/
town.logic
120 lines (120 loc) · 3.5 KB
/
town.logic
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area Town:
room Main:
node Anju:
chest AnjuHP
node AnjuGarden:
door Anju
AnjuGarden -> Main # do we want to be able to make this out of logic (so as to not require this in entrance rando)?
node AnjuRoof:
door AnjuChimney
node CatsMinish:
door Fountain
door StratoMinishBack
node FigurineHouseDoorEast:
door FigurineHouseEast
node GormanHouseSouth:
door GormanHouseSouth
node HearthLedge:
door HearthLedge
chest HearthLedge
node JuliettaRoof:
door JuliettaChimney
door RomioChimneyEast
node LibraryEntrance:
entrance LibraryBottom
node LibraryRoof:
door LibraryRoof
node LibraryRoofMinish:
door LibraryMinish
LibraryRoof -> LibraryRoofMinish: item Cane
node Main:
chest CafeLady
door Bakery
door Borlov
door East
door FigurineHouseWest
door HearthNorth
door HearthSouth
door GormanHouseWest
door Julietta
door MayorWest
door North
door PostOffice
door Rem
door Romio
door SchoolWest
door Simon
door South
door Stockwell
door Strato
door Swiftblade
door Well
entrance Crest
exit LibraryBottom
flag Virtual.Zeffa.TownCrest
Main <-> Anju: (item Flippers | item Cape)
Main <-> FigurineHouseDoorEast: item CarlovMedal
Main <-> GormanHouseSouth: flag TalkedToOracle
Main -> LibraryEntrance: flag LibraryManHasMoved
node MainBellHP:
chest MainBellHP
Main <-> MainBellHP: item Cape
node MainMinish:
door AnjuMinish
door BakeryMinish
door CafeMinish
door CarpenterBuildingMinish
door DrLeftMinish
door HearthMinish
door RomioMinish
node MayorGarden:
door MayorEast
door MayorBasementLadder
node MinishBridge:
door CafeBridgeMinish
door StockwellBridgeMinish
node RomioRoof:
door RomioChimneyWest
node SewerDoor:
door SewerDoor
SewerDoor <-> LibraryRoofMinish: item Flippers
node SchoolGarden:
door SchoolEast
node SchoolGardenMinish:
door SchoolEntranceMinishEast
door SchoolGarden
node SchoolRoof:
chest SchoolRoof
door SchoolEntranceMinishWest
node SouthWest:
door Carlov
door Carpenters
door DrLeft
Main <-> SouthWest: (item Flippers | item Cape | flag DogMoves)
node TownDigging:
door TownDigging
Main <-> TownDigging: item MoleMitts
node WaterfallExit:
exit Waterfall
node WaterfallEntrance:
entrance Waterfall
Main -> WaterfallEntrance: (item Flippers & flag TownWaterfallFusion)
WaterfallExit -> Main: item Flippers
node West:
door West
Main -> West: (flag GuardMoved | (setting TownGuardBootSkip & item Boots))
West -> Main: (flag GuardMoved | setting TownGuardEastwards) # should moving past the guard this way be in logic? probably yes unless it's decoupled ER, this way we can choose that elsewhere
node GuardMove:
flag GuardMoved
Main -> GuardMove: item CanSpin
node WestMinish:
door DrLeftChimney
door GormanHouseWest
door StratoMinish
node HearthLedge +: exit Virtual.Zeffa.FluteAway
node Main +: exit Virtual.Zeffa.FluteAway
node MayorGarden +: exit Virtual.Zeffa.FluteAway
node LibraryRoof +: exit Virtual.Zeffa.FluteAway
node SchoolGarden +: exit Virtual.Zeffa.FluteAway
node SchoolRoof +: exit Virtual.Zeffa.FluteAway
node SouthWest +: exit Virtual.Zeffa.FluteAway