Fix for pyrmaid hole logic
This commit is contained in:
2
Main.py
2
Main.py
@@ -34,7 +34,7 @@ from source.overworld.EntranceShuffle2 import link_entrances_new
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from source.tools.BPS import create_bps_from_data
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from source.tools.BPS import create_bps_from_data
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from source.classes.CustomSettings import CustomSettings
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from source.classes.CustomSettings import CustomSettings
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version_number = '1.2.0.17'
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version_number = '1.2.0.18'
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version_branch = '-u'
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version_branch = '-u'
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__version__ = f'{version_number}{version_branch}'
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__version__ = f'{version_number}{version_branch}'
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@@ -109,6 +109,9 @@ These are now independent of retro mode and have three options: None, Random, an
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# Bug Fixes and Notes
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# Bug Fixes and Notes
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* 1.2.0.18u
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* Fixed an issue with pyramid hole being in logic when it is not opened.
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*
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* 1.2.0.17u
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* 1.2.0.17u
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* Fixed logic bug that allowed Pearl to be behind Graveyard Cave or King's Tomb entrances with only Mirror and West Dark World access (cross world shuffles only)
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* Fixed logic bug that allowed Pearl to be behind Graveyard Cave or King's Tomb entrances with only Mirror and West Dark World access (cross world shuffles only)
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* Removed backup locations for Dungeon Only and Major Only algorithms. If item cannot be placed in the appropriate location, the seed will fail to generate instead
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* Removed backup locations for Dungeon Only and Major Only algorithms. If item cannot be placed in the appropriate location, the seed will fail to generate instead
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2
Rules.py
2
Rules.py
@@ -887,7 +887,7 @@ def ow_inverted_rules(world, player):
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set_rule(world.get_entrance('Hyrule Castle Main Gate', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Hyrule Castle Main Gate', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Hyrule Castle Main Gate (North)', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_entrance('Hyrule Castle Main Gate (North)', player), lambda state: state.has_Mirror(player))
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set_rule(world.get_location('Frog', player), lambda state: state.can_lift_heavy_rocks(player) and state.has_Pearl(player))
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set_rule(world.get_location('Frog', player), lambda state: state.can_lift_heavy_rocks(player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Pyramid Hole', player), lambda state: world.open_pyramid[player] or world.goal[player] == 'trinity' or state.has('Beat Agahnim 2', player))
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set_rule(world.get_entrance('Pyramid Hole', player), lambda state: world.is_pyramid_open(player) or state.has('Beat Agahnim 2', player))
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else:
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else:
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set_rule(world.get_entrance('East Dark Death Mountain Teleporter (Top)', player), lambda state: state.can_lift_heavy_rocks(player) and state.has('Hammer', player) and state.has_Pearl(player)) # bunny cannot use hammer
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set_rule(world.get_entrance('East Dark Death Mountain Teleporter (Top)', player), lambda state: state.can_lift_heavy_rocks(player) and state.has('Hammer', player) and state.has_Pearl(player)) # bunny cannot use hammer
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set_rule(world.get_entrance('East Dark Death Mountain Teleporter (Bottom)', player), lambda state: state.can_lift_heavy_rocks(player))
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set_rule(world.get_entrance('East Dark Death Mountain Teleporter (Bottom)', player), lambda state: state.can_lift_heavy_rocks(player))
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