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https://github.com/cave-story-randomizer/cave-story-randomizer
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Fix a couple of incorrect location access requirements
Also, Curly does not need both polarStar AND weaponBoss, since the former implies the latter
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@ -174,9 +174,7 @@ function upperSandZone:new(worldGraph)
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return self.world.regions.arthur:canAccess(items)
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end
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self.locations.curly.requirements = function(self, items)
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return _has(items, "polarStar") and _has(items, "weaponBoss")
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end
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self.locations.curly.requirements = function(self, items) return _has(items, "polarStar") end
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self.locations.panties.requirements = function(self, items) return _has(items, "weaponBoss") end
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self.locations.curlyPup.requirements = function(self, items) return _has(items, "weaponBoss") end
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@ -364,11 +362,11 @@ function plantation:new(worldGraph)
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if not self.world.regions.arthur:canAccess(items) then return false end
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if _has(items, "teleportKey") then return true end
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if self.world.regions.outerWall:canAccess(items) then return true end
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if _has(items, "bomb") and _has(items, "weaponSN") and self.world.regions.grasstownEast:canAccess(items) then return true end
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if _has(items, "eventKazuma") and _has(items, "weaponSN") and self.world.regions.grasstownEast:canAccess(items) then return true end
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return false
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end
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self.locations.jail1.requirements = function(self, items) return _has(items, "letter") and _has(items, "teleportKey") end
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self.locations.jail1.requirements = function(self, items) return _has(items, "teleportKey") end
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self.locations.momorin.requirements = function(self, items) return _has(items, "letter") and _has(items, "booster") end
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self.locations.sprinkler.requirements = function(self, items) return _has(items, "mask") end
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self.locations.megane.requirements = function(self, items) return _has(items, "brokenSprinkler") and _has(items, "mask") end
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@ -391,7 +389,7 @@ 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, "eventRocket") and _has(items, "weaponBoss") and _count(items, booster, 2) end
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self.requirements = function(self, items) return _has(items, "eventRocket") and _has(items, "weaponBoss") and _count(items, "booster", 2) end
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end
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local endgame = Region:extend()
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