_id} to a Jak 1 ID, but it already is one.")
|
|
return ap_id - jak1_id
|
|
|
|
|
|
# The ID's you see below correspond directly to that cell's game-task ID.
|
|
|
|
# The "Free 7 Scout Flies" Power Cells will be unlocked separately from their respective levels.
|
|
loc7SF_cellTable = {
|
|
95: "GR: Free 7 Scout Flies",
|
|
75: "SV: Free 7 Scout Flies",
|
|
7: "FJ: Free 7 Scout Flies",
|
|
20: "SB: Free 7 Scout Flies",
|
|
28: "MI: Free 7 Scout Flies",
|
|
68: "FC: Free 7 Scout Flies",
|
|
76: "RV: Free 7 Scout Flies",
|
|
57: "PB: Free 7 Scout Flies",
|
|
49: "LPC: Free 7 Scout Flies",
|
|
43: "BS: Free 7 Scout Flies",
|
|
88: "MP: Free 7 Scout Flies",
|
|
77: "VC: Free 7 Scout Flies",
|
|
85: "SC: Free 7 Scout Flies",
|
|
65: "SM: Free 7 Scout Flies",
|
|
90: "LT: Free 7 Scout Flies",
|
|
91: "GMC: Free 7 Scout Flies",
|
|
}
|
|
|
|
# Geyser Rock
|
|
locGR_cellTable = {
|
|
92: "GR: Find The Cell On The Path",
|
|
93: "GR: Open The Precursor Door",
|
|
94: "GR: Climb Up The Cliff",
|
|
}
|
|
|
|
# Sandover Village
|
|
locSV_cellTable = {
|
|
11: "SV: Bring 90 Orbs To The Mayor",
|
|
12: "SV: Bring 90 Orbs to Your Uncle",
|
|
10: "SV: Herd The Yakows Into The Pen",
|
|
13: "SV: Bring 120 Orbs To The Oracle (1)",
|
|
14: "SV: Bring 120 Orbs To The Oracle (2)",
|
|
}
|
|
|
|
# Forbidden Jungle
|
|
locFJ_cellTable = {
|
|
3: "FJ: Connect The Eco Beams",
|
|
4: "FJ: Get To The Top Of The Temple",
|
|
2: "FJ: Find The Blue Vent Switch",
|
|
6: "FJ: Defeat The Dark Eco Plant",
|
|
5: "FJ: Catch 200 Pounds Of Fish",
|
|
8: "FJ: Follow The Canyon To The Sea",
|
|
9: "FJ: Open The Locked Temple Door",
|
|
}
|
|
|
|
# Sentinel Beach
|
|
locSB_cellTable = {
|
|
15: "SB: Unblock The Eco Harvesters",
|
|
17: "SB: Push The Flut Flut Egg Off The Cliff",
|
|
16: "SB: Get The Power Cell From The Pelican",
|
|
18: "SB: Chase The Seagulls",
|
|
19: "SB: Launch Up To The Cannon Tower",
|
|
21: "SB: Explore The Beach",
|
|
22: "SB: Climb The Sentinel",
|
|
}
|
|
|
|
# Misty Island
|
|
locMI_cellTable = {
|
|
23: "MI: Catch The Sculptor's Muse",
|
|
24: "MI: Climb The Lurker Ship",
|
|
26: "MI: Stop The Cannon",
|
|
25: "MI: Return To The Dark Eco Pool",
|
|
27: "MI: Destroy the Balloon Lurkers",
|
|
29: "MI: Use Zoomer To Reach Power Cell",
|
|
30: "MI: Use Blue Eco To Reach Power Cell",
|
|
}
|
|
|
|
# Fire Canyon
|
|
locFC_cellTable = {
|
|
69: "FC: Reach The End Of Fire Canyon",
|
|
}
|
|
|
|
# Rock Village
|
|
locRV_cellTable = {
|
|
31: "RV: Bring 90 Orbs To The Gambler",
|
|
32: "RV: Bring 90 Orbs To The Geologist",
|
|
33: "RV: Bring 90 Orbs To The Warrior",
|
|
34: "RV: Bring 120 Orbs To The Oracle (1)",
|
|
35: "RV: Bring 120 Orbs To The Oracle (2)",
|
|
}
|
|
|
|
# Precursor Basin
|
|
locPB_cellTable = {
|
|
54: "PB: Herd The Moles Into Their Hole",
|
|
53: "PB: Catch The Flying Lurkers",
|
|
52: "PB: Beat Record Time On The Gorge",
|
|
56: "PB: Get The Power Cell Over The Lake",
|
|
55: "PB: Cure Dark Eco Infected Plants",
|
|
58: "PB: Navigate The Purple Precursor Rings",
|
|
59: "PB: Navigate The Blue Precursor Rings",
|
|
}
|
|
|
|
# Lost Precursor City
|
|
locLPC_cellTable = {
|
|
47: "LPC: Raise The Chamber",
|
|
45: "LPC: Follow The Colored Pipes",
|
|
46: "LPC: Reach The Bottom Of The City",
|
|
48: "LPC: Quickly Cross The Dangerous Pool",
|
|
44: "LPC: Match The Platform Colors",
|
|
50: "LPC: Climb The Slide Tube",
|
|
51: "LPC: Reach The Center Of The Complex",
|
|
}
|
|
|
|
# Boggy Swamp
|
|
locBS_cellTable = {
|
|
37: "BS: Ride The Flut Flut",
|
|
36: "BS: Protect Farthy's Snacks",
|
|
38: "BS: Defeat The Lurker Ambush",
|
|
39: "BS: Break The Tethers To The Zeppelin (1)",
|
|
40: "BS: Break The Tethers To The Zeppelin (2)",
|
|
41: "BS: Break The Tethers To The Zeppelin (3)",
|
|
42: "BS: Break The Tethers To The Zeppelin (4)",
|
|
}
|
|
|
|
# Mountain Pass
|
|
locMP_cellTable = {
|
|
86: "MP: Defeat Klaww",
|
|
87: "MP: Reach The End Of The Mountain Pass",
|
|
110: "MP: Find The Hidden Power Cell",
|
|
}
|
|
|
|
# Volcanic Crater
|
|
locVC_cellTable = {
|
|
96: "VC: Bring 90 Orbs To The Miners (1)",
|
|
97: "VC: Bring 90 Orbs To The Miners (2)",
|
|
98: "VC: Bring 90 Orbs To The Miners (3)",
|
|
99: "VC: Bring 90 Orbs To The Miners (4)",
|
|
100: "VC: Bring 120 Orbs To The Oracle (1)",
|
|
101: "VC: Bring 120 Orbs To The Oracle (2)",
|
|
74: "VC: Find The Hidden Power Cell",
|
|
}
|
|
|
|
# Spider Cave
|
|
locSC_cellTable = {
|
|
78: "SC: Use Your Goggles To Shoot The Gnawing Lurkers",
|
|
79: "SC: Destroy The Dark Eco Crystals",
|
|
80: "SC: Explore The Dark Cave",
|
|
81: "SC: Climb The Giant Robot",
|
|
82: "SC: Launch To The Poles",
|
|
83: "SC: Navigate The Spider Tunnel",
|
|
84: "SC: Climb the Precursor Platforms",
|
|
}
|
|
|
|
# Snowy Mountain
|
|
locSM_cellTable = {
|
|
60: "SM: Find The Yellow Vent Switch",
|
|
61: "SM: Stop The 3 Lurker Glacier Troops",
|
|
66: "SM: Deactivate The Precursor Blockers",
|
|
67: "SM: Open The Frozen Crate",
|
|
63: "SM: Open The Lurker Fort Gate",
|
|
62: "SM: Get Through The Lurker Fort",
|
|
64: "SM: Survive The Lurker Infested Cave",
|
|
}
|
|
|
|
# Lava Tube
|
|
locLT_cellTable = {
|
|
89: "LT: Cross The Lava Tube",
|
|
}
|
|
|
|
# Gol and Maias Citadel
|
|
locGMC_cellTable = {
|
|
71: "GMC: Free The Blue Sage",
|
|
72: "GMC: Free The Red Sage",
|
|
73: "GMC: Free The Yellow Sage",
|
|
70: "GMC: Free The Green Sage",
|
|
}
|