Example #1
0
    remaining = [j.index for j in JobCommandObject.every
                 if j.index != 20 and j.index != start_choice]
    random.shuffle(remaining)
    assert len(addrs) == len(remaining) == 20
    for addr, j in zip(addrs, remaining):
        f.seek(addr)
        f.write(chr(map_job_crystal(j)))
    f.close()
    return values


if __name__ == "__main__":
    try:
        print ('You are using the FF5 "Grand Cross" '
               'randomizer version %s.' % VERSION)
        ALL_OBJECTS = [g for g in globals().values()
                       if isinstance(g, type) and issubclass(g, TableObject)
                       and g not in [TableObject]]
        run_interface(ALL_OBJECTS, snes=True)
        hexify = lambda x: "{0:0>2}".format("%x" % x)
        numify = lambda x: "{0: >3}".format(x)
        minmax = lambda x: (min(x), max(x))
        randomize_crystal_shards()
        randomize_rng()
        clean_and_write(ALL_OBJECTS)
        rewrite_snes_meta("FF5-GC", VERSION, lorom=False)
        finish_interface()
    except Exception, e:
        print "ERROR: %s" % e
        raw_input("Press Enter to close this program.")
Example #2
0
        random.shuffle(everything_else)
        for o in everything_else + battlefields:
            if hasattr(o, "mutated") and o.mutated:
                continue
            o.mutate()
            o.mutated = True


if __name__ == "__main__":
    try:
        print ('You are using the Final Fantasy Mystic Quest "A Terrible Secret" '
               'randomizer version %s.' % VERSION)
        ALL_OBJECTS = [g for g in globals().values()
                       if isinstance(g, type) and issubclass(g, TableObject)
                       and g not in [TableObject]]
        run_interface(ALL_OBJECTS, snes=True)
        if get_global_label() == "FFMQ_NA_1.1":
            DemoPlay = CharacterObject.get(0)
            DemoPlay.name_text = [texttable[c] for c in "Abyssnym"]
            while len(DemoPlay.name_text) < 16:
                DemoPlay.name_text += [0x03]
        hexify = lambda x: "{0:0>2}".format("%x" % x)
        numify = lambda x: "{0: >3}".format(x)
        minmax = lambda x: (min(x), max(x))
        clean_and_write(ALL_OBJECTS)
        if get_global_label() == "FFMQ_NA_1.1":
            write_title_screen(get_outfile(), get_seed(), get_flags())
            enemy_jump = 0xef8e
        elif get_global_label() == "FFMQ_JP":
            enemy_jump = 0xef92
        x = raw_input("Do you want to give Benjamin the power "
Example #3
0
            'nodrop': ['nodrop'],
            'noshop': ['noshop'],
            'oops': ['oopsallsouls', 'oops all souls', 'oops_all_souls'],
            'safe': ['goodmoney', 'good money', 'good_money'],
            'vangram':
            ['vangram', 'vanillagraham', 'vanilla_graham', 'vanilla graham'],
            'bal': ['balance'],
            'noob': ['noob', 'helper mode', 'helper_mode'],
            'fix': ['stat fixes', 'stat patch', 'statfix'],
            'wiz': ['wizard'],
            'gun': ['guncula'],
            'fist': ['fistula', 'punchdrac'],
            'ass': ['assassin'],
            'int': ['intboost'],
        }
        run_interface(ALL_OBJECTS, snes=False, codes=codes)

        activated_codes = get_activated_codes()
        if "noob" in activated_codes:
            print "NEWBIE MODE ACTIVATED"
            write_patch(get_outfile(), "devanj_noob_patch.txt")
        if "gun" in activated_codes:
            print "GUN SOMA MODE ACTIVATED"
        if "fist" in activated_codes:
            print "FISTICUFFS MODE ACTIVATED"
        if "ass" in activated_codes:
            print "ASSASSIN MODE ACTIVATED"
        if "fix" in activated_codes:
            print "FIXED STATS MODE ACTIVATED"
            write_patch(get_outfile(), "devanj_statfix_patch.txt")
        if "int" in activated_codes:
if __name__ == "__main__":
    try:
        print(
            "You are using the Final Fantasy: Dawn of Souls "
            "APPROACHING CHAOS randomizer version %s." % VERSION)
        print

        ALL_OBJECTS = [
            g for g in globals().values() if isinstance(g, type)
            and issubclass(g, TableObject) and g not in [TableObject]
        ]

        codes = {
            "equipshuffle": ["equipshuffle"],
        }
        run_interface(ALL_OBJECTS, snes=False, codes=codes, custom_degree=True)
        hexify = lambda x: "{0:0>2}".format("%x" % x)
        numify = lambda x: "{0: >3}".format(x)
        minmax = lambda x: (min(x), max(x))

        if DEBUG_MODE:
            for objtype in [
                    ItemObject, WeaponObject, ArmorObject, SpellObject
            ]:
                for o in objtype.every:
                    if hasattr(o, "buy_price"):
                        o.buy_price = 1
                    else:
                        o.price = 1
            for m in MonsterObject.every:
                for attr in [
Example #5
0
        else:
            # use different type
            candidates = [v for v in notcontainer if v not in restricted]
            value = random.choice(candidates)
        f.seek(p)
        f.write(chr(value))
    f.close()


if __name__ == "__main__":
    print ("You are using the Chrono Trigger: Eternal Nightmare randomizer "
           "version %s." % VERSION)
    ALL_OBJECTS = [g for g in globals().values()
                   if isinstance(g, type) and issubclass(g, TableObject)
                   and g not in [TableObject]]
    run_interface(ALL_OBJECTS, snes=True, custom_degree=True)

    minmax = lambda x: (min(x), max(x))
    add_singing_mountain()
    #randomize_battle_animations()
    if "l" in get_flags():
        answer = raw_input("WARNING: I've noticed that you decided to "
                           "randomize the color palettes. It's not too "
                           "late to turn back. Disabling this feature "
                           "has no effect on gameplay. Will you randomize "
                           "the palettes? (y/n) ")
        if answer and answer[0].lower() == 'n':
            allow_palette_swap = False
        else:
            allow_palette_swap = True
    clean_and_write(ALL_OBJECTS)
Example #6
0
                to_assign -= set(assignments.keys())
                if not to_assign:
                    break

            assert (len(assignments) == len(set(assignments.values())) ==
                    len(ents_ungrouped + ow_ents_ungrouped))
            for a, b in assignments.items():
                a.link_other(b)


if __name__ == "__main__":
    try:
        print(
            "You are using the Teenage Mutant Ninja Turtles "
            "randomizer version %s." % VERSION)
        print

        ALL_OBJECTS = [
            g for g in globals().values() if isinstance(g, type)
            and issubclass(g, TableObject) and g not in [TableObject]
        ]

        run_interface(ALL_OBJECTS, snes=False)

        clean_and_write(ALL_OBJECTS)
        finish_interface()

    except Exception, e:
        print "ERROR: %s" % e
        raw_input("Press Enter to close this program.")
            # use different type
            candidates = [v for v in notcontainer if v not in restricted]
            value = random.choice(candidates)
        f.seek(p)
        f.write(chr(value))
    f.close()


if __name__ == "__main__":
    print("You are using the Chrono Trigger: Eternal Nightmare randomizer "
          "version %s." % VERSION)
    ALL_OBJECTS = [
        g for g in globals().values() if isinstance(g, type)
        and issubclass(g, TableObject) and g not in [TableObject]
    ]
    run_interface(ALL_OBJECTS, snes=True, custom_degree=True)

    minmax = lambda x: (min(x), max(x))
    add_singing_mountain()
    #randomize_battle_animations()
    if "l" in get_flags():
        answer = raw_input("WARNING: I've noticed that you decided to "
                           "randomize the color palettes. It's not too "
                           "late to turn back. Disabling this feature "
                           "has no effect on gameplay. Will you randomize "
                           "the palettes? (y/n) ")
        if answer and answer[0].lower() == 'n':
            allow_palette_swap = False
        else:
            allow_palette_swap = True
    clean_and_write(ALL_OBJECTS)