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Updates dungeon2.py to LADXR-Live (#20)
No logic changes or bugfix are in this file. It is only code cleanup.
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worlds/ladx/LADXR/logic/dungeon2.py

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Original file line numberDiff line numberDiff line change
@@ -14,7 +14,7 @@ def __init__(self, options, world_setup, r):
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Location(dungeon=2).add(DungeonChest(0x137)).connect(dungeon2_r2, AND(KEY2, FOUND(KEY2, 5), OR(r.rear_attack, r.rear_attack_range))) # compass chest
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if options.owlstatues == "both" or options.owlstatues == "dungeon":
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Location(dungeon=2).add(OwlStatue(0x133)).connect(dungeon2_r2, STONE_BEAK2)
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dungeon2_r3 = Location(dungeon=2).add(DungeonChest(0x138)).connect(dungeon2_r2, r.attack_hookshot) # first chest with key, can hookshot the switch in previous room
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dungeon2_r3 = Location(dungeon=2).add(DungeonChest(0x138)).connect(dungeon2_r2, r.hit_switch) # first chest with key, can hookshot the switch in previous room
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dungeon2_r4 = Location(dungeon=2).add(DungeonChest(0x139)).connect(dungeon2_r3, FEATHER) # button spawn chest
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if options.logic == "casual":
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shyguy_key_drop = Location(dungeon=2).add(DroppedKey(0x134)).connect(dungeon2_r3, AND(FEATHER, OR(r.rear_attack, r.rear_attack_range))) # shyguy drop key
@@ -39,16 +39,16 @@ def __init__(self, options, world_setup, r):
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if options.logic == 'glitched' or options.logic == 'hell':
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dungeon2_ghosts_chest.connect(dungeon2_ghosts_room, SWORD) # use sword to spawn ghosts on other side of the room so they run away (logically irrelevant because of torches at start)
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dungeon2_r6.connect(miniboss, FEATHER) # superjump to staircase next to hinox.
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dungeon2_r6.connect(miniboss, r.super_jump_feather) # superjump to staircase next to hinox.
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if options.logic == 'hell':
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dungeon2_map_chest.connect(dungeon2_l2, AND(r.attack_hookshot_powder, PEGASUS_BOOTS)) # use boots to jump over the pits
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dungeon2_r4.connect(dungeon2_r3, OR(PEGASUS_BOOTS, HOOKSHOT)) # can use both pegasus boots bonks or hookshot spam to cross the pit room
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dungeon2_map_chest.connect(dungeon2_l2, AND(r.attack_hookshot_powder, r.boots_bonk_pit)) # use boots to jump over the pits
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dungeon2_r4.connect(dungeon2_r3, OR(r.boots_bonk_pit, r.hookshot_spam_pit)) # can use both pegasus boots bonks or hookshot spam to cross the pit room
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dungeon2_r4.connect(shyguy_key_drop, r.rear_attack_range, one_way=True) # adjust for alternate requirements for dungeon2_r4
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miniboss.connect(dungeon2_r5, AND(PEGASUS_BOOTS, r.miniboss_requirements[world_setup.miniboss_mapping[1]])) # use boots to dash over the spikes in the 2d section
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miniboss.connect(dungeon2_r5, AND(r.boots_dash_2d, r.miniboss_requirements[world_setup.miniboss_mapping[1]])) # use boots to dash over the spikes in the 2d section
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dungeon2_pre_stairs_boss.connect(dungeon2_r6, AND(HOOKSHOT, OR(BOW, BOMB, MAGIC_ROD, AND(OCARINA, SONG1)), FOUND(KEY2, 5))) # hookshot clip through the pot using both pol's voice
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dungeon2_post_stairs_boss.connect(dungeon2_pre_stairs_boss, OR(BOMB, AND(PEGASUS_BOOTS, FEATHER))) # use a bomb to lower the last platform, or boots + feather to cross over top (only relevant in hell logic)
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dungeon2_pre_boss.connect(dungeon2_post_stairs_boss, AND(PEGASUS_BOOTS, HOOKSHOT)) # boots bonk off bottom wall + hookshot spam across the two 1 tile pits vertically
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dungeon2_post_stairs_boss.connect(dungeon2_pre_stairs_boss, OR(BOMB, r.boots_jump)) # use a bomb to lower the last platform, or boots + feather to cross over top (only relevant in hell logic)
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dungeon2_pre_boss.connect(dungeon2_post_stairs_boss, AND(r.boots_bonk_pit, r.hookshot_spam_pit)) # boots bonk off bottom wall + hookshot spam across the two 1 tile pits vertically
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self.entrance = entrance
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