diff --git a/Main.py b/Main.py index 1d060c30..7d2375ac 100644 --- a/Main.py +++ b/Main.py @@ -31,7 +31,7 @@ from Utils import output_path, parse_player_names from source.item.FillUtil import create_item_pool_config, massage_item_pool, district_item_pool_config from source.tools.BPS import create_bps_from_data -__version__ = '1.0.2.6-v' +__version__ = '1.0.2.7-v' from source.classes.BabelFish import BabelFish diff --git a/RELEASENOTES.md b/RELEASENOTES.md index e1a1b3cb..ab1c6ef0 100644 --- a/RELEASENOTES.md +++ b/RELEASENOTES.md @@ -157,6 +157,8 @@ Same as above but both small keys and bigs keys of the dungeon are not allowed o #### Volatile +* 1.0.2.7 + * Revised: Fix for Waterfall of Wishing logic in open. You must have flippers to exit the Waterfall (flippers also required in glitched modes as well) * 1.0.2.6 * Fix for Zelda (or any follower) going to the maiden cell supertile and the boss is not Blind. The follower will not despawn unless the boss is Blind, then the maiden will spawn as normal. * Added a check for package requirements before running code. GUI and console both for better error messages. Thanks to mtrethewey for the idea. diff --git a/Rules.py b/Rules.py index 2a8ddb35..c7b9ef44 100644 --- a/Rules.py +++ b/Rules.py @@ -792,10 +792,10 @@ def default_rules(world, player): set_rule(world.get_location('Flute Spot', player), lambda state: state.has('Shovel', player)) set_rule(world.get_location('Zora\'s Ledge', player), lambda state: state.has('Flippers', player)) - set_rule(world.get_entrance('Waterfall of Wishing', player), lambda state: state.has('Flippers', player)) # can be fake flippered into, but is in weird state inside that might prevent you from doing things. Can be improved in future Todo - # flippers or pearl to leave (via fake flippers) - set_rule(world.get_entrance('Zora Waterfall Water Drop', player), - lambda state: state.has('Flippers', player) or state.has_Pearl(player)) + # can be fake flippered into, but is in weird state inside that might prevent you from doing things. + set_rule(world.get_entrance('Waterfall of Wishing', player), lambda state: state.has('Flippers', player)) + # to leave via fake flippers, you'd need pearl and have waterwalk or swimming state, so just require flippers + set_rule(world.get_entrance('Zora Waterfall Water Drop', player), lambda state: state.has('Flippers', player)) set_rule(world.get_location('Frog', player), lambda state: state.can_lift_heavy_rocks(player)) # will get automatic moon pearl requirement set_rule(world.get_location('Potion Shop', player), lambda state: state.has('Mushroom', player)) set_rule(world.get_entrance('Desert Palace Entrance (North) Rocks', player), lambda state: state.can_lift_rocks(player)) @@ -1032,11 +1032,12 @@ def inverted_rules(world, player): set_rule(world.get_entrance('Inverted Ganons Tower', player), lambda state: state.has_crystals(world.crystals_needed_for_gt[player], player)) + def no_glitches_rules(world, player): if world.mode[player] != 'inverted': add_rule(world.get_entrance('Zoras River', player), lambda state: state.has('Flippers', player) or state.can_lift_rocks(player)) - add_rule(world.get_entrance('Zora Waterfall Entryway', player), lambda state: state.has('Flippers', player)) - add_rule(world.get_entrance('Zora Waterfall Water Drop', player), lambda state: state.has('Flippers', player)) + set_rule(world.get_entrance('Zora Waterfall Entryway', player), lambda state: state.has('Flippers', player)) + set_rule(world.get_entrance('Zora Waterfall Water Drop', player), lambda state: state.has('Flippers', player)) add_rule(world.get_entrance('Lake Hylia Central Island Pier', player), lambda state: state.has('Flippers', player)) # can be fake flippered to add_rule(world.get_entrance('Hobo Bridge', player), lambda state: state.has('Flippers', player)) add_rule(world.get_entrance('Dark Lake Hylia Drop (East)', player), lambda state: state.has_Pearl(player) and state.has('Flippers', player))