Bunch of logic fixes for various pots
Vanilla fill support for potsanity Fix for playthrough error
This commit is contained in:
4
Rom.py
4
Rom.py
@@ -28,10 +28,10 @@ from Text import LostWoods_texts, WishingWell_texts, DesertPalace_texts, Mountai
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from Text import Lumberjacks_texts, SickKid_texts, FluteBoy_texts, Zora_texts, MagicShop_texts, Sahasrahla_names
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from Utils import output_path, local_path, int16_as_bytes, int32_as_bytes, snes_to_pc
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from Items import ItemFactory
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from ItemList import valid_pot_items
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from EntranceShuffle import door_addresses, exit_ids, ow_prize_table
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from source.classes.SFX import randomize_sfx
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from source.item.FillUtil import valid_pot_items
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JAP10HASH = '03a63945398191337e896e5771f77173'
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@@ -585,6 +585,7 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False):
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if location.type == LocationType.Pot:
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if location.item.name in valid_pot_items and location.item.player == player:
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location.pot.item = valid_pot_items[location.item.name]
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location.forced_item = True
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else:
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code = handle_native_dungeon(location, itemid)
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standing_item_flag = 0x80
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@@ -776,7 +777,6 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False):
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else:
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rom.write_byte(0x13f020+offset, layout.max_chests + layout.max_drops) # not currently used
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rom.write_byte(0x13f030+offset, layout.max_chests)
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# todo: fix these for pot shuffle
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builder = world.dungeon_layouts[player][name]
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valid_cnt = len(valid_loc_by_dungeon[name])
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if valid_cnt > 99:
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