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| new("nerf_chaos", "Nerf Chaos", new() { { 1, "Enable" }, { 0, "Disable" } }, 0, "Halve Chaos' HP and reduce his Intelligence and Attack Power by 25%."), | ||
| new("boss_minions", "Boss Minions", new() { { 0, "None" }, { 1, "Weak Minions" }, { 2, "Strong Minions" }, { 3, "Weak-Strong Minions" } }, 0, "Add Minions to Bosses and Extend some Minibosses party.\n\nNone: Original Parties are maintained.\n\nWeak Minions: Add relatively weak minions to Bosses and extend Minibosses by 1-2 members.\n\nStrong Minions: Add relatively strong minions to Bosses and extend Minibosses by 2-3 members.\n\nWeak-Strong Minions: Minions can be weak or strong."), | ||
| new("chaos_minion_warmech_chance", "Chaos Minion Warmech Chance", new() { { 0, "Disabled" }, { 1, "Unleashed" }, { 2, "Risky" }, { 3, "Guaranteed" } }, 0, "The chance that Warmech will be Chaos's minion.\n\nDisabled: 0% chance.\n\nUnleashed: 20% chance.\n\nRisky: 50% chance.\n\nGuaranteed: 100% chance."), | ||
| new("fiend_minion_warmech_chance", "Fiend Minion Warmech Chance", new() { { 0, "Disabled" }, { 1, "Unleashed" }, { 2, "Risky" }, { 3, "Guaranteed" } }, 0, "The chance that Warmech will be a Fiend's minion in the Chaos Shrine.\n\nDisabled: 0% chance.\n\nUnleashed: 5% chance.\n\nRisky: 20% chance.\n\nGuaranteed: 100% chance."), |
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this is fine for now, but it feels like these options could be combined or simplified in some way, is someone looking at including warmech specifically in their boss fights will find a difference between 5% and 20% meaningful?
| if (rng.Between(0, 99) < fiendchance) | ||
| mech = true; | ||
| break; | ||
| case 342: // tiamat |
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while i like surprising players, the odds are pretty high for something not documented in the the tooltip and this is a pretty big power spike from the normal range, remove
also, || should be used for logical or operations
| var position = rng.TakeFrom(positions); | ||
| newmonsters.Add(position, monster); | ||
| } | ||
| if (mech) |
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while this work, this should probably be moved before the loop to better align with the current method
if(mech)
{
var position = rng.TakeFrom(positions);
newmonsters.Add(position, MonsterIds.Warmech);
qty--;
}
| monster1 = MonsterIds.Warmech; | ||
| break; | ||
| case 342: // tiamat | ||
| // 80% chance if fiends2 are 100%, otherwise 1/5 of fiends2 chance |
| CreateDropdown(Options.Dict["boss_minions"].Display, Options.Dict["boss_minions"]); | ||
| CreateDropdown(Options.Dict["monster_parties"].Display, Options.Dict["monster_parties"]); | ||
| CreateDropdown(Options.Dict["monsters_cap"].Display, Options.Dict["monsters_cap"]); | ||
| CreateDropdown(Options.Dict["monsters_cap"].Display, Options.Dict["chaos_minion_warmech_chance"]); |
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use the specific option name for the display part too
|
it isn't documented anywhere (my bad, i should update this), but the apworld fork is at https://github.com/wildham0/Archipelago/tree/FF1PRapworld , you can pr your changes there |
Adds an option for Warmech to be a minion of a Fiend (Tiamat and Chaos Shrine Fiends only).
Removes Warmech from the "default" pool for Chaos as it is redundant.
This comes with an apworld change as there are new options.
ff1pr_warmech_apworld.zip
(I am very much ''not'' a C# expert, but everything worked out in testing.)