Mire Falling Bridge logic refinement for possible trap door movement
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8
Doors.py
8
Doors.py
@@ -847,6 +847,10 @@ def create_doors(world, player):
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create_door(player, 'Mire Failure Bridge E', Intr).dir(Ea, 0xc3, Mid, High).no_exit().trap(0x1).pos(2),
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create_door(player, 'Mire Failure Bridge W', Nrml).dir(We, 0xc3, Mid, High).pos(5),
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create_door(player, 'Mire Falling Bridge WN', Intr).dir(We, 0xc3, Top, High).pos(1),
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create_door(player, 'Mire Falling Bridge Hook Path', Lgcl),
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create_door(player, 'Mire Falling Bridge Hook Only Path', Lgcl),
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create_door(player, 'Mire Falling Bridge Primary Path', Lgcl), # dynamic
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create_door(player, 'Mire Falling Bridge Failure Path', Lgcl), # dynamic
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create_door(player, 'Mire Map Spike Side EN', Intr).dir(Ea, 0xc3, Top, High).no_exit().trap(0x2).pos(1),
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create_door(player, 'Mire Map Spot WN', Nrml).dir(We, 0xc3, Top, High).small_key().pos(0),
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create_door(player, 'Mire Crystal Dead End NW', Nrml).dir(No, 0xc3, Left, High).pos(4),
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@@ -1477,6 +1481,10 @@ def create_doors(world, player):
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controller_door(south_controller, world.get_door('Ice Cross Top Push Block Bottom', player))
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controller_door(east_controller, world.get_door('Ice Cross Bottom Push Block Right', player))
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controller_door(east_controller, world.get_door('Ice Cross Top Push Block Right', player))
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failure_controller = world.get_door('Mire Falling Bridge W', player)
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primary_controller = world.get_door('Mire Falling Bridge WS', player)
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controller_door(failure_controller, world.get_door('Mire Falling Bridge Failure Path', player))
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controller_door(primary_controller, world.get_door('Mire Falling Bridge Primary Path', player))
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assign_entrances(world, player)
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