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