Restoring some native dungeon item behavior for glitched modes

Also fixes issues with HC BK (item collection in other dungeons, acting like a small key on BnC)
This commit is contained in:
codemann8
2025-01-02 03:41:42 -06:00
parent 8a9df7a8ef
commit b7437fa9fd
3 changed files with 7 additions and 1 deletions

4
Rom.py
View File

@@ -43,7 +43,7 @@ from source.enemizer.Enemizer import write_enemy_shuffle_settings
JAP10HASH = '03a63945398191337e896e5771f77173'
RANDOMIZERBASEHASH = '1fde4fa24bc9d3efe450c3bc30e4cf2c'
RANDOMIZERBASEHASH = 'e2e7241bfb0085ab7ba12167565e814a'
class JsonRom(object):
@@ -439,6 +439,8 @@ def patch_rom(world, rom, player, team, is_mystery=False):
location.pot.item = valid_pot_items[location.item.name]
else:
code = itemid
if world.pottery[player] == 'none' or location.locked:
code = handle_native_dungeon(location, itemid)
standing_item_flag = 0x80
if location.item.player != player:
standing_item_flag |= 0x40

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@@ -558,6 +558,10 @@ class Sprite(object):
if self.location is not None:
item_id = self.location.item.code if self.location.item is not None else 0x5A
code = 0xF9 if self.location.item.player != self.location.player else 0xF8
if code == 0xF8:
world = self.location.parent_region.world
if world.dropshuffle[self.location.player] == 'none' or self.location.locked:
item_id = handle_native_dungeon(self.location, item_id)
data.append(item_id)
data.append(0 if code == 0xF8 else self.location.item.player)
data.append(code)