More trap doors (mostly interior)
DungeonGen refinements --More Big Key door considerations --Backtracks earlier when hook candidates comes up empty Minor work on key shuffling - lots of bad rules still Playthrough gen doesn't flood swamp keys now
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10
Doors.py
10
Doors.py
@@ -299,7 +299,7 @@ def create_doors(world, player):
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create_door(player, 'Tower Catwalk North Stairs', StrS).dir(No, 0x40, Left, High),
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create_door(player, 'Tower Antechamber South Stairs', StrS).dir(So, 0x30, Left, High),
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create_door(player, 'Tower Antechamber NW', Intr).dir(No, 0x30, Left, High).pos(1),
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create_door(player, 'Tower Altar SW', Intr).dir(So, 0x30, Left, High).pos(1),
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create_door(player, 'Tower Altar SW', Intr).dir(So, 0x30, Left, High).no_exit().pos(1),
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create_door(player, 'Tower Altar NW', Nrml).dir(No, 0x30, Left, High).pos(0),
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create_door(player, 'Tower Agahnim 1 SW', Nrml).dir(So, 0x20, Left, High).no_exit().trap(0x4).pos(0),
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@@ -481,7 +481,7 @@ def create_doors(world, player):
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create_door(player, 'Swamp I S', Intr).dir(So, 0x16, Mid, High).pos(0),
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create_door(player, 'Swamp T SW', Intr).dir(So, 0x16, Left, High).small_key().pos(1),
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create_door(player, 'Swamp T NW', Nrml).dir(No, 0x16, Left, High).pos(3),
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create_door(player, 'Swamp Boss SW', Nrml).dir(So, 0x06, Left, High).trap(0x4).pos(0),
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create_door(player, 'Swamp Boss SW', Nrml).dir(So, 0x06, Left, High).no_exit().trap(0x4).pos(0),
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create_door(player, 'Skull 1 Lobby WS', Nrml).dir(We, 0x58, Bot, High).small_key().pos(1),
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create_door(player, 'Skull 1 Lobby ES', Intr).dir(Ea, 0x58, Bot, High).pos(5),
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@@ -643,7 +643,7 @@ def create_doors(world, player):
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create_door(player, 'Ice Firebar ES', Intr).dir(Ea, 0x5e, Bot, High).pos(3),
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create_door(player, 'Ice Firebar Down Ladder', Lddr),
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create_door(player, 'Ice Spike Cross NE', Intr).dir(No, 0x5e, Right, High).pos(1),
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create_door(player, 'Ice Falling Square SE', Intr).dir(So, 0x5e, Right, High).pos(1),
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create_door(player, 'Ice Falling Square SE', Intr).dir(So, 0x5e, Right, High).no_exit().pos(1),
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create_door(player, 'Ice Falling Square Hole', Hole),
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create_door(player, 'Ice Spike Room WS', Nrml).dir(We, 0x5f, Bot, High).small_key().pos(0),
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create_door(player, 'Ice Spike Room Down Stairs', Sprl).dir(Dn, 0x5f, 3, HTH).ss(Z, 0x11, 0x48, True, True),
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@@ -980,7 +980,7 @@ def create_doors(world, player):
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create_door(player, 'GT Ice Armos NE', Intr).dir(No, 0x1c, Right, High).pos(0),
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create_door(player, 'GT Big Key Room SE', Intr).dir(So, 0x1c, Right, High).pos(0),
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create_door(player, 'GT Ice Armos WS', Intr).dir(We, 0x1c, Bot, High).pos(1),
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create_door(player, 'GT Four Torches ES', Intr).dir(Ea, 0x1c, Bot, High).pos(1),
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create_door(player, 'GT Four Torches ES', Intr).dir(Ea, 0x1c, Bot, High).no_exit().pos(1),
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create_door(player, 'GT Four Torches NW', Intr).dir(No, 0x1c, Left, High).pos(2),
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create_door(player, 'GT Fairy Abyss SW', Intr).dir(So, 0x1c, Left, High).pos(2),
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create_door(player, 'GT Four Torches Up Stairs', Sprl).dir(Up, 0x1c, 0, HTH).ss(Z, 0x1b, 0x2c, True, True),
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@@ -1012,7 +1012,7 @@ def create_doors(world, player):
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create_door(player, 'GT Beam Dash WS', Intr).dir(We, 0x6c, Bot, High).pos(0),
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create_door(player, 'GT Lanmolas 2 ES', Intr).dir(Ea, 0x6c, Bot, High).pos(0),
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create_door(player, 'GT Lanmolas 2 NW', Intr).dir(No, 0x6c, Left, High).pos(1),
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create_door(player, 'GT Quad Pot SW', Intr).dir(So, 0x6c, Left, High).pos(1),
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create_door(player, 'GT Quad Pot SW', Intr).dir(So, 0x6c, Left, High).no_exit().pos(1),
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create_door(player, 'GT Quad Pot Up Stairs', Sprl).dir(Up, 0x6c, 0, HTH).ss(A, 0x1b, 0x6c, True, True),
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create_door(player, 'GT Wizzrobes 1 Down Stairs', Sprl).dir(Dn, 0xa5, 0, HTH).ss(A, 0x12, 0x80, True, True),
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create_door(player, 'GT Wizzrobes 1 SW', Intr).dir(So, 0xa5, Left, High).pos(2),
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