commit
						bbc71a208f
					
				|  | @ -492,6 +492,16 @@ class CollectionState(object): | |||
|          | ||||
|         return region.is_light_world if self.world.mode != 'inverted' else region.is_dark_world | ||||
| 
 | ||||
|     def can_reach_light_world(self, player): | ||||
|         if True in [i.is_light_world for i in self.reachable_regions[player]]: | ||||
|             return True | ||||
|         return False | ||||
| 
 | ||||
|     def can_reach_dark_world(self, player): | ||||
|         if True in [i.is_dark_world for i in self.reachable_regions[player]]: | ||||
|             return True | ||||
|         return False | ||||
| 
 | ||||
|     def has_misery_mire_medallion(self, player): | ||||
|         return self.has(self.world.required_medallions[player][0], player) | ||||
| 
 | ||||
|  |  | |||
|  | @ -1184,7 +1184,8 @@ def link_inverted_entrances(world, player): | |||
|             connect_two_way(world, entrance2, exit2, player) | ||||
|          | ||||
|         # place links house | ||||
|         links_house = random.choice(list(bomb_shop_doors + blacksmith_doors)) | ||||
|         links_house_doors = [i for i in bomb_shop_doors + blacksmith_doors if i not in Inverted_Dark_Sanctuary_Doors + Isolated_LH_Doors] | ||||
|         links_house = random.choice(list(links_house_doors)) | ||||
|         connect_two_way(world, links_house, 'Inverted Links House Exit', player) | ||||
|         if links_house in bomb_shop_doors: | ||||
|             bomb_shop_doors.remove(links_house) | ||||
|  | @ -1256,7 +1257,8 @@ def link_inverted_entrances(world, player): | |||
|         door_targets = list(Inverted_Single_Cave_Targets) | ||||
| 
 | ||||
|         # place links house | ||||
|         links_house = random.choice(list(lw_entrances + dw_entrances + lw_must_exits)) | ||||
|         links_house_doors = [i for i in lw_entrances + dw_entrances + lw_must_exits if i not in Inverted_Dark_Sanctuary_Doors + Isolated_LH_Doors] | ||||
|         links_house = random.choice(list(links_house_doors)) | ||||
|         connect_two_way(world, links_house, 'Inverted Links House Exit', player) | ||||
|         if links_house in lw_entrances: | ||||
|             lw_entrances.remove(links_house) | ||||
|  | @ -1386,8 +1388,8 @@ def link_inverted_entrances(world, player): | |||
|         caves.remove('Inverted Agahnims Tower Exit') | ||||
|          | ||||
|         # place links house | ||||
|         links_house_doors = [door for door in lw_entrances + dw_entrances + lw_must_exits] | ||||
|         links_house = random.choice(links_house_doors) | ||||
|         links_house_doors = [i for i in lw_entrances + dw_entrances + lw_must_exits if i not in Inverted_Dark_Sanctuary_Doors + Isolated_LH_Doors] | ||||
|         links_house = random.choice(list(links_house_doors)) | ||||
|         connect_two_way(world, links_house, 'Inverted Links House Exit', player) | ||||
|         if links_house in lw_entrances: | ||||
|             lw_entrances.remove(links_house) | ||||
|  | @ -1525,7 +1527,8 @@ def link_inverted_entrances(world, player): | |||
| 
 | ||||
| 
 | ||||
|         # place links house | ||||
|         links_house = random.choice(list(entrances + must_exits)) | ||||
|         links_house_doors = [i for i in entrances + must_exits if i not in Inverted_Dark_Sanctuary_Doors + Isolated_LH_Doors] | ||||
|         links_house = random.choice(list(links_house_doors)) | ||||
|         connect_two_way(world, links_house, 'Inverted Links House Exit', player) | ||||
|         if links_house in entrances: | ||||
|             entrances.remove(links_house) | ||||
|  | @ -1656,7 +1659,8 @@ def link_inverted_entrances(world, player): | |||
|         caves.append(('Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')) | ||||
|          | ||||
|         # place links house and dark sanc | ||||
|         links_house = random.choice(list(entrances + entrances_must_exits)) | ||||
|         links_house_doors = [i for i in entrances + entrances_must_exits if i not in Inverted_Dark_Sanctuary_Doors + Isolated_LH_Doors] | ||||
|         links_house = random.choice(list(links_house_doors)) | ||||
|         connect_two_way(world, links_house, 'Inverted Links House Exit', player) | ||||
|         if links_house in entrances: | ||||
|             entrances.remove(links_house) | ||||
|  | @ -2824,9 +2828,18 @@ Inverted_Dark_Sanctuary_Doors = ['Inverted Dark Sanctuary', | |||
|                                  'Red Shield Shop', | ||||
|                                  'Bumper Cave (Bottom)', | ||||
|                                  'Bumper Cave (Top)', | ||||
|                                  'Skull Woods Final Section', | ||||
|                                  'Thieves Town'] | ||||
| 
 | ||||
| Isolated_LH_Doors = ['Kings Grave', | ||||
|                      'Waterfall of Wishing', | ||||
|                      'Desert Palace Entrance (South)', | ||||
|                      'Desert Palace Entrance (North)', | ||||
|                      'Capacity Upgrade', | ||||
|                      'Ice Palace', | ||||
|                      'Skull Woods Final Section', | ||||
|                      'Dark World Hammer Peg Cave', | ||||
|                      'Turtle Rock Isolated Ledge Entrance'] | ||||
| 
 | ||||
| # these are connections that cannot be shuffled and always exist. They link together separate parts of the world we need to divide into regions | ||||
| mandatory_connections = [('Lake Hylia Central Island Pier', 'Lake Hylia Central Island'), | ||||
|                          ('Lake Hylia Central Island Teleporter', 'Dark Lake Hylia Central Island'), | ||||
|  | @ -3141,9 +3154,6 @@ inverted_mandatory_connections = [('Lake Hylia Central Island Pier', 'Lake Hylia | |||
|                                   ('Ganon Drop', 'Bottom of Pyramid'), | ||||
|                                   ('Pyramid Drop', 'East Dark World'), | ||||
|                                   ('Post Aga Teleporter', 'Light World'), | ||||
|                                   ('LW Hyrule Castle Ledge SQ', 'Hyrule Castle Ledge'), | ||||
|                                   ('EDM Hyrule Castle Ledge SQ', 'Hyrule Castle Ledge'), | ||||
|                                   ('WDM Hyrule Castle Ledge SQ', 'Hyrule Castle Ledge'), | ||||
|                                   ('Secret Passage Inner Bushes', 'Light World'), | ||||
|                                   ('Secret Passage Outer Bushes', 'Hyrule Castle Secret Entrance Area'), | ||||
|                                   ('Potion Shop Inner Bushes', 'Light World'), | ||||
|  |  | |||
|  | @ -16,7 +16,7 @@ def create_inverted_regions(world, player): | |||
|                           'Kakariko Shop', 'Long Fairy Cave', 'Good Bee Cave', '20 Rupee Cave', 'Cave Shop (Lake Hylia)', | ||||
|                           'Bonk Fairy (Light)', '50 Rupee Cave', 'Fortune Teller (Light)', 'Lake Hylia Fairy', 'Light Hype Fairy', 'Desert Fairy', 'Lumberjack House', 'Lake Hylia Fortune Teller', 'Kakariko Gamble Game', | ||||
|                           'East Dark World Mirror Spot', 'West Dark World Mirror Spot', 'South Dark World Mirror Spot', 'Cave 45', 'Checkerboard Cave', 'Mire Mirror Spot', 'Hammer Peg Area Mirror Spot',  | ||||
|                           'Shopping Mall Mirror Spot', 'Skull Woods Mirror Spot', 'Inverted Pyramid Entrance','Hyrule Castle Entrance (South)', 'Secret Passage Outer Bushes', 'LW Hyrule Castle Ledge SQ', 'Bush Covered Lawn Outer Bushes', | ||||
|                           'Shopping Mall Mirror Spot', 'Skull Woods Mirror Spot', 'Inverted Pyramid Entrance','Hyrule Castle Entrance (South)', 'Secret Passage Outer Bushes', 'Bush Covered Lawn Outer Bushes', | ||||
|                           'Potion Shop Outer Bushes', 'Graveyard Cave Outer Bushes', 'Bomb Hut Outer Bushes']), | ||||
|         create_lw_region(player, 'Bush Covered Lawn', None, ['Bush Covered House', 'Bush Covered Lawn Inner Bushes', 'Bush Covered Lawn Mirror Spot']), | ||||
|         create_lw_region(player, 'Bomb Hut Area', None, ['Light World Bomb Hut', 'Bomb Hut Inner Bushes', 'Bomb Hut Mirror Spot']), | ||||
|  | @ -124,14 +124,14 @@ def create_inverted_regions(world, player): | |||
|         create_cave_region(player, 'Old Man House', 'a connector', None, ['Old Man House Exit (Bottom)', 'Old Man House Front to Back']), | ||||
|         create_cave_region(player, 'Old Man House Back', 'a connector', None, ['Old Man House Exit (Top)', 'Old Man House Back to Front']), | ||||
|         create_lw_region(player, 'Death Mountain', None, ['Old Man Cave (East)', 'Old Man House (Bottom)', 'Old Man House (Top)', 'Death Mountain Return Cave (East)', 'Spectacle Rock Cave',  | ||||
|                                                   'Spectacle Rock Cave Peak', 'Spectacle Rock Cave (Bottom)', 'Broken Bridge (West)', 'Death Mountain Mirror Spot', 'WDM Hyrule Castle Ledge SQ']), | ||||
|                                                   'Spectacle Rock Cave Peak', 'Spectacle Rock Cave (Bottom)', 'Broken Bridge (West)', 'Death Mountain Mirror Spot']), | ||||
|         create_cave_region(player, 'Death Mountain Return Cave', 'a connector', None, ['Death Mountain Return Cave Exit (West)', 'Death Mountain Return Cave Exit (East)']), | ||||
|         create_lw_region(player, 'Death Mountain Return Ledge', None, ['Death Mountain Return Ledge Drop', 'Death Mountain Return Cave (West)', 'Bumper Cave Ledge Mirror Spot']), | ||||
|         create_cave_region(player, 'Spectacle Rock Cave (Top)', 'a connector', ['Spectacle Rock Cave'], ['Spectacle Rock Cave Drop', 'Spectacle Rock Cave Exit (Top)']), | ||||
|         create_cave_region(player, 'Spectacle Rock Cave (Bottom)', 'a connector', None, ['Spectacle Rock Cave Exit']), | ||||
|         create_cave_region(player, 'Spectacle Rock Cave (Peak)', 'a connector', None, ['Spectacle Rock Cave Peak Drop', 'Spectacle Rock Cave Exit (Peak)']), | ||||
|         create_lw_region(player, 'East Death Mountain (Bottom)', None, ['Broken Bridge (East)', 'Paradox Cave (Bottom)', 'Paradox Cave (Middle)', 'East Death Mountain Mirror Spot (Bottom)', 'Hookshot Fairy',  | ||||
|                                                                 'Fairy Ascension Rocks', 'Spiral Cave (Bottom)', 'EDM Hyrule Castle Ledge SQ']), | ||||
|                                                                 'Fairy Ascension Rocks', 'Spiral Cave (Bottom)']), | ||||
|         create_cave_region(player, 'Hookshot Fairy', 'fairies deep in a cave'), | ||||
|         create_cave_region(player, 'Paradox Cave Front', 'a connector', None, ['Paradox Cave Push Block Reverse', 'Paradox Cave Exit (Bottom)', 'Light World Death Mountain Shop']), | ||||
|         create_cave_region(player, 'Paradox Cave Chest Area', 'a connector', ['Paradox Cave Lower - Far Left', | ||||
|  | @ -347,7 +347,6 @@ def _create_region(player, name, type, hint='Hyrule', locations=None, exits=None | |||
| def mark_dark_world_regions(world): | ||||
|     # cross world caves may have some sections marked as both in_light_world, and in_dark_work. | ||||
|     # That is ok. the bunny logic will check for this case and incorporate special rules. | ||||
| 
 | ||||
|     queue = collections.deque(region for region in world.regions if region.type == RegionType.DarkWorld) | ||||
|     seen = set(queue) | ||||
|     while queue: | ||||
|  |  | |||
|  | @ -126,7 +126,7 @@ difficulties = { | |||
| 
 | ||||
| def generate_itempool(world, player): | ||||
|     if (world.difficulty not in ['normal', 'hard', 'expert'] or world.goal not in ['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals'] | ||||
|             or world.mode not in ['open', 'standard', 'swordless', 'inverted'] or world.timer not in ['none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown'] or world.progressive not in ['on', 'off', 'random']): | ||||
|             or world.mode not in ['open', 'standard', 'inverted'] or world.timer not in ['none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown'] or world.progressive not in ['on', 'off', 'random']): | ||||
|         raise NotImplementedError('Not supported yet') | ||||
| 
 | ||||
|     if world.timer in ['ohko', 'timed-ohko']: | ||||
|  |  | |||
							
								
								
									
										29
									
								
								Rom.py
								
								
								
								
							
							
						
						
									
										29
									
								
								Rom.py
								
								
								
								
							|  | @ -785,11 +785,11 @@ def patch_rom(world, player, rom): | |||
|     rom.write_byte(0x180029, 0x01) # Smithy quick item give | ||||
| 
 | ||||
|     # set swordless mode settings | ||||
|     rom.write_byte(0x18003F, 0x01 if world.mode == 'swordless' else 0x00)  # hammer can harm ganon | ||||
|     rom.write_byte(0x180040, 0x01 if world.mode == 'swordless' else 0x00)  # open curtains | ||||
|     rom.write_byte(0x180041, 0x01 if world.mode == 'swordless' else 0x00)  # swordless medallions | ||||
|     rom.write_byte(0x180043, 0xFF if world.mode == 'swordless' else 0x00)  # starting sword for link | ||||
|     rom.write_byte(0x180044, 0x01 if world.mode == 'swordless' else 0x00)  # hammer activates tablets | ||||
|     rom.write_byte(0x18003F, 0x01 if world.swords == 'swordless' else 0x00)  # hammer can harm ganon | ||||
|     rom.write_byte(0x180040, 0x01 if world.swords == 'swordless' else 0x00)  # open curtains | ||||
|     rom.write_byte(0x180041, 0x01 if world.swords == 'swordless' else 0x00)  # swordless medallions | ||||
|     rom.write_byte(0x180043, 0xFF if world.swords == 'swordless' else 0x00)  # starting sword for link | ||||
|     rom.write_byte(0x180044, 0x01 if world.swords == 'swordless' else 0x00)  # hammer activates tablets | ||||
| 
 | ||||
|     # set up clocks for timed modes | ||||
|     if world.shuffle == 'vanilla': | ||||
|  | @ -1442,13 +1442,14 @@ def set_inverted_mode(world, rom): | |||
|     # the following bytes should only be written in vanilla | ||||
|     # or they'll overwrite the randomizer's shuffles | ||||
|     if world.shuffle == 'vanilla': | ||||
|         rom.write_byte(0x15B8C, 0x6C) | ||||
|         rom.write_byte(0xDBB73 + 0x00, 0x53)  # switch bomb shop and links house | ||||
|         rom.write_byte(0xDBB73 + 0x52, 0x01) | ||||
|         rom.write_byte(0xDBB73 + 0x23, 0x37)  # switch AT and GT | ||||
|         rom.write_byte(0xDBB73 + 0x36, 0x24) | ||||
|         rom.write_int16(0x15AEE + 2*0x38, 0x00E0) | ||||
|         rom.write_int16(0x15AEE + 2*0x25, 0x000C) | ||||
|     if world.shuffle in ['vanilla', 'dungeonssimple', 'dungeonsfull']: | ||||
|         rom.write_byte(0x15B8C, 0x6C) | ||||
|         rom.write_byte(0xDBB73 + 0x00, 0x53)  # switch bomb shop and links house | ||||
|         rom.write_byte(0xDBB73 + 0x52, 0x01) | ||||
|         rom.write_byte(0xDBB73 + 0x15, 0x06)  # bumper and old man cave | ||||
|         rom.write_int16(0x15AEE + 2*0x17, 0x00F0) | ||||
|         rom.write_byte(0xDBB73 + 0x05, 0x16) | ||||
|  | @ -1503,7 +1504,7 @@ def set_inverted_mode(world, rom): | |||
|     rom.write_int16(snes_to_pc(0x02D9A6), 0x005A) | ||||
|     rom.write_byte(snes_to_pc(0x02D9B3), 0x12) | ||||
|     # keep the old man spawn point at old man house unless shuffle is vanilla | ||||
|     if world.shuffle == 'vanilla': | ||||
|     if world.shuffle in ['vanilla', 'dungeonsfull', 'dungeonssimple']: | ||||
|         rom.write_bytes(snes_to_pc(0x308350), [0x00, 0x00, 0x01]) | ||||
|         rom.write_int16(snes_to_pc(0x02D8DE), 0x00F1)  | ||||
|         rom.write_bytes(snes_to_pc(0x02D910), [0x1F, 0x1E, 0x1F, 0x1F, 0x03, 0x02, 0x03, 0x03]) | ||||
|  | @ -1564,9 +1565,9 @@ def set_inverted_mode(world, rom): | |||
|                                                  0x190F, 0x9D04, 0x9D04]) | ||||
|     rom.write_int16s(snes_to_pc(0x1bb810), [0x00BE, 0x00C0, 0x013E]) | ||||
|     rom.write_int16s(snes_to_pc(0x1bb836), [0x001B, 0x001B, 0x001B]) | ||||
|     rom.write_int16(snes_to_pc(0x308300), 0x0140) | ||||
|     rom.write_int16(snes_to_pc(0x308300), 0x0140) # new pyramid hole entrance | ||||
|     rom.write_int16(snes_to_pc(0x308320), 0x001B) | ||||
|     if world.shuffle == 'vanilla': | ||||
|     if world.shuffle in ['vanilla', 'dungeonssimple', 'dungeonsfull']: | ||||
|         rom.write_byte(snes_to_pc(0x308340), 0x7B) | ||||
|     rom.write_int16(snes_to_pc(0x1af504), 0x148B) | ||||
|     rom.write_int16(snes_to_pc(0x1af50c), 0x149B) | ||||
|  | @ -1603,10 +1604,10 @@ def set_inverted_mode(world, rom): | |||
|     rom.write_bytes(snes_to_pc(0x1BC85A), [0x50, 0x0F, 0x82]) | ||||
|     rom.write_int16(0xDB96F + 2 * 0x35, 0x001B)  # move pyramid exit door | ||||
|     rom.write_int16(0xDBA71 + 2 * 0x35, 0x06A4) | ||||
|     if world.shuffle == 'vanilla': | ||||
|     if world.shuffle in ['vanilla', 'dungeonssimple', 'dungeonsfull']: | ||||
|         rom.write_byte(0xDBB73 + 0x35, 0x36) | ||||
|     rom.write_byte(snes_to_pc(0x09D436), 0xF3)  # remove castle gate warp | ||||
|     if world.shuffle == 'vanilla': | ||||
|     if world.shuffle in ['vanilla', 'dungeonssimple', 'dungeonsfull']: | ||||
|         rom.write_int16(0x15AEE + 2 * 0x37, 0x0010)  # pyramid exit to new hc area | ||||
|         rom.write_byte(0x15B8C + 0x37, 0x1B) | ||||
|         rom.write_int16(0x15BDB + 2 * 0x37, 0x0418) | ||||
|  | @ -1630,8 +1631,6 @@ def set_inverted_mode(world, rom): | |||
| def patch_shuffled_dark_sanc(world, rom, player): | ||||
|     dark_sanc_entrance = str(world.get_region('Inverted Dark Sanctuary', player).entrances[0].name) | ||||
|     room_id, ow_area, vram_loc, scroll_y, scroll_x, link_y, link_x, camera_y, camera_x, unknown_1, unknown_2, door_1, door_2 = door_addresses[dark_sanc_entrance][1] | ||||
|     if dark_sanc_entrance == 'Skull Woods Final Section': | ||||
|         link_y = 0x00F8 | ||||
|     door_index = door_addresses[str(dark_sanc_entrance)][0] | ||||
|      | ||||
|     rom.write_byte(0x180241, 0x01) | ||||
|  |  | |||
							
								
								
									
										21
									
								
								Rules.py
								
								
								
								
							
							
						
						
									
										21
									
								
								Rules.py
								
								
								
								
							|  | @ -115,7 +115,7 @@ def global_rules(world, player): | |||
| 
 | ||||
|     if world.mode == 'standard': | ||||
|         world.get_region('Hyrule Castle Secret Entrance', player).can_reach_private = lambda state: True | ||||
|         old_rule = world.get_region('Links House', player).can_reach | ||||
|         old_rule = world.get_region('Links House', player).can_reach_private | ||||
|         world.get_region('Links House', player).can_reach_private = lambda state: state.can_reach('Sanctuary', 'Region', player) or old_rule(state) | ||||
|     else: | ||||
|         # these are default save&quit points and always accessible | ||||
|  | @ -123,7 +123,7 @@ def global_rules(world, player): | |||
|         world.get_region('Sanctuary', player).can_reach_private = lambda state: True | ||||
| 
 | ||||
|     # we can s&q to the old man house after we rescue him. This may be somewhere completely different if caves are shuffled! | ||||
|     old_rule = world.get_region('Old Man House', player).can_reach | ||||
|     old_rule = world.get_region('Old Man House', player).can_reach_private | ||||
|     world.get_region('Old Man House', player).can_reach_private = lambda state: state.can_reach('Old Man', 'Location', player) or old_rule(state) | ||||
| 
 | ||||
|     # overworld requirements | ||||
|  | @ -469,13 +469,17 @@ def inverted_rules(world, player): | |||
| 
 | ||||
|     add_item_rule(world.get_location('Ganon', player), lambda item: item.name == 'Triforce' and item.player == player) | ||||
| 
 | ||||
|     # s&q regions. link's house entrance is set to true so the filler knows the chest inside can always be reached | ||||
|     world.get_region('Inverted Links House', player).can_reach_private = lambda state: True | ||||
|     world.get_region('Inverted Links House', player).entrances[0].can_reach = lambda state: True | ||||
|     world.get_region('Inverted Dark Sanctuary', player).entrances[0].parent_region.can_reach_private = lambda state: True | ||||
| 
 | ||||
|     # we can s&q to the old man house after we rescue him. This may be somewhere completely different if caves are shuffled! | ||||
|     if world.shuffle != 'vanilla': | ||||
|         old_rule = world.get_region('Old Man House', player).can_reach | ||||
|         world.get_region('Old Man House', player).can_reach_private = lambda state: state.can_reach('Old Man', 'Location', player) or old_rule(state) | ||||
|     old_rule = world.get_region('Old Man House', player).can_reach_private | ||||
|     world.get_region('Old Man House', player).can_reach_private = lambda state: state.can_reach('Old Man', 'Location', player) or old_rule(state) | ||||
| 
 | ||||
|     old_rule = world.get_region('Hyrule Castle Ledge', player).can_reach_private | ||||
|     world.get_region('Hyrule Castle Ledge', player).can_reach_private = lambda state: (state.has_Mirror(player) and state.has('Beat Agahnim 1', player) and state.can_reach_light_world(player)) or old_rule(state) | ||||
| 
 | ||||
|     # overworld requirements  | ||||
|     set_rule(world.get_location('Maze Race', player), lambda state: state.has_Pearl(player)) | ||||
|     set_rule(world.get_entrance('Mini Moldorm Cave', player), lambda state: state.has_Pearl(player)) | ||||
|  | @ -540,9 +544,6 @@ def inverted_rules(world, player): | |||
|     set_rule(world.get_entrance('Agahnim 1', player), lambda state: state.has_sword(player) and state.has_key('Small Key (Agahnims Tower)', player, 2)) | ||||
|     set_defeat_dungeon_boss_rule(world.get_location('Agahnim 1', player)) | ||||
|     set_rule(world.get_location('Castle Tower - Dark Maze', player), lambda state: state.has_key('Small Key (Agahnims Tower)', player)) | ||||
|     set_rule(world.get_entrance('LW Hyrule Castle Ledge SQ', player), lambda state: state.has('Beat Agahnim 1', player)) | ||||
|     set_rule(world.get_entrance('EDM Hyrule Castle Ledge SQ', player), lambda state: state.has('Beat Agahnim 1', player)) | ||||
|     set_rule(world.get_entrance('WDM Hyrule Castle Ledge SQ', player), lambda state: state.has('Beat Agahnim 1', player)) | ||||
|     set_rule(world.get_entrance('Hyrule Castle Secret Entrance Drop', player), lambda state: state.has_Pearl(player)) | ||||
|     set_rule(world.get_entrance('Old Man Cave Exit (West)', player), lambda state: False)  # drop cannot be climbed up | ||||
|     set_rule(world.get_entrance('Broken Bridge (West)', player), lambda state: state.has('Hookshot', player) and state.has_Pearl(player)) | ||||
|  | @ -1395,7 +1396,7 @@ def set_inverted_big_bomb_rules(world, player): | |||
|                              'Hookshot Cave', | ||||
|                              'Turtle Rock Isolated Ledge Entrance', | ||||
|                              'Hookshot Cave Back Entrance', | ||||
|                              'Inverted Ganons Tower'] | ||||
|                              'Inverted Agahnims Tower'] | ||||
|     Isolated_LW_entrances = ['Capacity Upgrade', | ||||
|                              'Tower of Hera', | ||||
|                              'Death Mountain Return Cave (West)', | ||||
|  |  | |||
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		Reference in New Issue