Adjusted map info to be experimental
Moved mirror scroll to be standard in non-vanilla door shuffles Fixed potential duplicate map issues
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@@ -715,15 +715,7 @@ def cross_dungeon(world, player):
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all_dungeon_items = [y for x in world.dungeons if x.player == player for y in x.all_items]
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target_items = 34 if world.retro[player] else 63
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d_items = target_items - len(all_dungeon_items)
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if d_items > 0:
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if d_items >= 1: # restore HC map
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world.get_dungeon('Hyrule Castle', player).dungeon_items.append(ItemFactory('Map (Escape)', player))
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if d_items >= 2: # restore GT map
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world.get_dungeon('Ganons Tower', player).dungeon_items.append(ItemFactory('Map (Ganons Tower)', player))
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if d_items > 2:
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world.pool_adjustment[player] = d_items - 2
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elif d_items < 0:
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world.pool_adjustment[player] = d_items
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world.pool_adjustment[player] = d_items
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smooth_door_pairs(world, player)
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# Re-assign dungeon bosses
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@@ -1300,7 +1292,7 @@ def stateful_door(door, kind):
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def random_door_type(door, partner, world, player, type_a, type_b, room_a, room_b):
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r_kind = random.choices([DoorKind.Normal, DoorKind.Bombable, DoorKind.Dashable], [5, 2, 3], k=1)[0]
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r_kind = random.choices([DoorKind.Normal, DoorKind.Bombable, DoorKind.Dashable], [15, 4, 6], k=1)[0]
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if r_kind != DoorKind.Normal:
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if door.type == DoorType.Normal:
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add_pair(door, partner, world, player)
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@@ -1492,6 +1484,7 @@ class DROptions(Flag):
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NoOptions = 0x00
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Eternal_Mini_Bosses = 0x01 # If on, GT minibosses marked as defeated when they try to spawn a heart
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Town_Portal = 0x02 # If on, Players will start with mirror scroll
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Map_Info = 0x04
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Open_Desert_Wall = 0x80 # If on, pre opens the desert wall, no fire required
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# DATA GOES DOWN HERE
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