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LttP: make progression health optional (#4918)
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@@ -490,12 +490,16 @@ def generate_itempool(world):
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# Otherwise, logic has some branches where having 4 hearts is one possible requirement (of several alternatives)
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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.options.item_pool in ['easy', 'normal', 'hard'] and not (multiworld.custom and multiworld.customitemarray[30] == 0):
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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.options.item_pool in ['expert'] and not (multiworld.custom and multiworld.customitemarray[29] < 4):
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try:
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next(item for item in items if item.name == 'Boss Heart Container').classification \
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|= ItemClassification.progression
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except StopIteration:
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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).classification = ItemClassification.progression
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try:
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next(adv_heart_pieces).classification |= ItemClassification.progression
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except StopIteration:
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break # logically health tanking is an option, so rules should still resolve to something beatable
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world.required_medallions = (world.options.misery_mire_medallion.current_key.title(),
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world.options.turtle_rock_medallion.current_key.title())
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