Initial Follower Shuffle Implementation
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@@ -602,7 +602,8 @@ def determine_paths_for_dungeon(world, player, all_regions, name):
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paths.append(boss)
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if 'Thieves Boss' in all_r_names:
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paths.append('Thieves Boss')
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if world.get_dungeon("Thieves Town", player).boss.enemizer_name == 'Blind':
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if world.get_dungeon("Thieves Town", player).boss.enemizer_name == 'Blind' \
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and not world.shuffle_followers[player]:
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paths.append(('Thieves Blind\'s Cell', 'Thieves Boss'))
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for drop_check in drop_path_checks:
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if drop_check in all_r_names:
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@@ -1324,7 +1325,8 @@ def create_dungeon_builders(all_sectors, connections_tuple, world, player, dunge
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for r_name in ['Hyrule Dungeon Cellblock', 'Sanctuary', 'Hyrule Castle Throne Room']: # need to deliver zelda
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assign_sector(find_sector(r_name, candidate_sectors), current_dungeon,
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candidate_sectors, global_pole)
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if key == 'Thieves Town' and world.get_dungeon("Thieves Town", player).boss.enemizer_name == 'Blind':
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if key == 'Thieves Town' and (world.get_dungeon("Thieves Town", player).boss.enemizer_name == 'Blind'
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and not world.shuffle_followers[player]):
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assign_sector(find_sector("Thieves Blind's Cell", candidate_sectors), current_dungeon,
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candidate_sectors, global_pole)
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entrances_map, potentials, connections = connections_tuple
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