diff --git a/ItemList.py b/ItemList.py index 526f14a0..263acba8 100644 --- a/ItemList.py +++ b/ItemList.py @@ -327,13 +327,6 @@ def generate_itempool(world, player): for _ in range(0, amt): pool.append('Rupees (20)') - if world.logic[player] == 'hybridglitches' and world.pottery[player] not in ['none', 'cave']: - # In HMG force swamp smalls in pots to allow getting out of swamp palace - placed_items['Swamp Palace - Trench 1 Pot Key'] = 'Small Key (Swamp Palace)' - placed_items['Swamp Palace - Pot Row Pot Key'] = 'Small Key (Swamp Palace)' - pool.remove('Small Key (Swamp Palace)') - pool.remove('Small Key (Swamp Palace)') - start_inventory = list(world.precollected_items) for item in precollected_items: world.push_precollected(ItemFactory(item, player)) @@ -410,6 +403,13 @@ def generate_itempool(world, player): or (item.map and world.mapshuffle[player]) or (item.compass and world.compassshuffle[player]))]) + if world.logic[player] == 'hybridglitches' and world.pottery[player] not in ['none', 'cave']: + # In HMG force swamp smalls in pots to allow getting out of swamp palace + placed_items['Swamp Palace - Trench 1 Pot Key'] = 'Small Key (Swamp Palace)' + placed_items['Swamp Palace - Pot Row Pot Key'] = 'Small Key (Swamp Palace)' + world.itempool.remove(ItemFactory('Small Key (Swamp Palace)', player)) + world.itempool.remove(ItemFactory('Small Key (Swamp Palace)', player)) + # logic has some branches where having 4 hearts is one possible requirement (of several alternatives) # rather than making all hearts/heart pieces progression items (which slows down generation considerably) # We mark one random heart container as an advancement item (or 4 heart pieces in expert mode)