


Hard_Item_Randomizer w/ SceneRandom这是将 Hard_Item_Randomizer 与 BloodDestroier 的 Scene Randomizer 整合在一起的配置包,安装后即可同时体验物品/技能/纹章/商店/开局全随机 + 场景出口随机化的完整丝之歌随机挑战。
Update Summary / 更新概要
本次更新主要增加了物品随机总开关,使物品和技能随机可独立启停;优化了陷阱生成逻辑;修复了若干触发器问题;并调整了陷阱数量与生成规则。
This update adds a global item randomization toggle, optimizes trap spawning, fixes trigger issues, and adjusts trap quotas and rules.
1. 新增物品随机总开关 / New global item randomization toggle
1. 右侧面板新增“启用物品随机”按钮,与场景随机和陷阱随机并列。
A new "Enable Item Randomizer" button has been added to the right panel, alongside scene and trap controls.
2. 关闭后,拾取点替换、商店随机、纹章映射、货币保底和攻击方向解锁均恢复原版行为。
When turned off, pickup replacement, shop randomization, crest mapping, currency pity, and attack direction unlocks revert to vanilla.
3. 关闭物品随机后,神龛恢复原本的交互能力。
Shrines regain their original interactions when item randomization is disabled.
4. 开关状态不影响陷阱随机和房间随机功能。
This toggle does not affect trap or room randomization.
2. 陷阱生成优化 / Trap generation improvements
1. 所有陷阱类型的生成顺序完全打乱,不再出现同类陷阱连续排布的问题。
Trap placement order is now fully shuffled, preventing clusters of the same type.
2. 陷阱之间的最小距离从6调整为8,分布更合理。
Minimum distance between traps increased from 6 to 8 for a sparser layout.
3. 摇篮尖刺(cradle_spikes)仅允许在水平宽度≥9的平台上生成。
Cradle spikes now only spawn on platforms with a width of at least 9.
4. 带尖刺的摇摆陷阱(swing_trap_spike)现在生成在天花板上,对应的压力板自动对齐地面。
Spiked swing traps now attach to ceilings, with pressure plates automatically placed on the ground.
5. 岩浆池(lava_area)只会出现在水体上方,不会误生成在地面上。
Lava pools only appear above water and no longer spawn on dry ground.
6. 冰霜印记按难度概率出现:Focused有10%几率,Overflow有20%几率,Beginner不会出现。
Frost markers now appear probabilistically: 10% on Focused, 20% on Overflow, never on Beginner.
3. 场景黑名单更新 / Updated scene blacklist
1. 以下房间永久不生成陷阱:Bellshrine、Bellshrine_02、Bellshrine_03、Bellshrine_05、Bone_East_Umbrella、Room_Pinstress、Belltown_04。
Traps will never spawn in: Bellshrine, Bellshrine_02, Bellshrine_03, Bellshrine_05, Bone_East_Umbrella, Room_Pinstress, Belltown_04.
4. 陷阱数量调整 / Trap quota adjustments
1. 除“追逐型”外,所有分类的陷阱生成配额在三个难度下均增加1个。
All categories except "Chase" receive +1 trap quota across all three difficulties.
5. 缓存自动修复 / Automatic cache validation
1. 修改难度或规则后,原有陷阱缓存会在进入场景时自动验证,不符合新规则的陷阱将被清除并自动补位。
After changing difficulty or rules, existing trap caches are validated on room entry; invalid traps are removed and replacement traps are generated.
6. 界面优化 / UI improvements
1. 三个开关的显示顺序统一为物品随机、场景随机、陷阱随机。
Toggle order is now Item Randomizer, Scene Randomizer, Trap Randomizer.
2. 按钮激活状态的绿色调整为更明显的淡绿色。
The active button color has been changed to a more noticeable light green.
7. Bug 修复 / Bug fixes
1. 修正了关闭物品随机后神龛仍被禁用的问题,现在神龛可以正常交互。
Shrines are no longer locked when item randomization is disabled.
2. 修复了陷阱触发器(如压力板)的事件通信,确保所有需要触发的陷阱能正常工作。
Trap activator events (e.g., pressure plates) have been fixed, restoring proper trigger-trap linking.persistedeasier.BlacklistedExits =
// ---- 已确认 (1-10) ----
"Bone_11_top1", // Bone_11 的上
"Bellshrine_right1", // Bellshrine 的右
"Bellshrine_05_right1", // Bellshrine_05 右
"Dock_06_Church_right1", // Dock_06_Church 右
"Bone_East_09_top1", // Bone_East_09 上
"Bellshrine_02_left1", // Bellshrine_02 左
"Dust_04_right1", // Dust_04 右下
"Dust_05_right1", // Dust_05 右
"Dust_06_left1", // Dust_06 左中
"Shadow_20_bot1", // Shadow_20 下
// ---- 已确认 (11-28) ----
"Bellshrine_03_right1", // Bellshrine_03 右
"Shellwood_19_left1", // bellwood19 左
"Shellwood_01b_right2", // shellwood01b 右边第二个
"Bellshrine_02_right1", // Bellshrine_02 右
"Dust_06_right1", // Dust_06 右
"Mosstown_03_top1", // mosstown零三上
"Coral_10_left1", // coral10 左
"Song_27_left1", // song27 左
"Dock_01_right1", // Dock_01 的右上
"Dock_01_right2", // Dock_01 的右上
"Bone_East_14_right1", // Bone_East_14 右
"Bone_East_14_right2", // Bone_East_14 右
"Greymoor_01_right1", // Greymoor_01 右中
"Greymoor_01_right2", // Greymoor_01 右中
"Dust_02_right1", // Dust_02 右中
"Dust_02_right2", // Dust_02 右中
"Dust_04_left1", // Dust_04 左中
"Dust_04_left2", // Dust_04 左中
// ---- 已确认 (29-37) ----
"Song_25_top1", // song25上 (两个上出口)
"Song_25_top2", // song25上
"Arborium_05_top1", // arbroium05上
"Hang_07_top1", // hang07上
"Hang_07_left1", // hang07左
"Slab_02_left1", // slab02左
"Slab_05_right1", // slab05右
"Cog_06_right1", // cog06右
"Library_11b_right1", // library11b右
// ---- 已确认 (38-53) ----
"Dock_03_bot1", // Dock_03 右下
"Dock_03c_top1", // Dock_03c 左中向上的口子
"Dock_03c_left2", // Dock_03c 左下
"Dock_02_left1", // Dock_02 左上
"Shellwood_02_right2", // sherwood02 右下
"Shellwood_01_left2", // sherwood01 左下
"Dust_Chef_left1", // Dust_Chef 左下
"Song_11_left4", // song11左墙未破 (左侧四个中确认 left4)
"Slab_03_right1", // slab03右 (第一个)
"Slab_03_right2", // slab03右 (第二个)
"Slab_03_right5", // slab03右 (第三个)
"Slab_03_right7", // slab03右 (第四个)
"Slab_03_left6", // slab03左
"Under_05_left2", // under05左下
"Under_02_right4", // under02右下
"Under_02_left1", // under02左下
// ---- 已确认 (54-62) ----
"Bone_East_12_right1", // Bone_East_12 的右
"Shadow_27_right1", // Shadow_27 的右
"Halfway_01_right1", // Halfway_01 的右
"Wisp_03_top1", // Wisp_03 的上
"Arborium_01_right1", // arborium01上右 (确认 right1)
"Arborium_04_left1", // arborium04 左
"Library_13_left1", // library13 左
"Hang_03_right2", // hang03 右下 (确认 right2)
"Aqueduct_02_right3", // Aqueduct_02 右中 (确认 right3)
"Song_19_entrance_left1", // song19entrance左
"Weave_04_right2", // weave04右
"Slab_16_right1", // slab16右
"Bone_East_04_left1", // boneeast04左
};