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https://github.com/HarbourMasters/Shipwright.git
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missed some bk checks
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@ -37,7 +37,7 @@ void RegionTable_Init_FireTemple() {
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}, {
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//Exits
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Entrance(RR_FIRE_TEMPLE_FIRST_ROOM, []{return true;}),
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Entrance(RR_FIRE_TEMPLE_BOSS_ENTRYWAY, []{return logic->HasItem(RG_FIRE_TEMPLE_BOSS_KEY) && ((logic->IsAdult && (ctx->GetTrickOption(RT_FIRE_BOSS_DOOR_JUMP) || Here(RR_FIRE_TEMPLE_FIRE_MAZE_UPPER, []{return logic->CanUse(RG_MEGATON_HAMMER);}))) || logic->CanUse(RG_HOVER_BOOTS));}),
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Entrance(RR_FIRE_TEMPLE_BOSS_ENTRYWAY, []{return logic->HasItem(RG_FIRE_TEMPLE_BOSS_KEY) && ((logic->IsAdult && (ctx->GetTrickOption(RT_FIRE_BOSS_DOOR_JUMP) || Here(RR_FIRE_TEMPLE_FIRE_MAZE_UPPER, []{return logic->CanUse(RG_MEGATON_HAMMER);}))) || logic->CanUse(RG_HOVER_BOOTS) || logic->IsNNL());}, true),
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});
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areaTable[RR_FIRE_TEMPLE_LOOP_ENEMIES] = Region("Fire Temple Loop Enemies", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
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@ -435,7 +435,7 @@ void RegionTable_Init_FireTemple() {
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Entrance(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_UPPER, []{return true;}),
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//Child cannot make it to the north side torches without a hook without specifically bunny hood speed + hover boots
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Entrance(RR_FIRE_TEMPLE_MQ_NEAR_BOSS_ROOM_NORTH, []{return logic->FireTimer() > 32 && (logic->CanUse(RG_HOOKSHOT) || (logic->IsAdult && logic->CanUse(RG_HOVER_BOOTS)));}),
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Entrance(RR_FIRE_TEMPLE_BOSS_ENTRYWAY, []{return logic->HasItem(RG_FIRE_TEMPLE_BOSS_KEY) && logic->FireTimer() >= 15 && ((logic->IsAdult && (ctx->GetTrickOption(RT_FIRE_BOSS_DOOR_JUMP) || logic->CanUse(RG_HOVER_BOOTS))) || (logic->IsAdult && logic->HitFireTemplePlatform) || (logic->HitFireTemplePlatform && logic->CanUse(RG_HOVER_BOOTS)));}),
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Entrance(RR_FIRE_TEMPLE_BOSS_ENTRYWAY, []{return logic->HasItem(RG_FIRE_TEMPLE_BOSS_KEY) && logic->FireTimer() >= 15 && ((logic->IsAdult && (ctx->GetTrickOption(RT_FIRE_BOSS_DOOR_JUMP) || logic->CanUse(RG_HOVER_BOOTS))) || (logic->IsAdult && logic->HitFireTemplePlatform) || (logic->HitFireTemplePlatform && logic->CanUse(RG_HOVER_BOOTS)) || logic->IsNNL());}, true),
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});
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//This room assumes tunic logic is handled on entry.
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@ -297,7 +297,7 @@ void RegionTable_Init_ForestTemple() {
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}, {
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//Exits
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Entrance(RR_FOREST_TEMPLE_LOBBY, []{return true;}),
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Entrance(RR_FOREST_TEMPLE_BOSS_ENTRYWAY, []{return logic->HasItem(RG_FOREST_TEMPLE_BOSS_KEY);}),
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Entrance(RR_FOREST_TEMPLE_BOSS_ENTRYWAY, []{return logic->HasItem(RG_FOREST_TEMPLE_BOSS_KEY);}, true),
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});
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#pragma endregion
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@ -111,7 +111,7 @@ void RegionTable_Init_ShadowTemple() {
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LOCATION(RC_SHADOW_TEMPLE_AFTER_SHIP_LOWER_HEART, (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DISTANT_SCARECROW) || (ctx->GetTrickOption(RT_SHADOW_STATUE) && logic->CanUse(RG_BOMBCHU_5))) && logic->CanUse(RG_SONG_OF_TIME) || (logic->CanUse(RG_DISTANT_SCARECROW) && logic->CanUse(RG_HOVER_BOOTS))),
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}, {
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//Exits
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Entrance(RR_SHADOW_TEMPLE_BOSS_ENTRYWAY, []{return (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DISTANT_SCARECROW) || (ctx->GetTrickOption(RT_SHADOW_STATUE) && logic->CanUse(RG_BOMBCHU_5))) && logic->SmallKeys(RR_SHADOW_TEMPLE, 5) && logic->CanUse(RG_HOVER_BOOTS) && logic->HasItem(RG_SHADOW_TEMPLE_BOSS_KEY);})
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Entrance(RR_SHADOW_TEMPLE_BOSS_ENTRYWAY, []{return (((logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DISTANT_SCARECROW) || (ctx->GetTrickOption(RT_SHADOW_STATUE) && logic->CanUse(RG_BOMBCHU_5))) && logic->SmallKeys(RR_SHADOW_TEMPLE, 5) && logic->CanUse(RG_HOVER_BOOTS)) || logic->IsNNL()) && logic->HasItem(RG_SHADOW_TEMPLE_BOSS_KEY);}, true)
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});
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#pragma endregion
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@ -361,7 +361,7 @@ void RegionTable_Init_ShadowTemple() {
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}, {
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//Exits
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Entrance(RR_SHADOW_TEMPLE_MQ_ACROSS_CHASM, []{return logic->CanUse(RG_HOVER_BOOTS) && (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH));}),
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Entrance(RR_SHADOW_TEMPLE_BOSS_ENTRYWAY, []{return logic->HasItem(RG_SHADOW_TEMPLE_BOSS_KEY);}),
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Entrance(RR_SHADOW_TEMPLE_BOSS_ENTRYWAY, []{return logic->HasItem(RG_SHADOW_TEMPLE_BOSS_KEY);}, true),
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});
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//Assumes lens is checked on entry
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@ -276,7 +276,7 @@ void RegionTable_Init_WaterTemple() {
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}, {
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//Exits
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Entrance(RR_WATER_TEMPLE_LOBBY, []{return true;}),
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Entrance(RR_WATER_TEMPLE_BOSS_ENTRYWAY, []{return logic->HasItem(RG_WATER_TEMPLE_BOSS_KEY);}),
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Entrance(RR_WATER_TEMPLE_BOSS_ENTRYWAY, []{return logic->HasItem(RG_WATER_TEMPLE_BOSS_KEY);}, true),
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});
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#pragma endregion
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@ -364,7 +364,7 @@ void RegionTable_Init_WaterTemple() {
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areaTable[RR_WATER_TEMPLE_MQ_BOSS_DOOR] = Region("Water Temple MQ Main", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
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//Exits
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Entrance(RR_WATER_TEMPLE_MQ_3F_NORTH_LEDGE, []{return logic->CanUse(RG_ICE_ARROWS) || logic->TakeDamage();}),
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Entrance(RR_WATER_TEMPLE_BOSS_ENTRYWAY, []{return logic->HasItem(RG_WATER_TEMPLE_BOSS_KEY);}),
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Entrance(RR_WATER_TEMPLE_BOSS_ENTRYWAY, []{return logic->HasItem(RG_WATER_TEMPLE_BOSS_KEY);}, true),
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});
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areaTable[RR_WATER_TEMPLE_MQ_EAST_TOWER] = Region("Water Temple MQ East Tower", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
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@ -379,7 +379,7 @@ void RegionTable_Init_WaterTemple() {
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//Locations
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LOCATION(RC_WATER_TEMPLE_MQ_MAP_CHEST, logic->MQWaterLevel(WL_HIGH) && logic->HasFireSource() && logic->CanUse(RG_HOOKSHOT)),
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//easy to get at WL_HIGH with the hook-the-underwater-chest glitch
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LOCATION(RC_WATER_TEMPLE_MQ_LONGSHOT_CHEST, logic->MQWaterLevel(WL_MID) && logic->CanUse(RG_HOOKSHOT)),
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LOCATION_NNL(RC_WATER_TEMPLE_MQ_LONGSHOT_CHEST, (logic->MQWaterLevel(WL_MID) || logic->IsNNL()) && logic->CanUse(RG_HOOKSHOT)),
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LOCATION(RC_WATER_TEMPLE_MQ_LOWER_TORCHES_POT_1, (logic->MQWaterLevel(WL_LOW) && logic->CanBreakPots()) || (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT) && logic->WaterTimer() >= 16)),
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LOCATION(RC_WATER_TEMPLE_MQ_LOWER_TORCHES_POT_2, (logic->MQWaterLevel(WL_LOW) && logic->CanBreakPots()) || (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT) && logic->WaterTimer() >= 16)),
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}, {
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