Fix SP key placement/removal issue in HMG
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14
ItemList.py
14
ItemList.py
@@ -327,13 +327,6 @@ def generate_itempool(world, player):
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for _ in range(0, amt):
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pool.append('Rupees (20)')
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if world.logic[player] == 'hybridglitches' and world.pottery[player] not in ['none', 'cave']:
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# In HMG force swamp smalls in pots to allow getting out of swamp palace
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placed_items['Swamp Palace - Trench 1 Pot Key'] = 'Small Key (Swamp Palace)'
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placed_items['Swamp Palace - Pot Row Pot Key'] = 'Small Key (Swamp Palace)'
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pool.remove('Small Key (Swamp Palace)')
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pool.remove('Small Key (Swamp Palace)')
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start_inventory = list(world.precollected_items)
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for item in precollected_items:
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world.push_precollected(ItemFactory(item, player))
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@@ -410,6 +403,13 @@ def generate_itempool(world, player):
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or (item.map and world.mapshuffle[player])
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or (item.compass and world.compassshuffle[player]))])
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if world.logic[player] == 'hybridglitches' and world.pottery[player] not in ['none', 'cave']:
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# In HMG force swamp smalls in pots to allow getting out of swamp palace
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placed_items['Swamp Palace - Trench 1 Pot Key'] = 'Small Key (Swamp Palace)'
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placed_items['Swamp Palace - Pot Row Pot Key'] = 'Small Key (Swamp Palace)'
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world.itempool.remove(ItemFactory('Small Key (Swamp Palace)', player))
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world.itempool.remove(ItemFactory('Small Key (Swamp Palace)', player))
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# logic has some branches where having 4 hearts is one possible requirement (of several alternatives)
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# rather than making all hearts/heart pieces progression items (which slows down generation considerably)
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# We mark one random heart container as an advancement item (or 4 heart pieces in expert mode)
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