Various region/rule reorganization to match DR
This commit is contained in:
16
ItemList.py
16
ItemList.py
@@ -213,7 +213,7 @@ def generate_itempool(world, player):
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loc.forced_item = loc.item
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if not world.is_tile_swapped(0x18, player):
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region = world.get_region('Kakariko Area',player)
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region = world.get_region('Kakariko Village',player)
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loc = Location(player, "Flute Activation", parent=region)
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region.locations.append(loc)
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@@ -589,10 +589,10 @@ def create_dynamic_shop_locations(world, player):
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def create_farm_locations(world, player):
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bush_bombs = ['Flute Boy Approach Area',
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'Kakariko Area',
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'Village of Outcasts Area',
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'Kakariko Village',
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'Village of Outcasts',
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'Forgotten Forest Area',
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'Bat Cave Ledge',
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'Blacksmith Ledge',
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'East Dark Death Mountain (Bottom)']
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rock_bombs = ['Links House Area',
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'Dark Chapel Area',
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@@ -606,7 +606,7 @@ def create_farm_locations(world, player):
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'Dark Fortune Area',
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'Qirn Jump Area',
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'Shield Shop Area',
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'Palace of Darkness Nook Area',
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'Darkness Nook Area',
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'Swamp Nook Area',
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'Dark South Pass Area']
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bonk_bombs = ['Kakariko Fortune Area', 'Dark Graveyard Area'] #TODO: Flute Boy Approach Area and Bonk Rock Ledge are available post-Aga
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@@ -622,10 +622,10 @@ def create_farm_locations(world, player):
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'Hype Cave Area',
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'Dark South Pass Area',
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'Bumper Cave Area']
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pre_aga_tree_pulls = ['Hyrule Castle Courtyard', 'Mountain Entry Area']
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pre_aga_tree_pulls = ['Hyrule Castle Courtyard', 'Mountain Pass Area']
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post_aga_tree_pulls = ['Statues Area', 'Eastern Palace Area']
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bush_crabs = ['Lost Woods East Area', 'Mountain Entry Area']
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bush_crabs = ['Lost Woods East Area', 'Mountain Pass Area']
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pre_aga_bush_crabs = ['Lumberjack Area', 'South Pass Area']
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rock_crabs = ['Desert Pass Area']
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@@ -1118,8 +1118,6 @@ def get_pool_core(world, player, progressive, shuffle, difficulty, treasure_hunt
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pool.remove('Fighter Sword')
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pool.extend(['Rupees (50)'])
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#TODO: Remove test placements
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#place_item('Purple Chest', 'Magic Mirror')
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if timer in ['timed', 'timed-countdown']:
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pool.extend(diff.timedother)
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clock_mode = 'stopwatch' if timer == 'timed' else 'countdown'
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