Fix swordless checks not checking for swordless_b
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@@ -242,7 +242,7 @@ class InitialSram:
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self._initial_sram_bytes[0x422] = self._initial_sram_bytes[0x35A]
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self._initial_sram_bytes[0x422] = self._initial_sram_bytes[0x35A]
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self._initial_sram_bytes[0x46E] = self._initial_sram_bytes[0x35B]
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self._initial_sram_bytes[0x46E] = self._initial_sram_bytes[0x35B]
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if world.swords[player] == "swordless":
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if world.swords[player] in ["swordless", "swordless_b"]:
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self._initial_sram_bytes[0x359] = 0xFF
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self._initial_sram_bytes[0x359] = 0xFF
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self._initial_sram_bytes[0x417] = 0x00
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self._initial_sram_bytes[0x417] = 0x00
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@@ -357,7 +357,7 @@ def generate_itempool(world, player):
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possible_weapons = []
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possible_weapons = []
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for item in pool:
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for item in pool:
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if item in ['Progressive Sword', 'Fighter Sword', 'Master Sword', 'Tempered Sword', 'Golden Sword']:
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if item in ['Progressive Sword', 'Fighter Sword', 'Master Sword', 'Tempered Sword', 'Golden Sword']:
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if not found_sword and world.swords[player] != 'swordless':
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if not found_sword and world.swords[player] not in ['swordless', 'swordless_b']:
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found_sword = True
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found_sword = True
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possible_weapons.append(item)
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possible_weapons.append(item)
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if item in ['Progressive Cane', 'Progressive Net']:
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if item in ['Progressive Cane', 'Progressive Net']:
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@@ -1162,7 +1162,7 @@ def get_pool_core(world, player, progressive, shuffle, difficulty, treasure_hunt
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else:
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else:
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pool.extend(['Bow', 'Silver Arrows'])
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pool.extend(['Bow', 'Silver Arrows'])
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if swords == 'swordless':
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if swords in ['swordless', 'swordless_b']:
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pool.extend(diff.swordless)
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pool.extend(diff.swordless)
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elif swords == 'bombs':
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elif swords == 'bombs':
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pool.extend(diff.bombs_only)
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pool.extend(diff.bombs_only)
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@@ -1572,7 +1572,7 @@ def make_customizer_pool(world, player):
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if 'Bomb Upgrade (+10)' not in pool:
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if 'Bomb Upgrade (+10)' not in pool:
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missing_items.append('Bomb Upgrade (+10)')
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missing_items.append('Bomb Upgrade (+10)')
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if world.swords[player] != 'swordless':
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if world.swords[player] not in ['swordless', 'swordless_b']:
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beam_swords = {'Master Sword', 'Tempered Sword', 'Golden Sword'}
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beam_swords = {'Master Sword', 'Tempered Sword', 'Golden Sword'}
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sword_count = sum(1 for i in pool if i in 'Progressive Sword')
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sword_count = sum(1 for i in pool if i in 'Progressive Sword')
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sword_count = 2 if next((i for i in pool if i in beam_swords), None) is not None else sword_count
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sword_count = 2 if next((i for i in pool if i in beam_swords), None) is not None else sword_count
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2
Main.py
2
Main.py
@@ -65,7 +65,7 @@ def get_random_ganon_item(swordmode):
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"somaria",
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"somaria",
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"byrna",
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"byrna",
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]
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]
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if swordmode == "swordless":
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if swordmode in ["swordless", "swordless_b"]:
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options.remove("bombos")
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options.remove("bombos")
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options.remove("ether")
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options.remove("ether")
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options.remove("quake")
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options.remove("quake")
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2
Rom.py
2
Rom.py
@@ -2635,7 +2635,7 @@ def write_strings(rom, world, player, team):
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prog_bow_locs = world.find_items('Progressive Bow', player)
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prog_bow_locs = world.find_items('Progressive Bow', player)
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distinguished_prog_bow_loc = next((location for location in prog_bow_locs if location.item.code == 0x65), None)
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distinguished_prog_bow_loc = next((location for location in prog_bow_locs if location.item.code == 0x65), None)
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progressive_silvers = world.difficulty_requirements[player].progressive_bow_limit >= 2 or world.swords[player] in ['swordless', 'pseudo', 'assured_pseudo']
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progressive_silvers = world.difficulty_requirements[player].progressive_bow_limit >= 2 or world.swords[player] in ['swordless', 'swordless_b', 'pseudo', 'assured_pseudo']
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if distinguished_prog_bow_loc:
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if distinguished_prog_bow_loc:
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prog_bow_locs.remove(distinguished_prog_bow_loc)
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prog_bow_locs.remove(distinguished_prog_bow_loc)
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hint_phrase = hint_text(distinguished_prog_bow_loc).replace("Ganon's", "my")
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hint_phrase = hint_text(distinguished_prog_bow_loc).replace("Ganon's", "my")
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