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Core: move multiple Item properties into a single Flag (#638)
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@@ -1,7 +1,7 @@
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from collections import namedtuple
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import logging
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from BaseClasses import Region, RegionType
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from BaseClasses import Region, RegionType, ItemClassification
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from worlds.alttp.SubClasses import ALttPLocation
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from worlds.alttp.Shops import TakeAny, total_shop_slots, set_up_shops, shuffle_shops
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from worlds.alttp.Bosses import place_bosses
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@@ -395,11 +395,11 @@ def generate_itempool(world):
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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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if world.goal[player] != 'icerodhunt' and world.difficulty[player] in ['easy', 'normal', 'hard'] and not (world.custom and world.customitemarray[30] == 0):
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next(item for item in items if item.name == 'Boss Heart Container').advancement = True
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next(item for item in items if item.name == 'Boss Heart Container').classification = ItemClassification.progression
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elif world.goal[player] != 'icerodhunt' and world.difficulty[player] in ['expert'] and not (world.custom and world.customitemarray[29] < 4):
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adv_heart_pieces = (item for item in items if item.name == 'Piece of Heart')
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for i in range(4):
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next(adv_heart_pieces).advancement = True
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next(adv_heart_pieces).classification = ItemClassification.progression
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progressionitems = []
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