Fix a couple of incorrect location access requirements

Also, Curly does not need both polarStar AND weaponBoss, since
the former implies the latter
This commit is contained in:
periwinkle 2019-07-10 20:35:07 -04:00
parent d2eff12fee
commit 42e7e771ea

View file

@ -174,9 +174,7 @@ function upperSandZone:new(worldGraph)
return self.world.regions.arthur:canAccess(items)
end
self.locations.curly.requirements = function(self, items)
return _has(items, "polarStar") and _has(items, "weaponBoss")
end
self.locations.curly.requirements = function(self, items) return _has(items, "polarStar") end
self.locations.panties.requirements = function(self, items) return _has(items, "weaponBoss") end
self.locations.curlyPup.requirements = function(self, items) return _has(items, "weaponBoss") end
@ -364,11 +362,11 @@ function plantation:new(worldGraph)
if not self.world.regions.arthur:canAccess(items) then return false end
if _has(items, "teleportKey") then return true end
if self.world.regions.outerWall:canAccess(items) then return true end
if _has(items, "bomb") and _has(items, "weaponSN") and self.world.regions.grasstownEast:canAccess(items) then return true end
if _has(items, "eventKazuma") and _has(items, "weaponSN") and self.world.regions.grasstownEast:canAccess(items) then return true end
return false
end
self.locations.jail1.requirements = function(self, items) return _has(items, "letter") and _has(items, "teleportKey") end
self.locations.jail1.requirements = function(self, items) return _has(items, "teleportKey") end
self.locations.momorin.requirements = function(self, items) return _has(items, "letter") and _has(items, "booster") end
self.locations.sprinkler.requirements = function(self, items) return _has(items, "mask") end
self.locations.megane.requirements = function(self, items) return _has(items, "brokenSprinkler") and _has(items, "mask") end
@ -391,7 +389,7 @@ function lastCave:new(worldGraph)
redDemon = Location("Red Demon Boss", "Priso2", "0300", self)
}
self.requirements = function(self, items) return _has(items, "eventRocket") and _has(items, "weaponBoss") and _count(items, booster, 2) end
self.requirements = function(self, items) return _has(items, "eventRocket") and _has(items, "weaponBoss") and _count(items, "booster", 2) end
end
local endgame = Region:extend()