state("POP3"){ //The Prince's coords float xPos : 0x00A2A498, 0xC, 0x30; float yPos : 0x00A2A498, 0xC, 0x34; float zPos : 0x00A2A498, 0xC, 0x38; float xCam : 0x928548; float yCam : 0x928554; } startup{ } start{ //Detecting if the game has started on the ramparts. if(current.xPos >= -404.9 && current.xPos <= -404.8 && current.yCam <= 0.1082 && current.yCam >= 0.1080 && current.xCam <= 0.832 && current.xCam >= 0.8318) return true; } reset{ //Detecting if the game has started on the ramparts. if(current.xPos >= -443 && current.xPos <= -442.9 && current.yCam == 0) return true; } split{ //List of T2T Splits across categories vars.TheRamparts = (Func )(() => { if(current.xPos >= -271 && current.xPos <= -265 && current.yPos >= 187 && current.yPos <= 188 && current.zPos >= 74 && current.zPos <= 75) return true; return false; }); vars.HarbourDistrict = (Func )(() => { if(current.xPos >= -93 && current.xPos <= -88 && current.yPos >= 236.2 && current.yPos <= 238 && current.zPos >= 83 && current.zPos <= 88) return true; return false; }); vars.ThePalace = (Func )(() => { if(current.xPos >= -35.5 && current.xPos <= -35.4 && current.yPos >= 232.3 && current.yPos <= 232.4 && current.zPos >= 146.9 && current.zPos <= 147) return true; return false; }); vars.TrappedHallway = (Func )(() => { if(current.xPos >= -52.1 && current.xPos <= -52.0 && current.yPos >= 135.8 && current.yPos <= 135.9 && current.zPos >= 75.8 && current.zPos <= 76) return true; return false; }); vars.TheSewerz = (Func )(() => { if(current.xPos >= -100 && current.xPos <= -96 && current.yPos >= -83 && current.yPos <= -79 && current.zPos >= 19.9 && current.zPos <= 20) return true; return false; }); vars.TheSewers = (Func )(() => { if(current.xPos >= -89.0 && current.xPos <= -88.0 && current.yPos >= -15.2 && current.yPos <= -14.7 && current.zPos >= 4.9 && current.zPos <= 5.1) return true; return false; }); vars.TheFortress = (Func )(() => { if(current.xPos >= -71.4 && current.xPos <= -71.3 && current.yPos >= 9.6 && current.yPos <= 9.7 && current.zPos >= 44 && current.zPos <= 44.1) return true; return false; }); vars.Chariot1 = (Func )(() => { if(current.xPos >= -443.37 && current.xPos <= -443.36 && current.yPos >= 355.80 && current.yPos <= 355.81 && current.zPos >= 57.71 && current.zPos <= 57.72) return true; return false; }); vars.LowerCity = (Func )(() => { if(current.xPos >= -319 && current.xPos <= -316.5 && current.yPos >= 317 && current.yPos <= 332.6 && current.zPos >= 95.1 && current.zPos <= 98) return true; return false; }); vars.ArenaDeload = (Func )(() => { if(current.xPos >= -256.1 && current.xPos <= -251.9 && current.yPos >= 358 && current.yPos <= 361.5 && current.zPos >= 53.9 && current.zPos <= 63.3) return true; return false; }); vars.LowerCityRooftops = (Func )(() => { if(current.xPos >= -261.5 && current.xPos <= -261 && current.yPos >= 318 && current.yPos <= 319.5 && current.zPos >= 46 && current.zPos <= 48) return true; return false; }); vars.LCRooftopZips = (Func )(() => { if(current.xPos >= -246 && current.xPos <= -241.5 && current.yPos >= 373.5 && current.yPos <= 383.6 && current.zPos >= 66 && current.zPos <= 69) return true; return false; }); vars.TheBalconies = (Func )(() => { if(current.xPos >= -194 && current.xPos <= -190 && current.yPos >= 328 && current.yPos <= 329.7 && current.zPos >= 32.6 && current.zPos <= 33.6) return true; return false; }); vars.DarkAlley = (Func )(() => { if(current.xPos >= -114 && current.xPos <= -110 && current.yPos >= 328 && current.yPos <= 338 && current.zPos >= 55 && current.zPos <= 59) return true; return false; }); vars.TheTempleRooftops = (Func )(() => { if(current.xPos >= -122.6 && current.xPos <= -117.7 && current.yPos >= 421.6 && current.yPos <= 423 && current.zPos >= 107 && current.zPos <= 108.1) return true; return false; }); vars.TheTemple = (Func )(() => { if(current.xPos >= -212.2 && current.xPos <= -211.9 && current.yPos >= 419.0 && current.yPos <= 419.8 && current.zPos >= 81 && current.zPos <= 82) return true; return false; }); vars.TheMarketplace= (Func )(() => { if(current.xPos >= -213 && current.xPos <= -207 && current.yPos >= 484 && current.yPos <= 490 && current.zPos >= 101 && current.zPos <= 103) return true; return false; }); vars.MarketDistrict = (Func )(() => { if(current.xPos >= -185.5 && current.xPos <= -175.5 && current.yPos >= 524 && current.yPos <= 530 && current.zPos >= 90 && current.zPos <= 92) return true; return false; }); vars.TheBrothel = (Func )(() => { if(current.xPos >= -152.3 && current.xPos <= -152.0 && current.yPos >= 549.8 && current.yPos <= 549.9 && current.zPos >= 91.8 && current.zPos <= 92) return true; return false; }); vars.ThePlaza = (Func )(() => { if(current.xPos >= -104 && current.xPos <= -100 && current.yPos >= 548 && current.yPos <= 553 && current.zPos >= 105.5 && current.zPos <= 106.1) return true; return false; }); vars.TheUpperCity = (Func )(() => { if(current.xPos >= -124.5 && current.xPos <= -122.5 && current.yPos >= 500 && current.yPos <= 505 && current.zPos >= 97 && current.zPos <= 99) return true; return false; }); vars.CityGarderns = (Func )(() => { if(current.xPos >= -63.5 && current.xPos <= -63.4 && current.yPos >= 389.7 && current.yPos <= 389.8 && current.zPos >= 85.2 && current.zPos <= 85.3) return true; return false; }); vars.ThePromenade = (Func )(() => { if(current.xPos >= -3 && current.xPos <= -1 && current.yPos >= 515 && current.yPos <= 519 && current.zPos >= 72 && current.zPos <= 75) return true; return false; }); vars.RoyalWorkshop = (Func )(() => { if(current.xPos >= 58 && current.xPos <= 62 && current.yPos >= 470 && current.yPos <= 480 && current.zPos >= 79 && current.zPos <= 81) return true; return false; }); vars.KingsRoad = (Func )(() => { if(current.xPos >= 91.9289 && current.xPos <= 91.9290 && current.yPos >= 230.0479 && current.yPos <= 230.0480 && current.zPos >= 70.9877 && current.zPos <= 70.9879) return true; return false; }); vars.KingzRoad = (Func )(() => { if(current.xPos >= 53 && current.xPos <= 70 && current.yPos >= 240 && current.yPos <= 250 && current.zPos >= 70 && current.zPos <= 73) return true; return false; }); vars.PalaceEntrance = (Func )(() => { if(current.xPos >= 30.8 && current.xPos <= 30.9 && current.yPos >= 271.2 && current.yPos <= 271.3 && current.zPos >= 126 && current.zPos <= 126.1) return true; return false; }); vars.HangingGardens = (Func )(() => { if(current.xPos >= 26 && current.xPos <= 28 && current.yPos >= 211 && current.yPos <= 213 && current.zPos >= 191 && current.zPos <= 193) return true; return false; }); vars.HangingGardenz = (Func )(() => { if(current.xPos >= 5.2 && current.xPos <= 5.4 && current.yPos >= 213.5 && current.yPos <= 215.6 && current.zPos >= 194.9 && current.zPos <= 196.2) return true; return false; }); vars.StructuresMind = (Func )(() => { if(current.xPos >= -34 && current.xPos <= -27 && current.yPos >= 240 && current.yPos <= 250 && current.zPos >= 178 && current.zPos <= 180) return true; return false; }); vars.StructurezMind = (Func )(() => { if(current.xPos >= 5 && current.xPos <= 12 && current.yPos >= 243 && current.yPos <= 265 && current.zPos >= 104 && current.zPos <= 104.1) return true; return false; }); vars.WellofZipless = (Func )(() => { if(current.xPos >= -28 && current.xPos <= -26.5 && current.yPos >= 250 && current.yPos <= 255 && current.zPos >= 20.9 && current.zPos <= 30) return true; return false; }); vars.BottomofWell = (Func )(() => { if(current.xPos >= -21.35 && current.xPos <= -21.34 && current.yPos >= 252.67 && current.yPos <= 252.68 && current.zPos >= 20.95 && current.zPos <= 20.96) return true; return false; }); vars.WellofAncestors = (Func )(() => { if(current.xPos >= -12.6 && current.xPos <= -12.5 && current.yPos >= 241.2 && current.yPos <= 241.3 && current.zPos >= 0.9 && current.zPos <= 1) return true; return false; }); vars.CaveDeath = (Func )(() => { if(current.xPos >= 5.99 && current.xPos <= 6.00 && current.yPos >= 306.96 && current.yPos <= 306.97 && current.zPos >= 42 && current.zPos <= 42.01) return true; return false; }); vars.TheLabyrinth = (Func )(() => { if(current.xPos >= -25.5 && current.xPos <= -23 && current.yPos >= 325 && current.yPos <= 338 && current.zPos >= 35.9 && current.zPos <= 37.5) return true; return false; }); vars.UndergroundCave = (Func )(() => { if(current.xPos >= -11 && current.xPos <= -9 && current.yPos >= 327 && current.yPos <= 334 && current.zPos >= 73 && current.zPos <= 74) return true; return false; }); vars.UndergroundCaveZipnt = (Func )(() => { if(current.xPos >= 27 && current.xPos <= 29 && current.yPos >= 316.5 && current.yPos <= 318 && current.zPos >= 99.9 && current.zPos <= 100.1) return true; return false; }); vars.LowerTower = (Func )(() => { if(current.xPos >= -5 && current.xPos <= -3 && current.yPos >= 316 && current.yPos <= 317.5 && current.zPos >= 139.9 && current.zPos <= 140.1) return true; return false; }); vars.MiddleTower = (Func )(() => { if(current.xPos >= -18 && current.xPos <= -12 && current.yPos >= 303 && current.yPos <= 305 && current.zPos >= 184.8 && current.zPos <= 185.1) return true; return false; }); vars.UpperTower = (Func )(() => { if(current.xPos >= -8 && current.xPos <= -7 && current.yPos >= 296 && current.yPos <= 298 && current.zPos >= 226.9 && current.zPos <= 227) return true; return false; }); vars.TheTerrace = (Func )(() => { if(current.xPos >= -7.2 && current.xPos <= -6.9 && current.yPos >= 245.6 && current.yPos <= 245.9 && current.zPos >= 677 && current.zPos <= 679) return true; return false; }); vars.MentalRealm = (Func )(() => { if(current.xPos >= 189 && current.xPos <= 193 && current.yPos >= 319.135 && current.yPos <= 320 && current.zPos >= 542 && current.zPos <= 543) return true; return false; }); vars.T2TLU1 = (Func )(() => { if(current.xPos >= -14.9972 && current.xPos <= -14.9970 && current.yPos >= -112.8152 && current.yPos <= -112.8150 && current.zPos >= 20.0732 && current.zPos <= 20.0734) return true; return false; }); vars.T2TLU2 = (Func )(() => { if(current.xPos >= -302.0919 && current.xPos <= -302.0917 && current.yPos >= 370.8710 && current.yPos <= 370.8712 && current.zPos >= 52.858 && current.zPos <= 52.8582) return true; return false; }); vars.T2TLU3 = (Func )(() => { if(current.xPos >= -187.3369 && current.xPos <= -187.3367 && current.yPos >= -455.9863 && current.yPos <= 455.9865 && current.zPos >= 78.0330 && current.zPos <= 78.0332) return true; return false; }); vars.T2TLU4 = (Func )(() => { if(current.xPos >= -55.0147 && current.xPos <= -55.0145 && current.yPos >= 395.7608 && current.yPos <= 395.761 && current.zPos >= 72.0774 && current.zPos <= 72.0776) return true; return false; }); vars.T2TLU5 = (Func )(() => { if(current.xPos >= -30.1223 && current.xPos <= -30.1221 && current.yPos >= 281.8893 && current.yPos <= 281.8895 && current.zPos >= 104.0796 && current.zPos <= 104.0798) return true; return false; }); vars.T2TLU6 = (Func )(() => { if(current.xPos >= -23.9663 && current.xPos <= -23.9661 && current.yPos >= 253.9438 && current.yPos <= 253.944 && current.zPos >= 183.0634 && current.zPos <= 183.0636) return true; return false; }); //Checking Categories switch(timer.Run.GetExtendedCategoryName()) { case "Any% (Standard)": switch (timer.CurrentSplitIndex) { //The Ramparts case 0: if(vars.TheRamparts()) return true; break; //The Harbor District case 1: if(vars.HarbourDistrict()) return true; break; //The Palace case 2: if(vars.ThePalace()) return true; break; //Exit Sewers case 3: if(vars.TheSewerz()) return true; break; //Finish Chariot 1 case 4: if(vars.Chariot1()) return true; break; //Arena Deload case 5: if(vars.ArenaDeload()) return true; break; //Exit Temple Rooftops case 6: if(vars.TheTempleRooftops()) return true; break; //Exit Marketplace case 7: if(vars.TheMarketplace()) return true; break; //Exit Plaza case 8: if(vars.ThePlaza()) return true; break; //Exit City Gardens case 9: if(vars.CityGarderns()) return true; break; //Exit Royal Workshop case 10: if(vars.RoyalWorkshop()) return true; break; //The King's Road case 11: if(vars.KingzRoad()) return true; break; //Well Death case 12: if(vars.BottomofWell()) return true; break; //Exit Cave Death case 13: if(vars.CaveDeath()) return true; break; //The Towers case 14: if(vars.UpperTower()) return true; break; //The Terrace case 15: if(vars.TheTerrace()) return true; break; //The Mental Realm case 16: if(vars.MentalRealm()) return true; break; } break; case "Any% (Zipless)": switch (timer.CurrentSplitIndex) { //The Ramparts case 0: if(vars.TheRamparts()) return true; break; //The Harbor District case 1: if(vars.HarbourDistrict()) return true; break; //The Palace case 2: if(vars.ThePalace()) return true; break; //The Trapped Hallway case 3: if(vars.TrappedHallway()) return true; break; //The Sewers case 4: if(vars.TheSewers()) return true; break; //The Fortress case 5: if(vars.TheFortress()) return true; break; //The Lower City case 6: if(vars.LowerCity()) return true; break; //The Lower City Rooftops (Klompa) case 7: if(vars.LowerCityRooftops()) return true; break; //The Balconies (Eye of the Storm) case 8: if(vars.TheBalconies()) return true; break; //The Dark Alley case 9: if(vars.DarkAlley()) return true; break; //The Temple Rooftops() case 10: if(vars.TheTempleRooftops()) return true; break; //Exit Marketplace case 11: if(vars.TheMarketplace()) return true; break; //The Market District case 12: if(vars.MarketDistrict()) return true; break; //Exit Plaza (Mahasti) case 13: if(vars.ThePlaza()) return true; break; //The Upper City case 14: if(vars.TheUpperCity()) return true; break; //The City Garderns case 15: if(vars.CityGarderns()) return true; break; //The Royal Workshop (Puzzle Skip) case 16: if(vars.RoyalWorkshop()) return true; break; //The King's Road (Twins) case 17: if(vars.KingsRoad()) return true; break; //The Palace Entrance (Enter Elevator) case 18: if(vars.PalaceEntrance()) return true; break; //The Hanging Gardenz case 19: if(vars.HangingGardenz()) return true; break; //The Structure's Mind case 20: if(vars.WellofZipless()) return true; break; //The Well of Ancestors case 21: if(vars.WellofAncestors()) return true; break; //The Labyrinth case 22: if(vars.TheLabyrinth()) return true; break; //The Lower Tower case 23: if(vars.LowerTower()) return true; break; //The Middle and Upper Towers case 24: if(vars.UpperTower()) return true; break; //The Death of the Vizier case 25: if(vars.TheTerrace()) return true; break; //The Mental Realm case 26: if(vars.MentalRealm()) return true; break; } break; case "Any% (No Major Glitches)": switch (timer.CurrentSplitIndex) { //The Ramparts case 0: if(vars.TheRamparts()) return true; break; //The Harbor District case 1: if(vars.HarbourDistrict()) return true; break; //The Palace case 2: if(vars.ThePalace()) return true; break; //The Trapped Hallway case 3: if(vars.TrappedHallway()) return true; break; //The Sewers case 4: if(vars.TheSewers()) return true; break; //The Fortress case 5: if(vars.TheFortress()) return true; break; //The Lower City case 6: if(vars.LowerCity()) return true; break; //The Lower City Rooftops case 7: if(vars.LowerCityRooftops()) return true; break; //The Balconies case 8: if(vars.TheBalconies()) return true; break; //The Dark Alley case 9: if(vars.DarkAlley()) return true; break; //The Temple Rooftops case 10: if(vars.TheTempleRooftops()) return true; break; //The Temple case 11: if(vars.TheTemple()) return true; break; //The Marketplace case 12: if(vars.TheMarketplace()) return true; break; //The Market District case 13: if(vars.MarketDistrict()) return true; break; //The Brothel case 14: if(vars.TheBrothel()) return true; break; //The Plaza case 15: if(vars.ThePlaza()) return true; break; //The Upper City case 16: if(vars.TheUpperCity()) return true; break; //The City Gardens case 17: if(vars.CityGarderns()) return true; break; //The Promenade case 18: if(vars.ThePromenade()) return true; break; //The Royal Workshop case 19: if(vars.RoyalWorkshop()) return true; break; //The King's Road case 20: if(vars.KingsRoad()) return true; break; //The Palace Entrance case 21: if(vars.PalaceEntrance()) return true; break; //The Hanging Gardens case 22: if(vars.HangingGardens()) return true; break; //The Structure's Mind case 23: if(vars.StructuresMind()) return true; break; //The Well of Ancestors case 24: if(vars.WellofAncestors()) return true; break; //The Labyrinth case 25: if(vars.TheLabyrinth()) return true; break; //The Underground Cave case 26: if(vars.UndergroundCave()) return true; break; //The Lower Tower case 27: if(vars.LowerTower()) return true; break; //The Middle Tower case 28: if(vars.MiddleTower()) return true; break; //The Upper Tower case 29: if(vars.UpperTower()) return true; break; //The Terrace case 30: if(vars.TheTerrace()) return true; break; //The Mental Realm case 31: if(vars.MentalRealm()) return true; break; } break; case "All Powers (Standard)": switch (timer.CurrentSplitIndex) { //The Ramparts case 0: if(vars.TheRamparts()) return true; break; //The Harbour District case 1: if(vars.HarbourDistrict()) return true; break; //The Palace case 2: if(vars.ThePalace()) return true; break; //Life Upgrade 1 case 3: if(vars.T2TLU1()) return true; break; //Exit Lower City case 4: if(vars.LowerCity()) return true; break; //Life Upgrade 2 case 5: if(vars.T2TLU2()) return true; break; //The Arena case 6: if(vars.LCRooftopZips()) return true; break; //The Temple Rooftops Exit case 7: if(vars.TheTempleRooftops()) return true; break; //Life Upgrade 3 case 8: if(vars.T2TLU3()) return true; break; //The Marketplace case 9: if(vars.TheMarketplace()) return true; break; //Exit Plaza case 10: if(vars.ThePlaza()) return true; break; //Life Upgrade 4 case 11: if(vars.T2TLU4()) return true; break; //The Royal Workshop case 12: if(vars.RoyalWorkshop()) return true; break; //The King's Road case 13: if(vars.KingzRoad()) return true; break; //Life Upgrade 5 case 14: if(vars.T2TLU5) return true; break; //Exit Structure's Mind case 15: if(vars.StructurezMind()) return true; break; //Exit Labyrinth case 16: if(vars.TheLabyrinth()) return true; break; //Life Upgrade 6 case 17: if(vars.T2TLU6()) return true; break; //The Upper Tower case 18: if(vars.UpperTower()) return true; break; //The Terrace case 19: if(vars.TheTerrace()) return true; break; //The Mental Realm case 20: if(vars.MentalRealm()) return true; break; } break; case "All Powers (Zipless)": switch (timer.CurrentSplitIndex) { //The Ramparts case 0: if(vars.TheRamparts()) return true; break; //The Harbour District case 1: if(vars.HarbourDistrict()) return true; break; //The Palace case 2: if(vars.ThePalace()) return true; break; //The Trapped Hallway case 3: if(vars.TrappedHallway()) return true; break; //Life Upgrade 1 case 4: if(vars.T2TLU1()) return true; break; //The Fortress case 5: if(vars.TheFortress()) return true; break; //The Lower City case 6: if(vars.LowerCity()) return true; break; //Life Upgrade 2 case 7: if(vars.T2TLU2()) return true; break; //The Arena case 8: if(vars.LowerCityRooftops()) return true; break; //The Balconies case 9: if(vars.TheBalconies()) return true; break; //The Dark Alley case 10: if(vars.DarkAlley()) return true; break; //The Temple Rooftops case 11: if(vars.TheTempleRooftops()) return true; break; //Life Upgrade 3 case 12: if(vars.T2TLU3()) return true; break; //The Marketplace case 13: if(vars.TheMarketplace()) return true; break; //The Market District case 14: if(vars.MarketDistrict()) return true; break; //Exit Plaza case 15: if(vars.ThePlaza()) return true; break; //The Upper City case 16: if(vars.TheUpperCity()) return true; break; //Life Upgrade 4 case 17: if(vars.T2TLU4()) return true; break; //The Royal Workshop (Puzzle Skip) case 18: if(vars.RoyalWorkshop()) return true; break; //The King's Road (Twins) case 19: if(vars.KingsRoad()) return true; break; //Life Upgrade 5 case 20: if(vars.T2TLU5()) return true; break; //The Hanging Gardens case 21: if(vars.HangingGardenz()) return true; break; //The Structures Mind case 22: if(vars.WellofZipless()) return true; break; //The Well of Ancestors case 23: if(vars.WellofAncestors()) return true; break; //The Labyrinth case 24: if(vars.TheLabyrinth()) return true; break; //The Lower Tower case 25: if(vars.LowerTower()) return true; break; //Life Upgrade 6 case 26: if(vars.T2TLU6()) return true; break; //The Upper Tower case 27: if(vars.UpperTower()) return true; break; //The Terrace case 28: if(vars.TheTerrace()) return true; break; //The Mental Realm case 29: if(vars.MentalRealm()) return true; break; } break; case "All Powers (No Major Glitches)": switch (timer.CurrentSplitIndex) { //The Ramparts case 0: if(vars.TheRamparts()) return true; break; //The Harbour District case 1: if(vars.HarbourDistrict()) return true; break; //The Palace case 2: if(vars.ThePalace()) return true; break; //The Trapped Hallway case 3: if(vars.TrappedHallway()) return true; break; //Life Upgrade 1 case 4: if(vars.T2TLU1()) return true; break; //The Fortress case 5: if(vars.TheFortress()) return true; break; //The Lower City case 6: if(vars.LowerCity()) return true; break; //Life Upgrade 2 case 7: if(vars.T2TLU2()) return true; break; //The Arena case 8: if(vars.LowerCityRooftops()) return true; break; //The Balconies case 9: if(vars.TheBalconies()) return true; break; //The Dark Alley case 10: if(vars.DarkAlley()) return true; break; //The Temple Rooftops case 11: if(vars.TheTempleRooftops()) return true; break; //Life Upgrade 3 case 12: if(vars.T2TLU3()) return true; break; //The Marketplace case 13: if(vars.TheMarketplace()) return true; break; //The Market District case 14: if(vars.MarketDistrict()) return true; break; //The Brothel case 15: if(vars.TheBrothel()) return true; break; //The Plaza case 16: if(vars.ThePlaza()) return true; break; //The Upper City case 17: if(vars.TheUpperCity()) return true; break; //Life Upgrade 4 case 18: if(vars.T2TLU4()) return true; break; //The Promenade case 19: if(vars.ThePromenade()) return true; break; //The Royal Workshop case 20: if(vars.RoyalWorkshop()) return true; break; //The King's Road case 21: if(vars.KingsRoad()) return true; break; //Life Upgrade 5 case 22: if(vars.T2TLU5()) return true; break; //The Hanging Gardens case 23: if(vars.HangingGardens()) return true; break; //The Structure's Mind case 24: if(vars.StructuresMind()) return true; break; //The Well of Ancestors case 25: if(vars.WellofAncestors()) return true; break; //The Labyrinth case 26: if(vars.TheLabyrinth()) return true; break; //The Underground Cave case 27: if(vars.UndergroundCave()) return true; break; //The Lower Tower case 28: if(vars.LowerTower()) return true; break; //Life Upgrade 6 case 29: if(vars.T2TLU6()) return true; break; //The Upper Tower case 30: if(vars.UpperTower()) return true; break; //The Terrace case 31: if(vars.TheTerrace()) return true; break; //The Mental Realm case 32: if(vars.MentalRealm()) return true; break; } break; } }