[Playtest] Refactor junk cycling and trap models #1452
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I know these probably shouldn't have been grouped together, but I had to make lots of similar changes to pass additional information through for both (RCs).
Junk Cycling:
This is a more simple alternative to #1326, while I do think some players would enjoy the granularity of the options that PR introduced, I felt it was a bit overwhelming, and most players would likely just get confused and leave the defaults. The approach I took here was to instead always limit the junk pool to the items the player needs, and just give the player two options: Cycle or Static, both options will deterministically roll an item from the pool, cycle will change every 1.5s, where static will only change when the players needs change. This solves two problems:
A) Players have complained the junk cycle includes stuff they don't need
B) Players have complained they didn't like the cycling at all, and would prefer them static.
Traps:
This tweaks the traps to search through the current seed and look for Major or Mask items that the player has not obtained and fake as one of them. Additionally, within shops and messages, the item name will be the fake model's name but with a typo somewhere.
The main drawback of this approach is that when the player obtains a major item or mask, all traps will effectively re-roll their chosen models. This may be fun to further confuse the player, but also some players may not like it.
Both of these changes are effectively proposals, and I'd like some minor playtesting to see what people think prior to merging.
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