[Logic]: Consumable item locks
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- Dominant language
- Python
- Stars
- 60
- Forks
- 36
- Avg merge
- 2d 17m
- Merged PRs (30d)
- 2
Description
D6 Wizrobe-locked door requires 12 arrows, and the bow obtain gives 20, I believe? So if you mess it up, you lose the check until bombs/rod obtain, which could easily be a massive check item (bracelet, sword, etc) and cause softlocks. And I think powder-only Slime key dig/Richard's cave exit from outside requires more than 10 powder uses, not including possible required powder uses to get to that point: these could both be solved by having the ghost fill up consumable items to full, or to make sure toolshop is accessible without using more than the 10 given consumables on entrance/start rando.
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reproducing the D6 Wizrobe-locked door scenario and the powder-only Slime key dig and Richard's cave exit paths described in the issue. Trace consumable counts and access to the ghost or toolshop, then verify that the affected checks remain reachable without a softlock.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- python
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 30/100