diff --git a/town.logic b/town.logic index 086f8cc..e073fb4 100644 --- a/town.logic +++ b/town.logic @@ -1,2 +1,120 @@ area Town: - room Main \ No newline at end of file + 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