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RL: Rename Rogue Legacy Folder (#452)
* rename rogue legacy "`rogue-legacy` is not a valid python module name" * revert rename of the documentation file
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374
worlds/rogue_legacy/Options.py
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374
worlds/rogue_legacy/Options.py
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import typing
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from Options import Choice, Range, Option, Toggle, DeathLink, DefaultOnToggle, OptionList, OptionSet
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class StartingGender(Choice):
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"""
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Determines the gender of your initial 'Sir Lee' character.
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"""
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display_name = "Starting Gender"
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option_sir = 0
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option_lady = 1
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alias_male = 0
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alias_female = 1
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default = "random"
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class StartingClass(Choice):
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"""
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Determines the starting class of your initial 'Sir Lee' character.
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"""
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display_name = "Starting Class"
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option_knight = 0
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option_mage = 1
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option_barbarian = 2
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option_knave = 3
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option_shinobi = 4
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option_miner = 5
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option_spellthief = 6
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option_lich = 7
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default = 0
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class NewGamePlus(Choice):
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"""
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Puts the castle in new game plus mode which vastly increases enemy level, but increases gold gain by 50%. Not
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recommended for those inexperienced to Rogue Legacy!
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"""
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display_name = "New Game Plus"
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option_normal = 0
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option_new_game_plus = 1
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option_new_game_plus_2 = 2
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alias_hard = 1
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alias_brutal = 2
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default = 0
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class LevelScaling(Range):
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"""
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A percentage modifier for scaling enemy level as you continue throughout the castle. 100 means enemies will have
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100% level scaling (normal). Setting this too high will result in enemies with absurdly high levels, you have been
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warned.
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"""
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display_name = "Enemy Level Scaling Percentage"
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range_start = 1
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range_end = 300
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default = 100
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class FairyChestsPerZone(Range):
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"""
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Determines the number of Fairy Chests in a given zone that contain items. After these have been checked, only stat
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bonuses can be found in Fairy Chests.
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"""
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display_name = "Fairy Chests Per Zone"
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range_start = 5
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range_end = 15
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default = 5
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class ChestsPerZone(Range):
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"""
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Determines the number of Non-Fairy Chests in a given zone that contain items. After these have been checked, only
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gold or stat bonuses can be found in Chests.
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"""
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display_name = "Chests Per Zone"
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range_start = 15
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range_end = 30
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default = 15
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class UniversalFairyChests(Toggle):
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"""
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Determines if fairy chests should be combined into one pool instead of per zone, similar to Risk of Rain 2.
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"""
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display_name = "Universal Fairy Chests"
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class UniversalChests(Toggle):
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"""
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Determines if non-fairy chests should be combined into one pool instead of per zone, similar to Risk of Rain 2.
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"""
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display_name = "Universal Non-Fairy Chests"
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class Vendors(Choice):
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"""
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Determines where to place the Blacksmith and Enchantress unlocks in logic (or start with them unlocked).
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"""
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display_name = "Vendors"
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option_start_unlocked = 0
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option_early = 1
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option_normal = 2
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option_anywhere = 3
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default = 1
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class Architect(Choice):
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"""
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Determines where the Architect sits in the item pool.
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"""
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display_name = "Architect"
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option_start_unlocked = 0
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option_normal = 2
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option_disabled = 3
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default = 2
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class ArchitectFee(Range):
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"""
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Determines how large of a percentage the architect takes from the player when utilizing his services. 100 means he
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takes all your gold. 0 means his services are free.
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"""
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display_name = "Architect Fee Percentage"
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range_start = 0
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range_end = 100
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default = 40
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class DisableCharon(Toggle):
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"""
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Prevents Charon from taking your money when you re-enter the castle. Also removes Haggling from the Item Pool.
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"""
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display_name = "Disable Charon"
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class RequirePurchasing(DefaultOnToggle):
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"""
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Determines where you will be required to purchase equipment and runes from the Blacksmith and Enchantress before
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equipping them. If you disable require purchasing, Manor Renovations are scaled to take this into account.
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"""
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display_name = "Require Purchasing"
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class ProgressiveBlueprints(Toggle):
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"""
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Instead of shuffling blueprints randomly into the pool, blueprint unlocks are progressively unlocked. You would get
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Squire first, then Knight, etc., until finally Dark.
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"""
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display_name = "Progressive Blueprints"
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class GoldGainMultiplier(Choice):
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"""
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Adjusts the multiplier for gaining gold from all sources.
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"""
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display_name = "Gold Gain Multiplier"
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option_normal = 0
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option_quarter = 1
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option_half = 2
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option_double = 3
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option_quadruple = 4
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default = 0
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class NumberOfChildren(Range):
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"""
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Determines the number of offspring you can choose from on the lineage screen after a death.
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"""
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display_name = "Number of Children"
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range_start = 1
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range_end = 5
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default = 3
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class AdditionalNames(OptionList):
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"""
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Set of additional names your potential offspring can have. If Allow Default Names is disabled, this is the only list
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of names your children can have. The first value will also be your initial character's name depending on Starting
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Gender.
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"""
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display_name = "Additional Names"
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class AllowDefaultNames(DefaultOnToggle):
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"""
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Determines if the default names defined in the vanilla game are allowed to be used. Warning: Your world will not
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generate if the number of Additional Names defined is less than the Number of Children value.
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"""
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display_name = "Allow Default Names"
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class CastleScaling(Range):
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"""
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Adjusts the scaling factor for how big a castle can be. Larger castles scale enemies quicker and also take longer
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to generate. 100 means normal castle size.
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"""
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display_name = "Castle Size Scaling Percentage"
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range_start = 50
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range_end = 300
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default = 100
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class ChallengeBossKhidr(Choice):
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"""
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Determines if Neo Khidr replaces Khidr in their boss room.
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"""
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display_name = "Khidr"
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option_vanilla = 0
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option_challenge = 1
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default = 0
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class ChallengeBossAlexander(Choice):
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"""
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Determines if Alexander the IV replaces Alexander in their boss room.
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"""
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display_name = "Alexander"
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option_vanilla = 0
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option_challenge = 1
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default = 0
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class ChallengeBossLeon(Choice):
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"""
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Determines if Ponce de Freon replaces Ponce de Leon in their boss room.
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"""
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display_name = "Ponce de Leon"
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option_vanilla = 0
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option_challenge = 1
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default = 0
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class ChallengeBossHerodotus(Choice):
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"""
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Determines if Astrodotus replaces Herodotus in their boss room.
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"""
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display_name = "Herodotus"
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option_vanilla = 0
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option_challenge = 1
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default = 0
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class HealthUpPool(Range):
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"""
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Determines the number of Health Ups in the item pool.
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"""
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display_name = "Health Up Pool"
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range_start = 0
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range_end = 15
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default = 15
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class ManaUpPool(Range):
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"""
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Determines the number of Mana Ups in the item pool.
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"""
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display_name = "Mana Up Pool"
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range_start = 0
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range_end = 15
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default = 15
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class AttackUpPool(Range):
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"""
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Determines the number of Attack Ups in the item pool.
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"""
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display_name = "Attack Up Pool"
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range_start = 0
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range_end = 15
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default = 15
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class MagicDamageUpPool(Range):
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"""
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Determines the number of Magic Damage Ups in the item pool.
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"""
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display_name = "Magic Damage Up Pool"
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range_start = 0
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range_end = 15
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default = 15
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class ArmorUpPool(Range):
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"""
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Determines the number of Armor Ups in the item pool.
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"""
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display_name = "Armor Up Pool"
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range_start = 0
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range_end = 10
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default = 10
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class EquipUpPool(Range):
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"""
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Determines the number of Equip Ups in the item pool.
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"""
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display_name = "Equip Up Pool"
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range_start = 0
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range_end = 10
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default = 10
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class CritChanceUpPool(Range):
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"""
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Determines the number of Crit Chance Ups in the item pool.
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"""
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display_name = "Crit Chance Up Pool"
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range_start = 0
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range_end = 5
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default = 5
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class CritDamageUpPool(Range):
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"""
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Determines the number of Crit Damage Ups in the item pool.
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"""
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display_name = "Crit Damage Up Pool"
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range_start = 0
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range_end = 5
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default = 5
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class FreeDiaryOnGeneration(DefaultOnToggle):
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"""
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Allows the player to get a free diary check every time they regenerate the castle in the starting room.
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"""
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display_name = "Free Diary On Generation"
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class AvailableClasses(OptionSet):
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"""
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List of classes that will be in the item pool to find. The upgraded form of the class will be added with it.
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The upgraded form of your starting class will be available regardless.
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"""
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display_name = "Available Classes"
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default = {"Knight", "Mage", "Barbarian", "Knave", "Shinobi", "Miner", "Spellthief", "Lich", "Dragon", "Traitor"}
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valid_keys = {"Knight", "Mage", "Barbarian", "Knave", "Shinobi", "Miner", "Spellthief", "Lich", "Dragon", "Traitor"}
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legacy_options: typing.Dict[str, type(Option)] = {
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"starting_gender": StartingGender,
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"starting_class": StartingClass,
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"available_classes": AvailableClasses,
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"new_game_plus": NewGamePlus,
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"fairy_chests_per_zone": FairyChestsPerZone,
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"chests_per_zone": ChestsPerZone,
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"universal_fairy_chests": UniversalFairyChests,
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"universal_chests": UniversalChests,
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"vendors": Vendors,
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"architect": Architect,
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"architect_fee": ArchitectFee,
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"disable_charon": DisableCharon,
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"require_purchasing": RequirePurchasing,
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"progressive_blueprints": ProgressiveBlueprints,
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"gold_gain_multiplier": GoldGainMultiplier,
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"number_of_children": NumberOfChildren,
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"free_diary_on_generation": FreeDiaryOnGeneration,
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"khidr": ChallengeBossKhidr,
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"alexander": ChallengeBossAlexander,
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"leon": ChallengeBossLeon,
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"herodotus": ChallengeBossHerodotus,
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"health_pool": HealthUpPool,
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"mana_pool": ManaUpPool,
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"attack_pool": AttackUpPool,
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"magic_damage_pool": MagicDamageUpPool,
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"armor_pool": ArmorUpPool,
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"equip_pool": EquipUpPool,
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"crit_chance_pool": CritChanceUpPool,
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"crit_damage_pool": CritDamageUpPool,
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"allow_default_names": AllowDefaultNames,
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"additional_lady_names": AdditionalNames,
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"additional_sir_names": AdditionalNames,
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"death_link": DeathLink,
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}
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