I've been putting off doing this since I wanted to give others a chance to figure out how it worked and to support it here. We're in good shape, thanks to Darzil.
I have some observations & suggestions, though. Perhaps I will fix them myself.
1) I am not convinced that the non combats always advance correctly. ChoiceManager says the following are Spelunky choices:
Code:
// Choice 1027 is The End of the Tale of Spelunking
// Choice 1028 is A Shop
// Choice 1029 is An Old Clay Pot
// Choice 1030 is It's a Trap! A Dart Trap.
// Choice 1031 is A Tombstone
// Choice 1032 is It's a Trap! A Tiki Trap.
// Choice 1033 is A Big Block of Ice
// Choice 1034 is A Landmine
// Choice 1035 is A Crate
// Choice 1036 is Idolatry
// Choice 1037 is It's a Trap! A Smashy Trap.
// Choice 1038 is A Wicked Web
// Choice 1039 is A Golden Chest
// Choice 1040 is It's Lump. It's Lump.
// choice 1041 is Spelunkrifice
// choice 1042 is Pick a Perk!
// choice 1044 is The Gates of Hell
// choice 1045 is Hostile Work Environment
Some, but not all, of those have "leave" options.
1028 - A Shop
1036 - Idolatry
1040 - It's Lump. It's Lump
1041 - Spelunkerifice
So can choose to not buy anything (you may not have enough gold to buy anything!), you may choose to avoid the Idol, You may choose to break open the lump (you may be unable to, with no bomb), and you may choose to not sacrifice a buddy.
What determines if the counter increments?
Code:
// Sacrifice doesn't increment win count or counter
if ( choice != 1040 && choice != 1041 )
{
Preferences.resetToDefault( "spelunkyWinCount" );
// Shopkeeper doesn't increment the counter til you leave or fight
if ( !( choice == 1028 && decision < 5 ) )
{
Preferences.increment( "spelunkyNextNoncombat", 1 );
if ( Preferences.getInteger( "spelunkyNextNoncombat" ) > 3 )
{
Preferences.setInteger( "spelunkyNextNoncombat", 1 );
}
}
}
Huh. 1040 is It's Lump. It's Lump. 1041 is the Sacrifice. The comment indicates that the Sacrifice doesn't count as a non-combat (fair enough, since you can do it any time, not just when the ghost waves, right?) but It's Lump is a timed non-combat. Why is that skipped? I see that revision 15319 does it intentionally. Is it possible that it only doesn't count if you take the "skip it" option? Or is it possible that it was a KoL bug which has now been fixed?
Perhaps I will experiment.
2) I see that the various spelunky quest equipment have been added to a new section in equipment.txt. I'm not happy with that, since it breaks how I use "checkitems": that command outputs something which (supposedly) looks just like equipment.txt, and if I do a "compare" of that section of the output and equipment.txt, I see exactly what items have been added but are not in equipment.txt. Except for spelunky items, which look like they are missing from equipment, but really have their own section. I don't see the point of that.
3) They are "quest" items, which normally means that they disappear when you ascend. However, these actually disappear when you end the Tale, right? Unfortunately, they do not disappear from the session tally. It would be nice if they did.
And I now have an elaboration of my observation of a month ago, when I posited that the leaderboards would be like the Grim Tales ones, but was corrected.
I think it's a shame that they didn't do that - or, at least, didn't adjust them to work like the old ascension leaderboards: one spot per character. As they are, right now, the Spelunky leaderboards are a circle-jerk between three players. I look at that, and do I think "damn, I should try really hard so that I can be up in the top ten with those three people?" I expect that SOME people think like that - and the people who whined hardest about the change to the ascension leaderboards indicated that OF COURSE that was how EVERYBODY thought - but, no. I look at that and think "I'll come back in 3, 6, 12, ... months when these people get bored of their mutual masturbation (or "competition", as they think of it) and will try then."
Unfortunately, they made these leaderboards have a monetary reward for placing on them - prizes that you can sell for (currently) substantially more than the price to play. Given that, there may very well never be motivation for the top players to ever "get tired" of "competing"; if they can spend a few hundred thousand a day to play in order to get an item to sell for a few million Meat, why stop?
Well, eventually, the community of people willing to pay that kind of price will dry up, and, perhaps they really will get bored of the cash cow that TPTB handed to them. Who knows? For now, I'll just go after factoids, and will come back next year, when there's a different fad.