More glitched fixes
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10
ItemList.py
10
ItemList.py
@@ -368,6 +368,16 @@ def generate_itempool(world, player):
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or (item.map and world.mapshuffle[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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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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keys_to_remove = 2
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to_remove = []
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for wix, wi in enumerate(world.itempool):
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if wi.name == 'Small Key (Swamp Palace)' and wi.player == player:
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to_remove.append(wix)
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if keys_to_remove == len(to_remove):
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break
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for wix in reversed(to_remove):
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del world.itempool[wix]
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# logic has some branches where having 4 hearts is one possible requirement (of several alternatives)
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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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# rather than making all hearts/heart pieces progression items (which slows down generation considerably)
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7
Rom.py
7
Rom.py
@@ -463,6 +463,13 @@ def patch_rom(world, rom, player, team, is_mystery=False):
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rom.write_byte(location.player_address, location.item.player)
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rom.write_byte(location.player_address, location.item.player)
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else:
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else:
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itemid = 0x5A
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itemid = 0x5A
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if not location.locked and ((location.item.smallkey and world.keyshuffle[player] == 'none') or (
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location.item.bigkey and world.bigkeyshuffle[player] == 'none') or (
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location.item.map and world.mapshuffle[player] == 'none') or (
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location.item.compass and world.compassshuffle[player] == 'none')):
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itemid = handle_native_dungeon(location, itemid)
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rom.write_byte(location.address, itemid)
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rom.write_byte(location.address, itemid)
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else:
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else:
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# crystals
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# crystals
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