Fixed some trap doors in logic
Added the one way after validation chest (can't get to the chest from the door) Started refining some key logic to relax it / tighten it
This commit is contained in:
5
Doors.py
5
Doors.py
@@ -660,7 +660,7 @@ def create_doors(world, player):
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create_door(player, 'Ice Tall Hint WS', Intr).dir(We, 0x7e, Bot, High).pos(1),
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create_door(player, 'Ice Tall Hint EN', Nrml).dir(Ea, 0x7e, Top, High).pos(1),
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create_door(player, 'Ice Tall Hint SE', Nrml).dir(So, 0x7e, Right, High).small_key().pos(0),
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create_door(player, 'Ice Hookshot Ledge WN', Nrml).dir(We, 0x7f, Top, High).trap(0x4).pos(0),
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create_door(player, 'Ice Hookshot Ledge WN', Nrml).dir(We, 0x7f, Top, High).no_exit().trap(0x4).pos(0),
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create_door(player, 'Ice Hookshot Ledge Path', Lgcl),
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create_door(player, 'Ice Hookshot Balcony Path', Lgcl),
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create_door(player, 'Ice Hookshot Balcony SW', Intr).dir(So, 0x7f, Left, High).pos(1),
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@@ -1040,10 +1040,11 @@ def create_doors(world, player):
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create_door(player, 'GT Right Moldorm Ledge Drop Down', Lgcl),
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create_door(player, 'GT Moldorm Gap', Lgcl),
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create_door(player, 'GT Moldorm Hole', Hole),
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create_door(player, 'GT Validation Block Path', Lgcl),
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create_door(player, 'GT Validation WS', Nrml).dir(We, 0x4d, Bot, High).pos(1),
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create_door(player, 'GT Right Moldorm Ledge Down Stairs', Sprl).dir(Dn, 0x4d, 0, HTH).ss(S, 0x12, 0x80),
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create_door(player, 'GT Moldorm Pit Up Stairs', Sprl).dir(Up, 0xa6, 0, HTH).ss(S, 0x1b, 0x6c),
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create_door(player, 'GT Frozen Over ES', Nrml).dir(Ea, 0x4c, Bot, High).trap(0x4).pos(0),
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create_door(player, 'GT Frozen Over ES', Nrml).dir(Ea, 0x4c, Bot, High).no_exit().trap(0x4).pos(0),
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create_door(player, 'GT Frozen Over Up Stairs', Sprl).dir(Up, 0x4c, 0, HTH).ss(S, 0x1a, 0x6c, True),
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create_door(player, 'GT Brightly Lit Hall Down Stairs', Sprl).dir(Dn, 0x1d, 0, HTH).ss(S, 0x11, 0x80, False, True),
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create_door(player, 'GT Brightly Lit Hall NW', Nrml).dir(No, 0x1d, Left, High).big_key().pos(0),
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