Set inverted blacksmith to require light world access using the mirror or a portal (via starting in Link's House / Old Man Cave doesn't work).
Set the flag allowing the blacksmith to visit Link's House in simple inverted shuffle.
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@ -1253,7 +1253,7 @@ def link_inverted_entrances(world, player):
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caves = list(Cave_Exits + Cave_Three_Exits + Old_Man_House)
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single_doors = list(Single_Cave_Doors)
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bomb_shop_doors = list(Inverted_Bomb_Shop_Single_Cave_Doors + Inverted_Bomb_Shop_Multi_Cave_Doors)
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blacksmith_doors = list(Inverted_Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors)
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blacksmith_doors = list(Inverted_Blacksmith_Single_Cave_Doors + Inverted_Blacksmith_Multi_Cave_Doors)
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door_targets = list(Inverted_Single_Cave_Targets)
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# place links house
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@ -1335,7 +1335,7 @@ def link_inverted_entrances(world, player):
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old_man_entrances = list(Inverted_Old_Man_Entrances + Old_Man_Entrances + ['Inverted Agahnims Tower', 'Tower of Hera'])
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caves = list(Cave_Exits + Dungeon_Exits + Cave_Three_Exits) # don't need to consider three exit caves, have one exit caves to avoid parity issues
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bomb_shop_doors = list(Inverted_Bomb_Shop_Single_Cave_Doors + Inverted_Bomb_Shop_Multi_Cave_Doors)
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blacksmith_doors = list(Inverted_Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors)
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blacksmith_doors = list(Inverted_Blacksmith_Single_Cave_Doors + Inverted_Blacksmith_Multi_Cave_Doors)
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door_targets = list(Inverted_Single_Cave_Targets)
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old_man_house = list(Old_Man_House)
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@ -1486,7 +1486,7 @@ def link_inverted_entrances(world, player):
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old_man_entrances = list(Inverted_Old_Man_Entrances + Old_Man_Entrances + ['Inverted Agahnims Tower', 'Tower of Hera'])
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caves = list(Cave_Exits + Dungeon_Exits + Cave_Three_Exits + Old_Man_House) # don't need to consider three exit caves, have one exit caves to avoid parity issues
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bomb_shop_doors = list(Inverted_Bomb_Shop_Single_Cave_Doors + Inverted_Bomb_Shop_Multi_Cave_Doors)
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blacksmith_doors = list(Inverted_Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors)
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blacksmith_doors = list(Inverted_Blacksmith_Single_Cave_Doors + Inverted_Blacksmith_Multi_Cave_Doors)
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door_targets = list(Inverted_Single_Cave_Targets)
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# randomize which desert ledge door is a must-exit
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@ -1610,7 +1610,7 @@ def link_inverted_entrances(world, player):
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# bomb shop logic for.
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# Specifically we could potentially add: 'Dark Death Mountain Ledge (East)' and doors associated with pits
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bomb_shop_doors = list(Inverted_Bomb_Shop_Single_Cave_Doors + Inverted_Bomb_Shop_Multi_Cave_Doors + ['Turtle Rock Isolated Ledge Entrance', 'Hookshot Cave Back Entrance'])
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blacksmith_doors = list(Inverted_Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors)
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blacksmith_doors = list(Inverted_Blacksmith_Single_Cave_Doors + Inverted_Blacksmith_Multi_Cave_Doors)
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door_targets = list(Inverted_Single_Cave_Targets)
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random.shuffle(doors)
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@ -2646,7 +2646,7 @@ Inverted_Bomb_Shop_Multi_Cave_Doors = ['Hyrule Castle Entrance (South)',
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'Desert Palace Entrance (West)',
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'Desert Palace Entrance (North)']
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Inverted_Blacksmith_Multi_Cave_Doors = [] # same as non-inverted
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Inverted_Blacksmith_Multi_Cave_Doors = Blacksmith_Multi_Cave_Doors # same as non-inverted
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Inverted_LW_Single_Cave_Doors = LW_Single_Cave_Doors + ['Inverted Big Bomb Shop']
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2
Rom.py
2
Rom.py
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@ -1018,7 +1018,7 @@ def patch_rom(world, player, rom):
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rom.write_bytes(0x02F539, [0xEA, 0xEA, 0xEA, 0xEA, 0xEA] if world.powder_patch_required[player] else [0xAD, 0xBF, 0x0A, 0xF0, 0x4F])
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# allow smith into multi-entrance caves in appropriate shuffles
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if world.shuffle in ['restricted', 'full', 'crossed', 'insanity']:
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if world.shuffle in ['restricted', 'full', 'crossed', 'insanity'] or (world.shuffle == 'simple' and world.mode == 'inverted'):
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rom.write_byte(0x18004C, 0x01)
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# set correct flag for hera basement item
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2
Rules.py
2
Rules.py
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@ -521,7 +521,7 @@ def inverted_rules(world, player):
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set_rule(world.get_location('Zora\'s Ledge', player), lambda state: state.has('Flippers', player) and state.has_Pearl(player))
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set_rule(world.get_entrance('Waterfall of Wishing', player), lambda state: state.has('Flippers', player) and state.has_Pearl(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
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set_rule(world.get_location('Frog', player), lambda state: state.can_lift_heavy_rocks(player) or (state.can_reach('Light World', 'Region', player) and state.has_Mirror(player)))
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set_rule(world.get_location('Frog', player), lambda state: state.can_lift_heavy_rocks(player) and (state.has_Pearl(player) or state.has('Beat Agahnim 1', player)) or (state.can_reach('Light World', 'Region', player) and state.has_Mirror(player))) # Need LW access using Mirror or Portal
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set_rule(world.get_location('Missing Smith', player), lambda state: state.has('Get Frog', player) and state.can_reach('Blacksmiths Hut', 'Region', player)) # Can't S&Q with smith
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set_rule(world.get_location('Blacksmith', player), lambda state: state.has('Return Smith', player))
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set_rule(world.get_location('Magic Bat', player), lambda state: state.has('Magic Powder', player) and state.has_Pearl(player))
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