Tower of Hera Door
Logical Doors
This commit is contained in:
40
Doors.py
40
Doors.py
@@ -53,6 +53,7 @@ def create_doors(world, player):
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small_key(create_dir_door(player, 'Hyrule Dungeon North Abyss Key Door N', DoorType.Interior, Direction.North, 0x72, Mid, High)),
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create_dir_door(player, 'Hyrule Dungeon North Abyss South Edge', DoorType.Open, Direction.South, 0x72, None, Low),
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create_dir_door(player, 'Hyrule Dungeon North Abyss Catwalk Edge', DoorType.Open, Direction.South, 0x72, None, High),
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create_door(player, 'Hyrule Dungeon North Abyss Catwalk Dropdown', DoorType.Logical),
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create_dir_door(player, 'Hyrule Dungeon South Abyss North Edge', DoorType.Open, Direction.North, 0x82, None, Low),
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create_dir_door(player, 'Hyrule Dungeon South Abyss West Edge', DoorType.Open, Direction.West, 0x82, None, Low),
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create_dir_door(player, 'Hyrule Dungeon South Abyss Catwalk North Edge', DoorType.Open, Direction.North, 0x82, None, High),
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@@ -80,6 +81,7 @@ def create_doors(world, player):
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create_dir_door(player, 'Sewers Key Rat E', DoorType.Normal, Direction.East, 0x21, Bot, High),
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small_key(create_dir_door(player, 'Sewers Key Rat Key Door N', DoorType.Normal, Direction.North, 0x21, Right, High)),
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small_key(create_dir_door(player, 'Sewers Secret Room Key Door S', DoorType.Normal, Direction.South, 0x11, Right, High)),
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create_door(player, 'Sewers Secret Room Push Block', DoorType.Logical),
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create_spiral_stairs(player, 'Sewers Secret Room Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x11, 0, LTH, S, 0x33, 0x6c, True),
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create_spiral_stairs(player, 'Sewers Pull Switch Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x02, 0, HTL, S, 0x12, 0x80),
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trap(toggle(create_dir_door(player, 'Sewers Pull Switch S', DoorType.Normal, Direction.South, 0x02, Mid, Low)), 0x2),
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@@ -99,6 +101,7 @@ def create_doors(world, player):
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create_dir_door(player, 'Eastern Compass Area E', DoorType.Normal, Direction.East, 0xa8, Mid, High),
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create_dir_door(player, 'Eastern Compass Area EN', DoorType.Normal, Direction.East, 0xa8, Top, Low),
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ugly_door(small_key(create_dir_door(player, 'Eastern Compass Area SW', DoorType.Normal, Direction.South, 0xa8, Right, High))),
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create_door(player, 'Eastern Hint Tile Push Block', DoorType.Logical),
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create_dir_door(player, 'Eastern Courtyard WN', DoorType.Normal, Direction.West, 0xa9, Top, Low),
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create_dir_door(player, 'Eastern Courtyard EN', DoorType.Normal, Direction.East, 0xa9, Top, Low),
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big_key(create_dir_door(player, 'Eastern Courtyard N', DoorType.Normal, Direction.North, 0xa9, Mid, High)),
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@@ -173,8 +176,45 @@ def create_doors(world, player):
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small_key(create_dir_door(player, 'Desert Tiles 2 SE', DoorType.Normal, Direction.South, 0x43, Right, High)),
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create_dir_door(player, 'Desert Tiles 2 NE', DoorType.Interior, Direction.North, 0x43, Right, High),
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create_dir_door(player, 'Desert Wall Slide SE', DoorType.Interior, Direction.South, 0x43, Right, High),
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# todo: we need a new flag for a door that has a wall on it - you have to traverse it one particular way first
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# the above is not a problem until we get to crossed mode
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big_key(create_dir_door(player, 'Desert Wall Slide NW', DoorType.Normal, Direction.North, 0x43, Left, High)),
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trap(blocked(create_dir_door(player, 'Desert Boss SW', DoorType.Normal, Direction.South, 0x33, Left, High)), 0x2),
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# Hera
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create_spiral_stairs(player, 'Hera Lobby Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x77, 0, HTL, Z, 0x21, 0x90),
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small_key(create_spiral_stairs(player, 'Hera Lobby Key Stairs', DoorType.SpiralStairs, Direction.Down, 0x77, 0, HTL, A, 0x12, 0x80)),
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create_spiral_stairs(player, 'Hera Lobby Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x77, 0, HTL, X, 0x2b, 0x5c),
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create_spiral_stairs(player, 'Hera Basement Cage Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x87, 0, LTH, Z, 0x42, 0x7c),
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create_spiral_stairs(player, 'Hera Tile Room Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x87, 0, LTH, A, 0x32, 0x6c),
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create_dir_door(player, 'Hera Tile Room EN', DoorType.Interior, Direction.East, 0x87, Top, High),
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create_dir_door(player, 'Hera Tridorm WN', DoorType.Interior, Direction.West, 0x87, Top, High),
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create_dir_door(player, 'Hera Tridorm SE', DoorType.Interior, Direction.South, 0x87, Right, High),
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create_dir_door(player, 'Hera Torches NE', DoorType.Interior, Direction.North, 0x87, Right, High),
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create_spiral_stairs(player, 'Hera Beetles Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x31, 0, LTH, X, 0x3a, 0x70),
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create_dir_door(player, 'Hera Beetles WS', DoorType.Interior, Direction.West, 0x31, Bot, High),
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create_door(player, 'Hera Beetles Holes', DoorType.Hole),
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create_dir_door(player, 'Hera Startile Corner ES', DoorType.Interior, Direction.East, 0x31, Bot, High),
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big_key(create_dir_door(player, 'Hera Startile Corner NW', DoorType.Interior, Direction.North, 0x31, Left, High)),
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create_door(player, 'Hera Startile Corner Holes', DoorType.Hole),
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# technically ugly but causes lots of failures in basic
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create_dir_door(player, 'Hera Startile Wide SW', DoorType.Interior, Direction.South, 0x31, Left, High),
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create_spiral_stairs(player, 'Hera Startile Wide Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x31, 0, HTH, S, 0x6b, 0xac),
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create_door(player, 'Hera Startile Wide Holes', DoorType.Hole),
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create_spiral_stairs(player, 'Hera 4F Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x27, 0, HTH, S, 0x62, 0xc0),
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create_spiral_stairs(player, 'Hera 4F Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x27, 0, HTH, A, 0x6b, 0x2c),
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create_door(player, 'Hera 4F Holes', DoorType.Hole),
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create_door(player, 'Hera Big Chest Landing Exit', DoorType.Logical),
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create_door(player, 'Hera Big Chest Landing Holes', DoorType.Hole),
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create_spiral_stairs(player, 'Hera 5F Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x17, 0, HTH, A, 0x62, 0x40),
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create_spiral_stairs(player, 'Hera 5F Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x17, 0, HTH, S, 0x6a, 0x9c),
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create_door(player, 'Hera 5F Star Hole', DoorType.Hole),
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create_door(player, 'Hera 5F Pothole Chain', DoorType.Hole),
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create_door(player, 'Hera 5F Normal Holes', DoorType.Hole),
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create_door(player, 'Hera Fairies\' Warp', DoorType.Warp),
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create_spiral_stairs(player, 'Hera Boss Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x07, 0, HTH, S, 0x61, 0xb0),
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create_door(player, 'Hera Boss Outer Hole', DoorType.Hole),
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create_door(player, 'Hera Boss Inner Hole', DoorType.Hole),
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]
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