Finishing up interior doors for Eastern
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7
Rules.py
7
Rules.py
@@ -265,7 +265,8 @@ def global_rules(world, player):
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# Eastern Palace
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# Eyegore room needs a bow
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set_rule(world.get_entrance('Eastern Eyegores NE', player), lambda state: state.can_shoot_arrows(player))
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set_rule(world.get_entrance('Eastern Duo Eyegores NE', player), lambda state: state.can_shoot_arrows(player))
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set_rule(world.get_entrance('Eastern Single Eyegore NE', player), lambda state: state.can_shoot_arrows(player))
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set_rule(world.get_entrance('Eastern Map Balcony Hook Path', player), lambda state: state.has('Hookshot', player))
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# Big key rules
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set_rule(world.get_location('Eastern Palace - Big Chest', player), lambda state: state.has('Big Key (Eastern Palace)', player))
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@@ -944,8 +945,12 @@ def no_glitches_rules(world, player):
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add_conditional_lamp('Palace of Darkness - Dark Maze - Bottom', 'PoD Dark Maze', 'Location')
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add_conditional_lamp('Eastern Dark Square NW', 'Eastern Dark Square', 'Entrance')
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add_conditional_lamp('Eastern Dark Square Key Door WN', 'Eastern Dark Square', 'Entrance')
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add_conditional_lamp('Eastern Dark Square EN', 'Eastern Dark Square', 'Entrance')
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add_conditional_lamp('Eastern Dark Pots WN', 'Eastern Dark Pots', 'Entrance')
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add_conditional_lamp('Eastern Darkness S', 'Eastern Darkness', 'Entrance')
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add_conditional_lamp('Eastern Darkness Up Stairs', 'Eastern Darkness', 'Entrance')
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add_conditional_lamp('Eastern Darkness NE', 'Eastern Darkness', 'Entrance')
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add_conditional_lamp('Eastern Rupees SE', 'Eastern Rupees', 'Entrance')
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add_conditional_lamp('Eastern Palace - Dark Square Pot Key', 'Eastern Dark Square', 'Location')
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add_conditional_lamp('Eastern Palace - Dark Eyegore Key Drop', 'Eastern Darkness', 'Location')
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if world.mode != 'inverted':
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