Releases: randovania/py-randomprime
Releases · randovania/py-randomprime
v1.16.3
Fixed
- skipping the flaahgra cutscene now gives prefloaty
- fixed an issue regarding flaahgra having incorrect health
- elite control cutscene skip improvement
Changed
- Some cutscene skips now wait for loading to finish before giving control back
- Adjusted the position of load triggers in vent shaft so the player has to wait less
v1.16.2
Added
- New cutscene skip mode:
SkippableCompetitive
. All cutscenes are skippable, but some never even start in the first place
Fixed
- Misc cutscene skip fixes
- Misc qolGeneral fixes
v1.15.0
Added
- New
"preferences"
option:"qolGeneral"
(default: true)
Improves the game in non-critical ways such as containing the Ruined Shrine battle music to just that room, fixing the nodules disappearing in Metroid Prime Lair, etc.
See qol.jsonc for a full list of changes
- PAL support for skippable cutscenes
Fixed
- Some bugs regarding skippable cutscenes
v1.14.1
Added
- Add new connections
{
"levelData": {
"Chozo Ruins": {
"transports": {},
"rooms": {
"Main Plaza": {
"addConnections": [
{
"senderId": 131778,
"targetId": 131875,
"state": "DEAD",
"message": "OPEN"
},
{
"senderId": 131778,
"targetId": 131086,
"state": "DEAD",
"message": "OPEN"
}
]
},
}
}
}
}
- Remove existing connections
{
"levelData": {
"Chozo Ruins": {
"transports": {},
"rooms": {
"Main Plaza": {
"removeConnections": [
{
"senderId": 131876,
"targetId": 131877,
"state": "DEAD",
"message": "ACTIVATE"
}
]
}
}
}
}
}
- Add timers
"Arboretum": {
"timers": [
{
"id": 1234566,
"time": 10.0,
"startImmediately": true, // optional (default: false)
"maxRandomAdd": 0.0, // optional (default: 0)
"resetToZero": false // optional (default: false)
}
],
"addConnections": [
{
"senderId": 1234566,
"targetId": 1245773, // hudmemo
"state": "ZERO",
"message": "SET_TO_ZERO"
}
]
}
- Add relays
"relays": [
{"id": 12345, "active": false}, // active is optional
// so on and so forth...
]
- Add cutscene skip special functions
"cutsceneSkipFns": [
1234
]
- Add actor key frames
"actorKeyframes":[
{
"id": 89823475,
"active": true, // optional
"animationId": 12345,
"looping": false,
"lifetime": 100.0,
"fadeOut": 4444,
"totalPlayback": 200.0
}
]
- Add spawn points https://cdn.discordapp.com/attachments/1116790026458648657/1124416974487830598/2023-06-30_12-10-52.mp4
"Landing Site": {
"spawnPoints":[
{
"id": 111222333,
"active": true, // optional (default: true)
"position": [-352.4802, 305.4878, -2.7347],
"rotation": [0.0, 0.0, 0.0],
"defaultSpawn": false, // optional (default: false)
"morphed": false, // optional (default: false)
"items": { // optional (default: empty inventory) (same format as gameConfig.startingItems)
"combatVisor": true,
"scanVisor": true,
"thermalVisor": true,
"xray": true,
"powerBeam": true,
"missiles": 999,
"energyTanks": 99,
"powerBombs": 99,
"wave": true,
"ice": true,
"plasma": true,
"charge": true,
"morphBall": true,
"bombs": true,
"spiderBall": true,
"boostBall": true,
"variaSuit": true,
"gravitySuit": false,
"phazonSuit": true,
"spaceJump": true,
"grapple": true,
"superMissile": true,
"wavebuster": true,
"iceSpreader": true,
"flamethrower": true
}
}
],
"addConnections": [
{
"senderId": 202,
"targetId": 111222333,
"state": "SCAN_DONE",
"message": "SET_TO_ZERO"
}
]
}
- Add triggers https://cdn.discordapp.com/attachments/1116790026458648657/1124431785237946398/2023-06-30_13-06-51.mp4
"Landing Site": {
"triggers":[
{
"id": 111222334, // optional (default: next available ID)
"active": true, // optional (default: true)
"position": [-314.720551, 334.401917, -19.160801],
"scale": [10.598022, 15.146973, 16.869003],
"force": [0.0, 0.0, 15.0], // optional (default: [0.0, 0.0, 0.0])
"damageType": "hot", // optional (default: power)
"damageAmount": 10.0, // optional (default: 0.0)
"flags": 12289, // optional (default: detect player)
"deactivateOnEnter": false, // optional (default: false)
"deactivateOnExit": true // optional (default: false)
}
],
"spawnPoints":[
{
"id": 111222333,
"active": true, // optional (default: true)
"position": [-352.4802, 305.4878, -2.7347],
"rotation": [0.0, 0.0, 0.0],
"defaultSpawn": false, // optional (default: false)
"morphed": false, // optional (default: false)
}
],
"addConnections": [
{
"senderId": 202,
"targetId": 111222333,
"state": "SCAN_DONE",
"message": "SET_TO_ZERO"
},
{
"senderId": 111222334,
"targetId": 111222333,
"state": "EXITED",
"message": "SET_TO_ZERO"
}
]
}
-
Automatically adjust certain rooms to be suitable for skipping cutscenes when cutscene skips are detected
-
Add support for patching the end cinematic pak
"End Cinema": {
"transports":{},
"rooms":{
"End Cinema": {
"liquids": [
{"type":"LAVA", "position": [0.1157, -28.2758, -8.5484], "scale": [90.0, 90.0, 2.4]}
],
"deleteIds":[1103]
}
}
}
Changed
- More control of
lockOnPoints
patching
"lockOnPoints": [
{
"id1": 123, // optional
"active1": true, // optional
"id2": 124, // optional
"active2": true, // optional
// the other stuff....
}
]
-
Export more things on run-mode=export_asset
-
New
CutsceneMode
-Skippable
Fixed
- Fix patching of Frigate Connection Elevator to Deck Beta and Connection Elevator to Deck Beta (2)
- The one with (2) is for the escape sequence elevator
- The one without is for the elevator tutorial room
- Added missing connection message/state types
- Resource Tracing
v1.13.0
Added
- Option to etch a UUID into an ISO
- Option to make missile stations refill PBs
v1.12.2
Fixed
- Makes a change that will make it easier to narrow down the "door never opens" bug
v1.12.0
Added
- Added
"Ice Trap"
as an pickup type - Added
"Ice Trap"
as an pickup model type - Dependencies of
CPlayer::Freeze()
are persistently loaded to allow for remote freezing - Ridley shorelines, biotech research 2, and exterior docking hangar actors now scale with boss size
Fixed
- Several soft-locks and janky cutscenes when shuffling the Essence elevator
- Research Lab Aether wall not breaking when approached from behind (QoL Game Breaking)
- Watery Hall lore scan being replaced with QoL Scan Point text
- Fish, Bubbles, etc. persisting in rooms which have water removed
- Escape sequence counting up instead of down (
"gameConfig": {"escapeSequenceCountsUp": true}
to get this functionality back) - Small Samus spawning in ship instead of on top
v1.11.0
Added
- CGC Tournament winners to Artifact Temple scan
- Optional list of Instance IDs per-room to delete from the game:
{
"Landing Site": {
"deleteIds": [
1234, // Instance ID in decimal
4321
]
}
}
- Optional list of
STRG
files to replace by asset ID:
{
"strg": {
"123456": [ // Asset ID in decimal
"Example Text"
// optionally, you can add additional strings here to use more slots of the string table
]
}
}
- Optional override for a room's
DistanceFog
object
{
"Landing Site": {
"fog": {
"mode": 1, // 1 = enabled, 0 = disabled
"explicit": true, // has something to do with the frame the room loads
"color": [
0.8, // R
0.8, // G
0.9, // B
0.0 // A (doesn't do anything?)
],
"range": [
0.01, // X
30.01 // Y
],
"colorDelta": 0,
"rangeDelta": [
100, // X
100 // Y
]
}
}
}
- Optionally override audio file played by specific triggers:
{
"Landing Site": {
"audioOverride": {
// Key - Instance ID as Decimal
// Value - Audio file(s) to play separated by vertical pipe
"1234": "/audio/crash-ship-maeL.dsp|/audio/crash-ship-maeR.dsp"
}
}
}
Fixed
- Chapel IS giving the player lightshow on 2nd pass
- Patching vulnerability of large (circular) frigate doors
- Fix items in every room incompatibility with shuffled essence elevator
Changed
- Always apply EQ softlock patch regardless of cutscene skip mode
- Allow
//
comments in input JSON
v1.10.4
Fixed
- Fixed blast shields doubling up with the vanilla one
v1.10.3
Fixes
- Spring ball abuse on steep terrain that resets jump state
- Vanilla blast shields not going away when specified