Removing most entrance hints for Lite/Lean ER
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19
Rom.py
19
Rom.py
@@ -2183,8 +2183,9 @@ def write_strings(rom, world, player, team):
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entrances_to_hint = {}
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break
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# Now we write inconvenient locations for most shuffles and finish taking care of the less chaotic ones.
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entrances_to_hint.update(InconvenientOtherEntrances)
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if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull']:
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if world.shuffle[player] not in ['lite', 'lean']:
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entrances_to_hint.update(InconvenientOtherEntrances)
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if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull', 'lite', 'lean']:
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hint_count = 0
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elif world.shuffle[player] in ['simple', 'restricted', 'restricted_legacy']:
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hint_count = 2
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@@ -2213,13 +2214,17 @@ def write_strings(rom, world, player, team):
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entrances_to_hint.update({'Agahnims Tower': 'The sealed castle door'})
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elif world.shuffle[player] == 'restricted':
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entrances_to_hint.update(ConnectorEntrances)
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entrances_to_hint.update(ItemEntrances)
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if world.shuffle[player] not in ['lite', 'lean']:
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if world.shuffle[player] in ['lite', 'lean']:
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# all inconvenient dungeons + AT/GT stay in hint pool, but the remaining should exclude non-specific connector hints
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for entrance in all_entrances:
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if entrance.spot_type == 'Entrance' and entrance.connected_region \
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and entrance.connected_region.type != RegionType.Dungeon and entrance.name in list(ConnectorEntrances) + list(DungeonEntrances):
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entrances_to_hint.pop(entrance.name)
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else:
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entrances_to_hint.update(ItemEntrances)
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entrances_to_hint.update(ShopEntrances)
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entrances_to_hint.update(OtherEntrances)
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elif world.shopsanity[player]:
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entrances_to_hint.update(ShopEntrances)
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if world.shuffle[player] not in ['vanilla', 'dungeonssimple', 'dungeonsfull']:
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if world.shuffle[player] not in ['vanilla', 'dungeonssimple', 'dungeonsfull', 'lite', 'lean']:
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if world.shufflelinks[player]:
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entrances_to_hint.update({'Big Bomb Shop': 'The old bomb shop'})
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entrances_to_hint.update({'Links House': 'The hero\'s old residence'})
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