Bumper cave fix
Pottery coloring updated
This commit is contained in:
@@ -3141,6 +3141,8 @@ mandatory_connections = [('Links House S&Q', 'Links House'),
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('Bumper Cave Entrance Mirror Spot', 'Death Mountain Entrance'),
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('Bumper Cave Ledge Drop', 'West Dark World'),
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('Bumper Cave Ledge Mirror Spot', 'Death Mountain Return Ledge'),
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('Bumper Cave Bottom to Top', 'Bumper Cave (top)'),
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('Bumper Cave Top To Bottom', 'Bumper Cave (bottom)'),
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('Skull Woods Forest', 'Skull Woods Forest'),
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('Desert Ledge Mirror Spot', 'Desert Ledge'),
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('Desert Ledge (Northeast) Mirror Spot', 'Desert Ledge (Northeast)'),
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@@ -3269,6 +3271,8 @@ inverted_mandatory_connections = [('Links House S&Q', 'Inverted Links House'),
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('Bumper Cave Entrance Rock', 'Bumper Cave Entrance'),
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('Bumper Cave Entrance Drop', 'West Dark World'),
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('Bumper Cave Ledge Drop', 'West Dark World'),
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('Bumper Cave Bottom to Top', 'Bumper Cave (top)'),
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('Bumper Cave Top To Bottom', 'Bumper Cave (bottom)'),
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('Skull Woods Forest', 'Skull Woods Forest'),
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('Paradox Cave Push Block Reverse', 'Paradox Cave Chest Area'),
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('Paradox Cave Push Block', 'Paradox Cave Front'),
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@@ -3492,8 +3496,8 @@ default_connections = [('Links House', 'Links House'),
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('C-Shaped House', 'C-Shaped House'),
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('Chest Game', 'Chest Game'),
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('Dark World Hammer Peg Cave', 'Dark World Hammer Peg Cave'),
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('Bumper Cave (Bottom)', 'Bumper Cave'),
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('Bumper Cave (Top)', 'Bumper Cave'),
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('Bumper Cave (Bottom)', 'Bumper Cave (bottom)'),
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('Bumper Cave (Top)', 'Bumper Cave (top)'),
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('Red Shield Shop', 'Red Shield Shop'),
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('Dark Sanctuary Hint', 'Dark Sanctuary Hint'),
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('Fortune Teller (Dark)', 'Fortune Teller (Dark)'),
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@@ -3655,7 +3659,7 @@ inverted_default_connections = [('Waterfall of Wishing', 'Waterfall of Wishing'
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('Inverted Big Bomb Shop', 'Inverted Big Bomb Shop'),
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('Inverted Dark Sanctuary', 'Inverted Dark Sanctuary'),
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('Inverted Dark Sanctuary Exit', 'West Dark World'),
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('Old Man Cave (West)', 'Bumper Cave'),
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('Old Man Cave (West)', 'Bumper Cave (bottom)'),
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('Old Man Cave (East)', 'Death Mountain Return Cave (left)'),
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('Old Man Cave Exit (West)', 'West Dark World'),
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('Old Man Cave Exit (East)', 'Dark Death Mountain'),
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@@ -3664,7 +3668,7 @@ inverted_default_connections = [('Waterfall of Wishing', 'Waterfall of Wishing'
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('Bumper Cave (Top)', 'Dark Death Mountain Healer Fairy'),
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('Bumper Cave Exit (Top)', 'Death Mountain Return Ledge'),
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('Bumper Cave Exit (Bottom)', 'Light World'),
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('Death Mountain Return Cave (West)', 'Bumper Cave'),
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('Death Mountain Return Cave (West)', 'Bumper Cave (top)'),
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('Death Mountain Return Cave (East)', 'Death Mountain Return Cave (right)'),
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('Death Mountain Return Cave Exit (West)', 'Death Mountain'),
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('Death Mountain Return Cave Exit (East)', 'Death Mountain'),
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@@ -184,7 +184,8 @@ def create_inverted_regions(world, player):
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create_cave_region(player, 'Chest Game', 'a game of 16 chests', ['Chest Game']),
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create_cave_region(player, 'Red Shield Shop', 'the rare shop', ['Red Shield Shop - Left', 'Red Shield Shop - Middle', 'Red Shield Shop - Right']),
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create_cave_region(player, 'Inverted Dark Sanctuary', 'a storyteller', None, ['Inverted Dark Sanctuary Exit']),
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create_cave_region(player, 'Bumper Cave', 'a connector', None, ['Bumper Cave Exit (Bottom)', 'Bumper Cave Exit (Top)']),
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create_cave_region(player, 'Bumper Cave (bottom)', 'a connector', None, ['Bumper Cave Exit (Bottom)', 'Bumper Cave Bottom to Top']),
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create_cave_region(player, 'Bumper Cave (top)', 'a connector', None, ['Bumper Cave Exit (Top)', 'Bumper Cave Top To Bottom']),
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create_dw_region(player, 'Skull Woods Forest', None, ['Skull Woods First Section Hole (East)', 'Skull Woods First Section Hole (West)', 'Skull Woods First Section Hole (North)',
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'Skull Woods First Section Door', 'Skull Woods Second Section Door (East)']),
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create_dw_region(player, 'Skull Woods Forest (West)', None, ['Skull Woods Second Section Hole', 'Skull Woods Second Section Door (West)', 'Skull Woods Final Section']),
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2
Main.py
2
Main.py
@@ -31,7 +31,7 @@ from Utils import output_path, parse_player_names
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from source.item.FillUtil import create_item_pool_config, massage_item_pool, district_item_pool_config
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from source.tools.BPS import create_bps_from_data
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__version__ = '1.1.0-dev'
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__version__ = '1.1.1-dev'
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from source.classes.BabelFish import BabelFish
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@@ -745,11 +745,11 @@ vanilla_pots = {
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0xE7: [Pot(68, 5, PotItem.OneRupee, 'Death Mountain Return Cave (right)', obj=RoomObject(0x0AB389, [0x8B, 0x2B, 0xFA])),
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Pot(72, 5, PotItem.OneRupee, 'Death Mountain Return Cave (right)', obj=RoomObject(0x0AB38C, [0x93, 0x2B, 0xFA]))],
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0xE8: [Pot(96, 4, PotItem.Heart, 'Superbunny Cave (Bottom)', obj=RoomObject(0x0AA98E, [0xC3, 0x23, 0xFA]))],
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0xEB: [Pot(206, 8, PotItem.FiveRupees, 'Bumper Cave', obj=RoomObject(0x0AADE7, [0x9F, 0x47, 0xFA])),
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Pot(210, 8, PotItem.FiveRupees, 'Bumper Cave', obj=RoomObject(0x0AADEA, [0xA7, 0x47, 0xFA])),
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Pot(88, 14, PotItem.SmallMagic, 'Bumper Cave', obj=RoomObject(0x0AADED, [0xB3, 0x73, 0xFA])),
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Pot(92, 14, PotItem.Heart, 'Bumper Cave', obj=RoomObject(0x0AADF0, [0xBB, 0x73, 0xFA])),
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Pot(96, 14, PotItem.SmallMagic, 'Bumper Cave', obj=RoomObject(0x0AADF3, [0xC3, 0x73, 0xFA]))],
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0xEB: [Pot(206, 8, PotItem.FiveRupees, 'Bumper Cave (bottom)', obj=RoomObject(0x0AADE7, [0x9F, 0x47, 0xFA])),
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Pot(210, 8, PotItem.FiveRupees, 'Bumper Cave (bottom)', obj=RoomObject(0x0AADEA, [0xA7, 0x47, 0xFA])),
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Pot(88, 14, PotItem.SmallMagic, 'Bumper Cave (bottom)', obj=RoomObject(0x0AADED, [0xB3, 0x73, 0xFA])),
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Pot(92, 14, PotItem.Heart, 'Bumper Cave (bottom)', obj=RoomObject(0x0AADF0, [0xBB, 0x73, 0xFA])),
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Pot(96, 14, PotItem.SmallMagic, 'Bumper Cave (bottom)', obj=RoomObject(0x0AADF3, [0xC3, 0x73, 0xFA]))],
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0xF1: [Pot(64, 5, PotItem.Heart, 'Old Man Cave', obj=RoomObject(0x0AA6B2, [0x83, 0x2B, 0xFA]))],
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0xF3: [Pot(0x28, 0x14, PotItem.Nothing, 'Elder House', obj=RoomObject(0x0AA76F, [0x53, 0xA3, 0xFA])),
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Pot(0x2C, 0x14, PotItem.Nothing, 'Elder House', obj=RoomObject(0x0AA772, [0x5B, 0xA3, 0xFA])),
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@@ -851,10 +851,10 @@ vanilla_pots = {
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Pot(100, 22, PotItem.Heart, 'Dark Lake Hylia Ledge Spike Cave', obj=RoomObject(0x0AB62A, [0xCB, 0xB3, 0xFA])),
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Pot(88, 28, PotItem.Heart, 'Dark Lake Hylia Ledge Spike Cave', obj=RoomObject(0x0AB633, [0xB3, 0xE3, 0xFA])),
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Pot(100, 28, PotItem.Heart, 'Dark Lake Hylia Ledge Spike Cave', obj=RoomObject(0x0AB636, [0xCB, 0xE3, 0xFA]))],
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0x127: [Pot(24, 25, PotItem.Nothing, 'Dark World Hammer Peg Cave', obj=RoomObject(0x2A801A, [0x33, 0xCB, 0xFA])),
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Pot(28, 25, PotItem.Nothing, 'Dark World Hammer Peg Cave', obj=RoomObject(0x2A801D, [0x3B, 0xCB, 0xFA])),
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Pot(32, 25, PotItem.Nothing, 'Dark World Hammer Peg Cave', obj=RoomObject(0x2A8020, [0x43, 0xCB, 0xFA])),
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Pot(36, 25, PotItem.Nothing, 'Dark World Hammer Peg Cave', obj=RoomObject(0x2A8023, [0x4B, 0xCB, 0xFA]))],
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0x127: [Pot(24, 25, PotItem.Nothing, 'Dark World Hammer Peg Cave', obj=RoomObject(0x2B801A, [0x33, 0xCB, 0xFA])),
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Pot(28, 25, PotItem.Nothing, 'Dark World Hammer Peg Cave', obj=RoomObject(0x2B801D, [0x3B, 0xCB, 0xFA])),
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Pot(32, 25, PotItem.Nothing, 'Dark World Hammer Peg Cave', obj=RoomObject(0x2B8020, [0x43, 0xCB, 0xFA])),
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Pot(36, 25, PotItem.Nothing, 'Dark World Hammer Peg Cave', obj=RoomObject(0x2B8023, [0x4B, 0xCB, 0xFA]))],
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}
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@@ -181,6 +181,9 @@ Same as above but both small keys and bigs keys of the dungeon are not allowed o
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# Bug Fixes and Notes
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* 1.1.1
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* Fixed a logic bug with Bumper Cave where the pots were accessible without Cape or Hookshot from the top entrance
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* Fixed a pot coloring issue with hammer peg cave
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* 1.1.0
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* Large features
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* New pottery modes - see notes above
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@@ -181,7 +181,8 @@ def create_regions(world, player):
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create_cave_region(player, 'Chest Game', 'a game of 16 chests', ['Chest Game']),
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create_cave_region(player, 'Red Shield Shop', 'the rare shop', ['Red Shield Shop - Left', 'Red Shield Shop - Middle', 'Red Shield Shop - Right']),
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create_cave_region(player, 'Dark Sanctuary Hint', 'a storyteller'),
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create_cave_region(player, 'Bumper Cave', 'a connector', None, ['Bumper Cave Exit (Bottom)', 'Bumper Cave Exit (Top)']),
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create_cave_region(player, 'Bumper Cave (bottom)', 'a connector', None, ['Bumper Cave Exit (Bottom)', 'Bumper Cave Bottom to Top']),
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create_cave_region(player, 'Bumper Cave (top)', 'a connector', None, ['Bumper Cave Exit (Top)', 'Bumper Cave Top To Bottom']),
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create_dw_region(player, 'Bumper Cave Ledge', ['Bumper Cave Ledge'], ['Bumper Cave Ledge Drop', 'Bumper Cave (Top)', 'Bumper Cave Ledge Mirror Spot'], 'a ledge with an item'),
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create_dw_region(player, 'Skull Woods Forest', None, ['Skull Woods First Section Hole (East)', 'Skull Woods First Section Hole (West)', 'Skull Woods First Section Hole (North)',
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'Skull Woods First Section Door', 'Skull Woods Second Section Door (East)']),
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8
Rules.py
8
Rules.py
@@ -855,8 +855,8 @@ def default_rules(world, player):
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set_rule(world.get_entrance('Peg Area Rocks', player), lambda state: state.has_Pearl(player) and state.can_lift_heavy_rocks(player))
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set_rule(world.get_entrance('Village of Outcasts Pegs', player), lambda state: state.has_Pearl(player) and state.has('Hammer', player))
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set_rule(world.get_entrance('Grassy Lawn Pegs', player), lambda state: state.has_Pearl(player) and state.has('Hammer', player))
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set_rule(world.get_entrance('Bumper Cave Exit (Top)', player), lambda state: state.has('Cape', player))
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set_rule(world.get_entrance('Bumper Cave Exit (Bottom)', player), lambda state: state.has('Cape', player) or state.has('Hookshot', player))
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set_rule(world.get_entrance('Bumper Cave Bottom to Top', player), lambda state: state.has('Cape', player))
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set_rule(world.get_entrance('Bumper Cave Top To Bottom', player), lambda state: state.has('Cape', player) or state.has('Hookshot', player))
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set_rule(world.get_entrance('Skull Woods Final Section', player), lambda state: state.has('Fire Rod', player) and state.has_Pearl(player)) # bunny cannot use fire rod
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set_rule(world.get_entrance('Misery Mire', player), lambda state: state.has_Pearl(player) and state.has_sword(player) and state.has_misery_mire_medallion(player)) # sword required to cast magic (!)
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@@ -1782,8 +1782,8 @@ def set_bunny_rules(world, player, inverted):
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# regions for the exits of multi-entrace caves/drops that bunny cannot pass
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# Note spiral cave may be technically passible, but it would be too absurd to require since OHKO mode is a thing.
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bunny_impassable_caves = ['Bumper Cave', 'Two Brothers House', 'Hookshot Cave (Middle)',
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'Pyramid', 'Spiral Cave (Top)', 'Fairy Ascension Cave (Drop)']
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bunny_impassable_caves = ['Bumper Cave (top)', 'Bumper Cave (bottom)', 'Two Brothers House',
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'Hookshot Cave (Middle)', 'Pyramid', 'Spiral Cave (Top)', 'Fairy Ascension Cave (Drop)']
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bunny_accessible_locations = ['Link\'s Uncle', 'Sahasrahla', 'Sick Kid', 'Lost Woods Hideout', 'Lumberjack Tree',
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'Checkerboard Cave', 'Potion Shop', 'Spectacle Rock Cave', 'Pyramid',
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'Hype Cave - Generous Guy', 'Peg Cave', 'Bumper Cave Ledge', 'Dark Blacksmith Ruins',
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