LADX: upstream logic updates (#3963)
* Fully updates requirements.py to live LADXR (#19) * Updates dungeon2.py to LADXR-Live (#20) No logic changes or bugfix are in this file. It is only code cleanup. * Update dungeon1.py (#21) - The Three of a Kind with Bomb is moved from Normal to Hard Logic The rest is code cleanup. lines 22-25 | 22-26 & 33 | 34 remain different in AP | Upstream with no effective difference * Fully updates dungeon3.py to LADXR-live (#22) Logic Changes: - Hard mode now considers killing the enemies in the top room with pot Everything else is cleanup. * Fully update dungeon4.py to LADXR-live logic (#23) Logic Changes: - Hard Logic: Removes Feather requirement from grabbing the Pit Key - Hell logic: new hookshot clip (line 64) - Hell logic: hookshot spam over the first pit of crossroads, then buffer down (line 69) - Hell logic: push block left of keyblock up, then shaq jump off the left wall and pause buffer to land on keyblock. - Hell logic: split zol for more entities, and clip through the block left of keyblock by hookshot spam The rest is code cleanup * Updates dungeon5.py mostly to LADXR-Live Logic (#24) Logic Changes: - Hell logic: use zoomerang dashing left to get an unclipped boots superjump off the right wall over the block. reverse is push block (line 69) The rest is cleanup. The upstream splits the post_gohma region into pre_gohma, gohma and post_gohma. I did not implement this yet as I do not know the implications. To port this the following lines need to be changed (AP | LADXR): 18 | 18-20; 55 | 58; 65 | 68-69 * Fully update dungeon6.py logic (#25) Logic Changes: - Hard logic: allow damage boosting past the mini thwomps - Glitched logic: bomb triggering elephants in two cases Everything else is cleanup * Fully update dungeon7.py to LADXR-live logic (#26) Logic Changes: - Hard logic: Three of a Kind is now possible with bombs only Everything else is code cleanup * Fully updates dungeon8.py to LADXR-live (#27) Logic change: - Hard logic: allows to drop the Gibdos into holes as a way to kill them - Glitched logic: underground section with fire balls jumping up out of lava. Use boots superjump off left wall to jump over the pot blocking the way The rest is code cleanup * Fully update dungeonColor.py to LADXR-live (#28) Logic changes: - Normal logic: Karakoros now need power bracelet to put them into their holes - Hard logic: Karakoros without power bracelet but with weapon - Hell logic: Karakoros with only bombs Everything else is code cleanup * Updating overworld.py (#29) * Updating overworld.py This tries to update all logic of the Overworld. Logic changes include: - Normal logic: requires hookshot or shield to traverse Armos Cave - Hard logic: Traverse Armos Cave with nothing (formerly normal logic) - Hard logic: get the animal village bomb cave check with jump and boomerang - Hard logic: use rooster to go to D7 - Lots of Jesus Rooster Jumps I stopped counting and need to go over this again. Also, please investigate line 474 AP because it's removed in LADXR-Upstream and I don't know why. * remove featherless fisher under bridge from hard it was moved to hell upstream and its already present in our code --------- Co-authored-by: Alex Nordstrom <a.l.nordstrom@gmail.com> * fixes * add test messages * Adds Pegasus Boots to the test (#31) * Fix d6 boss_key logic (#30) * restore hardmode logic * higher logic fixes * add bush requirement to the raft in case the player needs to farm rupees to play again --------- Co-authored-by: palex00 <32203971+palex00@users.noreply.github.com>
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@ -9,7 +9,7 @@ class Dungeon1:
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entrance.add(DungeonChest(0x113), DungeonChest(0x115), DungeonChest(0x10E))
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Location(dungeon=1).add(DroppedKey(0x116)).connect(entrance, OR(BOMB, r.push_hardhat)) # hardhat beetles (can kill with bomb)
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Location(dungeon=1).add(DungeonChest(0x10D)).connect(entrance, OR(r.attack_hookshot_powder, SHIELD)) # moldorm spawn chest
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stalfos_keese_room = Location(dungeon=1).add(DungeonChest(0x114)).connect(entrance, r.attack_hookshot) # 2 stalfos 2 keese room
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stalfos_keese_room = Location(dungeon=1).add(DungeonChest(0x114)).connect(entrance, AND(OR(r.attack_skeleton, SHIELD),r.attack_hookshot_powder)) # 2 stalfos 2 keese room
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Location(dungeon=1).add(DungeonChest(0x10C)).connect(entrance, BOMB) # hidden seashell room
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dungeon1_upper_left = Location(dungeon=1).connect(entrance, AND(KEY1, FOUND(KEY1, 3)))
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if options.owlstatues == "both" or options.owlstatues == "dungeon":
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@ -19,21 +19,22 @@ class Dungeon1:
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dungeon1_right_side = Location(dungeon=1).connect(entrance, AND(KEY1, FOUND(KEY1, 3)))
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if options.owlstatues == "both" or options.owlstatues == "dungeon":
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Location(dungeon=1).add(OwlStatue(0x10A)).connect(dungeon1_right_side, STONE_BEAK1)
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Location(dungeon=1).add(DungeonChest(0x10A)).connect(dungeon1_right_side, OR(r.attack_hookshot, SHIELD)) # three of a kind, shield stops the suit from changing
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dungeon1_3_of_a_kind = Location(dungeon=1).add(DungeonChest(0x10A)).connect(dungeon1_right_side, OR(r.attack_hookshot_no_bomb, SHIELD)) # three of a kind, shield stops the suit from changing
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dungeon1_miniboss = Location(dungeon=1).connect(dungeon1_right_side, AND(r.miniboss_requirements[world_setup.miniboss_mapping[0]], FEATHER))
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dungeon1_boss = Location(dungeon=1).connect(dungeon1_miniboss, NIGHTMARE_KEY1)
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Location(dungeon=1).add(HeartContainer(0x106), Instrument(0x102)).connect(dungeon1_boss, r.boss_requirements[world_setup.boss_mapping[0]])
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boss = Location(dungeon=1).add(HeartContainer(0x106), Instrument(0x102)).connect(dungeon1_boss, r.boss_requirements[world_setup.boss_mapping[0]])
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if options.logic not in ('normal', 'casual'):
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if options.logic == 'hard' or options.logic == 'glitched' or options.logic == 'hell':
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stalfos_keese_room.connect(entrance, r.attack_hookshot_powder) # stalfos jump away when you press a button.
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dungeon1_3_of_a_kind.connect(dungeon1_right_side, BOMB) # use timed bombs to match the 3 of a kinds
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if options.logic == 'glitched' or options.logic == 'hell':
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boss_key.connect(entrance, FEATHER) # super jump
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boss_key.connect(entrance, r.super_jump_feather) # super jump
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dungeon1_miniboss.connect(dungeon1_right_side, r.miniboss_requirements[world_setup.miniboss_mapping[0]]) # damage boost or buffer pause over the pit to cross or mushroom
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if options.logic == 'hell':
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feather_chest.connect(dungeon1_upper_left, SWORD) # keep slashing the spiked beetles until they keep moving 1 pixel close towards you and the pit, to get them to fall
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boss_key.connect(entrance, FOUND(KEY1,3)) # damage boost off the hardhat to cross the pit
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boss_key.connect(entrance, AND(r.damage_boost, FOUND(KEY1,3))) # damage boost off the hardhat to cross the pit
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self.entrance = entrance
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@ -14,7 +14,7 @@ class Dungeon2:
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Location(dungeon=2).add(DungeonChest(0x137)).connect(dungeon2_r2, AND(KEY2, FOUND(KEY2, 5), OR(r.rear_attack, r.rear_attack_range))) # compass chest
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if options.owlstatues == "both" or options.owlstatues == "dungeon":
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Location(dungeon=2).add(OwlStatue(0x133)).connect(dungeon2_r2, STONE_BEAK2)
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dungeon2_r3 = Location(dungeon=2).add(DungeonChest(0x138)).connect(dungeon2_r2, r.attack_hookshot) # first chest with key, can hookshot the switch in previous room
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dungeon2_r3 = Location(dungeon=2).add(DungeonChest(0x138)).connect(dungeon2_r2, r.hit_switch) # first chest with key, can hookshot the switch in previous room
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dungeon2_r4 = Location(dungeon=2).add(DungeonChest(0x139)).connect(dungeon2_r3, FEATHER) # button spawn chest
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if options.logic == "casual":
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shyguy_key_drop = Location(dungeon=2).add(DroppedKey(0x134)).connect(dungeon2_r3, AND(FEATHER, OR(r.rear_attack, r.rear_attack_range))) # shyguy drop key
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@ -39,16 +39,16 @@ class Dungeon2:
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if options.logic == 'glitched' or options.logic == 'hell':
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dungeon2_ghosts_chest.connect(dungeon2_ghosts_room, SWORD) # use sword to spawn ghosts on other side of the room so they run away (logically irrelevant because of torches at start)
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dungeon2_r6.connect(miniboss, FEATHER) # superjump to staircase next to hinox.
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dungeon2_r6.connect(miniboss, r.super_jump_feather) # superjump to staircase next to hinox.
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if options.logic == 'hell':
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dungeon2_map_chest.connect(dungeon2_l2, AND(r.attack_hookshot_powder, PEGASUS_BOOTS)) # use boots to jump over the pits
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dungeon2_r4.connect(dungeon2_r3, OR(PEGASUS_BOOTS, HOOKSHOT)) # can use both pegasus boots bonks or hookshot spam to cross the pit room
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dungeon2_map_chest.connect(dungeon2_l2, AND(r.attack_hookshot_powder, r.boots_bonk_pit)) # use boots to jump over the pits
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dungeon2_r4.connect(dungeon2_r3, OR(r.boots_bonk_pit, r.hookshot_spam_pit)) # can use both pegasus boots bonks or hookshot spam to cross the pit room
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dungeon2_r4.connect(shyguy_key_drop, r.rear_attack_range, one_way=True) # adjust for alternate requirements for dungeon2_r4
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miniboss.connect(dungeon2_r5, AND(PEGASUS_BOOTS, r.miniboss_requirements[world_setup.miniboss_mapping[1]])) # use boots to dash over the spikes in the 2d section
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miniboss.connect(dungeon2_r5, AND(r.boots_dash_2d, r.miniboss_requirements[world_setup.miniboss_mapping[1]])) # use boots to dash over the spikes in the 2d section
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dungeon2_pre_stairs_boss.connect(dungeon2_r6, AND(HOOKSHOT, OR(BOW, BOMB, MAGIC_ROD, AND(OCARINA, SONG1)), FOUND(KEY2, 5))) # hookshot clip through the pot using both pol's voice
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dungeon2_post_stairs_boss.connect(dungeon2_pre_stairs_boss, OR(BOMB, AND(PEGASUS_BOOTS, FEATHER))) # use a bomb to lower the last platform, or boots + feather to cross over top (only relevant in hell logic)
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dungeon2_pre_boss.connect(dungeon2_post_stairs_boss, AND(PEGASUS_BOOTS, HOOKSHOT)) # boots bonk off bottom wall + hookshot spam across the two 1 tile pits vertically
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dungeon2_post_stairs_boss.connect(dungeon2_pre_stairs_boss, OR(BOMB, r.boots_jump)) # use a bomb to lower the last platform, or boots + feather to cross over top (only relevant in hell logic)
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dungeon2_pre_boss.connect(dungeon2_post_stairs_boss, AND(r.boots_bonk_pit, r.hookshot_spam_pit)) # boots bonk off bottom wall + hookshot spam across the two 1 tile pits vertically
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self.entrance = entrance
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@ -20,8 +20,8 @@ class Dungeon3:
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Location(dungeon=3).add(OwlStatue(0x154)).connect(area_up, STONE_BEAK3)
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dungeon3_raised_blocks_north = Location(dungeon=3).add(DungeonChest(0x14C)) # chest locked behind raised blocks near staircase
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dungeon3_raised_blocks_east = Location(dungeon=3).add(DungeonChest(0x150)) # chest locked behind raised blocks next to slime chest
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area_up.connect(dungeon3_raised_blocks_north, r.attack_hookshot, one_way=True) # hit switch to reach north chest
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area_up.connect(dungeon3_raised_blocks_east, r.attack_hookshot, one_way=True) # hit switch to reach east chest
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area_up.connect(dungeon3_raised_blocks_north, r.hit_switch, one_way=True) # hit switch to reach north chest
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area_up.connect(dungeon3_raised_blocks_east, r.hit_switch, one_way=True) # hit switch to reach east chest
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area_left = Location(dungeon=3).connect(area3, AND(KEY3, FOUND(KEY3, 8)))
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area_left_key_drop = Location(dungeon=3).add(DroppedKey(0x155)).connect(area_left, r.attack_hookshot) # west key drop (no longer requires feather to get across hole), can use boomerang to knock owls into pit
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@ -54,28 +54,30 @@ class Dungeon3:
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if options.logic == 'hard' or options.logic == 'glitched' or options.logic == 'hell':
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dungeon3_3_bombite_room.connect(area_right, BOOMERANG) # 3 bombite room from the left side, grab item with boomerang
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dungeon3_reverse_eye.connect(entrance, HOOKSHOT) # hookshot the chest to get to the right side
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dungeon3_north_key_drop.connect(area_up, POWER_BRACELET) # use pots to kill the enemies
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dungeon3_south_key_drop.connect(area_down, POWER_BRACELET) # use pots to kill enemies
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dungeon3_reverse_eye.connect(entrance, r.hookshot_over_pit) # hookshot the chest to get to the right side
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dungeon3_north_key_drop.connect(area_up, r.throw_pot) # use pots to kill the enemies
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dungeon3_south_key_drop.connect(area_down, r.throw_pot) # use pots to kill enemies
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area_up.connect(dungeon3_raised_blocks_north, r.throw_pot, one_way=True) # use pots to hit the switch
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area_up.connect(dungeon3_raised_blocks_east, AND(r.throw_pot, r.attack_hookshot_powder), one_way=True) # use pots to hit the switch
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if options.logic == 'glitched' or options.logic == 'hell':
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area2.connect(dungeon3_raised_blocks_east, AND(r.attack_hookshot_powder, FEATHER), one_way=True) # use superjump to get over the bottom left block
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area3.connect(dungeon3_raised_blocks_north, AND(OR(PEGASUS_BOOTS, HOOKSHOT), FEATHER), one_way=True) # use shagjump (unclipped superjump next to movable block) from north wall to get on the blocks. Instead of boots can also get to that area with a hookshot clip past the movable block
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area3.connect(dungeon3_zol_stalfos, HOOKSHOT, one_way=True) # hookshot clip through the northern push block next to raised blocks chest to get to the zol
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dungeon3_nightmare_key_chest.connect(area_right, AND(FEATHER, BOMB)) # superjump to right side 3 gap via top wall and jump the 2 gap
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dungeon3_post_dodongo_chest.connect(area_right, AND(FEATHER, FOUND(KEY3, 6))) # superjump from keyblock path. use 2 keys to open enough blocks TODO: nag messages to skip a key
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area2.connect(dungeon3_raised_blocks_east, AND(r.attack_hookshot_powder, r.super_jump_feather), one_way=True) # use superjump to get over the bottom left block
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area3.connect(dungeon3_raised_blocks_north, AND(OR(PEGASUS_BOOTS, r.hookshot_clip_block), r.shaq_jump), one_way=True) # use shagjump (unclipped superjump next to movable block) from north wall to get on the blocks. Instead of boots can also get to that area with a hookshot clip past the movable block
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area3.connect(dungeon3_zol_stalfos, r.hookshot_clip_block, one_way=True) # hookshot clip through the northern push block next to raised blocks chest to get to the zol
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dungeon3_nightmare_key_chest.connect(area_right, AND(r.super_jump_feather, BOMB)) # superjump to right side 3 gap via top wall and jump the 2 gap
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dungeon3_post_dodongo_chest.connect(area_right, AND(r.super_jump_feather, FOUND(KEY3, 6))) # superjump from keyblock path. use 2 keys to open enough blocks TODO: nag messages to skip a key
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if options.logic == 'hell':
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area2.connect(dungeon3_raised_blocks_east, AND(PEGASUS_BOOTS, OR(BOW, MAGIC_ROD)), one_way=True) # use boots superhop to get over the bottom left block
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area3.connect(dungeon3_raised_blocks_north, AND(PEGASUS_BOOTS, OR(BOW, MAGIC_ROD)), one_way=True) # use boots superhop off top wall or left wall to get on raised blocks
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area_up.connect(dungeon3_zol_stalfos, AND(FEATHER, OR(BOW, MAGIC_ROD, SWORD)), one_way=True) # use superjump near top blocks chest to get to zol without boots, keep wall clip on right wall to get a clip on left wall or use obstacles
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area_left_key_drop.connect(area_left, SHIELD) # knock everything into the pit including the teleporting owls
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dungeon3_south_key_drop.connect(area_down, SHIELD) # knock everything into the pit including the teleporting owls
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dungeon3_nightmare_key_chest.connect(area_right, AND(FEATHER, SHIELD)) # superjump into jumping stalfos and shield bump to right ledge
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dungeon3_nightmare_key_chest.connect(area_right, AND(BOMB, PEGASUS_BOOTS, HOOKSHOT)) # boots bonk across the pits with pit buffering and hookshot to the chest
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area2.connect(dungeon3_raised_blocks_east, r.boots_superhop, one_way=True) # use boots superhop to get over the bottom left block
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area3.connect(dungeon3_raised_blocks_north, r.boots_superhop, one_way=True) # use boots superhop off top wall or left wall to get on raised blocks
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area_up.connect(dungeon3_zol_stalfos, AND(r.super_jump_feather, r.attack_skeleton), one_way=True) # use superjump near top blocks chest to get to zol without boots, keep wall clip on right wall to get a clip on left wall or use obstacles
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area_left_key_drop.connect(area_left, r.shield_bump) # knock everything into the pit including the teleporting owls
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dungeon3_south_key_drop.connect(area_down, r.shield_bump) # knock everything into the pit including the teleporting owls
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dungeon3_nightmare_key_chest.connect(area_right, AND(r.super_jump_feather, r.shield_bump)) # superjump into jumping stalfos and shield bump to right ledge
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dungeon3_nightmare_key_chest.connect(area_right, AND(BOMB, r.pit_buffer_boots, HOOKSHOT)) # boots bonk across the pits with pit buffering and hookshot to the chest
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compass_chest.connect(dungeon3_3_bombite_room, OR(BOW, MAGIC_ROD, AND(OR(FEATHER, PEGASUS_BOOTS), OR(SWORD, MAGIC_POWDER))), one_way=True) # 3 bombite room from the left side, use a bombite to blow open the wall without bombs
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pre_boss.connect(towards_boss4, AND(r.attack_no_boomerang, FEATHER, POWER_BRACELET)) # use bracelet super bounce glitch to pass through first part underground section
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pre_boss.connect(towards_boss4, AND(r.attack_no_boomerang, PEGASUS_BOOTS, "MEDICINE2")) # use medicine invulnerability to pass through the 2d section with a boots bonk to reach the staircase
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pre_boss.connect(towards_boss4, AND(r.attack_no_boomerang, r.boots_bonk_2d_spikepit)) # use medicine invulnerability to pass through the 2d section with a boots bonk to reach the staircase
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self.entrance = entrance
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@ -42,32 +42,36 @@ class Dungeon4:
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boss = Location(dungeon=4).add(HeartContainer(0x166), Instrument(0x162)).connect(before_boss, AND(NIGHTMARE_KEY4, r.boss_requirements[world_setup.boss_mapping[3]]))
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if options.logic == 'hard' or options.logic == 'glitched' or options.logic == 'hell':
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sidescroller_key.connect(before_miniboss, AND(FEATHER, BOOMERANG)) # grab the key jumping over the water and boomerang downwards
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sidescroller_key.connect(before_miniboss, AND(POWER_BRACELET, FLIPPERS)) # kill the zols with the pots in the room to spawn the key
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rightside_crossroads.connect(entrance, FEATHER) # jump across the corners
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puddle_crack_block_chest.connect(rightside_crossroads, FEATHER) # jump around the bombable block
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north_crossroads.connect(entrance, FEATHER) # jump across the corners
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after_double_lock.connect(entrance, FEATHER) # jump across the corners
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dungeon4_puddle_before_crossroads.connect(after_double_lock, FEATHER) # With a tight jump feather is enough to cross the puddle without flippers
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center_puddle_chest.connect(before_miniboss, FEATHER) # With a tight jump feather is enough to cross the puddle without flippers
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sidescroller_key.connect(before_miniboss, BOOMERANG) # fall off the bridge and boomerang downwards before hitting the water to grab the item
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sidescroller_key.connect(before_miniboss, AND(r.throw_pot, FLIPPERS)) # kill the zols with the pots in the room to spawn the key
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rightside_crossroads.connect(entrance, r.tight_jump) # jump across the corners
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puddle_crack_block_chest.connect(rightside_crossroads, r.tight_jump) # jump around the bombable block
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north_crossroads.connect(entrance, r.tight_jump) # jump across the corners
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after_double_lock.connect(entrance, r.tight_jump) # jump across the corners
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dungeon4_puddle_before_crossroads.connect(after_double_lock, r.tight_jump) # With a tight jump feather is enough to cross the puddle without flippers
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center_puddle_chest.connect(before_miniboss, r.tight_jump) # With a tight jump feather is enough to cross the puddle without flippers
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miniboss = Location(dungeon=4).connect(terrace_zols_chest, None, one_way=True) # reach flippers chest through the miniboss room without pulling the lever
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to_the_nightmare_key.connect(left_water_area, FEATHER) # With a tight jump feather is enough to reach the top left switch without flippers, or use flippers for puzzle and boots to get through 2d section
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before_boss.connect(left_water_area, FEATHER) # jump to the bottom right corner of boss door room
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to_the_nightmare_key.connect(left_water_area, r.tight_jump) # With a tight jump feather is enough to reach the top left switch without flippers, or use flippers for puzzle and boots to get through 2d section
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before_boss.connect(left_water_area, r.tight_jump) # jump to the bottom right corner of boss door room
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if options.logic == 'glitched' or options.logic == 'hell':
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pushable_block_chest.connect(rightside_crossroads, FLIPPERS) # sideways block push to skip bombs
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sidescroller_key.connect(before_miniboss, AND(FEATHER, OR(r.attack_hookshot_powder, POWER_BRACELET))) # superjump into the hole to grab the key while falling into the water
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miniboss.connect(before_miniboss, FEATHER) # use jesus jump to transition over the water left of miniboss
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pushable_block_chest.connect(rightside_crossroads, AND(r.sideways_block_push, FLIPPERS)) # sideways block push to skip bombs
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sidescroller_key.connect(before_miniboss, AND(r.super_jump_feather, OR(r.attack_hookshot_powder, r.throw_pot))) # superjump into the hole to grab the key while falling into the water
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miniboss.connect(before_miniboss, r.jesus_jump) # use jesus jump to transition over the water left of miniboss
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||||
|
||||
if options.logic == 'hell':
|
||||
rightside_crossroads.connect(entrance, AND(PEGASUS_BOOTS, HOOKSHOT)) # pit buffer into the wall of the first pit, then boots bonk across the center, hookshot to get to the rightmost pit to a second villa buffer on the rightmost pit
|
||||
pushable_block_chest.connect(rightside_crossroads, OR(PEGASUS_BOOTS, FEATHER)) # use feather to water clip into the top right corner of the bombable block, and sideways block push to gain access. Can boots bonk of top right wall, then water buffer to top of chest and boots bonk to water buffer next to chest
|
||||
after_double_lock.connect(double_locked_room, AND(FOUND(KEY4, 4), PEGASUS_BOOTS), one_way=True) # use boots bonks to cross the water gaps
|
||||
rightside_crossroads.connect(entrance, AND(r.pit_buffer_boots, r.hookshot_spam_pit)) # pit buffer into the wall of the first pit, then boots bonk across the center, hookshot to get to the rightmost pit to a second villa buffer on the rightmost pit
|
||||
rightside_crossroads.connect(after_double_lock, AND(OR(BOMB, BOW), r.hookshot_clip_block)) # split zols for more entities, and clip through the block against the right wall
|
||||
pushable_block_chest.connect(rightside_crossroads, AND(r.sideways_block_push, OR(r.jesus_buffer, r.jesus_jump))) # use feather to water clip into the top right corner of the bombable block, and sideways block push to gain access. Can boots bonk of top right wall, then water buffer to top of chest and boots bonk to water buffer next to chest
|
||||
after_double_lock.connect(double_locked_room, AND(FOUND(KEY4, 4), r.pit_buffer_boots), one_way=True) # use boots bonks to cross the water gaps
|
||||
after_double_lock.connect(entrance, r.pit_buffer_boots) # boots bonk + pit buffer to the bottom
|
||||
after_double_lock.connect(entrance, AND(r.pit_buffer, r.hookshot_spam_pit)) # hookshot spam over the first pit of crossroads, then buffer down
|
||||
dungeon4_puddle_before_crossroads.connect(after_double_lock, AND(r.pit_buffer_boots, HOOKSHOT)) # boots bonk across the water bottom wall to the bottom left corner, then hookshot up
|
||||
north_crossroads.connect(entrance, AND(PEGASUS_BOOTS, HOOKSHOT)) # pit buffer into wall of the first pit, then boots bonk towards the top and hookshot spam to get across (easier with Piece of Power)
|
||||
after_double_lock.connect(entrance, PEGASUS_BOOTS) # boots bonk + pit buffer to the bottom
|
||||
dungeon4_puddle_before_crossroads.connect(after_double_lock, AND(PEGASUS_BOOTS, HOOKSHOT)) # boots bonk across the water bottom wall to the bottom left corner, then hookshot up
|
||||
to_the_nightmare_key.connect(left_water_area, AND(FLIPPERS, PEGASUS_BOOTS)) # Use flippers for puzzle and boots bonk to get through 2d section
|
||||
before_boss.connect(left_water_area, PEGASUS_BOOTS) # boots bonk across bottom wall then boots bonk to the platform before boss door
|
||||
before_miniboss.connect(north_crossroads, AND(r.shaq_jump, r.hookshot_clip_block)) # push block left of keyblock up, then shaq jump off the left wall and pause buffer to land on keyblock.
|
||||
before_miniboss.connect(north_crossroads, AND(OR(BOMB, BOW), r.hookshot_clip_block)) # split zol for more entities, and clip through the block left of keyblock by hookshot spam
|
||||
to_the_nightmare_key.connect(left_water_area, AND(FLIPPERS, r.boots_bonk)) # use flippers for puzzle and boots bonk to get through 2d section
|
||||
before_boss.connect(left_water_area, r.pit_buffer_boots) # boots bonk across bottom wall then boots bonk to the platform before boss door
|
||||
|
||||
self.entrance = entrance
|
||||
|
||||
|
|
|
@ -39,43 +39,44 @@ class Dungeon5:
|
|||
|
||||
if options.logic == 'hard' or options.logic == 'glitched' or options.logic == 'hell':
|
||||
blade_trap_chest.connect(area2, AND(FEATHER, r.attack_hookshot_powder)) # jump past the blade traps
|
||||
boss_key.connect(after_stalfos, AND(FLIPPERS, FEATHER, PEGASUS_BOOTS)) # boots jump across
|
||||
boss_key.connect(after_stalfos, AND(FLIPPERS, r.boots_jump)) # boots jump across
|
||||
after_stalfos.connect(after_keyblock_boss, AND(FEATHER, r.attack_hookshot_powder)) # circumvent stalfos by going past gohma and backwards from boss door
|
||||
if butterfly_owl:
|
||||
butterfly_owl.connect(after_stalfos, AND(PEGASUS_BOOTS, STONE_BEAK5)) # boots charge + bonk to cross 2d bridge
|
||||
after_stalfos.connect(staircase_before_boss, AND(PEGASUS_BOOTS, r.attack_hookshot_powder), one_way=True) # pathway from stalfos to staircase: boots charge + bonk to cross bridge, past butterfly room and push the block
|
||||
staircase_before_boss.connect(post_gohma, AND(PEGASUS_BOOTS, HOOKSHOT)) # boots bonk in 2d section to skip feather
|
||||
north_of_crossroads.connect(after_stalfos, HOOKSHOT) # hookshot to the right block to cross pits
|
||||
first_bridge_chest.connect(north_of_crossroads, FEATHER) # tight jump from bottom wall clipped to make it over the pits
|
||||
butterfly_owl.connect(after_stalfos, AND(r.boots_bonk, STONE_BEAK5)) # boots charge + bonk to cross 2d bridge
|
||||
after_stalfos.connect(staircase_before_boss, AND(r.boots_bonk, r.attack_hookshot_powder), one_way=True) # pathway from stalfos to staircase: boots charge + bonk to cross bridge, past butterfly room and push the block
|
||||
staircase_before_boss.connect(post_gohma, AND(r.boots_bonk, HOOKSHOT)) # boots bonk in 2d section to skip feather
|
||||
north_of_crossroads.connect(after_stalfos, r.hookshot_over_pit) # hookshot to the right block to cross pits
|
||||
first_bridge_chest.connect(north_of_crossroads, AND(r.wall_clip, r.tight_jump)) # tight jump from bottom wall clipped to make it over the pits
|
||||
after_keyblock_boss.connect(after_stalfos, AND(FEATHER, r.attack_hookshot_powder)) # jump from bottom left to top right, skipping the keyblock
|
||||
before_boss.connect(after_stalfos, AND(FEATHER, PEGASUS_BOOTS, r.attack_hookshot_powder)) # cross pits room from bottom left to top left with boots jump
|
||||
before_boss.connect(after_stalfos, AND(r.boots_jump, r.attack_hookshot_powder)) # cross pits room from bottom left to top left with boots jump
|
||||
|
||||
if options.logic == 'glitched' or options.logic == 'hell':
|
||||
start_hookshot_chest.connect(entrance, FEATHER) # 1 pit buffer to clip bottom wall and jump across the pits
|
||||
start_hookshot_chest.connect(entrance, r.pit_buffer) # 1 pit buffer to clip bottom wall and jump across the pits
|
||||
post_gohma.connect(area2, HOOKSHOT) # glitch through the blocks/pots with hookshot. Zoomerang can be used but has no logical implications because of 2d section requiring hookshot
|
||||
north_bridge_chest.connect(north_of_crossroads, FEATHER) # 1 pit buffer to clip bottom wall and jump across the pits
|
||||
east_bridge_chest.connect(first_bridge_chest, FEATHER) # 1 pit buffer to clip bottom wall and jump across the pits
|
||||
#after_stalfos.connect(staircase_before_boss, AND(FEATHER, OR(SWORD, BOW, MAGIC_ROD))) # use the keyblock to get a wall clip in right wall to perform a superjump over the pushable block TODO: nagmessages
|
||||
after_stalfos.connect(staircase_before_boss, AND(PEGASUS_BOOTS, FEATHER, OR(SWORD, BOW, MAGIC_ROD))) # charge a boots dash in bottom right corner to the right, jump before hitting the wall and use weapon to the left side before hitting the wall
|
||||
north_bridge_chest.connect(north_of_crossroads, r.pit_buffer) # 1 pit buffer to clip bottom wall and jump across the pits
|
||||
east_bridge_chest.connect(first_bridge_chest, r.pit_buffer) # 1 pit buffer to clip bottom wall and jump across the pits
|
||||
#after_stalfos.connect(staircase_before_boss, AND(r.text_clip, r.super_jump)) # use the keyblock to get a wall clip in right wall to perform a superjump over the pushable block
|
||||
after_stalfos.connect(staircase_before_boss, r.super_jump_boots) # charge a boots dash in bottom right corner to the right, jump before hitting the wall and use weapon to the left side before hitting the wall
|
||||
|
||||
if options.logic == 'hell':
|
||||
start_hookshot_chest.connect(entrance, PEGASUS_BOOTS) # use pit buffer to clip into the bottom wall and boots bonk off the wall again
|
||||
fourth_stalfos_area.connect(compass, AND(PEGASUS_BOOTS, SWORD)) # do an incredibly hard boots bonk setup to get across the hanging platforms in the 2d section
|
||||
blade_trap_chest.connect(area2, AND(PEGASUS_BOOTS, r.attack_hookshot_powder)) # boots bonk + pit buffer past the blade traps
|
||||
start_hookshot_chest.connect(entrance, r.pit_buffer_boots) # use pit buffer to clip into the bottom wall and boots bonk off the wall again
|
||||
fourth_stalfos_area.connect(compass, AND(r.boots_bonk_2d_hell, SWORD)) # do an incredibly hard boots bonk setup to get across the hanging platforms in the 2d section
|
||||
blade_trap_chest.connect(area2, AND(r.pit_buffer_boots, r.attack_hookshot_powder)) # boots bonk + pit buffer past the blade traps
|
||||
post_gohma.connect(area2, AND(PEGASUS_BOOTS, FEATHER, POWER_BRACELET, r.attack_hookshot_powder)) # use boots jump in room with 2 zols + flying arrows to pit buffer above pot, then jump across. Sideways block push + pick up pots to reach post_gohma
|
||||
staircase_before_boss.connect(post_gohma, AND(PEGASUS_BOOTS, FEATHER)) # to pass 2d section, tight jump on left screen: hug left wall on little platform, then dash right off platform and jump while in midair to bonk against right wall
|
||||
after_stalfos.connect(staircase_before_boss, AND(FEATHER, SWORD)) # unclipped superjump in bottom right corner of staircase before boss room, jumping left over the pushable block. reverse is push block
|
||||
staircase_before_boss.connect(post_gohma, r.boots_jump) # to pass 2d section, tight jump on left screen: hug left wall on little platform, then dash right off platform and jump while in midair to bonk against right wall
|
||||
after_stalfos.connect(staircase_before_boss, r.super_jump_sword) # unclipped superjump in bottom right corner of staircase before boss room, jumping left over the pushable block. reverse is push block
|
||||
after_stalfos.connect(area2, SWORD) # knock master stalfos down 255 times (about 23 minutes)
|
||||
north_bridge_chest.connect(north_of_crossroads, PEGASUS_BOOTS) # boots bonk across the pits with pit buffering
|
||||
first_bridge_chest.connect(north_of_crossroads, PEGASUS_BOOTS) # get to first chest via the north chest with pit buffering
|
||||
east_bridge_chest.connect(first_bridge_chest, PEGASUS_BOOTS) # boots bonk across the pits with pit buffering
|
||||
after_stalfos.connect(staircase_before_boss, r.zoomerang) # use zoomerang dashing left to get an unclipped boots superjump off the right wall over the block. reverse is push block
|
||||
north_bridge_chest.connect(north_of_crossroads, r.boots_bonk_pit) # boots bonk across the pits with pit buffering
|
||||
first_bridge_chest.connect(north_of_crossroads, r.boots_bonk_pit) # get to first chest via the north chest with pit buffering
|
||||
east_bridge_chest.connect(first_bridge_chest, r.boots_bonk_pit) # boots bonk across the pits with pit buffering
|
||||
third_arena.connect(north_of_crossroads, SWORD) # can beat 3rd m.stalfos with 255 sword spins
|
||||
m_stalfos_drop.connect(third_arena, AND(FEATHER, SWORD)) # beat master stalfos by knocking it down 255 times x 4 (takes about 1.5h total)
|
||||
m_stalfos_drop.connect(third_arena, AND(PEGASUS_BOOTS, SWORD)) # can reach fourth arena from entrance with pegasus boots and sword
|
||||
boss_key.connect(after_stalfos, FLIPPERS) # pit buffer across
|
||||
m_stalfos_drop.connect(third_arena, AND(r.boots_bonk_2d_hell, SWORD)) # can reach fourth arena from entrance with pegasus boots and sword
|
||||
boss_key.connect(after_stalfos, AND(r.pit_buffer_itemless, FLIPPERS)) # pit buffer across
|
||||
if butterfly_owl:
|
||||
after_keyblock_boss.connect(butterfly_owl, STONE_BEAK5, one_way=True) # pit buffer from top right to bottom in right pits room
|
||||
before_boss.connect(after_stalfos, AND(FEATHER, SWORD)) # cross pits room from bottom left to top left by unclipped superjump on bottom wall on top of side wall, then jump across
|
||||
after_keyblock_boss.connect(butterfly_owl, AND(r.pit_buffer_itemless, STONE_BEAK5), one_way=True) # pit buffer from top right to bottom in right pits room
|
||||
before_boss.connect(after_stalfos, r.super_jump_sword) # cross pits room from bottom left to top left by unclipped superjump on bottom wall on top of side wall, then jump across
|
||||
|
||||
self.entrance = entrance
|
||||
|
||||
|
|
|
@ -6,8 +6,8 @@ from ..locations.all import *
|
|||
class Dungeon6:
|
||||
def __init__(self, options, world_setup, r, *, raft_game_chest=True):
|
||||
entrance = Location(dungeon=6)
|
||||
Location(dungeon=6).add(DungeonChest(0x1CF)).connect(entrance, OR(BOMB, BOW, MAGIC_ROD, COUNT(POWER_BRACELET, 2))) # 50 rupees
|
||||
Location(dungeon=6).add(DungeonChest(0x1C9)).connect(entrance, COUNT(POWER_BRACELET, 2)) # 100 rupees start
|
||||
Location(dungeon=6).add(DungeonChest(0x1CF)).connect(entrance, OR(r.attack_wizrobe, COUNT(POWER_BRACELET, 2))) # 50 rupees
|
||||
elephants_heart_chest = Location(dungeon=6).add(DungeonChest(0x1C9)).connect(entrance, COUNT(POWER_BRACELET, 2)) # 100 rupees start
|
||||
if options.owlstatues == "both" or options.owlstatues == "dungeon":
|
||||
Location(dungeon=6).add(OwlStatue(0x1BB)).connect(entrance, STONE_BEAK6)
|
||||
|
||||
|
@ -15,9 +15,9 @@ class Dungeon6:
|
|||
bracelet_chest = Location(dungeon=6).add(DungeonChest(0x1CE)).connect(entrance, AND(BOMB, FEATHER))
|
||||
|
||||
# left side
|
||||
Location(dungeon=6).add(DungeonChest(0x1C0)).connect(entrance, AND(POWER_BRACELET, OR(BOMB, BOW, MAGIC_ROD))) # 3 wizrobes raised blocks dont need to hit the switch
|
||||
Location(dungeon=6).add(DungeonChest(0x1C0)).connect(entrance, AND(POWER_BRACELET, r.attack_wizrobe)) # 3 wizrobes raised blocks don't need to hit the switch
|
||||
left_side = Location(dungeon=6).add(DungeonChest(0x1B9)).add(DungeonChest(0x1B3)).connect(entrance, AND(POWER_BRACELET, OR(BOMB, BOOMERANG)))
|
||||
Location(dungeon=6).add(DroppedKey(0x1B4)).connect(left_side, OR(BOMB, BOW, MAGIC_ROD)) # 2 wizrobe drop key
|
||||
Location(dungeon=6).add(DroppedKey(0x1B4)).connect(left_side, OR(r.attack_wizrobe, BOW)) # 2 wizrobe drop key, allow bow as only 2
|
||||
top_left = Location(dungeon=6).add(DungeonChest(0x1B0)).connect(left_side, COUNT(POWER_BRACELET, 2)) # top left chest horseheads
|
||||
if raft_game_chest:
|
||||
Location().add(Chest(0x06C)).connect(top_left, POWER_BRACELET) # seashell chest in raft game
|
||||
|
@ -25,14 +25,15 @@ class Dungeon6:
|
|||
# right side
|
||||
to_miniboss = Location(dungeon=6).connect(entrance, KEY6)
|
||||
miniboss = Location(dungeon=6).connect(to_miniboss, AND(BOMB, r.miniboss_requirements[world_setup.miniboss_mapping[5]]))
|
||||
lower_right_side = Location(dungeon=6).add(DungeonChest(0x1BE)).connect(entrance, AND(OR(BOMB, BOW, MAGIC_ROD), COUNT(POWER_BRACELET, 2))) # waterway key
|
||||
lower_right_side = Location(dungeon=6).add(DungeonChest(0x1BE)).connect(entrance, AND(r.attack_wizrobe, COUNT(POWER_BRACELET, 2))) # waterway key
|
||||
medicine_chest = Location(dungeon=6).add(DungeonChest(0x1D1)).connect(lower_right_side, FEATHER) # ledge chest medicine
|
||||
if options.owlstatues == "both" or options.owlstatues == "dungeon":
|
||||
lower_right_owl = Location(dungeon=6).add(OwlStatue(0x1D7)).connect(lower_right_side, AND(POWER_BRACELET, STONE_BEAK6))
|
||||
|
||||
center_1 = Location(dungeon=6).add(DroppedKey(0x1C3)).connect(miniboss, AND(COUNT(POWER_BRACELET, 2), FEATHER)) # tile room key drop
|
||||
center_2_and_upper_right_side = Location(dungeon=6).add(DungeonChest(0x1B1)).connect(center_1, AND(KEY6, FOUND(KEY6, 2))) # top right chest horseheads
|
||||
center_2_and_upper_right_side = Location(dungeon=6).add(DungeonChest(0x1B1)).connect(center_1, AND(COUNT(POWER_BRACELET, 2), PEGASUS_BOOTS, r.attack_pols_voice, KEY6, FOUND(KEY6, 2))) # top right chest horseheads
|
||||
boss_key = Location(dungeon=6).add(DungeonChest(0x1B6)).connect(center_2_and_upper_right_side, AND(AND(KEY6, FOUND(KEY6, 3), HOOKSHOT)))
|
||||
center_2_and_upper_right_side.connect(boss_key, AND(HOOKSHOT, POWER_BRACELET, KEY6, FOUND(KEY6, 3)), one_way=True)
|
||||
if options.owlstatues == "both" or options.owlstatues == "dungeon":
|
||||
Location(dungeon=6).add(OwlStatue(0x1B6)).connect(boss_key, STONE_BEAK6)
|
||||
|
||||
|
@ -40,19 +41,22 @@ class Dungeon6:
|
|||
|
||||
if options.logic == 'hard' or options.logic == 'glitched' or options.logic == 'hell':
|
||||
bracelet_chest.connect(entrance, BOMB) # get through 2d section by "fake" jumping to the ladders
|
||||
center_1.connect(miniboss, AND(COUNT(POWER_BRACELET, 2), PEGASUS_BOOTS)) # use a boots dash to get over the platforms
|
||||
|
||||
center_1.connect(miniboss, AND(COUNT(POWER_BRACELET, 2), r.boots_dash_2d)) # use a boots dash to get over the platforms
|
||||
center_2_and_upper_right_side.connect(center_1, AND(COUNT(POWER_BRACELET, 2), r.damage_boost, r.attack_pols_voice, FOUND(KEY6, 2))) # damage_boost past the mini_thwomps
|
||||
|
||||
if options.logic == 'glitched' or options.logic == 'hell':
|
||||
entrance.connect(left_side, AND(POWER_BRACELET, FEATHER), one_way=True) # path from entrance to left_side: use superjumps to pass raised blocks
|
||||
lower_right_side.connect(center_2_and_upper_right_side, AND(FEATHER, OR(SWORD, BOW, MAGIC_ROD)), one_way=True) # path from lower_right_side to center_2: superjump from waterway towards dodongos. superjump next to corner block, so weapons added
|
||||
center_2_and_upper_right_side.connect(center_1, AND(POWER_BRACELET, FEATHER), one_way=True) # going backwards from dodongos, use a shaq jump to pass by keyblock at tile room
|
||||
boss_key.connect(lower_right_side, FEATHER) # superjump from waterway to the left. POWER_BRACELET is implied from lower_right_side
|
||||
elephants_heart_chest.connect(entrance, BOMB) # kill moldorm on screen above wizrobes, then bomb trigger on the right side to break elephant statue to get to the second chest
|
||||
entrance.connect(left_side, AND(POWER_BRACELET, r.super_jump_feather), one_way=True) # path from entrance to left_side: use superjumps to pass raised blocks
|
||||
lower_right_side.connect(center_2_and_upper_right_side, r.super_jump, one_way=True) # path from lower_right_side to center_2: superjump from waterway towards dodongos. superjump next to corner block, so weapons added
|
||||
center_1.connect(miniboss, AND(r.bomb_trigger, OR(r.boots_dash_2d, FEATHER))) # bomb trigger the elephant statue after the miniboss
|
||||
center_2_and_upper_right_side.connect(center_1, AND(POWER_BRACELET, r.shaq_jump), one_way=True) # going backwards from dodongos, use a shaq jump to pass by keyblock at tile room
|
||||
boss_key.connect(lower_right_side, AND(POWER_BRACELET, r.super_jump_feather)) # superjump from waterway to the left.
|
||||
|
||||
if options.logic == 'hell':
|
||||
entrance.connect(left_side, AND(POWER_BRACELET, PEGASUS_BOOTS, OR(BOW, MAGIC_ROD)), one_way=True) # can boots superhop off the top right corner in 3 wizrobe raised blocks room
|
||||
medicine_chest.connect(lower_right_side, AND(PEGASUS_BOOTS, OR(MAGIC_ROD, BOW))) # can boots superhop off the top wall with bow or magic rod
|
||||
center_1.connect(miniboss, AND(COUNT(POWER_BRACELET, 2))) # use a double damage boost from the sparks to get across (first one is free, second one needs to buffer while in midair for spark to get close enough)
|
||||
lower_right_side.connect(center_2_and_upper_right_side, FEATHER, one_way=True) # path from lower_right_side to center_2: superjump from waterway towards dodongos. superjump next to corner block is super tight to get enough horizontal distance
|
||||
entrance.connect(left_side, AND(POWER_BRACELET, r.boots_superhop), one_way=True) # can boots superhop off the top right corner in 3 wizrobe raised blocks room
|
||||
medicine_chest.connect(lower_right_side, r.boots_superhop) # can boots superhop off the top wall with bow or magic rod
|
||||
center_1.connect(miniboss, AND(r.damage_boost_special, OR(r.bomb_trigger, COUNT(POWER_BRACELET, 2)))) # use a double damage boost from the sparks to get across (first one is free, second one needs to buffer while in midair for spark to get close enough)
|
||||
lower_right_side.connect(center_2_and_upper_right_side, r.super_jump_feather, one_way=True) # path from lower_right_side to center_2: superjump from waterway towards dodongos. superjump next to corner block is super tight to get enough horizontal distance
|
||||
|
||||
self.entrance = entrance
|
||||
|
||||
|
|
|
@ -14,8 +14,8 @@ class Dungeon7:
|
|||
if options.owlstatues == "both" or options.owlstatues == "dungeon":
|
||||
Location(dungeon=7).add(OwlStatue(0x204)).connect(topright_pillar_area, STONE_BEAK7)
|
||||
topright_pillar_area.add(DungeonChest(0x209)) # stone slab chest can be reached by dropping down a hole
|
||||
three_of_a_kind_north = Location(dungeon=7).add(DungeonChest(0x211)).connect(topright_pillar_area, OR(r.attack_hookshot, AND(FEATHER, SHIELD))) # compass chest; path without feather with hitting switch by falling on the raised blocks. No bracelet because ball does not reset
|
||||
bottomleftF2_area = Location(dungeon=7).connect(topright_pillar_area, r.attack_hookshot) # area with hinox, be able to hit a switch to reach that area
|
||||
three_of_a_kind_north = Location(dungeon=7).add(DungeonChest(0x211)).connect(topright_pillar_area, OR(AND(r.hit_switch, r.attack_hookshot_no_bomb), AND(OR(BOMB, FEATHER), SHIELD))) # compass chest; either hit the switch, or have feather to fall on top of raised blocks. No bracelet because ball does not reset
|
||||
bottomleftF2_area = Location(dungeon=7).connect(topright_pillar_area, r.hit_switch) # area with hinox, be able to hit a switch to reach that area
|
||||
topleftF1_chest = Location(dungeon=7).add(DungeonChest(0x201)) # top left chest on F1
|
||||
bottomleftF2_area.connect(topleftF1_chest, None, one_way = True) # drop down in left most holes of hinox room or tile room
|
||||
Location(dungeon=7).add(DroppedKey(0x21B)).connect(bottomleftF2_area, r.attack_hookshot) # hinox drop key
|
||||
|
@ -23,9 +23,9 @@ class Dungeon7:
|
|||
if options.owlstatues == "both" or options.owlstatues == "dungeon":
|
||||
bottomleft_owl = Location(dungeon=7).add(OwlStatue(0x21C)).connect(bottomleftF2_area, AND(BOMB, STONE_BEAK7))
|
||||
nightmare_key = Location(dungeon=7).add(DungeonChest(0x224)).connect(bottomleftF2_area, r.miniboss_requirements[world_setup.miniboss_mapping[6]]) # nightmare key after the miniboss
|
||||
mirror_shield_chest = Location(dungeon=7).add(DungeonChest(0x21A)).connect(bottomleftF2_area, r.attack_hookshot) # mirror shield chest, need to be able to hit a switch to reach or
|
||||
mirror_shield_chest = Location(dungeon=7).add(DungeonChest(0x21A)).connect(bottomleftF2_area, r.hit_switch) # mirror shield chest, need to be able to hit a switch to reach or
|
||||
bottomleftF2_area.connect(mirror_shield_chest, AND(KEY7, FOUND(KEY7, 3)), one_way = True) # reach mirror shield chest from hinox area by opening keyblock
|
||||
toprightF1_chest = Location(dungeon=7).add(DungeonChest(0x204)).connect(bottomleftF2_area, r.attack_hookshot) # chest on the F1 right ledge. Added attack_hookshot since switch needs to be hit to get back up
|
||||
toprightF1_chest = Location(dungeon=7).add(DungeonChest(0x204)).connect(bottomleftF2_area, r.hit_switch) # chest on the F1 right ledge. Added attack_hookshot since switch needs to be hit to get back up
|
||||
final_pillar_area = Location(dungeon=7).add(DungeonChest(0x21C)).connect(bottomleftF2_area, AND(BOMB, HOOKSHOT)) # chest that needs to spawn to get to the last pillar
|
||||
final_pillar = Location(dungeon=7).connect(final_pillar_area, POWER_BRACELET) # decouple chest from pillar
|
||||
|
||||
|
@ -33,25 +33,28 @@ class Dungeon7:
|
|||
beamos_horseheads = Location(dungeon=7).add(DungeonChest(0x220)).connect(beamos_horseheads_area, POWER_BRACELET) # 100 rupee chest / medicine chest (DX) behind boss door
|
||||
pre_boss = Location(dungeon=7).connect(beamos_horseheads_area, HOOKSHOT) # raised plateau before boss staircase
|
||||
boss = Location(dungeon=7).add(HeartContainer(0x223), Instrument(0x22c)).connect(pre_boss, r.boss_requirements[world_setup.boss_mapping[6]])
|
||||
|
||||
|
||||
if options.logic == 'hard' or options.logic == 'glitched' or options.logic == 'hell':
|
||||
three_of_a_kind_north.connect(topright_pillar_area, BOMB) # use timed bombs to match the 3 of a kinds (south 3 of a kind room is implicite as normal logic can not reach chest without hookshot)
|
||||
|
||||
if options.logic == 'glitched' or options.logic == 'hell':
|
||||
topright_pillar_area.connect(entrance, AND(FEATHER, SWORD)) # superjump in the center to get on raised blocks, superjump in switch room to right side to walk down. center superjump has to be low so sword added
|
||||
toprightF1_chest.connect(topright_pillar_area, FEATHER) # superjump from F1 switch room
|
||||
topleftF2_area = Location(dungeon=7).connect(topright_pillar_area, FEATHER) # superjump in top left pillar room over the blocks from right to left, to reach tile room
|
||||
topright_pillar_area.connect(entrance, r.super_jump_sword) # superjump in the center to get on raised blocks, superjump in switch room to right side to walk down. center superjump has to be low so sword added
|
||||
toprightF1_chest.connect(topright_pillar_area, r.super_jump_feather) # superjump from F1 switch room
|
||||
topleftF2_area = Location(dungeon=7).connect(topright_pillar_area, r.super_jump_feather) # superjump in top left pillar room over the blocks from right to left, to reach tile room
|
||||
topleftF2_area.connect(topleftF1_chest, None, one_way = True) # fall down tile room holes on left side to reach top left chest on ground floor
|
||||
topleftF1_chest.connect(bottomleftF2_area, AND(PEGASUS_BOOTS, FEATHER), one_way = True) # without hitting the switch, jump on raised blocks at f1 pegs chest (0x209), and boots jump to stairs to reach hinox area
|
||||
final_pillar_area.connect(bottomleftF2_area, OR(r.attack_hookshot, POWER_BRACELET, AND(FEATHER, SHIELD))) # sideways block push to get to the chest and pillar, kill requirement for 3 of a kind enemies to access chest. Assumes you do not get ball stuck on raised pegs for bracelet path
|
||||
topleftF1_chest.connect(bottomleftF2_area, r.boots_jump, one_way = True) # without hitting the switch, jump on raised blocks at f1 pegs chest (0x209), and boots jump to stairs to reach hinox area
|
||||
final_pillar_area.connect(bottomleftF2_area, AND(r.sideways_block_push, OR(r.attack_hookshot, POWER_BRACELET, AND(FEATHER, SHIELD)))) # sideways block push to get to the chest and pillar, kill requirement for 3 of a kind enemies to access chest. Assumes you do not get ball stuck on raised pegs for bracelet path
|
||||
if options.owlstatues == "both" or options.owlstatues == "dungeon":
|
||||
bottomleft_owl.connect(bottomleftF2_area, STONE_BEAK7) # sideways block push to get to the owl statue
|
||||
bottomleft_owl.connect(bottomleftF2_area, AND(r.sideways_block_push, STONE_BEAK7)) # sideways block push to get to the owl statue
|
||||
final_pillar.connect(bottomleftF2_area, BOMB) # bomb trigger pillar
|
||||
pre_boss.connect(final_pillar, FEATHER) # superjump on top of goomba to extend superjump to boss door plateau
|
||||
pre_boss.connect(final_pillar, r.super_jump_feather) # superjump on top of goomba to extend superjump to boss door plateau
|
||||
pre_boss.connect(beamos_horseheads_area, None, one_way=True) # can drop down from raised plateau to beamos horseheads area
|
||||
|
||||
if options.logic == 'hell':
|
||||
topright_pillar_area.connect(entrance, FEATHER) # superjump in the center to get on raised blocks, has to be low
|
||||
topright_pillar_area.connect(entrance, AND(PEGASUS_BOOTS, OR(BOW, MAGIC_ROD))) # boots superhop in the center to get on raised blocks
|
||||
toprightF1_chest.connect(topright_pillar_area, AND(PEGASUS_BOOTS, OR(BOW, MAGIC_ROD))) # boots superhop from F1 switch room
|
||||
pre_boss.connect(final_pillar, AND(PEGASUS_BOOTS, OR(BOW, MAGIC_ROD))) # boots superhop on top of goomba to extend superhop to boss door plateau
|
||||
topright_pillar_area.connect(entrance, r.super_jump_feather) # superjump in the center to get on raised blocks, has to be low
|
||||
topright_pillar_area.connect(entrance, r.boots_superhop) # boots superhop in the center to get on raised blocks
|
||||
toprightF1_chest.connect(topright_pillar_area, r.boots_superhop) # boots superhop from F1 switch room
|
||||
pre_boss.connect(final_pillar, r.boots_superhop) # boots superhop on top of goomba to extend superhop to boss door plateau
|
||||
|
||||
self.entrance = entrance
|
||||
|
||||
|
|
|
@ -11,7 +11,10 @@ class Dungeon8:
|
|||
|
||||
# left side
|
||||
entrance_left.add(DungeonChest(0x24D)) # zamboni room chest
|
||||
Location(dungeon=8).add(DungeonChest(0x25C)).connect(entrance_left, r.attack_hookshot) # eye magnet chest
|
||||
eye_magnet_chest = Location(dungeon=8).add(DungeonChest(0x25C)) # eye magnet chest bottom left below rolling bones
|
||||
eye_magnet_chest.connect(entrance_left, OR(BOW, MAGIC_ROD, BOOMERANG, AND(FEATHER, r.attack_hookshot))) # damageless roller should be default
|
||||
if options.hardmode != "ohko":
|
||||
eye_magnet_chest.connect(entrance_left, r.attack_hookshot) # can take a hit
|
||||
vire_drop_key = Location(dungeon=8).add(DroppedKey(0x24C)).connect(entrance_left, r.attack_hookshot_no_bomb) # vire drop key
|
||||
sparks_chest = Location(dungeon=8).add(DungeonChest(0x255)).connect(entrance_left, OR(HOOKSHOT, FEATHER)) # chest before lvl1 miniboss
|
||||
Location(dungeon=8).add(DungeonChest(0x246)).connect(entrance_left, MAGIC_ROD) # key chest that spawns after creating fire
|
||||
|
@ -30,7 +33,7 @@ class Dungeon8:
|
|||
upper_center = Location(dungeon=8).connect(lower_center, AND(KEY8, FOUND(KEY8, 2)))
|
||||
if options.owlstatues == "both" or options.owlstatues == "dungeon":
|
||||
Location(dungeon=8).add(OwlStatue(0x245)).connect(upper_center, STONE_BEAK8)
|
||||
Location(dungeon=8).add(DroppedKey(0x23E)).connect(upper_center, r.attack_skeleton) # 2 gibdos cracked floor; technically possible to use pits to kill but dumb
|
||||
gibdos_drop_key = Location(dungeon=8).add(DroppedKey(0x23E)).connect(upper_center, r.attack_gibdos) # 2 gibdos cracked floor; technically possible to use pits to kill but dumb
|
||||
medicine_chest = Location(dungeon=8).add(DungeonChest(0x235)).connect(upper_center, AND(FEATHER, HOOKSHOT)) # medicine chest
|
||||
|
||||
middle_center_1 = Location(dungeon=8).connect(upper_center, BOMB)
|
||||
|
@ -66,33 +69,36 @@ class Dungeon8:
|
|||
|
||||
if options.logic == 'hard' or options.logic == 'glitched' or options.logic == 'hell':
|
||||
entrance_left.connect(entrance, BOMB) # use bombs to kill vire and hinox
|
||||
vire_drop_key.connect(entrance_left, BOMB) # use bombs to kill rolling bones and vire
|
||||
bottom_right.connect(slime_chest, FEATHER) # diagonal jump over the pits to reach rolling rock / zamboni
|
||||
up_left.connect(vire_drop_key, BOMB, one_way=True) # use bombs to kill rolling bones and vire, do not allow pathway through hinox with just bombs, as not enough bombs are available
|
||||
bottom_right.connect(slime_chest, r.tight_jump) # diagonal jump over the pits to reach rolling rock / zamboni
|
||||
gibdos_drop_key.connect(upper_center, OR(HOOKSHOT, MAGIC_ROD)) # crack one of the floor tiles and hookshot the gibdos in, or burn the gibdos and make them jump into pit
|
||||
up_left.connect(lower_center, AND(BOMB, FEATHER)) # blow up hidden walls from peahat room -> dark room -> eye statue room
|
||||
slime_chest.connect(entrance, AND(r.attack_hookshot_powder, POWER_BRACELET)) # kill vire with powder or bombs
|
||||
|
||||
if options.logic == 'glitched' or options.logic == 'hell':
|
||||
sparks_chest.connect(entrance_left, OR(r.attack_hookshot, FEATHER, PEGASUS_BOOTS)) # 1 pit buffer across the pit. Add requirements for all the options to get to this area
|
||||
lower_center.connect(entrance_up, None) # sideways block push in peahat room to get past keyblock
|
||||
miniboss_entrance.connect(lower_center, AND(BOMB, FEATHER, HOOKSHOT)) # blow up hidden wall for darkroom, use feather + hookshot to clip past keyblock in front of stairs
|
||||
miniboss_entrance.connect(lower_center, AND(BOMB, FEATHER, FOUND(KEY8, 7))) # same as above, but without clipping past the keyblock
|
||||
up_left.connect(lower_center, FEATHER) # use jesus jump in refill room left of peahats to clip bottom wall and push bottom block left, to get a place to super jump
|
||||
up_left.connect(upper_center, FEATHER) # from up left you can jesus jump / lava swim around the key door next to the boss.
|
||||
top_left_stairs.connect(up_left, AND(FEATHER, SWORD)) # superjump
|
||||
medicine_chest.connect(upper_center, FEATHER) # jesus super jump
|
||||
up_left.connect(bossdoor, FEATHER, one_way=True) # superjump off the bottom or right wall to jump over to the boss door
|
||||
sparks_chest.connect(entrance_left, r.pit_buffer_itemless) # 1 pit buffer across the pit.
|
||||
entrance_up.connect(bottomright_pot_chest, r.super_jump_boots, one_way = True) # underground section with fire balls jumping up out of lava. Use boots superjump off left wall to jump over the pot blocking the way
|
||||
lower_center.connect(entrance_up, r.sideways_block_push) # sideways block push in peahat room to get past keyblock
|
||||
miniboss_entrance.connect(lower_center, AND(BOMB, r.bookshot)) # blow up hidden wall for darkroom, use feather + hookshot to clip past keyblock in front of stairs
|
||||
miniboss_entrance.connect(lower_center, AND(BOMB, r.super_jump_feather, FOUND(KEY8, 7))) # same as above, but without clipping past the keyblock
|
||||
up_left.connect(lower_center, r.jesus_jump) # use jesus jump in refill room left of peahats to clip bottom wall and push bottom block left, to get a place to super jump
|
||||
up_left.connect(upper_center, r.jesus_jump) # from up left you can jesus jump / lava swim around the key door next to the boss.
|
||||
top_left_stairs.connect(up_left, r.super_jump_feather) # superjump
|
||||
medicine_chest.connect(upper_center, AND(r.super_jump_feather, r.jesus_jump)) # jesus super jump
|
||||
up_left.connect(bossdoor, r.super_jump_feather, one_way=True) # superjump off the bottom or right wall to jump over to the boss door
|
||||
|
||||
if options.logic == 'hell':
|
||||
if bottomright_owl:
|
||||
bottomright_owl.connect(entrance, AND(SWORD, POWER_BRACELET, PEGASUS_BOOTS, STONE_BEAK8)) # underground section past mimics, boots bonking across the gap to the ladder
|
||||
bottomright_pot_chest.connect(entrance, AND(SWORD, POWER_BRACELET, PEGASUS_BOOTS)) # underground section past mimics, boots bonking across the gap to the ladder
|
||||
entrance.connect(bottomright_pot_chest, AND(FEATHER, SWORD), one_way=True) # use NW zamboni staircase backwards, subpixel manip for superjump past the pots
|
||||
medicine_chest.connect(upper_center, AND(PEGASUS_BOOTS, HOOKSHOT)) # boots bonk + lava buffer to the bottom wall, then bonk onto the middle section
|
||||
miniboss.connect(miniboss_entrance, AND(PEGASUS_BOOTS, r.miniboss_requirements[world_setup.miniboss_mapping[7]])) # get through 2d section with boots bonks
|
||||
top_left_stairs.connect(map_chest, AND(PEGASUS_BOOTS, MAGIC_ROD)) # boots bonk + lava buffer from map chest to entrance_up, then boots bonk through 2d section
|
||||
nightmare_key.connect(top_left_stairs, AND(PEGASUS_BOOTS, SWORD, FOUND(KEY8, 7))) # use a boots bonk to cross the 2d section + the lava in cueball room
|
||||
bottom_right.connect(entrance_up, AND(POWER_BRACELET, PEGASUS_BOOTS), one_way=True) # take staircase to NW zamboni room, boots bonk onto the lava and water buffer all the way down to push the zamboni
|
||||
bossdoor.connect(entrance_up, AND(PEGASUS_BOOTS, MAGIC_ROD)) # boots bonk through 2d section
|
||||
bottomright_owl.connect(entrance, AND(SWORD, POWER_BRACELET, r.boots_bonk_2d_hell, STONE_BEAK8)) # underground section past mimics, boots bonking across the gap to the ladder
|
||||
bottomright_pot_chest.connect(entrance, AND(SWORD, POWER_BRACELET, r.boots_bonk_2d_hell)) # underground section past mimics, boots bonking across the gap to the ladder
|
||||
entrance.connect(bottomright_pot_chest, r.shaq_jump, one_way=True) # use NW zamboni staircase backwards, and get a naked shaq jump off the bottom wall in the bottom right corner to pass by the pot
|
||||
gibdos_drop_key.connect(upper_center, AND(FEATHER, SHIELD)) # lock gibdos into pits and crack the tile they stand on, then use shield to bump them into the pit
|
||||
medicine_chest.connect(upper_center, AND(r.pit_buffer_boots, HOOKSHOT)) # boots bonk + lava buffer to the bottom wall, then bonk onto the middle section
|
||||
miniboss.connect(miniboss_entrance, AND(r.boots_bonk_2d_hell, r.miniboss_requirements[world_setup.miniboss_mapping[7]])) # get through 2d section with boots bonks
|
||||
top_left_stairs.connect(map_chest, AND(r.jesus_buffer, r.boots_bonk_2d_hell, MAGIC_ROD)) # boots bonk + lava buffer from map chest to entrance_up, then boots bonk through 2d section
|
||||
nightmare_key.connect(top_left_stairs, AND(r.boots_bonk_pit, SWORD, FOUND(KEY8, 7))) # use a boots bonk to cross the 2d section + the lava in cueball room
|
||||
bottom_right.connect(entrance_up, AND(POWER_BRACELET, r.jesus_buffer), one_way=True) # take staircase to NW zamboni room, boots bonk onto the lava and water buffer all the way down to push the zamboni
|
||||
bossdoor.connect(entrance_up, AND(r.boots_bonk_2d_hell, MAGIC_ROD)) # boots bonk through 2d section
|
||||
|
||||
self.entrance = entrance
|
||||
|
||||
|
|
|
@ -10,7 +10,7 @@ class DungeonColor:
|
|||
room2.add(DungeonChest(0x314)) # key
|
||||
if options.owlstatues == "both" or options.owlstatues == "dungeon":
|
||||
Location(dungeon=9).add(OwlStatue(0x308), OwlStatue(0x30F)).connect(room2, STONE_BEAK9)
|
||||
room2_weapon = Location(dungeon=9).connect(room2, r.attack_hookshot)
|
||||
room2_weapon = Location(dungeon=9).connect(room2, AND(r.attack_hookshot, POWER_BRACELET))
|
||||
room2_weapon.add(DungeonChest(0x311)) # stone beak
|
||||
room2_lights = Location(dungeon=9).connect(room2, OR(r.attack_hookshot, SHIELD))
|
||||
room2_lights.add(DungeonChest(0x30F)) # compass chest
|
||||
|
@ -20,22 +20,24 @@ class DungeonColor:
|
|||
room3 = Location(dungeon=9).connect(room2, AND(KEY9, FOUND(KEY9, 2), r.miniboss_requirements[world_setup.miniboss_mapping["c1"]])) # After the miniboss
|
||||
room4 = Location(dungeon=9).connect(room3, POWER_BRACELET) # need to lift a pot to reveal button
|
||||
room4.add(DungeonChest(0x306)) # map
|
||||
room4karakoro = Location(dungeon=9).add(DroppedKey(0x307)).connect(room4, r.attack_hookshot) # require item to knock Karakoro enemies into shell
|
||||
room4karakoro = Location(dungeon=9).add(DroppedKey(0x307)).connect(room4, AND(r.attack_hookshot, POWER_BRACELET)) # require item to knock Karakoro enemies into shell
|
||||
if options.owlstatues == "both" or options.owlstatues == "dungeon":
|
||||
Location(dungeon=9).add(OwlStatue(0x30A)).connect(room4, STONE_BEAK9)
|
||||
room5 = Location(dungeon=9).connect(room4, OR(r.attack_hookshot, SHIELD)) # lights room
|
||||
room6 = Location(dungeon=9).connect(room5, AND(KEY9, FOUND(KEY9, 3))) # room with switch and nightmare door
|
||||
pre_boss = Location(dungeon=9).connect(room6, OR(r.attack_hookshot, AND(PEGASUS_BOOTS, FEATHER))) # before the boss, require item to hit switch or jump past raised blocks
|
||||
pre_boss = Location(dungeon=9).connect(room6, OR(r.hit_switch, AND(PEGASUS_BOOTS, FEATHER))) # before the boss, require item to hit switch or jump past raised blocks
|
||||
boss = Location(dungeon=9).connect(pre_boss, AND(NIGHTMARE_KEY9, r.boss_requirements[world_setup.boss_mapping[8]]))
|
||||
boss.add(TunicFairy(0), TunicFairy(1))
|
||||
|
||||
if options.logic == 'hard' or options.logic == 'glitched' or options.logic == 'hell':
|
||||
room2.connect(entrance, POWER_BRACELET) # throw pots at enemies
|
||||
pre_boss.connect(room6, FEATHER) # before the boss, jump past raised blocks without boots
|
||||
room2.connect(entrance, r.throw_pot) # throw pots at enemies
|
||||
room2_weapon.connect(room2, r.attack_hookshot_no_bomb) # knock the karakoro into the pit without picking them up.
|
||||
pre_boss.connect(room6, r.tight_jump) # before the boss, jump past raised blocks without boots
|
||||
|
||||
if options.logic == 'hell':
|
||||
room2_weapon.connect(room2, SHIELD) # shield bump karakoro into the holes
|
||||
room4karakoro.connect(room4, SHIELD) # shield bump karakoro into the holes
|
||||
room2_weapon.connect(room2, r.attack_hookshot) # also have a bomb as option to knock the karakoro into the pit without bracelet
|
||||
room2_weapon.connect(room2, r.shield_bump) # shield bump karakoro into the holes
|
||||
room4karakoro.connect(room4, r.shield_bump) # shield bump karakoro into the holes
|
||||
|
||||
self.entrance = entrance
|
||||
|
||||
|
|
|
@ -19,10 +19,13 @@ class World:
|
|||
Location().add(DroppedKey(0x1E4)).connect(rooster_cave, AND(OCARINA, SONG3))
|
||||
|
||||
papahl_house = Location("Papahl House")
|
||||
papahl_house.connect(Location().add(TradeSequenceItem(0x2A6, TRADING_ITEM_RIBBON)), TRADING_ITEM_YOSHI_DOLL)
|
||||
mamasha_trade = Location().add(TradeSequenceItem(0x2A6, TRADING_ITEM_RIBBON))
|
||||
papahl_house.connect(mamasha_trade, TRADING_ITEM_YOSHI_DOLL)
|
||||
|
||||
trendy_shop = Location("Trendy Shop").add(TradeSequenceItem(0x2A0, TRADING_ITEM_YOSHI_DOLL))
|
||||
#trendy_shop.connect(Location())
|
||||
trendy_shop = Location("Trendy Shop")
|
||||
trendy_shop.connect(Location().add(TradeSequenceItem(0x2A0, TRADING_ITEM_YOSHI_DOLL)), FOUND("RUPEES", 50))
|
||||
outside_trendy = Location()
|
||||
outside_trendy.connect(mabe_village, r.bush)
|
||||
|
||||
self._addEntrance("papahl_house_left", mabe_village, papahl_house, None)
|
||||
self._addEntrance("papahl_house_right", mabe_village, papahl_house, None)
|
||||
|
@ -84,7 +87,7 @@ class World:
|
|||
crazy_tracy_hut_inside = Location("Crazy Tracy's House")
|
||||
Location().add(KeyLocation("MEDICINE2")).connect(crazy_tracy_hut_inside, FOUND("RUPEES", 50))
|
||||
self._addEntrance("crazy_tracy", crazy_tracy_hut, crazy_tracy_hut_inside, None)
|
||||
start_house.connect(crazy_tracy_hut, SONG2, one_way=True) # Manbo's Mambo into the pond outside Tracy
|
||||
start_house.connect(crazy_tracy_hut, AND(OCARINA, SONG2), one_way=True) # Manbo's Mambo into the pond outside Tracy
|
||||
|
||||
forest_madbatter = Location("Forest Mad Batter")
|
||||
Location().add(MadBatter(0x1E1)).connect(forest_madbatter, MAGIC_POWDER)
|
||||
|
@ -92,7 +95,7 @@ class World:
|
|||
self._addEntranceRequirementExit("forest_madbatter", None) # if exiting, you do not need bracelet
|
||||
|
||||
forest_cave = Location("Forest Cave")
|
||||
Location().add(Chest(0x2BD)).connect(forest_cave, SWORD) # chest in forest cave on route to mushroom
|
||||
forest_cave_crystal_chest = Location().add(Chest(0x2BD)).connect(forest_cave, SWORD) # chest in forest cave on route to mushroom
|
||||
log_cave_heartpiece = Location().add(HeartPiece(0x2AB)).connect(forest_cave, POWER_BRACELET) # piece of heart in the forest cave on route to the mushroom
|
||||
forest_toadstool = Location().add(Toadstool())
|
||||
self._addEntrance("toadstool_entrance", forest, forest_cave, None)
|
||||
|
@ -130,6 +133,7 @@ class World:
|
|||
self._addEntranceRequirementExit("d0", None) # if exiting, you do not need bracelet
|
||||
ghost_grave = Location().connect(forest, POWER_BRACELET)
|
||||
Location().add(Seashell(0x074)).connect(ghost_grave, AND(r.bush, SHOVEL)) # next to grave cave, digging spot
|
||||
graveyard.connect(forest_heartpiece, OR(BOOMERANG, HOOKSHOT), one_way=True) # grab the heart piece surrounded by pits from the north
|
||||
|
||||
graveyard_cave_left = Location()
|
||||
graveyard_cave_right = Location().connect(graveyard_cave_left, OR(FEATHER, ROOSTER))
|
||||
|
@ -194,6 +198,7 @@ class World:
|
|||
bay_madbatter_connector_exit = Location().connect(bay_madbatter_connector_entrance, FLIPPERS)
|
||||
bay_madbatter_connector_outside = Location()
|
||||
bay_madbatter = Location().connect(Location().add(MadBatter(0x1E0)), MAGIC_POWDER)
|
||||
outside_bay_madbatter_entrance = Location()
|
||||
self._addEntrance("prairie_madbatter_connector_entrance", left_bay_area, bay_madbatter_connector_entrance, AND(OR(FEATHER, ROOSTER), OR(SWORD, MAGIC_ROD, BOOMERANG)))
|
||||
self._addEntranceRequirementExit("prairie_madbatter_connector_entrance", AND(OR(FEATHER, ROOSTER), r.bush)) # if exiting, you can pick up the bushes by normal means
|
||||
self._addEntrance("prairie_madbatter_connector_exit", bay_madbatter_connector_outside, bay_madbatter_connector_exit, None)
|
||||
|
@ -239,7 +244,8 @@ class World:
|
|||
castle_courtyard = Location()
|
||||
castle_frontdoor = Location().connect(castle_courtyard, r.bush)
|
||||
castle_frontdoor.connect(ukuku_prairie, "CASTLE_BUTTON") # the button in the castle connector allows access to the castle grounds in ER
|
||||
self._addEntrance("castle_secret_entrance", next_to_castle, castle_secret_entrance_right, OR(BOMB, BOOMERANG, MAGIC_POWDER, MAGIC_ROD, SWORD))
|
||||
self._addEntrance("castle_secret_entrance", next_to_castle, castle_secret_entrance_right, r.pit_bush)
|
||||
self._addEntranceRequirementExit("castle_secret_entrance", None) # leaving doesn't require pit_bush
|
||||
self._addEntrance("castle_secret_exit", castle_courtyard, castle_secret_entrance_left, None)
|
||||
|
||||
Location().add(HeartPiece(0x078)).connect(bay_water, FLIPPERS) # in the moat of the castle
|
||||
|
@ -247,7 +253,7 @@ class World:
|
|||
Location().add(KeyLocation("CASTLE_BUTTON")).connect(castle_inside, None)
|
||||
castle_top_outside = Location()
|
||||
castle_top_inside = Location()
|
||||
self._addEntrance("castle_main_entrance", castle_frontdoor, castle_inside, r.bush)
|
||||
self._addEntrance("castle_main_entrance", castle_frontdoor, castle_inside, None)
|
||||
self._addEntrance("castle_upper_left", castle_top_outside, castle_inside, None)
|
||||
self._addEntrance("castle_upper_right", castle_top_outside, castle_top_inside, None)
|
||||
Location().add(GoldLeaf(0x05A)).connect(castle_courtyard, OR(SWORD, BOW, MAGIC_ROD)) # mad bomber, enemy hiding in the 6 holes
|
||||
|
@ -276,7 +282,8 @@ class World:
|
|||
animal_village.connect(ukuku_prairie, OR(HOOKSHOT, ROOSTER))
|
||||
animal_village_connector_left = Location()
|
||||
animal_village_connector_right = Location().connect(animal_village_connector_left, PEGASUS_BOOTS)
|
||||
self._addEntrance("prairie_to_animal_connector", ukuku_prairie, animal_village_connector_left, OR(BOMB, BOOMERANG, MAGIC_POWDER, MAGIC_ROD, SWORD)) # passage under river blocked by bush
|
||||
self._addEntrance("prairie_to_animal_connector", ukuku_prairie, animal_village_connector_left, r.pit_bush) # passage under river blocked by bush
|
||||
self._addEntranceRequirementExit("prairie_to_animal_connector", None) # leaving doesn't require pit_bush
|
||||
self._addEntrance("animal_to_prairie_connector", animal_village, animal_village_connector_right, None)
|
||||
if options.owlstatues == "both" or options.owlstatues == "overworld":
|
||||
animal_village.add(OwlStatue(0x0DA))
|
||||
|
@ -284,7 +291,7 @@ class World:
|
|||
desert = Location().connect(animal_village, r.bush) # Note: We moved the walrus blocking the desert.
|
||||
if options.owlstatues == "both" or options.owlstatues == "overworld":
|
||||
desert.add(OwlStatue(0x0CF))
|
||||
desert_lanmola = Location().add(AnglerKey()).connect(desert, OR(BOW, SWORD, HOOKSHOT, MAGIC_ROD, BOOMERANG))
|
||||
desert_lanmola = Location().add(AnglerKey()).connect(desert, r.attack_hookshot_no_bomb)
|
||||
|
||||
animal_village_bombcave = Location()
|
||||
self._addEntrance("animal_cave", desert, animal_village_bombcave, BOMB)
|
||||
|
@ -298,13 +305,15 @@ class World:
|
|||
Location().add(HeartPiece(0x1E8)).connect(desert_cave, BOMB) # above the quicksand cave
|
||||
Location().add(Seashell(0x0FF)).connect(desert, POWER_BRACELET) # bottom right corner of the map
|
||||
|
||||
armos_maze = Location().connect(animal_village, POWER_BRACELET)
|
||||
armos_temple = Location()
|
||||
armos_maze = Location("Armos Maze").connect(animal_village, POWER_BRACELET)
|
||||
armos_temple = Location("Southern Shrine")
|
||||
Location().add(FaceKey()).connect(armos_temple, r.miniboss_requirements[world_setup.miniboss_mapping["armos_temple"]])
|
||||
if options.owlstatues == "both" or options.owlstatues == "overworld":
|
||||
armos_maze.add(OwlStatue(0x08F))
|
||||
self._addEntrance("armos_maze_cave", armos_maze, Location().add(Chest(0x2FC)), None)
|
||||
self._addEntrance("armos_temple", armos_maze, armos_temple, None)
|
||||
outside_armos_cave = Location("Outside Armos Maze Cave").connect(armos_maze, OR(r.attack_hookshot, SHIELD))
|
||||
outside_armos_temple = Location("Outside Southern Shrine").connect(armos_maze, OR(r.attack_hookshot, SHIELD))
|
||||
self._addEntrance("armos_maze_cave", outside_armos_cave, Location().add(Chest(0x2FC)), None)
|
||||
self._addEntrance("armos_temple", outside_armos_temple, armos_temple, None)
|
||||
|
||||
armos_fairy_entrance = Location().connect(bay_water, FLIPPERS).connect(animal_village, POWER_BRACELET)
|
||||
self._addEntrance("armos_fairy", armos_fairy_entrance, None, BOMB)
|
||||
|
@ -349,17 +358,21 @@ class World:
|
|||
lower_right_taltal.connect(below_right_taltal, FLIPPERS, one_way=True)
|
||||
|
||||
heartpiece_swim_cave = Location().connect(Location().add(HeartPiece(0x1F2)), FLIPPERS)
|
||||
outside_swim_cave = Location()
|
||||
below_right_taltal.connect(outside_swim_cave, FLIPPERS)
|
||||
self._addEntrance("heartpiece_swim_cave", below_right_taltal, heartpiece_swim_cave, FLIPPERS) # cave next to level 4
|
||||
d4_entrance = Location().connect(below_right_taltal, FLIPPERS)
|
||||
lower_right_taltal.connect(d4_entrance, AND(ANGLER_KEY, "ANGLER_KEYHOLE"), one_way=True)
|
||||
self._addEntrance("d4", d4_entrance, None, ANGLER_KEY)
|
||||
self._addEntranceRequirementExit("d4", FLIPPERS) # if exiting, you can leave with flippers without opening the dungeon
|
||||
outside_mambo = Location("Outside Manbo").connect(d4_entrance, FLIPPERS)
|
||||
inside_mambo = Location("Manbo's Cave")
|
||||
mambo = Location().connect(Location().add(Song(0x2FD)), AND(OCARINA, FLIPPERS)) # Manbo's Mambo
|
||||
self._addEntrance("mambo", d4_entrance, mambo, FLIPPERS)
|
||||
|
||||
# Raft game.
|
||||
raft_house = Location("Raft House")
|
||||
Location().add(KeyLocation("RAFT")).connect(raft_house, COUNT("RUPEES", 100))
|
||||
Location().add(KeyLocation("RAFT")).connect(raft_house, AND(r.bush, COUNT("RUPEES", 100))) # add bush requirement for farming in case player has to try again
|
||||
raft_return_upper = Location()
|
||||
raft_return_lower = Location().connect(raft_return_upper, None, one_way=True)
|
||||
outside_raft_house = Location().connect(below_right_taltal, HOOKSHOT).connect(below_right_taltal, FLIPPERS, one_way=True)
|
||||
|
@ -391,10 +404,13 @@ class World:
|
|||
|
||||
multichest_cave = Location()
|
||||
multichest_cave_secret = Location().connect(multichest_cave, BOMB)
|
||||
multichest_cave.connect(multichest_cave_secret, BOMB, one_way=True)
|
||||
water_cave_hole = Location() # Location with the hole that drops you onto the hearth piece under water
|
||||
if options.logic != "casual":
|
||||
water_cave_hole.connect(heartpiece_swim_cave, FLIPPERS, one_way=True)
|
||||
outside_multichest_left = Location()
|
||||
multichest_outside = Location().add(Chest(0x01D)) # chest after multichest puzzle outside
|
||||
lower_right_taltal.connect(outside_multichest_left, OR(FLIPPERS, ROOSTER))
|
||||
self._addEntrance("multichest_left", lower_right_taltal, multichest_cave, OR(FLIPPERS, ROOSTER))
|
||||
self._addEntrance("multichest_right", water_cave_hole, multichest_cave, None)
|
||||
self._addEntrance("multichest_top", multichest_outside, multichest_cave_secret, None)
|
||||
|
@ -432,7 +448,7 @@ class World:
|
|||
left_right_connector_cave_exit = Location()
|
||||
left_right_connector_cave_entrance.connect(left_right_connector_cave_exit, OR(HOOKSHOT, ROOSTER), one_way=True) # pass through the underground passage to left side
|
||||
taltal_boulder_zone = Location()
|
||||
self._addEntrance("left_to_right_taltalentrance", mountain_bridge_staircase, left_right_connector_cave_entrance, OR(BOMB, BOOMERANG, MAGIC_POWDER, MAGIC_ROD, SWORD))
|
||||
self._addEntrance("left_to_right_taltalentrance", mountain_bridge_staircase, left_right_connector_cave_entrance, r.pit_bush)
|
||||
self._addEntrance("left_taltal_entrance", taltal_boulder_zone, left_right_connector_cave_exit, None)
|
||||
mountain_heartpiece = Location().add(HeartPiece(0x2BA)) # heartpiece in connecting cave
|
||||
left_right_connector_cave_entrance.connect(mountain_heartpiece, BOMB, one_way=True) # in the connecting cave from right to left. one_way to prevent access to left_side_mountain via glitched logic
|
||||
|
@ -464,130 +480,168 @@ class World:
|
|||
windfish = Location("Windfish").connect(nightmare, AND(MAGIC_POWDER, SWORD, OR(BOOMERANG, BOW)))
|
||||
|
||||
if options.logic == 'hard' or options.logic == 'glitched' or options.logic == 'hell':
|
||||
hookshot_cave.connect(hookshot_cave_chest, AND(FEATHER, PEGASUS_BOOTS)) # boots jump the gap to the chest
|
||||
graveyard_cave_left.connect(graveyard_cave_right, HOOKSHOT, one_way=True) # hookshot the block behind the stairs while over the pit
|
||||
swamp_chest.connect(swamp, None) # Clip past the flower
|
||||
hookshot_cave.connect(hookshot_cave_chest, r.boots_jump) # boots jump the gap to the chest
|
||||
graveyard_cave_left.connect(graveyard_cave_right, r.hookshot_over_pit, one_way=True) # hookshot the block behind the stairs while over the pit
|
||||
swamp_chest.connect(swamp, r.wall_clip) # Clip past the flower
|
||||
self._addEntranceRequirement("d2", POWER_BRACELET) # clip the top wall to walk between the goponga flower and the wall
|
||||
self._addEntranceRequirement("d2", COUNT(SWORD, 2)) # use l2 sword spin to kill goponga flowers
|
||||
swamp.connect(writes_hut_outside, HOOKSHOT, one_way=True) # hookshot the sign in front of writes hut
|
||||
self._addEntranceRequirementExit("d2", r.wall_clip) # Clip out at d2 entrance door
|
||||
swamp.connect(writes_hut_outside, r.hookshot_over_pit, one_way=True) # hookshot the sign in front of writes hut
|
||||
graveyard_heartpiece.connect(graveyard_cave_right, FEATHER) # jump to the bottom right tile around the blocks
|
||||
graveyard_heartpiece.connect(graveyard_cave_right, OR(HOOKSHOT, BOOMERANG)) # push bottom block, wall clip and hookshot/boomerang corner to grab item
|
||||
graveyard_heartpiece.connect(graveyard_cave_right, AND(r.wall_clip, OR(HOOKSHOT, BOOMERANG))) # push bottom block, wall clip and hookshot/boomerang corner to grab item
|
||||
|
||||
self._addEntranceRequirement("mamu", AND(FEATHER, POWER_BRACELET)) # can clear the gaps at the start with just feather, can reach bottom left sign with a well timed jump while wall clipped
|
||||
self._addEntranceRequirement("mamu", AND(r.wall_clip, FEATHER, POWER_BRACELET)) # can clear the gaps at the start with just feather, can reach bottom left sign with a well timed jump while wall clipped
|
||||
self._addEntranceRequirement("prairie_madbatter_connector_entrance", AND(OR(FEATHER, ROOSTER), OR(MAGIC_POWDER, BOMB))) # use bombs or powder to get rid of a bush on the other side by jumping across and placing the bomb/powder before you fall into the pit
|
||||
fisher_under_bridge.connect(bay_water, AND(TRADING_ITEM_FISHING_HOOK, FLIPPERS)) # can talk to the fisherman from the water when the boat is low (requires swimming up out of the water a bit)
|
||||
crow_gold_leaf.connect(castle_courtyard, POWER_BRACELET) # bird on tree at left side kanalet, can use both rocks to kill the crow removing the kill requirement
|
||||
castle_inside.connect(kanalet_chain_trooper, BOOMERANG, one_way=True) # kill the ball and chain trooper from the left side, then use boomerang to grab the dropped item
|
||||
animal_village_bombcave_heartpiece.connect(animal_village_bombcave, AND(PEGASUS_BOOTS, FEATHER)) # jump across horizontal 4 gap to heart piece
|
||||
animal_village_bombcave_heartpiece.connect(animal_village_bombcave, r.boots_jump) # jump across horizontal 4 gap to heart piece
|
||||
animal_village_bombcave_heartpiece.connect(animal_village_bombcave, AND(BOMB, FEATHER, BOOMERANG)) # use jump + boomerang to grab the item from below the ledge
|
||||
desert_lanmola.connect(desert, BOMB) # use bombs to kill lanmola
|
||||
|
||||
armos_maze.connect(outside_armos_cave, None) # dodge the armos statues by activating them and running
|
||||
armos_maze.connect(outside_armos_temple, None) # dodge the armos statues by activating them and running
|
||||
d6_connector_left.connect(d6_connector_right, AND(OR(FLIPPERS, PEGASUS_BOOTS), FEATHER)) # jump the gap in underground passage to d6 left side to skip hookshot
|
||||
obstacle_cave_exit.connect(obstacle_cave_inside, AND(FEATHER, r.hookshot_over_pit), one_way=True) # one way from right exit to middle, jump past the obstacle, and use hookshot to pull past the double obstacle
|
||||
if not options.rooster:
|
||||
bird_key.connect(bird_cave, COUNT(POWER_BRACELET, 2)) # corner walk past the one pit on the left side to get to the elephant statue
|
||||
fire_cave_bottom.connect(fire_cave_top, PEGASUS_BOOTS, one_way=True) # flame skip
|
||||
right_taltal_connector2.connect(right_taltal_connector3, ROOSTER, one_way=True) # jump off the ledge and grab rooster after landing on the pit
|
||||
fire_cave_bottom.connect(fire_cave_top, AND(r.damage_boost_special, PEGASUS_BOOTS), one_way=True) # flame skip
|
||||
|
||||
if options.logic == 'glitched' or options.logic == 'hell':
|
||||
papahl_house.connect(mamasha_trade, r.bomb_trigger) # use a bomb trigger to trade with mamasha without having yoshi doll
|
||||
#self._addEntranceRequirement("dream_hut", FEATHER) # text clip TODO: require nag messages
|
||||
self._addEntranceRequirementEnter("dream_hut", HOOKSHOT) # clip past the rocks in front of dream hut
|
||||
dream_hut_right.connect(dream_hut_left, FEATHER) # super jump
|
||||
forest.connect(swamp, BOMB) # bomb trigger tarin
|
||||
self._addEntranceRequirementEnter("dream_hut", r.hookshot_clip) # clip past the rocks in front of dream hut
|
||||
dream_hut_right.connect(dream_hut_left, r.super_jump_feather) # super jump
|
||||
forest.connect(swamp, r.bomb_trigger) # bomb trigger tarin
|
||||
forest.connect(forest_heartpiece, BOMB, one_way=True) # bomb trigger heartpiece
|
||||
self._addEntranceRequirementEnter("hookshot_cave", HOOKSHOT) # clip past the rocks in front of hookshot cave
|
||||
swamp.connect(forest_toadstool, None, one_way=True) # villa buffer from top (swamp phonebooth area) to bottom (toadstool area)
|
||||
writes_hut_outside.connect(swamp, None, one_way=True) # villa buffer from top (writes hut) to bottom (swamp phonebooth area) or damage boost
|
||||
self._addEntranceRequirementEnter("hookshot_cave", r.hookshot_clip) # clip past the rocks in front of hookshot cave
|
||||
swamp.connect(forest_toadstool, r.pit_buffer_itemless, one_way=True) # villa buffer from top (swamp phonebooth area) to bottom (toadstool area)
|
||||
writes_hut_outside.connect(swamp, r.pit_buffer_itemless, one_way=True) # villa buffer from top (writes hut) to bottom (swamp phonebooth area) or damage boost
|
||||
graveyard.connect(forest_heartpiece, None, one_way=True) # villa buffer from top.
|
||||
log_cave_heartpiece.connect(forest_cave, FEATHER) # super jump
|
||||
log_cave_heartpiece.connect(forest_cave, BOMB) # bomb trigger
|
||||
graveyard_cave_left.connect(graveyard_heartpiece, BOMB, one_way=True) # bomb trigger the heartpiece from the left side
|
||||
graveyard_heartpiece.connect(graveyard_cave_right, None) # sideways block push from the right staircase.
|
||||
graveyard.connect(forest, None, one_way=True) # villa buffer from the top twice to get to the main forest area
|
||||
log_cave_heartpiece.connect(forest_cave, r.super_jump_feather) # super jump
|
||||
log_cave_heartpiece.connect(forest_cave, r.bomb_trigger) # bomb trigger
|
||||
graveyard_cave_left.connect(graveyard_heartpiece, r.bomb_trigger, one_way=True) # bomb trigger the heartpiece from the left side
|
||||
graveyard_heartpiece.connect(graveyard_cave_right, r.sideways_block_push) # sideways block push from the right staircase.
|
||||
|
||||
prairie_island_seashell.connect(ukuku_prairie, AND(FEATHER, r.bush)) # jesus jump from right side, screen transition on top of the water to reach the island
|
||||
self._addEntranceRequirement("castle_jump_cave", FEATHER) # 1 pit buffer to clip bottom wall and jump across.
|
||||
left_bay_area.connect(ghost_hut_outside, FEATHER) # 1 pit buffer to get across
|
||||
tiny_island.connect(left_bay_area, AND(FEATHER, r.bush)) # jesus jump around
|
||||
bay_madbatter_connector_exit.connect(bay_madbatter_connector_entrance, FEATHER, one_way=True) # jesus jump (3 screen) through the underground passage leading to martha's bay mad batter
|
||||
self._addEntranceRequirement("prairie_madbatter_connector_entrance", AND(FEATHER, POWER_BRACELET)) # villa buffer into the top side of the bush, then pick it up
|
||||
prairie_island_seashell.connect(ukuku_prairie, AND(r.jesus_jump, r.bush)) # jesus jump from right side, screen transition on top of the water to reach the island
|
||||
self._addEntranceRequirement("castle_jump_cave", r.pit_buffer) # 1 pit buffer to clip bottom wall and jump across.
|
||||
left_bay_area.connect(ghost_hut_outside, r.pit_buffer) # 1 pit buffer to get across
|
||||
tiny_island.connect(left_bay_area, AND(r.jesus_jump, r.bush)) # jesus jump around
|
||||
bay_madbatter_connector_exit.connect(bay_madbatter_connector_entrance, r.jesus_jump, one_way=True) # jesus jump (3 screen) through the underground passage leading to martha's bay mad batter
|
||||
left_bay_area.connect(outside_bay_madbatter_entrance, AND(r.pit_buffer, POWER_BRACELET)) # villa buffer into the top side of the bush, then pick it up
|
||||
|
||||
ukuku_prairie.connect(richard_maze, OR(BOMB, BOOMERANG, MAGIC_POWDER, MAGIC_ROD, SWORD), one_way=True) # break bushes on north side of the maze, and 1 pit buffer into the maze
|
||||
fisher_under_bridge.connect(bay_water, AND(BOMB, FLIPPERS)) # can bomb trigger the item without having the hook
|
||||
animal_village.connect(ukuku_prairie, FEATHER) # jesus jump
|
||||
below_right_taltal.connect(next_to_castle, FEATHER) # jesus jump (north of kanalet castle phonebooth)
|
||||
animal_village_connector_right.connect(animal_village_connector_left, FEATHER) # text clip past the obstacles (can go both ways), feather to wall clip the obstacle without triggering text or shaq jump in bottom right corner if text is off
|
||||
animal_village_bombcave_heartpiece.connect(animal_village_bombcave, AND(BOMB, OR(HOOKSHOT, FEATHER, PEGASUS_BOOTS))) # bomb trigger from right side, corner walking top right pit is stupid so hookshot or boots added
|
||||
animal_village_bombcave_heartpiece.connect(animal_village_bombcave, FEATHER) # villa buffer across the pits
|
||||
ukuku_prairie.connect(richard_maze, AND(r.pit_buffer_itemless, OR(AND(MAGIC_POWDER, MAX_POWDER_UPGRADE), BOMB, BOOMERANG, MAGIC_ROD, SWORD)), one_way=True) # break bushes on north side of the maze, and 1 pit buffer into the maze
|
||||
richard_maze.connect(ukuku_prairie, AND(r.pit_buffer_itemless, OR(MAGIC_POWDER, BOMB, BOOMERANG, MAGIC_ROD, SWORD)), one_way=True) # same as above (without powder upgrade) in one of the two northern screens of the maze to escape
|
||||
fisher_under_bridge.connect(bay_water, AND(r.bomb_trigger, AND(FEATHER, FLIPPERS))) # up-most left wall is a pit: bomb trigger with it. If photographer is there, clear that first which is why feather is required logically
|
||||
animal_village.connect(ukuku_prairie, r.jesus_jump) # jesus jump
|
||||
below_right_taltal.connect(next_to_castle, r.jesus_jump) # jesus jump (north of kanalet castle phonebooth)
|
||||
#animal_village_connector_right.connect(animal_village_connector_left, AND(r.text_clip, FEATHER)) # text clip past the obstacles (can go both ways), feather to wall clip the obstacle without triggering text
|
||||
animal_village_bombcave_heartpiece.connect(animal_village_bombcave, AND(r.bomb_trigger, OR(HOOKSHOT, FEATHER, r.boots_bonk_pit))) # bomb trigger from right side, corner walking top right pit is stupid so hookshot or boots added
|
||||
animal_village_bombcave_heartpiece.connect(animal_village_bombcave, r.pit_buffer) # villa buffer across the pits
|
||||
|
||||
d6_entrance.connect(ukuku_prairie, FEATHER, one_way=True) # jesus jump (2 screen) from d6 entrance bottom ledge to ukuku prairie
|
||||
d6_entrance.connect(armos_fairy_entrance, FEATHER, one_way=True) # jesus jump (2 screen) from d6 entrance top ledge to armos fairy entrance
|
||||
armos_fairy_entrance.connect(d6_armos_island, FEATHER, one_way=True) # jesus jump from top (fairy bomb cave) to armos island
|
||||
armos_fairy_entrance.connect(raft_exit, FEATHER) # jesus jump (2-ish screen) from fairy cave to lower raft connector
|
||||
self._addEntranceRequirementEnter("obstacle_cave_entrance", HOOKSHOT) # clip past the rocks in front of obstacle cave entrance
|
||||
obstacle_cave_inside_chest.connect(obstacle_cave_inside, FEATHER) # jump to the rightmost pits + 1 pit buffer to jump across
|
||||
obstacle_cave_exit.connect(obstacle_cave_inside, FEATHER) # 1 pit buffer above boots crystals to get past
|
||||
lower_right_taltal.connect(hibiscus_item, AND(TRADING_ITEM_PINEAPPLE, BOMB), one_way=True) # bomb trigger papahl from below ledge, requires pineapple
|
||||
d6_entrance.connect(ukuku_prairie, r.jesus_jump, one_way=True) # jesus jump (2 screen) from d6 entrance bottom ledge to ukuku prairie
|
||||
d6_entrance.connect(armos_fairy_entrance, r.jesus_jump, one_way=True) # jesus jump (2 screen) from d6 entrance top ledge to armos fairy entrance
|
||||
d6_connector_left.connect(d6_connector_right, r.jesus_jump) # jesus jump over water; left side is jumpable, or villa buffer if it's easier for you
|
||||
armos_fairy_entrance.connect(d6_armos_island, r.jesus_jump, one_way=True) # jesus jump from top (fairy bomb cave) to armos island
|
||||
armos_fairy_entrance.connect(raft_exit, r.jesus_jump) # jesus jump (2-ish screen) from fairy cave to lower raft connector
|
||||
self._addEntranceRequirementEnter("obstacle_cave_entrance", r.hookshot_clip) # clip past the rocks in front of obstacle cave entrance
|
||||
obstacle_cave_inside_chest.connect(obstacle_cave_inside, r.pit_buffer) # jump to the rightmost pits + 1 pit buffer to jump across
|
||||
obstacle_cave_exit.connect(obstacle_cave_inside, r.pit_buffer) # 1 pit buffer above boots crystals to get past
|
||||
lower_right_taltal.connect(hibiscus_item, AND(TRADING_ITEM_PINEAPPLE, r.bomb_trigger), one_way=True) # bomb trigger papahl from below ledge, requires pineapple
|
||||
|
||||
self._addEntranceRequirement("heartpiece_swim_cave", FEATHER) # jesus jump into the cave entrance after jumping down the ledge, can jesus jump back to the ladder 1 screen below
|
||||
self._addEntranceRequirement("mambo", FEATHER) # jesus jump from (unlocked) d4 entrance to mambo's cave entrance
|
||||
outside_raft_house.connect(below_right_taltal, FEATHER, one_way=True) # jesus jump from the ledge at raft to the staircase 1 screen south
|
||||
self._addEntranceRequirement("heartpiece_swim_cave", r.jesus_jump) # jesus jump into the cave entrance after jumping down the ledge, can jesus jump back to the ladder 1 screen below
|
||||
self._addEntranceRequirement("mambo", r.jesus_jump) # jesus jump from (unlocked) d4 entrance to mambo's cave entrance
|
||||
outside_raft_house.connect(below_right_taltal, r.jesus_jump, one_way=True) # jesus jump from the ledge at raft to the staircase 1 screen south
|
||||
|
||||
self._addEntranceRequirement("multichest_left", FEATHER) # jesus jump past staircase leading up the mountain
|
||||
outside_rooster_house.connect(lower_right_taltal, FEATHER) # jesus jump (1 or 2 screen depending if angler key is used) to staircase leading up the mountain
|
||||
self._addEntranceRequirement("multichest_left", r.jesus_jump) # jesus jump past staircase leading up the mountain
|
||||
outside_rooster_house.connect(lower_right_taltal, r.jesus_jump) # jesus jump (1 or 2 screen depending if angler key is used) to staircase leading up the mountain
|
||||
d7_platau.connect(water_cave_hole, None, one_way=True) # use save and quit menu to gain control while falling to dodge the water cave hole
|
||||
mountain_bridge_staircase.connect(outside_rooster_house, AND(PEGASUS_BOOTS, FEATHER)) # cross bridge to staircase with pit buffer to clip bottom wall and jump across
|
||||
bird_key.connect(bird_cave, AND(FEATHER, HOOKSHOT)) # hookshot jump across the big pits room
|
||||
right_taltal_connector2.connect(right_taltal_connector3, None, one_way=True) # 2 seperate pit buffers so not obnoxious to get past the two pit rooms before d7 area. 2nd pits can pit buffer on top right screen, bottom wall to scroll on top of the wall on bottom screen
|
||||
left_right_connector_cave_exit.connect(left_right_connector_cave_entrance, AND(HOOKSHOT, FEATHER), one_way=True) # pass through the passage in reverse using a superjump to get out of the dead end
|
||||
obstacle_cave_inside.connect(mountain_heartpiece, BOMB, one_way=True) # bomb trigger from boots crystal cave
|
||||
self._addEntranceRequirement("d8", OR(BOMB, AND(OCARINA, SONG3))) # bomb trigger the head and walk trough, or play the ocarina song 3 and walk through
|
||||
mountain_bridge_staircase.connect(outside_rooster_house, AND(r.boots_jump, r.pit_buffer)) # cross bridge to staircase with pit buffer to clip bottom wall and jump across. added boots_jump to not require going through this section with just feather
|
||||
bird_key.connect(bird_cave, r.hookshot_jump) # hookshot jump across the big pits room
|
||||
right_taltal_connector2.connect(right_taltal_connector3, OR(r.pit_buffer, ROOSTER), one_way=True) # trigger a quick fall on the screen above the exit by transitioning down on the leftmost/rightmost pit and then buffering sq menu for control while in the air. or pick up the rooster while dropping off the ledge at exit
|
||||
left_right_connector_cave_exit.connect(left_right_connector_cave_entrance, AND(HOOKSHOT, r.super_jump_feather), one_way=True) # pass through the passage in reverse using a superjump to get out of the dead end
|
||||
obstacle_cave_inside.connect(mountain_heartpiece, r.bomb_trigger, one_way=True) # bomb trigger from boots crystal cave
|
||||
self._addEntranceRequirement("d8", OR(r.bomb_trigger, AND(OCARINA, SONG3))) # bomb trigger the head and walk through, or play the ocarina song 3 and walk through
|
||||
|
||||
if options.logic == 'hell':
|
||||
dream_hut_right.connect(dream_hut, None) # alternate diagonal movement with orthogonal movement to control the mimics. Get them clipped into the walls to walk past
|
||||
swamp.connect(forest_toadstool, None) # damage boost from toadstool area across the pit
|
||||
swamp.connect(forest, AND(r.bush, OR(PEGASUS_BOOTS, HOOKSHOT))) # boots bonk / hookshot spam over the pits right of forest_rear_chest
|
||||
swamp.connect(forest_toadstool, r.damage_boost) # damage boost from toadstool area across the pit
|
||||
swamp.connect(forest, AND(r.bush, OR(r.boots_bonk_pit, r.hookshot_spam_pit))) # boots bonk / hookshot spam over the pits right of forest_rear_chest
|
||||
forest.connect(forest_heartpiece, PEGASUS_BOOTS, one_way=True) # boots bonk across the pits
|
||||
forest_cave_crystal_chest.connect(forest_cave, AND(r.super_jump_feather, r.hookshot_clip_block, r.sideways_block_push)) # superjump off the bottom wall to get between block and crystal, than use 3 keese to hookshot clip while facing right to get a sideways blockpush off
|
||||
log_cave_heartpiece.connect(forest_cave, BOOMERANG) # clip the boomerang through the corner gaps on top right to grab the item
|
||||
log_cave_heartpiece.connect(forest_cave, AND(ROOSTER, OR(PEGASUS_BOOTS, SWORD, BOW, MAGIC_ROD))) # boots rooster hop in bottom left corner to "superjump" into the area. use buffers after picking up rooster to gain height / time to throw rooster again facing up
|
||||
writes_hut_outside.connect(swamp, None) # damage boost with moblin arrow next to telephone booth
|
||||
writes_cave_left_chest.connect(writes_cave, None) # damage boost off the zol to get across the pit.
|
||||
graveyard.connect(crazy_tracy_hut, HOOKSHOT, one_way=True) # use hookshot spam to clip the rock on the right with the crow
|
||||
graveyard.connect(forest, OR(PEGASUS_BOOTS, HOOKSHOT)) # boots bonk witches hut, or hookshot spam across the pit
|
||||
graveyard_cave_left.connect(graveyard_cave_right, HOOKSHOT) # hookshot spam over the pit
|
||||
graveyard_cave_right.connect(graveyard_cave_left, PEGASUS_BOOTS, one_way=True) # boots bonk off the cracked block
|
||||
log_cave_heartpiece.connect(forest_cave, OR(r.super_jump_rooster, r.boots_roosterhop)) # boots rooster hop in bottom left corner to "superjump" into the area. use buffers after picking up rooster to gain height / time to throw rooster again facing up
|
||||
writes_hut_outside.connect(swamp, r.damage_boost) # damage boost with moblin arrow next to telephone booth
|
||||
writes_cave_left_chest.connect(writes_cave, r.damage_boost) # damage boost off the zol to get across the pit.
|
||||
graveyard.connect(crazy_tracy_hut, r.hookshot_spam_pit, one_way=True) # use hookshot spam to clip the rock on the right with the crow
|
||||
graveyard.connect(forest, OR(r.boots_bonk_pit, r.hookshot_spam_pit)) # boots bonk over pits by witches hut, or hookshot spam across the pit
|
||||
graveyard_cave_left.connect(graveyard_cave_right, r.hookshot_spam_pit) # hookshot spam over the pit
|
||||
graveyard_cave_right.connect(graveyard_cave_left, OR(r.damage_boost, r.boots_bonk_pit), one_way=True) # boots bonk off the cracked block, or set up a damage boost with the keese
|
||||
|
||||
self._addEntranceRequirementEnter("mamu", AND(PEGASUS_BOOTS, POWER_BRACELET)) # can clear the gaps at the start with multiple pit buffers, can reach bottom left sign with bonking along the bottom wall
|
||||
self._addEntranceRequirement("castle_jump_cave", PEGASUS_BOOTS) # pit buffer to clip bottom wall and boots bonk across
|
||||
prairie_cave_secret_exit.connect(prairie_cave, AND(BOMB, OR(PEGASUS_BOOTS, HOOKSHOT))) # hookshot spam or boots bonk across pits can go from left to right by pit buffering on top of the bottom wall then boots bonk across
|
||||
richard_cave_chest.connect(richard_cave, None) # use the zol on the other side of the pit to damage boost across (requires damage from pit + zol)
|
||||
castle_secret_entrance_right.connect(castle_secret_entrance_left, AND(PEGASUS_BOOTS, "MEDICINE2")) # medicine iframe abuse to get across spikes with a boots bonk
|
||||
left_bay_area.connect(ghost_hut_outside, PEGASUS_BOOTS) # multiple pit buffers to bonk across the bottom wall
|
||||
tiny_island.connect(left_bay_area, AND(PEGASUS_BOOTS, r.bush)) # jesus jump around with boots bonks, then one final bonk off the bottom wall to get on the staircase (needs to be centered correctly)
|
||||
self._addEntranceRequirement("prairie_madbatter_connector_entrance", AND(PEGASUS_BOOTS, OR(MAGIC_POWDER, BOMB, SWORD, MAGIC_ROD, BOOMERANG))) # Boots bonk across the bottom wall, then remove one of the bushes to get on land
|
||||
self._addEntranceRequirementExit("prairie_madbatter_connector_entrance", AND(PEGASUS_BOOTS, r.bush)) # if exiting, you can pick up the bushes by normal means and boots bonk across the bottom wall
|
||||
self._addEntranceRequirementEnter("mamu", AND(r.pit_buffer_itemless, r.pit_buffer_boots, POWER_BRACELET)) # can clear the gaps at the start with multiple pit buffers, can reach bottom left sign with bonking along the bottom wall
|
||||
self._addEntranceRequirement("castle_jump_cave", r.pit_buffer_boots) # pit buffer to clip bottom wall and boots bonk across
|
||||
prairie_cave_secret_exit.connect(prairie_cave, AND(BOMB, OR(r.boots_bonk_pit, r.hookshot_spam_pit))) # hookshot spam or boots bonk across pits can go from left to right by pit buffering on top of the bottom wall then boots bonk across
|
||||
richard_cave_chest.connect(richard_cave, r.damage_boost) # use the zol on the other side of the pit to damage boost across (requires damage from pit + zol)
|
||||
castle_secret_entrance_right.connect(castle_secret_entrance_left, r.boots_bonk_2d_spikepit) # medicine iframe abuse to get across spikes with a boots bonk
|
||||
left_bay_area.connect(ghost_hut_outside, r.pit_buffer_boots) # multiple pit buffers to bonk across the bottom wall
|
||||
left_bay_area.connect(ukuku_prairie, r.hookshot_clip_block, one_way=True) # clip through the donuts blocking the path next to prairie plateau cave by hookshotting up and killing the two moblins that way which clips you further up two times. This is enough to move right
|
||||
tiny_island.connect(left_bay_area, AND(r.jesus_buffer, r.boots_bonk_pit, r.bush)) # jesus jump around with boots bonks, then one final bonk off the bottom wall to get on the staircase (needs to be centered correctly)
|
||||
left_bay_area.connect(outside_bay_madbatter_entrance, AND(r.pit_buffer_boots, OR(MAGIC_POWDER, SWORD, MAGIC_ROD, BOOMERANG))) # Boots bonk across the bottom wall, then remove one of the bushes to get on land
|
||||
left_bay_area.connect(outside_bay_madbatter_entrance, AND(r.pit_buffer, r.hookshot_spam_pit, r.bush)) # hookshot spam to cross one pit at the top, then buffer until on top of the bush to be able to break it
|
||||
outside_bay_madbatter_entrance.connect(left_bay_area, AND(r.pit_buffer_boots, r.bush), one_way=True) # if exiting, you can pick up the bushes by normal means and boots bonk across the bottom wall
|
||||
|
||||
# bay_water connectors, only left_bay_area, ukuku_prairie and animal_village have to be connected with jesus jumps. below_right_taltal, d6_armos_island and armos_fairy_entrance are accounted for via ukuku prairie in glitch logic
|
||||
left_bay_area.connect(bay_water, FEATHER) # jesus jump (can always reach bay_water with jesus jumping from every way to enter bay_water, so no one_way)
|
||||
animal_village.connect(bay_water, FEATHER) # jesus jump (can always reach bay_water with jesus jumping from every way to enter bay_water, so no one_way)
|
||||
ukuku_prairie.connect(bay_water, FEATHER, one_way=True) # jesus jump
|
||||
bay_water.connect(d5_entrance, FEATHER) # jesus jump into d5 entrance (wall clip), wall clip + jesus jump to get out
|
||||
left_bay_area.connect(bay_water, OR(r.jesus_jump, r.jesus_rooster)) # jesus jump/rooster (can always reach bay_water with jesus jumping from every way to enter bay_water, so no one_way)
|
||||
animal_village.connect(bay_water, OR(r.jesus_jump, r.jesus_rooster)) # jesus jump/rooster (can always reach bay_water with jesus jumping from every way to enter bay_water, so no one_way)
|
||||
ukuku_prairie.connect(bay_water, OR(r.jesus_jump, r.jesus_rooster), one_way=True) # jesus jump/rooster
|
||||
bay_water.connect(d5_entrance, OR(r.jesus_jump, r.jesus_rooster)) # jesus jump/rooster into d5 entrance (wall clip), wall clip + jesus jump to get out
|
||||
|
||||
prairie_island_seashell.connect(ukuku_prairie, AND(r.jesus_rooster, r.bush)) # jesus rooster from right side, screen transition on top of the water to reach the island
|
||||
bay_madbatter_connector_exit.connect(bay_madbatter_connector_entrance, r.jesus_rooster, one_way=True) # jesus rooster (3 screen) through the underground passage leading to martha's bay mad batter
|
||||
# fisher_under_bridge.connect(bay_water, AND(TRADING_ITEM_FISHING_HOOK, OR(FEATHER, SWORD, BOW), FLIPPERS)) # just swing/shoot at fisher, if photographer is on screen it is dumb
|
||||
fisher_under_bridge.connect(bay_water, AND(TRADING_ITEM_FISHING_HOOK, FLIPPERS)) # face the fisherman from the left, get within 4 pixels (a range, not exact) of his left side, hold up, and mash a until you get the textbox.
|
||||
|
||||
#TODO: add jesus rooster to trick list
|
||||
|
||||
below_right_taltal.connect(next_to_castle, r.jesus_buffer, one_way=True) # face right, boots bonk and get far enough left to jesus buffer / boots bonk across the bottom wall to the stairs
|
||||
crow_gold_leaf.connect(castle_courtyard, BOMB) # bird on tree at left side kanalet, place a bomb against the tree and the crow flies off. With well placed second bomb the crow can be killed
|
||||
mermaid_statue.connect(animal_village, AND(TRADING_ITEM_SCALE, FEATHER)) # early mermaid statue by buffering on top of the right ledge, then superjumping to the left (horizontal pixel perfect)
|
||||
animal_village_bombcave_heartpiece.connect(animal_village_bombcave, PEGASUS_BOOTS) # boots bonk across bottom wall (both at entrance and in item room)
|
||||
mermaid_statue.connect(animal_village, AND(TRADING_ITEM_SCALE, r.super_jump_feather)) # early mermaid statue by buffering on top of the right ledge, then superjumping to the left (horizontal pixel perfect)
|
||||
animal_village_connector_right.connect(animal_village_connector_left, r.shaq_jump) # shaq jump off the obstacle to get through
|
||||
animal_village_connector_left.connect(animal_village_connector_right, r.hookshot_clip_block, one_way=True) # use hookshot with an enemy to clip through the obstacle
|
||||
animal_village_bombcave_heartpiece.connect(animal_village_bombcave, r.pit_buffer_boots) # boots bonk across bottom wall (both at entrance and in item room)
|
||||
|
||||
d6_armos_island.connect(ukuku_prairie, FEATHER) # jesus jump (3 screen) from seashell mansion to armos island
|
||||
armos_fairy_entrance.connect(d6_armos_island, PEGASUS_BOOTS, one_way=True) # jesus jump from top (fairy bomb cave) to armos island with fast falling
|
||||
d6_connector_right.connect(d6_connector_left, PEGASUS_BOOTS) # boots bonk across bottom wall at water and pits (can do both ways)
|
||||
d6_armos_island.connect(ukuku_prairie, OR(r.jesus_jump, r.jesus_rooster)) # jesus jump / rooster (3 screen) from seashell mansion to armos island
|
||||
armos_fairy_entrance.connect(d6_armos_island, r.jesus_buffer, one_way=True) # jesus jump from top (fairy bomb cave) to armos island with fast falling
|
||||
d6_connector_right.connect(d6_connector_left, r.pit_buffer_boots) # boots bonk across bottom wall at water and pits (can do both ways)
|
||||
d6_entrance.connect(ukuku_prairie, r.jesus_rooster, one_way=True) # jesus rooster (2 screen) from d6 entrance bottom ledge to ukuku prairie
|
||||
d6_entrance.connect(armos_fairy_entrance, r.jesus_rooster, one_way=True) # jesus rooster (2 screen) from d6 entrance top ledge to armos fairy entrance
|
||||
armos_fairy_entrance.connect(d6_armos_island, r.jesus_rooster, one_way=True) # jesus rooster from top (fairy bomb cave) to armos island
|
||||
armos_fairy_entrance.connect(raft_exit, r.jesus_rooster) # jesus rooster (2-ish screen) from fairy cave to lower raft connector
|
||||
|
||||
obstacle_cave_entrance.connect(obstacle_cave_inside, OR(r.hookshot_clip_block, r.shaq_jump)) # get past crystal rocks by hookshotting into top pushable block, or boots dashing into top wall where the pushable block is to superjump down
|
||||
obstacle_cave_entrance.connect(obstacle_cave_inside, r.boots_roosterhop) # get past crystal rocks pushing the top pushable block, then boots dashing up picking up the rooster before bonking. Pause buffer until rooster is fully picked up then throw it down before bonking into wall
|
||||
d4_entrance.connect(below_right_taltal, OR(r.jesus_jump, r.jesus_rooster), one_way=True) # jesus jump/rooster 5 screens to staircase below damp cave
|
||||
lower_right_taltal.connect(below_right_taltal, OR(r.jesus_jump, r.jesus_rooster), one_way=True) # jesus jump/rooster to upper ledges, jump off, enter and exit s+q menu to regain pauses, then jesus jump 4 screens to staircase below damp cave
|
||||
below_right_taltal.connect(outside_swim_cave, r.jesus_rooster) # jesus rooster into the cave entrance after jumping down the ledge, can jesus jump back to the ladder 1 screen below
|
||||
outside_mambo.connect(below_right_taltal, OR(r.jesus_rooster, r.jesus_jump)) # jesus jump/rooster to mambo's cave entrance
|
||||
if options.hardmode != "oracle": # don't take damage from drowning in water. Could get it with more health probably but standard 3 hearts is not enough
|
||||
mambo.connect(inside_mambo, AND(OCARINA, r.bomb_trigger)) # while drowning, buffer a bomb and after it explodes, buffer another bomb out of the save and quit menu.
|
||||
outside_raft_house.connect(below_right_taltal, r.jesus_rooster, one_way=True) # jesus rooster from the ledge at raft to the staircase 1 screen south
|
||||
lower_right_taltal.connect(outside_multichest_left, r.jesus_rooster) # jesus rooster past staircase leading up the mountain
|
||||
outside_rooster_house.connect(lower_right_taltal, r.jesus_rooster, one_way=True) # jesus rooster down to staircase below damp cave
|
||||
|
||||
obstacle_cave_entrance.connect(obstacle_cave_inside, OR(HOOKSHOT, AND(FEATHER, PEGASUS_BOOTS, OR(SWORD, MAGIC_ROD, BOW)))) # get past crystal rocks by hookshotting into top pushable block, or boots dashing into top wall where the pushable block is to superjump down
|
||||
obstacle_cave_entrance.connect(obstacle_cave_inside, AND(PEGASUS_BOOTS, ROOSTER)) # get past crystal rocks pushing the top pushable block, then boots dashing up picking up the rooster before bonking. Pause buffer until rooster is fully picked up then throw it down before bonking into wall
|
||||
d4_entrance.connect(below_right_taltal, FEATHER) # jesus jump a long way
|
||||
if options.entranceshuffle in ("default", "simple"): # connector cave from armos d6 area to raft shop may not be randomized to add a flippers path since flippers stop you from jesus jumping
|
||||
below_right_taltal.connect(raft_game, AND(FEATHER, r.attack_hookshot_powder), one_way=True) # jesus jump from heartpiece water cave, around the island and clip past the diagonal gap in the rock, then jesus jump all the way down the waterfall to the chests (attack req for hardlock flippers+feather scenario)
|
||||
outside_raft_house.connect(below_right_taltal, AND(FEATHER, PEGASUS_BOOTS)) #superjump from ledge left to right, can buffer to land on ledge instead of water, then superjump right which is pixel perfect
|
||||
bridge_seashell.connect(outside_rooster_house, AND(PEGASUS_BOOTS, POWER_BRACELET)) # boots bonk
|
||||
bird_key.connect(bird_cave, AND(FEATHER, PEGASUS_BOOTS)) # boots jump above wall, use multiple pit buffers to get across
|
||||
mountain_bridge_staircase.connect(outside_rooster_house, OR(PEGASUS_BOOTS, FEATHER)) # cross bridge to staircase with pit buffer to clip bottom wall and jump or boots bonk across
|
||||
left_right_connector_cave_entrance.connect(left_right_connector_cave_exit, AND(PEGASUS_BOOTS, FEATHER), one_way=True) # boots jump to bottom left corner of pits, pit buffer and jump to left
|
||||
left_right_connector_cave_exit.connect(left_right_connector_cave_entrance, AND(ROOSTER, OR(PEGASUS_BOOTS, SWORD, BOW, MAGIC_ROD)), one_way=True) # pass through the passage in reverse using a boots rooster hop or rooster superjump in the one way passage area
|
||||
below_right_taltal.connect(raft_game, AND(OR(r.jesus_jump, r.jesus_rooster), r.attack_hookshot_powder), one_way=True) # jesus jump from heartpiece water cave, around the island and clip past the diagonal gap in the rock, then jesus jump all the way down the waterfall to the chests (attack req for hardlock flippers+feather scenario)
|
||||
outside_raft_house.connect(below_right_taltal, AND(r.super_jump, PEGASUS_BOOTS)) #superjump from ledge left to right, can buffer to land on ledge instead of water, then superjump right which is pixel perfect. Boots to get out of wall after landing
|
||||
bridge_seashell.connect(outside_rooster_house, AND(OR(r.hookshot_spam_pit, r.boots_bonk_pit), POWER_BRACELET)) # boots bonk or hookshot spam over the pit to get to the rock
|
||||
bird_key.connect(bird_cave, AND(r.boots_jump, r.pit_buffer)) # boots jump above wall, use multiple pit buffers to get across
|
||||
right_taltal_connector2.connect(right_taltal_connector3, r.pit_buffer_itemless, one_way=True) # 2 separate pit buffers so not obnoxious to get past the two pit rooms before d7 area. 2nd pits can pit buffer on top right screen, bottom wall to scroll on top of the wall on bottom screen
|
||||
mountain_bridge_staircase.connect(outside_rooster_house, r.pit_buffer_boots) # cross bridge to staircase with pit buffer to clip bottom wall and jump or boots bonk across
|
||||
left_right_connector_cave_entrance.connect(left_right_connector_cave_exit, AND(r.boots_jump, r.pit_buffer), one_way=True) # boots jump to bottom left corner of pits, pit buffer and jump to left
|
||||
left_right_connector_cave_exit.connect(left_right_connector_cave_entrance, AND(ROOSTER, OR(r.boots_roosterhop, r.super_jump_rooster)), one_way=True) # pass through the passage in reverse using a boots rooster hop or rooster superjump in the one way passage area
|
||||
|
||||
windfish.connect(nightmare, AND(SWORD, OR(BOOMERANG, BOW, BOMB, COUNT(SWORD, 2), AND(OCARINA, OR(SONG1, SONG3))))) # sword quick kill blob, can kill dethl with bombs or sword beams, and can use ocarina to freeze one of ganon's bats to skip dethl eye phase
|
||||
|
||||
self.start = start_house
|
||||
self.egg = windfish_egg
|
||||
|
|
|
@ -254,18 +254,62 @@ def isConsumable(item) -> bool:
|
|||
class RequirementsSettings:
|
||||
def __init__(self, options):
|
||||
self.bush = OR(SWORD, MAGIC_POWDER, MAGIC_ROD, POWER_BRACELET, BOOMERANG)
|
||||
self.pit_bush = OR(SWORD, MAGIC_POWDER, MAGIC_ROD, BOOMERANG, BOMB) # unique
|
||||
self.attack = OR(SWORD, BOMB, BOW, MAGIC_ROD, BOOMERANG)
|
||||
self.attack_hookshot = OR(SWORD, BOMB, BOW, MAGIC_ROD, BOOMERANG, HOOKSHOT) # switches, hinox, shrouded stalfos
|
||||
self.attack_hookshot = OR(SWORD, BOMB, BOW, MAGIC_ROD, BOOMERANG, HOOKSHOT) # hinox, shrouded stalfos
|
||||
self.hit_switch = OR(SWORD, BOMB, BOW, MAGIC_ROD, BOOMERANG, HOOKSHOT) # hit switches in dungeons
|
||||
self.attack_hookshot_powder = OR(SWORD, BOMB, BOW, MAGIC_ROD, BOOMERANG, HOOKSHOT, MAGIC_POWDER) # zols, keese, moldorm
|
||||
self.attack_no_bomb = OR(SWORD, BOW, MAGIC_ROD, BOOMERANG, HOOKSHOT) # ?
|
||||
self.attack_hookshot_no_bomb = OR(SWORD, BOW, MAGIC_ROD, BOOMERANG, HOOKSHOT) # vire
|
||||
self.attack_no_boomerang = OR(SWORD, BOMB, BOW, MAGIC_ROD, HOOKSHOT) # teleporting owls
|
||||
self.attack_skeleton = OR(SWORD, BOMB, BOW, BOOMERANG, HOOKSHOT) # cannot kill skeletons with the fire rod
|
||||
self.attack_gibdos = OR(SWORD, BOMB, BOW, BOOMERANG, AND(MAGIC_ROD, HOOKSHOT)) # gibdos are only stunned with hookshot, but can be burnt to jumping stalfos first with magic rod
|
||||
self.attack_pols_voice = OR(BOMB, MAGIC_ROD, AND(OCARINA, SONG1)) # BOW works, but isn't as reliable as it needs 4 arrows.
|
||||
self.attack_wizrobe = OR(BOMB, MAGIC_ROD) # BOW works, but isn't as reliable as it needs 4 arrows.
|
||||
self.stun_wizrobe = OR(BOOMERANG, MAGIC_POWDER, HOOKSHOT)
|
||||
self.rear_attack = OR(SWORD, BOMB) # mimic
|
||||
self.rear_attack_range = OR(MAGIC_ROD, BOW) # mimic
|
||||
self.fire = OR(MAGIC_POWDER, MAGIC_ROD) # torches
|
||||
self.push_hardhat = OR(SHIELD, SWORD, HOOKSHOT, BOOMERANG)
|
||||
self.shuffled_magnifier = TRADING_ITEM_MAGNIFYING_GLASS
|
||||
self.shuffled_magnifier = TRADING_ITEM_MAGNIFYING_GLASS # overwritten if vanilla trade items
|
||||
|
||||
self.throw_pot = POWER_BRACELET # grab pots to kill enemies
|
||||
self.throw_enemy = POWER_BRACELET # grab stunned enemies to kill enemies
|
||||
self.tight_jump = FEATHER # jumps that are possible but are tight to make it across
|
||||
self.super_jump = AND(FEATHER, OR(SWORD, BOW, MAGIC_ROD)) # standard superjump for glitch logic
|
||||
self.super_jump_boots = AND(PEGASUS_BOOTS, FEATHER, OR(SWORD, BOW, MAGIC_ROD)) # boots dash into wall for unclipped superjump
|
||||
self.super_jump_feather = FEATHER # using only feather to align and jump off walls
|
||||
self.super_jump_sword = AND(FEATHER, SWORD) # unclipped superjumps
|
||||
self.super_jump_rooster = AND(ROOSTER, OR(SWORD, BOW, MAGIC_ROD)) # use rooster instead of feather to superjump off walls (only where rooster is allowed to be used)
|
||||
self.shaq_jump = FEATHER # use interactable objects (keyblocks / pushable blocks)
|
||||
self.boots_superhop = AND(PEGASUS_BOOTS, OR(MAGIC_ROD, BOW)) # dash into walls, pause, unpause and use weapon + hold direction away from wall. Only works in peg rooms
|
||||
self.boots_roosterhop = AND(PEGASUS_BOOTS, ROOSTER) # dash towards a wall, pick up the rooster and throw it away from the wall before hitting the wall to get a superjump
|
||||
self.jesus_jump = FEATHER # pause on the frame of hitting liquid (water / lava) to be able to jump again on unpause
|
||||
self.jesus_buffer = PEGASUS_BOOTS # use a boots bonk to get on top of liquid (water / lava), then use buffers to get into positions
|
||||
self.damage_boost_special = options.hardmode == "none" # use damage to cross pits / get through forced barriers without needing an enemy that can be eaten by bowwow
|
||||
self.damage_boost = (options.bowwow == "normal") & (options.hardmode == "none") # Use damage to cross pits / get through forced barriers
|
||||
self.sideways_block_push = True # wall clip pushable block, get against the edge and push block to move it sideways
|
||||
self.wall_clip = True # push into corners to get further into walls, to avoid collision with enemies along path (see swamp flowers for example) or just getting a better position for jumps
|
||||
self.pit_buffer_itemless = True # walk on top of pits and buffer down
|
||||
self.pit_buffer = FEATHER # jump on top of pits and buffer to cross vertical gaps
|
||||
self.pit_buffer_boots = OR(PEGASUS_BOOTS, FEATHER) # use boots or feather to cross gaps
|
||||
self.boots_jump = AND(PEGASUS_BOOTS, FEATHER) # use boots jumps to cross 4 gap spots or other hard to reach spots
|
||||
self.boots_bonk = PEGASUS_BOOTS # bonk against walls in 2d sections to get to higher places (no pits involved usually)
|
||||
self.boots_bonk_pit = PEGASUS_BOOTS # use boots bonks to cross 1 tile gaps
|
||||
self.boots_bonk_2d_spikepit = AND(PEGASUS_BOOTS, "MEDICINE2") # use iframes from medicine to get a boots dash going in 2d spike pits (kanalet secret passage, d3 2d section to boss)
|
||||
self.boots_bonk_2d_hell = PEGASUS_BOOTS # seperate boots bonks from hell logic which are harder?
|
||||
self.boots_dash_2d = PEGASUS_BOOTS # use boots to dash over 1 tile gaps in 2d sections
|
||||
self.hookshot_spam_pit = HOOKSHOT # use hookshot with spam to cross 1 tile gaps
|
||||
self.hookshot_clip = AND(HOOKSHOT, options.superweapons == False) # use hookshot at specific angles to hookshot past blocks (see forest north log cave, dream shrine entrance for example)
|
||||
self.hookshot_clip_block = HOOKSHOT # use hookshot spam with enemies to clip through entire blocks (d5 room before gohma, d2 pots room before boss)
|
||||
self.hookshot_over_pit = HOOKSHOT # use hookshot while over a pit to reach certain areas (see d3 vacuum room, d5 north of crossroads for example)
|
||||
self.hookshot_jump = AND(HOOKSHOT, FEATHER) # while over pits, on the first frame after the hookshot is retracted you can input a jump to cross big pit gaps
|
||||
self.bookshot = AND(FEATHER, HOOKSHOT) # use feather on A, hookshot on B on the same frame to get a speedy hookshot that can be used to clip past blocks
|
||||
self.bomb_trigger = BOMB # drop two bombs at the same time to trigger cutscenes or pickup items (can use pits, or screen transitions
|
||||
self.shield_bump = SHIELD # use shield to knock back enemies or knock off enemies when used in combination with superjumps
|
||||
self.text_clip = False & options.nagmessages # trigger a text box on keyblock or rock or obstacle while holding diagonal to clip into the side. Removed from logic for now
|
||||
self.jesus_rooster = AND(ROOSTER, options.hardmode != "oracle") # when transitioning on top of water, buffer the rooster out of sq menu to spawn it. Then do an unbuffered pickup of the rooster as soon as you spawn again to pick it up
|
||||
self.zoomerang = AND(PEGASUS_BOOTS, FEATHER, BOOMERANG) # after starting a boots dash, buffer boomerang (on b), feather and the direction you're dashing in to get boosted in certain directions
|
||||
|
||||
self.boss_requirements = [
|
||||
SWORD, # D1 boss
|
||||
|
@ -283,7 +327,7 @@ class RequirementsSettings:
|
|||
"HINOX": self.attack_hookshot,
|
||||
"DODONGO": BOMB,
|
||||
"CUE_BALL": SWORD,
|
||||
"GHOMA": OR(BOW, HOOKSHOT),
|
||||
"GHOMA": OR(BOW, HOOKSHOT, MAGIC_ROD, BOOMERANG),
|
||||
"SMASHER": POWER_BRACELET,
|
||||
"GRIM_CREEPER": self.attack_hookshot_no_bomb,
|
||||
"BLAINO": SWORD,
|
||||
|
@ -295,10 +339,14 @@ class RequirementsSettings:
|
|||
|
||||
# Adjust for options
|
||||
if not options.tradequest:
|
||||
self.shuffled_magnifier = True
|
||||
if options.bowwow != 'normal':
|
||||
self.shuffled_magnifier = True # completing trade quest not required
|
||||
if options.hardmode == "ohko":
|
||||
self.miniboss_requirements["ROLLING_BONES"] = OR(BOW, MAGIC_ROD, BOOMERANG, AND(FEATHER, self.attack_hookshot)) # should not deal with roller damage
|
||||
if options.bowwow != "normal":
|
||||
# We cheat in bowwow mode, we pretend we have the sword, as bowwow can pretty much do all what the sword ca$ # Except for taking out bushes (and crystal pillars are removed)
|
||||
self.bush.remove(SWORD)
|
||||
self.pit_bush.remove(SWORD)
|
||||
self.hit_switch.remove(SWORD)
|
||||
if options.logic == "casual":
|
||||
# In casual mode, remove the more complex kill methods
|
||||
self.bush.remove(MAGIC_POWDER)
|
||||
|
@ -308,14 +356,18 @@ class RequirementsSettings:
|
|||
self.attack_hookshot_powder.remove(BOMB)
|
||||
self.attack_no_boomerang.remove(BOMB)
|
||||
self.attack_skeleton.remove(BOMB)
|
||||
if options.logic == "hard":
|
||||
|
||||
if options.logic == 'hard' or options.logic == 'glitched' or options.logic == 'hell':
|
||||
self.boss_requirements[1] = AND(OR(SWORD, MAGIC_ROD, BOMB), POWER_BRACELET) # bombs + bracelet genie
|
||||
self.boss_requirements[3] = AND(FLIPPERS, OR(SWORD, MAGIC_ROD, BOW, BOMB)) # bomb angler fish
|
||||
self.boss_requirements[6] = OR(MAGIC_ROD, AND(BOMB, BOW), COUNT(SWORD, 2), AND(OR(SWORD, HOOKSHOT, BOW), SHIELD)) # evil eagle 3 cycle magic rod / bomb arrows / l2 sword, and bow kill
|
||||
if options.logic == "glitched":
|
||||
self.boss_requirements[3] = AND(FLIPPERS, OR(SWORD, MAGIC_ROD, BOW, BOMB)) # bomb angler fish
|
||||
self.attack_pols_voice = OR(BOMB, MAGIC_ROD, AND(OCARINA, SONG1), AND(self.stun_wizrobe, self.throw_enemy, BOW)) # wizrobe stun has same req as pols voice stun
|
||||
self.attack_wizrobe = OR(BOMB, MAGIC_ROD, AND(self.stun_wizrobe, self.throw_enemy, BOW))
|
||||
|
||||
if options.logic == 'glitched' or options.logic == 'hell':
|
||||
self.boss_requirements[6] = OR(MAGIC_ROD, BOMB, BOW, HOOKSHOT, COUNT(SWORD, 2), AND(SWORD, SHIELD)) # evil eagle off screen kill or 3 cycle with bombs
|
||||
|
||||
if options.logic == "hell":
|
||||
self.boss_requirements[3] = AND(FLIPPERS, OR(SWORD, MAGIC_ROD, BOW, BOMB)) # bomb angler fish
|
||||
self.boss_requirements[6] = OR(MAGIC_ROD, BOMB, BOW, HOOKSHOT, COUNT(SWORD, 2), AND(SWORD, SHIELD)) # evil eagle off screen kill or 3 cycle with bombs
|
||||
self.boss_requirements[7] = OR(MAGIC_ROD, COUNT(SWORD, 2)) # hot head sword beams
|
||||
self.miniboss_requirements["GHOMA"] = OR(BOW, HOOKSHOT, MAGIC_ROD, BOOMERANG, AND(OCARINA, BOMB, OR(SONG1, SONG3))) # use bombs to kill gohma, with ocarina to get good timings
|
||||
self.miniboss_requirements["GIANT_BUZZ_BLOB"] = OR(MAGIC_POWDER, COUNT(SWORD,2)) # use sword beams to damage buzz blob
|
||||
|
|
|
@ -10,7 +10,7 @@ class TestD6(LADXTestBase):
|
|||
|
||||
def test_keylogic(self):
|
||||
keys = self.get_items_by_name(ItemName.KEY6)
|
||||
self.collect_by_name([ItemName.FACE_KEY, ItemName.HOOKSHOT, ItemName.POWER_BRACELET, ItemName.BOMB, ItemName.FEATHER, ItemName.FLIPPERS])
|
||||
self.collect_by_name([ItemName.FACE_KEY, ItemName.HOOKSHOT, ItemName.POWER_BRACELET, ItemName.BOMB, ItemName.PEGASUS_BOOTS, ItemName.FEATHER, ItemName.FLIPPERS])
|
||||
# Can reach an un-keylocked item in the dungeon
|
||||
self.assertTrue(self.can_reach_location("L2 Bracelet Chest (Face Shrine)"))
|
||||
|
||||
|
@ -18,18 +18,18 @@ class TestD6(LADXTestBase):
|
|||
location_1 = "Tile Room Key (Face Shrine)"
|
||||
location_2 = "Top Right Horse Heads Chest (Face Shrine)"
|
||||
location_3 = "Pot Locked Chest (Face Shrine)"
|
||||
self.assertFalse(self.can_reach_location(location_1))
|
||||
self.assertFalse(self.can_reach_location(location_2))
|
||||
self.assertFalse(self.can_reach_location(location_3))
|
||||
self.assertFalse(self.can_reach_location(location_1), "Tile Room Key, 0 keys")
|
||||
self.assertFalse(self.can_reach_location(location_2), "Top Right Horse Heads Chest, 0 keys")
|
||||
self.assertFalse(self.can_reach_location(location_3), "Pot Locked Chest, 0 keys")
|
||||
self.collect(keys[0])
|
||||
self.assertTrue(self.can_reach_location(location_1))
|
||||
self.assertFalse(self.can_reach_location(location_2))
|
||||
self.assertFalse(self.can_reach_location(location_3))
|
||||
self.assertTrue(self.can_reach_location(location_1), "Tile Room Key, 1 key")
|
||||
self.assertFalse(self.can_reach_location(location_2), "Top Right Horse Heads Chest, 1 key")
|
||||
self.assertFalse(self.can_reach_location(location_3), "Pot Locked Chest, 1 key")
|
||||
self.collect(keys[1])
|
||||
self.assertTrue(self.can_reach_location(location_1))
|
||||
self.assertTrue(self.can_reach_location(location_2))
|
||||
self.assertFalse(self.can_reach_location(location_3))
|
||||
self.assertTrue(self.can_reach_location(location_1), "Tile Room Key, 2 keys")
|
||||
self.assertTrue(self.can_reach_location(location_2), "Top Right Horse Heads Chest, 2 keys")
|
||||
self.assertFalse(self.can_reach_location(location_3), "Pot Locked Chest, 2 keys")
|
||||
self.collect(keys[2])
|
||||
self.assertTrue(self.can_reach_location(location_1))
|
||||
self.assertTrue(self.can_reach_location(location_2))
|
||||
self.assertTrue(self.can_reach_location(location_3))
|
||||
self.assertTrue(self.can_reach_location(location_1), "Tile Room Key, 3 keys")
|
||||
self.assertTrue(self.can_reach_location(location_2), "Top Right Horse Heads Chest, 3 keys")
|
||||
self.assertTrue(self.can_reach_location(location_3), "Pot Locked Chest, 3 keys")
|
||||
|
|
Loading…
Reference in New Issue