Fix Military fortress filling with new location names
This commit is contained in:
parent
dcb6da30ef
commit
31c15c257c
|
@ -19,7 +19,7 @@ def create_regions(world: MultiWorld, player: int, locations: Tuple[LocationData
|
||||||
create_region(world, player, locations_per_region, location_cache, 'Varndagroth tower right (lower)'),
|
create_region(world, player, locations_per_region, location_cache, 'Varndagroth tower right (lower)'),
|
||||||
create_region(world, player, locations_per_region, location_cache, 'Varndagroth tower right (elevator)'),
|
create_region(world, player, locations_per_region, location_cache, 'Varndagroth tower right (elevator)'),
|
||||||
create_region(world, player, locations_per_region, location_cache, 'Sealed Caves (Sirens)'),
|
create_region(world, player, locations_per_region, location_cache, 'Sealed Caves (Sirens)'),
|
||||||
create_region(world, player, locations_per_region, location_cache, 'Militairy Fortress'),
|
create_region(world, player, locations_per_region, location_cache, 'Military Fortress'),
|
||||||
create_region(world, player, locations_per_region, location_cache, 'The lab'),
|
create_region(world, player, locations_per_region, location_cache, 'The lab'),
|
||||||
create_region(world, player, locations_per_region, location_cache, 'The lab (power off)'),
|
create_region(world, player, locations_per_region, location_cache, 'The lab (power off)'),
|
||||||
create_region(world, player, locations_per_region, location_cache, 'The lab (upper)'),
|
create_region(world, player, locations_per_region, location_cache, 'The lab (upper)'),
|
||||||
|
@ -75,14 +75,14 @@ def create_regions(world: MultiWorld, player: int, locations: Tuple[LocationData
|
||||||
connect(world, player, names, 'Varndagroth tower right (lower)', 'Varndagroth tower left', lambda state: state._timespinner_has_keycard_B(world, player))
|
connect(world, player, names, 'Varndagroth tower right (lower)', 'Varndagroth tower left', lambda state: state._timespinner_has_keycard_B(world, player))
|
||||||
connect(world, player, names, 'Varndagroth tower right (lower)', 'Varndagroth tower right (elevator)', lambda state: state.has('Elevator Keycard', player))
|
connect(world, player, names, 'Varndagroth tower right (lower)', 'Varndagroth tower right (elevator)', lambda state: state.has('Elevator Keycard', player))
|
||||||
connect(world, player, names, 'Varndagroth tower right (lower)', 'Sealed Caves (Sirens)', lambda state: state._timespinner_has_keycard_B(world, player) and state.has('Elevator Keycard', player))
|
connect(world, player, names, 'Varndagroth tower right (lower)', 'Sealed Caves (Sirens)', lambda state: state._timespinner_has_keycard_B(world, player) and state.has('Elevator Keycard', player))
|
||||||
connect(world, player, names, 'Varndagroth tower right (lower)', 'Militairy Fortress', lambda state: state._timespinner_can_kill_all_3_bosses(world, player))
|
connect(world, player, names, 'Varndagroth tower right (lower)', 'Military Fortress', lambda state: state._timespinner_can_kill_all_3_bosses(world, player))
|
||||||
connect(world, player, names, 'Varndagroth tower right (lower)', 'Space time continuum', lambda state: state.has('Twin Pyramid Key', player))
|
connect(world, player, names, 'Varndagroth tower right (lower)', 'Space time continuum', lambda state: state.has('Twin Pyramid Key', player))
|
||||||
connect(world, player, names, 'Sealed Caves (Sirens)', 'Varndagroth tower left', lambda state: state.has('Elevator Keycard', player))
|
connect(world, player, names, 'Sealed Caves (Sirens)', 'Varndagroth tower left', lambda state: state.has('Elevator Keycard', player))
|
||||||
connect(world, player, names, 'Sealed Caves (Sirens)', 'Varndagroth tower right (lower)', lambda state: state.has('Elevator Keycard', player))
|
connect(world, player, names, 'Sealed Caves (Sirens)', 'Varndagroth tower right (lower)', lambda state: state.has('Elevator Keycard', player))
|
||||||
connect(world, player, names, 'Sealed Caves (Sirens)', 'Space time continuum', lambda state: state.has('Twin Pyramid Key', player))
|
connect(world, player, names, 'Sealed Caves (Sirens)', 'Space time continuum', lambda state: state.has('Twin Pyramid Key', player))
|
||||||
connect(world, player, names, 'Militairy Fortress', 'Varndagroth tower right (lower)', lambda state: state._timespinner_can_kill_all_3_bosses(world, player))
|
connect(world, player, names, 'Military Fortress', 'Varndagroth tower right (lower)', lambda state: state._timespinner_can_kill_all_3_bosses(world, player))
|
||||||
connect(world, player, names, 'Militairy Fortress', 'The lab', lambda state: state._timespinner_has_keycard_B(world, player) and state._timespinner_has_doublejump(world, player))
|
connect(world, player, names, 'Military Fortress', 'The lab', lambda state: state._timespinner_has_keycard_B(world, player) and state._timespinner_has_doublejump(world, player))
|
||||||
connect(world, player, names, 'The lab', 'Militairy Fortress')
|
connect(world, player, names, 'The lab', 'Military Fortress')
|
||||||
connect(world, player, names, 'The lab', 'The lab (power off)', lambda state: state._timespinner_has_doublejump_of_npc(world, player))
|
connect(world, player, names, 'The lab', 'The lab (power off)', lambda state: state._timespinner_has_doublejump_of_npc(world, player))
|
||||||
connect(world, player, names, 'The lab (power off)', 'The lab')
|
connect(world, player, names, 'The lab (power off)', 'The lab')
|
||||||
connect(world, player, names, 'The lab (power off)', 'The lab (upper)', lambda state: state._timespinner_has_forwarddash_doublejump(world, player))
|
connect(world, player, names, 'The lab (power off)', 'The lab (upper)', lambda state: state._timespinner_has_forwarddash_doublejump(world, player))
|
||||||
|
|
Loading…
Reference in New Issue