Skip to content

Fix: MQ logic for Ganons Castle main area#3275

Merged
aMannus merged 5 commits intoHarbourMasters:developfrom
Archez:fix-mq-ganons-castle-logic
Nov 4, 2023
Merged

Fix: MQ logic for Ganons Castle main area#3275
aMannus merged 5 commits intoHarbourMasters:developfrom
Archez:fix-mq-ganons-castle-logic

Conversation

@Archez
Copy link
Contributor

@Archez Archez commented Oct 9, 2023

The logic for Ganon's Castle did not distinguish between the first hallway and the main area. For vanilla this is basically fine as you can just go through the door, but in MQ there is an enemy clear requirement for the door to open. Additionally the enemy clear logic was placed on the "exit" of Ganon's Castle back to the overworld. This meant that logic was improperlly assuming you could get to the deku scrubs and other trials without weapons to defeat the enemies.

This PR breaks up the logic to have separate areas for the hallway and the main room and moves the enemy clear condition to the right door. The naming of these areas match with n64 logic.

Build Artifacts

@aMannus aMannus merged commit 6d8dfe7 into HarbourMasters:develop Nov 4, 2023
@Archez Archez deleted the fix-mq-ganons-castle-logic branch November 5, 2023 19:00
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

5 participants