From 2f4b59dae614df364655aec712fa896b1ee5a393 Mon Sep 17 00:00:00 2001 From: duncathan Date: Wed, 21 Jun 2023 03:15:58 -0600 Subject: [PATCH] fix seeker doors being a little too persistent failing to deactivate the mini damageabletrigger when the memory relay is active meant it could respawn the others and force the player to re-destroy an invisible seeker door to proceed --- open_prime_rando/echoes/dock_lock_rando/dock_type.py | 3 +++ 1 file changed, 3 insertions(+) diff --git a/open_prime_rando/echoes/dock_lock_rando/dock_type.py b/open_prime_rando/echoes/dock_lock_rando/dock_type.py index 66be8b7..9fea275 100644 --- a/open_prime_rando/echoes/dock_lock_rando/dock_type.py +++ b/open_prime_rando/echoes/dock_lock_rando/dock_type.py @@ -385,6 +385,9 @@ def create_trigger(name: str, health: float, lock_on: bool = True) -> ScriptInst for trigger in triggers: actors.relay.add_connection(State.Active, Message.Deactivate, trigger) + actors.relay.add_connection(State.Active, Message.Deactivate, mini_trigger) + actors.relay.add_connection(State.Active, Message.Deactivate, timer) + actors.relay.add_connection(State.Active, Message.Deactivate, timer_reset) def remove_blast_shield(self, editor: PatcherEditor, world_name: str, area_name: str, dock_name: str):