SMZ3: Fix Junk Item Overflow (#5162)

Removed `self.junkItemsNames = [item.Type.name for item in junkItems]` from `create_items` as that was pulling massive amounts of HeartPieces (because they're in junkItems in upstream) to be added if the start_inventory_from_pool was extensive. Getting more than 20 Heart Containers can lead to OHKO situations.

ETank was also removed as a junk item that can be used as filler in the earlier defined list of junk items that AP allows since you should only have 14 in the pool. It's not a problem to have more per se, but you really shouldn't have 27 of them in the pool, either. Ammo and such is much less of a problem to have crazy amounts of.
This commit is contained in:
Solidus Snake
2025-07-30 07:40:01 -04:00
committed by GitHub
parent 743501addc
commit 8a552e3639

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@@ -97,7 +97,6 @@ class SMZ3World(World):
ItemType.TwentyRupees, ItemType.TwentyRupees,
ItemType.FiftyRupees, ItemType.FiftyRupees,
ItemType.ThreeHundredRupees, ItemType.ThreeHundredRupees,
ItemType.ETank,
ItemType.Missile, ItemType.Missile,
ItemType.Super, ItemType.Super,
ItemType.PowerBomb ItemType.PowerBomb
@@ -231,7 +230,6 @@ class SMZ3World(World):
niceItems = TotalSMZ3Item.Item.CreateNicePool(self.smz3World) niceItems = TotalSMZ3Item.Item.CreateNicePool(self.smz3World)
junkItems = TotalSMZ3Item.Item.CreateJunkPool(self.smz3World) junkItems = TotalSMZ3Item.Item.CreateJunkPool(self.smz3World)
self.junkItemsNames = [item.Type.name for item in junkItems]
if (self.smz3World.Config.Keysanity): if (self.smz3World.Config.Keysanity):
progressionItems = self.progression + self.dungeon + self.keyCardsItems + self.SmMapsItems progressionItems = self.progression + self.dungeon + self.keyCardsItems + self.SmMapsItems