Key logic rework for placement rules
--exhaustive per key_counter --contradictions between rules Mire Lobby chest fix
This commit is contained in:
4
Doors.py
4
Doors.py
@@ -722,6 +722,8 @@ def create_doors(world, player):
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create_door(player, 'Mire Hub Lower Blue Barrier', Lgcl),
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create_door(player, 'Mire Hub Right Blue Barrier', Lgcl),
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create_door(player, 'Mire Hub Top Blue Barrier', Lgcl),
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create_door(player, 'Mire Hub Switch Blue Barrier N', Lgcl),
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create_door(player, 'Mire Hub Switch Blue Barrier S', Lgcl),
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create_door(player, 'Mire Hub Right EN', Nrml).dir(Ea, 0xc2, Top, High).small_key().pos(0),
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create_door(player, 'Mire Hub Top NW', Nrml).dir(No, 0xc2, Left, High).pos(2),
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create_door(player, 'Mire Lone Shooter WS', Nrml).dir(We, 0xc3, Bot, High).pos(6),
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@@ -1161,6 +1163,8 @@ def create_doors(world, player):
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world.get_door('Mire Hub Lower Blue Barrier', player).barrier(CrystalBarrier.Blue)
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world.get_door('Mire Hub Right Blue Barrier', player).barrier(CrystalBarrier.Blue)
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world.get_door('Mire Hub Top Blue Barrier', player).barrier(CrystalBarrier.Blue)
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world.get_door('Mire Hub Switch Blue Barrier N', player).barrier(CrystalBarrier.Blue)
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world.get_door('Mire Hub Switch Blue Barrier S', player).barrier(CrystalBarrier.Blue)
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world.get_door('Mire Map Spike Side Blue Barrier', player).barrier(CrystalBarrier.Blue)
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world.get_door('Mire Map Spot Blue Barrier', player).barrier(CrystalBarrier.Blue)
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world.get_door('Mire Crystal Dead End Left Barrier', player).barrier(CrystalBarrier.Blue)
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