Timespinner: Adds Lantern Check flags, Missing Traps (#5188)
* Timespinner: Add Torch Flags * Add comment of all torch locations * Add gyre and dark forest lanterns * Add Ancient Pyramid * Don't make cube default progression * Add Emperors Tower * Add lake desolation, forest * Add lab * Add library, varndagroth * Add hangar * Add ramparts * Add Xarion * Add castle keep * Add royal towers * Add lake serene * Add remaining checks * Add missing region * Fix region names * Fix location id * Add traps to settings * Add restriction to elevator keycard torch * Set new traps to have quantity 0 by default * Scythe is now useful due to torch shredding * Add additional lantern * Un-disable missing lantern * Include location ids in tracker * Remove additional space * Fix paren * Add missing lantern * Remove tablet requirement for torches * Update filler V card * Fix brackets * Address feedback
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@@ -28,9 +28,11 @@ def create_regions_and_locations(world: MultiWorld, player: int, options: Timesp
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create_region(world, player, locations_per_region, 'Sealed Caves (Sirens)'),
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create_region(world, player, locations_per_region, 'Military Fortress'),
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create_region(world, player, locations_per_region, 'Military Fortress (hangar)'),
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create_region(world, player, locations_per_region, 'The lab'),
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create_region(world, player, locations_per_region, 'The lab (power off)'),
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create_region(world, player, locations_per_region, 'Lab Entrance'),
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create_region(world, player, locations_per_region, 'Main Lab'),
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create_region(world, player, locations_per_region, 'Lab Research'),
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create_region(world, player, locations_per_region, 'The lab (upper)'),
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create_region(world, player, locations_per_region, 'Emperors tower (courtyard)'),
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create_region(world, player, locations_per_region, 'Emperors tower'),
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create_region(world, player, locations_per_region, 'Skeleton Shaft'),
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create_region(world, player, locations_per_region, 'Sealed Caves (Xarion)'),
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@@ -41,6 +43,7 @@ def create_regions_and_locations(world: MultiWorld, player: int, options: Timesp
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create_region(world, player, locations_per_region, 'Lower Lake Serene'),
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create_region(world, player, locations_per_region, 'Caves of Banishment (upper)'),
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create_region(world, player, locations_per_region, 'Caves of Banishment (Maw)'),
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create_region(world, player, locations_per_region, 'Caves of Banishment (Flooded)'),
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create_region(world, player, locations_per_region, 'Caves of Banishment (Sirens)'),
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create_region(world, player, locations_per_region, 'Castle Ramparts'),
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create_region(world, player, locations_per_region, 'Castle Keep'),
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@@ -109,16 +112,19 @@ def create_regions_and_locations(world: MultiWorld, player: int, options: Timesp
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connect(world, player, 'Military Fortress', 'Temporal Gyre', lambda state: state.has('Timespinner Wheel', player) and logic.can_kill_all_3_bosses(state))
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connect(world, player, 'Military Fortress', 'Military Fortress (hangar)', logic.has_doublejump)
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connect(world, player, 'Military Fortress (hangar)', 'Military Fortress')
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connect(world, player, 'Military Fortress (hangar)', 'The lab', lambda state: logic.has_keycard_B(state) and (state.has('Water Mask', player) if flooded.flood_lab else logic.has_doublejump(state)))
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connect(world, player, 'Military Fortress (hangar)', 'Lab Entrance', lambda state: state.has('Water Mask', player) if flooded.flood_lab else logic.has_doublejump(state))
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connect(world, player, 'Lab Entrance', 'Main Lab', lambda state: logic.has_keycard_B(state))
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connect(world, player, 'Main Lab', 'Lab Entrance')
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connect(world, player, 'Lab Entrance', 'Military Fortress (hangar)')
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connect(world, player, 'Temporal Gyre', 'Military Fortress')
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connect(world, player, 'The lab', 'Military Fortress')
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connect(world, player, 'The lab', 'The lab (power off)', lambda state: options.lock_key_amadeus or logic.has_doublejump_of_npc(state))
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connect(world, player, 'The lab (power off)', 'The lab', lambda state: not flooded.flood_lab or state.has('Water Mask', player))
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connect(world, player, 'The lab (power off)', 'The lab (upper)', lambda state: logic.has_forwarddash_doublejump(state) and ((not options.lock_key_amadeus) or state.has('Lab Access Genza', player)))
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connect(world, player, 'The lab (upper)', 'The lab (power off)', lambda state: options.lock_key_amadeus and state.has('Lab Access Genza', player))
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connect(world, player, 'The lab (upper)', 'Emperors tower', logic.has_forwarddash_doublejump)
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connect(world, player, 'Main Lab', 'Lab Research', lambda state: state.has('Lab Access Research', player) if options.lock_key_amadeus else logic.has_doublejump_of_npc(state))
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connect(world, player, 'Main Lab', 'The lab (upper)', lambda state: logic.has_forwarddash_doublejump(state) and ((not options.lock_key_amadeus) or state.has('Lab Access Genza', player)))
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connect(world, player, 'The lab (upper)', 'Main Lab', lambda state: options.lock_key_amadeus and state.has('Lab Access Genza', player))
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connect(world, player, 'The lab (upper)', 'Emperors tower (courtyard)', logic.has_forwarddash_doublejump)
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connect(world, player, 'The lab (upper)', 'Ancient Pyramid (entrance)', lambda state: state.has_all({'Timespinner Wheel', 'Timespinner Spindle', 'Timespinner Gear 1', 'Timespinner Gear 2', 'Timespinner Gear 3'}, player))
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connect(world, player, 'Emperors tower', 'The lab (upper)')
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connect(world, player, 'Emperors tower (courtyard)', 'The lab (upper)')
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connect(world, player, 'Emperors tower (courtyard)', 'Emperors tower', logic.has_doublejump)
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connect(world, player, 'Emperors tower', 'Emperors tower (courtyard)')
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connect(world, player, 'Skeleton Shaft', 'Lake desolation')
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connect(world, player, 'Skeleton Shaft', 'Sealed Caves (Xarion)', logic.has_keycard_A)
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connect(world, player, 'Skeleton Shaft', 'Space time continuum', logic.has_teleport)
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@@ -145,6 +151,7 @@ def create_regions_and_locations(world: MultiWorld, player: int, options: Timesp
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connect(world, player, 'Caves of Banishment (upper)', 'Space time continuum', logic.has_teleport)
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connect(world, player, 'Caves of Banishment (Maw)', 'Caves of Banishment (upper)', lambda state: logic.has_doublejump(state) if not flooded.flood_maw else state.has('Water Mask', player))
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connect(world, player, 'Caves of Banishment (Maw)', 'Caves of Banishment (Sirens)', lambda state: state.has_any({'Gas Mask', 'Talaria Attachment'}, player) )
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connect(world, player, 'Caves of Banishment (Maw)', 'Caves of Banishment (Flooded)', lambda state: flooded.flood_maw or state.has('Water Mask', player))
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connect(world, player, 'Caves of Banishment (Maw)', 'Space time continuum', logic.has_teleport)
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connect(world, player, 'Caves of Banishment (Sirens)', 'Forest')
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connect(world, player, 'Castle Ramparts', 'Forest')
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