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https://github.com/cave-story-randomizer/cave-story-randomizer
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a few one-line fixes
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@ -428,7 +428,7 @@ function lastCave:new(worldGraph)
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redDemon = Location("Red Demon Boss", "Priso2", "0300", self)
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}
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self.requirements = function(self, items) return _has(items, "weaponBoss") and _count(items, "booster", 2) and (_has(items, "eventRocket") or (self.world:_dboost(items, 'rocket') and _has(items, "machineGun"))) end
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self.requirements = function(self, items) return _has(items, "weaponBoss") and _count(items, "booster", 2) and (_has(items, "eventRocket") or (self.world:_dboost(items, 'rocket') and _has(items, "machineGun") and self.world.regions.plantation:canAccess(items))) end
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end
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local endgame = Region:extend()
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@ -513,7 +513,7 @@ function worldGraph:new(items)
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end
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function worldGraph:_dboost(items, key)
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return (self.seqbreak or self.dboosts[key].enabled) and _hp(items) > self.dboosts[key].hp
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return self.seqbreak and self.dboosts[key].enabled and _hp(items) > self.dboosts[key].hp
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end
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function worldGraph:StartPoint() return self.spawn == "Start Point" end
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@ -284,7 +284,7 @@ function C:_writeLog()
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end
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function C:_copyMyChar()
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local path = self:_getWritePath() .. '/myChar.bmp'
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local path = self:_getWritePath() .. '/MyChar.bmp'
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local data = lf.read(self.mychar)
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U.writeFile(path, data)
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end
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