Logic additions for basic+experimental
This commit is contained in:
84
Doors.py
84
Doors.py
@@ -68,15 +68,15 @@ def create_doors(world, player):
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create_door(player, 'Hyrule Dungeon Map Room Up Stairs', Sprl).dir(Up, 0x72, 0, LTH).ss(A, 0x4b, 0xec),
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create_door(player, 'Hyrule Dungeon Map Room Key Door S', Intr).dir(So, 0x72, Mid, High).small_key().pos(0),
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create_door(player, 'Hyrule Dungeon North Abyss Key Door N', Intr).dir(No, 0x72, Mid, High).small_key().pos(0),
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create_door(player, 'Hyrule Dungeon North Abyss South Edge', Open).dir(So, 0x72, None, Low),
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create_door(player, 'Hyrule Dungeon North Abyss Catwalk Edge', Open).dir(So, 0x72, None, High),
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create_door(player, 'Hyrule Dungeon North Abyss South Edge', Open).dir(So, 0x72, None, Low).edge(0, Z, 0x10),
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create_door(player, 'Hyrule Dungeon North Abyss Catwalk Edge', Open).dir(So, 0x72, None, High).edge(1, Z, 0x08),
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create_door(player, 'Hyrule Dungeon North Abyss Catwalk Dropdown', Lgcl),
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create_door(player, 'Hyrule Dungeon South Abyss North Edge', Open).dir(No, 0x82, None, Low),
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create_door(player, 'Hyrule Dungeon South Abyss West Edge', Open).dir(We, 0x82, None, Low),
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create_door(player, 'Hyrule Dungeon South Abyss Catwalk North Edge', Open).dir(No, 0x82, None, High),
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create_door(player, 'Hyrule Dungeon South Abyss Catwalk West Edge', Open).dir(We, 0x82, None, High),
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create_door(player, 'Hyrule Dungeon Guardroom Catwalk Edge', Open).dir(Ea, 0x81, None, High),
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create_door(player, 'Hyrule Dungeon Guardroom Abyss Edge', Open).dir(We, 0x81, None, High),
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create_door(player, 'Hyrule Dungeon South Abyss North Edge', Open).dir(No, 0x82, None, Low).edge(0, A, 0x10),
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create_door(player, 'Hyrule Dungeon South Abyss West Edge', Open).dir(We, 0x82, None, Low).edge(3, Z, 0x10),
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create_door(player, 'Hyrule Dungeon South Abyss Catwalk North Edge', Open).dir(No, 0x82, None, High).edge(1, A, 0x08),
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create_door(player, 'Hyrule Dungeon South Abyss Catwalk West Edge', Open).dir(We, 0x82, None, High).edge(4, A, 0x18),
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create_door(player, 'Hyrule Dungeon Guardroom Catwalk Edge', Open).dir(Ea, 0x81, None, High).edge(3, S, 0x10),
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create_door(player, 'Hyrule Dungeon Guardroom Abyss Edge', Open).dir(Ea, 0x81, None, High).edge(4, X, 0x18),
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create_door(player, 'Hyrule Dungeon Guardroom N', Nrml).dir(No, 0x81, Left, Low).pos(0),
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create_door(player, 'Hyrule Dungeon Armory S', Nrml).dir(So, 0x71, Left, Low).trap(0x2).pos(1),
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create_door(player, 'Hyrule Dungeon Armory ES', Intr).dir(Ea, 0x71, Left, Low).pos(2),
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@@ -95,7 +95,7 @@ def create_doors(world, player):
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create_door(player, 'Sewers Rope Room North Stairs', StrS).dir(No, 0x42, Mid, High),
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create_door(player, 'Sewers Dark Cross South Stairs', StrS).dir(So, 0x32, Mid, High),
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create_door(player, 'Sewers Dark Cross Key Door N', Nrml).dir(No, 0x32, Mid, High).small_key().pos(0),
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create_door(player, 'Sewers Dark Cross Key Door S', Nrml).dir(So, 0x22, Mid, High).small_key().pos(0),
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create_door(player, 'Sewers Water S', Nrml).dir(So, 0x22, Mid, High).small_key().pos(0),
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create_door(player, 'Sewers Water W', Nrml).dir(We, 0x22, Bot, High).pos(1),
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create_door(player, 'Sewers Key Rat E', Nrml).dir(Ea, 0x21, Bot, High).pos(1),
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create_door(player, 'Sewers Key Rat Key Door N', Nrml).dir(No, 0x21, Right, High).small_key().pos(0),
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@@ -178,44 +178,44 @@ def create_doors(world, player):
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create_door(player, 'Eastern Boss SE', Nrml).dir(So, 0xc8, Right, High).no_exit().trap(0x4).pos(0),
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# Desert Palace
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create_door(player, 'Desert Main Lobby NW Edge', Open).dir(No, 0x84, None, High),
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create_door(player, 'Desert Main Lobby N Edge', Open).dir(No, 0x84, None, High),
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create_door(player, 'Desert Main Lobby NE Edge', Open).dir(No, 0x84, None, High),
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create_door(player, 'Desert Main Lobby E Edge', Open).dir(Ea, 0x84, None, High),
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create_door(player, 'Desert Main Lobby NW Edge', Open).dir(No, 0x84, None, High).edge(3, A, 0x20),
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create_door(player, 'Desert Main Lobby N Edge', Open).dir(No, 0x84, None, High).edge(4, A, 0xa0),
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create_door(player, 'Desert Main Lobby NE Edge', Open).dir(No, 0x84, None, High).edge(5, S, 0x20),
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create_door(player, 'Desert Main Lobby E Edge', Open).dir(Ea, 0x84, None, High).edge(5, S, 0xa0),
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create_door(player, 'Desert Main Lobby Left Path', Lgcl),
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create_door(player, 'Desert Main Lobby Right Path', Lgcl),
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create_door(player, 'Desert Left Alcove Path', Lgcl),
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create_door(player, 'Desert Right Alcove Path', Lgcl),
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create_door(player, 'Desert Dead End Edge', Open).dir(So, 0x74, None, High),
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create_door(player, 'Desert East Wing W Edge', Open).dir(We, 0x85, None, High),
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create_door(player, 'Desert East Wing N Edge', Open).dir(No, 0x85, None, High),
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create_door(player, 'Desert Dead End Edge', Open).dir(So, 0x74, None, High).edge(4, Z, 0xa0),
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create_door(player, 'Desert East Wing W Edge', Open).dir(We, 0x85, None, High).edge(5, A, 0xa0),
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create_door(player, 'Desert East Wing N Edge', Open).dir(No, 0x85, None, High).edge(6, A, 0x20),
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create_door(player, 'Desert East Lobby WS', Intr).dir(We, 0x85, Bot, High).pos(3),
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create_door(player, 'Desert East Wing ES', Intr).dir(Ea, 0x85, Bot, High).pos(3),
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create_door(player, 'Desert East Wing Key Door EN', Intr).dir(Ea, 0x85, Top, High).small_key().pos(1),
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create_door(player, 'Desert Compass Key Door WN', Intr).dir(We, 0x85, Top, High).small_key().pos(1),
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create_door(player, 'Desert Compass NW', Nrml).dir(No, 0x85, Right, High).trap(0x4).pos(0),
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create_door(player, 'Desert Cannonball S', Nrml).dir(So, 0x75, Right, High).pos(1),
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create_door(player, 'Desert Arrow Pot Corner S Edge', Open).dir(So, 0x75, None, High),
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create_door(player, 'Desert Arrow Pot Corner W Edge', Open).dir(We, 0x75, None, High),
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create_door(player, 'Desert Arrow Pot Corner S Edge', Open).dir(So, 0x75, None, High).edge(6, Z, 0x20),
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create_door(player, 'Desert Arrow Pot Corner W Edge', Open).dir(We, 0x75, None, High).edge(2, Z, 0x20),
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create_door(player, 'Desert Arrow Pot Corner NW', Intr).dir(No, 0x75, Left, High).pos(0),
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create_door(player, 'Desert Trap Room SW', Intr).dir(So, 0x75, Left, High).pos(0),
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create_door(player, 'Desert North Hall SE Edge', Open).dir(So, 0x74, None, High),
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create_door(player, 'Desert North Hall SW Edge', Open).dir(So, 0x74, None, High),
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create_door(player, 'Desert North Hall W Edge', Open).dir(We, 0x74, None, High),
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create_door(player, 'Desert North Hall E Edge', Open).dir(Ea, 0x74, None, High),
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create_door(player, 'Desert North Hall SE Edge', Open).dir(So, 0x74, None, High).edge(5, X, 0x20),
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create_door(player, 'Desert North Hall SW Edge', Open).dir(So, 0x74, None, High).edge(3, Z, 0x20),
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create_door(player, 'Desert North Hall W Edge', Open).dir(We, 0x74, None, High).edge(2, Z, 0x20),
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create_door(player, 'Desert North Hall E Edge', Open).dir(Ea, 0x74, None, High).edge(1, X, 0x20),
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create_door(player, 'Desert North Hall NW', Intr).dir(No, 0x74, Left, High).pos(1),
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create_door(player, 'Desert Map SW', Intr).dir(So, 0x74, Left, High).pos(1),
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create_door(player, 'Desert North Hall NE', Intr).dir(No, 0x74, Right, High).pos(0),
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create_door(player, 'Desert Map SE', Intr).dir(So, 0x74, Right, High).pos(0),
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create_door(player, 'Desert Sandworm Corner S Edge', Open).dir(So, 0x73, None, High),
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create_door(player, 'Desert Sandworm Corner E Edge', Open).dir(Ea, 0x73, None, High),
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create_door(player, 'Desert Sandworm Corner S Edge', Open).dir(So, 0x73, None, High).edge(2, X, 0x20),
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create_door(player, 'Desert Sandworm Corner E Edge', Open).dir(Ea, 0x73, None, High).edge(1, X, 0x20),
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create_door(player, 'Desert Sandworm Corner NE', Intr).dir(No, 0x73, Right, High).pos(2),
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create_door(player, 'Desert Bonk Torch SE', Intr).dir(So, 0x73, Right, High).pos(2),
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create_door(player, 'Desert Sandworm Corner WS', Intr).dir(We, 0x73, Bot, High).pos(1),
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create_door(player, 'Desert Circle of Pots ES', Intr).dir(Ea, 0x73, Bot, High).pos(1),
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create_door(player, 'Desert Circle of Pots NW', Intr).dir(No, 0x73, Left, High).pos(0),
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create_door(player, 'Desert Big Chest SW', Intr).dir(So, 0x73, Left, High).pos(0),
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create_door(player, 'Desert West Wing N Edge', Open).dir(No, 0x83, None, High),
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create_door(player, 'Desert West Wing N Edge', Open).dir(No, 0x83, None, High).edge(2, S, 0x20),
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create_door(player, 'Desert West Wing WS', Intr).dir(We, 0x83, Bot, High).pos(2),
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create_door(player, 'Desert West Lobby ES', Intr).dir(Ea, 0x83, Bot, High).pos(2),
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create_door(player, 'Desert West Lobby NW', Intr).dir(No, 0x83, Left, High).pos(0),
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@@ -537,26 +537,26 @@ def create_doors(world, player):
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create_door(player, 'Skull Final Drop WS', Intr).dir(We, 0x39, Bot, High).small_key().pos(1),
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create_door(player, 'Skull Final Drop Hole', Hole),
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create_door(player, 'Thieves Lobby N Edge', Open).dir(No, 0xdb, None, Low),
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create_door(player, 'Thieves Lobby NE Edge', Open).dir(No, 0xdb, None, Low),
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create_door(player, 'Thieves Lobby N Edge', Open).dir(No, 0xdb, None, Low).edge(7, A, 0x10),
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create_door(player, 'Thieves Lobby NE Edge', Open).dir(No, 0xdb, None, Low).edge(8, S, 0x18),
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create_door(player, 'Thieves Lobby E', Nrml).dir(Ea, 0xdb, Mid, High).no_exit().trap(0x4).pos(0),
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create_door(player, 'Thieves Big Chest Nook WS Edge', Open).dir(We, 0xdb, None, Low),
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create_door(player, 'Thieves Ambush S Edge', Open).dir(So, 0xcb, None, Low),
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create_door(player, 'Thieves Ambush SE Edge', Open).dir(So, 0xcb, None, Low),
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create_door(player, 'Thieves Ambush ES Edge', Open).dir(Ea, 0xcb, None, Low),
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create_door(player, 'Thieves Ambush EN Edge', Open).dir(Ea, 0xcb, None, Low),
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create_door(player, 'Thieves Big Chest Nook ES Edge', Open).dir(Ea, 0xdb, None, Low).edge(8, X, 0x50),
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create_door(player, 'Thieves Ambush S Edge', Open).dir(So, 0xcb, None, Low).edge(7, Z, 0x10),
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create_door(player, 'Thieves Ambush SE Edge', Open).dir(So, 0xcb, None, Low).edge(8, X, 0x18),
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create_door(player, 'Thieves Ambush ES Edge', Open).dir(Ea, 0xcb, None, Low).edge(6, X, 0x50),
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create_door(player, 'Thieves Ambush EN Edge', Open).dir(Ea, 0xcb, None, Low).edge(7, S, 0x50),
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create_door(player, 'Thieves Ambush E', Nrml).dir(Ea, 0xcb, Mid, High).pos(0),
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create_door(player, 'Thieves BK Corner WN Edge', Open).dir(We, 0xcc, None, Low),
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create_door(player, 'Thieves BK Corner WS Edge', Open).dir(We, 0xcc, None, Low),
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create_door(player, 'Thieves BK Corner S Edge', Open).dir(So, 0xcc, None, Low),
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create_door(player, 'Thieves BK Corner SW Edge', Open).dir(So, 0xcc, None, Low),
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create_door(player, 'Thieves BK Corner WN Edge', Open).dir(We, 0xcc, None, Low).edge(7, A, 0x50),
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create_door(player, 'Thieves BK Corner WS Edge', Open).dir(We, 0xcc, None, Low).edge(6, Z, 0x50),
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create_door(player, 'Thieves BK Corner S Edge', Open).dir(So, 0xcc, None, Low).edge(10, Z, 0x10),
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create_door(player, 'Thieves BK Corner SW Edge', Open).dir(So, 0xcc, None, Low).edge(9, Z, 0x18),
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create_door(player, 'Thieves Rail Ledge Drop Down', Lgcl),
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create_door(player, 'Thieves Rail Ledge W', Nrml).dir(We, 0xcc, Mid, High).pos(2),
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create_door(player, 'Thieves Rail Ledge NW', Nrml).dir(No, 0xcc, Left, High).pos(1),
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create_door(player, 'Thieves BK Corner NE', Nrml).dir(No, 0xcc, Right, High).big_key().pos(0),
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create_door(player, 'Thieves Compass Room NW Edge', Open).dir(No, 0xdc, None, Low),
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create_door(player, 'Thieves Compass Room N Edge', Open).dir(No, 0xdc, None, Low),
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create_door(player, 'Thieves Compass Room WS Edge', Open).dir(We, 0xdc, None, Low),
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create_door(player, 'Thieves Compass Room NW Edge', Open).dir(No, 0xdc, None, Low).edge(9, A, 0x18),
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create_door(player, 'Thieves Compass Room N Edge', Open).dir(No, 0xdc, None, Low).edge(10, A, 0x10),
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create_door(player, 'Thieves Compass Room WS Edge', Open).dir(We, 0xdc, None, Low).edge(8, Z, 0x50),
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create_door(player, 'Thieves Compass Room W', Nrml).dir(We, 0xdc, Mid, High).pos(0),
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create_door(player, 'Thieves Hallway SE', Nrml).dir(So, 0xbc, Right, High).small_key().pos(1),
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create_door(player, 'Thieves Hallway NE', Nrml).dir(No, 0xbc, Right, High).pos(7),
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@@ -589,8 +589,8 @@ def create_doors(world, player):
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create_door(player, 'Thieves Attic Down Stairs', Sprl).dir(Dn, 0x64, 0, HTH).ss(Z, 0x11, 0x80, True, True),
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create_door(player, 'Thieves Attic ES', Intr).dir(Ea, 0x64, Bot, High).pos(0),
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create_door(player, 'Thieves Cricket Hall Left WS', Intr).dir(We, 0x64, Bot, High).pos(0),
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create_door(player, 'Thieves Cricket Hall Left Edge', Open).dir(Ea, 0x64, None, High),
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create_door(player, 'Thieves Cricket Hall Right Edge', Open).dir(We, 0x65, None, High),
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create_door(player, 'Thieves Cricket Hall Left Edge', Open).dir(Ea, 0x64, None, High).edge(0, X, 0x30),
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create_door(player, 'Thieves Cricket Hall Right Edge', Open).dir(We, 0x65, None, High).edge(0, Z, 0x30),
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create_door(player, 'Thieves Cricket Hall Right ES', Intr).dir(Ea, 0x65, Bot, High).pos(0),
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create_door(player, 'Thieves Attic Window WS', Intr).dir(We, 0x65, Bot, High).pos(0),
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create_door(player, 'Thieves Basement Block Up Stairs', Sprl).dir(Up, 0x45, 0, HTH).ss(A, 0x1a, 0x6c, True, True),
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@@ -1231,7 +1231,7 @@ def create_paired_doors(world, player):
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PairedDoor('PoD Falling Bridge WN', 'PoD Dark Maze EN', True), # Pod Dark maze door
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PairedDoor('PoD Dark Maze E', 'PoD Big Chest Balcony W', True), # PoD Bombable by Big Chest
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PairedDoor('PoD Arena Main NW', 'PoD Falling Bridge SW', True), # Pod key door by bridge
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PairedDoor('Sewers Dark Cross Key Door N', 'Sewers Dark Cross Key Door S', True),
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PairedDoor('Sewers Dark Cross Key Door N', 'Sewers Water S', True),
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PairedDoor('Swamp Hub WN', 'Swamp Crystal Switch EN', True), # Swamp key door crystal switch
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PairedDoor('Swamp Hub North Ledge N', 'Swamp Push Statue S', True), # Swamp key door above big chest
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PairedDoor('PoD Map Balcony WS', 'PoD Arena Ledge ES', True), # Pod bombable by arena
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