Standing Items refinement - starting testing no keydrops and pot shuffle
Fairly substantial change to Crossed Sector distribution due to so many pots making it fail
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2
Doors.py
2
Doors.py
@@ -1048,6 +1048,8 @@ def create_doors(world, player):
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create_door(player, 'TR Crystal Maze End Ranged Crystal Exit', Lgcl),
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create_door(player, 'TR Crystal Maze North Stairs', StrS).dir(No, 0xc4, Mid, High),
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create_door(player, 'TR Final Abyss South Stairs', StrS).dir(So, 0xb4, Mid, High),
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create_door(player, 'TR Final Abyss Balcony Path', Lgcl),
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create_door(player, 'TR Final Abyss Ledge Path', Lgcl),
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create_door(player, 'TR Final Abyss NW', Nrml).dir(No, 0xb4, Left, High).big_key().pos(0),
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create_door(player, 'TR Boss SW', Nrml).dir(So, 0xa4, Left, High).no_exit().trap(0x4).pos(0), # .portal(Z, 0x00), -enemizer doesn't work
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