Add internal key data
Adds forced keys (enemy and pot drops) to regions, adds key doors within supertiles.
This commit is contained in:
4
Doors.py
4
Doors.py
@@ -44,6 +44,8 @@ def create_doors(world, player):
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# hyrule dungeon level
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create_spiral_stairs(player, 'Hyrule Dungeon Map Room Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x72, 0, High, A, 0x4f, 0xf8),
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create_small_key_door(player, 'Hyrule Dungeon Map Room Key Door S', DoorType.Interior, Direction.South, 0x71, Right, High),
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create_small_key_door(player, 'Hyrule Dungeon North Abyss Key Door N', DoorType.Interior, Direction.North, 0x71, Right, 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_dir_door(player, 'Hyrule Dungeon South Abyss North Edge', DoorType.Open, Direction.North, 0x82, None, Low),
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@@ -54,6 +56,8 @@ def create_doors(world, player):
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create_dir_door(player, 'Hyrule Dungeon Guardroom Abyss Edge', DoorType.Open, Direction.West, 0x81, None, High),
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create_dir_door(player, 'Hyrule Dungeon Guardroom N', DoorType.Normal, Direction.North, 0x81, Left, Low), # todo: is this a toggle door?
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create_dir_door(player, 'Hyrule Dungeon Armory S', DoorType.Normal, Direction.South, 0x71, Left, Low), # not sure what the layer should be here
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create_small_key_door(player, 'Hyrule Dungeon Armory Interior Key Door N', DoorType.Interior, Direction.North, 0x71, Left, High),
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create_small_key_door(player, 'Hyrule Dungeon Armory Interior Key Door S', DoorType.Interior, Direction.South, 0x71, Left, High),
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create_spiral_stairs(player, 'Hyrule Dungeon Armory Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x71, 0, Low, A, 0x1e, 0xa0, True),
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create_spiral_stairs(player, 'Hyrule Dungeon Staircase Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x70, 2, High, A, 0x36, 0xa0, True),
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create_spiral_stairs(player, 'Hyrule Dungeon Staircase Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x70, 1, High, A, 0x1f, 0x50),
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