Some additional fixes
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@@ -432,7 +432,7 @@ def link_entrances(world, player):
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'Skull Left Drop', 'Skull Pinball', 'Skull Pot Circle']
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'Skull Left Drop', 'Skull Pinball', 'Skull Pot Circle']
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if world.mode[player] == 'standard':
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if world.mode[player] == 'standard':
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connect_two_way(world, 'Hyrule Castle Exit (South)', 'Hyrule Castle Entrance (South)', player)
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connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player)
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connect_entrance(world, 'Hyrule Castle Secret Entrance Drop', 'Hyrule Castle Secret Entrance', player)
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connect_entrance(world, 'Hyrule Castle Secret Entrance Drop', 'Hyrule Castle Secret Entrance', player)
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connect_two_way(world, 'Hyrule Castle Secret Entrance Stairs', 'Hyrule Castle Secret Entrance Exit', player)
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connect_two_way(world, 'Hyrule Castle Secret Entrance Stairs', 'Hyrule Castle Secret Entrance Exit', player)
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caves.append(('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'))
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caves.append(('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'))
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@@ -513,6 +513,7 @@ def link_entrances(world, player):
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if links_house.connected_region and links_house.connected_region.name == 'Links House':
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if links_house.connected_region and links_house.connected_region.name == 'Links House':
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break
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break
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connect_exit(world, 'Chris Houlihan Room Exit', links_house.name, player)
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connect_exit(world, 'Chris Houlihan Room Exit', links_house.name, player)
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ignore_pool = True
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# check for swamp palace fix
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# check for swamp palace fix
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if not (world.get_entrance('Dam', player).connected_region.name in ['Dam', 'Swamp Portal'] and world.get_entrance('Swamp Palace', player).connected_region.name == ['Dam', 'Swamp Portal']):
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if not (world.get_entrance('Dam', player).connected_region.name in ['Dam', 'Swamp Portal'] and world.get_entrance('Swamp Palace', player).connected_region.name == ['Dam', 'Swamp Portal']):
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3
Rules.py
3
Rules.py
@@ -1344,7 +1344,8 @@ def no_glitches_rules(world, player):
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# add_rule(world.get_location(location, player), lambda state: state.has('Hookshot', player))
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# add_rule(world.get_location(location, player), lambda state: state.has('Hookshot', player))
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set_rule(world.get_entrance('Paradox Cave Push Block Reverse', player), lambda state: False) # no glitches does not require block override
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set_rule(world.get_entrance('Paradox Cave Push Block Reverse', player), lambda state: False) # no glitches does not require block override
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forbid_bomb_jump_requirements(world, player)
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forbid_bomb_jump_requirements(world, player)
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add_conditional_lamps(world, player)
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if world.get_region('Big Bomb Shop', player).entrances: # just some location that is placed late in the ER algorithm, prevent underworld rules from applying when trying to search reachability in the overworld
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add_conditional_lamps(world, player)
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def fake_flipper_rules(world, player):
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def fake_flipper_rules(world, player):
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