Revert Item Pickup to ItemPickup because it broke stuff
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		| @@ -15,7 +15,7 @@ base_location_table = { | ||||
| } | ||||
| # 37006 - 37106 | ||||
| item_pickups = { | ||||
|     f"Item Pickup {i}": 37005+i for i in range(1, 101) | ||||
|     f"ItemPickup{i}": 37005+i for i in range(1, 101) | ||||
| } | ||||
|  | ||||
| location_table = {**base_location_table, **item_pickups} | ||||
|   | ||||
| @@ -20,15 +20,15 @@ def set_rules(world: MultiWorld, player: int): | ||||
|  | ||||
|     # lock item pickup access based on level completion | ||||
|     for i in range(1, items_per_level): | ||||
|         set_rule(world.get_location(f"Item Pickup {i}", player), lambda state: True) | ||||
|         set_rule(world.get_location(f"ItemPickup{i}", player), lambda state: True) | ||||
|     for i in range(items_per_level, 2*items_per_level): | ||||
|         set_rule(world.get_location(f"Item Pickup {i}", player), lambda state: state.has("Beat Level One", player)) | ||||
|         set_rule(world.get_location(f"ItemPickup{i}", player), lambda state: state.has("Beat Level One", player)) | ||||
|     for i in range(2*items_per_level, 3*items_per_level): | ||||
|         set_rule(world.get_location(f"Item Pickup {i}", player), lambda state: state.has("Beat Level Two", player)) | ||||
|         set_rule(world.get_location(f"ItemPickup{i}", player), lambda state: state.has("Beat Level Two", player)) | ||||
|     for i in range(3*items_per_level, 4*items_per_level): | ||||
|         set_rule(world.get_location(f"Item Pickup {i}", player), lambda state: state.has("Beat Level Three", player)) | ||||
|     for i in range(4*items_per_level, world.total_locations[player]+1): | ||||
|         set_rule(world.get_location(f"Item Pickup {i}", player), lambda state: state.has("Beat Level Four", player)) | ||||
|         set_rule(world.get_location(f"ItemPickup{i}", player), lambda state: state.has("Beat Level Three", player)) | ||||
|     for i in range(4*items_per_level, world.total_locations[player] + 1): | ||||
|         set_rule(world.get_location(f"ItemPickup{i}", player), lambda state: state.has("Beat Level Four", player)) | ||||
|  | ||||
|     # require items to beat each stage | ||||
|     set_rule(world.get_location("Level Two", player), | ||||
|   | ||||
| @@ -64,6 +64,7 @@ class RiskOfRainWorld(World): | ||||
|                 "Equipment": self.world.equipment[self.player].value | ||||
|             } | ||||
|  | ||||
|         # remove lunar items from the pool if they're disabled in the yaml unless lunartic is rolled | ||||
|         if not self.world.enable_lunar[self.player]: | ||||
|             if not pool_option == 4: | ||||
|                 junk_pool.pop("Lunar Item") | ||||
| @@ -110,7 +111,7 @@ def create_regions(world, player: int): | ||||
|         create_region(world, player, 'Menu', None, ['Lobby']), | ||||
|         create_region(world, player, 'Petrichor V', | ||||
|                       [location for location in base_location_table] + | ||||
|                       [f"Item Pickup {i}" for i in range(1, 1 + world.total_locations[player])]) | ||||
|                       [f"ItemPickup{i}" for i in range(1, 1 + world.total_locations[player])]) | ||||
|     ] | ||||
|  | ||||
|     world.get_entrance("Lobby", player).connect(world.get_region("Petrichor V", player)) | ||||
|   | ||||
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