fix all bosses completable logic

This commit is contained in:
duncathan 2021-09-23 22:12:39 -06:00
parent 0f4d0ee04c
commit 347bfcdc57

View file

@ -577,13 +577,13 @@ function worldGraph:canBeatGame(items, obj)
-- Curly, Omega -- Curly, Omega
if not (self.regions.upperSandZone:canAccess(items)) then return false end if not (self.regions.upperSandZone:canAccess(items)) then return false end
-- Toroko+ -- Toroko+
if not self.regions.lowerSandZone.king:canAccess(items) then return false end if not self.regions.lowerSandZone.locations.king:canAccess(items) then return false end
-- Puu Black, Monster X -- Puu Black, Monster X
if not (self.regions.labyrinthW:canAccess(items) and _has(items, "clinicKey")) then return false end if not (self.regions.labyrinthW:canAccess(items) and _has(items, "clinicKey")) then return false end
-- Ironhead -- Ironhead
if not self.regions.waterway:canAccess(items) then return false end if not self.regions.waterway:canAccess(items) then return false end
-- Ma Pignon -- Ma Pignon
if not self.regions.mimigaVillage.maPignon:canAccess(items) then return false end if not self.regions.mimigaVillage.locations.maPignon:canAccess(items) then return false end
-- Remaining bosses are all covered by the normal requirements -- Remaining bosses are all covered by the normal requirements
return true return true
end end