From 0222b09aab3fdad50e5504bcde17e029189b1c2d Mon Sep 17 00:00:00 2001 From: aerinon Date: Thu, 4 Jan 2024 13:00:12 -0700 Subject: [PATCH] feat: Restore Lanmo/Trinexx as possible lobbies --- Doors.py | 12 ++++++------ RELEASENOTES.md | 1 + 2 files changed, 7 insertions(+), 6 deletions(-) diff --git a/Doors.py b/Doors.py index ad83b67f..4c9611fc 100644 --- a/Doors.py +++ b/Doors.py @@ -250,7 +250,7 @@ def create_doors(world, player): create_door(player, 'Desert Tiles 2 NE', Intr).dir(No, 0x43, Right, High).small_key().pos(1), create_door(player, 'Desert Wall Slide SE', Intr).dir(So, 0x43, Right, High).small_key().pos(1), create_door(player, 'Desert Wall Slide NW', Nrml).dir(No, 0x43, Left, High).big_key().pos(0).no_entrance(), - create_door(player, 'Desert Boss SW', Nrml).dir(So, 0x33, Left, High).no_exit().trap(0x4).pos(0), # .portal(Z, 0x00), problem with enemizer + create_door(player, 'Desert Boss SW', Nrml).dir(So, 0x33, Left, High).no_exit().trap(0x4).pos(0).portal(Z, 0x00), # Hera create_door(player, 'Hera Lobby S', Nrml).dir(So, 0x77, Mid, Low).pos(0).portal(Z, 0x22, 1), @@ -1074,7 +1074,7 @@ def create_doors(world, player): create_door(player, 'TR Final Abyss Balcony Path', Lgcl), create_door(player, 'TR Final Abyss Ledge Path', Lgcl), create_door(player, 'TR Final Abyss NW', Nrml).dir(No, 0xb4, Left, High).big_key().pos(0), - create_door(player, 'TR Boss SW', Nrml).dir(So, 0xa4, Left, High).no_exit().trap(0x4).pos(0), # .portal(Z, 0x00), -enemizer doesn't work + create_door(player, 'TR Boss SW', Nrml).dir(So, 0xa4, Left, High).no_exit().trap(0x4).pos(0).portal(Z, 0x00), create_door(player, 'GT Lobby S', Nrml).dir(So, 0x0c, Mid, High).pos(0).portal(Z, 0x22), create_door(player, 'GT Lobby Left Down Stairs', Sprl).dir(Dn, 0x0c, 1, HTL).ss(A, 0x0f, 0x80), @@ -1512,8 +1512,8 @@ def create_doors(world, player): world.get_door('TR Big Chest Entrance SE', player).passage = False world.get_door('Sewers Secret Room Key Door S', player).dungeonLink = 'Hyrule Castle' world.get_door('Desert Cannonball S', player).dead_end() - # world.get_door('Desert Boss SW', player).dead_end() - # world.get_door('Desert Boss SW', player).dungeonLink = 'Desert Palace' + world.get_door('Desert Boss SW', player).dead_end() + world.get_door('Desert Boss SW', player).dungeonLink = 'Desert Palace' world.get_door('Skull 1 Lobby S', player).dungeonLink = 'Skull Woods' world.get_door('Skull Map Room SE', player).dungeonLink = 'Skull Woods' world.get_door('Skull Spike Corner SW', player).dungeonLink = 'Skull Woods' @@ -1523,8 +1523,8 @@ def create_doors(world, player): world.get_door('Mire Right Bridge SE', player).dead_end(allowPassage=True) world.get_door('TR Roller Room SW', player).dead_end() world.get_door('TR Tile Room SE', player).dead_end() - # world.get_door('TR Boss SW', player).dead_end() - # world.get_door('TR Boss SW', player).dungeonLink = 'Turtle Rock' + world.get_door('TR Boss SW', player).dead_end() + world.get_door('TR Boss SW', player).dungeonLink = 'Turtle Rock' world.get_door('GT Petting Zoo SE', player).dead_end() world.get_door('GT DMs Room SW', player).dead_end() world.get_door("GT Bob\'s Room SE", player).passage = False diff --git a/RELEASENOTES.md b/RELEASENOTES.md index 9e79ae6d..1aace9bb 100644 --- a/RELEASENOTES.md +++ b/RELEASENOTES.md @@ -158,6 +158,7 @@ These are now independent of retro mode and have three options: None, Random, an * Logic: Added silver arrows as Arrghus damage option when item functionality is not set to hard or expert * Logic: Byrna not in logic for laser bridge when item functionality is set to hard or expert * Glitched modes: Aga 1 should be vulnerable in rain state for glitched modes + * Generation: Trinexx and Lanmolas room allowed as lobbies in intensity 3 (works with enemizer now) * Enemy AI: Terrorpin AI code removed. May help with unusual enemy behavior? * 1.4.0.1v * Key logic: Vanilla key logic fixes. Statically set some HC logic and PoD front door