2023-11-08 18:35:12 -05:00
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---
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# This file is an associative array where the keys are region names. Rooms
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# have four properties: entrances, panels, doors, and paintings.
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#
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# entrances is an array of regions from which this room can be accessed. The
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# key of each entry is the room that can access this one. The value is a list
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# of OR'd requirements for being able to access this room from the other one,
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# although the list can be elided if there is only one requirement, and the
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# value True can be used if there are no requirements (i.e. you always have
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# access to this room if you have access to the other). Each requirement
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# describes a door that must be opened in order to access this room from the
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# other. The door is described by both the door's name and the name of the
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# room that the door is in. The room name may be omitted if the door is
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# located in the current room.
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#
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# panels is an array of panels in the room. The key of the array is an
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# arbitrary name for the panel. Panels can have the following fields:
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# - id: The internal ID of the panel in the LINGO map
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# - required_room: In addition to having access to this room, the player must
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# also have access to this other room in order to solve this
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# panel.
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# - required_door: In addition to having access to this room, the player must
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# also have this door opened in order to solve this panel.
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# - required_panel: In addition to having access to this room, the player must
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# also be able to access this other panel in order to solve
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# this panel.
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# - colors: A list of colors that are required to be unlocked in order
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# to solve this panel
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# - check: A location check will be created for this individual panel.
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# - exclude_reduce: Panel checks are assumed to be INCLUDED when reduce checks
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# is on. This option excludes the check anyway.
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# - tag: Label that describes how panel randomization should be
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# done. In reorder mode, panels with the same tag can be
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# shuffled amongst themselves. "forbid" is a special value
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# meaning that no randomization should be done. This field is
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# mandatory.
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# - link: Panels with the same link label are randomized as a group.
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# - subtag: Used to identify the separate parts of a linked group.
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# - copy_to_sign: When randomizing this panel, the hint should be copied to
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# the specified sign(s).
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# - achievement: The name of the achievement that is received upon solving
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# this panel.
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# - non_counting: If True, this panel does not contribute to the total needed
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# to unlock Level 2.
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2023-11-24 12:11:34 -05:00
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# - hunt: If True, the tracker will show this panel even when it is
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# not a check. Used for hunts like the Number Hunt.
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2023-11-08 18:35:12 -05:00
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#
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# doors is an array of doors associated with this room. When door
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# randomization is enabled, each of these is an item. The key is a name that
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# will be displayed as part of the item's name. Doors can have the following
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# fields:
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# - id: A string or list of internal door IDs from the LINGO map.
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# In door shuffle mode, collecting the item generated for
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# this door will open the doors listed here.
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# - painting_id: An internal ID of a painting that should be moved upon
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# receiving this door.
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# - panels: These are the panels that canonically open this door. If
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# there is only one panel for the door, then that panel is a
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# check. If there is more than one panel, then that entire
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# set of panels must be solved for a check. Panels can
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# either be a string (representing a panel in this room) or
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# a dict containing "room" and "panel".
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# - item_name: Overrides the name of the item generated for this door.
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# If not specified, the item name will be generated from
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# the room name and the door name.
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# - location_name: Overrides the name of the location generated for this
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# door. If not specified, the location name will be
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# generated using the names of the panels.
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# - skip_location: If true, no location is generated for this door.
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# - skip_item: If true, no item is generated for this door.
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# - group: When simple doors is used, all doors with the same group
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# will be covered by a single item.
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# - include_reduce: Door checks are assumed to be EXCLUDED when reduce checks
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# is on. This option includes the check anyway.
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# - junk_item: If on, the item for this door will be considered a junk
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# item instead of a progression item. Only use this for
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# doors that could never gate progression regardless of
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# options and state.
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# - event: Denotes that the door is event only. This is similar to
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# setting both skip_location and skip_item.
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#
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# paintings is an array of paintings in the room. This is used for painting
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# shuffling.
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# - id: The internal painting ID from the LINGO map.
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# - enter_only: If true, painting shuffling will not place a warp exit on
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# this painting.
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# - exit_only: If true, painting shuffling will not place a warp entrance
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# on this painting.
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# - orientation: One of north/south/east/west. This is the direction that
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# the player is facing when they are interacting with it,
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# not the orientation of the painting itself. "North" is
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# the direction the player faces at a new game, with the
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# positive X axis to the right.
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# - required_door: This door must be open for the painting to be usable as an
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# entrance. If required_door is set, enter_only must be
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# True.
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# - required: Marks a painting as being the only entrance for a room,
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# and thus it is required to be an exit when randomized.
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# Use "required_when_no_doors" instead if it would be
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# possible to enter the room without the painting in door
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# shuffle mode.
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2023-11-10 14:07:56 -05:00
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# - req_blocked: Marks that a painting cannot be an entrance leading to a
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# required painting. Paintings within a room that has a
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# required painting are automatically req blocked.
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# Use "req_blocked_when_no_doors" instead if it would be
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# fine in door shuffle mode.
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2023-11-08 18:35:12 -05:00
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# - move: Denotes that the painting is able to move.
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Starting Room:
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entrances:
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Menu: True
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panels:
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HI:
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id: Entry Room/Panel_hi_hi
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tag: midwhite
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HIDDEN:
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id: Entry Room/Panel_hidden_hidden
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tag: midwhite
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TYPE:
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id: Entry Room/Panel_type_type
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tag: midwhite
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THIS:
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id: Entry Room/Panel_this_this
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tag: midwhite
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WRITE:
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id: Entry Room/Panel_write_write
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tag: midwhite
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SAME:
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id: Entry Room/Panel_same_same
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tag: midwhite
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doors:
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Main Door:
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event: True
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panels:
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- HI
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Back Right Door:
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id: Entry Room Area Doors/Door_hidden_hidden
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include_reduce: True
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panels:
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- HIDDEN
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Rhyme Room Entrance:
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id:
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- Palindrome Room Area Doors/Door_level_level_2
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- Palindrome Room Area Doors/Door_racecar_racecar_2
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- Palindrome Room Area Doors/Door_solos_solos_2
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skip_location: True
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group: Rhyme Room Doors
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panels:
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- room: The Tenacious
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panel: LEVEL (Black)
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- room: The Tenacious
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panel: RACECAR (Black)
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- room: The Tenacious
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panel: SOLOS (Black)
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paintings:
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- id: arrows_painting
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exit_only: True
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orientation: south
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- id: arrows_painting2
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disable: True
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move: True
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- id: arrows_painting3
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disable: True
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move: True
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- id: garden_painting_tower2
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enter_only: True
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orientation: north
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move: True
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required_door:
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room: Hedge Maze
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door: Painting Shortcut
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- id: flower_painting_8
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enter_only: True
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orientation: north
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move: True
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required_door:
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room: Courtyard
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door: Painting Shortcut
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- id: symmetry_painting_a_starter
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enter_only: True
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orientation: west
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move: True
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required_door:
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room: The Wondrous (Doorknob)
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door: Painting Shortcut
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- id: pencil_painting6
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enter_only: True
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orientation: east
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move: True
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required_door:
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room: Outside The Bold
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door: Painting Shortcut
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- id: blueman_painting_3
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enter_only: True
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orientation: east
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move: True
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required_door:
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room: Outside The Undeterred
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door: Painting Shortcut
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- id: eyes_yellow_painting2
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enter_only: True
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orientation: west
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move: True
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required_door:
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room: Outside The Agreeable
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door: Painting Shortcut
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Hidden Room:
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entrances:
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Starting Room:
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room: Starting Room
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door: Back Right Door
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The Seeker:
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door: Seeker Entrance
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Dead End Area:
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door: Dead End Door
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Knight Night (Outer Ring):
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door: Knight Night Entrance
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panels:
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DEAD END:
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id: Appendix Room/Panel_deadend_deadened
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check: True
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exclude_reduce: True
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tag: topwhite
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OPEN:
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id: Heteronym Room/Panel_entrance_entrance
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tag: midwhite
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LIES:
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id: Appendix Room/Panel_lies_lies
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tag: midwhite
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doors:
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Dead End Door:
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id: Appendix Room Area Doors/Door_rat_tar_2
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skip_location: true
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group: Dead End Area Access
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panels:
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- room: Hub Room
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panel: RAT
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Knight Night Entrance:
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id: Appendix Room Area Doors/Door_rat_tar_4
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skip_location: true
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panels:
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- room: Hub Room
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panel: RAT
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Seeker Entrance:
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id: Entry Room Area Doors/Door_entrance_entrance
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item_name: The Seeker - Entrance
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panels:
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- OPEN
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Rhyme Room Entrance:
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id:
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- Appendix Room Area Doors/Door_rat_tar_3
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- Double Room Area Doors/Door_room_entry_stairs
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skip_location: True
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group: Rhyme Room Doors
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panels:
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- room: The Tenacious
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panel: LEVEL (Black)
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- room: The Tenacious
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panel: RACECAR (Black)
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- room: The Tenacious
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panel: SOLOS (Black)
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- room: Hub Room
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panel: RAT
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paintings:
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- id: owl_painting
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orientation: north
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The Seeker:
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entrances:
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Hidden Room:
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room: Hidden Room
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door: Seeker Entrance
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Pilgrim Room:
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room: Pilgrim Room
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door: Shortcut to The Seeker
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panels:
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Achievement:
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id: Countdown Panels/Panel_seeker_seeker
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required_room: Hidden Room
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tag: forbid
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check: True
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achievement: The Seeker
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BEAR:
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id: Heteronym Room/Panel_bear_bear
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tag: midwhite
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MINE:
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id: Heteronym Room/Panel_mine_mine
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tag: double midwhite
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subtag: left
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link: exact MINE
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MINE (2):
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id: Heteronym Room/Panel_mine_mine_2
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tag: double midwhite
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subtag: right
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link: exact MINE
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BOW:
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id: Heteronym Room/Panel_bow_bow
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tag: midwhite
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DOES:
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id: Heteronym Room/Panel_does_does
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tag: midwhite
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MOBILE:
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id: Heteronym Room/Panel_mobile_mobile
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tag: double midwhite
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subtag: left
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link: exact MOBILE
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MOBILE (2):
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id: Heteronym Room/Panel_mobile_mobile_2
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tag: double midwhite
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subtag: right
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link: exact MOBILE
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DESERT:
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id: Heteronym Room/Panel_desert_desert
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tag: topmid white stack
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subtag: mid
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link: topmid DESERT
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DESSERT:
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id: Heteronym Room/Panel_desert_dessert
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tag: topmid white stack
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subtag: top
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link: topmid DESERT
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SOW:
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id: Heteronym Room/Panel_sow_sow
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tag: topmid white stack
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subtag: mid
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link: topmid SOW
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SEW:
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id: Heteronym Room/Panel_sow_so
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tag: topmid white stack
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subtag: top
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link: topmid SOW
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TO:
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id: Heteronym Room/Panel_two_to
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tag: double topwhite
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subtag: left
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link: hp TWO
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TOO:
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id: Heteronym Room/Panel_two_too
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tag: double topwhite
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subtag: right
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link: hp TWO
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WRITE:
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id: Heteronym Room/Panel_write_right
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tag: topwhite
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EWE:
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id: Heteronym Room/Panel_you_ewe
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tag: topwhite
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KNOT:
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id: Heteronym Room/Panel_not_knot
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tag: double topwhite
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subtag: left
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link: hp NOT
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NAUGHT:
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id: Heteronym Room/Panel_not_naught
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tag: double topwhite
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subtag: right
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link: hp NOT
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BEAR (2):
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id: Heteronym Room/Panel_bear_bare
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tag: topwhite
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Second Room:
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entrances:
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Starting Room:
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room: Starting Room
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door: Main Door
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Hub Room:
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door: Exit Door
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panels:
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HI:
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id: Entry Room/Panel_hi_high
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tag: topwhite
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LOW:
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id: Entry Room/Panel_low_low
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tag: forbid # This is a midwhite pretending to be a botwhite
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ANOTHER TRY:
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id: Entry Room/Panel_advance
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tag: topwhite
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Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
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non_counting: True # This is a counting panel in-game, but it can never count towards the LEVEL 2 panel hunt.
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2023-11-08 18:35:12 -05:00
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LEVEL 2:
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# We will set up special rules for this in code.
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id: EndPanel/Panel_level_2
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tag: forbid
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non_counting: True
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check: True
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doors:
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Exit Door:
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id: Entry Room Area Doors/Door_hi_high
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location_name: Second Room - Good Luck
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include_reduce: True
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panels:
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- HI
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- LOW
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Hub Room:
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entrances:
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Second Room:
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room: Second Room
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door: Exit Door
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Dead End Area:
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door: Near RAT Door
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Crossroads:
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door: Crossroads Entrance
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The Tenacious:
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door: Tenacious Entrance
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Warts Straw Area:
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door: Symmetry Door
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Hedge Maze:
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door: Shortcut to Hedge Maze
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Orange Tower First Floor:
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room: Orange Tower First Floor
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door: Shortcut to Hub Room
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Owl Hallway:
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painting: True
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Outside The Initiated:
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room: Outside The Initiated
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door: Shortcut to Hub Room
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The Traveled:
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door: Traveled Entrance
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Roof: True # through the sunwarp
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Outside The Undeterred: # (NOTE: used in hardcoded pilgrimage)
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room: Outside The Undeterred
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door: Green Painting
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painting: True
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panels:
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ORDER:
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id: Shuffle Room/Panel_order_chaos
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colors: black
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tag: botblack
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SLAUGHTER:
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id: Palindrome Room/Panel_slaughter_laughter
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colors: red
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tag: midred
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NEAR:
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id: Symmetry Room/Panel_near_far
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colors: black
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tag: botblack
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FAR:
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id: Symmetry Room/Panel_far_near
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colors: black
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tag: botblack
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TRACE:
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id: Maze Room/Panel_trace_trace
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tag: midwhite
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RAT:
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id: Appendix Room/Panel_rat_tar
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colors: black
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check: True
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exclude_reduce: True
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tag: midblack
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OPEN:
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id: Synonym Room/Panel_open_open
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tag: midwhite
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FOUR:
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id: Backside Room/Panel_four_four_3
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tag: midwhite
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2023-11-24 12:11:34 -05:00
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hunt: True
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2023-11-08 18:35:12 -05:00
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required_door:
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room: Outside The Undeterred
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door: Fours
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LOST:
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id: Shuffle Room/Panel_lost_found
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colors: black
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tag: botblack
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FORWARD:
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id: Entry Room/Panel_forward_forward
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tag: midwhite
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BETWEEN:
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id: Entry Room/Panel_between_between
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tag: midwhite
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BACKWARD:
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id: Entry Room/Panel_backward_backward
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tag: midwhite
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doors:
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Crossroads Entrance:
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id: Shuffle Room Area Doors/Door_chaos
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panels:
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- ORDER
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Tenacious Entrance:
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id: Palindrome Room Area Doors/Door_slaughter_laughter
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group: Entrances to The Tenacious
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panels:
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- SLAUGHTER
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Symmetry Door:
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id:
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- Symmetry Room Area Doors/Door_near_far
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- Symmetry Room Area Doors/Door_far_near
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group: Symmetry Doors
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panels:
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- NEAR
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- FAR
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Shortcut to Hedge Maze:
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id: Maze Area Doors/Door_trace_trace
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group: Hedge Maze Doors
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panels:
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- TRACE
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Near RAT Door:
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id: Appendix Room Area Doors/Door_deadend_deadened
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skip_location: True
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group: Dead End Area Access
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panels:
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- room: Hidden Room
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panel: DEAD END
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Traveled Entrance:
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id: Appendix Room Area Doors/Door_open_open
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item_name: The Traveled - Entrance
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group: Entrance to The Traveled
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panels:
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- OPEN
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Lost Door:
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id: Shuffle Room Area Doors/Door_lost_found
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junk_item: True
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panels:
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- LOST
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paintings:
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- id: maze_painting
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orientation: west
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Dead End Area:
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entrances:
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Hidden Room:
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room: Hidden Room
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door: Dead End Door
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Hub Room:
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room: Hub Room
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door: Near RAT Door
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panels:
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FOUR:
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id: Backside Room/Panel_four_four_2
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tag: midwhite
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2023-11-24 12:11:34 -05:00
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hunt: True
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2023-11-08 18:35:12 -05:00
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required_door:
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room: Outside The Undeterred
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door: Fours
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EIGHT:
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id: Backside Room/Panel_eight_eight_8
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tag: midwhite
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2023-11-24 12:11:34 -05:00
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hunt: True
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2023-11-08 18:35:12 -05:00
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required_door:
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room: Number Hunt
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door: Eights
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paintings:
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- id: smile_painting_6
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orientation: north
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Pilgrim Antechamber:
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# Let's not shuffle the paintings yet.
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entrances:
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# The pilgrimage is hardcoded in rules.py
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Starting Room:
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door: Sun Painting
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panels:
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HOT CRUST:
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id: Lingo Room/Panel_shortcut
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colors: yellow
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tag: midyellow
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PILGRIMAGE:
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id: Lingo Room/Panel_pilgrim
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colors: blue
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tag: midblue
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MASTERY:
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id: Master Room/Panel_mastery_mastery14
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tag: midwhite
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2023-11-24 12:11:34 -05:00
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hunt: True
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2023-11-08 18:35:12 -05:00
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required_door:
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room: Orange Tower Seventh Floor
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door: Mastery
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doors:
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Sun Painting:
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item_name: Pilgrim Room - Sun Painting
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location_name: Pilgrim Room - HOT CRUST
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painting_id: pilgrim_painting2
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panels:
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- HOT CRUST
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Exit:
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event: True
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panels:
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- PILGRIMAGE
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Pilgrim Room:
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entrances:
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The Seeker:
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door: Shortcut to The Seeker
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Pilgrim Antechamber:
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room: Pilgrim Antechamber
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door: Exit
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panels:
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THIS:
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id: Lingo Room/Panel_lingo_9
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colors: gray
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tag: forbid
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TIME ROOM:
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id: Lingo Room/Panel_lingo_1
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colors: purple
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tag: toppurp
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SCIENCE ROOM:
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id: Lingo Room/Panel_lingo_2
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tag: botwhite
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SHINY ROCK ROOM:
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id: Lingo Room/Panel_lingo_3
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tag: botwhite
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ANGRY POWER:
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id: Lingo Room/Panel_lingo_4
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colors:
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- purple
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tag: forbid
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MICRO LEGION:
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id: Lingo Room/Panel_lingo_5
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colors: yellow
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tag: midyellow
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LOSERS RELAX:
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id: Lingo Room/Panel_lingo_6
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colors:
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- black
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tag: forbid
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"906234":
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id: Lingo Room/Panel_lingo_7
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colors:
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- orange
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- blue
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tag: forbid
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MOOR EMORDNILAP:
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id: Lingo Room/Panel_lingo_8
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colors: black
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tag: midblack
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HALL ROOMMATE:
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id: Lingo Room/Panel_lingo_10
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colors:
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- red
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- blue
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tag: forbid
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ALL GREY:
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id: Lingo Room/Panel_lingo_11
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colors: yellow
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tag: midyellow
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PLUNDER ISLAND:
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id: Lingo Room/Panel_lingo_12
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colors:
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- purple
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- red
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tag: forbid
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FLOSS PATHS:
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id: Lingo Room/Panel_lingo_13
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colors:
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- purple
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- brown
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tag: forbid
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doors:
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|
Shortcut to The Seeker:
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id: Master Room Doors/Door_pilgrim_shortcut
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include_reduce: True
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panels:
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- THIS
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Crossroads:
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entrances:
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Hub Room: True # The sunwarp means that we never need the ORDER door
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Color Hallways: True
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The Tenacious:
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door: Tenacious Entrance
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Orange Tower Fourth Floor: True # through IRK HORN
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Amen Name Area:
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room: Lost Area
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door: Exit
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Roof: True # through the sunwarp
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panels:
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DECAY:
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id: Palindrome Room/Panel_decay_day
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colors: red
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tag: midred
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NOPE:
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id: Sun Room/Panel_nope_open
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colors: yellow
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tag: midyellow
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EIGHT:
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id: Backside Room/Panel_eight_eight_5
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|
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tag: midwhite
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2023-11-24 12:11:34 -05:00
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hunt: True
|
2023-11-08 18:35:12 -05:00
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required_door:
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|
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room: Number Hunt
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door: Eights
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WE ROT:
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id: Shuffle Room/Panel_tower
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colors: yellow
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tag: midyellow
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WORDS:
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id: Shuffle Room/Panel_words_sword
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colors: yellow
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tag: midyellow
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SWORD:
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id: Shuffle Room/Panel_sword_words
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colors: yellow
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tag: midyellow
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|
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TURN:
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|
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id: Shuffle Room/Panel_turn_runt
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colors: yellow
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tag: midyellow
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BEND HI:
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id: Shuffle Room/Panel_behind
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colors: yellow
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|
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tag: midyellow
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THE EYES:
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id: Shuffle Room/Panel_eyes_see_shuffle
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colors: yellow
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check: True
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|
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exclude_reduce: True
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|
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required_door:
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|
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door: Hollow Hallway
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|
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tag: midyellow
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|
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CORNER:
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|
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id: Shuffle Room/Panel_corner_corner
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required_door:
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|
|
door: Hollow Hallway
|
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|
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tag: midwhite
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|
HOLLOW:
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|
|
id: Shuffle Room/Panel_hollow_hollow
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required_door:
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|
|
door: Hollow Hallway
|
|
|
|
tag: midwhite
|
|
|
|
SWAP:
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|
|
|
id: Shuffle Room/Panel_swap_wasp
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
GEL:
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|
|
|
id: Shuffle Room/Panel_gel
|
|
|
|
colors: yellow
|
|
|
|
tag: topyellow
|
|
|
|
required_door:
|
|
|
|
door: Tower Entrance
|
|
|
|
THOUGH:
|
|
|
|
id: Shuffle Room/Panel_though
|
|
|
|
colors: yellow
|
|
|
|
tag: topyellow
|
|
|
|
required_door:
|
|
|
|
door: Tower Entrance
|
|
|
|
CROSSROADS:
|
|
|
|
id: Shuffle Room/Panel_crossroads_crossroads
|
|
|
|
tag: midwhite
|
|
|
|
doors:
|
|
|
|
Tenacious Entrance:
|
|
|
|
id: Palindrome Room Area Doors/Door_decay_day
|
|
|
|
group: Entrances to The Tenacious
|
|
|
|
panels:
|
|
|
|
- DECAY
|
|
|
|
Discerning Entrance:
|
|
|
|
id: Shuffle Room Area Doors/Door_nope_open
|
|
|
|
item_name: The Discerning - Entrance
|
|
|
|
panels:
|
|
|
|
- NOPE
|
|
|
|
Tower Entrance:
|
|
|
|
id:
|
|
|
|
- Shuffle Room Area Doors/Door_tower
|
|
|
|
- Shuffle Room Area Doors/Door_tower2
|
|
|
|
- Shuffle Room Area Doors/Door_tower3
|
|
|
|
- Shuffle Room Area Doors/Door_tower4
|
|
|
|
group: Crossroads - Tower Entrances
|
|
|
|
panels:
|
|
|
|
- WE ROT
|
|
|
|
Tower Back Entrance:
|
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id: Shuffle Room Area Doors/Door_runt
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location_name: Crossroads - TURN/RUNT
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group: Crossroads - Tower Entrances
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panels:
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- TURN
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- room: Orange Tower Fourth Floor
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panel: RUNT
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Words Sword Door:
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id:
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- Shuffle Room Area Doors/Door_words_shuffle_3
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- Shuffle Room Area Doors/Door_words_shuffle_4
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group: Crossroads Doors
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panels:
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- WORDS
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- SWORD
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Eye Wall:
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id: Shuffle Room Area Doors/Door_behind
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junk_item: True
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group: Crossroads Doors
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panels:
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- BEND HI
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Hollow Hallway:
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id: Shuffle Room Area Doors/Door_crossroads6
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skip_location: True
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group: Crossroads Doors
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panels:
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- BEND HI
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Roof Access:
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id: Tower Room Area Doors/Door_level_6_2
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skip_location: True
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panels:
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- room: Orange Tower First Floor
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panel: DADS + ALE
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- room: Outside The Undeterred
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panel: ART + ART
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- room: Orange Tower Third Floor
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panel: DEER + WREN
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- room: Orange Tower Fourth Floor
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panel: LEARNS + UNSEW
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- room: Orange Tower Fifth Floor
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panel: DRAWL + RUNS
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- room: Owl Hallway
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panel: READS + RUST
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paintings:
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- id: eye_painting
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disable: True
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orientation: east
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move: True
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required_door:
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door: Eye Wall
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- id: smile_painting_4
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orientation: south
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Lost Area:
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entrances:
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Outside The Agreeable:
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door: Exit
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Crossroads:
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room: Crossroads
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door: Words Sword Door
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panels:
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LOST (1):
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id: Shuffle Room/Panel_lost_lots
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colors: yellow
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tag: midyellow
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LOST (2):
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id: Shuffle Room/Panel_lost_slot
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colors: yellow
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tag: midyellow
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doors:
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Exit:
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id:
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- Shuffle Room Area Doors/Door_lost_shuffle_1
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- Shuffle Room Area Doors/Door_lost_shuffle_2
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location_name: Crossroads - LOST Pair
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panels:
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- LOST (1)
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- LOST (2)
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Amen Name Area:
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entrances:
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Crossroads:
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room: Lost Area
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door: Exit
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Suits Area:
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door: Exit
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panels:
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AMEN:
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id: Shuffle Room/Panel_amen_mean
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colors: yellow
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tag: double midyellow
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subtag: left
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link: ana MEAN
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NAME:
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id: Shuffle Room/Panel_name_mean
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colors: yellow
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tag: double midyellow
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subtag: right
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link: ana MEAN
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NINE:
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id: Backside Room/Panel_nine_nine_3
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tag: midwhite
|
2023-11-24 12:11:34 -05:00
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hunt: True
|
2023-11-08 18:35:12 -05:00
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required_door:
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room: Number Hunt
|
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door: Nines
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doors:
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Exit:
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id: Shuffle Room Area Doors/Door_mean
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panels:
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- AMEN
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- NAME
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Suits Area:
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entrances:
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Amen Name Area:
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room: Amen Name Area
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door: Exit
|
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Roof: True
|
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panels:
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SPADES:
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id: Cross Room/Panel_spades_spades
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tag: midwhite
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CLUBS:
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id: Cross Room/Panel_clubs_clubs
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tag: midwhite
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HEARTS:
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id: Cross Room/Panel_hearts_hearts
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tag: midwhite
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paintings:
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- id: west_afar
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orientation: south
|
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The Tenacious:
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entrances:
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Hub Room:
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- room: Hub Room
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door: Tenacious Entrance
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- door: Shortcut to Hub Room
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Crossroads:
|
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room: Crossroads
|
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door: Tenacious Entrance
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Outside The Agreeable:
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room: Outside The Agreeable
|
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door: Tenacious Entrance
|
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Dread Hallway:
|
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|
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room: Dread Hallway
|
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|
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door: Tenacious Entrance
|
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panels:
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LEVEL (Black):
|
|
|
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id: Palindrome Room/Panel_level_level
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colors: black
|
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|
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tag: midblack
|
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RACECAR (Black):
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|
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id: Palindrome Room/Panel_racecar_racecar
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colors: black
|
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tag: palindrome
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copy_to_sign: sign4
|
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SOLOS (Black):
|
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id: Palindrome Room/Panel_solos_solos
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colors: black
|
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tag: palindrome
|
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copy_to_sign:
|
|
|
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- sign5
|
|
|
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- sign6
|
|
|
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LEVEL (White):
|
|
|
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id: Palindrome Room/Panel_level_level_2
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tag: midwhite
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RACECAR (White):
|
|
|
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id: Palindrome Room/Panel_racecar_racecar_2
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tag: midwhite
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copy_to_sign: sign3
|
|
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|
SOLOS (White):
|
|
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id: Palindrome Room/Panel_solos_solos_2
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|
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tag: midwhite
|
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|
|
copy_to_sign:
|
|
|
|
- sign1
|
|
|
|
- sign2
|
|
|
|
Achievement:
|
|
|
|
id: Countdown Panels/Panel_tenacious_tenacious
|
|
|
|
check: True
|
|
|
|
tag: forbid
|
|
|
|
required_panel:
|
|
|
|
- panel: LEVEL (Black)
|
|
|
|
- panel: RACECAR (Black)
|
|
|
|
- panel: SOLOS (Black)
|
|
|
|
- panel: LEVEL (White)
|
|
|
|
- panel: RACECAR (White)
|
|
|
|
- panel: SOLOS (White)
|
|
|
|
- room: Hub Room
|
|
|
|
panel: SLAUGHTER
|
|
|
|
- room: Crossroads
|
|
|
|
panel: DECAY
|
|
|
|
- room: Outside The Agreeable
|
|
|
|
panel: MASSACRED
|
|
|
|
- room: Dread Hallway
|
|
|
|
panel: DREAD
|
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|
|
achievement: The Tenacious
|
|
|
|
doors:
|
|
|
|
Shortcut to Hub Room:
|
|
|
|
id:
|
|
|
|
- Palindrome Room Area Doors/Door_level_level_1
|
|
|
|
- Palindrome Room Area Doors/Door_racecar_racecar_1
|
|
|
|
- Palindrome Room Area Doors/Door_solos_solos_1
|
|
|
|
location_name: The Tenacious - Palindromes
|
|
|
|
group: Entrances to The Tenacious
|
|
|
|
panels:
|
|
|
|
- LEVEL (Black)
|
|
|
|
- RACECAR (Black)
|
|
|
|
- SOLOS (Black)
|
|
|
|
White Palindromes:
|
|
|
|
location_name: The Tenacious - White Palindromes
|
|
|
|
skip_item: True
|
|
|
|
panels:
|
|
|
|
- LEVEL (White)
|
|
|
|
- RACECAR (White)
|
|
|
|
- SOLOS (White)
|
|
|
|
Warts Straw Area:
|
|
|
|
entrances:
|
|
|
|
Hub Room:
|
|
|
|
room: Hub Room
|
|
|
|
door: Symmetry Door
|
|
|
|
Leaf Feel Area:
|
|
|
|
door: Door
|
|
|
|
panels:
|
|
|
|
WARTS:
|
|
|
|
id: Symmetry Room/Panel_warts_straw
|
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|
|
colors: black
|
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|
|
tag: midblack
|
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|
|
STRAW:
|
|
|
|
id: Symmetry Room/Panel_straw_warts
|
|
|
|
colors: black
|
|
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tag: midblack
|
|
|
|
doors:
|
|
|
|
Door:
|
|
|
|
id:
|
|
|
|
- Symmetry Room Area Doors/Door_warts_straw
|
|
|
|
- Symmetry Room Area Doors/Door_straw_warts
|
|
|
|
group: Symmetry Doors
|
|
|
|
panels:
|
|
|
|
- WARTS
|
|
|
|
- STRAW
|
|
|
|
Leaf Feel Area:
|
|
|
|
entrances:
|
|
|
|
Warts Straw Area:
|
|
|
|
room: Warts Straw Area
|
|
|
|
door: Door
|
|
|
|
Outside The Agreeable:
|
|
|
|
door: Door
|
|
|
|
panels:
|
|
|
|
LEAF:
|
|
|
|
id: Symmetry Room/Panel_leaf_feel
|
|
|
|
colors: black
|
|
|
|
tag: topblack
|
|
|
|
FEEL:
|
|
|
|
id: Symmetry Room/Panel_feel_leaf
|
|
|
|
colors: black
|
|
|
|
tag: topblack
|
|
|
|
doors:
|
|
|
|
Door:
|
|
|
|
id:
|
|
|
|
- Symmetry Room Area Doors/Door_leaf_feel
|
|
|
|
- Symmetry Room Area Doors/Door_feel_leaf
|
|
|
|
group: Symmetry Doors
|
|
|
|
panels:
|
|
|
|
- LEAF
|
|
|
|
- FEEL
|
|
|
|
Outside The Agreeable:
|
|
|
|
# Let's ignore the blue warp thing for now because the lookout is a dead
|
|
|
|
# end. Later on it could be filler checks.
|
|
|
|
entrances:
|
|
|
|
# We don't have to list Lost Area because of Crossroads.
|
|
|
|
Crossroads: True
|
|
|
|
The Tenacious:
|
|
|
|
door: Tenacious Entrance
|
|
|
|
The Agreeable:
|
|
|
|
door: Agreeable Entrance
|
|
|
|
Dread Hallway:
|
|
|
|
door: Black Door
|
|
|
|
Leaf Feel Area:
|
|
|
|
room: Leaf Feel Area
|
|
|
|
door: Door
|
|
|
|
Starting Room:
|
|
|
|
door: Painting Shortcut
|
|
|
|
painting: True
|
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|
|
Hallway Room (2): True
|
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|
Hallway Room (3): True
|
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|
Hallway Room (4): True
|
|
|
|
Hedge Maze: True # through the door to the sectioned-off part of the hedge maze
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
Cellar:
|
|
|
|
door: Lookout Entrance
|
2023-11-08 18:35:12 -05:00
|
|
|
panels:
|
|
|
|
MASSACRED:
|
|
|
|
id: Palindrome Room/Panel_massacred_sacred
|
|
|
|
colors: red
|
|
|
|
tag: midred
|
|
|
|
BLACK:
|
|
|
|
id: Symmetry Room/Panel_black_white
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
CLOSE:
|
|
|
|
id: Antonym Room/Panel_close_open
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
LEFT:
|
|
|
|
id: Symmetry Room/Panel_left_right
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
LEFT (2):
|
|
|
|
id: Symmetry Room/Panel_left_wrong
|
|
|
|
colors: black
|
|
|
|
tag: bot black black
|
|
|
|
RIGHT:
|
|
|
|
id: Symmetry Room/Panel_right_left
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
PURPLE:
|
|
|
|
id: Color Arrow Room/Panel_purple_afar
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
door: Purple Barrier
|
|
|
|
FIVE (1):
|
|
|
|
id: Backside Room/Panel_five_five_5
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Outside The Undeterred
|
|
|
|
door: Fives
|
|
|
|
FIVE (2):
|
|
|
|
id: Backside Room/Panel_five_five_4
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Outside The Undeterred
|
|
|
|
door: Fives
|
|
|
|
OUT:
|
|
|
|
id: Hallway Room/Panel_out_out
|
|
|
|
check: True
|
|
|
|
exclude_reduce: True
|
|
|
|
tag: midwhite
|
|
|
|
HIDE:
|
|
|
|
id: Maze Room/Panel_hide_seek_4
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
DAZE:
|
|
|
|
id: Maze Room/Panel_daze_maze
|
|
|
|
colors: purple
|
|
|
|
tag: midpurp
|
|
|
|
WALL:
|
|
|
|
id: Hallway Room/Panel_castle_1
|
|
|
|
colors: blue
|
|
|
|
tag: quad bot blue
|
|
|
|
link: qbb CASTLE
|
|
|
|
KEEP:
|
|
|
|
id: Hallway Room/Panel_castle_2
|
|
|
|
colors: blue
|
|
|
|
tag: quad bot blue
|
|
|
|
link: qbb CASTLE
|
|
|
|
BAILEY:
|
|
|
|
id: Hallway Room/Panel_castle_3
|
|
|
|
colors: blue
|
|
|
|
tag: quad bot blue
|
|
|
|
link: qbb CASTLE
|
|
|
|
TOWER:
|
|
|
|
id: Hallway Room/Panel_castle_4
|
|
|
|
colors: blue
|
|
|
|
tag: quad bot blue
|
|
|
|
link: qbb CASTLE
|
|
|
|
NORTH:
|
|
|
|
id: Cross Room/Panel_north_missing
|
|
|
|
colors: green
|
|
|
|
tag: forbid
|
|
|
|
required_room: Outside The Bold
|
|
|
|
DIAMONDS:
|
|
|
|
id: Cross Room/Panel_diamonds_missing
|
|
|
|
colors: green
|
|
|
|
tag: forbid
|
|
|
|
required_room: Suits Area
|
|
|
|
FIRE:
|
|
|
|
id: Cross Room/Panel_fire_missing
|
|
|
|
colors: green
|
|
|
|
tag: forbid
|
|
|
|
required_room: Elements Area
|
|
|
|
WINTER:
|
|
|
|
id: Cross Room/Panel_winter_missing
|
|
|
|
colors: green
|
|
|
|
tag: forbid
|
|
|
|
required_room: Orange Tower Fifth Floor
|
|
|
|
doors:
|
|
|
|
Tenacious Entrance:
|
|
|
|
id: Palindrome Room Area Doors/Door_massacred_sacred
|
|
|
|
group: Entrances to The Tenacious
|
|
|
|
panels:
|
|
|
|
- MASSACRED
|
|
|
|
Black Door:
|
|
|
|
id: Symmetry Room Area Doors/Door_black_white
|
|
|
|
group: Entrances to The Tenacious
|
|
|
|
panels:
|
|
|
|
- BLACK
|
|
|
|
Agreeable Entrance:
|
|
|
|
id: Symmetry Room Area Doors/Door_close_open
|
|
|
|
item_name: The Agreeable - Entrance
|
|
|
|
panels:
|
|
|
|
- CLOSE
|
|
|
|
Painting Shortcut:
|
|
|
|
item_name: Starting Room - Street Painting
|
|
|
|
painting_id: eyes_yellow_painting2
|
|
|
|
panels:
|
|
|
|
- RIGHT
|
|
|
|
Purple Barrier:
|
|
|
|
id: Color Arrow Room Doors/Door_purple_3
|
|
|
|
group: Color Hunt Barriers
|
|
|
|
skip_location: True
|
|
|
|
panels:
|
|
|
|
- room: Champion's Rest
|
|
|
|
panel: PURPLE
|
|
|
|
Hallway Door:
|
|
|
|
id: Red Blue Purple Room Area Doors/Door_room_2
|
|
|
|
group: Hallway Room Doors
|
|
|
|
location_name: Hallway Room - First Room
|
|
|
|
panels:
|
|
|
|
- WALL
|
|
|
|
- KEEP
|
|
|
|
- BAILEY
|
|
|
|
- TOWER
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
Lookout Entrance:
|
|
|
|
id: Cross Room Doors/Door_missing
|
|
|
|
location_name: Outside The Agreeable - Lookout Panels
|
|
|
|
panels:
|
|
|
|
- NORTH
|
|
|
|
- WINTER
|
|
|
|
- DIAMONDS
|
|
|
|
- FIRE
|
2023-11-08 18:35:12 -05:00
|
|
|
paintings:
|
|
|
|
- id: panda_painting
|
|
|
|
orientation: south
|
|
|
|
- id: eyes_yellow_painting
|
|
|
|
orientation: east
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
- id: pencil_painting7
|
|
|
|
orientation: north
|
2023-11-08 18:35:12 -05:00
|
|
|
progression:
|
|
|
|
Progressive Hallway Room:
|
|
|
|
- Hallway Door
|
|
|
|
- room: Hallway Room (2)
|
|
|
|
door: Exit
|
|
|
|
- room: Hallway Room (3)
|
|
|
|
door: Exit
|
|
|
|
- room: Hallway Room (4)
|
|
|
|
door: Exit
|
|
|
|
Dread Hallway:
|
|
|
|
entrances:
|
|
|
|
Outside The Agreeable:
|
|
|
|
room: Outside The Agreeable
|
|
|
|
door: Black Door
|
|
|
|
The Tenacious:
|
|
|
|
door: Tenacious Entrance
|
|
|
|
panels:
|
|
|
|
DREAD:
|
|
|
|
id: Palindrome Room/Panel_dread_dead
|
|
|
|
colors: red
|
|
|
|
tag: midred
|
|
|
|
doors:
|
|
|
|
Tenacious Entrance:
|
|
|
|
id: Palindrome Room Area Doors/Door_dread_dead
|
|
|
|
group: Entrances to The Tenacious
|
|
|
|
panels:
|
|
|
|
- DREAD
|
|
|
|
The Agreeable:
|
|
|
|
entrances:
|
|
|
|
Outside The Agreeable:
|
|
|
|
room: Outside The Agreeable
|
|
|
|
door: Agreeable Entrance
|
|
|
|
Hedge Maze:
|
|
|
|
door: Shortcut to Hedge Maze
|
|
|
|
panels:
|
|
|
|
Achievement:
|
|
|
|
id: Countdown Panels/Panel_disagreeable_agreeable
|
|
|
|
colors: black
|
|
|
|
tag: forbid
|
|
|
|
required_room: Outside The Agreeable
|
|
|
|
check: True
|
|
|
|
achievement: The Agreeable
|
|
|
|
BYE:
|
|
|
|
id: Antonym Room/Panel_bye_hi
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
RETOOL:
|
|
|
|
id: Antonym Room/Panel_retool_looter
|
|
|
|
colors: black
|
|
|
|
tag: midblack
|
|
|
|
DRAWER:
|
|
|
|
id: Antonym Room/Panel_drawer_reward
|
|
|
|
colors: black
|
|
|
|
tag: midblack
|
|
|
|
READ:
|
|
|
|
id: Antonym Room/Panel_read_write
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
DIFFERENT:
|
|
|
|
id: Antonym Room/Panel_different_same
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
LOW:
|
|
|
|
id: Antonym Room/Panel_low_high
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
ALIVE:
|
|
|
|
id: Antonym Room/Panel_alive_dead
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
THAT:
|
|
|
|
id: Antonym Room/Panel_that_this
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
STRESSED:
|
|
|
|
id: Antonym Room/Panel_stressed_desserts
|
|
|
|
colors: black
|
|
|
|
tag: midblack
|
|
|
|
STAR:
|
|
|
|
id: Antonym Room/Panel_star_rats
|
|
|
|
colors: black
|
|
|
|
tag: midblack
|
|
|
|
TAME:
|
|
|
|
id: Antonym Room/Panel_tame_mate
|
|
|
|
colors: black
|
|
|
|
tag: topblack
|
|
|
|
CAT:
|
|
|
|
id: Antonym Room/Panel_cat_tack
|
|
|
|
colors: black
|
|
|
|
tag: topblack
|
|
|
|
doors:
|
|
|
|
Shortcut to Hedge Maze:
|
|
|
|
id: Symmetry Room Area Doors/Door_bye_hi
|
|
|
|
group: Hedge Maze Doors
|
|
|
|
panels:
|
|
|
|
- BYE
|
|
|
|
Hedge Maze:
|
|
|
|
entrances:
|
|
|
|
Hub Room:
|
|
|
|
room: Hub Room
|
|
|
|
door: Shortcut to Hedge Maze
|
|
|
|
Color Hallways: True
|
|
|
|
The Agreeable:
|
|
|
|
room: The Agreeable
|
|
|
|
door: Shortcut to Hedge Maze
|
|
|
|
The Perceptive: True
|
|
|
|
The Observant:
|
|
|
|
door: Observant Entrance
|
|
|
|
Owl Hallway:
|
|
|
|
room: Owl Hallway
|
|
|
|
door: Shortcut to Hedge Maze
|
|
|
|
Roof: True
|
|
|
|
panels:
|
|
|
|
DOWN:
|
|
|
|
id: Maze Room/Panel_down_up
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
HIDE (1):
|
|
|
|
id: Maze Room/Panel_hide_seek
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
HIDE (2):
|
|
|
|
id: Maze Room/Panel_hide_seek_2
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
HIDE (3):
|
|
|
|
id: Maze Room/Panel_hide_seek_3
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
MASTERY (1):
|
|
|
|
id: Master Room/Panel_mastery_mastery5
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Orange Tower Seventh Floor
|
|
|
|
door: Mastery
|
|
|
|
MASTERY (2):
|
|
|
|
id: Master Room/Panel_mastery_mastery9
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Orange Tower Seventh Floor
|
|
|
|
door: Mastery
|
|
|
|
PATH (1):
|
|
|
|
id: Maze Room/Panel_path_lock
|
|
|
|
colors: green
|
|
|
|
tag: forbid
|
|
|
|
PATH (2):
|
|
|
|
id: Maze Room/Panel_path_knot
|
|
|
|
colors: green
|
|
|
|
tag: forbid
|
|
|
|
PATH (3):
|
|
|
|
id: Maze Room/Panel_path_lost
|
|
|
|
colors: green
|
|
|
|
tag: forbid
|
|
|
|
PATH (4):
|
|
|
|
id: Maze Room/Panel_path_open
|
|
|
|
colors: green
|
|
|
|
tag: forbid
|
|
|
|
PATH (5):
|
|
|
|
id: Maze Room/Panel_path_help
|
|
|
|
colors: green
|
|
|
|
tag: forbid
|
|
|
|
PATH (6):
|
|
|
|
id: Maze Room/Panel_path_hunt
|
|
|
|
colors: green
|
|
|
|
tag: forbid
|
|
|
|
PATH (7):
|
|
|
|
id: Maze Room/Panel_path_nest
|
|
|
|
colors: green
|
|
|
|
tag: forbid
|
|
|
|
PATH (8):
|
|
|
|
id: Maze Room/Panel_path_look
|
|
|
|
colors: green
|
|
|
|
tag: forbid
|
|
|
|
REFLOW:
|
|
|
|
id: Maze Room/Panel_reflow_flower
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
LEAP:
|
|
|
|
id: Maze Room/Panel_leap_jump
|
|
|
|
tag: botwhite
|
|
|
|
doors:
|
|
|
|
Perceptive Entrance:
|
|
|
|
id: Maze Area Doors/Door_maze_maze
|
|
|
|
item_name: The Perceptive - Entrance
|
|
|
|
group: Hedge Maze Doors
|
|
|
|
panels:
|
|
|
|
- DOWN
|
|
|
|
Painting Shortcut:
|
|
|
|
painting_id: garden_painting_tower2
|
|
|
|
item_name: Starting Room - Hedge Maze Painting
|
|
|
|
skip_location: True
|
|
|
|
panels:
|
|
|
|
- DOWN
|
|
|
|
Observant Entrance:
|
|
|
|
id:
|
|
|
|
- Maze Area Doors/Door_look_room_1
|
|
|
|
- Maze Area Doors/Door_look_room_2
|
|
|
|
- Maze Area Doors/Door_look_room_3
|
|
|
|
skip_location: True
|
|
|
|
item_name: The Observant - Entrance
|
|
|
|
group: Observant Doors
|
|
|
|
panels:
|
|
|
|
- room: The Perceptive
|
|
|
|
panel: GAZE
|
|
|
|
Hide and Seek:
|
|
|
|
skip_item: True
|
|
|
|
location_name: Hedge Maze - Hide and Seek
|
|
|
|
include_reduce: True
|
|
|
|
panels:
|
|
|
|
- HIDE (1)
|
|
|
|
- HIDE (2)
|
|
|
|
- HIDE (3)
|
|
|
|
- room: Outside The Agreeable
|
|
|
|
panel: HIDE
|
|
|
|
The Perceptive:
|
|
|
|
entrances:
|
|
|
|
Starting Room:
|
|
|
|
room: Hedge Maze
|
|
|
|
door: Painting Shortcut
|
|
|
|
painting: True
|
|
|
|
Hedge Maze:
|
|
|
|
room: Hedge Maze
|
|
|
|
door: Perceptive Entrance
|
|
|
|
panels:
|
|
|
|
Achievement:
|
|
|
|
id: Countdown Panels/Panel_perceptive_perceptive
|
|
|
|
colors: green
|
|
|
|
tag: forbid
|
|
|
|
check: True
|
|
|
|
achievement: The Perceptive
|
|
|
|
GAZE:
|
|
|
|
id: Maze Room/Panel_look_look
|
|
|
|
check: True
|
|
|
|
exclude_reduce: True
|
|
|
|
tag: botwhite
|
|
|
|
paintings:
|
|
|
|
- id: garden_painting_tower
|
|
|
|
orientation: north
|
|
|
|
The Fearless (First Floor):
|
|
|
|
entrances:
|
|
|
|
The Perceptive: True
|
|
|
|
panels:
|
|
|
|
NAPS:
|
|
|
|
id: Naps Room/Panel_naps_span
|
|
|
|
colors: black
|
|
|
|
tag: midblack
|
|
|
|
TEAM:
|
|
|
|
id: Naps Room/Panel_team_meet
|
|
|
|
colors: black
|
|
|
|
tag: topblack
|
|
|
|
TEEM:
|
|
|
|
id: Naps Room/Panel_teem_meat
|
|
|
|
colors: black
|
|
|
|
tag: topblack
|
|
|
|
IMPATIENT:
|
|
|
|
id: Naps Room/Panel_impatient_doctor
|
|
|
|
colors: black
|
|
|
|
tag: bot black black
|
|
|
|
EAT:
|
|
|
|
id: Naps Room/Panel_eat_tea
|
|
|
|
colors: black
|
|
|
|
tag: topblack
|
|
|
|
doors:
|
|
|
|
Second Floor:
|
|
|
|
id: Naps Room Doors/Door_hider_5
|
|
|
|
location_name: The Fearless - First Floor Puzzles
|
|
|
|
group: Fearless Doors
|
|
|
|
panels:
|
|
|
|
- NAPS
|
|
|
|
- TEAM
|
|
|
|
- TEEM
|
|
|
|
- IMPATIENT
|
|
|
|
- EAT
|
|
|
|
progression:
|
|
|
|
Progressive Fearless:
|
|
|
|
- Second Floor
|
|
|
|
- room: The Fearless (Second Floor)
|
|
|
|
door: Third Floor
|
|
|
|
The Fearless (Second Floor):
|
|
|
|
entrances:
|
|
|
|
The Fearless (First Floor):
|
|
|
|
room: The Fearless (First Floor)
|
|
|
|
door: Second Floor
|
|
|
|
panels:
|
|
|
|
NONE:
|
|
|
|
id: Naps Room/Panel_one_many
|
|
|
|
colors: black
|
|
|
|
tag: bot black top white
|
|
|
|
SUM:
|
|
|
|
id: Naps Room/Panel_one_none
|
|
|
|
colors: black
|
|
|
|
tag: top white bot black
|
|
|
|
FUNNY:
|
|
|
|
id: Naps Room/Panel_funny_enough
|
|
|
|
colors: black
|
|
|
|
tag: topblack
|
|
|
|
MIGHT:
|
|
|
|
id: Naps Room/Panel_might_time
|
|
|
|
colors: black
|
|
|
|
tag: topblack
|
|
|
|
SAFE:
|
|
|
|
id: Naps Room/Panel_safe_face
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colors: black
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tag: topblack
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SAME:
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|
|
|
id: Naps Room/Panel_same_mace
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|
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colors: black
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tag: topblack
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|
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CAME:
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|
|
|
id: Naps Room/Panel_came_make
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colors: black
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|
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tag: topblack
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doors:
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Third Floor:
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|
|
|
id:
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- Naps Room Doors/Door_hider_1b2
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- Naps Room Doors/Door_hider_new1
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location_name: The Fearless - Second Floor Puzzles
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group: Fearless Doors
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panels:
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- NONE
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- SUM
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- FUNNY
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- MIGHT
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- SAFE
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- SAME
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- CAME
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The Fearless:
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entrances:
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The Fearless (First Floor):
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room: The Fearless (Second Floor)
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door: Third Floor
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panels:
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|
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Achievement:
|
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|
|
id: Countdown Panels/Panel_fearless_fearless
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colors: black
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tag: forbid
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check: True
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achievement: The Fearless
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EASY:
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|
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id: Naps Room/Panel_easy_soft
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colors: black
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tag: bot black black
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SOMETIMES:
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id: Naps Room/Panel_sometimes_always
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colors: black
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tag: bot black black
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DARK:
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|
|
id: Naps Room/Panel_dark_extinguish
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colors: black
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tag: bot black black
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EVEN:
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id: Naps Room/Panel_even_ordinary
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colors: black
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tag: bot black black
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The Observant:
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entrances:
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Hedge Maze:
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room: Hedge Maze
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door: Observant Entrance
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The Incomparable: True
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panels:
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Achievement:
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|
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id: Countdown Panels/Panel_observant_observant
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colors: green
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check: True
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tag: forbid
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required_door:
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door: Stairs
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achievement: The Observant
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BACK:
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id: Look Room/Panel_four_back
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colors: green
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tag: forbid
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SIDE:
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id: Look Room/Panel_four_side
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colors: green
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tag: forbid
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BACKSIDE:
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id: Backside Room/Panel_backside_2
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tag: midwhite
|
2023-11-24 12:11:34 -05:00
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hunt: True
|
2023-11-08 18:35:12 -05:00
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required_door:
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door: Backside Door
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STAIRS:
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id: Look Room/Panel_six_stairs
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colors: green
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tag: forbid
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WAYS:
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id: Look Room/Panel_four_ways
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colors: green
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tag: forbid
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"ON":
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id: Look Room/Panel_two_on
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colors: green
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tag: forbid
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UP:
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id: Look Room/Panel_two_up
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colors: green
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tag: forbid
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SWIMS:
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id: Look Room/Panel_five_swims
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|
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colors: green
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|
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tag: forbid
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UPSTAIRS:
|
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|
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id: Look Room/Panel_eight_upstairs
|
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|
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colors: green
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|
|
tag: forbid
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|
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required_door:
|
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|
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door: Stairs
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TOIL:
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id: Look Room/Panel_blue_toil
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|
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colors: green
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|
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tag: forbid
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required_door:
|
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|
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door: Stairs
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STOP:
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id: Look Room/Panel_four_stop
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|
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colors: green
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|
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tag: forbid
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|
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required_door:
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|
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door: Stairs
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|
|
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TOP:
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|
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id: Look Room/Panel_aqua_top
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|
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colors: green
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|
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tag: forbid
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|
|
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required_door:
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|
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door: Stairs
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|
|
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HI:
|
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|
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id: Look Room/Panel_blue_hi
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|
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colors: green
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|
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tag: forbid
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|
|
|
required_door:
|
|
|
|
door: Stairs
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|
|
|
HI (2):
|
|
|
|
id: Look Room/Panel_blue_hi2
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|
|
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colors: green
|
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|
|
tag: forbid
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|
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required_door:
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|
|
door: Stairs
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|
|
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"31":
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|
|
id: Look Room/Panel_numbers_31
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|
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colors: green
|
|
|
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tag: forbid
|
|
|
|
required_door:
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|
|
door: Stairs
|
|
|
|
"52":
|
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|
|
id: Look Room/Panel_numbers_52
|
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|
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colors: green
|
|
|
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tag: forbid
|
|
|
|
required_door:
|
|
|
|
door: Stairs
|
|
|
|
OIL:
|
|
|
|
id: Look Room/Panel_aqua_oil
|
|
|
|
colors: green
|
|
|
|
tag: forbid
|
|
|
|
required_door:
|
|
|
|
door: Stairs
|
|
|
|
BACKSIDE (GREEN):
|
|
|
|
id: Look Room/Panel_eight_backside
|
|
|
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colors: green
|
|
|
|
tag: forbid
|
|
|
|
required_door:
|
|
|
|
door: Stairs
|
|
|
|
SIDEWAYS:
|
|
|
|
id: Look Room/Panel_eight_sideways
|
|
|
|
colors: green
|
|
|
|
tag: forbid
|
|
|
|
required_door:
|
|
|
|
door: Stairs
|
|
|
|
doors:
|
|
|
|
Backside Door:
|
|
|
|
id: Maze Area Doors/Door_backside
|
|
|
|
group: Backside Doors
|
|
|
|
panels:
|
|
|
|
- BACK
|
|
|
|
- SIDE
|
|
|
|
Stairs:
|
|
|
|
id: Maze Area Doors/Door_stairs
|
|
|
|
group: Observant Doors
|
|
|
|
panels:
|
|
|
|
- STAIRS
|
|
|
|
The Incomparable:
|
|
|
|
entrances:
|
|
|
|
The Observant: True # Assuming that access to The Observant includes access to the right entrance
|
|
|
|
Eight Room: True
|
|
|
|
Eight Alcove:
|
2023-11-16 05:12:44 -05:00
|
|
|
door: Eight Door
|
|
|
|
Orange Tower Sixth Floor:
|
|
|
|
painting: True
|
2023-11-08 18:35:12 -05:00
|
|
|
panels:
|
|
|
|
Achievement:
|
|
|
|
id: Countdown Panels/Panel_incomparable_incomparable
|
|
|
|
colors: blue
|
|
|
|
check: True
|
|
|
|
tag: forbid
|
|
|
|
required_room:
|
|
|
|
- Elements Area
|
|
|
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- Courtyard
|
|
|
|
- Eight Room
|
|
|
|
achievement: The Incomparable
|
|
|
|
A (One):
|
|
|
|
id: Strand Room/Panel_blank_a
|
|
|
|
colors: blue
|
|
|
|
tag: forbid
|
|
|
|
A (Two):
|
|
|
|
id: Strand Room/Panel_a_an
|
|
|
|
colors: blue
|
|
|
|
tag: forbid
|
|
|
|
A (Three):
|
|
|
|
id: Strand Room/Panel_a_and
|
|
|
|
colors: blue
|
|
|
|
tag: forbid
|
|
|
|
A (Four):
|
|
|
|
id: Strand Room/Panel_a_sand
|
|
|
|
colors: blue
|
|
|
|
tag: forbid
|
|
|
|
A (Five):
|
|
|
|
id: Strand Room/Panel_a_stand
|
|
|
|
colors: blue
|
|
|
|
tag: forbid
|
|
|
|
A (Six):
|
|
|
|
id: Strand Room/Panel_a_strand
|
|
|
|
colors: blue
|
|
|
|
tag: forbid
|
|
|
|
I (One):
|
|
|
|
id: Strand Room/Panel_blank_i
|
|
|
|
colors: blue
|
|
|
|
tag: forbid
|
|
|
|
I (Two):
|
|
|
|
id: Strand Room/Panel_i_in
|
|
|
|
colors: blue
|
|
|
|
tag: forbid
|
|
|
|
I (Three):
|
|
|
|
id: Strand Room/Panel_i_sin
|
|
|
|
colors: blue
|
|
|
|
tag: forbid
|
|
|
|
I (Four):
|
|
|
|
id: Strand Room/Panel_i_sing
|
|
|
|
colors: blue
|
|
|
|
tag: forbid
|
|
|
|
I (Five):
|
|
|
|
id: Strand Room/Panel_i_sting
|
|
|
|
colors: blue
|
|
|
|
tag: forbid
|
|
|
|
I (Six):
|
|
|
|
id: Strand Room/Panel_i_string
|
|
|
|
colors: blue
|
|
|
|
tag: forbid
|
|
|
|
I (Seven):
|
|
|
|
id: Strand Room/Panel_i_strings
|
|
|
|
colors: blue
|
|
|
|
tag: forbid
|
|
|
|
doors:
|
2023-11-16 05:12:44 -05:00
|
|
|
Eight Door:
|
2023-11-08 18:35:12 -05:00
|
|
|
id: Red Blue Purple Room Area Doors/Door_a_strands
|
|
|
|
location_name: Giant Sevens
|
|
|
|
group: Observant Doors
|
|
|
|
panels:
|
|
|
|
- I (Seven)
|
|
|
|
- room: Courtyard
|
|
|
|
panel: I
|
|
|
|
- room: Elements Area
|
|
|
|
panel: A
|
2023-11-16 05:12:44 -05:00
|
|
|
paintings:
|
|
|
|
- id: crown_painting
|
|
|
|
orientation: east
|
2023-11-08 18:35:12 -05:00
|
|
|
Eight Alcove:
|
|
|
|
entrances:
|
|
|
|
The Incomparable:
|
|
|
|
room: The Incomparable
|
2023-11-16 05:12:44 -05:00
|
|
|
door: Eight Door
|
|
|
|
Outside The Initiated:
|
|
|
|
room: Outside The Initiated
|
|
|
|
door: Eight Door
|
2023-11-08 18:35:12 -05:00
|
|
|
paintings:
|
|
|
|
- id: eight_painting2
|
|
|
|
orientation: north
|
|
|
|
Eight Room:
|
|
|
|
entrances:
|
|
|
|
Eight Alcove:
|
|
|
|
painting: True
|
|
|
|
panels:
|
|
|
|
Eight Back:
|
|
|
|
id: Strand Room/Panel_i_starling
|
|
|
|
colors: blue
|
|
|
|
tag: forbid
|
|
|
|
Eight Front:
|
|
|
|
id: Strand Room/Panel_i_starting
|
|
|
|
colors: blue
|
|
|
|
tag: forbid
|
|
|
|
Nine:
|
|
|
|
id: Strand Room/Panel_i_startling
|
|
|
|
colors: blue
|
|
|
|
tag: forbid
|
|
|
|
paintings:
|
|
|
|
- id: eight_painting
|
|
|
|
orientation: south
|
|
|
|
exit_only: True
|
|
|
|
required: True
|
|
|
|
Orange Tower:
|
|
|
|
# This is a special, meta-ish room.
|
|
|
|
entrances:
|
|
|
|
Menu: True
|
|
|
|
doors:
|
|
|
|
Second Floor:
|
|
|
|
id: Tower Room Area Doors/Door_level_1
|
|
|
|
skip_location: True
|
|
|
|
panels:
|
|
|
|
- room: Orange Tower First Floor
|
|
|
|
panel: DADS + ALE
|
|
|
|
Third Floor:
|
|
|
|
id: Tower Room Area Doors/Door_level_2
|
|
|
|
skip_location: True
|
|
|
|
panels:
|
|
|
|
- room: Orange Tower First Floor
|
|
|
|
panel: DADS + ALE
|
|
|
|
- room: Outside The Undeterred
|
|
|
|
panel: ART + ART
|
|
|
|
Fourth Floor:
|
|
|
|
id: Tower Room Area Doors/Door_level_3
|
|
|
|
skip_location: True
|
|
|
|
panels:
|
|
|
|
- room: Orange Tower First Floor
|
|
|
|
panel: DADS + ALE
|
|
|
|
- room: Outside The Undeterred
|
|
|
|
panel: ART + ART
|
|
|
|
- room: Orange Tower Third Floor
|
|
|
|
panel: DEER + WREN
|
|
|
|
Fifth Floor:
|
|
|
|
id: Tower Room Area Doors/Door_level_4
|
|
|
|
skip_location: True
|
|
|
|
panels:
|
|
|
|
- room: Orange Tower First Floor
|
|
|
|
panel: DADS + ALE
|
|
|
|
- room: Outside The Undeterred
|
|
|
|
panel: ART + ART
|
|
|
|
- room: Orange Tower Third Floor
|
|
|
|
panel: DEER + WREN
|
|
|
|
- room: Orange Tower Fourth Floor
|
|
|
|
panel: LEARNS + UNSEW
|
|
|
|
Sixth Floor:
|
|
|
|
id: Tower Room Area Doors/Door_level_5
|
|
|
|
skip_location: True
|
|
|
|
panels:
|
|
|
|
- room: Orange Tower First Floor
|
|
|
|
panel: DADS + ALE
|
|
|
|
- room: Outside The Undeterred
|
|
|
|
panel: ART + ART
|
|
|
|
- room: Orange Tower Third Floor
|
|
|
|
panel: DEER + WREN
|
|
|
|
- room: Orange Tower Fourth Floor
|
|
|
|
panel: LEARNS + UNSEW
|
|
|
|
- room: Orange Tower Fifth Floor
|
|
|
|
panel: DRAWL + RUNS
|
|
|
|
Seventh Floor:
|
|
|
|
id: Tower Room Area Doors/Door_level_6
|
|
|
|
skip_location: True
|
|
|
|
panels:
|
|
|
|
- room: Orange Tower First Floor
|
|
|
|
panel: DADS + ALE
|
|
|
|
- room: Outside The Undeterred
|
|
|
|
panel: ART + ART
|
|
|
|
- room: Orange Tower Third Floor
|
|
|
|
panel: DEER + WREN
|
|
|
|
- room: Orange Tower Fourth Floor
|
|
|
|
panel: LEARNS + UNSEW
|
|
|
|
- room: Orange Tower Fifth Floor
|
|
|
|
panel: DRAWL + RUNS
|
|
|
|
- room: Owl Hallway
|
|
|
|
panel: READS + RUST
|
|
|
|
progression:
|
|
|
|
Progressive Orange Tower:
|
|
|
|
- Second Floor
|
|
|
|
- Third Floor
|
|
|
|
- Fourth Floor
|
|
|
|
- Fifth Floor
|
|
|
|
- Sixth Floor
|
|
|
|
- Seventh Floor
|
|
|
|
Orange Tower First Floor:
|
|
|
|
entrances:
|
|
|
|
Hub Room:
|
|
|
|
door: Shortcut to Hub Room
|
|
|
|
Outside The Wanderer:
|
|
|
|
room: Outside The Wanderer
|
|
|
|
door: Tower Entrance
|
|
|
|
Orange Tower Second Floor:
|
|
|
|
room: Orange Tower
|
|
|
|
door: Second Floor
|
|
|
|
Directional Gallery:
|
|
|
|
door: Salt Pepper Door
|
|
|
|
Roof: True # through the sunwarp
|
|
|
|
panels:
|
|
|
|
SECRET:
|
|
|
|
id: Shuffle Room/Panel_secret_secret
|
|
|
|
tag: midwhite
|
|
|
|
DADS + ALE:
|
|
|
|
id: Tower Room/Panel_dads_ale_dead_1
|
|
|
|
colors: orange
|
|
|
|
check: True
|
|
|
|
tag: midorange
|
|
|
|
SALT:
|
|
|
|
id: Backside Room/Panel_salt_pepper
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
doors:
|
|
|
|
Shortcut to Hub Room:
|
|
|
|
id: Shuffle Room Area Doors/Door_secret_secret
|
|
|
|
group: Orange Tower First Floor - Shortcuts
|
|
|
|
panels:
|
|
|
|
- SECRET
|
|
|
|
Salt Pepper Door:
|
|
|
|
id: Count Up Room Area Doors/Door_salt_pepper
|
|
|
|
location_name: Orange Tower First Floor - Salt Pepper Door
|
|
|
|
group: Orange Tower First Floor - Shortcuts
|
|
|
|
panels:
|
|
|
|
- SALT
|
|
|
|
- room: Directional Gallery
|
|
|
|
panel: PEPPER
|
|
|
|
Orange Tower Second Floor:
|
|
|
|
entrances:
|
|
|
|
Orange Tower First Floor:
|
|
|
|
room: Orange Tower
|
|
|
|
door: Second Floor
|
|
|
|
Orange Tower Third Floor:
|
|
|
|
room: Orange Tower
|
|
|
|
door: Third Floor
|
|
|
|
Outside The Undeterred: True
|
|
|
|
Orange Tower Third Floor:
|
|
|
|
entrances:
|
|
|
|
Knight Night Exit:
|
|
|
|
room: Knight Night (Final)
|
|
|
|
door: Exit
|
|
|
|
Orange Tower Second Floor:
|
|
|
|
room: Orange Tower
|
|
|
|
door: Third Floor
|
|
|
|
Orange Tower Fourth Floor:
|
|
|
|
room: Orange Tower
|
|
|
|
door: Fourth Floor
|
|
|
|
Hot Crusts Area: True # sunwarp
|
|
|
|
Bearer Side Area: # This is complicated because of The Bearer's topology
|
|
|
|
room: Bearer Side Area
|
|
|
|
door: Shortcut to Tower
|
|
|
|
Rhyme Room (Smiley):
|
|
|
|
door: Rhyme Room Entrance
|
|
|
|
panels:
|
|
|
|
RED:
|
|
|
|
id: Color Arrow Room/Panel_red_afar
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
door: Red Barrier
|
|
|
|
DEER + WREN:
|
|
|
|
id: Tower Room/Panel_deer_wren_rats_3
|
|
|
|
colors: orange
|
|
|
|
check: True
|
|
|
|
tag: midorange
|
|
|
|
doors:
|
|
|
|
Red Barrier:
|
|
|
|
id: Color Arrow Room Doors/Door_red_6
|
|
|
|
group: Color Hunt Barriers
|
|
|
|
skip_location: True
|
|
|
|
panels:
|
|
|
|
- room: Champion's Rest
|
|
|
|
panel: RED
|
|
|
|
Rhyme Room Entrance:
|
|
|
|
id: Double Room Area Doors/Door_room_entry_stairs2
|
|
|
|
skip_location: True
|
|
|
|
group: Rhyme Room Doors
|
|
|
|
panels:
|
|
|
|
- room: The Tenacious
|
|
|
|
panel: LEVEL (Black)
|
|
|
|
- room: The Tenacious
|
|
|
|
panel: RACECAR (Black)
|
|
|
|
- room: The Tenacious
|
|
|
|
panel: SOLOS (Black)
|
|
|
|
Orange Barrier: # see note in Outside The Initiated
|
|
|
|
id:
|
|
|
|
- Color Arrow Room Doors/Door_orange_hider_1
|
|
|
|
- Color Arrow Room Doors/Door_orange_hider_2
|
|
|
|
- Color Arrow Room Doors/Door_orange_hider_3
|
|
|
|
location_name: Color Hunt - RED and YELLOW
|
|
|
|
group: Champion's Rest - Color Barriers
|
|
|
|
item_name: Champion's Rest - Orange Barrier
|
|
|
|
panels:
|
|
|
|
- RED
|
|
|
|
- room: Directional Gallery
|
|
|
|
panel: YELLOW
|
|
|
|
paintings:
|
|
|
|
- id: arrows_painting_6
|
|
|
|
orientation: east
|
|
|
|
- id: flower_painting_5
|
|
|
|
orientation: south
|
|
|
|
Orange Tower Fourth Floor:
|
|
|
|
entrances:
|
|
|
|
Orange Tower Third Floor:
|
|
|
|
room: Orange Tower
|
|
|
|
door: Fourth Floor
|
|
|
|
Orange Tower Fifth Floor:
|
|
|
|
room: Orange Tower
|
|
|
|
door: Fifth Floor
|
|
|
|
Hot Crusts Area:
|
|
|
|
door: Hot Crusts Door
|
|
|
|
Crossroads:
|
|
|
|
- room: Crossroads
|
|
|
|
door: Tower Entrance
|
|
|
|
- room: Crossroads
|
|
|
|
door: Tower Back Entrance
|
|
|
|
Courtyard: True
|
|
|
|
Roof: True # through the sunwarp
|
|
|
|
panels:
|
|
|
|
RUNT:
|
|
|
|
id: Shuffle Room/Panel_turn_runt2
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
RUNT (2):
|
|
|
|
id: Shuffle Room/Panel_runt3
|
|
|
|
colors:
|
|
|
|
- yellow
|
|
|
|
- blue
|
|
|
|
tag: mid yellow blue
|
|
|
|
LEARNS + UNSEW:
|
|
|
|
id: Tower Room/Panel_learns_unsew_unrest_4
|
|
|
|
colors: orange
|
|
|
|
check: True
|
|
|
|
tag: midorange
|
|
|
|
HOT CRUSTS:
|
|
|
|
id: Shuffle Room/Panel_shortcuts
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
IRK HORN:
|
|
|
|
id: Shuffle Room/Panel_corner
|
|
|
|
colors: yellow
|
|
|
|
check: True
|
|
|
|
exclude_reduce: True
|
|
|
|
tag: topyellow
|
|
|
|
doors:
|
|
|
|
Hot Crusts Door:
|
|
|
|
id: Shuffle Room Area Doors/Door_hotcrust_shortcuts
|
|
|
|
panels:
|
|
|
|
- HOT CRUSTS
|
|
|
|
Hot Crusts Area:
|
|
|
|
entrances:
|
|
|
|
Orange Tower Fourth Floor:
|
|
|
|
room: Orange Tower Fourth Floor
|
|
|
|
door: Hot Crusts Door
|
|
|
|
Roof: True # through the sunwarp
|
|
|
|
panels:
|
|
|
|
EIGHT:
|
|
|
|
id: Backside Room/Panel_eight_eight_3
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Number Hunt
|
|
|
|
door: Eights
|
|
|
|
paintings:
|
|
|
|
- id: smile_painting_8
|
|
|
|
orientation: north
|
|
|
|
Orange Tower Fifth Floor:
|
|
|
|
entrances:
|
|
|
|
Orange Tower Fourth Floor:
|
|
|
|
room: Orange Tower
|
|
|
|
door: Fifth Floor
|
|
|
|
Orange Tower Sixth Floor:
|
|
|
|
room: Orange Tower
|
|
|
|
door: Sixth Floor
|
|
|
|
Cellar:
|
|
|
|
room: Room Room
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
door: Cellar Exit
|
2023-11-08 18:35:12 -05:00
|
|
|
Welcome Back Area:
|
|
|
|
door: Welcome Back
|
|
|
|
Art Gallery:
|
|
|
|
room: Art Gallery
|
|
|
|
door: Exit
|
|
|
|
The Bearer:
|
|
|
|
room: Art Gallery
|
|
|
|
door: Exit
|
|
|
|
Outside The Initiated:
|
|
|
|
room: Art Gallery
|
|
|
|
door: Exit
|
|
|
|
panels:
|
|
|
|
SIZE (Small):
|
|
|
|
id: Entry Room/Panel_size_small
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
SIZE (Big):
|
|
|
|
id: Entry Room/Panel_size_big
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
DRAWL + RUNS:
|
|
|
|
id: Tower Room/Panel_drawl_runs_enter_5
|
|
|
|
colors: orange
|
|
|
|
check: True
|
|
|
|
tag: midorange
|
|
|
|
NINE:
|
|
|
|
id: Backside Room/Panel_nine_nine_2
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Number Hunt
|
|
|
|
door: Nines
|
|
|
|
SUMMER:
|
|
|
|
id: Entry Room/Panel_summer_summer
|
|
|
|
tag: midwhite
|
|
|
|
AUTUMN:
|
|
|
|
id: Entry Room/Panel_autumn_autumn
|
|
|
|
tag: midwhite
|
|
|
|
SPRING:
|
|
|
|
id: Entry Room/Panel_spring_spring
|
|
|
|
tag: midwhite
|
|
|
|
PAINTING (1):
|
|
|
|
id: Panel Room/Panel_painting_flower
|
|
|
|
colors: green
|
|
|
|
tag: forbid
|
|
|
|
required_room: Cellar
|
|
|
|
PAINTING (2):
|
|
|
|
id: Panel Room/Panel_painting_eye
|
|
|
|
colors: green
|
|
|
|
tag: forbid
|
|
|
|
required_room: Cellar
|
|
|
|
PAINTING (3):
|
|
|
|
id: Panel Room/Panel_painting_snowman
|
|
|
|
colors: green
|
|
|
|
tag: forbid
|
|
|
|
required_room: Cellar
|
|
|
|
PAINTING (4):
|
|
|
|
id: Panel Room/Panel_painting_owl
|
|
|
|
colors: green
|
|
|
|
tag: forbid
|
|
|
|
required_room: Cellar
|
|
|
|
PAINTING (5):
|
|
|
|
id: Panel Room/Panel_painting_panda
|
|
|
|
colors: green
|
|
|
|
tag: forbid
|
|
|
|
required_room: Cellar
|
|
|
|
ROOM:
|
|
|
|
id: Panel Room/Panel_room_stairs
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
required_room: Cellar
|
|
|
|
doors:
|
|
|
|
Welcome Back:
|
|
|
|
id: Entry Room Area Doors/Door_sizes
|
|
|
|
group: Welcome Back Doors
|
|
|
|
panels:
|
|
|
|
- SIZE (Small)
|
|
|
|
- SIZE (Big)
|
|
|
|
paintings:
|
|
|
|
- id: hi_solved_painting3
|
|
|
|
orientation: south
|
|
|
|
- id: hi_solved_painting2
|
|
|
|
orientation: south
|
|
|
|
- id: east_afar
|
|
|
|
orientation: north
|
|
|
|
Orange Tower Sixth Floor:
|
|
|
|
entrances:
|
|
|
|
Orange Tower Fifth Floor:
|
|
|
|
room: Orange Tower
|
|
|
|
door: Sixth Floor
|
|
|
|
The Scientific:
|
|
|
|
painting: True
|
|
|
|
paintings:
|
|
|
|
- id: arrows_painting_10
|
|
|
|
orientation: east
|
|
|
|
- id: owl_painting_3
|
|
|
|
orientation: north
|
|
|
|
- id: clock_painting
|
|
|
|
orientation: west
|
|
|
|
- id: scenery_painting_5d_2
|
|
|
|
orientation: south
|
|
|
|
- id: symmetry_painting_b_7
|
|
|
|
orientation: north
|
|
|
|
- id: panda_painting_2
|
|
|
|
orientation: south
|
2023-11-16 05:12:44 -05:00
|
|
|
- id: crown_painting2
|
2023-11-08 18:35:12 -05:00
|
|
|
orientation: north
|
|
|
|
- id: colors_painting2
|
|
|
|
orientation: south
|
|
|
|
- id: cherry_painting2
|
|
|
|
orientation: east
|
|
|
|
- id: hi_solved_painting
|
|
|
|
orientation: west
|
|
|
|
Orange Tower Seventh Floor:
|
|
|
|
entrances:
|
|
|
|
Orange Tower Sixth Floor:
|
|
|
|
room: Orange Tower
|
|
|
|
door: Seventh Floor
|
|
|
|
panels:
|
|
|
|
THE END:
|
|
|
|
id: EndPanel/Panel_end_end
|
|
|
|
check: True
|
|
|
|
tag: forbid
|
|
|
|
non_counting: True
|
|
|
|
THE MASTER:
|
|
|
|
# We will set up special rules for this in code.
|
|
|
|
id: Countdown Panels/Panel_master_master
|
|
|
|
check: True
|
|
|
|
tag: forbid
|
|
|
|
MASTERY:
|
|
|
|
# This is the MASTERY on the other side of THE FEARLESS. It can only be
|
|
|
|
# accessed by jumping from the top of the tower.
|
|
|
|
id: Master Room/Panel_mastery_mastery8
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
door: Mastery
|
|
|
|
doors:
|
|
|
|
Mastery:
|
|
|
|
id:
|
|
|
|
- Master Room Doors/Door_tower_down
|
|
|
|
- Master Room Doors/Door_master_master
|
|
|
|
- Master Room Doors/Door_master_master_2
|
|
|
|
- Master Room Doors/Door_master_master_3
|
|
|
|
- Master Room Doors/Door_master_master_4
|
|
|
|
- Master Room Doors/Door_master_master_5
|
|
|
|
- Master Room Doors/Door_master_master_6
|
|
|
|
- Master Room Doors/Door_master_master_10
|
|
|
|
- Master Room Doors/Door_master_master_11
|
|
|
|
- Master Room Doors/Door_master_master_12
|
|
|
|
- Master Room Doors/Door_master_master_13
|
|
|
|
- Master Room Doors/Door_master_master_14
|
|
|
|
- Master Room Doors/Door_master_master_15
|
|
|
|
- Master Room Doors/Door_master_down
|
|
|
|
- Master Room Doors/Door_master_down2
|
|
|
|
skip_location: True
|
|
|
|
panels:
|
|
|
|
- THE MASTER
|
|
|
|
Mastery Panels:
|
|
|
|
skip_item: True
|
|
|
|
location_name: Mastery Panels
|
|
|
|
panels:
|
|
|
|
- room: Room Room
|
|
|
|
panel: MASTERY
|
|
|
|
- room: The Steady (Topaz)
|
|
|
|
panel: MASTERY
|
|
|
|
- room: Orange Tower Basement
|
|
|
|
panel: MASTERY
|
|
|
|
- room: Arrow Garden
|
|
|
|
panel: MASTERY
|
|
|
|
- room: Hedge Maze
|
|
|
|
panel: MASTERY (1)
|
|
|
|
- room: Roof
|
|
|
|
panel: MASTERY (1)
|
|
|
|
- room: Roof
|
|
|
|
panel: MASTERY (2)
|
|
|
|
- MASTERY
|
|
|
|
- room: Hedge Maze
|
|
|
|
panel: MASTERY (2)
|
|
|
|
- room: Roof
|
|
|
|
panel: MASTERY (3)
|
|
|
|
- room: Roof
|
|
|
|
panel: MASTERY (4)
|
|
|
|
- room: Roof
|
|
|
|
panel: MASTERY (5)
|
|
|
|
- room: Elements Area
|
|
|
|
panel: MASTERY
|
|
|
|
- room: Pilgrim Antechamber
|
|
|
|
panel: MASTERY
|
|
|
|
- room: Roof
|
|
|
|
panel: MASTERY (6)
|
|
|
|
paintings:
|
|
|
|
- id: map_painting2
|
|
|
|
orientation: north
|
|
|
|
enter_only: True # otherwise you might just skip the whole game!
|
2023-11-10 14:07:56 -05:00
|
|
|
req_blocked_when_no_doors: True # owl hallway in vanilla doors
|
2023-11-08 18:35:12 -05:00
|
|
|
Roof:
|
|
|
|
entrances:
|
|
|
|
Orange Tower Seventh Floor: True
|
|
|
|
Crossroads:
|
|
|
|
room: Crossroads
|
|
|
|
door: Roof Access
|
|
|
|
panels:
|
|
|
|
MASTERY (1):
|
|
|
|
id: Master Room/Panel_mastery_mastery6
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Orange Tower Seventh Floor
|
|
|
|
door: Mastery
|
|
|
|
MASTERY (2):
|
|
|
|
id: Master Room/Panel_mastery_mastery7
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Orange Tower Seventh Floor
|
|
|
|
door: Mastery
|
|
|
|
MASTERY (3):
|
|
|
|
id: Master Room/Panel_mastery_mastery10
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Orange Tower Seventh Floor
|
|
|
|
door: Mastery
|
|
|
|
MASTERY (4):
|
|
|
|
id: Master Room/Panel_mastery_mastery11
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Orange Tower Seventh Floor
|
|
|
|
door: Mastery
|
|
|
|
MASTERY (5):
|
|
|
|
id: Master Room/Panel_mastery_mastery12
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Orange Tower Seventh Floor
|
|
|
|
door: Mastery
|
|
|
|
MASTERY (6):
|
|
|
|
id: Master Room/Panel_mastery_mastery15
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Orange Tower Seventh Floor
|
|
|
|
door: Mastery
|
|
|
|
STAIRCASE:
|
|
|
|
id: Open Areas/Panel_staircase
|
|
|
|
tag: midwhite
|
|
|
|
Orange Tower Basement:
|
|
|
|
entrances:
|
|
|
|
Orange Tower Sixth Floor:
|
|
|
|
room: Orange Tower Seventh Floor
|
|
|
|
door: Mastery
|
|
|
|
panels:
|
|
|
|
MASTERY:
|
|
|
|
id: Master Room/Panel_mastery_mastery3
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
THE LIBRARY:
|
|
|
|
id: EndPanel/Panel_library
|
|
|
|
check: True
|
|
|
|
tag: forbid
|
|
|
|
non_counting: True
|
|
|
|
paintings:
|
|
|
|
- id: arrows_painting_11
|
|
|
|
orientation: east
|
2023-11-10 14:07:56 -05:00
|
|
|
req_blocked_when_no_doors: True # owl hallway in vanilla doors
|
2023-11-08 18:35:12 -05:00
|
|
|
Courtyard:
|
|
|
|
entrances:
|
|
|
|
Roof: True
|
|
|
|
Orange Tower Fourth Floor: True
|
|
|
|
Arrow Garden:
|
|
|
|
painting: True
|
|
|
|
Starting Room:
|
|
|
|
door: Painting Shortcut
|
|
|
|
painting: True
|
|
|
|
Yellow Backside Area:
|
|
|
|
room: First Second Third Fourth
|
|
|
|
door: Backside Door
|
|
|
|
The Colorful (White): True
|
|
|
|
panels:
|
|
|
|
I:
|
|
|
|
id: Strand Room/Panel_i_staring
|
|
|
|
colors: blue
|
|
|
|
tag: forbid
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
GREEN:
|
|
|
|
id: Color Arrow Room/Panel_green_afar
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
door: Green Barrier
|
|
|
|
PINECONE:
|
|
|
|
id: Shuffle Room/Panel_pinecone_pine
|
|
|
|
colors: brown
|
|
|
|
tag: botbrown
|
|
|
|
ACORN:
|
|
|
|
id: Shuffle Room/Panel_acorn_oak
|
|
|
|
colors: brown
|
|
|
|
tag: botbrown
|
|
|
|
doors:
|
|
|
|
Painting Shortcut:
|
|
|
|
painting_id: flower_painting_8
|
|
|
|
item_name: Starting Room - Flower Painting
|
|
|
|
skip_location: True
|
|
|
|
panels:
|
|
|
|
- room: First Second Third Fourth
|
|
|
|
panel: FIRST
|
|
|
|
- room: First Second Third Fourth
|
|
|
|
panel: SECOND
|
|
|
|
- room: First Second Third Fourth
|
|
|
|
panel: THIRD
|
|
|
|
- room: First Second Third Fourth
|
|
|
|
panel: FOURTH
|
|
|
|
Green Barrier:
|
|
|
|
id: Color Arrow Room Doors/Door_green_5
|
|
|
|
group: Color Hunt Barriers
|
|
|
|
skip_location: True
|
|
|
|
panels:
|
|
|
|
- room: Champion's Rest
|
|
|
|
panel: GREEN
|
|
|
|
paintings:
|
|
|
|
- id: flower_painting_7
|
|
|
|
orientation: north
|
|
|
|
Yellow Backside Area:
|
|
|
|
entrances:
|
|
|
|
Courtyard:
|
|
|
|
room: First Second Third Fourth
|
|
|
|
door: Backside Door
|
|
|
|
Roof: True
|
|
|
|
panels:
|
|
|
|
BACKSIDE:
|
|
|
|
id: Backside Room/Panel_backside_3
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
NINE:
|
|
|
|
id: Backside Room/Panel_nine_nine_8
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Number Hunt
|
|
|
|
door: Nines
|
|
|
|
paintings:
|
|
|
|
- id: blueman_painting
|
|
|
|
orientation: east
|
|
|
|
First Second Third Fourth:
|
|
|
|
# We are separating this door + its panels into its own room because they
|
|
|
|
# are accessible from two distinct regions (Courtyard and Yellow Backside
|
|
|
|
# Area). We need to do this because painting shuffle makes it possible to
|
|
|
|
# have access to Yellow Backside Area without having access to Courtyard,
|
|
|
|
# and we want it to still be in logic to solve these panels.
|
|
|
|
entrances:
|
|
|
|
Courtyard: True
|
|
|
|
Yellow Backside Area: True
|
|
|
|
panels:
|
|
|
|
FIRST:
|
|
|
|
id: Backside Room/Panel_first_first
|
|
|
|
tag: midwhite
|
|
|
|
SECOND:
|
|
|
|
id: Backside Room/Panel_second_second
|
|
|
|
tag: midwhite
|
|
|
|
THIRD:
|
|
|
|
id: Backside Room/Panel_third_third
|
|
|
|
tag: midwhite
|
|
|
|
FOURTH:
|
|
|
|
id: Backside Room/Panel_fourth_fourth
|
|
|
|
tag: midwhite
|
|
|
|
doors:
|
|
|
|
Backside Door:
|
|
|
|
id: Count Up Room Area Doors/Door_yellow_backside
|
|
|
|
group: Backside Doors
|
|
|
|
location_name: Courtyard - FIRST, SECOND, THIRD, FOURTH
|
|
|
|
item_name: Courtyard - Backside Door
|
|
|
|
panels:
|
|
|
|
- FIRST
|
|
|
|
- SECOND
|
|
|
|
- THIRD
|
|
|
|
- FOURTH
|
|
|
|
The Colorful (White):
|
|
|
|
entrances:
|
|
|
|
Courtyard: True
|
|
|
|
The Colorful (Black):
|
|
|
|
door: Progress Door
|
|
|
|
panels:
|
|
|
|
BEGIN:
|
|
|
|
id: Doorways Room/Panel_begin_start
|
|
|
|
tag: botwhite
|
|
|
|
doors:
|
|
|
|
Progress Door:
|
|
|
|
id: Doorway Room Doors/Door_white
|
|
|
|
item_name: The Colorful - White Door
|
|
|
|
group: Colorful Doors
|
|
|
|
location_name: The Colorful - White
|
|
|
|
panels:
|
|
|
|
- BEGIN
|
|
|
|
The Colorful (Black):
|
|
|
|
entrances:
|
|
|
|
The Colorful (White):
|
|
|
|
room: The Colorful (White)
|
|
|
|
door: Progress Door
|
|
|
|
The Colorful (Red):
|
|
|
|
door: Progress Door
|
|
|
|
panels:
|
|
|
|
FOUND:
|
|
|
|
id: Doorways Room/Panel_found_lost
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
doors:
|
|
|
|
Progress Door:
|
|
|
|
id: Doorway Room Doors/Door_black
|
|
|
|
item_name: The Colorful - Black Door
|
|
|
|
location_name: The Colorful - Black
|
|
|
|
group: Colorful Doors
|
|
|
|
panels:
|
|
|
|
- FOUND
|
|
|
|
The Colorful (Red):
|
|
|
|
entrances:
|
|
|
|
The Colorful (Black):
|
|
|
|
room: The Colorful (Black)
|
|
|
|
door: Progress Door
|
|
|
|
The Colorful (Yellow):
|
|
|
|
door: Progress Door
|
|
|
|
panels:
|
|
|
|
LOAF:
|
|
|
|
id: Doorways Room/Panel_loaf_crust
|
|
|
|
colors: red
|
|
|
|
tag: botred
|
|
|
|
doors:
|
|
|
|
Progress Door:
|
|
|
|
id: Doorway Room Doors/Door_red
|
|
|
|
item_name: The Colorful - Red Door
|
|
|
|
location_name: The Colorful - Red
|
|
|
|
group: Colorful Doors
|
|
|
|
panels:
|
|
|
|
- LOAF
|
|
|
|
The Colorful (Yellow):
|
|
|
|
entrances:
|
|
|
|
The Colorful (Red):
|
|
|
|
room: The Colorful (Red)
|
|
|
|
door: Progress Door
|
|
|
|
The Colorful (Blue):
|
|
|
|
door: Progress Door
|
|
|
|
panels:
|
|
|
|
CREAM:
|
|
|
|
id: Doorways Room/Panel_eggs_breakfast
|
|
|
|
colors: yellow
|
|
|
|
tag: botyellow
|
|
|
|
doors:
|
|
|
|
Progress Door:
|
|
|
|
id: Doorway Room Doors/Door_yellow
|
|
|
|
item_name: The Colorful - Yellow Door
|
|
|
|
location_name: The Colorful - Yellow
|
|
|
|
group: Colorful Doors
|
|
|
|
panels:
|
|
|
|
- CREAM
|
|
|
|
The Colorful (Blue):
|
|
|
|
entrances:
|
|
|
|
The Colorful (Yellow):
|
|
|
|
room: The Colorful (Yellow)
|
|
|
|
door: Progress Door
|
|
|
|
The Colorful (Purple):
|
|
|
|
door: Progress Door
|
|
|
|
panels:
|
|
|
|
SUN:
|
|
|
|
id: Doorways Room/Panel_sun_sky
|
|
|
|
colors: blue
|
|
|
|
tag: botblue
|
|
|
|
doors:
|
|
|
|
Progress Door:
|
|
|
|
id: Doorway Room Doors/Door_blue
|
|
|
|
item_name: The Colorful - Blue Door
|
|
|
|
location_name: The Colorful - Blue
|
|
|
|
group: Colorful Doors
|
|
|
|
panels:
|
|
|
|
- SUN
|
|
|
|
The Colorful (Purple):
|
|
|
|
entrances:
|
|
|
|
The Colorful (Blue):
|
|
|
|
room: The Colorful (Blue)
|
|
|
|
door: Progress Door
|
|
|
|
The Colorful (Orange):
|
|
|
|
door: Progress Door
|
|
|
|
panels:
|
|
|
|
SPOON:
|
|
|
|
id: Doorways Room/Panel_teacher_substitute
|
|
|
|
colors: purple
|
|
|
|
tag: botpurple
|
|
|
|
doors:
|
|
|
|
Progress Door:
|
|
|
|
id: Doorway Room Doors/Door_purple
|
|
|
|
item_name: The Colorful - Purple Door
|
|
|
|
location_name: The Colorful - Purple
|
|
|
|
group: Colorful Doors
|
|
|
|
panels:
|
|
|
|
- SPOON
|
|
|
|
The Colorful (Orange):
|
|
|
|
entrances:
|
|
|
|
The Colorful (Purple):
|
|
|
|
room: The Colorful (Purple)
|
|
|
|
door: Progress Door
|
|
|
|
The Colorful (Green):
|
|
|
|
door: Progress Door
|
|
|
|
panels:
|
|
|
|
LETTERS:
|
|
|
|
id: Doorways Room/Panel_walnuts_orange
|
|
|
|
colors: orange
|
|
|
|
tag: botorange
|
|
|
|
doors:
|
|
|
|
Progress Door:
|
|
|
|
id: Doorway Room Doors/Door_orange
|
|
|
|
item_name: The Colorful - Orange Door
|
|
|
|
location_name: The Colorful - Orange
|
|
|
|
group: Colorful Doors
|
|
|
|
panels:
|
|
|
|
- LETTERS
|
|
|
|
The Colorful (Green):
|
|
|
|
entrances:
|
|
|
|
The Colorful (Orange):
|
|
|
|
room: The Colorful (Orange)
|
|
|
|
door: Progress Door
|
|
|
|
The Colorful (Brown):
|
|
|
|
door: Progress Door
|
|
|
|
panels:
|
|
|
|
WALLS:
|
|
|
|
id: Doorways Room/Panel_path_i
|
|
|
|
colors: green
|
|
|
|
tag: forbid
|
|
|
|
doors:
|
|
|
|
Progress Door:
|
|
|
|
id: Doorway Room Doors/Door_green
|
|
|
|
item_name: The Colorful - Green Door
|
|
|
|
location_name: The Colorful - Green
|
|
|
|
group: Colorful Doors
|
|
|
|
panels:
|
|
|
|
- WALLS
|
|
|
|
The Colorful (Brown):
|
|
|
|
entrances:
|
|
|
|
The Colorful (Green):
|
|
|
|
room: The Colorful (Green)
|
|
|
|
door: Progress Door
|
|
|
|
The Colorful (Gray):
|
|
|
|
door: Progress Door
|
|
|
|
panels:
|
|
|
|
IRON:
|
|
|
|
id: Doorways Room/Panel_iron_rust
|
|
|
|
colors: brown
|
|
|
|
tag: botbrown
|
|
|
|
doors:
|
|
|
|
Progress Door:
|
|
|
|
id: Doorway Room Doors/Door_brown
|
|
|
|
item_name: The Colorful - Brown Door
|
|
|
|
location_name: The Colorful - Brown
|
|
|
|
group: Colorful Doors
|
|
|
|
panels:
|
|
|
|
- IRON
|
|
|
|
The Colorful (Gray):
|
|
|
|
entrances:
|
|
|
|
The Colorful (Brown):
|
|
|
|
room: The Colorful (Brown)
|
|
|
|
door: Progress Door
|
|
|
|
The Colorful:
|
|
|
|
door: Progress Door
|
|
|
|
panels:
|
|
|
|
OBSTACLE:
|
|
|
|
id: Doorways Room/Panel_obstacle_door
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
doors:
|
|
|
|
Progress Door:
|
|
|
|
id:
|
|
|
|
- Doorway Room Doors/Door_gray
|
|
|
|
- Doorway Room Doors/Door_gray2 # See comment below
|
|
|
|
item_name: The Colorful - Gray Door
|
|
|
|
location_name: The Colorful - Gray
|
|
|
|
group: Colorful Doors
|
|
|
|
panels:
|
|
|
|
- OBSTACLE
|
|
|
|
The Colorful:
|
|
|
|
entrances:
|
|
|
|
The Colorful (Gray):
|
|
|
|
room: The Colorful (Gray)
|
|
|
|
door: Progress Door
|
|
|
|
Roof: True
|
|
|
|
panels:
|
|
|
|
Achievement:
|
|
|
|
id: Countdown Panels/Panel_colorful_colorful
|
|
|
|
check: True
|
|
|
|
tag: forbid
|
2024-01-16 07:09:54 -05:00
|
|
|
required_panel:
|
2023-11-08 18:35:12 -05:00
|
|
|
- room: The Colorful (White)
|
2024-01-16 07:09:54 -05:00
|
|
|
panel: BEGIN
|
2023-11-08 18:35:12 -05:00
|
|
|
- room: The Colorful (Black)
|
2024-01-16 07:09:54 -05:00
|
|
|
panel: FOUND
|
2023-11-08 18:35:12 -05:00
|
|
|
- room: The Colorful (Red)
|
2024-01-16 07:09:54 -05:00
|
|
|
panel: LOAF
|
2023-11-08 18:35:12 -05:00
|
|
|
- room: The Colorful (Yellow)
|
2024-01-16 07:09:54 -05:00
|
|
|
panel: CREAM
|
2023-11-08 18:35:12 -05:00
|
|
|
- room: The Colorful (Blue)
|
2024-01-16 07:09:54 -05:00
|
|
|
panel: SUN
|
2023-11-08 18:35:12 -05:00
|
|
|
- room: The Colorful (Purple)
|
2024-01-16 07:09:54 -05:00
|
|
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panel: SPOON
|
2023-11-08 18:35:12 -05:00
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|
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- room: The Colorful (Orange)
|
2024-01-16 07:09:54 -05:00
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panel: LETTERS
|
2023-11-08 18:35:12 -05:00
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- room: The Colorful (Green)
|
2024-01-16 07:09:54 -05:00
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panel: WALLS
|
2023-11-08 18:35:12 -05:00
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- room: The Colorful (Brown)
|
2024-01-16 07:09:54 -05:00
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panel: IRON
|
2023-11-08 18:35:12 -05:00
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- room: The Colorful (Gray)
|
2024-01-16 07:09:54 -05:00
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panel: OBSTACLE
|
2023-11-08 18:35:12 -05:00
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achievement: The Colorful
|
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|
paintings:
|
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|
- id: arrows_painting_12
|
|
|
|
orientation: north
|
2024-01-16 07:11:20 -05:00
|
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progression:
|
|
|
|
Progressive Colorful:
|
|
|
|
- room: The Colorful (White)
|
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|
|
door: Progress Door
|
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|
- room: The Colorful (Black)
|
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|
|
door: Progress Door
|
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|
|
- room: The Colorful (Red)
|
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|
|
door: Progress Door
|
|
|
|
- room: The Colorful (Yellow)
|
|
|
|
door: Progress Door
|
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|
|
- room: The Colorful (Blue)
|
|
|
|
door: Progress Door
|
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|
|
- room: The Colorful (Purple)
|
|
|
|
door: Progress Door
|
|
|
|
- room: The Colorful (Orange)
|
|
|
|
door: Progress Door
|
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|
|
- room: The Colorful (Green)
|
|
|
|
door: Progress Door
|
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|
|
- room: The Colorful (Brown)
|
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|
|
door: Progress Door
|
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|
|
- room: The Colorful (Gray)
|
|
|
|
door: Progress Door
|
2023-11-08 18:35:12 -05:00
|
|
|
Welcome Back Area:
|
|
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|
entrances:
|
|
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|
Starting Room:
|
|
|
|
door: Shortcut to Starting Room
|
|
|
|
Hub Room: True
|
|
|
|
Outside The Wondrous: True
|
|
|
|
Outside The Undeterred: True
|
|
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|
Outside The Agreeable: True
|
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|
|
Outside The Wanderer: True
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
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The Observant: True
|
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Art Gallery: True
|
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|
The Scientific: True
|
|
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|
Cellar: True
|
2023-11-08 18:35:12 -05:00
|
|
|
Orange Tower Fifth Floor:
|
|
|
|
room: Orange Tower Fifth Floor
|
|
|
|
door: Welcome Back
|
|
|
|
Challenge Room:
|
|
|
|
room: Challenge Room
|
|
|
|
door: Welcome Door
|
|
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|
panels:
|
|
|
|
WELCOME BACK:
|
|
|
|
id: Entry Room/Panel_return_return
|
|
|
|
tag: midwhite
|
|
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|
SECRET:
|
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|
|
id: Entry Room/Panel_secret_secret
|
|
|
|
tag: midwhite
|
|
|
|
CLOCKWISE:
|
|
|
|
id: Shuffle Room/Panel_clockwise_counterclockwise
|
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colors: black
|
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|
check: True
|
|
|
|
exclude_reduce: True
|
|
|
|
tag: botblack
|
|
|
|
doors:
|
|
|
|
Shortcut to Starting Room:
|
|
|
|
id: Entry Room Area Doors/Door_return_return
|
|
|
|
group: Welcome Back Doors
|
|
|
|
include_reduce: True
|
|
|
|
panels:
|
|
|
|
- WELCOME BACK
|
|
|
|
Owl Hallway:
|
|
|
|
entrances:
|
|
|
|
Hidden Room:
|
|
|
|
painting: True
|
|
|
|
Hedge Maze:
|
|
|
|
door: Shortcut to Hedge Maze
|
|
|
|
Orange Tower Sixth Floor:
|
|
|
|
painting: True
|
|
|
|
panels:
|
|
|
|
STRAYS:
|
|
|
|
id: Maze Room/Panel_strays_maze
|
|
|
|
colors: purple
|
|
|
|
tag: toppurp
|
|
|
|
READS + RUST:
|
|
|
|
id: Tower Room/Panel_reads_rust_lawns_6
|
|
|
|
colors: orange
|
|
|
|
check: True
|
|
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|
tag: midorange
|
|
|
|
doors:
|
|
|
|
Shortcut to Hedge Maze:
|
|
|
|
id: Maze Area Doors/Door_strays_maze
|
|
|
|
group: Hedge Maze Doors
|
|
|
|
panels:
|
|
|
|
- STRAYS
|
|
|
|
paintings:
|
|
|
|
- id: arrows_painting_8
|
|
|
|
orientation: south
|
|
|
|
- id: maze_painting_2
|
|
|
|
orientation: north
|
|
|
|
- id: owl_painting_2
|
|
|
|
orientation: south
|
|
|
|
required_when_no_doors: True
|
|
|
|
- id: clock_painting_4
|
|
|
|
orientation: north
|
|
|
|
Outside The Initiated:
|
|
|
|
entrances:
|
|
|
|
Hub Room:
|
|
|
|
door: Shortcut to Hub Room
|
|
|
|
Knight Night Exit:
|
|
|
|
room: Knight Night (Final)
|
|
|
|
door: Exit
|
|
|
|
Orange Tower Third Floor: True # sunwarp
|
|
|
|
Orange Tower Fifth Floor:
|
|
|
|
room: Art Gallery
|
|
|
|
door: Exit
|
2023-11-16 05:12:44 -05:00
|
|
|
Eight Alcove:
|
|
|
|
door: Eight Door
|
2023-11-08 18:35:12 -05:00
|
|
|
panels:
|
|
|
|
SEVEN (1):
|
|
|
|
id: Backside Room/Panel_seven_seven_5
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Number Hunt
|
|
|
|
door: Sevens
|
|
|
|
SEVEN (2):
|
|
|
|
id: Backside Room/Panel_seven_seven_6
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Number Hunt
|
|
|
|
door: Sevens
|
|
|
|
EIGHT:
|
|
|
|
id: Backside Room/Panel_eight_eight_7
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Number Hunt
|
|
|
|
door: Eights
|
|
|
|
NINE:
|
|
|
|
id: Backside Room/Panel_nine_nine_4
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Number Hunt
|
|
|
|
door: Nines
|
|
|
|
BLUE:
|
|
|
|
id: Color Arrow Room/Panel_blue_afar
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
door: Blue Barrier
|
|
|
|
ORANGE:
|
|
|
|
id: Color Arrow Room/Panel_orange_afar
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
door: Orange Barrier
|
|
|
|
UNCOVER:
|
|
|
|
id: Appendix Room/Panel_discover_recover
|
|
|
|
colors: purple
|
|
|
|
tag: midpurp
|
|
|
|
OXEN:
|
|
|
|
id: Rhyme Room/Panel_locked_knocked
|
|
|
|
colors: purple
|
|
|
|
tag: midpurp
|
|
|
|
BACKSIDE:
|
|
|
|
id: Backside Room/Panel_backside_1
|
|
|
|
tag: midwhite
|
|
|
|
The Optimistic:
|
|
|
|
id: Countdown Panels/Panel_optimistic_optimistic
|
|
|
|
check: True
|
|
|
|
tag: forbid
|
|
|
|
required_door:
|
|
|
|
door: Backsides
|
|
|
|
achievement: The Optimistic
|
|
|
|
PAST:
|
|
|
|
id: Shuffle Room/Panel_past_present
|
|
|
|
colors: brown
|
|
|
|
tag: botbrown
|
|
|
|
FUTURE:
|
|
|
|
id: Shuffle Room/Panel_future_present
|
|
|
|
colors:
|
|
|
|
- brown
|
|
|
|
- black
|
|
|
|
tag: bot brown black
|
|
|
|
FUTURE (2):
|
|
|
|
id: Shuffle Room/Panel_future_past
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
PAST (2):
|
|
|
|
id: Shuffle Room/Panel_past_future
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
PRESENT:
|
|
|
|
id: Shuffle Room/Panel_past_past
|
|
|
|
colors:
|
|
|
|
- brown
|
|
|
|
- black
|
|
|
|
tag: bot brown black
|
|
|
|
SMILE:
|
|
|
|
id: Open Areas/Panel_smile_smile
|
|
|
|
tag: midwhite
|
|
|
|
ANGERED:
|
|
|
|
id: Open Areas/Panel_angered_enraged
|
|
|
|
colors:
|
|
|
|
- yellow
|
|
|
|
tag: syn anagram
|
|
|
|
copy_to_sign: sign18
|
|
|
|
VOTE:
|
|
|
|
id: Open Areas/Panel_vote_veto
|
|
|
|
colors:
|
|
|
|
- yellow
|
|
|
|
- black
|
|
|
|
tag: ant anagram
|
|
|
|
copy_to_sign: sign17
|
|
|
|
doors:
|
|
|
|
Shortcut to Hub Room:
|
|
|
|
id: Appendix Room Area Doors/Door_recover_discover
|
|
|
|
panels:
|
|
|
|
- UNCOVER
|
|
|
|
Blue Barrier:
|
|
|
|
id: Color Arrow Room Doors/Door_blue_3
|
|
|
|
group: Color Hunt Barriers
|
|
|
|
skip_location: True
|
|
|
|
panels:
|
|
|
|
- room: Champion's Rest
|
|
|
|
panel: BLUE
|
|
|
|
Orange Barrier:
|
|
|
|
id: Color Arrow Room Doors/Door_orange_3
|
|
|
|
group: Color Hunt Barriers
|
|
|
|
skip_location: True
|
|
|
|
panels:
|
|
|
|
- room: Champion's Rest
|
|
|
|
panel: ORANGE
|
|
|
|
Initiated Entrance:
|
|
|
|
id: Red Blue Purple Room Area Doors/Door_locked_knocked
|
|
|
|
item_name: The Initiated - Entrance
|
|
|
|
panels:
|
|
|
|
- OXEN
|
|
|
|
# These would be more appropriate in Champion's Rest, but as currently
|
|
|
|
# implemented, locations need to include at least one panel from the
|
|
|
|
# containing region.
|
|
|
|
Green Barrier:
|
|
|
|
id: Color Arrow Room Doors/Door_green_hider_1
|
|
|
|
location_name: Color Hunt - BLUE and YELLOW
|
|
|
|
item_name: Champion's Rest - Green Barrier
|
|
|
|
group: Champion's Rest - Color Barriers
|
|
|
|
panels:
|
|
|
|
- BLUE
|
|
|
|
- room: Directional Gallery
|
|
|
|
panel: YELLOW
|
|
|
|
Purple Barrier:
|
|
|
|
id:
|
|
|
|
- Color Arrow Room Doors/Door_purple_hider_1
|
|
|
|
- Color Arrow Room Doors/Door_purple_hider_2
|
|
|
|
- Color Arrow Room Doors/Door_purple_hider_3
|
|
|
|
location_name: Color Hunt - RED and BLUE
|
|
|
|
item_name: Champion's Rest - Purple Barrier
|
|
|
|
group: Champion's Rest - Color Barriers
|
|
|
|
panels:
|
|
|
|
- BLUE
|
|
|
|
- room: Orange Tower Third Floor
|
|
|
|
panel: RED
|
|
|
|
Entrance:
|
|
|
|
id:
|
|
|
|
- Color Arrow Room Doors/Door_all_hider_1
|
|
|
|
- Color Arrow Room Doors/Door_all_hider_2
|
|
|
|
- Color Arrow Room Doors/Door_all_hider_3
|
|
|
|
location_name: Color Hunt - GREEN, ORANGE and PURPLE
|
|
|
|
item_name: Champion's Rest - Entrance
|
|
|
|
panels:
|
|
|
|
- ORANGE
|
|
|
|
- room: Courtyard
|
|
|
|
panel: GREEN
|
|
|
|
- room: Outside The Agreeable
|
|
|
|
panel: PURPLE
|
|
|
|
Backsides:
|
|
|
|
event: True
|
|
|
|
panels:
|
|
|
|
- room: The Observant
|
|
|
|
panel: BACKSIDE
|
|
|
|
- room: Yellow Backside Area
|
|
|
|
panel: BACKSIDE
|
|
|
|
- room: Directional Gallery
|
|
|
|
panel: BACKSIDE
|
|
|
|
- room: The Bearer
|
|
|
|
panel: BACKSIDE
|
2023-11-16 05:12:44 -05:00
|
|
|
Eight Door:
|
|
|
|
id: Red Blue Purple Room Area Doors/Door_a_strands2
|
|
|
|
skip_location: True
|
|
|
|
panels:
|
|
|
|
- room: The Incomparable
|
|
|
|
panel: I (Seven)
|
|
|
|
- room: Courtyard
|
|
|
|
panel: I
|
|
|
|
- room: Elements Area
|
|
|
|
panel: A
|
2023-11-08 18:35:12 -05:00
|
|
|
paintings:
|
|
|
|
- id: clock_painting_5
|
|
|
|
orientation: east
|
|
|
|
- id: smile_painting_1
|
|
|
|
orientation: north
|
|
|
|
The Initiated:
|
|
|
|
entrances:
|
|
|
|
Outside The Initiated:
|
|
|
|
room: Outside The Initiated
|
|
|
|
door: Initiated Entrance
|
|
|
|
panels:
|
|
|
|
Achievement:
|
|
|
|
id: Countdown Panels/Panel_illuminated_initiated
|
|
|
|
colors: purple
|
|
|
|
tag: forbid
|
|
|
|
check: True
|
|
|
|
achievement: The Initiated
|
|
|
|
DAUGHTER:
|
|
|
|
id: Rhyme Room/Panel_daughter_laughter
|
|
|
|
colors: purple
|
|
|
|
tag: midpurp
|
|
|
|
START:
|
|
|
|
id: Rhyme Room/Panel_move_love
|
|
|
|
colors: purple
|
|
|
|
tag: double midpurp
|
|
|
|
subtag: left
|
|
|
|
link: change STARS
|
|
|
|
STARE:
|
|
|
|
id: Rhyme Room/Panel_stove_love
|
|
|
|
colors: purple
|
|
|
|
tag: double midpurp
|
|
|
|
subtag: right
|
|
|
|
link: change STARS
|
|
|
|
HYPE:
|
|
|
|
id: Rhyme Room/Panel_scope_type
|
|
|
|
colors: purple
|
|
|
|
tag: midpurp and rhyme
|
|
|
|
copy_to_sign: sign16
|
|
|
|
ABYSS:
|
|
|
|
id: Rhyme Room/Panel_abyss_this
|
|
|
|
colors: purple
|
|
|
|
tag: toppurp
|
|
|
|
SWEAT:
|
|
|
|
id: Rhyme Room/Panel_sweat_great
|
|
|
|
colors: purple
|
|
|
|
tag: double midpurp
|
|
|
|
subtag: left
|
|
|
|
link: change GREAT
|
|
|
|
BEAT:
|
|
|
|
id: Rhyme Room/Panel_beat_great
|
|
|
|
colors: purple
|
|
|
|
tag: double midpurp
|
|
|
|
subtag: right
|
|
|
|
link: change GREAT
|
|
|
|
ALUMNI:
|
|
|
|
id: Rhyme Room/Panel_alumni_hi
|
|
|
|
colors: purple
|
|
|
|
tag: midpurp and rhyme
|
|
|
|
copy_to_sign: sign14
|
|
|
|
PATS:
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id: Rhyme Room/Panel_wrath_path
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colors: purple
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Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
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tag: forbid
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2023-11-08 18:35:12 -05:00
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KNIGHT:
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id: Rhyme Room/Panel_knight_write
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colors: purple
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tag: double toppurp
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subtag: left
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link: change WRITE
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BYTE:
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id: Rhyme Room/Panel_byte_write
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colors: purple
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tag: double toppurp
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subtag: right
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link: change WRITE
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MAIM:
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id: Rhyme Room/Panel_maim_same
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colors: purple
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tag: toppurp
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MORGUE:
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id: Rhyme Room/Panel_chair_bear
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colors: purple
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tag: purple rhyme change stack
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subtag: top
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link: prcs CYBORG
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CHAIR:
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id: Rhyme Room/Panel_bare_bear
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colors: purple
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tag: toppurp
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HUMAN:
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id: Rhyme Room/Panel_cost_most
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colors: purple
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tag: purple rhyme change stack
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subtag: bot
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link: prcs CYBORG
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BED:
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id: Rhyme Room/Panel_bed_dead
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colors: purple
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tag: toppurp
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The Traveled:
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entrances:
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Hub Room:
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room: Hub Room
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door: Traveled Entrance
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Color Hallways:
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door: Color Hallways Entrance
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panels:
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Achievement:
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id: Countdown Panels/Panel_traveled_traveled
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required_room: Hub Room
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tag: forbid
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check: True
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achievement: The Traveled
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CLOSE:
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id: Synonym Room/Panel_close_near
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tag: botwhite
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COMPOSE:
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id: Synonym Room/Panel_compose_write
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tag: double botwhite
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subtag: left
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link: syn WRITE
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RECORD:
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id: Synonym Room/Panel_record_write
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tag: double botwhite
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subtag: right
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link: syn WRITE
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CATEGORY:
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id: Synonym Room/Panel_category_type
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tag: botwhite
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HELLO:
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id: Synonym Room/Panel_hello_hi
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tag: botwhite
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DUPLICATE:
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id: Synonym Room/Panel_duplicate_same
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tag: double botwhite
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subtag: left
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link: syn SAME
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IDENTICAL:
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id: Synonym Room/Panel_identical_same
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tag: double botwhite
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subtag: right
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link: syn SAME
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DISTANT:
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id: Synonym Room/Panel_distant_far
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tag: botwhite
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HAY:
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id: Synonym Room/Panel_hay_straw
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tag: botwhite
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GIGGLE:
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id: Synonym Room/Panel_giggle_laugh
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tag: double botwhite
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subtag: left
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link: syn LAUGH
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CHUCKLE:
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id: Synonym Room/Panel_chuckle_laugh
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tag: double botwhite
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subtag: right
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link: syn LAUGH
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SNITCH:
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id: Synonym Room/Panel_snitch_rat
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tag: botwhite
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CONCEALED:
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id: Synonym Room/Panel_concealed_hidden
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tag: botwhite
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PLUNGE:
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id: Synonym Room/Panel_plunge_fall
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tag: double botwhite
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subtag: left
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link: syn FALL
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AUTUMN:
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id: Synonym Room/Panel_autumn_fall
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tag: double botwhite
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subtag: right
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link: syn FALL
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ROAD:
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id: Synonym Room/Panel_growths_warts
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tag: botwhite
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FOUR:
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id: Backside Room/Panel_four_four_4
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tag: midwhite
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2023-11-24 12:11:34 -05:00
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hunt: True
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2023-11-08 18:35:12 -05:00
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required_door:
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room: Outside The Undeterred
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door: Fours
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doors:
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Color Hallways Entrance:
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id: Appendix Room Area Doors/Door_hello_hi
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group: Entrance to The Traveled
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panels:
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- HELLO
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Color Hallways:
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entrances:
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The Traveled:
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room: The Traveled
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door: Color Hallways Entrance
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Outside The Bold: True
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Outside The Undeterred: True
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Crossroads: True
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Hedge Maze: True
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Outside The Initiated: True # backside
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Directional Gallery: True # backside
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Yellow Backside Area: True
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The Bearer:
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room: The Bearer
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door: Backside Door
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The Observant:
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room: The Observant
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door: Backside Door
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Outside The Bold:
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entrances:
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Color Hallways: True
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Champion's Rest:
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room: Champion's Rest
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door: Shortcut to The Steady
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The Bearer:
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room: The Bearer
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door: Shortcut to The Bold
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Directional Gallery:
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# There is a painting warp here from the Directional Gallery, but it
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# only appears when the sixes are revealed. It could be its own item if
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# we wanted.
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room: Number Hunt
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door: Sixes
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painting: True
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Starting Room:
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door: Painting Shortcut
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painting: True
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Room Room: True # trapdoor
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
Outside The Agreeable:
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painting: True
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2023-11-08 18:35:12 -05:00
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panels:
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UNOPEN:
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id: Truncate Room/Panel_unopened_open
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colors: red
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tag: midred
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BEGIN:
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id: Rock Room/Panel_begin_begin
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tag: midwhite
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SIX:
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id: Backside Room/Panel_six_six_4
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tag: midwhite
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2023-11-24 12:11:34 -05:00
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hunt: True
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2023-11-08 18:35:12 -05:00
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required_door:
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room: Number Hunt
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door: Sixes
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NINE:
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id: Backside Room/Panel_nine_nine_5
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tag: midwhite
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2023-11-24 12:11:34 -05:00
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hunt: True
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2023-11-08 18:35:12 -05:00
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required_door:
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room: Number Hunt
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door: Nines
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LEFT:
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id: Shuffle Room/Panel_left_left_2
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tag: midwhite
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RIGHT:
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id: Shuffle Room/Panel_right_right_2
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tag: midwhite
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RISE (Horizon):
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id: Open Areas/Panel_rise_horizon
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colors: blue
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tag: double topblue
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subtag: left
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link: expand HORIZON
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RISE (Sunrise):
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id: Open Areas/Panel_rise_sunrise
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colors: blue
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tag: double topblue
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subtag: left
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link: expand SUNRISE
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ZEN:
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id: Open Areas/Panel_son_horizon
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colors: blue
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tag: double topblue
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subtag: right
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link: expand HORIZON
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SON:
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id: Open Areas/Panel_son_sunrise
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colors: blue
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tag: double topblue
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subtag: right
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link: expand SUNRISE
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STARGAZER:
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id: Open Areas/Panel_stargazer_stargazer
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tag: midwhite
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required_door:
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door: Stargazer Door
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MOUTH:
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id: Cross Room/Panel_mouth_south
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colors: purple
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tag: midpurp
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YEAST:
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id: Cross Room/Panel_yeast_east
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colors: red
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tag: midred
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WET:
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id: Cross Room/Panel_wet_west
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colors: blue
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tag: midblue
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doors:
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Bold Entrance:
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id: Red Blue Purple Room Area Doors/Door_unopened_open
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item_name: The Bold - Entrance
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panels:
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- UNOPEN
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Painting Shortcut:
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painting_id: pencil_painting6
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skip_location: True
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item_name: Starting Room - Pencil Painting
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panels:
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- UNOPEN
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Steady Entrance:
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id: Rock Room Doors/Door_2
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item_name: The Steady - Entrance
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panels:
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- BEGIN
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Lilac Entrance:
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event: True
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panels:
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- room: The Steady (Rose)
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panel: SOAR
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Stargazer Door:
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event: True
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panels:
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- RISE (Horizon)
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- RISE (Sunrise)
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- ZEN
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- SON
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paintings:
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- id: pencil_painting2
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orientation: west
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- id: north_missing2
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orientation: north
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The Bold:
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entrances:
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Outside The Bold:
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room: Outside The Bold
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door: Bold Entrance
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panels:
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Achievement:
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id: Countdown Panels/Panel_emboldened_bold
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colors: red
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tag: forbid
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check: True
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achievement: The Bold
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FOOT:
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|
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id: Truncate Room/Panel_foot_toe
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colors: red
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tag: botred
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NEEDLE:
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id: Truncate Room/Panel_needle_eye
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colors: red
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tag: double botred
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subtag: left
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link: mero EYE
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FACE:
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id: Truncate Room/Panel_face_eye
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colors: red
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tag: double botred
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subtag: right
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link: mero EYE
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|
SIGN:
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|
|
id: Truncate Room/Panel_sign_sigh
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colors: red
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tag: topred
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|
|
HEARTBREAK:
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|
id: Truncate Room/Panel_heartbreak_brake
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colors: red
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|
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tag: topred
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|
UNDEAD:
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|
id: Truncate Room/Panel_undead_dead
|
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|
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colors: red
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|
|
|
tag: double midred
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subtag: left
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|
|
|
link: trunc DEAD
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|
DEADLINE:
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|
|
|
id: Truncate Room/Panel_deadline_dead
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|
|
|
colors: red
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|
|
|
tag: double midred
|
|
|
|
subtag: right
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|
|
|
link: trunc DEAD
|
|
|
|
SUSHI:
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|
|
|
id: Truncate Room/Panel_sushi_hi
|
|
|
|
colors: red
|
|
|
|
tag: midred
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|
|
|
THISTLE:
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|
|
|
id: Truncate Room/Panel_thistle_this
|
|
|
|
colors: red
|
|
|
|
tag: midred
|
|
|
|
LANDMASS:
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|
|
|
id: Truncate Room/Panel_landmass_mass
|
|
|
|
colors: red
|
|
|
|
tag: double midred
|
|
|
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subtag: left
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|
|
|
link: trunc MASS
|
|
|
|
MASSACRED:
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|
|
|
id: Truncate Room/Panel_massacred_mass
|
|
|
|
colors: red
|
|
|
|
tag: double midred
|
|
|
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subtag: right
|
|
|
|
link: trunc MASS
|
|
|
|
AIRPLANE:
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|
|
|
id: Truncate Room/Panel_airplane_plain
|
|
|
|
colors: red
|
|
|
|
tag: topred
|
|
|
|
NIGHTMARE:
|
|
|
|
id: Truncate Room/Panel_nightmare_knight
|
|
|
|
colors: red
|
|
|
|
tag: topred
|
|
|
|
MOUTH:
|
|
|
|
id: Truncate Room/Panel_mouth_teeth
|
|
|
|
colors: red
|
|
|
|
tag: double botred
|
|
|
|
subtag: left
|
|
|
|
link: mero TEETH
|
|
|
|
SAW:
|
|
|
|
id: Truncate Room/Panel_saw_teeth
|
|
|
|
colors: red
|
|
|
|
tag: double botred
|
|
|
|
subtag: right
|
|
|
|
link: mero TEETH
|
|
|
|
HAND:
|
|
|
|
id: Truncate Room/Panel_hand_finger
|
|
|
|
colors: red
|
|
|
|
tag: botred
|
|
|
|
Outside The Undeterred:
|
|
|
|
entrances:
|
|
|
|
Color Hallways: True
|
|
|
|
Orange Tower First Floor: True # sunwarp
|
|
|
|
Orange Tower Second Floor: True
|
|
|
|
The Artistic (Smiley): True
|
|
|
|
The Artistic (Panda): True
|
|
|
|
The Artistic (Apple): True
|
|
|
|
The Artistic (Lattice): True
|
|
|
|
Yellow Backside Area:
|
|
|
|
painting: True
|
|
|
|
Number Hunt:
|
|
|
|
door: Number Hunt
|
|
|
|
Directional Gallery:
|
|
|
|
room: Directional Gallery
|
|
|
|
door: Shortcut to The Undeterred
|
|
|
|
Starting Room:
|
|
|
|
door: Painting Shortcut
|
|
|
|
painting: True
|
|
|
|
panels:
|
|
|
|
HOLLOW:
|
|
|
|
id: Hallway Room/Panel_hollow_hollow
|
|
|
|
tag: midwhite
|
|
|
|
ART + ART:
|
|
|
|
id: Tower Room/Panel_art_art_eat_2
|
|
|
|
colors: orange
|
|
|
|
check: True
|
|
|
|
tag: midorange
|
|
|
|
PEN:
|
|
|
|
id: Blue Room/Panel_pen_open
|
|
|
|
colors: blue
|
|
|
|
tag: midblue
|
|
|
|
HUSTLING:
|
|
|
|
id: Open Areas/Panel_hustling_sunlight
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
SUNLIGHT:
|
|
|
|
id: Open Areas/Panel_sunlight_light
|
|
|
|
colors: red
|
|
|
|
tag: midred
|
|
|
|
required_panel:
|
|
|
|
panel: HUSTLING
|
|
|
|
LIGHT:
|
|
|
|
id: Open Areas/Panel_light_bright
|
|
|
|
colors: purple
|
|
|
|
tag: midpurp
|
|
|
|
required_panel:
|
|
|
|
panel: SUNLIGHT
|
|
|
|
BRIGHT:
|
|
|
|
id: Open Areas/Panel_bright_sunny
|
|
|
|
tag: botwhite
|
|
|
|
required_panel:
|
|
|
|
panel: LIGHT
|
|
|
|
SUNNY:
|
|
|
|
id: Open Areas/Panel_sunny_rainy
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
required_panel:
|
|
|
|
panel: BRIGHT
|
|
|
|
RAINY:
|
|
|
|
id: Open Areas/Panel_rainy_rainbow
|
|
|
|
colors: brown
|
|
|
|
tag: botbrown
|
|
|
|
required_panel:
|
|
|
|
panel: SUNNY
|
|
|
|
check: True
|
|
|
|
ZERO:
|
|
|
|
id: Backside Room/Panel_zero_zero
|
|
|
|
tag: midwhite
|
|
|
|
required_door:
|
|
|
|
room: Number Hunt
|
|
|
|
door: Zero Door
|
|
|
|
ONE:
|
|
|
|
id: Backside Room/Panel_one_one
|
|
|
|
tag: midwhite
|
|
|
|
TWO (1):
|
|
|
|
id: Backside Room/Panel_two_two
|
|
|
|
tag: midwhite
|
|
|
|
required_door:
|
|
|
|
door: Twos
|
|
|
|
TWO (2):
|
|
|
|
id: Backside Room/Panel_two_two_2
|
|
|
|
tag: midwhite
|
|
|
|
required_door:
|
|
|
|
door: Twos
|
|
|
|
THREE (1):
|
|
|
|
id: Backside Room/Panel_three_three
|
|
|
|
tag: midwhite
|
|
|
|
required_door:
|
|
|
|
door: Threes
|
|
|
|
THREE (2):
|
|
|
|
id: Backside Room/Panel_three_three_2
|
|
|
|
tag: midwhite
|
|
|
|
required_door:
|
|
|
|
door: Threes
|
|
|
|
THREE (3):
|
|
|
|
id: Backside Room/Panel_three_three_3
|
|
|
|
tag: midwhite
|
|
|
|
required_door:
|
|
|
|
door: Threes
|
|
|
|
FOUR:
|
|
|
|
id: Backside Room/Panel_four_four
|
|
|
|
tag: midwhite
|
|
|
|
required_door:
|
|
|
|
door: Fours
|
|
|
|
doors:
|
|
|
|
Undeterred Entrance:
|
|
|
|
id: Red Blue Purple Room Area Doors/Door_pen_open
|
|
|
|
item_name: The Undeterred - Entrance
|
|
|
|
panels:
|
|
|
|
- PEN
|
|
|
|
Painting Shortcut:
|
|
|
|
painting_id:
|
|
|
|
- blueman_painting_3
|
|
|
|
- arrows_painting3
|
|
|
|
skip_location: True
|
|
|
|
item_name: Starting Room - Blue Painting
|
|
|
|
panels:
|
|
|
|
- PEN
|
|
|
|
Green Painting:
|
|
|
|
painting_id: maze_painting_3
|
|
|
|
skip_location: True
|
|
|
|
panels:
|
|
|
|
- FOUR
|
|
|
|
Twos:
|
|
|
|
id:
|
|
|
|
- Count Up Room Area Doors/Door_two_hider
|
|
|
|
- Count Up Room Area Doors/Door_two_hider_2
|
|
|
|
include_reduce: True
|
|
|
|
panels:
|
|
|
|
- ONE
|
|
|
|
Threes:
|
|
|
|
id:
|
|
|
|
- Count Up Room Area Doors/Door_three_hider
|
|
|
|
- Count Up Room Area Doors/Door_three_hider_2
|
|
|
|
- Count Up Room Area Doors/Door_three_hider_3
|
|
|
|
location_name: Twos
|
|
|
|
include_reduce: True
|
|
|
|
panels:
|
|
|
|
- TWO (1)
|
|
|
|
- TWO (2)
|
|
|
|
Number Hunt:
|
|
|
|
id: Count Up Room Area Doors/Door_three_unlocked
|
|
|
|
location_name: Threes
|
|
|
|
include_reduce: True
|
|
|
|
panels:
|
|
|
|
- THREE (1)
|
|
|
|
- THREE (2)
|
|
|
|
- THREE (3)
|
|
|
|
Fours:
|
|
|
|
id:
|
|
|
|
- Count Up Room Area Doors/Door_four_hider
|
|
|
|
- Count Up Room Area Doors/Door_four_hider_2
|
|
|
|
- Count Up Room Area Doors/Door_four_hider_3
|
|
|
|
- Count Up Room Area Doors/Door_four_hider_4
|
|
|
|
skip_location: True
|
|
|
|
panels:
|
|
|
|
- THREE (1)
|
|
|
|
- THREE (2)
|
|
|
|
- THREE (3)
|
|
|
|
Fives:
|
|
|
|
id:
|
|
|
|
- Count Up Room Area Doors/Door_five_hider
|
|
|
|
- Count Up Room Area Doors/Door_five_hider_4
|
|
|
|
- Count Up Room Area Doors/Door_five_hider_5
|
|
|
|
location_name: Fours
|
|
|
|
item_name: Number Hunt - Fives
|
|
|
|
include_reduce: True
|
|
|
|
panels:
|
|
|
|
- FOUR
|
|
|
|
- room: Hub Room
|
|
|
|
panel: FOUR
|
|
|
|
- room: Dead End Area
|
|
|
|
panel: FOUR
|
|
|
|
- room: The Traveled
|
|
|
|
panel: FOUR
|
|
|
|
Challenge Entrance:
|
|
|
|
id: Count Up Room Area Doors/Door_zero_unlocked
|
|
|
|
item_name: Number Hunt - Challenge Entrance
|
|
|
|
panels:
|
|
|
|
- ZERO
|
|
|
|
paintings:
|
|
|
|
- id: maze_painting_3
|
|
|
|
enter_only: True
|
|
|
|
orientation: north
|
|
|
|
move: True
|
|
|
|
required_door:
|
|
|
|
door: Green Painting
|
|
|
|
- id: blueman_painting_2
|
|
|
|
orientation: east
|
|
|
|
The Undeterred:
|
|
|
|
entrances:
|
|
|
|
Outside The Undeterred:
|
|
|
|
room: Outside The Undeterred
|
|
|
|
door: Undeterred Entrance
|
|
|
|
panels:
|
|
|
|
Achievement:
|
|
|
|
id: Countdown Panels/Panel_deterred_undeterred
|
|
|
|
colors: blue
|
|
|
|
tag: forbid
|
|
|
|
check: True
|
|
|
|
achievement: The Undeterred
|
|
|
|
BONE:
|
|
|
|
id: Blue Room/Panel_bone_skeleton
|
|
|
|
colors: blue
|
|
|
|
tag: botblue
|
|
|
|
EYE:
|
|
|
|
id: Blue Room/Panel_mouth_face
|
|
|
|
colors: blue
|
|
|
|
tag: double botblue
|
|
|
|
subtag: left
|
|
|
|
link: holo FACE
|
|
|
|
MOUTH:
|
|
|
|
id: Blue Room/Panel_eye_face
|
|
|
|
colors: blue
|
|
|
|
tag: double botblue
|
|
|
|
subtag: right
|
|
|
|
link: holo FACE
|
|
|
|
IRIS:
|
|
|
|
id: Blue Room/Panel_toucan_bird
|
|
|
|
colors: blue
|
|
|
|
tag: botblue
|
|
|
|
EYE (2):
|
|
|
|
id: Blue Room/Panel_two_toucan
|
|
|
|
colors: blue
|
|
|
|
tag: topblue
|
|
|
|
ICE:
|
|
|
|
id: Blue Room/Panel_ice_eyesight
|
|
|
|
colors: blue
|
|
|
|
tag: double topblue
|
|
|
|
subtag: left
|
|
|
|
link: hex EYESIGHT
|
|
|
|
HEIGHT:
|
|
|
|
id: Blue Room/Panel_height_eyesight
|
|
|
|
colors: blue
|
|
|
|
tag: double topblue
|
|
|
|
subtag: right
|
|
|
|
link: hex EYESIGHT
|
|
|
|
EYE (3):
|
|
|
|
id: Blue Room/Panel_eye_hi
|
|
|
|
colors: blue
|
|
|
|
tag: topblue
|
|
|
|
NOT:
|
|
|
|
id: Blue Room/Panel_not_notice
|
|
|
|
colors: blue
|
|
|
|
tag: midblue
|
|
|
|
JUST:
|
|
|
|
id: Blue Room/Panel_just_readjust
|
|
|
|
colors: blue
|
|
|
|
tag: double midblue
|
|
|
|
subtag: left
|
|
|
|
link: exp READJUST
|
|
|
|
READ:
|
|
|
|
id: Blue Room/Panel_read_readjust
|
|
|
|
colors: blue
|
|
|
|
tag: double midblue
|
|
|
|
subtag: right
|
|
|
|
link: exp READJUST
|
|
|
|
FATHER:
|
|
|
|
id: Blue Room/Panel_ate_primate
|
|
|
|
colors: blue
|
|
|
|
tag: midblue
|
|
|
|
FEATHER:
|
|
|
|
id: Blue Room/Panel_primate_mammal
|
|
|
|
colors: blue
|
|
|
|
tag: botblue
|
|
|
|
CONTINENT:
|
|
|
|
id: Blue Room/Panel_continent_planet
|
|
|
|
colors: blue
|
|
|
|
tag: double botblue
|
|
|
|
subtag: left
|
|
|
|
link: holo PLANET
|
|
|
|
OCEAN:
|
|
|
|
id: Blue Room/Panel_ocean_planet
|
|
|
|
colors: blue
|
|
|
|
tag: double botblue
|
|
|
|
subtag: right
|
|
|
|
link: holo PLANET
|
|
|
|
WALL:
|
|
|
|
id: Blue Room/Panel_wall_room
|
|
|
|
colors: blue
|
|
|
|
tag: botblue
|
|
|
|
Number Hunt:
|
|
|
|
# This works a little differently than in the base game. The door to the
|
|
|
|
# initial number in each set opens at the same time as the rest of the doors
|
|
|
|
# in that set.
|
|
|
|
entrances:
|
|
|
|
Outside The Undeterred:
|
|
|
|
room: Outside The Undeterred
|
|
|
|
door: Number Hunt
|
|
|
|
Directional Gallery:
|
|
|
|
door: Door to Directional Gallery
|
|
|
|
Challenge Room:
|
|
|
|
room: Outside The Undeterred
|
|
|
|
door: Challenge Entrance
|
|
|
|
panels:
|
|
|
|
FIVE:
|
|
|
|
id: Backside Room/Panel_five_five
|
|
|
|
tag: midwhite
|
|
|
|
required_door:
|
|
|
|
room: Outside The Undeterred
|
|
|
|
door: Fives
|
|
|
|
SIX:
|
|
|
|
id: Backside Room/Panel_six_six
|
|
|
|
tag: midwhite
|
|
|
|
required_door:
|
|
|
|
door: Sixes
|
|
|
|
SEVEN:
|
|
|
|
id: Backside Room/Panel_seven_seven
|
|
|
|
tag: midwhite
|
|
|
|
required_door:
|
|
|
|
door: Sevens
|
|
|
|
EIGHT:
|
|
|
|
id: Backside Room/Panel_eight_eight
|
|
|
|
tag: midwhite
|
|
|
|
required_door:
|
|
|
|
door: Eights
|
|
|
|
NINE:
|
|
|
|
id: Backside Room/Panel_nine_nine
|
|
|
|
tag: midwhite
|
|
|
|
required_door:
|
|
|
|
door: Nines
|
|
|
|
doors:
|
|
|
|
Door to Directional Gallery:
|
|
|
|
id: Count Up Room Area Doors/Door_five_unlocked
|
|
|
|
group: Directional Gallery Doors
|
|
|
|
skip_location: True
|
|
|
|
panels:
|
|
|
|
- FIVE
|
|
|
|
Sixes:
|
|
|
|
id:
|
|
|
|
- Count Up Room Area Doors/Door_six_hider
|
|
|
|
- Count Up Room Area Doors/Door_six_hider_2
|
|
|
|
- Count Up Room Area Doors/Door_six_hider_3
|
|
|
|
- Count Up Room Area Doors/Door_six_hider_4
|
|
|
|
- Count Up Room Area Doors/Door_six_hider_5
|
|
|
|
- Count Up Room Area Doors/Door_six_hider_6
|
|
|
|
painting_id: pencil_painting3 # See note in Outside The Bold
|
|
|
|
location_name: Fives
|
|
|
|
include_reduce: True
|
|
|
|
panels:
|
|
|
|
- FIVE
|
|
|
|
- room: Outside The Agreeable
|
|
|
|
panel: FIVE (1)
|
|
|
|
- room: Outside The Agreeable
|
|
|
|
panel: FIVE (2)
|
|
|
|
- room: Directional Gallery
|
|
|
|
panel: FIVE (1)
|
|
|
|
- room: Directional Gallery
|
|
|
|
panel: FIVE (2)
|
|
|
|
Sevens:
|
|
|
|
id:
|
|
|
|
- Count Up Room Area Doors/Door_seven_hider
|
|
|
|
- Count Up Room Area Doors/Door_seven_unlocked
|
|
|
|
- Count Up Room Area Doors/Door_seven_hider_2
|
|
|
|
- Count Up Room Area Doors/Door_seven_hider_3
|
|
|
|
- Count Up Room Area Doors/Door_seven_hider_4
|
|
|
|
- Count Up Room Area Doors/Door_seven_hider_5
|
|
|
|
- Count Up Room Area Doors/Door_seven_hider_6
|
|
|
|
- Count Up Room Area Doors/Door_seven_hider_7
|
|
|
|
location_name: Sixes
|
|
|
|
include_reduce: True
|
|
|
|
panels:
|
|
|
|
- SIX
|
|
|
|
- room: Outside The Bold
|
|
|
|
panel: SIX
|
|
|
|
- room: Directional Gallery
|
|
|
|
panel: SIX (1)
|
|
|
|
- room: Directional Gallery
|
|
|
|
panel: SIX (2)
|
|
|
|
- room: The Bearer (East)
|
|
|
|
panel: SIX
|
|
|
|
- room: The Bearer (South)
|
|
|
|
panel: SIX
|
|
|
|
Eights:
|
|
|
|
id:
|
|
|
|
- Count Up Room Area Doors/Door_eight_hider
|
|
|
|
- Count Up Room Area Doors/Door_eight_unlocked
|
|
|
|
- Count Up Room Area Doors/Door_eight_hider_2
|
|
|
|
- Count Up Room Area Doors/Door_eight_hider_3
|
|
|
|
- Count Up Room Area Doors/Door_eight_hider_4
|
|
|
|
- Count Up Room Area Doors/Door_eight_hider_5
|
|
|
|
- Count Up Room Area Doors/Door_eight_hider_6
|
|
|
|
- Count Up Room Area Doors/Door_eight_hider_7
|
|
|
|
- Count Up Room Area Doors/Door_eight_hider_8
|
|
|
|
location_name: Sevens
|
|
|
|
include_reduce: True
|
|
|
|
panels:
|
|
|
|
- SEVEN
|
|
|
|
- room: Directional Gallery
|
|
|
|
panel: SEVEN
|
|
|
|
- room: Knight Night Exit
|
|
|
|
panel: SEVEN (1)
|
|
|
|
- room: Knight Night Exit
|
|
|
|
panel: SEVEN (2)
|
|
|
|
- room: Knight Night Exit
|
|
|
|
panel: SEVEN (3)
|
|
|
|
- room: Outside The Initiated
|
|
|
|
panel: SEVEN (1)
|
|
|
|
- room: Outside The Initiated
|
|
|
|
panel: SEVEN (2)
|
|
|
|
Nines:
|
|
|
|
id:
|
|
|
|
- Count Up Room Area Doors/Door_nine_hider
|
|
|
|
- Count Up Room Area Doors/Door_nine_hider_2
|
|
|
|
- Count Up Room Area Doors/Door_nine_hider_3
|
|
|
|
- Count Up Room Area Doors/Door_nine_hider_4
|
|
|
|
- Count Up Room Area Doors/Door_nine_hider_5
|
|
|
|
- Count Up Room Area Doors/Door_nine_hider_6
|
|
|
|
- Count Up Room Area Doors/Door_nine_hider_7
|
|
|
|
- Count Up Room Area Doors/Door_nine_hider_8
|
|
|
|
- Count Up Room Area Doors/Door_nine_hider_9
|
|
|
|
location_name: Eights
|
|
|
|
include_reduce: True
|
|
|
|
panels:
|
|
|
|
- EIGHT
|
|
|
|
- room: Directional Gallery
|
|
|
|
panel: EIGHT
|
|
|
|
- room: The Eyes They See
|
|
|
|
panel: EIGHT
|
|
|
|
- room: Dead End Area
|
|
|
|
panel: EIGHT
|
|
|
|
- room: Crossroads
|
|
|
|
panel: EIGHT
|
|
|
|
- room: Hot Crusts Area
|
|
|
|
panel: EIGHT
|
|
|
|
- room: Art Gallery
|
|
|
|
panel: EIGHT
|
|
|
|
- room: Outside The Initiated
|
|
|
|
panel: EIGHT
|
|
|
|
Zero Door:
|
|
|
|
# The black wall isn't a door, so we can't ever hide it.
|
|
|
|
id: Count Up Room Area Doors/Door_zero_hider_2
|
|
|
|
location_name: Nines
|
|
|
|
item_name: Outside The Undeterred - Zero Door
|
|
|
|
include_reduce: True
|
|
|
|
panels:
|
|
|
|
- NINE
|
|
|
|
- room: Directional Gallery
|
|
|
|
panel: NINE
|
|
|
|
- room: Amen Name Area
|
|
|
|
panel: NINE
|
|
|
|
- room: Yellow Backside Area
|
|
|
|
panel: NINE
|
|
|
|
- room: Outside The Initiated
|
|
|
|
panel: NINE
|
|
|
|
- room: Outside The Bold
|
|
|
|
panel: NINE
|
|
|
|
- room: Rhyme Room (Cross)
|
|
|
|
panel: NINE
|
|
|
|
- room: Orange Tower Fifth Floor
|
|
|
|
panel: NINE
|
|
|
|
- room: Elements Area
|
|
|
|
panel: NINE
|
|
|
|
paintings:
|
|
|
|
- id: smile_painting_5
|
|
|
|
enter_only: True
|
|
|
|
orientation: east
|
|
|
|
required_door:
|
|
|
|
door: Eights
|
|
|
|
Directional Gallery:
|
|
|
|
entrances:
|
|
|
|
Outside The Agreeable: True # sunwarp
|
|
|
|
Orange Tower First Floor:
|
|
|
|
room: Orange Tower First Floor
|
|
|
|
door: Salt Pepper Door
|
|
|
|
Outside The Undeterred:
|
|
|
|
door: Shortcut to The Undeterred
|
|
|
|
Number Hunt:
|
|
|
|
room: Number Hunt
|
|
|
|
door: Door to Directional Gallery
|
|
|
|
panels:
|
|
|
|
PEPPER:
|
|
|
|
id: Backside Room/Panel_pepper_salt
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
TURN:
|
|
|
|
id: Backside Room/Panel_turn_return
|
|
|
|
colors: blue
|
|
|
|
tag: midblue
|
|
|
|
LEARN:
|
|
|
|
id: Backside Room/Panel_learn_return
|
|
|
|
colors: purple
|
|
|
|
tag: midpurp
|
|
|
|
FIVE (1):
|
|
|
|
id: Backside Room/Panel_five_five_3
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_panel:
|
|
|
|
panel: LIGHT
|
|
|
|
FIVE (2):
|
|
|
|
id: Backside Room/Panel_five_five_2
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_panel:
|
|
|
|
panel: WARD
|
|
|
|
SIX (1):
|
|
|
|
id: Backside Room/Panel_six_six_3
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Number Hunt
|
|
|
|
door: Sixes
|
|
|
|
SIX (2):
|
|
|
|
id: Backside Room/Panel_six_six_2
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Number Hunt
|
|
|
|
door: Sixes
|
|
|
|
SEVEN:
|
|
|
|
id: Backside Room/Panel_seven_seven_2
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Number Hunt
|
|
|
|
door: Sevens
|
|
|
|
EIGHT:
|
|
|
|
id: Backside Room/Panel_eight_eight_2
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Number Hunt
|
|
|
|
door: Eights
|
|
|
|
NINE:
|
|
|
|
id: Backside Room/Panel_nine_nine_6
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Number Hunt
|
|
|
|
door: Nines
|
|
|
|
BACKSIDE:
|
|
|
|
id: Backside Room/Panel_backside_4
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
"834283054":
|
|
|
|
id: Tower Room/Panel_834283054_undaunted
|
|
|
|
colors: orange
|
|
|
|
check: True
|
|
|
|
exclude_reduce: True
|
|
|
|
tag: midorange
|
|
|
|
required_door:
|
|
|
|
room: Number Hunt
|
|
|
|
door: Sixes
|
|
|
|
PARANOID:
|
|
|
|
id: Backside Room/Panel_paranoid_paranoid
|
|
|
|
tag: midwhite
|
|
|
|
check: True
|
|
|
|
exclude_reduce: True
|
|
|
|
required_door:
|
|
|
|
room: Number Hunt
|
|
|
|
door: Sixes
|
|
|
|
YELLOW:
|
|
|
|
id: Color Arrow Room/Panel_yellow_afar
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
door: Yellow Barrier
|
|
|
|
WADED + WEE:
|
|
|
|
id: Tower Room/Panel_waded_wee_warts_7
|
|
|
|
colors: orange
|
|
|
|
check: True
|
|
|
|
exclude_reduce: True
|
|
|
|
tag: midorange
|
|
|
|
THE EYES:
|
|
|
|
id: Shuffle Room/Panel_theeyes_theeyes
|
|
|
|
tag: midwhite
|
|
|
|
LEFT:
|
|
|
|
id: Shuffle Room/Panel_left_left
|
|
|
|
tag: midwhite
|
|
|
|
RIGHT:
|
|
|
|
id: Shuffle Room/Panel_right_right
|
|
|
|
tag: midwhite
|
|
|
|
MIDDLE:
|
|
|
|
id: Shuffle Room/Panel_middle_middle
|
|
|
|
tag: midwhite
|
|
|
|
WARD:
|
|
|
|
id: Backside Room/Panel_ward_forward
|
|
|
|
colors: blue
|
|
|
|
tag: midblue
|
|
|
|
HIND:
|
|
|
|
id: Backside Room/Panel_hind_behind
|
|
|
|
colors: blue
|
|
|
|
tag: midblue
|
|
|
|
RIG:
|
|
|
|
id: Backside Room/Panel_rig_right
|
|
|
|
colors: blue
|
|
|
|
tag: midblue
|
|
|
|
WINDWARD:
|
|
|
|
id: Backside Room/Panel_windward_forward
|
|
|
|
colors: purple
|
|
|
|
tag: midpurp
|
|
|
|
LIGHT:
|
|
|
|
id: Backside Room/Panel_light_right
|
|
|
|
colors: purple
|
|
|
|
tag: midpurp
|
|
|
|
REWIND:
|
|
|
|
id: Backside Room/Panel_rewind_behind
|
|
|
|
colors: purple
|
|
|
|
tag: midpurp
|
|
|
|
doors:
|
|
|
|
Shortcut to The Undeterred:
|
|
|
|
id: Count Up Room Area Doors/Door_return_double
|
|
|
|
group: Directional Gallery Doors
|
|
|
|
panels:
|
|
|
|
- TURN
|
|
|
|
- LEARN
|
|
|
|
Yellow Barrier:
|
|
|
|
id: Color Arrow Room Doors/Door_yellow_4
|
|
|
|
group: Color Hunt Barriers
|
|
|
|
skip_location: True
|
|
|
|
panels:
|
|
|
|
- room: Champion's Rest
|
|
|
|
panel: YELLOW
|
|
|
|
paintings:
|
|
|
|
- id: smile_painting_7
|
|
|
|
orientation: south
|
|
|
|
- id: flower_painting_4
|
|
|
|
orientation: south
|
|
|
|
- id: pencil_painting3
|
|
|
|
enter_only: True
|
|
|
|
orientation: east
|
|
|
|
move: True
|
|
|
|
required_door:
|
|
|
|
room: Number Hunt
|
|
|
|
door: Sixes
|
|
|
|
- id: boxes_painting
|
|
|
|
orientation: south
|
|
|
|
- id: cherry_painting
|
|
|
|
orientation: east
|
|
|
|
Champion's Rest:
|
|
|
|
entrances:
|
|
|
|
Outside The Bold:
|
|
|
|
door: Shortcut to The Steady
|
|
|
|
Orange Tower Fourth Floor: True # sunwarp
|
|
|
|
Roof: True # through ceiling of sunwarp
|
|
|
|
panels:
|
|
|
|
EXIT:
|
|
|
|
id: Rock Room/Panel_red_red
|
|
|
|
tag: midwhite
|
|
|
|
HUES:
|
|
|
|
id: Color Arrow Room/Panel_hues_colors
|
|
|
|
tag: botwhite
|
|
|
|
RED:
|
|
|
|
id: Color Arrow Room/Panel_red_near
|
|
|
|
check: True
|
|
|
|
tag: midwhite
|
|
|
|
BLUE:
|
|
|
|
id: Color Arrow Room/Panel_blue_near
|
|
|
|
check: True
|
|
|
|
tag: midwhite
|
|
|
|
YELLOW:
|
|
|
|
id: Color Arrow Room/Panel_yellow_near
|
|
|
|
check: True
|
|
|
|
tag: midwhite
|
|
|
|
GREEN:
|
|
|
|
id: Color Arrow Room/Panel_green_near
|
|
|
|
check: True
|
|
|
|
tag: midwhite
|
|
|
|
required_door:
|
|
|
|
room: Outside The Initiated
|
|
|
|
door: Green Barrier
|
|
|
|
PURPLE:
|
|
|
|
id: Color Arrow Room/Panel_purple_near
|
|
|
|
check: True
|
|
|
|
tag: midwhite
|
|
|
|
required_door:
|
|
|
|
room: Outside The Initiated
|
|
|
|
door: Purple Barrier
|
|
|
|
ORANGE:
|
|
|
|
id: Color Arrow Room/Panel_orange_near
|
|
|
|
check: True
|
|
|
|
tag: midwhite
|
|
|
|
required_door:
|
|
|
|
room: Orange Tower Third Floor
|
|
|
|
door: Orange Barrier
|
|
|
|
YOU:
|
|
|
|
id: Color Arrow Room/Panel_you
|
|
|
|
required_door:
|
|
|
|
room: Outside The Initiated
|
|
|
|
door: Entrance
|
|
|
|
check: True
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
ME:
|
|
|
|
id: Color Arrow Room/Panel_me
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
required_door:
|
|
|
|
room: Outside The Initiated
|
|
|
|
door: Entrance
|
|
|
|
SECRET BLUE:
|
|
|
|
# Pretend this and the other two are white, because they are snipes.
|
|
|
|
# TODO: Extract them and randomize them?
|
|
|
|
id: Color Arrow Room/Panel_secret_blue
|
|
|
|
tag: forbid
|
|
|
|
required_door:
|
|
|
|
room: Outside The Initiated
|
|
|
|
door: Entrance
|
|
|
|
SECRET YELLOW:
|
|
|
|
id: Color Arrow Room/Panel_secret_yellow
|
|
|
|
tag: forbid
|
|
|
|
required_door:
|
|
|
|
room: Outside The Initiated
|
|
|
|
door: Entrance
|
|
|
|
SECRET RED:
|
|
|
|
id: Color Arrow Room/Panel_secret_red
|
|
|
|
tag: forbid
|
|
|
|
required_door:
|
|
|
|
room: Outside The Initiated
|
|
|
|
door: Entrance
|
|
|
|
doors:
|
|
|
|
Shortcut to The Steady:
|
|
|
|
id: Rock Room Doors/Door_hint
|
|
|
|
panels:
|
|
|
|
- EXIT
|
|
|
|
paintings:
|
|
|
|
- id: arrows_painting_7
|
|
|
|
orientation: east
|
|
|
|
- id: fruitbowl_painting3
|
|
|
|
orientation: west
|
|
|
|
enter_only: True
|
|
|
|
required_door:
|
|
|
|
room: Outside The Initiated
|
|
|
|
door: Entrance
|
|
|
|
- id: colors_painting
|
|
|
|
orientation: south
|
|
|
|
enter_only: True
|
|
|
|
required_door:
|
|
|
|
room: Outside The Initiated
|
|
|
|
door: Entrance
|
|
|
|
The Bearer:
|
|
|
|
entrances:
|
|
|
|
Outside The Bold:
|
|
|
|
door: Shortcut to The Bold
|
|
|
|
Orange Tower Fifth Floor:
|
|
|
|
room: Art Gallery
|
|
|
|
door: Exit
|
|
|
|
The Bearer (East): True
|
|
|
|
The Bearer (North): True
|
|
|
|
The Bearer (South): True
|
|
|
|
The Bearer (West): True
|
|
|
|
Roof: True
|
|
|
|
panels:
|
|
|
|
Achievement:
|
|
|
|
id: Countdown Panels/Panel_bearer_bearer
|
|
|
|
check: True
|
|
|
|
tag: forbid
|
|
|
|
required_panel:
|
|
|
|
- panel: PART
|
|
|
|
- panel: HEART
|
|
|
|
- room: Cross Tower (East)
|
|
|
|
panel: WINTER
|
|
|
|
- room: The Bearer (East)
|
|
|
|
panel: PEACE
|
|
|
|
- room: Cross Tower (North)
|
|
|
|
panel: NORTH
|
|
|
|
- room: The Bearer (North)
|
|
|
|
panel: SILENT (1)
|
|
|
|
- room: The Bearer (North)
|
|
|
|
panel: SILENT (2)
|
|
|
|
- room: The Bearer (North)
|
|
|
|
panel: SPACE
|
|
|
|
- room: The Bearer (North)
|
|
|
|
panel: WARTS
|
|
|
|
- room: Cross Tower (South)
|
|
|
|
panel: FIRE
|
|
|
|
- room: The Bearer (South)
|
|
|
|
panel: TENT
|
|
|
|
- room: The Bearer (South)
|
|
|
|
panel: BOWL
|
|
|
|
- room: Cross Tower (West)
|
|
|
|
panel: DIAMONDS
|
|
|
|
- room: The Bearer (West)
|
|
|
|
panel: SNOW
|
|
|
|
- room: The Bearer (West)
|
|
|
|
panel: SMILE
|
|
|
|
- room: Bearer Side Area
|
|
|
|
panel: SHORTCUT
|
|
|
|
- room: Bearer Side Area
|
|
|
|
panel: POTS
|
|
|
|
achievement: The Bearer
|
|
|
|
MIDDLE:
|
|
|
|
id: Shuffle Room/Panel_middle_middle_2
|
|
|
|
tag: midwhite
|
|
|
|
FARTHER:
|
|
|
|
id: Backside Room/Panel_farther_far
|
|
|
|
colors: red
|
|
|
|
tag: midred
|
|
|
|
BACKSIDE:
|
|
|
|
id: Backside Room/Panel_backside_5
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tag: midwhite
|
2023-11-24 12:11:34 -05:00
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hunt: True
|
2023-11-08 18:35:12 -05:00
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required_door:
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|
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door: Backside Door
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PART:
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id: Cross Room/Panel_part_rap
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colors:
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- red
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- yellow
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tag: mid red yellow
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required_panel:
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room: The Bearer (East)
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panel: PEACE
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HEART:
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id: Cross Room/Panel_heart_tar
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colors:
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- red
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- yellow
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tag: mid red yellow
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doors:
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|
Shortcut to The Bold:
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id: Red Blue Purple Room Area Doors/Door_middle_middle
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panels:
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- MIDDLE
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Backside Door:
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id: Red Blue Purple Room Area Doors/Door_locked_knocked2 # yeah...
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group: Backside Doors
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panels:
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- FARTHER
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East Entrance:
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event: True
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panels:
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- HEART
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The Bearer (East):
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entrances:
|
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Cross Tower (East): True
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Bearer Side Area:
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door: Side Area Access
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Roof: True
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panels:
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SIX:
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id: Backside Room/Panel_six_six_5
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tag: midwhite
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colors:
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- red
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- yellow
|
2023-11-24 12:11:34 -05:00
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hunt: True
|
2023-11-08 18:35:12 -05:00
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|
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required_door:
|
|
|
|
room: Number Hunt
|
|
|
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door: Sixes
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PEACE:
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id: Cross Room/Panel_peace_ape
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colors:
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- red
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- yellow
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|
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tag: mid red yellow
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doors:
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North Entrance:
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event: True
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panels:
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- room: The Bearer
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panel: PART
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Side Area Access:
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event: True
|
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|
|
panels:
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|
- room: The Bearer (North)
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panel: SPACE
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The Bearer (North):
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entrances:
|
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Cross Tower (East): True
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Roof: True
|
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panels:
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SILENT (1):
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id: Cross Room/Panel_silent_list
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colors:
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|
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- red
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- yellow
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|
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tag: mid red yellow
|
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|
required_panel:
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room: The Bearer (West)
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panel: SMILE
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SILENT (2):
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id: Cross Room/Panel_silent_list_2
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colors:
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- red
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- yellow
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|
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tag: mid yellow red
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|
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required_panel:
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|
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room: The Bearer (West)
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panel: SMILE
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SPACE:
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id: Cross Room/Panel_space_cape
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colors:
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- red
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- yellow
|
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|
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tag: mid red yellow
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|
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WARTS:
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id: Cross Room/Panel_warts_star
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colors:
|
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- red
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- yellow
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|
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tag: mid red yellow
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required_panel:
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room: The Bearer (West)
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panel: SNOW
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doors:
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South Entrance:
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event: True
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|
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panels:
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- room: Bearer Side Area
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panel: POTS
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The Bearer (South):
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entrances:
|
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Cross Tower (North): True
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Bearer Side Area:
|
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door: Side Area Shortcut
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Roof: True
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panels:
|
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|
|
SIX:
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|
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id: Backside Room/Panel_six_six_6
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|
|
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tag: midwhite
|
|
|
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colors:
|
|
|
|
- red
|
|
|
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- yellow
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
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required_door:
|
|
|
|
room: Number Hunt
|
|
|
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door: Sixes
|
|
|
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TENT:
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id: Cross Room/Panel_tent_net
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colors:
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- red
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|
|
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- yellow
|
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tag: mid red yellow
|
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BOWL:
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id: Cross Room/Panel_bowl_low
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colors:
|
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- red
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- yellow
|
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|
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tag: mid red yellow
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required_panel:
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panel: TENT
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doors:
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Side Area Shortcut:
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event: True
|
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|
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panels:
|
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|
- room: The Bearer (North)
|
|
|
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panel: SILENT (1)
|
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|
The Bearer (West):
|
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entrances:
|
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Cross Tower (West): True
|
|
|
|
Bearer Side Area:
|
|
|
|
door: Side Area Shortcut
|
|
|
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Roof: True
|
|
|
|
panels:
|
|
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SNOW:
|
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|
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id: Cross Room/Panel_smile_lime
|
|
|
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colors:
|
|
|
|
- red
|
|
|
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- yellow
|
|
|
|
tag: mid yellow red
|
|
|
|
SMILE:
|
|
|
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id: Cross Room/Panel_snow_won
|
|
|
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colors:
|
|
|
|
- red
|
|
|
|
- yellow
|
|
|
|
tag: mid red yellow
|
|
|
|
required_panel:
|
|
|
|
room: The Bearer (North)
|
|
|
|
panel: WARTS
|
|
|
|
doors:
|
|
|
|
Side Area Shortcut:
|
|
|
|
event: True
|
|
|
|
panels:
|
|
|
|
- room: Cross Tower (East)
|
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|
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panel: WINTER
|
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- room: Cross Tower (North)
|
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|
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panel: NORTH
|
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- room: Cross Tower (South)
|
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panel: FIRE
|
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- room: Cross Tower (West)
|
|
|
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panel: DIAMONDS
|
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|
Bearer Side Area:
|
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|
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entrances:
|
|
|
|
The Bearer (East):
|
|
|
|
room: The Bearer (East)
|
|
|
|
door: Side Area Access
|
|
|
|
The Bearer (South):
|
|
|
|
room: The Bearer (South)
|
|
|
|
door: Side Area Shortcut
|
|
|
|
The Bearer (West):
|
|
|
|
room: The Bearer (West)
|
|
|
|
door: Side Area Shortcut
|
|
|
|
Orange Tower Third Floor:
|
|
|
|
door: Shortcut to Tower
|
|
|
|
Roof: True
|
|
|
|
panels:
|
|
|
|
SHORTCUT:
|
|
|
|
id: Cross Room/Panel_shortcut_shortcut
|
|
|
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tag: midwhite
|
|
|
|
POTS:
|
|
|
|
id: Cross Room/Panel_pots_top
|
|
|
|
colors:
|
|
|
|
- red
|
|
|
|
- yellow
|
|
|
|
tag: mid yellow red
|
|
|
|
doors:
|
|
|
|
Shortcut to Tower:
|
|
|
|
id: Cross Room Doors/Door_shortcut
|
|
|
|
item_name: The Bearer - Shortcut to Tower
|
|
|
|
location_name: The Bearer - SHORTCUT
|
|
|
|
panels:
|
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|
|
- SHORTCUT
|
|
|
|
West Entrance:
|
|
|
|
event: True
|
|
|
|
panels:
|
|
|
|
- room: The Bearer (South)
|
|
|
|
panel: BOWL
|
|
|
|
Cross Tower (East):
|
|
|
|
entrances:
|
|
|
|
The Bearer:
|
|
|
|
room: The Bearer
|
|
|
|
door: East Entrance
|
|
|
|
Roof: True
|
|
|
|
panels:
|
|
|
|
WINTER:
|
|
|
|
id: Cross Room/Panel_winter_winter
|
|
|
|
colors: blue
|
|
|
|
tag: forbid
|
|
|
|
required_panel:
|
|
|
|
room: The Bearer (North)
|
|
|
|
panel: SPACE
|
|
|
|
required_room: Orange Tower Fifth Floor
|
|
|
|
Cross Tower (North):
|
|
|
|
entrances:
|
|
|
|
The Bearer (East):
|
|
|
|
room: The Bearer (East)
|
|
|
|
door: North Entrance
|
|
|
|
Roof: True
|
|
|
|
panels:
|
|
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|
NORTH:
|
|
|
|
id: Cross Room/Panel_north_north
|
|
|
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colors: blue
|
|
|
|
tag: forbid
|
|
|
|
required_panel:
|
|
|
|
room: The Bearer (West)
|
|
|
|
panel: SMILE
|
|
|
|
required_room: Outside The Bold
|
|
|
|
Cross Tower (South):
|
|
|
|
entrances: # No roof access
|
|
|
|
The Bearer (North):
|
|
|
|
room: The Bearer (North)
|
|
|
|
door: South Entrance
|
|
|
|
panels:
|
|
|
|
FIRE:
|
|
|
|
id: Cross Room/Panel_fire_fire
|
|
|
|
colors: blue
|
|
|
|
tag: forbid
|
|
|
|
required_panel:
|
|
|
|
room: The Bearer (North)
|
|
|
|
panel: SILENT (1)
|
|
|
|
required_room: Elements Area
|
|
|
|
Cross Tower (West):
|
|
|
|
entrances:
|
|
|
|
Bearer Side Area:
|
|
|
|
room: Bearer Side Area
|
|
|
|
door: West Entrance
|
|
|
|
Roof: True
|
|
|
|
panels:
|
|
|
|
DIAMONDS:
|
|
|
|
id: Cross Room/Panel_diamonds_diamonds
|
|
|
|
colors: blue
|
|
|
|
tag: forbid
|
|
|
|
required_panel:
|
|
|
|
room: The Bearer (North)
|
|
|
|
panel: WARTS
|
|
|
|
required_room: Suits Area
|
|
|
|
The Steady (Rose):
|
|
|
|
entrances:
|
|
|
|
Outside The Bold:
|
|
|
|
room: Outside The Bold
|
|
|
|
door: Steady Entrance
|
|
|
|
The Steady (Lilac):
|
|
|
|
room: The Steady
|
|
|
|
door: Reveal
|
|
|
|
The Steady (Ruby):
|
|
|
|
door: Forward Exit
|
|
|
|
The Steady (Carnation):
|
|
|
|
door: Right Exit
|
|
|
|
panels:
|
|
|
|
SOAR:
|
|
|
|
id: Rock Room/Panel_soar_rose
|
|
|
|
colors: black
|
|
|
|
tag: topblack
|
|
|
|
doors:
|
|
|
|
Forward Exit:
|
|
|
|
event: True
|
|
|
|
panels:
|
|
|
|
- SOAR
|
|
|
|
Right Exit:
|
|
|
|
event: True
|
|
|
|
panels:
|
|
|
|
- room: The Steady (Lilac)
|
|
|
|
panel: LIE LACK
|
|
|
|
The Steady (Ruby):
|
|
|
|
entrances:
|
|
|
|
The Steady (Rose):
|
|
|
|
room: The Steady (Rose)
|
|
|
|
door: Forward Exit
|
|
|
|
The Steady (Amethyst):
|
|
|
|
room: The Steady
|
|
|
|
door: Reveal
|
|
|
|
The Steady (Cherry):
|
|
|
|
door: Forward Exit
|
|
|
|
The Steady (Amber):
|
|
|
|
door: Right Exit
|
|
|
|
panels:
|
|
|
|
BURY:
|
|
|
|
id: Rock Room/Panel_bury_ruby
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
doors:
|
|
|
|
Forward Exit:
|
|
|
|
event: True
|
|
|
|
panels:
|
|
|
|
- room: The Steady (Lime)
|
|
|
|
panel: LIMELIGHT
|
|
|
|
Right Exit:
|
|
|
|
event: True
|
|
|
|
panels:
|
|
|
|
- room: The Steady (Carnation)
|
|
|
|
panel: INCARNATION
|
|
|
|
The Steady (Carnation):
|
|
|
|
entrances:
|
|
|
|
The Steady (Rose):
|
|
|
|
room: The Steady (Rose)
|
|
|
|
door: Right Exit
|
|
|
|
Outside The Bold:
|
|
|
|
room: The Steady
|
|
|
|
door: Reveal
|
|
|
|
The Steady (Amber):
|
|
|
|
room: The Steady
|
|
|
|
door: Reveal
|
|
|
|
The Steady (Sunflower):
|
|
|
|
door: Right Exit
|
|
|
|
panels:
|
|
|
|
INCARNATION:
|
|
|
|
id: Rock Room/Panel_incarnation_carnation
|
|
|
|
colors: red
|
|
|
|
tag: midred
|
|
|
|
doors:
|
|
|
|
Right Exit:
|
|
|
|
event: True
|
|
|
|
panels:
|
|
|
|
- room: The Steady (Amethyst)
|
|
|
|
panel: PACIFIST
|
|
|
|
The Steady (Sunflower):
|
|
|
|
entrances:
|
|
|
|
The Steady (Carnation):
|
|
|
|
room: The Steady (Carnation)
|
|
|
|
door: Right Exit
|
|
|
|
The Steady (Topaz):
|
|
|
|
room: The Steady (Topaz)
|
|
|
|
door: Back Exit
|
|
|
|
panels:
|
|
|
|
SUN:
|
|
|
|
id: Rock Room/Panel_sun_sunflower
|
|
|
|
colors: blue
|
|
|
|
tag: midblue
|
|
|
|
doors:
|
|
|
|
Back Exit:
|
|
|
|
event: True
|
|
|
|
panels:
|
|
|
|
- SUN
|
|
|
|
The Steady (Plum):
|
|
|
|
entrances:
|
|
|
|
The Steady (Amethyst):
|
|
|
|
room: The Steady
|
|
|
|
door: Reveal
|
|
|
|
The Steady (Blueberry):
|
|
|
|
room: The Steady
|
|
|
|
door: Reveal
|
|
|
|
The Steady (Cherry):
|
|
|
|
room: The Steady (Cherry)
|
|
|
|
door: Left Exit
|
|
|
|
panels:
|
|
|
|
LUMP:
|
|
|
|
id: Rock Room/Panel_lump_plum
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
The Steady (Lime):
|
|
|
|
entrances:
|
|
|
|
The Steady (Sunflower): True
|
|
|
|
The Steady (Emerald):
|
|
|
|
room: The Steady
|
|
|
|
door: Reveal
|
|
|
|
The Steady (Blueberry):
|
|
|
|
door: Right Exit
|
|
|
|
panels:
|
|
|
|
LIMELIGHT:
|
|
|
|
id: Rock Room/Panel_limelight_lime
|
|
|
|
colors: red
|
|
|
|
tag: midred
|
|
|
|
doors:
|
|
|
|
Right Exit:
|
|
|
|
event: True
|
|
|
|
panels:
|
|
|
|
- room: The Steady (Amber)
|
|
|
|
panel: ANTECHAMBER
|
|
|
|
paintings:
|
|
|
|
- id: pencil_painting5
|
|
|
|
orientation: south
|
|
|
|
The Steady (Lemon):
|
|
|
|
entrances:
|
|
|
|
The Steady (Emerald): True
|
|
|
|
The Steady (Orange):
|
|
|
|
room: The Steady
|
|
|
|
door: Reveal
|
|
|
|
The Steady (Topaz):
|
|
|
|
door: Back Exit
|
|
|
|
panels:
|
|
|
|
MELON:
|
|
|
|
id: Rock Room/Panel_melon_lemon
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
doors:
|
|
|
|
Back Exit:
|
|
|
|
event: True
|
|
|
|
panels:
|
|
|
|
- MELON
|
|
|
|
paintings:
|
|
|
|
- id: pencil_painting4
|
|
|
|
orientation: south
|
|
|
|
The Steady (Topaz):
|
|
|
|
entrances:
|
|
|
|
The Steady (Lemon):
|
|
|
|
room: The Steady (Lemon)
|
|
|
|
door: Back Exit
|
|
|
|
The Steady (Amber):
|
|
|
|
room: The Steady
|
|
|
|
door: Reveal
|
|
|
|
The Steady (Sunflower):
|
|
|
|
door: Back Exit
|
|
|
|
panels:
|
|
|
|
TOP:
|
|
|
|
id: Rock Room/Panel_top_topaz
|
|
|
|
colors: blue
|
|
|
|
tag: midblue
|
|
|
|
MASTERY:
|
|
|
|
id: Master Room/Panel_mastery_mastery2
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Orange Tower Seventh Floor
|
|
|
|
door: Mastery
|
|
|
|
doors:
|
|
|
|
Back Exit:
|
|
|
|
event: True
|
|
|
|
panels:
|
|
|
|
- TOP
|
|
|
|
The Steady (Orange):
|
|
|
|
entrances:
|
|
|
|
The Steady (Cherry):
|
|
|
|
room: The Steady
|
|
|
|
door: Reveal
|
|
|
|
The Steady (Lemon):
|
|
|
|
room: The Steady
|
|
|
|
door: Reveal
|
|
|
|
The Steady (Amber):
|
|
|
|
room: The Steady (Amber)
|
|
|
|
door: Forward Exit
|
|
|
|
panels:
|
|
|
|
BLUE:
|
|
|
|
id: Rock Room/Panel_blue_orange
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
The Steady (Sapphire):
|
|
|
|
entrances:
|
|
|
|
The Steady (Emerald):
|
|
|
|
door: Left Exit
|
|
|
|
The Steady (Blueberry):
|
|
|
|
room: The Steady
|
|
|
|
door: Reveal
|
|
|
|
The Steady (Amethyst):
|
|
|
|
room: The Steady (Amethyst)
|
|
|
|
door: Left Exit
|
|
|
|
panels:
|
|
|
|
SAP:
|
|
|
|
id: Rock Room/Panel_sap_sapphire
|
|
|
|
colors: blue
|
|
|
|
tag: midblue
|
|
|
|
doors:
|
|
|
|
Left Exit:
|
|
|
|
event: True
|
|
|
|
panels:
|
|
|
|
- room: The Steady (Plum)
|
|
|
|
panel: LUMP
|
|
|
|
- room: The Steady (Orange)
|
|
|
|
panel: BLUE
|
|
|
|
The Steady (Blueberry):
|
|
|
|
entrances:
|
|
|
|
The Steady (Lime):
|
|
|
|
room: The Steady (Lime)
|
|
|
|
door: Right Exit
|
|
|
|
The Steady (Sapphire):
|
|
|
|
room: The Steady
|
|
|
|
door: Reveal
|
|
|
|
The Steady (Plum):
|
|
|
|
room: The Steady
|
|
|
|
door: Reveal
|
|
|
|
panels:
|
|
|
|
BLUE:
|
|
|
|
id: Rock Room/Panel_blue_blueberry
|
|
|
|
colors: blue
|
|
|
|
tag: midblue
|
|
|
|
The Steady (Amber):
|
|
|
|
entrances:
|
|
|
|
The Steady (Ruby):
|
|
|
|
room: The Steady (Ruby)
|
|
|
|
door: Right Exit
|
|
|
|
The Steady (Carnation):
|
|
|
|
room: The Steady
|
|
|
|
door: Reveal
|
|
|
|
The Steady (Orange):
|
|
|
|
door: Forward Exit
|
|
|
|
The Steady (Topaz):
|
|
|
|
room: The Steady
|
|
|
|
door: Reveal
|
|
|
|
panels:
|
|
|
|
ANTECHAMBER:
|
|
|
|
id: Rock Room/Panel_antechamber_amber
|
|
|
|
colors: red
|
|
|
|
tag: midred
|
|
|
|
doors:
|
|
|
|
Forward Exit:
|
|
|
|
event: True
|
|
|
|
panels:
|
|
|
|
- room: The Steady (Blueberry)
|
|
|
|
panel: BLUE
|
|
|
|
The Steady (Emerald):
|
|
|
|
entrances:
|
|
|
|
The Steady (Sapphire):
|
|
|
|
room: The Steady (Sapphire)
|
|
|
|
door: Left Exit
|
|
|
|
The Steady (Lime):
|
|
|
|
room: The Steady
|
|
|
|
door: Reveal
|
|
|
|
panels:
|
|
|
|
HERALD:
|
|
|
|
id: Rock Room/Panel_herald_emerald
|
|
|
|
colors: purple
|
|
|
|
tag: midpurp
|
|
|
|
The Steady (Amethyst):
|
|
|
|
entrances:
|
|
|
|
The Steady (Lilac):
|
|
|
|
room: The Steady (Lilac)
|
|
|
|
door: Forward Exit
|
|
|
|
The Steady (Sapphire):
|
|
|
|
door: Left Exit
|
|
|
|
The Steady (Plum):
|
|
|
|
room: The Steady
|
|
|
|
door: Reveal
|
|
|
|
The Steady (Ruby):
|
|
|
|
room: The Steady
|
|
|
|
door: Reveal
|
|
|
|
panels:
|
|
|
|
PACIFIST:
|
|
|
|
id: Rock Room/Panel_thistle_amethyst
|
|
|
|
colors: purple
|
|
|
|
tag: toppurp
|
|
|
|
doors:
|
|
|
|
Left Exit:
|
|
|
|
event: True
|
|
|
|
panels:
|
|
|
|
- room: The Steady (Sunflower)
|
|
|
|
panel: SUN
|
|
|
|
The Steady (Lilac):
|
|
|
|
entrances:
|
|
|
|
Outside The Bold:
|
|
|
|
room: Outside The Bold
|
|
|
|
door: Lilac Entrance
|
|
|
|
The Steady (Amethyst):
|
|
|
|
door: Forward Exit
|
|
|
|
The Steady (Rose):
|
|
|
|
room: The Steady
|
|
|
|
door: Reveal
|
|
|
|
panels:
|
|
|
|
LIE LACK:
|
|
|
|
id: Rock Room/Panel_lielack_lilac
|
|
|
|
tag: topwhite
|
|
|
|
doors:
|
|
|
|
Forward Exit:
|
|
|
|
event: True
|
|
|
|
panels:
|
|
|
|
- room: The Steady (Ruby)
|
|
|
|
panel: BURY
|
|
|
|
The Steady (Cherry):
|
|
|
|
entrances:
|
|
|
|
The Steady (Plum):
|
|
|
|
door: Left Exit
|
|
|
|
The Steady (Orange):
|
|
|
|
room: The Steady
|
|
|
|
door: Reveal
|
|
|
|
The Steady (Ruby):
|
|
|
|
room: The Steady (Ruby)
|
|
|
|
door: Forward Exit
|
|
|
|
panels:
|
|
|
|
HAIRY:
|
|
|
|
id: Rock Room/Panel_hairy_cherry
|
|
|
|
colors: blue
|
|
|
|
tag: topblue
|
|
|
|
doors:
|
|
|
|
Left Exit:
|
|
|
|
event: True
|
|
|
|
panels:
|
|
|
|
- room: The Steady (Sapphire)
|
|
|
|
panel: SAP
|
|
|
|
The Steady:
|
|
|
|
entrances:
|
|
|
|
The Steady (Sunflower):
|
|
|
|
room: The Steady (Sunflower)
|
|
|
|
door: Back Exit
|
|
|
|
panels:
|
|
|
|
Achievement:
|
|
|
|
id: Countdown Panels/Panel_steady_steady
|
|
|
|
required_panel:
|
|
|
|
- room: The Steady (Rose)
|
|
|
|
panel: SOAR
|
|
|
|
- room: The Steady (Carnation)
|
|
|
|
panel: INCARNATION
|
|
|
|
- room: The Steady (Sunflower)
|
|
|
|
panel: SUN
|
|
|
|
- room: The Steady (Ruby)
|
|
|
|
panel: BURY
|
|
|
|
- room: The Steady (Plum)
|
|
|
|
panel: LUMP
|
|
|
|
- room: The Steady (Lime)
|
|
|
|
panel: LIMELIGHT
|
|
|
|
- room: The Steady (Lemon)
|
|
|
|
panel: MELON
|
|
|
|
- room: The Steady (Topaz)
|
|
|
|
panel: TOP
|
|
|
|
- room: The Steady (Orange)
|
|
|
|
panel: BLUE
|
|
|
|
- room: The Steady (Sapphire)
|
|
|
|
panel: SAP
|
|
|
|
- room: The Steady (Blueberry)
|
|
|
|
panel: BLUE
|
|
|
|
- room: The Steady (Amber)
|
|
|
|
panel: ANTECHAMBER
|
|
|
|
- room: The Steady (Emerald)
|
|
|
|
panel: HERALD
|
|
|
|
- room: The Steady (Amethyst)
|
|
|
|
panel: PACIFIST
|
|
|
|
- room: The Steady (Lilac)
|
|
|
|
panel: LIE LACK
|
|
|
|
- room: The Steady (Cherry)
|
|
|
|
panel: HAIRY
|
|
|
|
tag: forbid
|
|
|
|
check: True
|
|
|
|
achievement: The Steady
|
|
|
|
doors:
|
|
|
|
Reveal:
|
|
|
|
event: True
|
|
|
|
panels:
|
|
|
|
- Achievement
|
|
|
|
Knight Night (Outer Ring):
|
|
|
|
entrances:
|
|
|
|
Hidden Room:
|
|
|
|
room: Hidden Room
|
|
|
|
door: Knight Night Entrance
|
|
|
|
Knight Night Exit: True
|
|
|
|
panels:
|
|
|
|
NIGHT:
|
|
|
|
id: Appendix Room/Panel_night_knight
|
|
|
|
colors: blue
|
|
|
|
tag: homophone midblue
|
|
|
|
copy_to_sign: sign7
|
|
|
|
KNIGHT:
|
|
|
|
id: Appendix Room/Panel_knight_night
|
|
|
|
colors: red
|
|
|
|
tag: homophone midred
|
|
|
|
copy_to_sign: sign8
|
|
|
|
BEE:
|
|
|
|
id: Appendix Room/Panel_bee_be
|
|
|
|
colors: red
|
|
|
|
tag: homophone midred
|
|
|
|
copy_to_sign: sign9
|
|
|
|
NEW:
|
|
|
|
id: Appendix Room/Panel_new_knew
|
|
|
|
colors: blue
|
|
|
|
tag: homophone midblue
|
|
|
|
copy_to_sign: sign11
|
|
|
|
FORE:
|
|
|
|
id: Appendix Room/Panel_fore_for
|
|
|
|
colors: red
|
|
|
|
tag: homophone midred
|
|
|
|
copy_to_sign: sign10
|
|
|
|
TRUSTED (1):
|
|
|
|
id: Appendix Room/Panel_trusted_trust
|
|
|
|
colors: red
|
|
|
|
tag: midred
|
|
|
|
required_panel:
|
|
|
|
room: Knight Night (Right Lower Segment)
|
|
|
|
panel: BEFORE
|
|
|
|
TRUSTED (2):
|
|
|
|
id: Appendix Room/Panel_trusted_rusted
|
|
|
|
colors: red
|
|
|
|
tag: midred
|
|
|
|
required_panel:
|
|
|
|
room: Knight Night (Right Lower Segment)
|
|
|
|
panel: BEFORE
|
|
|
|
ENCRUSTED:
|
|
|
|
id: Appendix Room/Panel_encrusted_rust
|
|
|
|
colors: red
|
|
|
|
tag: midred
|
|
|
|
required_panel:
|
|
|
|
- panel: TRUSTED (1)
|
|
|
|
- panel: TRUSTED (2)
|
|
|
|
ADJUST (1):
|
|
|
|
id: Appendix Room/Panel_adjust_readjust
|
|
|
|
colors: blue
|
|
|
|
tag: midblue and phone
|
|
|
|
required_panel:
|
|
|
|
room: Knight Night (Right Lower Segment)
|
|
|
|
panel: BE
|
|
|
|
ADJUST (2):
|
|
|
|
id: Appendix Room/Panel_adjust_adjusted
|
|
|
|
colors: blue
|
|
|
|
tag: midblue and phone
|
|
|
|
required_panel:
|
|
|
|
room: Knight Night (Right Lower Segment)
|
|
|
|
panel: BE
|
|
|
|
RIGHT:
|
|
|
|
id: Appendix Room/Panel_right_right
|
|
|
|
tag: midwhite
|
|
|
|
required_panel:
|
|
|
|
room: Knight Night (Right Lower Segment)
|
|
|
|
panel: ADJUST
|
|
|
|
TRUST:
|
|
|
|
id: Appendix Room/Panel_trust_crust
|
|
|
|
colors:
|
|
|
|
- red
|
|
|
|
- blue
|
|
|
|
tag: mid red blue
|
|
|
|
required_panel:
|
|
|
|
- room: Knight Night (Right Lower Segment)
|
|
|
|
panel: ADJUST
|
|
|
|
- room: Knight Night (Right Lower Segment)
|
|
|
|
panel: LEFT
|
|
|
|
doors:
|
|
|
|
Fore Door:
|
|
|
|
event: True
|
|
|
|
panels:
|
|
|
|
- FORE
|
|
|
|
New Door:
|
|
|
|
event: True
|
|
|
|
panels:
|
|
|
|
- NEW
|
|
|
|
To End:
|
|
|
|
event: True
|
|
|
|
panels:
|
|
|
|
- RIGHT
|
|
|
|
- room: Knight Night (Right Lower Segment)
|
|
|
|
panel: LEFT
|
|
|
|
Knight Night (Right Upper Segment):
|
|
|
|
entrances:
|
|
|
|
Knight Night Exit: True
|
|
|
|
Knight Night (Outer Ring):
|
|
|
|
room: Knight Night (Outer Ring)
|
|
|
|
door: Fore Door
|
|
|
|
Knight Night (Right Lower Segment):
|
|
|
|
door: Segment Door
|
|
|
|
panels:
|
|
|
|
RUST (1):
|
|
|
|
id: Appendix Room/Panel_rust_trust
|
|
|
|
colors: blue
|
|
|
|
tag: midblue
|
|
|
|
required_panel:
|
|
|
|
room: Knight Night (Outer Ring)
|
|
|
|
panel: BEE
|
|
|
|
RUST (2):
|
|
|
|
id: Appendix Room/Panel_rust_crust
|
|
|
|
colors: blue
|
|
|
|
tag: midblue
|
|
|
|
required_panel:
|
|
|
|
room: Knight Night (Outer Ring)
|
|
|
|
panel: BEE
|
|
|
|
doors:
|
|
|
|
Segment Door:
|
|
|
|
event: True
|
|
|
|
panels:
|
|
|
|
- RUST (2)
|
|
|
|
- room: Knight Night (Right Lower Segment)
|
|
|
|
panel: BEFORE
|
|
|
|
Knight Night (Right Lower Segment):
|
|
|
|
entrances:
|
|
|
|
Knight Night Exit: True
|
|
|
|
Knight Night (Right Upper Segment):
|
|
|
|
room: Knight Night (Right Upper Segment)
|
|
|
|
door: Segment Door
|
|
|
|
Knight Night (Outer Ring):
|
|
|
|
room: Knight Night (Outer Ring)
|
|
|
|
door: New Door
|
|
|
|
panels:
|
|
|
|
ADJUST:
|
|
|
|
id: Appendix Room/Panel_adjust_readjusted
|
|
|
|
colors: blue
|
|
|
|
tag: midblue
|
|
|
|
required_panel:
|
|
|
|
- room: Knight Night (Outer Ring)
|
|
|
|
panel: ADJUST (1)
|
|
|
|
- room: Knight Night (Outer Ring)
|
|
|
|
panel: ADJUST (2)
|
|
|
|
BEFORE:
|
|
|
|
id: Appendix Room/Panel_before_fore
|
|
|
|
colors: red
|
|
|
|
tag: midred and phone
|
|
|
|
required_panel:
|
|
|
|
room: Knight Night (Right Upper Segment)
|
|
|
|
panel: RUST (1)
|
|
|
|
BE:
|
|
|
|
id: Appendix Room/Panel_be_before
|
|
|
|
colors: blue
|
|
|
|
tag: midblue and phone
|
|
|
|
required_panel:
|
|
|
|
room: Knight Night (Right Upper Segment)
|
|
|
|
panel: RUST (1)
|
|
|
|
LEFT:
|
|
|
|
id: Appendix Room/Panel_left_left
|
|
|
|
tag: midwhite
|
|
|
|
required_panel:
|
|
|
|
room: Knight Night (Outer Ring)
|
|
|
|
panel: ENCRUSTED
|
|
|
|
TRUST:
|
|
|
|
id: Appendix Room/Panel_trust_crust_2
|
|
|
|
colors: purple
|
|
|
|
tag: midpurp
|
|
|
|
required_panel:
|
|
|
|
- room: Knight Night (Outer Ring)
|
|
|
|
panel: ENCRUSTED
|
|
|
|
- room: Knight Night (Outer Ring)
|
|
|
|
panel: RIGHT
|
|
|
|
Knight Night (Final):
|
|
|
|
entrances:
|
|
|
|
Knight Night Exit: True
|
|
|
|
Knight Night (Outer Ring):
|
|
|
|
room: Knight Night (Outer Ring)
|
|
|
|
door: To End
|
|
|
|
Knight Night (Right Upper Segment):
|
|
|
|
room: Knight Night (Outer Ring)
|
|
|
|
door: To End
|
|
|
|
panels:
|
|
|
|
TRUSTED:
|
|
|
|
id: Appendix Room/Panel_trusted_readjusted
|
|
|
|
colors: purple
|
|
|
|
tag: midpurp
|
|
|
|
doors:
|
|
|
|
Exit:
|
|
|
|
id:
|
|
|
|
- Appendix Room Area Doors/Door_trusted_readjusted
|
|
|
|
- Appendix Room Area Doors/Door_trusted_readjusted2
|
|
|
|
- Appendix Room Area Doors/Door_trusted_readjusted3
|
|
|
|
- Appendix Room Area Doors/Door_trusted_readjusted4
|
|
|
|
- Appendix Room Area Doors/Door_trusted_readjusted5
|
|
|
|
- Appendix Room Area Doors/Door_trusted_readjusted6
|
|
|
|
- Appendix Room Area Doors/Door_trusted_readjusted7
|
|
|
|
- Appendix Room Area Doors/Door_trusted_readjusted8
|
|
|
|
- Appendix Room Area Doors/Door_trusted_readjusted9
|
|
|
|
- Appendix Room Area Doors/Door_trusted_readjusted10
|
|
|
|
- Appendix Room Area Doors/Door_trusted_readjusted11
|
|
|
|
- Appendix Room Area Doors/Door_trusted_readjusted12
|
|
|
|
- Appendix Room Area Doors/Door_trusted_readjusted13
|
|
|
|
include_reduce: True
|
|
|
|
location_name: Knight Night Room - TRUSTED
|
|
|
|
item_name: Knight Night Room - Exit
|
|
|
|
panels:
|
|
|
|
- TRUSTED
|
|
|
|
Knight Night Exit:
|
|
|
|
entrances:
|
|
|
|
Knight Night (Outer Ring):
|
|
|
|
room: Knight Night (Final)
|
|
|
|
door: Exit
|
|
|
|
Orange Tower Third Floor:
|
|
|
|
room: Knight Night (Final)
|
|
|
|
door: Exit
|
|
|
|
Outside The Initiated:
|
|
|
|
room: Knight Night (Final)
|
|
|
|
door: Exit
|
|
|
|
panels:
|
|
|
|
SEVEN (1):
|
|
|
|
id: Backside Room/Panel_seven_seven_7
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
- room: Number Hunt
|
|
|
|
door: Sevens
|
|
|
|
SEVEN (2):
|
|
|
|
id: Backside Room/Panel_seven_seven_3
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
- room: Number Hunt
|
|
|
|
door: Sevens
|
|
|
|
SEVEN (3):
|
|
|
|
id: Backside Room/Panel_seven_seven_4
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
- room: Number Hunt
|
|
|
|
door: Sevens
|
|
|
|
DEAD END:
|
|
|
|
id: Appendix Room/Panel_deadend_deadend
|
|
|
|
tag: midwhite
|
|
|
|
WARNER:
|
|
|
|
id: Appendix Room/Panel_warner_corner
|
|
|
|
colors: purple
|
|
|
|
tag: toppurp
|
|
|
|
The Artistic (Smiley):
|
|
|
|
entrances:
|
|
|
|
Dead End Area:
|
|
|
|
painting: True
|
|
|
|
Crossroads:
|
|
|
|
painting: True
|
|
|
|
Hot Crusts Area:
|
|
|
|
painting: True
|
|
|
|
Outside The Initiated:
|
|
|
|
painting: True
|
|
|
|
Directional Gallery:
|
|
|
|
painting: True
|
|
|
|
Number Hunt:
|
|
|
|
room: Number Hunt
|
|
|
|
door: Eights
|
|
|
|
painting: True
|
|
|
|
Art Gallery:
|
|
|
|
painting: True
|
|
|
|
The Eyes They See:
|
|
|
|
painting: True
|
|
|
|
The Artistic (Panda):
|
|
|
|
door: Door to Panda
|
|
|
|
The Artistic (Apple):
|
|
|
|
room: The Artistic (Apple)
|
|
|
|
door: Door to Smiley
|
|
|
|
Elements Area:
|
|
|
|
room: Hallway Room (4)
|
|
|
|
door: Exit
|
|
|
|
panels:
|
|
|
|
Achievement:
|
|
|
|
id: Countdown Panels/Panel_artistic_artistic
|
|
|
|
colors:
|
|
|
|
- red
|
|
|
|
- black
|
|
|
|
- yellow
|
|
|
|
- blue
|
|
|
|
tag: forbid
|
|
|
|
required_room:
|
|
|
|
- The Artistic (Panda)
|
|
|
|
- The Artistic (Apple)
|
|
|
|
- The Artistic (Lattice)
|
|
|
|
check: True
|
|
|
|
achievement: The Artistic
|
|
|
|
FINE:
|
|
|
|
id: Ceiling Room/Panel_yellow_top_5
|
|
|
|
colors:
|
|
|
|
- yellow
|
|
|
|
- blue
|
|
|
|
tag: yellow top blue bot
|
|
|
|
subtag: top
|
|
|
|
link: yxu KNIFE
|
|
|
|
BLADE:
|
|
|
|
id: Ceiling Room/Panel_blue_bot_5
|
|
|
|
colors:
|
|
|
|
- blue
|
|
|
|
- yellow
|
|
|
|
tag: yellow top blue bot
|
|
|
|
subtag: bot
|
|
|
|
link: yxu KNIFE
|
|
|
|
RED:
|
|
|
|
id: Ceiling Room/Panel_blue_top_6
|
|
|
|
colors:
|
|
|
|
- blue
|
|
|
|
- yellow
|
|
|
|
tag: blue top yellow mid
|
|
|
|
subtag: top
|
|
|
|
link: uyx BREAD
|
|
|
|
BEARD:
|
|
|
|
id: Ceiling Room/Panel_yellow_mid_6
|
|
|
|
colors:
|
|
|
|
- yellow
|
|
|
|
- blue
|
|
|
|
tag: blue top yellow mid
|
|
|
|
subtag: mid
|
|
|
|
link: uyx BREAD
|
|
|
|
ICE:
|
|
|
|
id: Ceiling Room/Panel_blue_mid_7
|
|
|
|
colors:
|
|
|
|
- blue
|
|
|
|
- yellow
|
|
|
|
tag: blue mid yellow bot
|
|
|
|
subtag: mid
|
|
|
|
link: xuy SPICE
|
|
|
|
ROOT:
|
|
|
|
id: Ceiling Room/Panel_yellow_bot_7
|
|
|
|
colors:
|
|
|
|
- yellow
|
|
|
|
- blue
|
|
|
|
tag: blue mid yellow bot
|
|
|
|
subtag: bot
|
|
|
|
link: xuy SPICE
|
|
|
|
doors:
|
|
|
|
Door to Panda:
|
|
|
|
id:
|
|
|
|
- Ceiling Room Doors/Door_blue
|
|
|
|
- Ceiling Room Doors/Door_blue2
|
|
|
|
location_name: The Artistic - Smiley and Panda
|
|
|
|
group: Artistic Doors
|
|
|
|
panels:
|
|
|
|
- FINE
|
|
|
|
- BLADE
|
|
|
|
- RED
|
|
|
|
- BEARD
|
|
|
|
- ICE
|
|
|
|
- ROOT
|
|
|
|
- room: The Artistic (Panda)
|
|
|
|
panel: EYE (Top)
|
|
|
|
- room: The Artistic (Panda)
|
|
|
|
panel: EYE (Bottom)
|
|
|
|
- room: The Artistic (Panda)
|
|
|
|
panel: LADYLIKE
|
|
|
|
- room: The Artistic (Panda)
|
|
|
|
panel: WATER
|
|
|
|
- room: The Artistic (Panda)
|
|
|
|
panel: OURS
|
|
|
|
- room: The Artistic (Panda)
|
|
|
|
panel: DAYS
|
|
|
|
- room: The Artistic (Panda)
|
|
|
|
panel: NIGHTTIME
|
|
|
|
- room: The Artistic (Panda)
|
|
|
|
panel: NIGHT
|
|
|
|
paintings:
|
|
|
|
- id: smile_painting_9
|
|
|
|
orientation: north
|
|
|
|
exit_only: True
|
|
|
|
The Artistic (Panda):
|
|
|
|
entrances:
|
|
|
|
Orange Tower Sixth Floor:
|
|
|
|
painting: True
|
|
|
|
Outside The Agreeable:
|
|
|
|
painting: True
|
|
|
|
The Artistic (Smiley):
|
|
|
|
room: The Artistic (Smiley)
|
|
|
|
door: Door to Panda
|
|
|
|
The Artistic (Lattice):
|
|
|
|
door: Door to Lattice
|
|
|
|
panels:
|
|
|
|
EYE (Top):
|
|
|
|
id: Ceiling Room/Panel_blue_top_1
|
|
|
|
colors:
|
|
|
|
- blue
|
|
|
|
- red
|
|
|
|
tag: blue top red bot
|
|
|
|
subtag: top
|
|
|
|
link: uxr IRIS
|
|
|
|
EYE (Bottom):
|
|
|
|
id: Ceiling Room/Panel_red_bot_1
|
|
|
|
colors:
|
|
|
|
- red
|
|
|
|
- blue
|
|
|
|
tag: blue top red bot
|
|
|
|
subtag: bot
|
|
|
|
link: uxr IRIS
|
|
|
|
LADYLIKE:
|
|
|
|
id: Ceiling Room/Panel_red_mid_2
|
|
|
|
colors:
|
|
|
|
- red
|
|
|
|
- blue
|
|
|
|
tag: red mid blue bot
|
|
|
|
subtag: mid
|
|
|
|
link: xru LAKE
|
|
|
|
WATER:
|
|
|
|
id: Ceiling Room/Panel_blue_bot_2
|
|
|
|
colors:
|
|
|
|
- blue
|
|
|
|
- red
|
|
|
|
tag: red mid blue bot
|
|
|
|
subtag: bot
|
|
|
|
link: xru LAKE
|
|
|
|
OURS:
|
|
|
|
id: Ceiling Room/Panel_blue_mid_3
|
|
|
|
colors:
|
|
|
|
- blue
|
|
|
|
- red
|
|
|
|
tag: blue mid red bot
|
|
|
|
subtag: mid
|
|
|
|
link: xur HOURS
|
|
|
|
DAYS:
|
|
|
|
id: Ceiling Room/Panel_red_bot_3
|
|
|
|
colors:
|
|
|
|
- red
|
|
|
|
- blue
|
|
|
|
tag: blue mid red bot
|
|
|
|
subtag: bot
|
|
|
|
link: xur HOURS
|
|
|
|
NIGHTTIME:
|
|
|
|
id: Ceiling Room/Panel_red_top_4
|
|
|
|
colors:
|
|
|
|
- red
|
|
|
|
- blue
|
|
|
|
tag: red top mid blue
|
|
|
|
subtag: top
|
|
|
|
link: rux KNIGHT
|
|
|
|
NIGHT:
|
|
|
|
id: Ceiling Room/Panel_blue_mid_4
|
|
|
|
colors:
|
|
|
|
- blue
|
|
|
|
- red
|
|
|
|
tag: red top mid blue
|
|
|
|
subtag: mid
|
|
|
|
link: rux KNIGHT
|
|
|
|
doors:
|
|
|
|
Door to Lattice:
|
|
|
|
id:
|
|
|
|
- Ceiling Room Doors/Door_red
|
|
|
|
- Ceiling Room Doors/Door_red2
|
|
|
|
location_name: The Artistic - Panda and Lattice
|
|
|
|
group: Artistic Doors
|
|
|
|
panels:
|
|
|
|
- EYE (Top)
|
|
|
|
- EYE (Bottom)
|
|
|
|
- LADYLIKE
|
|
|
|
- WATER
|
|
|
|
- OURS
|
|
|
|
- DAYS
|
|
|
|
- NIGHTTIME
|
|
|
|
- NIGHT
|
|
|
|
- room: The Artistic (Lattice)
|
|
|
|
panel: POSH
|
|
|
|
- room: The Artistic (Lattice)
|
|
|
|
panel: MALL
|
|
|
|
- room: The Artistic (Lattice)
|
|
|
|
panel: DEICIDE
|
|
|
|
- room: The Artistic (Lattice)
|
|
|
|
panel: WAVER
|
|
|
|
- room: The Artistic (Lattice)
|
|
|
|
panel: REPAID
|
|
|
|
- room: The Artistic (Lattice)
|
|
|
|
panel: BABY
|
|
|
|
- room: The Artistic (Lattice)
|
|
|
|
panel: LOBE
|
|
|
|
- room: The Artistic (Lattice)
|
|
|
|
panel: BOWELS
|
|
|
|
paintings:
|
|
|
|
- id: panda_painting_3
|
|
|
|
exit_only: True
|
|
|
|
orientation: south
|
|
|
|
required_when_no_doors: True
|
|
|
|
The Artistic (Lattice):
|
|
|
|
entrances:
|
|
|
|
Directional Gallery:
|
|
|
|
painting: True
|
|
|
|
The Artistic (Panda):
|
|
|
|
room: The Artistic (Panda)
|
|
|
|
door: Door to Lattice
|
|
|
|
The Artistic (Apple):
|
|
|
|
door: Door to Apple
|
|
|
|
panels:
|
|
|
|
POSH:
|
|
|
|
id: Ceiling Room/Panel_black_top_12
|
|
|
|
colors:
|
|
|
|
- black
|
|
|
|
- red
|
|
|
|
tag: black top red bot
|
|
|
|
subtag: top
|
|
|
|
link: bxr SHOP
|
|
|
|
MALL:
|
|
|
|
id: Ceiling Room/Panel_red_bot_12
|
|
|
|
colors:
|
|
|
|
- red
|
|
|
|
- black
|
|
|
|
tag: black top red bot
|
|
|
|
subtag: bot
|
|
|
|
link: bxr SHOP
|
|
|
|
DEICIDE:
|
|
|
|
id: Ceiling Room/Panel_red_top_13
|
|
|
|
colors:
|
|
|
|
- red
|
|
|
|
- black
|
|
|
|
tag: red top black bot
|
|
|
|
subtag: top
|
|
|
|
link: rxb DECIDE
|
|
|
|
WAVER:
|
|
|
|
id: Ceiling Room/Panel_black_bot_13
|
|
|
|
colors:
|
|
|
|
- black
|
|
|
|
- red
|
|
|
|
tag: red top black bot
|
|
|
|
subtag: bot
|
|
|
|
link: rxb DECIDE
|
|
|
|
REPAID:
|
|
|
|
id: Ceiling Room/Panel_black_mid_14
|
|
|
|
colors:
|
|
|
|
- black
|
|
|
|
- red
|
|
|
|
tag: black mid red bot
|
|
|
|
subtag: mid
|
|
|
|
link: xbr DIAPER
|
|
|
|
BABY:
|
|
|
|
id: Ceiling Room/Panel_red_bot_14
|
|
|
|
colors:
|
|
|
|
- red
|
|
|
|
- black
|
|
|
|
tag: black mid red bot
|
|
|
|
subtag: bot
|
|
|
|
link: xbr DIAPER
|
|
|
|
LOBE:
|
|
|
|
id: Ceiling Room/Panel_black_top_15
|
|
|
|
colors:
|
|
|
|
- black
|
|
|
|
- red
|
|
|
|
tag: black top red mid
|
|
|
|
subtag: top
|
|
|
|
link: brx BOWL
|
|
|
|
BOWELS:
|
|
|
|
id: Ceiling Room/Panel_red_mid_15
|
|
|
|
colors:
|
|
|
|
- red
|
|
|
|
- black
|
|
|
|
tag: black top red mid
|
|
|
|
subtag: mid
|
|
|
|
link: brx BOWL
|
|
|
|
doors:
|
|
|
|
Door to Apple:
|
|
|
|
id:
|
|
|
|
- Ceiling Room Doors/Door_black
|
|
|
|
- Ceiling Room Doors/Door_black2
|
|
|
|
location_name: The Artistic - Lattice and Apple
|
|
|
|
group: Artistic Doors
|
|
|
|
panels:
|
|
|
|
- POSH
|
|
|
|
- MALL
|
|
|
|
- DEICIDE
|
|
|
|
- WAVER
|
|
|
|
- REPAID
|
|
|
|
- BABY
|
|
|
|
- LOBE
|
|
|
|
- BOWELS
|
|
|
|
- room: The Artistic (Apple)
|
|
|
|
panel: SPRIG
|
|
|
|
- room: The Artistic (Apple)
|
|
|
|
panel: RELEASES
|
|
|
|
- room: The Artistic (Apple)
|
|
|
|
panel: MUCH
|
|
|
|
- room: The Artistic (Apple)
|
|
|
|
panel: FISH
|
|
|
|
- room: The Artistic (Apple)
|
|
|
|
panel: MASK
|
|
|
|
- room: The Artistic (Apple)
|
|
|
|
panel: HILL
|
|
|
|
- room: The Artistic (Apple)
|
|
|
|
panel: TINE
|
|
|
|
- room: The Artistic (Apple)
|
|
|
|
panel: THING
|
|
|
|
paintings:
|
|
|
|
- id: boxes_painting2
|
|
|
|
orientation: south
|
|
|
|
exit_only: True
|
|
|
|
required_when_no_doors: True
|
|
|
|
The Artistic (Apple):
|
|
|
|
entrances:
|
|
|
|
Orange Tower Sixth Floor:
|
|
|
|
painting: True
|
|
|
|
Directional Gallery:
|
|
|
|
painting: True
|
|
|
|
The Artistic (Lattice):
|
|
|
|
room: The Artistic (Lattice)
|
|
|
|
door: Door to Apple
|
|
|
|
The Artistic (Smiley):
|
|
|
|
door: Door to Smiley
|
|
|
|
panels:
|
|
|
|
SPRIG:
|
|
|
|
id: Ceiling Room/Panel_yellow_mid_8
|
|
|
|
colors:
|
|
|
|
- yellow
|
|
|
|
- black
|
|
|
|
tag: yellow mid black bot
|
|
|
|
subtag: mid
|
|
|
|
link: xyb GRIPS
|
|
|
|
RELEASES:
|
|
|
|
id: Ceiling Room/Panel_black_bot_8
|
|
|
|
colors:
|
|
|
|
- black
|
|
|
|
- yellow
|
|
|
|
tag: yellow mid black bot
|
|
|
|
subtag: bot
|
|
|
|
link: xyb GRIPS
|
|
|
|
MUCH:
|
|
|
|
id: Ceiling Room/Panel_black_top_9
|
|
|
|
colors:
|
|
|
|
- black
|
|
|
|
- yellow
|
|
|
|
tag: black top yellow bot
|
|
|
|
subtag: top
|
|
|
|
link: bxy CHUM
|
|
|
|
FISH:
|
|
|
|
id: Ceiling Room/Panel_yellow_bot_9
|
|
|
|
colors:
|
|
|
|
- yellow
|
|
|
|
- black
|
|
|
|
tag: black top yellow bot
|
|
|
|
subtag: bot
|
|
|
|
link: bxy CHUM
|
|
|
|
MASK:
|
|
|
|
id: Ceiling Room/Panel_yellow_top_10
|
|
|
|
colors:
|
|
|
|
- yellow
|
|
|
|
- black
|
|
|
|
tag: yellow top black bot
|
|
|
|
subtag: top
|
|
|
|
link: yxb CHASM
|
|
|
|
HILL:
|
|
|
|
id: Ceiling Room/Panel_black_bot_10
|
|
|
|
colors:
|
|
|
|
- black
|
|
|
|
- yellow
|
|
|
|
tag: yellow top black bot
|
|
|
|
subtag: bot
|
|
|
|
link: yxb CHASM
|
|
|
|
TINE:
|
|
|
|
id: Ceiling Room/Panel_black_top_11
|
|
|
|
colors:
|
|
|
|
- black
|
|
|
|
- yellow
|
|
|
|
tag: black top yellow mid
|
|
|
|
subtag: top
|
|
|
|
link: byx NIGHT
|
|
|
|
THING:
|
|
|
|
id: Ceiling Room/Panel_yellow_mid_11
|
|
|
|
colors:
|
|
|
|
- yellow
|
|
|
|
- black
|
|
|
|
tag: black top yellow mid
|
|
|
|
subtag: mid
|
|
|
|
link: byx NIGHT
|
|
|
|
doors:
|
|
|
|
Door to Smiley:
|
|
|
|
id:
|
|
|
|
- Ceiling Room Doors/Door_yellow
|
|
|
|
- Ceiling Room Doors/Door_yellow2
|
|
|
|
location_name: The Artistic - Apple and Smiley
|
|
|
|
group: Artistic Doors
|
|
|
|
panels:
|
|
|
|
- SPRIG
|
|
|
|
- RELEASES
|
|
|
|
- MUCH
|
|
|
|
- FISH
|
|
|
|
- MASK
|
|
|
|
- HILL
|
|
|
|
- TINE
|
|
|
|
- THING
|
|
|
|
- room: The Artistic (Smiley)
|
|
|
|
panel: FINE
|
|
|
|
- room: The Artistic (Smiley)
|
|
|
|
panel: BLADE
|
|
|
|
- room: The Artistic (Smiley)
|
|
|
|
panel: RED
|
|
|
|
- room: The Artistic (Smiley)
|
|
|
|
panel: BEARD
|
|
|
|
- room: The Artistic (Smiley)
|
|
|
|
panel: ICE
|
|
|
|
- room: The Artistic (Smiley)
|
|
|
|
panel: ROOT
|
|
|
|
paintings:
|
|
|
|
- id: cherry_painting3
|
|
|
|
orientation: north
|
|
|
|
exit_only: True
|
|
|
|
required_when_no_doors: True
|
|
|
|
The Artistic (Hint Room):
|
|
|
|
entrances:
|
|
|
|
The Artistic (Lattice):
|
|
|
|
room: The Artistic (Lattice)
|
|
|
|
door: Door to Apple
|
|
|
|
panels:
|
|
|
|
THEME:
|
|
|
|
id: Ceiling Room/Panel_answer_1
|
|
|
|
colors: red
|
|
|
|
tag: midred
|
|
|
|
PAINTS:
|
|
|
|
id: Ceiling Room/Panel_answer_2
|
|
|
|
colors: yellow
|
|
|
|
tag: botyellow
|
|
|
|
I:
|
|
|
|
id: Ceiling Room/Panel_answer_3
|
|
|
|
colors: blue
|
|
|
|
tag: midblue
|
|
|
|
KIT:
|
|
|
|
id: Ceiling Room/Panel_answer_4
|
|
|
|
colors: black
|
|
|
|
tag: topblack
|
|
|
|
The Discerning:
|
|
|
|
entrances:
|
|
|
|
Crossroads:
|
|
|
|
room: Crossroads
|
|
|
|
door: Discerning Entrance
|
|
|
|
panels:
|
|
|
|
Achievement:
|
|
|
|
id: Countdown Panels/Panel_discerning_scramble
|
|
|
|
colors: yellow
|
|
|
|
tag: forbid
|
|
|
|
check: True
|
|
|
|
achievement: The Discerning
|
|
|
|
HITS:
|
|
|
|
id: Sun Room/Panel_hits_this
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
WARRED:
|
|
|
|
id: Sun Room/Panel_warred_drawer
|
|
|
|
colors: yellow
|
|
|
|
tag: double midyellow
|
|
|
|
subtag: left
|
|
|
|
link: ana DRAWER
|
|
|
|
REDRAW:
|
|
|
|
id: Sun Room/Panel_redraw_drawer
|
|
|
|
colors: yellow
|
|
|
|
tag: double midyellow
|
|
|
|
subtag: right
|
|
|
|
link: ana DRAWER
|
|
|
|
ADDER:
|
|
|
|
id: Sun Room/Panel_adder_dread
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
LAUGHTERS:
|
|
|
|
id: Sun Room/Panel_laughters_slaughter
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
STONE:
|
|
|
|
id: Sun Room/Panel_stone_notes
|
|
|
|
colors: yellow
|
|
|
|
tag: double midyellow
|
|
|
|
subtag: left
|
|
|
|
link: ana NOTES
|
|
|
|
ONSET:
|
|
|
|
id: Sun Room/Panel_onset_notes
|
|
|
|
colors: yellow
|
|
|
|
tag: double midyellow
|
|
|
|
subtag: right
|
|
|
|
link: ana NOTES
|
|
|
|
RAT:
|
|
|
|
id: Sun Room/Panel_rat_art
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
DUSTY:
|
|
|
|
id: Sun Room/Panel_dusty_study
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
ARTS:
|
|
|
|
id: Sun Room/Panel_arts_star
|
|
|
|
colors: yellow
|
|
|
|
tag: double midyellow
|
|
|
|
subtag: left
|
|
|
|
link: ana STAR
|
|
|
|
TSAR:
|
|
|
|
id: Sun Room/Panel_tsar_star
|
|
|
|
colors: yellow
|
|
|
|
tag: double midyellow
|
|
|
|
subtag: right
|
|
|
|
link: ana STAR
|
|
|
|
STATE:
|
|
|
|
id: Sun Room/Panel_state_taste
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
REACT:
|
|
|
|
id: Sun Room/Panel_react_trace
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
DEAR:
|
|
|
|
id: Sun Room/Panel_dear_read
|
|
|
|
colors: yellow
|
|
|
|
tag: double midyellow
|
|
|
|
subtag: left
|
|
|
|
link: ana READ
|
|
|
|
DARE:
|
|
|
|
id: Sun Room/Panel_dare_read
|
|
|
|
colors: yellow
|
|
|
|
tag: double midyellow
|
|
|
|
subtag: right
|
|
|
|
link: ana READ
|
|
|
|
SEAM:
|
|
|
|
id: Sun Room/Panel_seam_same
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
The Eyes They See:
|
|
|
|
entrances:
|
|
|
|
Crossroads:
|
|
|
|
room: Crossroads
|
|
|
|
door: Eye Wall
|
|
|
|
painting: True
|
|
|
|
Wondrous Lobby:
|
|
|
|
door: Exit
|
|
|
|
Directional Gallery: True
|
|
|
|
panels:
|
|
|
|
NEAR:
|
|
|
|
id: Shuffle Room/Panel_near_near
|
|
|
|
tag: midwhite
|
|
|
|
EIGHT:
|
|
|
|
id: Backside Room/Panel_eight_eight_4
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Number Hunt
|
|
|
|
door: Eights
|
|
|
|
doors:
|
|
|
|
Exit:
|
|
|
|
id: Count Up Room Area Doors/Door_near_near
|
|
|
|
group: Crossroads Doors
|
|
|
|
panels:
|
|
|
|
- NEAR
|
|
|
|
paintings:
|
|
|
|
- id: eye_painting_2
|
|
|
|
orientation: west
|
|
|
|
- id: smile_painting_2
|
|
|
|
orientation: north
|
|
|
|
Far Window:
|
|
|
|
entrances:
|
|
|
|
Crossroads:
|
|
|
|
room: Crossroads
|
|
|
|
door: Eye Wall
|
|
|
|
The Eyes They See: True
|
|
|
|
panels:
|
|
|
|
FAR:
|
|
|
|
id: Shuffle Room/Panel_far_far
|
|
|
|
tag: midwhite
|
|
|
|
Wondrous Lobby:
|
|
|
|
entrances:
|
|
|
|
Directional Gallery: True
|
|
|
|
The Eyes They See:
|
|
|
|
room: The Eyes They See
|
|
|
|
door: Exit
|
|
|
|
paintings:
|
|
|
|
- id: arrows_painting_5
|
|
|
|
orientation: east
|
|
|
|
Outside The Wondrous:
|
|
|
|
entrances:
|
|
|
|
Wondrous Lobby: True
|
|
|
|
The Wondrous (Doorknob):
|
|
|
|
door: Wondrous Entrance
|
|
|
|
The Wondrous (Window): True
|
|
|
|
panels:
|
|
|
|
SHRINK:
|
|
|
|
id: Wonderland Room/Panel_shrink_shrink
|
|
|
|
tag: midwhite
|
|
|
|
doors:
|
|
|
|
Wondrous Entrance:
|
|
|
|
id: Red Blue Purple Room Area Doors/Door_wonderland
|
|
|
|
item_name: The Wondrous - Entrance
|
|
|
|
panels:
|
|
|
|
- SHRINK
|
|
|
|
The Wondrous (Doorknob):
|
|
|
|
entrances:
|
|
|
|
Outside The Wondrous:
|
|
|
|
room: Outside The Wondrous
|
|
|
|
door: Wondrous Entrance
|
|
|
|
Starting Room:
|
|
|
|
door: Painting Shortcut
|
|
|
|
painting: True
|
|
|
|
The Wondrous (Chandelier):
|
|
|
|
painting: True
|
|
|
|
The Wondrous (Table): True # There is a way that doesn't use the painting
|
|
|
|
doors:
|
|
|
|
Painting Shortcut:
|
|
|
|
painting_id:
|
|
|
|
- symmetry_painting_a_starter
|
|
|
|
- arrows_painting2
|
|
|
|
skip_location: True
|
|
|
|
item_name: Starting Room - Symmetry Painting
|
|
|
|
panels:
|
|
|
|
- room: Outside The Wondrous
|
|
|
|
panel: SHRINK
|
|
|
|
paintings:
|
|
|
|
- id: symmetry_painting_a_1
|
|
|
|
orientation: east
|
|
|
|
exit_only: True
|
|
|
|
- id: symmetry_painting_b_1
|
|
|
|
orientation: south
|
|
|
|
The Wondrous (Bookcase):
|
|
|
|
entrances:
|
|
|
|
The Wondrous (Doorknob): True
|
|
|
|
panels:
|
|
|
|
CASE:
|
|
|
|
id: Wonderland Room/Panel_case_bookcase
|
|
|
|
colors: blue
|
|
|
|
tag: midblue
|
|
|
|
paintings:
|
|
|
|
- id: symmetry_painting_a_3
|
|
|
|
orientation: west
|
|
|
|
exit_only: True
|
|
|
|
- id: symmetry_painting_b_3
|
|
|
|
disable: True
|
|
|
|
The Wondrous (Chandelier):
|
|
|
|
entrances:
|
|
|
|
The Wondrous (Bookcase): True
|
|
|
|
panels:
|
|
|
|
CANDLE HEIR:
|
|
|
|
id: Wonderland Room/Panel_candleheir_chandelier
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
paintings:
|
|
|
|
- id: symmetry_painting_a_5
|
|
|
|
orientation: east
|
|
|
|
- id: symmetry_painting_a_5
|
|
|
|
disable: True
|
|
|
|
The Wondrous (Window):
|
|
|
|
entrances:
|
|
|
|
The Wondrous (Bookcase): True
|
|
|
|
panels:
|
|
|
|
GLASS:
|
|
|
|
id: Wonderland Room/Panel_glass_window
|
|
|
|
colors: brown
|
|
|
|
tag: botbrown
|
|
|
|
paintings:
|
|
|
|
- id: symmetry_painting_b_4
|
|
|
|
orientation: north
|
|
|
|
exit_only: True
|
|
|
|
- id: symmetry_painting_a_4
|
|
|
|
disable: True
|
|
|
|
The Wondrous (Table):
|
|
|
|
entrances:
|
|
|
|
The Wondrous (Doorknob):
|
|
|
|
painting: True
|
|
|
|
The Wondrous:
|
|
|
|
painting: True
|
|
|
|
panels:
|
|
|
|
WOOD:
|
|
|
|
id: Wonderland Room/Panel_wood_table
|
|
|
|
colors: brown
|
|
|
|
tag: botbrown
|
|
|
|
BROOK NOD:
|
|
|
|
# This panel, while physically being in the first room, is facing upward
|
|
|
|
# and is only really solvable while standing on the windowsill, which is
|
|
|
|
# a location you can only get to from Table.
|
|
|
|
id: Wonderland Room/Panel_brooknod_doorknob
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
paintings:
|
|
|
|
- id: symmetry_painting_a_2
|
|
|
|
orientation: west
|
|
|
|
- id: symmetry_painting_b_2
|
|
|
|
orientation: south
|
|
|
|
exit_only: True
|
|
|
|
required: True
|
|
|
|
The Wondrous:
|
|
|
|
entrances:
|
|
|
|
The Wondrous (Table): True
|
|
|
|
Arrow Garden:
|
|
|
|
door: Exit
|
|
|
|
panels:
|
|
|
|
FIREPLACE:
|
|
|
|
id: Wonderland Room/Panel_fireplace_fire
|
|
|
|
colors: red
|
|
|
|
tag: midred
|
|
|
|
Achievement:
|
|
|
|
id: Countdown Panels/Panel_wondrous_wondrous
|
|
|
|
required_panel:
|
|
|
|
- panel: FIREPLACE
|
|
|
|
- room: The Wondrous (Table)
|
|
|
|
panel: BROOK NOD
|
|
|
|
- room: The Wondrous (Bookcase)
|
|
|
|
panel: CASE
|
|
|
|
- room: The Wondrous (Chandelier)
|
|
|
|
panel: CANDLE HEIR
|
|
|
|
- room: The Wondrous (Window)
|
|
|
|
panel: GLASS
|
|
|
|
- room: The Wondrous (Table)
|
|
|
|
panel: WOOD
|
|
|
|
tag: forbid
|
|
|
|
achievement: The Wondrous
|
|
|
|
doors:
|
|
|
|
Exit:
|
|
|
|
id: Red Blue Purple Room Area Doors/Door_wonderland_exit
|
|
|
|
painting_id: arrows_painting_9
|
|
|
|
include_reduce: True
|
|
|
|
panels:
|
|
|
|
- Achievement
|
|
|
|
paintings:
|
|
|
|
- id: arrows_painting_9
|
|
|
|
enter_only: True
|
|
|
|
orientation: south
|
|
|
|
move: True
|
|
|
|
required_door:
|
|
|
|
door: Exit
|
2023-11-10 14:07:56 -05:00
|
|
|
req_blocked_when_no_doors: True # the wondrous (table) in vanilla doors
|
2023-11-08 18:35:12 -05:00
|
|
|
- id: symmetry_painting_a_6
|
|
|
|
orientation: west
|
|
|
|
exit_only: True
|
|
|
|
- id: symmetry_painting_b_6
|
|
|
|
orientation: north
|
2023-11-10 14:07:56 -05:00
|
|
|
req_blocked_when_no_doors: True # the wondrous (table) in vanilla doors
|
2023-11-08 18:35:12 -05:00
|
|
|
Arrow Garden:
|
|
|
|
entrances:
|
|
|
|
The Wondrous:
|
|
|
|
room: The Wondrous
|
|
|
|
door: Exit
|
|
|
|
Roof: True
|
|
|
|
panels:
|
|
|
|
MASTERY:
|
|
|
|
id: Master Room/Panel_mastery_mastery4
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Orange Tower Seventh Floor
|
|
|
|
door: Mastery
|
|
|
|
SHARP:
|
|
|
|
id: Open Areas/Panel_rainy_rainbow2
|
|
|
|
tag: midwhite
|
|
|
|
paintings:
|
|
|
|
- id: flower_painting_6
|
|
|
|
orientation: south
|
|
|
|
Hallway Room (2):
|
|
|
|
entrances:
|
|
|
|
Outside The Agreeable:
|
|
|
|
room: Outside The Agreeable
|
|
|
|
door: Hallway Door
|
|
|
|
Elements Area: True
|
|
|
|
panels:
|
|
|
|
WISE:
|
|
|
|
id: Hallway Room/Panel_counterclockwise_1
|
|
|
|
colors: blue
|
|
|
|
tag: quad mid blue
|
|
|
|
link: qmb COUNTERCLOCKWISE
|
|
|
|
CLOCK:
|
|
|
|
id: Hallway Room/Panel_counterclockwise_2
|
|
|
|
colors: blue
|
|
|
|
tag: quad mid blue
|
|
|
|
link: qmb COUNTERCLOCKWISE
|
|
|
|
ER:
|
|
|
|
id: Hallway Room/Panel_counterclockwise_3
|
|
|
|
colors: blue
|
|
|
|
tag: quad mid blue
|
|
|
|
link: qmb COUNTERCLOCKWISE
|
|
|
|
COUNT:
|
|
|
|
id: Hallway Room/Panel_counterclockwise_4
|
|
|
|
colors: blue
|
|
|
|
tag: quad mid blue
|
|
|
|
link: qmb COUNTERCLOCKWISE
|
|
|
|
doors:
|
|
|
|
Exit:
|
|
|
|
id: Red Blue Purple Room Area Doors/Door_room_3
|
|
|
|
location_name: Hallway Room - Second Room
|
|
|
|
group: Hallway Room Doors
|
|
|
|
panels:
|
|
|
|
- WISE
|
|
|
|
- CLOCK
|
|
|
|
- ER
|
|
|
|
- COUNT
|
|
|
|
Hallway Room (3):
|
|
|
|
entrances:
|
|
|
|
Hallway Room (2):
|
|
|
|
room: Hallway Room (2)
|
|
|
|
door: Exit
|
|
|
|
# No entrance from Elements Area. The winding hallway does not connect.
|
|
|
|
panels:
|
|
|
|
TRANCE:
|
|
|
|
id: Hallway Room/Panel_transformation_1
|
|
|
|
colors: blue
|
|
|
|
tag: quad top blue
|
|
|
|
link: qtb TRANSFORMATION
|
|
|
|
FORM:
|
|
|
|
id: Hallway Room/Panel_transformation_2
|
|
|
|
colors: blue
|
|
|
|
tag: quad top blue
|
|
|
|
link: qtb TRANSFORMATION
|
|
|
|
A:
|
|
|
|
id: Hallway Room/Panel_transformation_3
|
|
|
|
colors: blue
|
|
|
|
tag: quad top blue
|
|
|
|
link: qtb TRANSFORMATION
|
|
|
|
SHUN:
|
|
|
|
id: Hallway Room/Panel_transformation_4
|
|
|
|
colors: blue
|
|
|
|
tag: quad top blue
|
|
|
|
link: qtb TRANSFORMATION
|
|
|
|
doors:
|
|
|
|
Exit:
|
|
|
|
id: Red Blue Purple Room Area Doors/Door_room_4
|
|
|
|
location_name: Hallway Room - Third Room
|
|
|
|
group: Hallway Room Doors
|
|
|
|
panels:
|
|
|
|
- TRANCE
|
|
|
|
- FORM
|
|
|
|
- A
|
|
|
|
- SHUN
|
|
|
|
Hallway Room (4):
|
|
|
|
entrances:
|
|
|
|
Hallway Room (3):
|
|
|
|
room: Hallway Room (3)
|
|
|
|
door: Exit
|
|
|
|
Elements Area: True
|
|
|
|
panels:
|
|
|
|
WHEEL:
|
|
|
|
id: Hallway Room/Panel_room_5
|
|
|
|
colors: blue
|
|
|
|
tag: full stack blue
|
|
|
|
doors:
|
|
|
|
Exit:
|
|
|
|
id:
|
|
|
|
- Red Blue Purple Room Area Doors/Door_room_5
|
|
|
|
- Red Blue Purple Room Area Doors/Door_room_6 # this is the connection to The Artistic
|
|
|
|
group: Hallway Room Doors
|
|
|
|
location_name: Hallway Room - Fourth Room
|
|
|
|
panels:
|
|
|
|
- WHEEL
|
|
|
|
include_reduce: True
|
|
|
|
Elements Area:
|
|
|
|
entrances:
|
|
|
|
Roof: True
|
|
|
|
Hallway Room (4):
|
|
|
|
room: Hallway Room (4)
|
|
|
|
door: Exit
|
|
|
|
The Artistic (Smiley):
|
|
|
|
room: Hallway Room (4)
|
|
|
|
door: Exit
|
|
|
|
panels:
|
|
|
|
A:
|
|
|
|
id: Strand Room/Panel_a_strands
|
|
|
|
colors: blue
|
|
|
|
tag: forbid
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
NINE:
|
|
|
|
id: Backside Room/Panel_nine_nine_7
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Number Hunt
|
|
|
|
door: Nines
|
|
|
|
UNDISTRACTED:
|
|
|
|
id: Open Areas/Panel_undistracted
|
|
|
|
check: True
|
|
|
|
exclude_reduce: True
|
|
|
|
tag: midwhite
|
|
|
|
MASTERY:
|
|
|
|
id: Master Room/Panel_mastery_mastery13
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Orange Tower Seventh Floor
|
|
|
|
door: Mastery
|
|
|
|
EARTH:
|
|
|
|
id: Cross Room/Panel_earth_earth
|
|
|
|
tag: midwhite
|
|
|
|
WATER:
|
|
|
|
id: Cross Room/Panel_water_water
|
|
|
|
tag: midwhite
|
|
|
|
AIR:
|
|
|
|
id: Cross Room/Panel_air_air
|
|
|
|
tag: midwhite
|
|
|
|
paintings:
|
|
|
|
- id: south_afar
|
|
|
|
orientation: south
|
|
|
|
Outside The Wanderer:
|
|
|
|
entrances:
|
|
|
|
Orange Tower First Floor:
|
|
|
|
door: Tower Entrance
|
|
|
|
Rhyme Room (Cross):
|
|
|
|
room: Rhyme Room (Cross)
|
|
|
|
door: Exit
|
|
|
|
Roof: True
|
|
|
|
panels:
|
|
|
|
WANDERLUST:
|
|
|
|
id: Tower Room/Panel_wanderlust_1234567890
|
|
|
|
colors: orange
|
|
|
|
tag: midorange
|
|
|
|
doors:
|
|
|
|
Wanderer Entrance:
|
|
|
|
id: Tower Room Area Doors/Door_wanderer_entrance
|
|
|
|
item_name: The Wanderer - Entrance
|
|
|
|
panels:
|
|
|
|
- WANDERLUST
|
|
|
|
Tower Entrance:
|
|
|
|
id: Tower Room Area Doors/Door_wanderlust_start
|
|
|
|
skip_location: True
|
|
|
|
panels:
|
|
|
|
- room: The Wanderer
|
|
|
|
panel: Achievement
|
|
|
|
The Wanderer:
|
|
|
|
entrances:
|
|
|
|
Outside The Wanderer:
|
|
|
|
room: Outside The Wanderer
|
|
|
|
door: Wanderer Entrance
|
|
|
|
panels:
|
|
|
|
Achievement:
|
|
|
|
id: Countdown Panels/Panel_1234567890_wanderlust
|
|
|
|
colors: orange
|
|
|
|
check: True
|
|
|
|
tag: forbid
|
|
|
|
achievement: The Wanderer
|
|
|
|
"7890":
|
|
|
|
id: Orange Room/Panel_lust
|
|
|
|
colors: orange
|
|
|
|
tag: midorange
|
|
|
|
"6524":
|
|
|
|
id: Orange Room/Panel_read
|
|
|
|
colors: orange
|
|
|
|
tag: midorange
|
|
|
|
"951":
|
|
|
|
id: Orange Room/Panel_sew
|
|
|
|
colors: orange
|
|
|
|
tag: midorange
|
|
|
|
"4524":
|
|
|
|
id: Orange Room/Panel_dead
|
|
|
|
colors: orange
|
|
|
|
tag: midorange
|
|
|
|
LEARN:
|
|
|
|
id: Orange Room/Panel_learn
|
|
|
|
colors: orange
|
|
|
|
tag: midorange
|
|
|
|
DUST:
|
|
|
|
id: Orange Room/Panel_dust
|
|
|
|
colors: orange
|
|
|
|
tag: midorange
|
|
|
|
STAR:
|
|
|
|
id: Orange Room/Panel_star
|
|
|
|
colors: orange
|
|
|
|
tag: midorange
|
|
|
|
WANDER:
|
|
|
|
id: Orange Room/Panel_wander
|
|
|
|
colors: orange
|
|
|
|
tag: midorange
|
|
|
|
Art Gallery:
|
|
|
|
entrances:
|
|
|
|
Orange Tower Third Floor: True
|
|
|
|
Art Gallery (Second Floor): True
|
|
|
|
Art Gallery (Third Floor): True
|
|
|
|
Art Gallery (Fourth Floor): True
|
|
|
|
Orange Tower Fifth Floor:
|
|
|
|
door: Exit
|
|
|
|
panels:
|
|
|
|
EIGHT:
|
|
|
|
id: Backside Room/Panel_eight_eight_6
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Number Hunt
|
|
|
|
door: Eights
|
|
|
|
EON:
|
|
|
|
id: Painting Room/Panel_eon_one
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
TRUSTWORTHY:
|
|
|
|
id: Painting Room/Panel_to_two
|
|
|
|
colors: red
|
|
|
|
tag: midred
|
|
|
|
FREE:
|
|
|
|
id: Painting Room/Panel_free_three
|
|
|
|
colors: purple
|
|
|
|
tag: midpurp
|
|
|
|
OUR:
|
|
|
|
id: Painting Room/Panel_our_four
|
|
|
|
colors: blue
|
|
|
|
tag: midblue
|
|
|
|
ONE ROAD MANY TURNS:
|
|
|
|
id: Painting Room/Panel_order_onepathmanyturns
|
|
|
|
tag: forbid
|
|
|
|
colors:
|
|
|
|
- yellow
|
|
|
|
- blue
|
|
|
|
- gray
|
|
|
|
- brown
|
|
|
|
- orange
|
|
|
|
required_door:
|
|
|
|
door: Fifth Floor
|
|
|
|
doors:
|
|
|
|
Second Floor:
|
|
|
|
painting_id:
|
|
|
|
- scenery_painting_2b
|
|
|
|
- scenery_painting_2c
|
|
|
|
skip_location: True
|
|
|
|
panels:
|
|
|
|
- EON
|
|
|
|
First Floor Puzzles:
|
|
|
|
skip_item: True
|
|
|
|
location_name: Art Gallery - First Floor Puzzles
|
|
|
|
panels:
|
|
|
|
- EON
|
|
|
|
- TRUSTWORTHY
|
|
|
|
- FREE
|
|
|
|
- OUR
|
|
|
|
Third Floor:
|
|
|
|
painting_id:
|
|
|
|
- scenery_painting_3b
|
|
|
|
- scenery_painting_3c
|
|
|
|
skip_location: True
|
|
|
|
panels:
|
|
|
|
- room: Art Gallery (Second Floor)
|
|
|
|
panel: PATH
|
|
|
|
Fourth Floor:
|
|
|
|
painting_id:
|
|
|
|
- scenery_painting_4b
|
|
|
|
- scenery_painting_4c
|
|
|
|
skip_location: True
|
|
|
|
panels:
|
|
|
|
- room: Art Gallery (Third Floor)
|
|
|
|
panel: ANY
|
|
|
|
Fifth Floor:
|
|
|
|
id: Tower Room Area Doors/Door_painting_backroom
|
|
|
|
painting_id:
|
|
|
|
- scenery_painting_5b
|
|
|
|
- scenery_painting_5c
|
|
|
|
skip_location: True
|
|
|
|
panels:
|
|
|
|
- room: Art Gallery (Fourth Floor)
|
|
|
|
panel: SEND - USE
|
|
|
|
Exit:
|
|
|
|
id: Tower Room Area Doors/Door_painting_exit
|
|
|
|
include_reduce: True
|
|
|
|
panels:
|
|
|
|
- ONE ROAD MANY TURNS
|
|
|
|
paintings:
|
|
|
|
- id: smile_painting_3
|
|
|
|
orientation: west
|
|
|
|
- id: flower_painting_2
|
|
|
|
orientation: east
|
|
|
|
- id: scenery_painting_0a
|
|
|
|
orientation: north
|
|
|
|
- id: map_painting
|
|
|
|
orientation: east
|
|
|
|
- id: fruitbowl_painting4
|
|
|
|
orientation: south
|
|
|
|
progression:
|
|
|
|
Progressive Art Gallery:
|
|
|
|
- Second Floor
|
|
|
|
- Third Floor
|
|
|
|
- Fourth Floor
|
|
|
|
- Fifth Floor
|
|
|
|
- Exit
|
|
|
|
Art Gallery (Second Floor):
|
|
|
|
entrances:
|
|
|
|
Art Gallery:
|
|
|
|
room: Art Gallery
|
|
|
|
door: Second Floor
|
|
|
|
panels:
|
|
|
|
HOUSE:
|
|
|
|
id: Painting Room/Panel_house_neighborhood
|
|
|
|
colors: blue
|
|
|
|
tag: botblue
|
|
|
|
PATH:
|
|
|
|
id: Painting Room/Panel_path_road
|
|
|
|
colors: brown
|
|
|
|
tag: botbrown
|
|
|
|
PARK:
|
|
|
|
id: Painting Room/Panel_park_drive
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
CARRIAGE:
|
|
|
|
id: Painting Room/Panel_carriage_horse
|
|
|
|
colors: red
|
|
|
|
tag: botred
|
|
|
|
doors:
|
|
|
|
Puzzles:
|
|
|
|
skip_item: True
|
|
|
|
location_name: Art Gallery - Second Floor Puzzles
|
|
|
|
panels:
|
|
|
|
- HOUSE
|
|
|
|
- PATH
|
|
|
|
- PARK
|
|
|
|
- CARRIAGE
|
|
|
|
Art Gallery (Third Floor):
|
|
|
|
entrances:
|
|
|
|
Art Gallery:
|
|
|
|
room: Art Gallery
|
|
|
|
door: Third Floor
|
|
|
|
panels:
|
|
|
|
AN:
|
|
|
|
id: Painting Room/Panel_an_many
|
|
|
|
colors: blue
|
|
|
|
tag: midblue
|
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MAY:
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id: Painting Room/Panel_may_many
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colors: blue
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tag: midblue
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ANY:
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id: Painting Room/Panel_any_many
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colors: blue
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tag: midblue
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MAN:
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id: Painting Room/Panel_man_many
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colors: blue
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tag: midblue
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doors:
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|
Puzzles:
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|
skip_item: True
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|
location_name: Art Gallery - Third Floor Puzzles
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panels:
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|
- AN
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- MAY
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|
- ANY
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- MAN
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Art Gallery (Fourth Floor):
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entrances:
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Art Gallery:
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room: Art Gallery
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door: Fourth Floor
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panels:
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URNS:
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id: Painting Room/Panel_urns_turns
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colors: blue
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tag: midblue
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LEARNS:
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id: Painting Room/Panel_learns_turns
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colors: purple
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tag: midpurp
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RUNTS:
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id: Painting Room/Panel_runts_turns
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colors: yellow
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tag: midyellow
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SEND - USE:
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|
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|
id: Painting Room/Panel_send_use_turns
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|
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colors: orange
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tag: midorange
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TRUST:
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|
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|
id: Painting Room/Panel_trust_06890
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colors: orange
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tag: midorange
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|
"062459":
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|
id: Painting Room/Panel_06890_trust
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|
colors: orange
|
|
|
|
tag: midorange
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|
|
doors:
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|
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|
Puzzles:
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|
|
|
skip_item: True
|
|
|
|
location_name: Art Gallery - Fourth Floor Puzzles
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|
|
|
panels:
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|
|
|
- URNS
|
|
|
|
- LEARNS
|
|
|
|
- RUNTS
|
|
|
|
- SEND - USE
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|
|
|
- TRUST
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|
|
|
- "062459"
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|
|
Rhyme Room (Smiley):
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entrances:
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|
|
|
Orange Tower Third Floor:
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|
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|
room: Orange Tower Third Floor
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|
door: Rhyme Room Entrance
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Rhyme Room (Circle):
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room: Rhyme Room (Circle)
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door: Door to Smiley
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|
Rhyme Room (Cross): True # one-way
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panels:
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|
LOANS:
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|
|
id: Double Room/Panel_bones_rhyme
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|
|
|
colors: purple
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|
|
|
tag: syn rhyme
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|
subtag: top
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|
|
|
link: rhyme BONES
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|
|
SKELETON:
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|
|
|
id: Double Room/Panel_bones_syn
|
|
|
|
tag: syn rhyme
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
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colors: purple
|
2023-11-08 18:35:12 -05:00
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subtag: bot
|
|
|
|
link: rhyme BONES
|
|
|
|
REPENTANCE:
|
|
|
|
id: Double Room/Panel_sentence_rhyme
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors:
|
|
|
|
- purple
|
|
|
|
- blue
|
2023-11-08 18:35:12 -05:00
|
|
|
tag: whole rhyme
|
|
|
|
subtag: top
|
|
|
|
link: rhyme SENTENCE
|
|
|
|
WORD:
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|
|
|
id: Double Room/Panel_sentence_whole
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors:
|
|
|
|
- purple
|
|
|
|
- blue
|
2023-11-08 18:35:12 -05:00
|
|
|
tag: whole rhyme
|
|
|
|
subtag: bot
|
|
|
|
link: rhyme SENTENCE
|
|
|
|
SCHEME:
|
|
|
|
id: Double Room/Panel_dream_rhyme
|
|
|
|
colors: purple
|
|
|
|
tag: syn rhyme
|
|
|
|
subtag: top
|
|
|
|
link: rhyme DREAM
|
|
|
|
FANTASY:
|
|
|
|
id: Double Room/Panel_dream_syn
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors: purple
|
2023-11-08 18:35:12 -05:00
|
|
|
tag: syn rhyme
|
|
|
|
subtag: bot
|
|
|
|
link: rhyme DREAM
|
|
|
|
HISTORY:
|
|
|
|
id: Double Room/Panel_mystery_rhyme
|
|
|
|
colors: purple
|
|
|
|
tag: syn rhyme
|
|
|
|
subtag: top
|
|
|
|
link: rhyme MYSTERY
|
|
|
|
SECRET:
|
|
|
|
id: Double Room/Panel_mystery_syn
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors: purple
|
2023-11-08 18:35:12 -05:00
|
|
|
tag: syn rhyme
|
|
|
|
subtag: bot
|
|
|
|
link: rhyme MYSTERY
|
|
|
|
doors:
|
|
|
|
# This is complicated. I want the location in here to just be the four
|
|
|
|
# panels against the wall toward Target. But in vanilla, you also need to
|
|
|
|
# solve the panels in Circle that are against the Smiley wall. Logic needs
|
|
|
|
# to know this so that it can handle no door shuffle properly. So we split
|
|
|
|
# the item and location up.
|
|
|
|
Door to Target:
|
|
|
|
id:
|
|
|
|
- Double Room Area Doors/Door_room_3a
|
|
|
|
- Double Room Area Doors/Door_room_3bc
|
|
|
|
skip_location: True
|
|
|
|
group: Rhyme Room Doors
|
|
|
|
panels:
|
|
|
|
- SCHEME
|
|
|
|
- FANTASY
|
|
|
|
- HISTORY
|
|
|
|
- SECRET
|
|
|
|
- room: Rhyme Room (Circle)
|
|
|
|
panel: BIRD
|
|
|
|
- room: Rhyme Room (Circle)
|
|
|
|
panel: LETTER
|
|
|
|
- room: Rhyme Room (Circle)
|
|
|
|
panel: VIOLENT
|
|
|
|
- room: Rhyme Room (Circle)
|
|
|
|
panel: MUTE
|
|
|
|
Door to Target (Location):
|
|
|
|
location_name: Rhyme Room (Smiley) - Puzzles Toward Target
|
|
|
|
skip_item: True
|
|
|
|
panels:
|
|
|
|
- SCHEME
|
|
|
|
- FANTASY
|
|
|
|
- HISTORY
|
|
|
|
- SECRET
|
|
|
|
Rhyme Room (Cross):
|
|
|
|
entrances:
|
|
|
|
Rhyme Room (Target): # one-way
|
|
|
|
room: Rhyme Room (Target)
|
|
|
|
door: Door to Cross
|
|
|
|
Rhyme Room (Looped Square):
|
|
|
|
room: Rhyme Room (Looped Square)
|
|
|
|
door: Door to Cross
|
|
|
|
panels:
|
|
|
|
NINE:
|
|
|
|
id: Backside Room/Panel_nine_nine_9
|
|
|
|
tag: midwhite
|
2023-11-24 12:11:34 -05:00
|
|
|
hunt: True
|
2023-11-08 18:35:12 -05:00
|
|
|
required_door:
|
|
|
|
room: Number Hunt
|
|
|
|
door: Nines
|
|
|
|
FERN:
|
|
|
|
id: Double Room/Panel_return_rhyme
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors:
|
|
|
|
- purple
|
|
|
|
- black
|
2023-11-08 18:35:12 -05:00
|
|
|
tag: ant rhyme
|
|
|
|
subtag: top
|
|
|
|
link: rhyme RETURN
|
|
|
|
STAY:
|
|
|
|
id: Double Room/Panel_return_ant
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors:
|
|
|
|
- purple
|
|
|
|
- black
|
2023-11-08 18:35:12 -05:00
|
|
|
tag: ant rhyme
|
|
|
|
subtag: bot
|
|
|
|
link: rhyme RETURN
|
|
|
|
FRIEND:
|
|
|
|
id: Double Room/Panel_descend_rhyme
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors:
|
|
|
|
- purple
|
|
|
|
- black
|
2023-11-08 18:35:12 -05:00
|
|
|
tag: ant rhyme
|
|
|
|
subtag: top
|
|
|
|
link: rhyme DESCEND
|
|
|
|
RISE:
|
|
|
|
id: Double Room/Panel_descend_ant
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors:
|
|
|
|
- purple
|
|
|
|
- black
|
2023-11-08 18:35:12 -05:00
|
|
|
tag: ant rhyme
|
|
|
|
subtag: bot
|
|
|
|
link: rhyme DESCEND
|
|
|
|
PLUMP:
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|
|
|
id: Double Room/Panel_jump_rhyme
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|
|
|
colors: purple
|
|
|
|
tag: syn rhyme
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|
|
|
subtag: top
|
|
|
|
link: rhyme JUMP
|
|
|
|
BOUNCE:
|
|
|
|
id: Double Room/Panel_jump_syn
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors: purple
|
2023-11-08 18:35:12 -05:00
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|
|
tag: syn rhyme
|
|
|
|
subtag: bot
|
|
|
|
link: rhyme JUMP
|
|
|
|
SCRAWL:
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|
id: Double Room/Panel_fall_rhyme
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colors: purple
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|
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tag: syn rhyme
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subtag: top
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|
link: rhyme FALL
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PLUNGE:
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|
|
id: Double Room/Panel_fall_syn
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
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|
colors: purple
|
2023-11-08 18:35:12 -05:00
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tag: syn rhyme
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|
subtag: bot
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|
|
|
link: rhyme FALL
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|
LEAP:
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|
id: Double Room/Panel_leap_leap
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tag: midwhite
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doors:
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|
Exit:
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|
id: Double Room Area Doors/Door_room_exit
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|
location_name: Rhyme Room (Cross) - Exit Puzzles
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group: Rhyme Room Doors
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|
panels:
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|
|
- PLUMP
|
|
|
|
- BOUNCE
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|
|
- SCRAWL
|
|
|
|
- PLUNGE
|
|
|
|
Rhyme Room (Circle):
|
|
|
|
entrances:
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|
|
|
Rhyme Room (Looped Square):
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|
|
|
room: Rhyme Room (Looped Square)
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|
door: Door to Circle
|
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Hidden Room:
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|
room: Hidden Room
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door: Rhyme Room Entrance
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|
Rhyme Room (Smiley):
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|
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|
door: Door to Smiley
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panels:
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|
|
|
BIRD:
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|
|
|
id: Double Room/Panel_word_rhyme
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors:
|
|
|
|
- purple
|
|
|
|
- blue
|
2023-11-08 18:35:12 -05:00
|
|
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tag: whole rhyme
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|
subtag: top
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|
|
|
link: rhyme WORD
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|
|
|
LETTER:
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|
|
id: Double Room/Panel_word_whole
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors:
|
|
|
|
- purple
|
|
|
|
- blue
|
2023-11-08 18:35:12 -05:00
|
|
|
tag: whole rhyme
|
|
|
|
subtag: bot
|
|
|
|
link: rhyme WORD
|
|
|
|
FORBIDDEN:
|
|
|
|
id: Double Room/Panel_hidden_rhyme
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|
|
|
colors: purple
|
|
|
|
tag: syn rhyme
|
|
|
|
subtag: top
|
|
|
|
link: rhyme HIDDEN
|
|
|
|
CONCEALED:
|
|
|
|
id: Double Room/Panel_hidden_syn
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors: purple
|
2023-11-08 18:35:12 -05:00
|
|
|
tag: syn rhyme
|
|
|
|
subtag: bot
|
|
|
|
link: rhyme HIDDEN
|
|
|
|
VIOLENT:
|
|
|
|
id: Double Room/Panel_silent_rhyme
|
|
|
|
colors: purple
|
|
|
|
tag: syn rhyme
|
|
|
|
subtag: top
|
|
|
|
link: rhyme SILENT
|
|
|
|
MUTE:
|
|
|
|
id: Double Room/Panel_silent_syn
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors: purple
|
2023-11-08 18:35:12 -05:00
|
|
|
tag: syn rhyme
|
|
|
|
subtag: bot
|
|
|
|
link: rhyme SILENT
|
|
|
|
doors:
|
|
|
|
Door to Smiley:
|
|
|
|
id:
|
|
|
|
- Double Room Area Doors/Door_room_2b
|
|
|
|
- Double Room Area Doors/Door_room_3b
|
|
|
|
location_name: Rhyme Room - Circle/Smiley Wall
|
|
|
|
group: Rhyme Room Doors
|
|
|
|
panels:
|
|
|
|
- BIRD
|
|
|
|
- LETTER
|
|
|
|
- VIOLENT
|
|
|
|
- MUTE
|
|
|
|
- room: Rhyme Room (Smiley)
|
|
|
|
panel: LOANS
|
|
|
|
- room: Rhyme Room (Smiley)
|
|
|
|
panel: SKELETON
|
|
|
|
- room: Rhyme Room (Smiley)
|
|
|
|
panel: REPENTANCE
|
|
|
|
- room: Rhyme Room (Smiley)
|
|
|
|
panel: WORD
|
|
|
|
paintings:
|
|
|
|
- id: arrows_painting_3
|
|
|
|
orientation: north
|
|
|
|
Rhyme Room (Looped Square):
|
|
|
|
entrances:
|
|
|
|
Starting Room:
|
|
|
|
room: Starting Room
|
|
|
|
door: Rhyme Room Entrance
|
|
|
|
Rhyme Room (Circle):
|
|
|
|
door: Door to Circle
|
|
|
|
Rhyme Room (Cross):
|
|
|
|
door: Door to Cross
|
|
|
|
Rhyme Room (Target):
|
|
|
|
door: Door to Target
|
|
|
|
panels:
|
|
|
|
WALKED:
|
|
|
|
id: Double Room/Panel_blocked_rhyme
|
|
|
|
colors: purple
|
|
|
|
tag: syn rhyme
|
|
|
|
subtag: top
|
|
|
|
link: rhyme BLOCKED
|
|
|
|
OBSTRUCTED:
|
|
|
|
id: Double Room/Panel_blocked_syn
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors: purple
|
2023-11-08 18:35:12 -05:00
|
|
|
tag: syn rhyme
|
|
|
|
subtag: bot
|
|
|
|
link: rhyme BLOCKED
|
|
|
|
SKIES:
|
|
|
|
id: Double Room/Panel_rise_rhyme
|
|
|
|
colors: purple
|
|
|
|
tag: syn rhyme
|
|
|
|
subtag: top
|
|
|
|
link: rhyme RISE
|
|
|
|
SWELL:
|
|
|
|
id: Double Room/Panel_rise_syn
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors: purple
|
2023-11-08 18:35:12 -05:00
|
|
|
tag: syn rhyme
|
|
|
|
subtag: bot
|
|
|
|
link: rhyme RISE
|
|
|
|
PENNED:
|
|
|
|
id: Double Room/Panel_ascend_rhyme
|
|
|
|
colors: purple
|
|
|
|
tag: syn rhyme
|
|
|
|
subtag: top
|
|
|
|
link: rhyme ASCEND
|
|
|
|
CLIMB:
|
|
|
|
id: Double Room/Panel_ascend_syn
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors: purple
|
2023-11-08 18:35:12 -05:00
|
|
|
tag: syn rhyme
|
|
|
|
subtag: bot
|
|
|
|
link: rhyme ASCEND
|
|
|
|
TROUBLE:
|
|
|
|
id: Double Room/Panel_double_rhyme
|
|
|
|
colors: purple
|
|
|
|
tag: syn rhyme
|
|
|
|
subtag: top
|
|
|
|
link: rhyme DOUBLE
|
|
|
|
DUPLICATE:
|
|
|
|
id: Double Room/Panel_double_syn
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
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|
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colors: purple
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2023-11-08 18:35:12 -05:00
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tag: syn rhyme
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subtag: bot
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|
link: rhyme DOUBLE
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doors:
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|
Door to Circle:
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id:
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|
- Double Room Area Doors/Door_room_2a
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- Double Room Area Doors/Door_room_1c
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location_name: Rhyme Room - Circle/Looped Square Wall
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group: Rhyme Room Doors
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|
panels:
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- WALKED
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- OBSTRUCTED
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- SKIES
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- SWELL
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- room: Rhyme Room (Circle)
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panel: BIRD
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- room: Rhyme Room (Circle)
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panel: LETTER
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- room: Rhyme Room (Circle)
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panel: FORBIDDEN
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- room: Rhyme Room (Circle)
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panel: CONCEALED
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Door to Cross:
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id:
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- Double Room Area Doors/Door_room_1a
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- Double Room Area Doors/Door_room_5a
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location_name: Rhyme Room - Cross/Looped Square Wall
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group: Rhyme Room Doors
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panels:
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- SKIES
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- SWELL
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- PENNED
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- CLIMB
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- room: Rhyme Room (Cross)
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panel: FERN
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- room: Rhyme Room (Cross)
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panel: STAY
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- room: Rhyme Room (Cross)
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panel: FRIEND
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- room: Rhyme Room (Cross)
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panel: RISE
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Door to Target:
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|
id:
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- Double Room Area Doors/Door_room_1b
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- Double Room Area Doors/Door_room_4b
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location_name: Rhyme Room - Target/Looped Square Wall
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group: Rhyme Room Doors
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panels:
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- PENNED
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- CLIMB
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- TROUBLE
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- DUPLICATE
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- room: Rhyme Room (Target)
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panel: WILD
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- room: Rhyme Room (Target)
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panel: KID
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- room: Rhyme Room (Target)
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panel: PISTOL
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- room: Rhyme Room (Target)
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panel: QUARTZ
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Rhyme Room (Target):
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entrances:
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Rhyme Room (Smiley): # one-way
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room: Rhyme Room (Smiley)
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door: Door to Target
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Rhyme Room (Looped Square):
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room: Rhyme Room (Looped Square)
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door: Door to Target
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panels:
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WILD:
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|
id: Double Room/Panel_child_rhyme
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|
colors: purple
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tag: syn rhyme
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subtag: top
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link: rhyme CHILD
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|
KID:
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|
id: Double Room/Panel_child_syn
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors: purple
|
2023-11-08 18:35:12 -05:00
|
|
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tag: syn rhyme
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subtag: bot
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link: rhyme CHILD
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PISTOL:
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id: Double Room/Panel_crystal_rhyme
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colors: purple
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tag: syn rhyme
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subtag: top
|
|
|
|
link: rhyme CRYSTAL
|
|
|
|
QUARTZ:
|
|
|
|
id: Double Room/Panel_crystal_syn
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors: purple
|
2023-11-08 18:35:12 -05:00
|
|
|
tag: syn rhyme
|
|
|
|
subtag: bot
|
|
|
|
link: rhyme CRYSTAL
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|
|
|
INNOVATIVE (Top):
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|
|
|
id: Double Room/Panel_creative_rhyme
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|
|
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colors: purple
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|
|
|
tag: syn rhyme
|
|
|
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subtag: top
|
|
|
|
link: rhyme CREATIVE
|
|
|
|
INNOVATIVE (Bottom):
|
|
|
|
id: Double Room/Panel_creative_syn
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors: purple
|
2023-11-08 18:35:12 -05:00
|
|
|
tag: syn rhyme
|
|
|
|
subtag: bot
|
|
|
|
link: rhyme CREATIVE
|
|
|
|
doors:
|
|
|
|
Door to Cross:
|
|
|
|
id: Double Room Area Doors/Door_room_4a
|
|
|
|
location_name: Rhyme Room (Target) - Puzzles Toward Cross
|
|
|
|
group: Rhyme Room Doors
|
|
|
|
panels:
|
|
|
|
- PISTOL
|
|
|
|
- QUARTZ
|
|
|
|
- INNOVATIVE (Top)
|
|
|
|
- INNOVATIVE (Bottom)
|
|
|
|
paintings:
|
|
|
|
- id: arrows_painting_4
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|
|
|
orientation: north
|
|
|
|
Room Room:
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|
|
# This is a bit of a weird room. You can't really get to it from the roof.
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|
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# And even if you were to go through the shortcut on the fifth floor into
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# the basement and up the stairs, you'd be blocked by the backsides of the
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|
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# ROOM panels, which isn't ideal. So we will, at least for now, say that
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|
|
# this room is vanilla.
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#
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|
|
# For pretty much the same reason, I don't want to shuffle the paintings in
|
|
|
|
# here.
|
|
|
|
entrances:
|
|
|
|
Orange Tower Fourth Floor: True
|
|
|
|
panels:
|
|
|
|
DOOR (1):
|
|
|
|
id: Panel Room/Panel_room_door_1
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
DOOR (2):
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|
|
|
id: Panel Room/Panel_room_door_2
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
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WINDOW:
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|
|
|
id: Panel Room/Panel_room_window_1
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
STAIRS:
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|
|
|
id: Panel Room/Panel_room_stairs_1
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
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|
|
|
PAINTING:
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|
|
|
id: Panel Room/Panel_room_painting_1
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
FLOOR (1):
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|
|
|
id: Panel Room/Panel_room_floor_1
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
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|
|
|
FLOOR (2):
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|
|
|
id: Panel Room/Panel_room_floor_2
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
FLOOR (3):
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|
|
|
id: Panel Room/Panel_room_floor_3
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
FLOOR (4):
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|
|
|
id: Panel Room/Panel_room_floor_4
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|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
FLOOR (5):
|
|
|
|
id: Panel Room/Panel_room_floor_5
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
FLOOR (7):
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|
|
|
id: Panel Room/Panel_room_floor_7
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
FLOOR (8):
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|
|
|
id: Panel Room/Panel_room_floor_8
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
FLOOR (9):
|
|
|
|
id: Panel Room/Panel_room_floor_9
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
FLOOR (10):
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|
|
|
id: Panel Room/Panel_room_floor_10
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
CEILING (1):
|
|
|
|
id: Panel Room/Panel_room_ceiling_1
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
CEILING (2):
|
|
|
|
id: Panel Room/Panel_room_ceiling_2
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
CEILING (3):
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|
|
|
id: Panel Room/Panel_room_ceiling_3
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
CEILING (4):
|
|
|
|
id: Panel Room/Panel_room_ceiling_4
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|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
CEILING (5):
|
|
|
|
id: Panel Room/Panel_room_ceiling_5
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
WALL (1):
|
|
|
|
id: Panel Room/Panel_room_wall_1
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
WALL (2):
|
|
|
|
id: Panel Room/Panel_room_wall_2
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
WALL (3):
|
|
|
|
id: Panel Room/Panel_room_wall_3
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
WALL (4):
|
|
|
|
id: Panel Room/Panel_room_wall_4
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
WALL (5):
|
|
|
|
id: Panel Room/Panel_room_wall_5
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
WALL (6):
|
|
|
|
id: Panel Room/Panel_room_wall_6
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
WALL (7):
|
|
|
|
id: Panel Room/Panel_room_wall_7
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
WALL (8):
|
|
|
|
id: Panel Room/Panel_room_wall_8
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
WALL (9):
|
|
|
|
id: Panel Room/Panel_room_wall_9
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
WALL (10):
|
|
|
|
id: Panel Room/Panel_room_wall_10
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
WALL (11):
|
|
|
|
id: Panel Room/Panel_room_wall_11
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
WALL (12):
|
|
|
|
id: Panel Room/Panel_room_wall_12
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
WALL (13):
|
|
|
|
id: Panel Room/Panel_room_wall_13
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
WALL (14):
|
|
|
|
id: Panel Room/Panel_room_wall_14
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
WALL (15):
|
|
|
|
id: Panel Room/Panel_room_wall_15
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
WALL (16):
|
|
|
|
id: Panel Room/Panel_room_wall_16
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
WALL (17):
|
|
|
|
id: Panel Room/Panel_room_wall_17
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
WALL (18):
|
|
|
|
id: Panel Room/Panel_room_wall_18
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
WALL (19):
|
|
|
|
id: Panel Room/Panel_room_wall_19
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
WALL (20):
|
|
|
|
id: Panel Room/Panel_room_wall_20
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
WALL (21):
|
|
|
|
id: Panel Room/Panel_room_wall_21
|
|
|
|
colors: gray
|
|
|
|
tag: forbid
|
|
|
|
BROOMED:
|
|
|
|
id: Panel Room/Panel_broomed_bedroom
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
required_door:
|
|
|
|
door: Excavation
|
|
|
|
LAYS:
|
|
|
|
id: Panel Room/Panel_lays_maze
|
|
|
|
colors: purple
|
|
|
|
tag: toppurp
|
|
|
|
required_panel:
|
|
|
|
panel: BROOMED
|
|
|
|
BASE:
|
|
|
|
id: Panel Room/Panel_base_basement
|
|
|
|
colors: blue
|
|
|
|
tag: midblue
|
|
|
|
required_panel:
|
|
|
|
panel: LAYS
|
|
|
|
MASTERY:
|
|
|
|
id: Master Room/Panel_mastery_mastery
|
|
|
|
tag: midwhite
|
|
|
|
colors: gray
|
|
|
|
required_door:
|
|
|
|
room: Orange Tower Seventh Floor
|
|
|
|
door: Mastery
|
|
|
|
doors:
|
|
|
|
Excavation:
|
|
|
|
event: True
|
|
|
|
panels:
|
|
|
|
- WALL (1)
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
Cellar Exit:
|
2023-11-08 18:35:12 -05:00
|
|
|
id:
|
|
|
|
- Tower Room Area Doors/Door_panel_basement
|
|
|
|
- Tower Room Area Doors/Door_panel_basement2
|
|
|
|
panels:
|
|
|
|
- BASE
|
|
|
|
Cellar:
|
|
|
|
entrances:
|
|
|
|
Room Room:
|
|
|
|
room: Room Room
|
|
|
|
door: Excavation
|
|
|
|
Orange Tower Fifth Floor:
|
|
|
|
room: Room Room
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
door: Cellar Exit
|
|
|
|
Outside The Agreeable:
|
|
|
|
room: Outside The Agreeable
|
|
|
|
door: Lookout Entrance
|
2023-11-08 18:35:12 -05:00
|
|
|
Outside The Wise:
|
|
|
|
entrances:
|
|
|
|
Orange Tower Sixth Floor:
|
|
|
|
painting: True
|
|
|
|
Outside The Initiated:
|
|
|
|
painting: True
|
|
|
|
panels:
|
|
|
|
KITTEN:
|
|
|
|
id: Clock Room/Panel_kitten_cat
|
|
|
|
colors: brown
|
|
|
|
tag: botbrown
|
|
|
|
CAT:
|
|
|
|
id: Clock Room/Panel_cat_kitten
|
|
|
|
tag: bot brown black
|
|
|
|
colors:
|
|
|
|
- brown
|
|
|
|
- black
|
|
|
|
doors:
|
|
|
|
Wise Entrance:
|
|
|
|
id: Clock Room Area Doors/Door_time_start
|
|
|
|
item_name: The Wise - Entrance
|
|
|
|
panels:
|
|
|
|
- KITTEN
|
|
|
|
- CAT
|
|
|
|
paintings:
|
|
|
|
- id: arrows_painting_2
|
|
|
|
orientation: east
|
|
|
|
- id: clock_painting_2
|
|
|
|
orientation: east
|
|
|
|
exit_only: True
|
|
|
|
required: True
|
|
|
|
The Wise:
|
|
|
|
entrances:
|
|
|
|
Outside The Wise:
|
|
|
|
room: Outside The Wise
|
|
|
|
door: Wise Entrance
|
|
|
|
panels:
|
|
|
|
Achievement:
|
|
|
|
id: Countdown Panels/Panel_intelligent_wise
|
|
|
|
colors:
|
|
|
|
- brown
|
|
|
|
- black
|
|
|
|
tag: forbid
|
|
|
|
check: True
|
|
|
|
achievement: The Wise
|
|
|
|
PUPPY:
|
|
|
|
id: Clock Room/Panel_puppy_dog
|
|
|
|
colors: brown
|
|
|
|
tag: botbrown
|
|
|
|
ADULT:
|
|
|
|
id: Clock Room/Panel_adult_child
|
|
|
|
colors:
|
|
|
|
- brown
|
|
|
|
- black
|
|
|
|
tag: bot brown black
|
|
|
|
BREAD:
|
|
|
|
id: Clock Room/Panel_bread_mold
|
|
|
|
colors: brown
|
|
|
|
tag: botbrown
|
|
|
|
DINOSAUR:
|
|
|
|
id: Clock Room/Panel_dinosaur_fossil
|
|
|
|
colors: brown
|
|
|
|
tag: botbrown
|
|
|
|
OAK:
|
|
|
|
id: Clock Room/Panel_oak_acorn
|
|
|
|
colors:
|
|
|
|
- brown
|
|
|
|
- black
|
|
|
|
tag: bot brown black
|
|
|
|
CORPSE:
|
|
|
|
id: Clock Room/Panel_corpse_skeleton
|
|
|
|
colors: brown
|
|
|
|
tag: botbrown
|
|
|
|
BEFORE:
|
|
|
|
id: Clock Room/Panel_before_ere
|
|
|
|
colors:
|
|
|
|
- brown
|
|
|
|
- black
|
|
|
|
tag: mid brown black
|
|
|
|
YOUR:
|
|
|
|
id: Clock Room/Panel_your_thy
|
|
|
|
colors:
|
|
|
|
- brown
|
|
|
|
- black
|
|
|
|
tag: mid brown black
|
|
|
|
BETWIXT:
|
|
|
|
id: Clock Room/Panel_betwixt_between
|
|
|
|
colors: brown
|
|
|
|
tag: midbrown
|
|
|
|
NIGH:
|
|
|
|
id: Clock Room/Panel_nigh_near
|
|
|
|
colors: brown
|
|
|
|
tag: midbrown
|
|
|
|
CONNEXION:
|
|
|
|
id: Clock Room/Panel_connexion_connection
|
|
|
|
colors: brown
|
|
|
|
tag: midbrown
|
|
|
|
THOU:
|
|
|
|
id: Clock Room/Panel_thou_you
|
|
|
|
colors: brown
|
|
|
|
tag: midbrown
|
|
|
|
paintings:
|
|
|
|
- id: clock_painting_3
|
|
|
|
orientation: east
|
2023-11-10 14:07:56 -05:00
|
|
|
req_blocked: True # outside the wise (with or without door shuffle)
|
2023-11-08 18:35:12 -05:00
|
|
|
The Red:
|
|
|
|
entrances:
|
|
|
|
Roof: True
|
|
|
|
panels:
|
|
|
|
Achievement:
|
|
|
|
id: Countdown Panels/Panel_grandfathered_red
|
|
|
|
colors: red
|
|
|
|
tag: forbid
|
|
|
|
check: True
|
|
|
|
achievement: The Red
|
|
|
|
PANDEMIC (1):
|
|
|
|
id: Hangry Room/Panel_red_top_1
|
|
|
|
colors: red
|
|
|
|
tag: topred
|
|
|
|
TRINITY:
|
|
|
|
id: Hangry Room/Panel_red_top_2
|
|
|
|
colors: red
|
|
|
|
tag: topred
|
|
|
|
CHEMISTRY:
|
|
|
|
id: Hangry Room/Panel_red_top_3
|
|
|
|
colors: red
|
|
|
|
tag: topred
|
|
|
|
FLUMMOXED:
|
|
|
|
id: Hangry Room/Panel_red_top_4
|
|
|
|
colors: red
|
|
|
|
tag: topred
|
|
|
|
PANDEMIC (2):
|
|
|
|
id: Hangry Room/Panel_red_mid_1
|
|
|
|
colors: red
|
|
|
|
tag: midred
|
|
|
|
COUNTERCLOCKWISE:
|
|
|
|
id: Hangry Room/Panel_red_mid_2
|
|
|
|
colors: red
|
|
|
|
tag: red top red mid black bot
|
|
|
|
FEARLESS:
|
|
|
|
id: Hangry Room/Panel_red_mid_3
|
|
|
|
colors: red
|
|
|
|
tag: midred
|
|
|
|
DEFORESTATION:
|
|
|
|
id: Hangry Room/Panel_red_mid_4
|
|
|
|
colors: red
|
|
|
|
tag: red mid bot
|
|
|
|
subtag: mid
|
|
|
|
link: rmb FORE
|
|
|
|
CRAFTSMANSHIP:
|
|
|
|
id: Hangry Room/Panel_red_mid_5
|
|
|
|
colors: red
|
|
|
|
tag: red mid bot
|
|
|
|
subtag: mid
|
|
|
|
link: rmb AFT
|
|
|
|
CAMEL:
|
|
|
|
id: Hangry Room/Panel_red_bot_1
|
|
|
|
colors: red
|
|
|
|
tag: botred
|
|
|
|
LION:
|
|
|
|
id: Hangry Room/Panel_red_bot_2
|
|
|
|
colors: red
|
|
|
|
tag: botred
|
|
|
|
TIGER:
|
|
|
|
id: Hangry Room/Panel_red_bot_3
|
|
|
|
colors: red
|
|
|
|
tag: botred
|
|
|
|
SHIP (1):
|
|
|
|
id: Hangry Room/Panel_red_bot_4
|
|
|
|
colors: red
|
|
|
|
tag: red mid bot
|
|
|
|
subtag: bot
|
|
|
|
link: rmb FORE
|
|
|
|
SHIP (2):
|
|
|
|
id: Hangry Room/Panel_red_bot_5
|
|
|
|
colors: red
|
|
|
|
tag: red mid bot
|
|
|
|
subtag: bot
|
|
|
|
link: rmb AFT
|
|
|
|
GIRAFFE:
|
|
|
|
id: Hangry Room/Panel_red_bot_6
|
|
|
|
colors: red
|
|
|
|
tag: botred
|
|
|
|
The Ecstatic:
|
|
|
|
entrances:
|
|
|
|
Roof: True
|
|
|
|
panels:
|
|
|
|
Achievement:
|
|
|
|
id: Countdown Panels/Panel_ecstatic_ecstatic
|
|
|
|
colors: yellow
|
|
|
|
tag: forbid
|
|
|
|
check: True
|
|
|
|
achievement: The Ecstatic
|
|
|
|
FORM (1):
|
|
|
|
id: Smiley Room/Panel_soundgram_1
|
|
|
|
colors: yellow
|
|
|
|
tag: yellow top bot
|
|
|
|
subtag: bottom
|
|
|
|
link: ytb FORM
|
|
|
|
WIND:
|
|
|
|
id: Smiley Room/Panel_soundgram_2
|
|
|
|
colors: yellow
|
|
|
|
tag: botyellow
|
|
|
|
EGGS:
|
|
|
|
id: Smiley Room/Panel_scrambled_1
|
|
|
|
colors: yellow
|
|
|
|
tag: botyellow
|
|
|
|
VEGETABLES:
|
|
|
|
id: Smiley Room/Panel_scrambled_2
|
|
|
|
colors: yellow
|
|
|
|
tag: botyellow
|
|
|
|
WATER:
|
|
|
|
id: Smiley Room/Panel_anagram_6_1
|
|
|
|
colors: yellow
|
|
|
|
tag: botyellow
|
|
|
|
FRUITS:
|
|
|
|
id: Smiley Room/Panel_anagram_6_2
|
|
|
|
colors: yellow
|
|
|
|
tag: botyellow
|
|
|
|
LEAVES:
|
|
|
|
id: Smiley Room/Panel_anagram_7_1
|
|
|
|
colors: yellow
|
|
|
|
tag: topyellow
|
|
|
|
VINES:
|
|
|
|
id: Smiley Room/Panel_anagram_7_2
|
|
|
|
colors: yellow
|
|
|
|
tag: topyellow
|
|
|
|
ICE:
|
|
|
|
id: Smiley Room/Panel_anagram_7_3
|
|
|
|
colors: yellow
|
|
|
|
tag: topyellow
|
|
|
|
STYLE:
|
|
|
|
id: Smiley Room/Panel_anagram_7_4
|
|
|
|
colors: yellow
|
|
|
|
tag: topyellow
|
|
|
|
FIR:
|
|
|
|
id: Smiley Room/Panel_anagram_8_1
|
|
|
|
colors: yellow
|
|
|
|
tag: topyellow
|
|
|
|
REEF:
|
|
|
|
id: Smiley Room/Panel_anagram_8_2
|
|
|
|
colors: yellow
|
|
|
|
tag: topyellow
|
|
|
|
ROTS:
|
|
|
|
id: Smiley Room/Panel_anagram_8_3
|
|
|
|
colors: yellow
|
|
|
|
tag: topyellow
|
|
|
|
FORM (2):
|
|
|
|
id: Smiley Room/Panel_anagram_9_1
|
|
|
|
colors: yellow
|
|
|
|
tag: yellow top bot
|
|
|
|
subtag: top
|
|
|
|
link: ytb FORM
|
|
|
|
Outside The Scientific:
|
|
|
|
entrances:
|
|
|
|
Roof: True
|
|
|
|
The Scientific:
|
|
|
|
door: Scientific Entrance
|
|
|
|
panels:
|
|
|
|
OPEN:
|
|
|
|
id: Chemistry Room/Panel_open
|
|
|
|
tag: midwhite
|
|
|
|
CLOSE:
|
|
|
|
id: Chemistry Room/Panel_close
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
AHEAD:
|
|
|
|
id: Chemistry Room/Panel_ahead
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
doors:
|
|
|
|
Scientific Entrance:
|
|
|
|
id: Red Blue Purple Room Area Doors/Door_chemistry_lab
|
|
|
|
item_name: The Scientific - Entrance
|
|
|
|
panels:
|
|
|
|
- OPEN
|
|
|
|
The Scientific:
|
|
|
|
entrances:
|
|
|
|
Outside The Scientific:
|
|
|
|
room: Outside The Scientific
|
|
|
|
door: Scientific Entrance
|
|
|
|
panels:
|
|
|
|
Achievement:
|
|
|
|
id: Countdown Panels/Panel_scientific_scientific
|
|
|
|
colors:
|
|
|
|
- yellow
|
|
|
|
- red
|
|
|
|
- blue
|
|
|
|
- brown
|
|
|
|
- black
|
|
|
|
- purple
|
|
|
|
tag: forbid
|
|
|
|
check: True
|
|
|
|
achievement: The Scientific
|
|
|
|
HYDROGEN (1):
|
|
|
|
id: Chemistry Room/Panel_blue_bot_3
|
|
|
|
colors: blue
|
|
|
|
tag: tri botblue
|
|
|
|
link: tbb WATER
|
|
|
|
OXYGEN:
|
|
|
|
id: Chemistry Room/Panel_blue_bot_2
|
|
|
|
colors: blue
|
|
|
|
tag: tri botblue
|
|
|
|
link: tbb WATER
|
|
|
|
HYDROGEN (2):
|
|
|
|
id: Chemistry Room/Panel_blue_bot_4
|
|
|
|
colors: blue
|
|
|
|
tag: tri botblue
|
|
|
|
link: tbb WATER
|
|
|
|
SUGAR (1):
|
|
|
|
id: Chemistry Room/Panel_sugar_1
|
|
|
|
colors: red
|
|
|
|
tag: botred
|
|
|
|
SUGAR (2):
|
|
|
|
id: Chemistry Room/Panel_sugar_2
|
|
|
|
colors: red
|
|
|
|
tag: botred
|
|
|
|
SUGAR (3):
|
|
|
|
id: Chemistry Room/Panel_sugar_3
|
|
|
|
colors: red
|
|
|
|
tag: botred
|
|
|
|
CHLORINE:
|
|
|
|
id: Chemistry Room/Panel_blue_bot_5
|
|
|
|
colors: blue
|
|
|
|
tag: double botblue
|
|
|
|
subtag: left
|
|
|
|
link: holo SALT
|
|
|
|
SODIUM:
|
|
|
|
id: Chemistry Room/Panel_blue_bot_6
|
|
|
|
colors: blue
|
|
|
|
tag: double botblue
|
|
|
|
subtag: right
|
|
|
|
link: holo SALT
|
|
|
|
FOREST:
|
|
|
|
id: Chemistry Room/Panel_long_bot_1
|
|
|
|
colors:
|
|
|
|
- red
|
|
|
|
- blue
|
|
|
|
tag: chain red bot blue top
|
|
|
|
POUND:
|
|
|
|
id: Chemistry Room/Panel_long_top_1
|
|
|
|
colors:
|
|
|
|
- red
|
|
|
|
- blue
|
|
|
|
tag: chain blue mid red bot
|
|
|
|
ICE:
|
|
|
|
id: Chemistry Room/Panel_brown_bot_1
|
|
|
|
colors: brown
|
|
|
|
tag: botbrown
|
|
|
|
FISSION:
|
|
|
|
id: Chemistry Room/Panel_black_bot_1
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
FUSION:
|
|
|
|
id: Chemistry Room/Panel_black_bot_2
|
|
|
|
colors: black
|
|
|
|
tag: botblack
|
|
|
|
MISS:
|
|
|
|
id: Chemistry Room/Panel_blue_top_1
|
|
|
|
colors: blue
|
|
|
|
tag: double topblue
|
|
|
|
subtag: left
|
|
|
|
link: exp CHEMISTRY
|
|
|
|
TREE (1):
|
|
|
|
id: Chemistry Room/Panel_blue_top_2
|
|
|
|
colors: blue
|
|
|
|
tag: double topblue
|
|
|
|
subtag: right
|
|
|
|
link: exp CHEMISTRY
|
|
|
|
BIOGRAPHY:
|
|
|
|
id: Chemistry Room/Panel_biology_9
|
|
|
|
colors: purple
|
|
|
|
tag: midpurp
|
|
|
|
CACTUS:
|
|
|
|
id: Chemistry Room/Panel_biology_4
|
|
|
|
colors: red
|
|
|
|
tag: double botred
|
|
|
|
subtag: right
|
|
|
|
link: mero SPINE
|
|
|
|
VERTEBRATE:
|
|
|
|
id: Chemistry Room/Panel_biology_8
|
|
|
|
colors: red
|
|
|
|
tag: double botred
|
|
|
|
subtag: left
|
|
|
|
link: mero SPINE
|
|
|
|
ROSE:
|
|
|
|
id: Chemistry Room/Panel_biology_2
|
|
|
|
colors: red
|
|
|
|
tag: botred
|
|
|
|
TREE (2):
|
|
|
|
id: Chemistry Room/Panel_biology_3
|
|
|
|
colors: red
|
|
|
|
tag: botred
|
|
|
|
FRUIT:
|
|
|
|
id: Chemistry Room/Panel_biology_1
|
|
|
|
colors: red
|
|
|
|
tag: botred
|
|
|
|
MAMMAL:
|
|
|
|
id: Chemistry Room/Panel_biology_5
|
|
|
|
colors: red
|
|
|
|
tag: botred
|
|
|
|
BIRD:
|
|
|
|
id: Chemistry Room/Panel_biology_6
|
|
|
|
colors: red
|
|
|
|
tag: botred
|
|
|
|
FISH:
|
|
|
|
id: Chemistry Room/Panel_biology_7
|
|
|
|
colors: red
|
|
|
|
tag: botred
|
|
|
|
GRAVELY:
|
|
|
|
id: Chemistry Room/Panel_physics_9
|
|
|
|
colors: purple
|
|
|
|
tag: double midpurp
|
|
|
|
subtag: left
|
|
|
|
link: change GRAVITY
|
|
|
|
BREVITY:
|
|
|
|
id: Chemistry Room/Panel_biology_10
|
|
|
|
colors: purple
|
|
|
|
tag: double midpurp
|
|
|
|
subtag: right
|
|
|
|
link: change GRAVITY
|
|
|
|
PART:
|
|
|
|
id: Chemistry Room/Panel_physics_2
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors:
|
|
|
|
- blue
|
|
|
|
- red
|
2023-11-08 18:35:12 -05:00
|
|
|
tag: blue mid red bot
|
|
|
|
subtag: mid
|
|
|
|
link: xur PARTICLE
|
|
|
|
MATTER:
|
|
|
|
id: Chemistry Room/Panel_physics_1
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors:
|
|
|
|
- blue
|
|
|
|
- red
|
2023-11-08 18:35:12 -05:00
|
|
|
tag: blue mid red bot
|
|
|
|
subtag: bot
|
|
|
|
link: xur PARTICLE
|
|
|
|
ELECTRIC:
|
|
|
|
id: Chemistry Room/Panel_physics_6
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors:
|
|
|
|
- purple
|
|
|
|
- red
|
2023-11-08 18:35:12 -05:00
|
|
|
tag: purple mid red bot
|
|
|
|
subtag: mid
|
|
|
|
link: xpr ELECTRON
|
|
|
|
ATOM (1):
|
|
|
|
id: Chemistry Room/Panel_physics_3
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors:
|
|
|
|
- purple
|
|
|
|
- red
|
2023-11-08 18:35:12 -05:00
|
|
|
tag: purple mid red bot
|
|
|
|
subtag: bot
|
|
|
|
link: xpr ELECTRON
|
|
|
|
NEUTRAL:
|
|
|
|
id: Chemistry Room/Panel_physics_7
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors:
|
|
|
|
- purple
|
|
|
|
- red
|
2023-11-08 18:35:12 -05:00
|
|
|
tag: purple mid red bot
|
|
|
|
subtag: mid
|
|
|
|
link: xpr NEUTRON
|
|
|
|
ATOM (2):
|
|
|
|
id: Chemistry Room/Panel_physics_4
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors:
|
|
|
|
- purple
|
|
|
|
- red
|
2023-11-08 18:35:12 -05:00
|
|
|
tag: purple mid red bot
|
|
|
|
subtag: bot
|
|
|
|
link: xpr NEUTRON
|
|
|
|
PROPEL:
|
|
|
|
id: Chemistry Room/Panel_physics_8
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors:
|
|
|
|
- purple
|
|
|
|
- red
|
2023-11-08 18:35:12 -05:00
|
|
|
tag: purple mid red bot
|
|
|
|
subtag: mid
|
|
|
|
link: xpr PROTON
|
|
|
|
ATOM (3):
|
|
|
|
id: Chemistry Room/Panel_physics_5
|
Lingo: Fix entrance checking being broken on default settings (#2506)
The most serious issue this PR addresses is that entrances that use doors without items (a small subset of doors when door shuffle is on, but *every* door when door shuffle is off, which is the default) underestimate the requirements needed to use that entrance. The logic would calculate the panels needed to open the door, but would neglect to keep track of the rooms those panels were in, meaning that doors would be considered openable if you had the colors needed to solve a panel that's in a room you have no access to.
Another issue is that, previously, logic would always consider the "ANOTHER TRY" panel accessible for the purposes of the LEVEL 2 panel hunt. This could result in seeds where the player is expected to have exactly the correct number of solves to reach LEVEL 2, but in reality is short by one because ANOTHER TRY itself is not revealed until the panel hunt is complete. This change marks ANOTHER TRY as non-counting, because even though it is technically a counting panel in-game, it can never contribute to the LEVEL 2 panel hunt. This issue could also apply to THE MASTER, since it is the only other counting panel with special access rules, although it is much less likely. This change adds special handling for counting THE MASTER. These issues were possible to manifest whenever the LEVEL 2 panel hunt was enabled, which it is by default.
Smaller logic issues also fixed in this PR:
* The Orange Tower Basement MASTERY panel was marked as requiring the mastery doors to be opened, when it was actually possible to get it without them by using a painting to get into the room.
* The Pilgrim Room painting item was incorrectly being marked as a filler item, despite it being progression.
* There has been another update to the game that adds connections between areas that were previously not connected. These changes were additive, which is why they are not critical.
* The panel stacks in the rhyme room now require both colours on each panel.
2023-12-10 13:15:42 -05:00
|
|
|
colors:
|
|
|
|
- purple
|
|
|
|
- red
|
2023-11-08 18:35:12 -05:00
|
|
|
tag: purple mid red bot
|
|
|
|
subtag: bot
|
|
|
|
link: xpr PROTON
|
|
|
|
ORDER:
|
|
|
|
id: Chemistry Room/Panel_physics_11
|
|
|
|
colors: brown
|
|
|
|
tag: botbrown
|
|
|
|
OPTICS:
|
|
|
|
id: Chemistry Room/Panel_physics_10
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
GRAPHITE:
|
|
|
|
id: Chemistry Room/Panel_yellow_bot_1
|
|
|
|
colors: yellow
|
|
|
|
tag: botyellow
|
|
|
|
HOT RYE:
|
|
|
|
id: Chemistry Room/Panel_anagram_1
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
SIT SHY HOPE:
|
|
|
|
id: Chemistry Room/Panel_anagram_2
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
ME NEXT PIER:
|
|
|
|
id: Chemistry Room/Panel_anagram_3
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
RUT LESS:
|
|
|
|
id: Chemistry Room/Panel_anagram_4
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
SON COUNCIL:
|
|
|
|
id: Chemistry Room/Panel_anagram_5
|
|
|
|
colors: yellow
|
|
|
|
tag: midyellow
|
|
|
|
doors:
|
|
|
|
Chemistry Puzzles:
|
|
|
|
skip_item: True
|
|
|
|
location_name: The Scientific - Chemistry Puzzles
|
|
|
|
panels:
|
|
|
|
- HYDROGEN (1)
|
|
|
|
- OXYGEN
|
|
|
|
- HYDROGEN (2)
|
|
|
|
- SUGAR (1)
|
|
|
|
- SUGAR (2)
|
|
|
|
- SUGAR (3)
|
|
|
|
- CHLORINE
|
|
|
|
- SODIUM
|
|
|
|
- FOREST
|
|
|
|
- POUND
|
|
|
|
- ICE
|
|
|
|
- FISSION
|
|
|
|
- FUSION
|
|
|
|
- MISS
|
|
|
|
- TREE (1)
|
|
|
|
Biology Puzzles:
|
|
|
|
skip_item: True
|
|
|
|
location_name: The Scientific - Biology Puzzles
|
|
|
|
panels:
|
|
|
|
- BIOGRAPHY
|
|
|
|
- CACTUS
|
|
|
|
- VERTEBRATE
|
|
|
|
- ROSE
|
|
|
|
- TREE (2)
|
|
|
|
- FRUIT
|
|
|
|
- MAMMAL
|
|
|
|
- BIRD
|
|
|
|
- FISH
|
|
|
|
Physics Puzzles:
|
|
|
|
skip_item: True
|
|
|
|
location_name: The Scientific - Physics Puzzles
|
|
|
|
panels:
|
|
|
|
- GRAVELY
|
|
|
|
- BREVITY
|
|
|
|
- PART
|
|
|
|
- MATTER
|
|
|
|
- ELECTRIC
|
|
|
|
- ATOM (1)
|
|
|
|
- NEUTRAL
|
|
|
|
- ATOM (2)
|
|
|
|
- PROPEL
|
|
|
|
- ATOM (3)
|
|
|
|
- ORDER
|
|
|
|
- OPTICS
|
|
|
|
paintings:
|
|
|
|
- id: hi_solved_painting4
|
|
|
|
orientation: south
|
2023-11-10 14:07:56 -05:00
|
|
|
req_blocked_when_no_doors: True # owl hallway in vanilla doors
|
2023-11-08 18:35:12 -05:00
|
|
|
Challenge Room:
|
|
|
|
entrances:
|
|
|
|
Welcome Back Area:
|
|
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door: Welcome Door
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Number Hunt:
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room: Outside The Undeterred
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door: Challenge Entrance
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panels:
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WELCOME:
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id: Challenge Room/Panel_welcome_welcome
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tag: midwhite
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CHALLENGE:
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id: Challenge Room/Panel_challenge_challenge
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tag: midwhite
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Achievement:
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id: Countdown Panels/Panel_challenged_unchallenged
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check: True
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colors:
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- black
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- gray
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- red
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- blue
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- yellow
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- purple
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- brown
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- orange
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tag: forbid
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achievement: The Unchallenged
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OPEN:
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id: Challenge Room/Panel_open_nepotism
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colors:
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- black
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- blue
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tag: chain mid black !!! blue
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SINGED:
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id: Challenge Room/Panel_singed_singsong
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colors:
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- red
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- blue
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tag: chain mid red blue
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NEVER TRUSTED:
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id: Challenge Room/Panel_nevertrusted_maladjusted
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colors: purple
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tag: midpurp
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CORNER:
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id: Challenge Room/Panel_corner_corn
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colors: red
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tag: midred
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STRAWBERRIES:
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id: Challenge Room/Panel_strawberries_mold
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colors: brown
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tag: double botbrown
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subtag: left
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link: time MOLD
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GRUB:
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id: Challenge Room/Panel_grub_burger
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colors:
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- black
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- blue
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tag: chain mid black blue
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BREAD:
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id: Challenge Room/Panel_bread_mold
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colors: brown
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tag: double botbrown
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subtag: right
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link: time MOLD
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COLOR:
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id: Challenge Room/Panel_color_gray
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colors: gray
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tag: forbid
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WRITER:
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id: Challenge Room/Panel_writer_songwriter
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colors: blue
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tag: midblue
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"02759":
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id: Challenge Room/Panel_tales_stale
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colors:
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- orange
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- yellow
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tag: chain mid orange yellow
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REAL EYES:
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id: Challenge Room/Panel_realeyes_realize
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tag: topwhite
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LOBS:
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id: Challenge Room/Panel_lobs_lobster
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colors: blue
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tag: midblue
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PEST ALLY:
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id: Challenge Room/Panel_double_anagram_1
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colors: yellow
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tag: midyellow
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GENIAL HALO:
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id: Challenge Room/Panel_double_anagram_2
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colors: yellow
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tag: midyellow
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DUCK LOGO:
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id: Challenge Room/Panel_double_anagram_3
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colors: yellow
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tag: midyellow
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AVIAN GREEN:
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id: Challenge Room/Panel_double_anagram_4
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colors: yellow
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tag: midyellow
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FEVER TEAR:
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id: Challenge Room/Panel_double_anagram_5
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colors: yellow
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tag: midyellow
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FACTS:
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id: Challenge Room/Panel_facts
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colors:
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- red
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- blue
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tag: forbid
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FACTS (1):
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id: Challenge Room/Panel_facts2
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colors: red
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tag: forbid
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FACTS (3):
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id: Challenge Room/Panel_facts3
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tag: forbid
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FACTS (4):
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id: Challenge Room/Panel_facts4
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colors: blue
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tag: forbid
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FACTS (5):
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id: Challenge Room/Panel_facts5
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colors: blue
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tag: forbid
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FACTS (6):
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id: Challenge Room/Panel_facts6
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colors: blue
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tag: forbid
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LAPEL SHEEP:
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id: Challenge Room/Panel_double_anagram_6
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colors: yellow
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tag: midyellow
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doors:
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Welcome Door:
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id: Entry Room Area Doors/Door_challenge_challenge
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panels:
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- WELCOME
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