Added option to keep original palettes in crossed dungeon mode
If sanc if in a DW dungeon because of crossed+ ER, then you start in bunny form Mirroring from sanc to the portal is now in logic Another fix for animated tiles (fairy fountains) GT Big Key stat changed on credits Some standard logic fixes for lobbies (more outstanding)
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11
Regions.py
11
Regions.py
@@ -4,7 +4,7 @@ from BaseClasses import Region, Location, Entrance, RegionType, Shop, ShopType
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def create_regions(world, player):
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world.regions += [
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create_lw_region(player, 'Menu', None, ['Links House S&Q', 'Sanctuary S&Q', 'Old Man S&Q']),
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create_menu_region(player, 'Menu', None, ['Links House S&Q', 'Sanctuary S&Q', 'Old Man S&Q']),
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create_lw_region(player, 'Light World', ['Mushroom', 'Bottle Merchant', 'Flute Spot', 'Sunken Treasure', 'Purple Chest'],
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["Blinds Hideout", "Hyrule Castle Secret Entrance Drop", 'Zoras River', 'Kings Grave Outer Rocks', 'Dam',
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'Links House', 'Tavern North', 'Chicken House', 'Aginahs Cave', 'Sahasrahlas Hut', 'Kakariko Well Drop', 'Kakariko Well Cave',
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@@ -273,7 +273,7 @@ def create_dungeon_regions(world, player):
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create_dungeon_region(player, 'Sewers Pull Switch', 'Hyrule Castle', None, ['Sewers Pull Switch N', 'Sewers Pull Switch S']),
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create_dungeon_region(player, 'Sanctuary', 'Hyrule Castle',
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['Sanctuary'] if not std_flag else ['Sanctuary', 'Zelda Drop Off'],
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['Sanctuary S', 'Sanctuary N']),
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['Sanctuary S', 'Sanctuary N', 'Sanctuary Mirror Route']),
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# Eastern Palace
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create_dungeon_region(player, 'Eastern Lobby', 'Eastern Palace', None, ['Eastern Lobby N', 'Eastern Lobby S', 'Eastern Lobby NW', 'Eastern Lobby NE']),
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@@ -788,15 +788,22 @@ def create_dungeon_regions(world, player):
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world.get_region('GT Crystal Circles', player).crystal_switch = True
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def create_menu_region(player, name, locations=None, exits=None):
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return _create_region(player, name, RegionType.Menu, 'Menu', locations, exits)
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def create_lw_region(player, name, locations=None, exits=None):
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return _create_region(player, name, RegionType.LightWorld, 'Light World', locations, exits)
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def create_dw_region(player, name, locations=None, exits=None):
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return _create_region(player, name, RegionType.DarkWorld, 'Dark World', locations, exits)
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def create_cave_region(player, name, hint='Hyrule', locations=None, exits=None):
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return _create_region(player, name, RegionType.Cave, hint, locations, exits)
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def create_dungeon_region(player, name, hint='Hyrule', locations=None, exits=None):
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return _create_region(player, name, RegionType.Dungeon, hint, locations, exits)
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