Trap door refinement with "optional" value versus "vanilla"
Slight balance of chaos mode Warping Pool trap no longer shuffled
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@@ -146,7 +146,7 @@ class World(object):
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set_player_attr('pot_pool', {})
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set_player_attr('decoupledoors', False)
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set_player_attr('door_type_mode', 'original')
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set_player_attr('trap_door_mode', 'vanilla')
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set_player_attr('trap_door_mode', 'optional')
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set_player_attr('key_logic_algorithm', 'default')
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set_player_attr('shopsanity', False)
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@@ -1905,6 +1905,9 @@ class Door(object):
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return world.get_room(self.roomIndex, self.player).kind(self)
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return None
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def dungeon_name(self):
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return self.entrance.parent_region.dungeon.name if self.entrance.parent_region.dungeon else 'Cave'
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def __eq__(self, other):
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return isinstance(other, self.__class__) and self.name == other.name
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@@ -2962,7 +2965,7 @@ bow_mode = {'progressive': 0, 'silvers': 1, 'retro': 2, 'retro_silvers': 3}
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# additions
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# byte 12: POOT TKKK (pseudoboots, overworld_map, trap_door_mode, key_logic_algo)
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overworld_map_mode = {'default': 0, 'compass': 1, 'map': 2}
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trap_door_mode = {'vanilla': 0, 'boss': 1, 'oneway': 2}
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trap_door_mode = {'vanilla': 0, 'optional': 1, 'boss': 2, 'oneway': 3}
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key_logic_algo = {'default': 0, 'partial': 1, 'strict': 2}
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# sfx_shuffle and other adjust items does not affect settings code
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