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Exclude anubis from clear rooms
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1 changed files with 5 additions and 4 deletions
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@ -447,14 +447,15 @@ bool IsEnemyAllowedToSpawn(int16_t sceneNum, int8_t roomNum, EnemyEntry enemy) {
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// Freezard - Child Link can only kill this with jump slash Deku Sticks or other equipment like bombs.
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// Freezard - Child Link can only kill this with jump slash Deku Sticks or other equipment like bombs.
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// Beamos - Needs bombs.
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// Beamos - Needs bombs.
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// Anubis - Needs fire.
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// Shell Blade & Spike - Child Link can't kill these with sword or Deku Stick.
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// Shell Blade & Spike - Child Link can't kill these with sword or Deku Stick.
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// Flare dancer, Arwing & Dark Link - Both go out of bounds way too easily, softlocking the player.
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// Flare dancer, Arwing & Dark Link - Both go out of bounds way too easily, softlocking the player.
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// Wallmaster - Not easily visible, often makes players think they're softlocked and that there's no enemies left.
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// Wallmaster - Not easily visible, often makes players think they're softlocked and that there's no enemies left.
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// Club Moblin - Many issues with them falling or placing out of bounds. Maybe fixable in the future?
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// Club Moblin - Many issues with them falling or placing out of bounds. Maybe fixable in the future?
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bool enemiesToExcludeClearRooms = enemy.id == ACTOR_EN_FZ || enemy.id == ACTOR_EN_VM || enemy.id == ACTOR_EN_SB ||
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bool enemiesToExcludeClearRooms =
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enemy.id == ACTOR_EN_NY || enemy.id == ACTOR_EN_CLEAR_TAG ||
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enemy.id == ACTOR_EN_FZ || enemy.id == ACTOR_EN_VM || enemy.id == ACTOR_EN_SB || enemy.id == ACTOR_EN_NY ||
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enemy.id == ACTOR_EN_WALLMAS || enemy.id == ACTOR_EN_TORCH2 ||
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enemy.id == ACTOR_EN_CLEAR_TAG || enemy.id == ACTOR_EN_WALLMAS || enemy.id == ACTOR_EN_TORCH2 ||
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(enemy.id == ACTOR_EN_MB && enemy.params == 0) || enemy.id == ACTOR_EN_FD;
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(enemy.id == ACTOR_EN_MB && enemy.params == 0) || enemy.id == ACTOR_EN_FD || enemy.id == ACTOR_EN_ANUBICE_TAG;
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// Bari - Spawns 3 more enemies, potentially extremely difficult in timed rooms.
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// Bari - Spawns 3 more enemies, potentially extremely difficult in timed rooms.
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bool enemiesToExcludeTimedRooms = enemiesToExcludeClearRooms || enemy.id == ACTOR_EN_VALI;
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bool enemiesToExcludeTimedRooms = enemiesToExcludeClearRooms || enemy.id == ACTOR_EN_VALI;
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