From 1995bde6efb9bb24b01ee4682d76780d44f27d3a Mon Sep 17 00:00:00 2001 From: Pepe20129 <72659707+Pepe20129@users.noreply.github.com> Date: Mon, 19 May 2025 18:48:04 +0200 Subject: [PATCH] Exclude anubis from clear rooms --- soh/soh/Enhancements/enemyrandomizer.cpp | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) diff --git a/soh/soh/Enhancements/enemyrandomizer.cpp b/soh/soh/Enhancements/enemyrandomizer.cpp index b4c7c8282..792259dc4 100644 --- a/soh/soh/Enhancements/enemyrandomizer.cpp +++ b/soh/soh/Enhancements/enemyrandomizer.cpp @@ -447,14 +447,15 @@ bool IsEnemyAllowedToSpawn(int16_t sceneNum, int8_t roomNum, EnemyEntry enemy) { // Freezard - Child Link can only kill this with jump slash Deku Sticks or other equipment like bombs. // Beamos - Needs bombs. + // Anubis - Needs fire. // Shell Blade & Spike - Child Link can't kill these with sword or Deku Stick. // Flare dancer, Arwing & Dark Link - Both go out of bounds way too easily, softlocking the player. // Wallmaster - Not easily visible, often makes players think they're softlocked and that there's no enemies left. // Club Moblin - Many issues with them falling or placing out of bounds. Maybe fixable in the future? - bool enemiesToExcludeClearRooms = enemy.id == ACTOR_EN_FZ || enemy.id == ACTOR_EN_VM || enemy.id == ACTOR_EN_SB || - enemy.id == ACTOR_EN_NY || enemy.id == ACTOR_EN_CLEAR_TAG || - enemy.id == ACTOR_EN_WALLMAS || enemy.id == ACTOR_EN_TORCH2 || - (enemy.id == ACTOR_EN_MB && enemy.params == 0) || enemy.id == ACTOR_EN_FD; + bool enemiesToExcludeClearRooms = + enemy.id == ACTOR_EN_FZ || enemy.id == ACTOR_EN_VM || enemy.id == ACTOR_EN_SB || enemy.id == ACTOR_EN_NY || + enemy.id == ACTOR_EN_CLEAR_TAG || enemy.id == ACTOR_EN_WALLMAS || enemy.id == ACTOR_EN_TORCH2 || + (enemy.id == ACTOR_EN_MB && enemy.params == 0) || enemy.id == ACTOR_EN_FD || enemy.id == ACTOR_EN_ANUBICE_TAG; // Bari - Spawns 3 more enemies, potentially extremely difficult in timed rooms. bool enemiesToExcludeTimedRooms = enemiesToExcludeClearRooms || enemy.id == ACTOR_EN_VALI;