WIP! All of this is still in the making, and is bound to have a lot of mistakes.
Listing all the Randomizer options, and trying to gather information on how they actually work.
Thanks to all the guys in the Modding Discord for answering my questions about this, since I don't really know all that much about the randomizer.
Differences from the normal Miriam mode:
Notes regarding Drops
Having an entry in dropMaster seems unrelated to if an enemy gets drops or not. I assume everything is read into memory along with other tables and then logic is applied on it afterwards from there. We know that there must be a lot of hardcoded IDs being used for how shuffling is done. No bosses ever get items assigned to them, even though they are all in dropmaster.
Key Items have some built in logic to try to prevent from trapping them behind things you need them for. Like trying not to put Zangetsuto in Den/Glacial Tomb, which you need the sword to access.
NonCSV\PB_DT_RandomizerRoomCheck |
Note: Supposedly this file can't be edited through the normal .json and must be hex edited.
A way to bypass this, is to put the items in the “ShardId” slot instead of the “RareItemId” slot. And leave Enemy Drops: Shards untouched. This will keep the Plot items in their place despite the “Key Items” settings.
Key Items are mixed among themselves only
The first thing that happens in Randomizer is that it shuffles these six Containers among themselves, ignoring all other checks/options.
These shards should then be randomized among themselves, no matter what container they're put in.
Questions:
Key Items may be found anywhere in the game
Basically, this will skip the logic system that tries to keep key items together. And just follow the other rules, especially the “Items” options.
Notes
Questions:
For this and really any other setting, it only applies if you've chose to randomize that particular aspect (i.e. setting crafting to shuffle). Otherwise that aspect is untouched. The only thing you cannot keep completely untouched is chest and wall contents. That will always be shuffled in some way.
Retain Type Item locations will be shuffled among items of the same type
This will use the Containers type entry to group different containers together, and then randomize between themselves.
For example:
“ItemType”: “EItemType::Key” |
These are the default tags used in the DropRateMaster file:
You can make 1 more tag, or basically anything that isn't tagged with one of those 13, will just be grouped together.
Retain Method Items will be obtained via the same method as the normal game
Total Random Items are shuffled entirely at random
For this and really any other setting, it only applies if you've chose to randomize that particular aspect (i.e. setting crafting to shuffle). Otherwise that aspect is untouched. The only thing you cannot keep completely untouched is chest and wall contents. That will always be shuffled in some way.
Drops remain consistent with the normal game
Enemy shards are randomized, but the item drops remain as normal
Item drops are randomizer, but enemy shards remain as normal
Assumption:
Enemy shards and item drops are both randomized
Goal | |
---|---|
Defeat Gebel | Gebel |
Defeat True Evil | Last Boss |
Defeat All Evil | Gebel+Last Boss |
Key Items | |
Shuffled | Key Items are mixed among themselves only |
Anywhere | Key Items may be found anywhere in the game |
Save/Warp Rooms | |
Unchanged | Save and Warp rooms appear in the same locations as the normal game |
Mixed | Save and Warp rooms are randomized |
Items | |
Retain Type | Item locations will be shuffled among items of the same type |
Retain Method | Items will be obtained via the same method as the normal game |
Total Random | Items are shuffled entirely at random |
Enemy Drops | |
Unchanged | Drops remain consistent with the normal game |
Mixed Shards | Enemy shards are randomized, but the item drops remain as normal |
Mixed Items | Item drops are randomizer, but enemy shards remain as normal |
Chaos | Enemy shards and item drops are both randomized |
Crafting | |
Unchanged | Crafting remains unchanged from the normal game |
Shuffled | Crafting becomes randomized, as dictated by the ITEMS setting |
Shops | |
Unchanged | The shop's stock is unchanged from the normal game |
Shuffled | The shop's stock is randomized, as dictated by the ITEMS setting |
Quests | |
Unchanged | Quests are unchanged from the normal game |
Shuffled | Quests become randomized, as dictated by the ITEMS setting. |