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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4
Rules.py
4
Rules.py
@@ -832,8 +832,10 @@ def standard_rules(world, player):
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set_rule(world.get_entrance('Sanctuary S&Q', player), lambda state: state.can_reach('Sanctuary', 'Region', player))
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# these are because of rails
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if world.shuffle[player] != 'vanilla':
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# todo:
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set_rule(world.get_entrance('Hyrule Castle Exit (East)', player), lambda state: state.has('Zelda Delivered', player))
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set_rule(world.get_entrance('Hyrule Castle Exit (West)', player), lambda state: state.has('Zelda Delivered', player))
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set_rule(world.get_entrance('Sanctuary Exit', player), lambda state: state.has('Zelda Delivered', player))
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# too restrictive for crossed?
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def uncle_item_rule(item):
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@@ -874,7 +876,7 @@ def standard_rules(world, player):
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rule_list, debug_path = find_rules_for_zelda_delivery(world, player)
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set_rule(world.get_location('Zelda Drop Off', player), lambda state: state.has('Zelda Herself', player) and check_rule_list(state, rule_list))
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for location in ['Mushroom', 'Bottle Merchant', 'Flute Spot', 'Sunken Treasure', 'Purple Chest']:
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for location in ['Mushroom', 'Bottle Merchant', 'Flute Spot', 'Sunken Treasure', 'Purple Chest', 'Maze Race']:
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add_rule(world.get_location(location, player), lambda state: state.has('Zelda Delivered', player))
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# Bonk Fairy (Light) is a notable omission in ER shuffles/Retro
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