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Stardew Valley: Fix a bug where walnutsanity would get deactivated even tho ginger island got forced activated (and move some files) (#4311)
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@@ -17,7 +17,7 @@ from .mods.mod_data import ModNames
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from .options import StardewValleyOptions, TrapItems, FestivalLocations, ExcludeGingerIsland, SpecialOrderLocations, SeasonRandomization, Museumsanity, \
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BuildingProgression, ToolProgression, ElevatorProgression, BackpackProgression, ArcadeMachineLocations, Monstersanity, Goal, \
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Chefsanity, Craftsanity, BundleRandomization, EntranceRandomization, Shipsanity, Walnutsanity, EnabledFillerBuffs
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from .strings.ap_names.ap_option_names import OptionName
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from .strings.ap_names.ap_option_names import BuffOptionName, WalnutsanityOptionName
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from .strings.ap_names.ap_weapon_names import APWeapon
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from .strings.ap_names.buff_names import Buff
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from .strings.ap_names.community_upgrade_names import CommunityUpgrade
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@@ -538,16 +538,16 @@ def create_walnuts(item_factory: StardewItemFactory, options: StardewValleyOptio
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num_penta_walnuts = 1
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# https://stardewvalleywiki.com/Golden_Walnut
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# Totals should be accurate, but distribution is slightly offset to make room for baseline walnuts
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if OptionName.walnutsanity_puzzles in walnutsanity: # 61
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if WalnutsanityOptionName.puzzles in walnutsanity: # 61
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num_single_walnuts += 6 # 6
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num_triple_walnuts += 5 # 15
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num_penta_walnuts += 8 # 40
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if OptionName.walnutsanity_bushes in walnutsanity: # 25
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if WalnutsanityOptionName.bushes in walnutsanity: # 25
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num_single_walnuts += 16 # 16
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num_triple_walnuts += 3 # 9
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if OptionName.walnutsanity_dig_spots in walnutsanity: # 18
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if WalnutsanityOptionName.dig_spots in walnutsanity: # 18
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num_single_walnuts += 18 # 18
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if OptionName.walnutsanity_repeatables in walnutsanity: # 33
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if WalnutsanityOptionName.repeatables in walnutsanity: # 33
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num_single_walnuts += 30 # 30
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num_triple_walnuts += 1 # 3
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@@ -833,27 +833,27 @@ def get_all_filler_items(include_traps: bool, exclude_ginger_island: bool) -> Li
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def get_allowed_player_buffs(buff_option: EnabledFillerBuffs) -> List[ItemData]:
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allowed_buffs = []
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if OptionName.buff_luck in buff_option:
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if BuffOptionName.luck in buff_option:
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allowed_buffs.append(item_table[Buff.luck])
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if OptionName.buff_damage in buff_option:
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if BuffOptionName.damage in buff_option:
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allowed_buffs.append(item_table[Buff.damage])
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if OptionName.buff_defense in buff_option:
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if BuffOptionName.defense in buff_option:
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allowed_buffs.append(item_table[Buff.defense])
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if OptionName.buff_immunity in buff_option:
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if BuffOptionName.immunity in buff_option:
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allowed_buffs.append(item_table[Buff.immunity])
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if OptionName.buff_health in buff_option:
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if BuffOptionName.health in buff_option:
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allowed_buffs.append(item_table[Buff.health])
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if OptionName.buff_energy in buff_option:
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if BuffOptionName.energy in buff_option:
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allowed_buffs.append(item_table[Buff.energy])
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if OptionName.buff_bite in buff_option:
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if BuffOptionName.bite in buff_option:
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allowed_buffs.append(item_table[Buff.bite_rate])
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if OptionName.buff_fish_trap in buff_option:
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if BuffOptionName.fish_trap in buff_option:
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allowed_buffs.append(item_table[Buff.fish_trap])
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if OptionName.buff_fishing_bar in buff_option:
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if BuffOptionName.fishing_bar in buff_option:
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allowed_buffs.append(item_table[Buff.fishing_bar])
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if OptionName.buff_quality in buff_option:
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if BuffOptionName.quality in buff_option:
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allowed_buffs.append(item_table[Buff.quality])
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if OptionName.buff_glow in buff_option:
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if BuffOptionName.glow in buff_option:
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allowed_buffs.append(item_table[Buff.glow])
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return allowed_buffs
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