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Fixed a bug in the pattern chances
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CHANGELOG.md

Lines changed: 93 additions & 73 deletions
Original file line numberDiff line numberDiff line change
@@ -1,24 +1,44 @@
1-
# 2.2 - Work in progress
2-
* Added the ability for armor to be in a chest
3-
* Also other items can be found on search spots
1+
# 2.2.1 - Some balance adjustments
2+
* Maximum STOPSPELL resist is now 9/16
3+
* Maximum SLEEP/DL2 breath chance is now 50%
4+
* New Flag: Scaled Metal Slime XP (32 times level)
5+
- With this flag Metal Slimes will give XP equal to 32 times your level or 255, whichever is less.
6+
7+
# 2.2 - Armor in Charlock? Yes. And much more!
8+
* Added the ability for Erdrick's Armor to be in a chest
9+
* The 3 search spots can now have any unique item: Sword, Armor, Token, Harp, Stones, Death Necklace, Fairy Flute.
10+
- Death Necklace on a search spot also creates a mini gold grind there.
411
* Added the ability to use torches and fairy water in battle
512
* Added a flag for forcing heal/hurt before healmore/hurtmore
6-
* Randomized growth, randomized enemy stats, and random weapon prices are now based on a polynomial calculation
7-
* Added an option to make randomized enemy stats more consistent
8-
* High AGI probably also means high STR/HP, etc.
9-
* Moved "Challenge mode" to an option rather than part of sprite selection.
1013
* Added a "No Hurtmore" flag
11-
* Added "Permanent Torch" which makes the minimum viewable distance in a cave 3x3
12-
* Rimuldar will no longer be required on the first continent if there is another way to obtain a key
13-
* The silver harp will now pull enemies from zones 1 & 2 rather than 3 & 4
14-
* This makes it much more useful in the early game if the castle is swamp-locked
1514
* Changed "Vanilla Map" to "Random Map"
16-
* Opposite logic, of course
17-
* Added noir mode which makes the entire game greyscale
15+
- Opposite logic, of course
16+
* Fixed picking up the token again after getting the Rainbow Drop
17+
- The chest/search spot will now be empty instead if you have the drop
18+
* Moved Challenge mode sprites to be flags on the new Challenge tab
19+
* Removed the extra town/cave locations from vanilla map
20+
* Major overhaul of all stat generation
21+
- Added "make stats consistent" option for this mode for those who want the stats to be a little more sane.
22+
* Also modified algorithms for random weapon prices and random XP.
23+
* Modified the harp to pull lower-tier monsters (Zone 1&2)
24+
* Rimuldar will no longer be required on the first continent if there is an accessible key in a cave
25+
* Major speed increase to map generation (thanks dvj!)
26+
* Removed stray sheild sprite in "Invisible hero" (thanks dwedit!)
1827
* Added an option to disable screen flashing for spell casts
28+
* Added "Permanent Torch" option
29+
- This will make the minimum viewable area 3x3 in dark areas
30+
- Torches will have no effect, but radiant still works as expected
31+
* Fixed a bug where HP was not boosted when "Randomize Growth" was off in big swamp mode.
32+
* Made sure there is no item on the overworld if "No Numbers" is enabled.
33+
34+
* Fixed an issue where towns were occasionally placed in improper spots on non-random maps
1935
* Fixed random sprite choice to not be deterministic
20-
* The random sprite chosen will no longer depend on the seed number
21-
* Added a Ms. Pacman "Sue" sprite
36+
- The random sprite chosen will no longer depend on the seed number
37+
* Added new sprites:
38+
- Ms. Pacman Sue
39+
- FF4 Cecil
40+
- Yoshi
41+
- Fixed an error in the Kirby princess carrying sprite
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2343
# 2.1.2 - Bug fixes #
2444
* Fixed the slime and red slime sprites
@@ -34,72 +54,72 @@
3454
##### Released July 27, 2019 #####
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3656
* Cursed Princess mode!
37-
* In this mode, you can win the game by getting Gwaelin to take a cursed belt from your inventory when you return her to the king.
57+
- In this mode, you can win the game by getting Gwaelin to take a cursed belt from your inventory when you return her to the king.
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* Three's Company mode!
39-
* In this mode, you can win by bringing the princess to the Dragonlord and accepting his offer to join him.
59+
- In this mode, you can win by bringing the princess to the Dragonlord and accepting his offer to join him.
4060
* Vanilla Map option
41-
* Allows you to play with the original map instead of a randomized one.
61+
- Allows you to play with the original map instead of a randomized one.
4262
* "Chaos Mode" has been removed and separated into multiple options
4363
* Fixed some issues with disabled/randomized music.
44-
* Music can now be totally disabled aside from instances where it affects game timing
45-
* All music is now randomized/disabled, including after inn stays, etc.
64+
- Music can now be totally disabled aside from instances where it affects game timing
65+
- All music is now randomized/disabled, including after inn stays, etc.
4666
* New player sprites:
47-
* Red Slime
48-
* Metal Slime
49-
* Dragonlord
50-
* Jason (Blaster Master)
51-
* Bomberman
52-
* Christine (Arkista's Ring)
53-
* Kirby
54-
* Lala (Adventures of Lolo)
55-
* Lolo (Adventures of Lolo)
56-
* Pac-Man
57-
* Ms. Pac-Man
58-
* Inky
59-
* Blinky
60-
* Pinky
61-
* Clyde
62-
* Slime (Dragon Quest franchise)
63-
* Mike (Star Tropics)
64-
* Waluigi (Mario franchise)
65-
* Wario (Mario franchise)
66-
* Doran (Dragon Warrior IV)
67-
* Tov the Dog (Dragon Warrior IV)
68-
* Yeti (Dragon Warrior IV)
67+
- Red Slime
68+
- Metal Slime
69+
- Dragonlord
70+
- Jason (Blaster Master)
71+
- Bomberman
72+
- Christine (Arkista's Ring)
73+
- Kirby
74+
- Lala (Adventures of Lolo)
75+
- Lolo (Adventures of Lolo)
76+
- Pac-Man
77+
- Ms. Pac-Man
78+
- Inky
79+
- Blinky
80+
- Pinky
81+
- Clyde
82+
- Slime (Dragon Quest franchise)
83+
- Mike (Star Tropics)
84+
- Waluigi (Mario franchise)
85+
- Wario (Mario franchise)
86+
- Doran (Dragon Warrior IV)
87+
- Tov the Dog (Dragon Warrior IV)
88+
- Yeti (Dragon Warrior IV)
6989
* The wizard now takes the token as well as the staff/stones when you receive the rainbow drop.
7090
* An option to make metal slimes always run, even when you have low strength.
7191
* "Search" now opens a treasure chest instead of just telling you one is there.
72-
* It's still faster to use "Take"
92+
- It's still faster to use "Take"
7393
* Added an option to change to modern Dragon Quest spell names
7494
* Fixed a bug in Death Necklace max HP calculations
75-
* This fixes an issue where HP was 1 lower than it should have been with the necklace equipped.
95+
- This fixes an issue where HP was 1 lower than it should have been with the necklace equipped.
7696
* Some tweaks to map generation which should make them more interesting
7797

7898
# 2.0.6 - Bug fix for potential soft lock #
7999
##### Released Aug 6, 2018 #####
80100

81101
* Fixed an issue where Brecconary being on a different continent from Tantegel Castle could create a soft lock if the swamp cave is inside Tantegel.
82-
* Brecconary will now always be on the same continent as Tantegel if the swamp cave is in Tantegel.
102+
- Brecconary will now always be on the same continent as Tantegel if the swamp cave is in Tantegel.
83103
* Fixed the Fairy Water text for female characters (his -> her).
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85105
# 2.0.5 - Bug fix for the new sprites #
86106
##### Released Jul 31, 2018 #####
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88108
* This fixes an issue with some of the new sprites where some randomizer changes made their way into the sprite code.
89109
* Affected sprites:
90-
* Black Belt
91-
* Black Mage
92-
* Black Wizard
93-
* Master
110+
- Black Belt
111+
- Black Mage
112+
- Black Wizard
113+
- Master
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95115
# 2.0.4 - Bug Fixes and New Sprites #
96116
##### Released Jul 29, 2018 #####
97117

98118
* Some tweaks to Chaos Mode
99-
* Raised Dragonlord form 1's minimum HP to 81
100-
* Removed abilities from the "wet noodle" monster
101-
* Restricted the amount of XP given by the "wet noodle" (16-64XP)
102-
* Fixed the REPEL table so that Chaos Mode enemies will be repelled based on their new stats
119+
- Raised Dragonlord form 1's minimum HP to 81
120+
- Removed abilities from the "wet noodle" monster
121+
- Restricted the amount of XP given by the "wet noodle" (16-64XP)
122+
- Fixed the REPEL table so that Chaos Mode enemies will be repelled based on their new stats
103123
* Fixed a bug with forced encounters where running did not always push you back a space
104124
* Fixed a bug where the player could be placed in the water by the return spell under certain conditions
105125
* Added a bunch of new sprite options
@@ -113,26 +133,26 @@
113133
##### Released Jan 20, 2018 #####
114134

115135
* Fixed an error in the player stat generation
116-
* A bug was causing player stats to be higher than intended
136+
- A bug was causing player stats to be higher than intended
117137
* Added a slight HP boost to lower levels in Big Swamp Mode
118138
* Changes to (attempt to) ensure that at least one enemy in early zones is beatable at level 1. The lowest strength enemy will have no more than 5HP
119139
* Changed the run chance calculations in chaos mode
120-
* Running chance in chaos mode is now based on map index rather than enemy index, since enemy index is fairly meainingless in this mode. Charlock will be the hardest place to run, followed by other dungeons, followed by Hauksness and Charlock (top floor), and easiest in the overworld. This should help with progression to level 2 as well.
140+
- Running chance in chaos mode is now based on map index rather than enemy index, since enemy index is fairly meainingless in this mode. Charlock will be the hardest place to run, followed by other dungeons, followed by Hauksness and Charlock (top floor), and easiest in the overworld. This should help with progression to level 2 as well.
121141
* Fixed a problem with bridge placement
122-
* Bridges shouldn't be placed where walkable tiles are located to the north or south of them
142+
- Bridges shouldn't be placed where walkable tiles are located to the north or south of them
123143
* Fixed a problem where Rimuldar could be placed on the wrong continent if the swamp cave was located in Garinham
124144
* Fixed a UI crash in the title screen generation
125145
* Made the random seeds in the UI more random
126-
* The random seeds in the UI were not so random on Windows.
127-
* Changed the UI such that a new random seed is chosen after generating a ROM.
146+
- The random seeds in the UI were not so random on Windows.
147+
- Changed the UI such that a new random seed is chosen after generating a ROM.
128148

129149

130150
# 2.0.1 - Bugfix #
131151
###### Released Oct 10, 2017 ######
132152

133153
* Fixed a read overrun in death_necklace()
134-
* This was causing a rom difference and checksum mismatch.
135-
* Bug did not affect gameplay.
154+
- This was causing a rom difference and checksum mismatch.
155+
- Bug did not affect gameplay.
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137157

138158
# 2.0 - Complete rewrite, split continents and more #
@@ -170,23 +190,23 @@
170190
* The NPC in the Northern Shrine will now always have the Staff of Rain.
171191
* Enemies summoned by the harp will now be a random set of 8 different enemies.
172192
* Buffed some of the weaker spells.
173-
* `HEAL` now has a range of 18-25 HP.
174-
* `HURT` now has a range of 9-16 HP.
193+
- `HEAL` now has a range of 18-25 HP.
194+
- `HURT` now has a range of 9-16 HP.
175195
* Menu wrap-around.
176-
* Various menus in the game will now have the cursor wrap from top to bottom *(optional)*.
196+
- Various menus in the game will now have the cursor wrap from top to bottom *(optional)*.
177197
* The Death Necklace will now always appear in it's chest the first time. You can still only get one.
178198
* Death Necklace now has an *optional* function other than cursing you. It can give a +10 ATK at the expense of 25% of your HP (you are still cursed).
179199
* Some enemy balance changes:
180-
* Reduced Droll HP from 35 to 20
181-
* Reduced Poltergeist HP from 26 to 23
182-
* Reduced Specter HP from 48 to 33
183-
* Reduced Goldman HP from 110 to 35
200+
- Reduced Droll HP from 35 to 20
201+
- Reduced Poltergeist HP from 26 to 23
202+
- Reduced Specter HP from 48 to 33
203+
- Reduced Goldman HP from 110 to 35
184204
* Some changes to zone randomization:
185-
* Zones 1 and 2 will now have Wolf and below only.
186-
* Tantegel will have 2 of each of these zones surrounding it
205+
- Zones 1 and 2 will now have Wolf and below only.
206+
- Tantegel will have 2 of each of these zones surrounding it
187207
* Zone 1 will be to the east and west
188208
* Zone 2 will be to the north and south
189-
* All other zones will be random (using a new algorithm)
209+
- All other zones will be random (using a new algorithm)
190210
* The new algorithm ensures each zone will appear on the overworld no more than 5 times.
191211

192212

@@ -335,11 +355,11 @@ This version also includes minor tweaks to zone randomization in normal mode.
335355
* Removed the possibility of Axe Knight having strong fire breath
336356
* Several tweaks to avoid a few potentially unwinnable situations.
337357
* Dragonlord HP tweaks:
338-
* Dragonlord form 1 will now have 100HP
339-
* Dragonlord form 2 will be random between 150-165HP (Always the same on the same seed)
358+
- Dragonlord form 1 will now have 100HP
359+
- Dragonlord form 2 will be random between 150-165HP (Always the same on the same seed)
340360
* Fixed some issues with pattern randomization
341361
* Fixed stopspell resistance
342-
* Enemies with newly obtained magic now have lower stopspell resistance
362+
- Enemies with newly obtained magic now have lower stopspell resistance
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344364

345365

common/build.h

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,2 +1,2 @@
11
/* This file is generated by git */
2-
#define BUILD "510"
2+
#define BUILD "511"

common/dwr.c

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -689,12 +689,12 @@ static uint8_t attack_pattern() {
689689
if ((pattern & 0x0f) == (MOVE2_FIRE2 | MOVE2_75_PERCENT)) {
690690
/* 75% DL2 fire, try again... */
691691
pattern &= 0xfc; /* clear move 2 chance */
692-
pattern |= (uint8_t)mt_rand(0,3); /* new move 2 chance */
692+
pattern |= (uint8_t)mt_rand(0,2); /* new move 2 chance */
693693
}
694694
if ((pattern & 0xf0) == (MOVE1_SLEEP | MOVE1_75_PERCENT)) {
695695
/* 75% sleep, try again... */
696696
pattern &= 0xcf; /* clear move 1 chance */
697-
pattern |= (uint8_t)(mt_rand(0,3) << 4); /* new move 1 chance */
697+
pattern |= (uint8_t)(mt_rand(0,2) << 4); /* new move 1 chance */
698698
}
699699
return pattern;
700700
}

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