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OoT: lock fast-filled shop locations (#1188)
ensures that progression balancing doesn't move them later
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@@ -764,6 +764,8 @@ class OOTWorld(World):
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self.multiworld.itempool.remove(item)
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self.multiworld.itempool.remove(item)
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fill_restrictive(self.multiworld, self.multiworld.get_all_state(False), shop_locations, shop_prog, True, True)
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fill_restrictive(self.multiworld, self.multiworld.get_all_state(False), shop_locations, shop_prog, True, True)
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fast_fill(self.multiworld, shop_junk, shop_locations)
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fast_fill(self.multiworld, shop_junk, shop_locations)
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for loc in shop_locations:
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loc.locked = True
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set_shop_rules(self) # sets wallet requirements on shop items, must be done after they are filled
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set_shop_rules(self) # sets wallet requirements on shop items, must be done after they are filled
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# If skip child zelda is active and Song from Impa is unfilled, put a local giveable item into it.
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# If skip child zelda is active and Song from Impa is unfilled, put a local giveable item into it.
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