Couple minor issues - let a door not be dead in higher intensity, slightly better reporting

This commit is contained in:
aerinon
2022-09-07 16:49:47 -06:00
parent 4a4598a9b5
commit 5850edfbe6
2 changed files with 7 additions and 2 deletions

View File

@@ -437,7 +437,7 @@ def create_doors(world, player):
create_door(player, 'PoD Dark Basement W Up Stairs', Sprl).dir(Up, 0x6a, 0, HTH).ss(S, 0x1b, 0x3c, True),
create_door(player, 'PoD Dark Basement E Up Stairs', Sprl).dir(Up, 0x6a, 1, HTH).ss(S, 0x1b, 0x9c, True),
create_door(player, 'PoD Dark Alley NE', Nrml).dir(No, 0x6a, Right, High).big_key().pos(0),
create_door(player, 'PoD Mimics 2 SW', Nrml).dir(So, 0x1b, Left, High).pos(1).kill().portal(Z, 0x00),
create_door(player, 'PoD Mimics 2 SW', Nrml).dir(So, 0x1b, Left, High).pos(1).portal(Z, 0x00),
create_door(player, 'PoD Mimics 2 NW', Intr).dir(No, 0x1b, Left, High).pos(0),
create_door(player, 'PoD Bow Statue SW', Intr).dir(So, 0x1b, Left, High).pos(0),
create_door(player, 'PoD Bow Statue Left to Right Barrier - Orange', Lgcl),
@@ -1473,6 +1473,11 @@ def create_doors(world, player):
world.get_door('GT Spike Crystal Right to Left Barrier - Orange', player).barrier(CrystalBarrier.Orange)
world.get_door('GT Spike Crystal Left to Right Bypass', player).barrier(CrystalBarrier.Blue)
# kill certain doors
if world.intensity[player] == 1: # due to ladder & warp being fixed
world.get_door('PoD Mimics 2 SW', player).kill()
# nifty dynamic logical doors:
south_controller = world.get_door('Ice Cross Bottom SE', player)
east_controller = world.get_door('Ice Cross Right ES', player)