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Aug 23rd, 2019
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  1. 0. Choose origin. This must be any exit that has no logic-dictated access requirements, and should not be otherwise unsuitable (what this means is up for discussion).
  2.  
  3. 1. Set the current scene (in first pass, this will be the origin; later, it can be any placed scene ).
  4.  
  5. (a) Count the number of exits from the starting scene. Randomly assign ALL BUT ONE OF THEM to any exit of any scene that hasn't been placed yet (these are "child scenes"). The excluded exit must be one that is available (e.g. the origin itself).
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  7. (b)
  8.  
  9. I. Determine all currently reachable exits from the current scene, and "get" them (= added to pool of available items).
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  11. II. Determine all currently doable checks in , populate them with random items, and "get" them. Repeat from I. until there are no more currently doable checks.
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  13. (c) Count the number of available exits from the child scenes. If >= 1, assign any exit to the excluded exit. If = 0, assign *an exit from which you can reach another unassigned exit*. This ensures you are never "trapped" and that no closed blobs appear.
  14.  
  15. 2. Repeat 1. until all scenes have been placed. Then,
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  17. (a) If all checks have been populated and all exits assigned, end.
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  19. (b) If there are unpopulated checks/unassigned exits, go through placed scenes in any order and repeat I. and II.
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  21. 3.
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  23. (a) If all important items ( = items needed for 100% completion; optionally ignore this for Beatable Only mode) have been placed and you have access to "Defeat Majora" (should be an item), randomly populate remaining checks and assign remaining exits (some of these may be unavailable, but this is no longer an issue).
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  25. (b) If there are unplaced important items or unplaced items that are required for "Defeat Majora", replace any unimportant placed item ( = items not needed for 100% completion and not mentioned in logic, e.g. Compasses) with an unplaced important/required item, then repeat from 2.
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