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[Logic]: Consumable item locks

Open foxsouns opened this issue 2 years ago • 1 comments

D6 Wizrobe-locked door requires 12 arrows, and the bow obtain gives 20, I believe? So if you mess it up, you lose the check until bombs/rod obtain, which could easily be a massive check item (bracelet, sword, etc) and cause softlocks. And I think powder-only Slime key dig/Richard's cave exit from outside requires more than 10 powder uses, not including possible required powder uses to get to that point: these could both be solved by having the ghost fill up consumable items to full, or to make sure toolshop is accessible without using more than the 10 given consumables on entrance/start rando.

foxsouns avatar Jan 05 '23 18:01 foxsouns

Correct me if I’m wrong, but wouldn’t this be resolved by farming enough rupees through enemies via the 10-ghost magic powder refill, then getting more from trendy game & buying arrows from the Mabe shop?

Edit: oh, right, entrance rando would throw a wrench into the mix

EpochFlame avatar Jul 15 '24 22:07 EpochFlame