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RoR2: bug fixes (#1891)
* adding back parens that got deleted by accident. * Void Locus and The Planetarium ids backwards * change required client version * beads of fealty was missing for A Moment, whole victory * found another logic bug * Update worlds/ror2/__init__.py Co-authored-by: Zach Parks <zach@alliware.com> * Remove unnecessary comment --------- Co-authored-by: Zach Parks <zach@alliware.com>
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@@ -35,8 +35,8 @@ class RiskOfRainWorld(World):
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item_name_to_id = item_table
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location_name_to_id = item_pickups
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data_version = 6
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required_client_version = (0, 3, 7)
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data_version = 7
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required_client_version = (0, 4, 2)
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web = RiskOfWeb()
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total_revivals: int
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@@ -113,22 +113,22 @@ class RiskOfRainWorld(World):
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}
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# remove lunar items from the pool if they're disabled in the yaml unless lunartic is rolled
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if not self.multiworld.enable_lunar[self.player] or pool_option == ItemWeights.option_lunartic:
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if not (self.multiworld.enable_lunar[self.player] or pool_option == ItemWeights.option_lunartic):
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junk_pool.pop("Lunar Item")
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# remove void items from the pool
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if not self.multiworld.dlc_sotv[self.player] or pool_option == ItemWeights.option_void:
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if not (self.multiworld.dlc_sotv[self.player] or pool_option == ItemWeights.option_void):
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junk_pool.pop("Void Item")
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# Generate item pool
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itempool: List = []
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# Add revive items for the player
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itempool += ["Dio's Best Friend"] * self.total_revivals
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itempool += ["Beads of Fealty"]
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for env_name, _ in environments_pool.items():
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itempool += [env_name]
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# precollected environments are popped from the pool so counting like this is valid
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nonjunk_item_count = self.total_revivals + len(environments_pool)
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nonjunk_item_count = len(itempool)
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if self.multiworld.goal[self.player] == "classic":
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# classic mode
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total_locations = self.multiworld.total_locations[self.player].value
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@@ -205,7 +205,7 @@ class RiskOfRainWorld(World):
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def create_item(self, name: str) -> Item:
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item_id = item_table[name]
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classification = ItemClassification.filler
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if name == "Dio's Best Friend":
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if name in {"Dio's Best Friend", "Beads of Fealty"}:
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classification = ItemClassification.progression
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elif name in {"Legendary Item", "Boss Item"}:
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classification = ItemClassification.useful
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