Enemy fixes - #93
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First pass on enemy fixes, should fix most of the logic issues. Started renaming A side enemies for consistency, more to do and B to start. Potentially a couple more enemies to add, need to do a couple more test runs after these ship.
Fixes malformed JSON files
Fixes and naming pass on all B side enemies. Still need to add conditionals for the back track Ivys in Greenhouse and rename them.
A Side logic fixes and naming pass. Also made a pass on Greenhouse Ivy enemies, renamed them and added logic to the two that drop down after inserting the filled cartridge.
Several fixes to enemies that I missed in previous passes.
Removed an erroneous space. Oops.
Fixes logic for RPD2 enemies for CA. Adds some missing enemies for CA. Fixes enemy IDs for several enemies for LB.
Fixes a Licker that I missed on my last pass
Fix for possum zombie outside West Office for both LB and CB.
Fixed an extra S that worked its way into his code block. Should no longer appear in logic as soon as you collect the courtyard key now :)
Add missing LA/LB logic to Super Tyrant bossfight
Adds Fuse-Main Hall to logic on all zombies in break room hallway in B scenarios.
FORGOT TO ADD THE FUSE LOL
Tiny fix before PR
Fixes for selfhosted AP stuff, very niche very cool glhf
… into Enemy-Fixes
Adds logic to the surprise Ivy on Claire A
Fixes region connections for east hallway 2f -> waiting room -> main hall for both B sides in rare instances where the player receives the spade key before the main hall fuse.
Logic fix for alt route in B side for Hiding Place drawer
First pass, more to come
RPD missables
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Plethora of enemy fixes across all scenarios;
-Fixes the broken G1 check for both Claire scenarios
-Fixes logic issues with enemies in the initial rooms of the RPD on both B scenarios so as to not have your main hall fuse or spade key sitting on an enemy check that is unreachable until later in the game, causing your world to be completely bricked without cheating the item in
-Some check names have been rewritten for parity - some enemies had a different check name between characters/scenarios despite being the same enemy previously
-Truly missable enemy checks have been excluded - this is largely focussed in the RPD with things like the first zombie that comes through the window in the west wing before entering the ops room that despawns once you return to marvin, or the helicopter crash zombies in the 2f east wing corridor that despawn once you go down the ladder from 3f to access the roof as examples.
This isnt a complete exhaustive list by any means, but it has been tested a fair bit and tweaked to get to this point.