Fixed some typos with new interior doors

Used direction abbreviations for the ones missed
This commit is contained in:
aerinon
2019-11-01 16:28:08 -06:00
parent 19e9738c42
commit 0c6ea6a14d

334
Doors.py
View File

@@ -171,10 +171,10 @@ def create_doors(world, player):
create_door(player, 'Eastern False Switches WS', Intr).dir(We, 0xd9, Bot, High).pos(1), create_door(player, 'Eastern False Switches WS', Intr).dir(We, 0xd9, Bot, High).pos(1),
create_door(player, 'Eastern Cannonball Hell ES', Intr).dir(Ea, 0xd9, Bot, High).pos(1), create_door(player, 'Eastern Cannonball Hell ES', Intr).dir(Ea, 0xd9, Bot, High).pos(1),
create_door(player, 'Eastern Cannonball Hell WS', Nrml).dir(We, 0xd9, Bot, High).trap(0x4).pos(0), create_door(player, 'Eastern Cannonball Hell WS', Nrml).dir(We, 0xd9, Bot, High).trap(0x4).pos(0),
create_door(player, 'Eastern Single Eyegore ES', Intr).dir(Ea, 0xd8, Bot, High).pos(2), create_door(player, 'Eastern Single Eyegore ES', Nrml).dir(Ea, 0xd8, Bot, High).pos(2),
create_door(player, 'Eastern Single Eyegore NE', Intr).dir(No, 0xd8, Right, High).pos(1), create_door(player, 'Eastern Single Eyegore NE', Intr).dir(No, 0xd8, Right, High).pos(1),
create_door(player, 'Eastern Duo Eyegores SE', Intr).dir(So, 0xd8, Right, High).pos(1), create_door(player, 'Eastern Duo Eyegores SE', Intr).dir(So, 0xd8, Right, High).pos(1),
create_door(player, 'Eastern Duo Eyegores NE', Intr).dir(No, 0xd8, Right, High).trap(0x4).pos(0), create_door(player, 'Eastern Duo Eyegores NE', Nrml).dir(No, 0xd8, Right, High).trap(0x4).pos(0),
create_door(player, 'Eastern Boss SE', Nrml).dir(So, 0xc8, Right, High).no_exit().trap(0x4).pos(0), create_door(player, 'Eastern Boss SE', Nrml).dir(So, 0xc8, Right, High).no_exit().trap(0x4).pos(0),
# Desert Palace # Desert Palace
@@ -214,20 +214,20 @@ def create_doors(world, player):
create_door(player, 'Desert West Wing WS', Intr).dir(We, 0x83, Bot, High).pos(2), create_door(player, 'Desert West Wing WS', Intr).dir(We, 0x83, Bot, High).pos(2),
create_door(player, 'Desert West Lobby ES', Intr).dir(Ea, 0x83, Bot, High).pos(2), create_door(player, 'Desert West Lobby ES', Intr).dir(Ea, 0x83, Bot, High).pos(2),
# Desert Back # Desert Back
create_door(player, 'Desert Back Lobby NW', Intr).dir(Direction.North, 0x63, Left, High).pos(1), create_door(player, 'Desert Back Lobby NW', Intr).dir(No, 0x63, Left, High).pos(1),
create_door(player, 'Desert Tiles 1 SW', Intr).dir(Direction.South, 0x63, Left, High).pos(1), create_door(player, 'Desert Tiles 1 SW', Intr).dir(So, 0x63, Left, High).pos(1),
create_door(player, 'Desert Tiles 1 Up Stairs', Sprl).dir(Direction.Up, 0x63, 0, HTH).ss(A, 0x1b, 0x6c, True).small_key().pos(0), create_door(player, 'Desert Tiles 1 Up Stairs', Sprl).dir(Up, 0x63, 0, HTH).ss(A, 0x1b, 0x6c, True).small_key().pos(0),
create_door(player, 'Desert Bridge Down Stairs', Sprl).dir(Direction.Down, 0x53, 0, HTH).ss(A, 0x0f, 0x80, True), create_door(player, 'Desert Bridge Down Stairs', Sprl).dir(Dn, 0x53, 0, HTH).ss(A, 0x0f, 0x80, True),
create_door(player, 'Desert Bridge SW', Intr).dir(Direction.South, 0x53, Left, High).pos(0), create_door(player, 'Desert Bridge SW', Intr).dir(So, 0x53, Left, High).pos(0),
create_door(player, 'Desert Four Statues NW', Intr).dir(Direction.North, 0x53, Left, High).pos(0), create_door(player, 'Desert Four Statues NW', Intr).dir(No, 0x53, Left, High).pos(0),
create_door(player, 'Desert Four Statues ES', Intr).dir(Direction.East, 0x53, Bot, High).pos(1), create_door(player, 'Desert Four Statues ES', Intr).dir(Ea, 0x53, Bot, High).pos(1),
create_door(player, 'Desert Beamos Hall WS', Intr).dir(Direction.West, 0x53, Bot, High).pos(1), create_door(player, 'Desert Beamos Hall WS', Intr).dir(We, 0x53, Bot, High).pos(1),
create_door(player, 'Desert Beamos Hall NE', Nrml).dir(Direction.North, 0x53, Right, High).small_key().pos(2), create_door(player, 'Desert Beamos Hall NE', Nrml).dir(No, 0x53, Right, High).small_key().pos(2),
create_door(player, 'Desert Tiles 2 SE', Nrml).dir(Direction.South, 0x43, Right, High).small_key().pos(2), create_door(player, 'Desert Tiles 2 SE', Nrml).dir(So, 0x43, Right, High).small_key().pos(2),
create_door(player, 'Desert Tiles 2 NE', Intr).dir(Direction.North, 0x43, Right, High).small_key().pos(1), 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(Direction.South, 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(Direction.North, 0x43, Left, High).big_key().pos(0).no_entrance(), 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(Direction.South, 0x33, Left, High).no_exit().trap(0x4).pos(0), create_door(player, 'Desert Boss SW', Nrml).dir(So, 0x33, Left, High).no_exit().trap(0x4).pos(0),
# Hera # Hera
create_door(player, 'Hera Lobby Down Stairs', Sprl).dir(Dn, 0x77, 3, HTL).ss(Z, 0x21, 0x90, False, True), create_door(player, 'Hera Lobby Down Stairs', Sprl).dir(Dn, 0x77, 3, HTL).ss(Z, 0x21, 0x90, False, True),
@@ -330,7 +330,7 @@ def create_doors(world, player):
create_door(player, 'PoD Arena Main Crystal Path', Lgcl), create_door(player, 'PoD Arena Main Crystal Path', Lgcl),
create_door(player, 'PoD Arena Main Orange Barrier', Lgcl), create_door(player, 'PoD Arena Main Orange Barrier', Lgcl),
create_door(player, 'PoD Arena North Drop Down', Lgcl), create_door(player, 'PoD Arena North Drop Down', Lgcl),
create_door(player, 'PoD Arena Crystals E', Nrml).dir(Direction.East, 0x2a, Mid, High).pos(3), create_door(player, 'PoD Arena Crystals E', Nrml).dir(Ea, 0x2a, Mid, High).pos(3),
create_door(player, 'PoD Arena Crystal Path', Lgcl), create_door(player, 'PoD Arena Crystal Path', Lgcl),
create_door(player, 'PoD Arena Bridge Drop Down', Lgcl), create_door(player, 'PoD Arena Bridge Drop Down', Lgcl),
create_door(player, 'PoD Arena Ledge ES', Nrml).dir(Ea, 0x2a, Bot, High).pos(2), create_door(player, 'PoD Arena Ledge ES', Nrml).dir(Ea, 0x2a, Bot, High).pos(2),
@@ -347,24 +347,24 @@ def create_doors(world, player):
create_door(player, 'PoD Jelly Hall NE', Intr).dir(No, 0x4b, Right, High).pos(2), create_door(player, 'PoD Jelly Hall NE', Intr).dir(No, 0x4b, Right, High).pos(2),
create_door(player, 'PoD Warp Hint SE', Intr).dir(So, 0x4b, Right, High).pos(2), create_door(player, 'PoD Warp Hint SE', Intr).dir(So, 0x4b, Right, High).pos(2),
create_door(player, 'PoD Warp Hint Warp', Warp), create_door(player, 'PoD Warp Hint Warp', Warp),
create_door(player, 'PoD Falling Bridge SW', Nrml).dir(Direction.South, 0x1a, Left, High).small_key().pos(3), create_door(player, 'PoD Falling Bridge SW', Nrml).dir(So, 0x1a, Left, High).small_key().pos(3),
create_door(player, 'PoD Falling Bridge WN', Nrml).dir(Direction.West, 0x1a, Top, High).small_key().pos(1), create_door(player, 'PoD Falling Bridge WN', Nrml).dir(We, 0x1a, Top, High).small_key().pos(1),
create_door(player, 'PoD Falling Bridge EN', Intr).dir(Direction.East, 0x1a, Top, High).pos(4), create_door(player, 'PoD Falling Bridge EN', Intr).dir(Ea, 0x1a, Top, High).pos(4),
create_door(player, 'PoD Big Chest Balcony W', Nrml).dir(Direction.West, 0x1a, Mid, High).pos(2), create_door(player, 'PoD Big Chest Balcony W', Nrml).dir(We, 0x1a, Mid, High).pos(2),
create_door(player, 'PoD Dark Maze EN', Nrml).dir(Direction.East, 0x19, Top, High).small_key().pos(1), create_door(player, 'PoD Dark Maze EN', Nrml).dir(Ea, 0x19, Top, High).small_key().pos(1),
create_door(player, 'PoD Dark Maze E', Nrml).dir(Direction.East, 0x19, Mid, High).pos(0), create_door(player, 'PoD Dark Maze E', Nrml).dir(Ea, 0x19, Mid, High).pos(0),
create_door(player, 'PoD Compass Room WN', Intr).dir(Direction.West, 0x1a, Top, High).pos(4), create_door(player, 'PoD Compass Room WN', Intr).dir(We, 0x1a, Top, High).pos(4),
create_door(player, 'PoD Compass Room SE', Intr).dir(Direction.North, 0x1a, Mid, High).small_key().pos(0), create_door(player, 'PoD Compass Room SE', Intr).dir(No, 0x1a, Mid, High).small_key().pos(0),
create_door(player, 'PoD Harmless Hellway NE', Intr).dir(Direction.North, 0x1a, Right, High).small_key().pos(0), create_door(player, 'PoD Harmless Hellway NE', Intr).dir(No, 0x1a, Right, High).small_key().pos(0),
create_door(player, 'PoD Harmless Hellway SE', Nrml).dir(Direction.South, 0x1a, Right, High).pos(5), create_door(player, 'PoD Harmless Hellway SE', Nrml).dir(So, 0x1a, Right, High).pos(5),
create_door(player, 'PoD Compass Room W Down Stairs', Sprl).dir(Direction.Down, 0x1a, 0, HTH).ss(S, 0x12, 0x50, True, True), create_door(player, 'PoD Compass Room W Down Stairs', Sprl).dir(Dn, 0x1a, 0, HTH).ss(S, 0x12, 0x50, True, True),
create_door(player, 'PoD Compass Room E Down Stairs', Sprl).dir(Direction.Down, 0x1a, 1, HTH).ss(S, 0x11, 0xb0, True, True), create_door(player, 'PoD Compass Room E Down Stairs', Sprl).dir(Dn, 0x1a, 1, HTH).ss(S, 0x11, 0xb0, True, True),
create_door(player, 'PoD Dark Basement W Up Stairs', Sprl).dir(Direction.Up, 0x6a, 0, HTH).ss(S, 0x1b, 0x3c, True), create_door(player, 'PoD Dark Basement W Up Stairs', Sprl).dir(Up, 0x6a, 0, HTH).ss(S, 0x1b, 0x3c, True),
create_door(player, 'PoD Dark Basement E Up Stairs', Sprl).dir(Direction.Up, 0x6a, 1, HTH).ss(S, 0x1b, 0x9c, True), create_door(player, 'PoD Dark Basement E Up Stairs', Sprl).dir(Up, 0x6a, 1, HTH).ss(S, 0x1b, 0x9c, True),
create_door(player, 'PoD Dark Alley NE', Nrml).dir(Direction.North, 0x6a, Right, High).big_key().pos(0), create_door(player, 'PoD Dark Alley NE', Nrml).dir(No, 0x6a, Right, High).big_key().pos(0),
create_door(player, 'PoD Mimics 2 SW', Nrml).dir(Direction.South, 0x1b, Left, High).pos(1), create_door(player, 'PoD Mimics 2 SW', Nrml).dir(So, 0x1b, Left, High).pos(1),
create_door(player, 'PoD Mimics 2 NW', Intr).dir(Direction.North, 0x1b, Left, High).pos(0), create_door(player, 'PoD Mimics 2 NW', Intr).dir(No, 0x1b, Left, High).pos(0),
create_door(player, 'PoD Bow Statue SW', Intr).dir(Direction.South, 0x1b, Left, High).pos(0), create_door(player, 'PoD Bow Statue SW', Intr).dir(So, 0x1b, Left, High).pos(0),
create_door(player, 'PoD Bow Statue Down Ladder', Lddr).no_entrance(), create_door(player, 'PoD Bow Statue Down Ladder', Lddr).no_entrance(),
create_door(player, 'PoD Dark Pegs Up Ladder', Lddr), create_door(player, 'PoD Dark Pegs Up Ladder', Lddr),
create_door(player, 'PoD Dark Pegs WN', Intr).dir(We, 0x0b, Mid, High).small_key().pos(2), create_door(player, 'PoD Dark Pegs WN', Intr).dir(We, 0x0b, Mid, High).small_key().pos(2),
@@ -525,87 +525,87 @@ def create_doors(world, player):
create_door(player, 'Skull Final Drop ES', Intr).dir(Ea, 0x39, Bot, High).small_key().pos(1), create_door(player, 'Skull Final Drop ES', Intr).dir(Ea, 0x39, Bot, High).small_key().pos(1),
create_door(player, 'Skull Final Drop Hole', Hole), create_door(player, 'Skull Final Drop Hole', Hole),
create_door(player, 'Thieves Lobby N Edge', Open).dir(Direction.North, 0xdb, None, Low), create_door(player, 'Thieves Lobby N Edge', Open).dir(No, 0xdb, None, Low),
create_door(player, 'Thieves Lobby NE Edge', Open).dir(Direction.North, 0xdb, None, Low), create_door(player, 'Thieves Lobby NE Edge', Open).dir(No, 0xdb, None, Low),
create_door(player, 'Thieves Lobby E', Nrml).dir(Direction.East, 0xdb, Mid, High).no_exit().trap(0x4).pos(0), create_door(player, 'Thieves Lobby E', Nrml).dir(Ea, 0xdb, Mid, High).no_exit().trap(0x4).pos(0),
create_door(player, 'Thieves Big Chest Nook WS Edge', Open).dir(Direction.West, 0xdb, None, Low), create_door(player, 'Thieves Big Chest Nook WS Edge', Open).dir(We, 0xdb, None, Low),
create_door(player, 'Thieves Ambush S Edge', Open).dir(Direction.South, 0xcb, None, Low), create_door(player, 'Thieves Ambush S Edge', Open).dir(So, 0xcb, None, Low),
create_door(player, 'Thieves Ambush SE Edge', Open).dir(Direction.South, 0xcb, None, Low), create_door(player, 'Thieves Ambush SE Edge', Open).dir(So, 0xcb, None, Low),
create_door(player, 'Thieves Ambush ES Edge', Open).dir(Direction.East, 0xcb, None, Low), create_door(player, 'Thieves Ambush ES Edge', Open).dir(Ea, 0xcb, None, Low),
create_door(player, 'Thieves Ambush EN Edge', Open).dir(Direction.East, 0xcb, None, Low), create_door(player, 'Thieves Ambush EN Edge', Open).dir(Ea, 0xcb, None, Low),
create_door(player, 'Thieves Ambush E', Nrml).dir(Direction.East, 0xcb, Mid, High).pos(0), create_door(player, 'Thieves Ambush E', Nrml).dir(Ea, 0xcb, Mid, High).pos(0),
create_door(player, 'Thieves BK Corner WN Edge', Open).dir(Direction.West, 0xcc, None, Low), create_door(player, 'Thieves BK Corner WN Edge', Open).dir(We, 0xcc, None, Low),
create_door(player, 'Thieves BK Corner WS Edge', Open).dir(Direction.West, 0xcc, None, Low), create_door(player, 'Thieves BK Corner WS Edge', Open).dir(We, 0xcc, None, Low),
create_door(player, 'Thieves BK Corner S Edge', Open).dir(Direction.South, 0xcc, None, Low), create_door(player, 'Thieves BK Corner S Edge', Open).dir(So, 0xcc, None, Low),
create_door(player, 'Thieves BK Corner SW Edge', Open).dir(Direction.South, 0xcc, None, Low), create_door(player, 'Thieves BK Corner SW Edge', Open).dir(So, 0xcc, None, Low),
create_door(player, 'Thieves BK Corner W', Nrml).dir(Direction.West, 0xcc, Mid, High).pos(2), create_door(player, 'Thieves BK Corner W', Nrml).dir(We, 0xcc, Mid, High).pos(2),
create_door(player, 'Thieves BK Corner NW', Nrml).dir(Direction.North, 0xcc, Left, High).pos(1), create_door(player, 'Thieves BK Corner NW', Nrml).dir(No, 0xcc, Left, High).pos(1),
create_door(player, 'Thieves BK Corner NE', Nrml).dir(Direction.North, 0xcc, Right, High).big_key().pos(0), create_door(player, 'Thieves BK Corner NE', Nrml).dir(No, 0xcc, Right, High).big_key().pos(0),
create_door(player, 'Thieves Compass Room NW Edge', Open).dir(Direction.North, 0xdc, None, Low), create_door(player, 'Thieves Compass Room NW Edge', Open).dir(No, 0xdc, None, Low),
create_door(player, 'Thieves Compass Room N Edge', Open).dir(Direction.North, 0xdc, None, Low), create_door(player, 'Thieves Compass Room N Edge', Open).dir(No, 0xdc, None, Low),
create_door(player, 'Thieves Compass Room WS Edge', Open).dir(Direction.West, 0xdc, None, Low), create_door(player, 'Thieves Compass Room WS Edge', Open).dir(We, 0xdc, None, Low),
create_door(player, 'Thieves Compass Room W', Nrml).dir(Direction.West, 0xdc, Mid, High).pos(0), create_door(player, 'Thieves Compass Room W', Nrml).dir(We, 0xdc, Mid, High).pos(0),
create_door(player, 'Thieves Hallway SE', Nrml).dir(Direction.South, 0xbc, Right, High).small_key().pos(1), create_door(player, 'Thieves Hallway SE', Nrml).dir(So, 0xbc, Right, High).small_key().pos(1),
create_door(player, 'Thieves Hallway NE', Nrml).dir(Direction.North, 0xbc, Right, High).pos(7), create_door(player, 'Thieves Hallway NE', Nrml).dir(No, 0xbc, Right, High).pos(7),
create_door(player, 'Thieves Pot Alcove Mid WS', Nrml).dir(Direction.West, 0xbc, Bot, High).pos(5), create_door(player, 'Thieves Pot Alcove Mid WS', Nrml).dir(We, 0xbc, Bot, High).pos(5),
create_door(player, 'Thieves Pot Alcove Bottom SW', Nrml).dir(Direction.South, 0xbc, Left, High).pos(3), create_door(player, 'Thieves Pot Alcove Bottom SW', Nrml).dir(So, 0xbc, Left, High).pos(3),
create_door(player, 'Thieves Conveyor Maze WN', Nrml).dir(Direction.West, 0xbc, Top, High).pos(4), create_door(player, 'Thieves Conveyor Maze WN', Nrml).dir(We, 0xbc, Top, High).pos(4),
create_door(player, 'Thieves Hallway WS', Intr).dir(Direction.West, 0xbc, Bot, High).small_key().pos(0), create_door(player, 'Thieves Hallway WS', Intr).dir(We, 0xbc, Bot, High).small_key().pos(0),
create_door(player, 'Thieves Pot Alcove Mid ES', Intr).dir(Direction.East, 0xbc, Bot, High).small_key().pos(0), create_door(player, 'Thieves Pot Alcove Mid ES', Intr).dir(Ea, 0xbc, Bot, High).small_key().pos(0),
create_door(player, 'Thieves Conveyor Maze SW', Intr).dir(Direction.South, 0xbc, Left, High).pos(6), create_door(player, 'Thieves Conveyor Maze SW', Intr).dir(So, 0xbc, Left, High).pos(6),
create_door(player, 'Thieves Pot Alcove Top NW', Intr).dir(Direction.North, 0xbc, Left, High).pos(6), create_door(player, 'Thieves Pot Alcove Top NW', Intr).dir(No, 0xbc, Left, High).pos(6),
create_door(player, 'Thieves Conveyor Maze EN', Intr).dir(Direction.East, 0xbc, Top, High).pos(2), create_door(player, 'Thieves Conveyor Maze EN', Intr).dir(Ea, 0xbc, Top, High).pos(2),
create_door(player, 'Thieves Hallway WN', Intr).dir(Direction.West, 0xbc, Top, High).no_exit().pos(2), create_door(player, 'Thieves Hallway WN', Intr).dir(We, 0xbc, Top, High).no_exit().pos(2),
create_door(player, 'Thieves Conveyor Maze Down Stairs', Sprl).dir(Direction.Down, 0xbc, 0, HTH).ss(A, 0x11, 0x80, True, True), create_door(player, 'Thieves Conveyor Maze Down Stairs', Sprl).dir(Dn, 0xbc, 0, HTH).ss(A, 0x11, 0x80, True, True),
create_door(player, 'Thieves Boss SE', Nrml).dir(Direction.South, 0xac, Right, High).no_exit().trap(0x4).pos(0), create_door(player, 'Thieves Boss SE', Nrml).dir(So, 0xac, Right, High).no_exit().trap(0x4).pos(0),
create_door(player, 'Thieves Spike Track ES', Nrml).dir(Direction.East, 0xbb, Bot, High).pos(5), create_door(player, 'Thieves Spike Track ES', Nrml).dir(Ea, 0xbb, Bot, High).pos(5),
create_door(player, 'Thieves Hellway NW', Nrml).dir(Direction.North, 0xbb, Left, High).pos(0), create_door(player, 'Thieves Hellway NW', Nrml).dir(No, 0xbb, Left, High).pos(0),
create_door(player, 'Thieves Triple Bypass EN', Nrml).dir(Direction.East, 0xbb, Top, High).pos(4), create_door(player, 'Thieves Triple Bypass EN', Nrml).dir(Ea, 0xbb, Top, High).pos(4),
create_door(player, 'Thieves Hellway Orange Barrier', Lgcl), create_door(player, 'Thieves Hellway Orange Barrier', Lgcl),
create_door(player, 'Thieves Hellway Crystal Orange Barrier', Lgcl), create_door(player, 'Thieves Hellway Crystal Orange Barrier', Lgcl),
create_door(player, 'Thieves Hellway Blue Barrier', Lgcl), create_door(player, 'Thieves Hellway Blue Barrier', Lgcl),
create_door(player, 'Thieves Hellway Crystal Blue Barrier', Lgcl), create_door(player, 'Thieves Hellway Crystal Blue Barrier', Lgcl),
create_door(player, 'Thieves Spike Track WS', Intr).dir(Direction.West, 0xbb, Bot, High).pos(2), create_door(player, 'Thieves Spike Track WS', Intr).dir(We, 0xbb, Bot, High).pos(2),
create_door(player, 'Thieves Hellway Crystal ES', Intr).dir(Direction.East, 0xbb, Bot, High).pos(2), create_door(player, 'Thieves Hellway Crystal ES', Intr).dir(Ea, 0xbb, Bot, High).pos(2),
create_door(player, 'Thieves Spike Track NE', Intr).dir(Direction.North, 0xbb, Right, High).pos(3), create_door(player, 'Thieves Spike Track NE', Intr).dir(No, 0xbb, Right, High).pos(3),
create_door(player, 'Thieves Triple Bypass SE', Intr).dir(Direction.South, 0xbb, Right, High).pos(3), create_door(player, 'Thieves Triple Bypass SE', Intr).dir(So, 0xbb, Right, High).pos(3),
create_door(player, 'Thieves Hellway Crystal EN', Intr).dir(Direction.East, 0xbb, Top, High).pos(1), create_door(player, 'Thieves Hellway Crystal EN', Intr).dir(Ea, 0xbb, Top, High).pos(1),
create_door(player, 'Thieves Triple Bypass WN', Intr).dir(Direction.West, 0xbb, Top, High).pos(1), create_door(player, 'Thieves Triple Bypass WN', Intr).dir(We, 0xbb, Top, High).pos(1),
create_door(player, 'Thieves Spike Switch SW', Nrml).dir(Direction.South, 0xab, Left, High).pos(1), create_door(player, 'Thieves Spike Switch SW', Nrml).dir(So, 0xab, Left, High).pos(1),
create_door(player, 'Thieves Spike Switch Up Stairs', Sprl).dir(Direction.Up, 0xab, 0, HTH).ss(Z, 0x1a, 0x6c, True, True).small_key().pos(0), create_door(player, 'Thieves Spike Switch Up Stairs', Sprl).dir(Up, 0xab, 0, HTH).ss(Z, 0x1a, 0x6c, True, True).small_key().pos(0),
create_door(player, 'Thieves Attic Down Stairs', Sprl).dir(Direction.Down, 0x64, 0, HTH).ss(Z, 0x11, 0x80, True, True), create_door(player, 'Thieves Attic Down Stairs', Sprl).dir(Dn, 0x64, 0, HTH).ss(Z, 0x11, 0x80, True, True),
create_door(player, 'Thieves Attic ES', Intr).dir(Direction.East, 0x64, Bot, High).pos(0), create_door(player, 'Thieves Attic ES', Intr).dir(Ea, 0x64, Bot, High).pos(0),
create_door(player, 'Thieves Cricket Hall Left WS', Intr).dir(Direction.West, 0x64, Bot, High).pos(0), create_door(player, 'Thieves Cricket Hall Left WS', Intr).dir(We, 0x64, Bot, High).pos(0),
create_door(player, 'Thieves Cricket Hall Left Edge', Open).dir(Direction.East, 0x64, None, High), create_door(player, 'Thieves Cricket Hall Left Edge', Open).dir(Ea, 0x64, None, High),
create_door(player, 'Thieves Cricket Hall Right Edge', Open).dir(Direction.West, 0x65, None, High), create_door(player, 'Thieves Cricket Hall Right Edge', Open).dir(We, 0x65, None, High),
create_door(player, 'Thieves Cricket Hall Right ES', Intr).dir(Direction.East, 0x65, Bot, High).pos(0), create_door(player, 'Thieves Cricket Hall Right ES', Intr).dir(Ea, 0x65, Bot, High).pos(0),
create_door(player, 'Thieves Attic Window WS', Intr).dir(Direction.West, 0x65, Bot, High).pos(0), create_door(player, 'Thieves Attic Window WS', Intr).dir(We, 0x65, Bot, High).pos(0),
create_door(player, 'Thieves Basement Block Up Stairs', Sprl).dir(Direction.Up, 0x45, 0, HTH).ss(A, 0x1a, 0x6c, True, True), create_door(player, 'Thieves Basement Block Up Stairs', Sprl).dir(Up, 0x45, 0, HTH).ss(A, 0x1a, 0x6c, True, True),
create_door(player, 'Thieves Basement Block WN', Nrml).dir(Direction.West, 0x45, Top, High).trap(0x4).pos(0), create_door(player, 'Thieves Basement Block WN', Nrml).dir(We, 0x45, Top, High).trap(0x4).pos(0),
create_door(player, 'Thieves Basement Block Path', Lgcl), create_door(player, 'Thieves Basement Block Path', Lgcl),
create_door(player, 'Thieves Blocked Entry Path', Lgcl), create_door(player, 'Thieves Blocked Entry Path', Lgcl),
create_door(player, 'Thieves Lonely Zazak WS', Nrml).dir(Direction.West, 0x45, Bot, High).pos(2), create_door(player, 'Thieves Lonely Zazak WS', Nrml).dir(We, 0x45, Bot, High).pos(2),
create_door(player, 'Thieves Blocked Entry SW', Intr).dir(Direction.South, 0x45, Left, High).pos(1), create_door(player, 'Thieves Blocked Entry SW', Intr).dir(So, 0x45, Left, High).pos(1),
create_door(player, 'Thieves Lonely Zazak NW', Intr).dir(Direction.North, 0x45, Left, High).pos(1), create_door(player, 'Thieves Lonely Zazak NW', Intr).dir(No, 0x45, Left, High).pos(1),
create_door(player, 'Thieves Lonely Zazak ES', Intr).dir(Direction.East, 0x45, Right, High).pos(3), create_door(player, 'Thieves Lonely Zazak ES', Intr).dir(Ea, 0x45, Right, High).pos(3),
create_door(player, 'Thieves Blind\'s Cell WS', Intr).dir(Direction.West, 0x45, Right, High).pos(3), create_door(player, 'Thieves Blind\'s Cell WS', Intr).dir(We, 0x45, Right, High).pos(3),
create_door(player, 'Thieves Conveyor Bridge EN', Nrml).dir(Direction.East, 0x44, Top, High).pos(2), create_door(player, 'Thieves Conveyor Bridge EN', Nrml).dir(Ea, 0x44, Top, High).pos(2),
create_door(player, 'Thieves Conveyor Bridge ES', Nrml).dir(Direction.East, 0x44, Bot, High).pos(3), create_door(player, 'Thieves Conveyor Bridge ES', Nrml).dir(Ea, 0x44, Bot, High).pos(3),
create_door(player, 'Thieves Conveyor Bridge Block Path', Lgcl), create_door(player, 'Thieves Conveyor Bridge Block Path', Lgcl),
create_door(player, 'Thieves Conveyor Block Path', Lgcl), create_door(player, 'Thieves Conveyor Block Path', Lgcl),
create_door(player, 'Thieves Conveyor Bridge WS', Intr).dir(Direction.West, 0x44, Bot, High).small_key().pos(1), create_door(player, 'Thieves Conveyor Bridge WS', Intr).dir(We, 0x44, Bot, High).small_key().pos(1),
create_door(player, 'Thieves Big Chest Room ES', Intr).dir(Direction.East, 0x44, Bot, High).small_key().pos(1), create_door(player, 'Thieves Big Chest Room ES', Intr).dir(Ea, 0x44, Bot, High).small_key().pos(1),
create_door(player, 'Thieves Conveyor Block WN', Intr).dir(Direction.West, 0x44, Top, High).pos(0), create_door(player, 'Thieves Conveyor Block WN', Intr).dir(We, 0x44, Top, High).pos(0),
create_door(player, 'Thieves Trap EN', Intr).dir(Direction.East, 0x44, Left, Top).pos(0), create_door(player, 'Thieves Trap EN', Intr).dir(Ea, 0x44, Left, Top).pos(0),
create_door(player, 'Ice Lobby WS', Intr).dir(Direction.West, 0x0e, Bot, High).pos(1), create_door(player, 'Ice Lobby WS', Intr).dir(We, 0x0e, Bot, High).pos(1),
create_door(player, 'Ice Jelly Key ES', Intr).dir(Direction.East, 0x0e, Bot, High).pos(1), create_door(player, 'Ice Jelly Key ES', Intr).dir(Ea, 0x0e, Bot, High).pos(1),
create_door(player, 'Ice Jelly Key Down Stairs', Sprl).dir(Direction.Down, 0x0e, 0, HTH).ss(X, 0x11, 0x80, True, True).small_key().pos(0), create_door(player, 'Ice Jelly Key Down Stairs', Sprl).dir(Dn, 0x0e, 0, HTH).ss(X, 0x11, 0x80, True, True).small_key().pos(0),
create_door(player, 'Ice Floor Switch Up Stairs', Sprl).dir(Direction.Up, 0x1e, 0, HTH).ss(X, 0x1a, 0x6c, True, True), create_door(player, 'Ice Floor Switch Up Stairs', Sprl).dir(Up, 0x1e, 0, HTH).ss(X, 0x1a, 0x6c, True, True),
create_door(player, 'Ice Floor Switch ES', Intr).dir(Direction.East, 0x1e, Bot, High).pos(1), create_door(player, 'Ice Floor Switch ES', Intr).dir(Ea, 0x1e, Bot, High).pos(1),
create_door(player, 'Ice Cross Left WS', Intr).dir(Direction.West, 0x1e, Bot, High).pos(1), create_door(player, 'Ice Cross Left WS', Intr).dir(We, 0x1e, Bot, High).pos(1),
create_door(player, 'Ice Cross Top NE', Intr).dir(Direction.North, 0x1e, Right, High).pos(2), create_door(player, 'Ice Cross Top NE', Intr).dir(No, 0x1e, Right, High).pos(2),
create_door(player, 'Ice Bomb Drop SE', Intr).dir(Direction.South, 0x1e, Right, High).pos(2), create_door(player, 'Ice Bomb Drop SE', Intr).dir(So, 0x1e, Right, High).pos(2),
create_door(player, 'Ice Cross Left Push Block', Lgcl), # dynamic create_door(player, 'Ice Cross Left Push Block', Lgcl), # dynamic
create_door(player, 'Ice Cross Bottom Push Block Left', Lgcl), create_door(player, 'Ice Cross Bottom Push Block Left', Lgcl),
create_door(player, 'Ice Cross Bottom Push Block Right', Lgcl), # dynamic create_door(player, 'Ice Cross Bottom Push Block Right', Lgcl), # dynamic
@@ -613,91 +613,91 @@ def create_doors(world, player):
create_door(player, 'Ice Cross Right Push Block Bottom', Lgcl), # dynamic create_door(player, 'Ice Cross Right Push Block Bottom', Lgcl), # dynamic
create_door(player, 'Ice Cross Top Push Block Left', Lgcl), create_door(player, 'Ice Cross Top Push Block Left', Lgcl),
create_door(player, 'Ice Cross Top Push Block Right', Lgcl), # dynamic create_door(player, 'Ice Cross Top Push Block Right', Lgcl), # dynamic
create_door(player, 'Ice Cross Bottom SE', Nrml).dir(Direction.South, 0x1e, Right, High).pos(3), create_door(player, 'Ice Cross Bottom SE', Nrml).dir(So, 0x1e, Right, High).pos(3),
create_door(player, 'Ice Cross Right ES', Nrml).dir(Direction.East, 0x1e, Bot, High).pos(0), create_door(player, 'Ice Cross Right ES', Nrml).dir(Ea, 0x1e, Bot, High).pos(0),
create_door(player, 'Ice Bomb Drop Hole', Hole), create_door(player, 'Ice Bomb Drop Hole', Hole),
create_door(player, 'Ice Compass Room NE', Nrml).dir(Direction.North, 0x2e, Right, High).pos(0), create_door(player, 'Ice Compass Room NE', Nrml).dir(No, 0x2e, Right, High).pos(0),
create_door(player, 'Ice Pengator Switch WS', Nrml).dir(Direction.West, 0x1f, Bot, High).pos(0), create_door(player, 'Ice Pengator Switch WS', Nrml).dir(We, 0x1f, Bot, High).pos(0),
create_door(player, 'Ice Pengator Switch ES', Intr).dir(Direction.East, 0x1f, Bot, High).pos(1), create_door(player, 'Ice Pengator Switch ES', Intr).dir(Ea, 0x1f, Bot, High).pos(1),
create_door(player, 'Ice Dead End WS', Intr).dir(Direction.West, 0x1f, Bot, High).pos(1), create_door(player, 'Ice Dead End WS', Intr).dir(We, 0x1f, Bot, High).pos(1),
create_door(player, 'Ice Big Key Push Block', Lgcl), create_door(player, 'Ice Big Key Push Block', Lgcl),
create_door(player, 'Ice Big Key Down Ladder', Lddr), create_door(player, 'Ice Big Key Down Ladder', Lddr),
create_door(player, 'Ice Stalfos Hint SE', Intr).dir(Direction.South, 0x3e, Right, High).pos(0), create_door(player, 'Ice Stalfos Hint SE', Intr).dir(So, 0x3e, Right, High).pos(0),
create_door(player, 'Ice Conveyor NE', Intr).dir(Direction.North, 0x3e, Right, High).no_exit().pos(0), create_door(player, 'Ice Conveyor NE', Intr).dir(No, 0x3e, Right, High).no_exit().pos(0),
create_door(player, 'Ice Conveyor SW', Nrml).dir(Direction.South, 0x3e, Left, High).small_key().pos(1), create_door(player, 'Ice Conveyor SW', Nrml).dir(So, 0x3e, Left, High).small_key().pos(1),
create_door(player, 'Ice Bomb Jump NW', Nrml).dir(Direction.North, 0x4e, Left, High).small_key().pos(1), create_door(player, 'Ice Bomb Jump NW', Nrml).dir(No, 0x4e, Left, High).small_key().pos(1),
create_door(player, 'Ice Bomb Jump Ledge Orange Barrier', Lgcl), create_door(player, 'Ice Bomb Jump Ledge Orange Barrier', Lgcl),
create_door(player, 'Ice Bomb Jump Catwalk Orange Barrier', Lgcl), create_door(player, 'Ice Bomb Jump Catwalk Orange Barrier', Lgcl),
create_door(player, 'Ice Bomb Jump EN', Intr).dir(Direction.East, 0x4e, Top, High).pos(0), create_door(player, 'Ice Bomb Jump EN', Intr).dir(Ea, 0x4e, Top, High).pos(0),
create_door(player, 'Ice Narrow Corridor WN', Intr).dir(Direction.West, 0x4e, Top, High).pos(0), create_door(player, 'Ice Narrow Corridor WN', Intr).dir(We, 0x4e, Top, High).pos(0),
create_door(player, 'Ice Narrow Corridor Down Stairs', Sprl).dir(Direction.Down, 0x4e, 0, HTH).ss(S, 0x52, 0xc0, True, True), create_door(player, 'Ice Narrow Corridor Down Stairs', Sprl).dir(Dn, 0x4e, 0, HTH).ss(S, 0x52, 0xc0, True, True),
create_door(player, 'Ice Pengator Trap Up Stairs', Sprl).dir(Direction.Up, 0x6e, 0, HTH).ss(S, 0x5a, 0xac, True, True), create_door(player, 'Ice Pengator Trap Up Stairs', Sprl).dir(Up, 0x6e, 0, HTH).ss(S, 0x5a, 0xac, True, True),
create_door(player, 'Ice Pengator Trap NE', Nrml).dir(Direction.North, 0x6e, Right, High).pos(0), create_door(player, 'Ice Pengator Trap NE', Nrml).dir(No, 0x6e, Right, High).pos(0),
create_door(player, 'Ice Spike Cross SE', Nrml).dir(Direction.South, 0x5e, Right, High).pos(2), create_door(player, 'Ice Spike Cross SE', Nrml).dir(So, 0x5e, Right, High).pos(2),
create_door(player, 'Ice Spike Cross ES', Nrml).dir(Direction.East, 0x5e, Bot, High).small_key().pos(0), create_door(player, 'Ice Spike Cross ES', Nrml).dir(Ea, 0x5e, Bot, High).small_key().pos(0),
create_door(player, 'Ice Spike Cross WS', Intr).dir(Direction.West, 0x5e, Bot, High).pos(3), create_door(player, 'Ice Spike Cross WS', Intr).dir(We, 0x5e, Bot, High).pos(3),
create_door(player, 'Ice Firebar ES', Intr).dir(Direction.East, 0x5e, Bot, High).pos(3), create_door(player, 'Ice Firebar ES', Intr).dir(Ea, 0x5e, Bot, High).pos(3),
create_door(player, 'Ice Firebar Down Ladder', Lddr), create_door(player, 'Ice Firebar Down Ladder', Lddr),
create_door(player, 'Ice Spike Cross NE', Intr).dir(Direction.North, 0x5e, Right, High).pos(1), create_door(player, 'Ice Spike Cross NE', Intr).dir(No, 0x5e, Right, High).pos(1),
create_door(player, 'Ice Falling Square SE', Intr).dir(Direction.South, 0x5e, Right, High).pos(1), create_door(player, 'Ice Falling Square SE', Intr).dir(So, 0x5e, Right, High).pos(1),
create_door(player, 'Ice Falling Square Hole', Hole), create_door(player, 'Ice Falling Square Hole', Hole),
create_door(player, 'Ice Spike Room WS', Nrml).dir(Direction.West, 0x5f, Bot, High).small_key().pos(0), create_door(player, 'Ice Spike Room WS', Nrml).dir(We, 0x5f, Bot, High).small_key().pos(0),
create_door(player, 'Ice Spike Room Up Stairs', Sprl).dir(Direction.Up, 0x5f, 4, HTH).ss(Z, 0x11, 0x48, True, True), create_door(player, 'Ice Spike Room Up Stairs', Sprl).dir(Up, 0x5f, 4, HTH).ss(Z, 0x11, 0x48, True, True),
create_door(player, 'Ice Spike Room Down Stairs', Sprl).dir(Direction.Down, 0x5f, 3, HTH).ss(Z, 0x1a, 0xa4, True, True), create_door(player, 'Ice Spike Room Down Stairs', Sprl).dir(Dn, 0x5f, 3, HTH).ss(Z, 0x1a, 0xa4, True, True),
create_door(player, 'Ice Hammer Block Down Stairs', Sprl).dir(Direction.Down, 0x3f, 0, HTH).ss(Z, 0x11, 0xb8, True, True), create_door(player, 'Ice Hammer Block Down Stairs', Sprl).dir(Dn, 0x3f, 0, HTH).ss(Z, 0x11, 0xb8, True, True),
create_door(player, 'Ice Hammer Block ES', Intr).dir(Direction.East, 0x3f, Bot, High).pos(0), create_door(player, 'Ice Hammer Block ES', Intr).dir(Ea, 0x3f, Bot, High).pos(0),
create_door(player, 'Ice Tongue Pull WS', Intr).dir(Direction.West, 0x3f, Bot, High).pos(0), create_door(player, 'Ice Tongue Pull WS', Intr).dir(We, 0x3f, Bot, High).pos(0),
create_door(player, 'Ice Tongue Pull Up Ladder', Lddr), create_door(player, 'Ice Tongue Pull Up Ladder', Lddr),
create_door(player, 'Ice Freezors Up Ladder', Lddr), create_door(player, 'Ice Freezors Up Ladder', Lddr),
create_door(player, 'Ice Freezors Hole', Hole), create_door(player, 'Ice Freezors Hole', Hole),
create_door(player, 'Ice Freezors Bomb Hole', Hole), # combine these two? -- they have to lead to the same spot create_door(player, 'Ice Freezors Bomb Hole', Hole), # combine these two? -- they have to lead to the same spot
create_door(player, 'Ice Freezors Ledge Hole', Hole), create_door(player, 'Ice Freezors Ledge Hole', Hole),
create_door(player, 'Ice Freezors Ledge ES', Intr).dir(Direction.East, 0x7e, Bot, High).pos(2), create_door(player, 'Ice Freezors Ledge ES', Intr).dir(Ea, 0x7e, Bot, High).pos(2),
create_door(player, 'Ice Tall Hint WS', Intr).dir(Direction.West, 0x7e, Bot, High).pos(1), create_door(player, 'Ice Tall Hint WS', Intr).dir(We, 0x7e, Bot, High).pos(1),
create_door(player, 'Ice Tall Hint EN', Nrml).dir(Direction.East, 0x7e, Top, High).pos(1), create_door(player, 'Ice Tall Hint EN', Nrml).dir(Ea, 0x7e, Top, High).pos(1),
create_door(player, 'Ice Tall Hint SE', Nrml).dir(Direction.South, 0x7e, Right, High).small_key().pos(0), create_door(player, 'Ice Tall Hint SE', Nrml).dir(So, 0x7e, Right, High).small_key().pos(0),
create_door(player, 'Ice Hookshot Ledge WN', Nrml).dir(Direction.West, 0x7f, Top, High).pos(0), create_door(player, 'Ice Hookshot Ledge WN', Nrml).dir(We, 0x7f, Top, High).pos(0),
create_door(player, 'Ice Hookshot Ledge Path', Lgcl), create_door(player, 'Ice Hookshot Ledge Path', Lgcl),
create_door(player, 'Ice Hookshot Balcony Path', Lgcl), create_door(player, 'Ice Hookshot Balcony Path', Lgcl),
create_door(player, 'Ice Hookshot Balcony SW', Intr).dir(Direction.South, 0x7f, Left, High).pos(1), create_door(player, 'Ice Hookshot Balcony SW', Intr).dir(So, 0x7f, Left, High).pos(1),
create_door(player, 'Ice Spikeball NW', Intr).dir(Direction.North, 0x7f, Left, High).pos(1), create_door(player, 'Ice Spikeball NW', Intr).dir(No, 0x7f, Left, High).pos(1),
create_door(player, 'Ice Spikeball Up Stairs', Sprl).dir(Direction.Up, 0x7f, 0, HTH).ss(Z, 0x1a, 0x34, True, True), create_door(player, 'Ice Spikeball Up Stairs', Sprl).dir(Up, 0x7f, 0, HTH).ss(Z, 0x1a, 0x34, True, True),
create_door(player, 'Ice Lonely Freezor NE', Nrml).dir(Direction.North, 0x8e, Right, High).small_key().pos(0), create_door(player, 'Ice Lonely Freezor NE', Nrml).dir(No, 0x8e, Right, High).small_key().pos(0),
create_door(player, 'Ice Lonely Freezor Down Stairs', Sprl).dir(Direction.Up, 0x8e, 0, HTH).ss(S, 0x11, 0x50, True, True), create_door(player, 'Ice Lonely Freezor Down Stairs', Sprl).dir(Up, 0x8e, 0, HTH).ss(S, 0x11, 0x50, True, True),
create_door(player, 'Iced T EN', Nrml).dir(Direction.East, 0xae, Top, High).pos(0), create_door(player, 'Iced T EN', Nrml).dir(Ea, 0xae, Top, High).pos(0),
create_door(player, 'Iced T Up Stairs', Sprl).dir(Direction.Up, 0xae, 0, HTH).ss(S, 0x1a, 0x3c, True, True), create_door(player, 'Iced T Up Stairs', Sprl).dir(Up, 0xae, 0, HTH).ss(S, 0x1a, 0x3c, True, True),
create_door(player, 'Ice Catwalk WN', Nrml).dir(Direction.West, 0xaf, Top, High).pos(1), create_door(player, 'Ice Catwalk WN', Nrml).dir(We, 0xaf, Top, High).pos(1),
create_door(player, 'Ice Catwalk NW', Nrml).dir(Direction.North, 0xaf, Left, High).pos(0), create_door(player, 'Ice Catwalk NW', Nrml).dir(No, 0xaf, Left, High).pos(0),
create_door(player, 'Ice Many Pots SW', Nrml).dir(Direction.South, 0x9f, Left, High).pos(1), create_door(player, 'Ice Many Pots SW', Nrml).dir(So, 0x9f, Left, High).pos(1),
create_door(player, 'Ice Many Pots WS', Nrml).dir(Direction.West, 0x9f, Bot, High).pos(0), create_door(player, 'Ice Many Pots WS', Nrml).dir(We, 0x9f, Bot, High).pos(0),
create_door(player, 'Ice Crystal Right ES', Nrml).dir(Direction.East, 0x9e, Bot, High).pos(3), create_door(player, 'Ice Crystal Right ES', Nrml).dir(Ea, 0x9e, Bot, High).pos(3),
create_door(player, 'Ice Crystal Right Orange Barrier', Lgcl), create_door(player, 'Ice Crystal Right Orange Barrier', Lgcl),
create_door(player, 'Ice Crystal Right Blue Hole', Hole), # combine holes again?? create_door(player, 'Ice Crystal Right Blue Hole', Hole), # combine holes again??
create_door(player, 'Ice Crystal Left Orange Barrier', Lgcl), create_door(player, 'Ice Crystal Left Orange Barrier', Lgcl),
create_door(player, 'Ice Crystal Left Blue Barrier', Lgcl), create_door(player, 'Ice Crystal Left Blue Barrier', Lgcl),
create_door(player, 'Ice Crystal Block Exit', Lgcl), create_door(player, 'Ice Crystal Block Exit', Lgcl),
create_door(player, 'Ice Crystal Block Hole', Hole), create_door(player, 'Ice Crystal Block Hole', Hole),
create_door(player, 'Ice Crystal Left WS', Intr).dir(Direction.West, 0x9e, Bot, High).pos(2), create_door(player, 'Ice Crystal Left WS', Intr).dir(We, 0x9e, Bot, High).pos(2),
create_door(player, 'Ice Big Chest View ES', Intr).dir(Direction.East, 0x9e, Bot, High).pos(2), create_door(player, 'Ice Big Chest View ES', Intr).dir(Ea, 0x9e, Bot, High).pos(2),
create_door(player, 'Ice Big Chest Landing Push Blocks', Lgcl), create_door(player, 'Ice Big Chest Landing Push Blocks', Lgcl),
create_door(player, 'Ice Crystal Right NE', Intr).dir(Direction.North, 0x9e, Right, High).big_key().pos(1), create_door(player, 'Ice Crystal Right NE', Intr).dir(No, 0x9e, Right, High).big_key().pos(1),
create_door(player, 'Ice Backwards Room SE', Intr).dir(Direction.South, 0x9e, Right, High).pos(1), create_door(player, 'Ice Backwards Room SE', Intr).dir(So, 0x9e, Right, High).pos(1),
create_door(player, 'Ice Backwards Room Down Stairs', Sprl).dir(Direction.Down, 0x9e, 0, HTH).ss(S, 0x11, 0x80, True, True).small_key().pos(0), create_door(player, 'Ice Backwards Room Down Stairs', Sprl).dir(Dn, 0x9e, 0, HTH).ss(S, 0x11, 0x80, True, True).small_key().pos(0),
create_door(player, 'Ice Backwards Room Hole', Hole), create_door(player, 'Ice Backwards Room Hole', Hole),
create_door(player, 'Ice Anti-Fairy Up Stairs', Sprl).dir(Direction.Up, 0xbe, 0, HTH).ss(S, 0x1a, 0x6c, True, True), create_door(player, 'Ice Anti-Fairy Up Stairs', Sprl).dir(Up, 0xbe, 0, HTH).ss(S, 0x1a, 0x6c, True, True),
create_door(player, 'Ice Anti-Fairy SE', Intr).dir(Direction.South, 0xbe, Right, High).pos(2), create_door(player, 'Ice Anti-Fairy SE', Intr).dir(So, 0xbe, Right, High).pos(2),
create_door(player, 'Ice Switch Room NE', Intr).dir(Direction.North, 0xbe, Right, High).pos(2), create_door(player, 'Ice Switch Room NE', Intr).dir(No, 0xbe, Right, High).pos(2),
create_door(player, 'Ice Switch Room ES', Nrml).dir(Direction.East, 0xbe, Bot, High).small_key().pos(1), create_door(player, 'Ice Switch Room ES', Nrml).dir(Ea, 0xbe, Bot, High).small_key().pos(1),
create_door(player, 'Ice Switch Room SE', Nrml).dir(Direction.South, 0xbe, Right, High).pos(0), create_door(player, 'Ice Switch Room SE', Nrml).dir(So, 0xbe, Right, High).pos(0),
create_door(player, 'Ice Refill WS', Nrml).dir(Direction.West, 0xbf, Bot, High).small_key().pos(0), create_door(player, 'Ice Refill WS', Nrml).dir(We, 0xbf, Bot, High).small_key().pos(0),
create_door(player, 'Ice Fairy Warp', Warp), create_door(player, 'Ice Fairy Warp', Warp),
create_door(player, 'Ice Antechamber NE', Nrml).dir(Direction.North, 0xce, Right, High).pos(0), create_door(player, 'Ice Antechamber NE', Nrml).dir(No, 0xce, Right, High).pos(0),
create_door(player, 'Ice Antechamber Hole', Hole), create_door(player, 'Ice Antechamber Hole', Hole),
# Door Templates # Door Templates
# create_door(player, '', Nrml).dir(Direction.North, 0x00, Right, High).pos(), # create_door(player, '', Nrml).dir(No, 0x00, Right, High).pos(),
# create_door(player, '', Intr).dir(Direction.North, 0x00, Right, High).pos(), # create_door(player, '', Intr).dir(No, 0x00, Right, High).pos(),
# create_door(player, '', Sprl).dir(Direction.Up, 0x00, 0, HTH).ss(Q, 0x0, 0x0), # create_door(player, '', Sprl).dir(Up, 0x00, 0, HTH).ss(Q, 0x0, 0x0),
# create_door(player, '', Lgcl), # create_door(player, '', Lgcl),
# create_door(player, '', Hole), # create_door(player, '', Hole),
# create_door(player, '', Warp), # create_door(player, '', Warp),
@@ -818,7 +818,7 @@ def create_paired_doors(world, player):
PairedDoor('Eastern Courtyard N', 'Eastern Darkness S'), PairedDoor('Eastern Courtyard N', 'Eastern Darkness S'),
# PairedDoor('', ''), # mire fishbone key door # PairedDoor('', ''), # mire fishbone key door
# PairedDoor('', ''), # mire big key door to bridges # PairedDoor('', ''), # mire big key door to bridges
PairedDoor('Eastern Big Key NE', 'Eastern Compass Area SW'), PairedDoor('Eastern Big Key NE', 'Eastern Hint Tile Blocked Path SE'),
# PairedDoor('', ''), # TR somaria hub to pokey # PairedDoor('', ''), # TR somaria hub to pokey
PairedDoor('Eastern Dark Square Key Door WN', 'Eastern Cannonball Ledge Key Door EN'), PairedDoor('Eastern Dark Square Key Door WN', 'Eastern Cannonball Ledge Key Door EN'),
PairedDoor('Thieves BK Corner NW', 'Thieves Pot Alcove Bottom SW'), # TT random bomb to pots PairedDoor('Thieves BK Corner NW', 'Thieves Pot Alcove Bottom SW'), # TT random bomb to pots