 e7dbfa7fcd
			
		
	
	e7dbfa7fcd
	
	
	
		
			
			* FFMQ Efficiency improvement and use new options methods * Hard check for 0x01 game status * Fixes * Why were Mac's Ship entrance hints excluded? * Two remaining per_slot_randoms purged * reformat generate_early * Utils.parse_yaml
		
			
				
	
	
		
			293 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			293 lines
		
	
	
		
			17 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from BaseClasses import ItemClassification, Item
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| 
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| fillers = {"Cure Potion": 61, "Heal Potion": 52, "Refresher": 17, "Seed": 2, "Bomb Refill": 19,
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|            "Projectile Refill": 50}
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| 
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| 
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| class ItemData:
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|     def __init__(self, item_id, classification, groups=(), data_name=None):
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|         self.groups = groups
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|         self.classification = classification
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|         self.id = None
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|         if item_id is not None:
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|             self.id = item_id + 0x420000
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|         self.data_name = data_name
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| 
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| 
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| item_table = {
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|     "Elixir": ItemData(0, ItemClassification.progression, ["Key Items"]),
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|     "Tree Wither": ItemData(1, ItemClassification.progression, ["Key Items"]),
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|     "Wakewater": ItemData(2, ItemClassification.progression, ["Key Items"]),
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|     "Venus Key": ItemData(3, ItemClassification.progression, ["Key Items"]),
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|     "Multi Key": ItemData(4, ItemClassification.progression, ["Key Items"]),
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|     "Mask": ItemData(5, ItemClassification.progression, ["Key Items"]),
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|     "Magic Mirror": ItemData(6, ItemClassification.progression, ["Key Items"]),
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|     "Thunder Rock": ItemData(7, ItemClassification.progression, ["Key Items"]),
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|     "Captain's Cap": ItemData(8, ItemClassification.progression_skip_balancing, ["Key Items"]),
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|     "Libra Crest": ItemData(9, ItemClassification.progression, ["Key Items"]),
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|     "Gemini Crest": ItemData(10, ItemClassification.progression, ["Key Items"]),
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|     "Mobius Crest": ItemData(11, ItemClassification.progression, ["Key Items"]),
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|     "Sand Coin": ItemData(12, ItemClassification.progression, ["Key Items", "Coins"]),
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|     "River Coin": ItemData(13, ItemClassification.progression, ["Key Items", "Coins"]),
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|     "Sun Coin": ItemData(14, ItemClassification.progression, ["Key Items", "Coins"]),
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|     "Sky Coin": ItemData(15, ItemClassification.progression_skip_balancing, ["Key Items", "Coins"]),
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|     "Sky Fragment": ItemData(15 + 256, ItemClassification.progression_skip_balancing, ["Key Items"]),
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|     "Cure Potion": ItemData(16, ItemClassification.filler, ["Consumables"]),
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|     "Heal Potion": ItemData(17, ItemClassification.filler, ["Consumables"]),
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|     "Seed": ItemData(18, ItemClassification.filler, ["Consumables"]),
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|     "Refresher": ItemData(19, ItemClassification.filler, ["Consumables"]),
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|     "Exit Book": ItemData(20, ItemClassification.useful, ["Spells"]),
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|     "Cure Book": ItemData(21, ItemClassification.useful, ["Spells"]),
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|     "Heal Book": ItemData(22, ItemClassification.useful, ["Spells"]),
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|     "Life Book": ItemData(23, ItemClassification.useful, ["Spells"]),
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|     "Quake Book": ItemData(24, ItemClassification.useful, ["Spells"]),
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|     "Blizzard Book": ItemData(25, ItemClassification.useful, ["Spells"]),
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|     "Fire Book": ItemData(26, ItemClassification.useful, ["Spells"]),
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|     "Aero Book": ItemData(27, ItemClassification.useful, ["Spells"]),
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|     "Thunder Seal": ItemData(28, ItemClassification.useful, ["Spells"]),
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|     "White Seal": ItemData(29, ItemClassification.useful, ["Spells"]),
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|     "Meteor Seal": ItemData(30, ItemClassification.useful, ["Spells"]),
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|     "Flare Seal": ItemData(31, ItemClassification.useful, ["Spells"]),
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|     "Progressive Sword": ItemData(32 + 256, ItemClassification.progression, ["Weapons", "Swords"]),
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|     "Steel Sword": ItemData(32, ItemClassification.progression, ["Weapons", "Swords"]),
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|     "Knight Sword": ItemData(33, ItemClassification.progression_skip_balancing, ["Weapons", "Swords"]),
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|     "Excalibur": ItemData(34, ItemClassification.progression_skip_balancing, ["Weapons", "Swords"]),
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|     "Progressive Axe": ItemData(35 + 256, ItemClassification.progression, ["Weapons", "Axes"]),
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|     "Axe": ItemData(35, ItemClassification.progression, ["Weapons", "Axes"]),
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|     "Battle Axe": ItemData(36, ItemClassification.progression_skip_balancing, ["Weapons", "Axes"]),
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|     "Giant's Axe": ItemData(37, ItemClassification.progression_skip_balancing, ["Weapons", "Axes"]),
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|     "Progressive Claw": ItemData(38 + 256, ItemClassification.progression, ["Weapons", "Axes"]),
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|     "Cat Claw": ItemData(38, ItemClassification.progression, ["Weapons", "Claws"]),
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|     "Charm Claw": ItemData(39, ItemClassification.progression_skip_balancing, ["Weapons", "Claws"]),
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|     "Dragon Claw": ItemData(40, ItemClassification.progression, ["Weapons", "Claws"]),
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|     "Progressive Bomb": ItemData(41 + 256, ItemClassification.progression, ["Weapons", "Bombs"]),
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|     "Bomb": ItemData(41, ItemClassification.progression, ["Weapons", "Bombs"]),
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|     "Jumbo Bomb": ItemData(42, ItemClassification.progression_skip_balancing, ["Weapons", "Bombs"]),
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|     "Mega Grenade": ItemData(43, ItemClassification.progression, ["Weapons", "Bombs"]),
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|     # Ally-only equipment does nothing when received, no reason to put them in the datapackage
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|     #"Morning Star": ItemData(44, ItemClassification.progression, ["Weapons"]),
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|     #"Bow Of Grace": ItemData(45, ItemClassification.progression, ["Weapons"]),
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|     #"Ninja Star": ItemData(46, ItemClassification.progression, ["Weapons"]),
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| 
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|     "Progressive Helm": ItemData(47 + 256, ItemClassification.useful, ["Helms"]),
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|     "Steel Helm": ItemData(47, ItemClassification.useful, ["Helms"]),
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|     "Moon Helm": ItemData(48, ItemClassification.useful, ["Helms"]),
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|     "Apollo Helm": ItemData(49, ItemClassification.useful, ["Helms"]),
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|     "Progressive Armor": ItemData(50 + 256, ItemClassification.useful, ["Armors"]),
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|     "Steel Armor": ItemData(50, ItemClassification.useful, ["Armors"]),
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|     "Noble Armor": ItemData(51, ItemClassification.useful, ["Armors"]),
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|     "Gaia's Armor": ItemData(52, ItemClassification.useful, ["Armors"]),
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|     #"Replica Armor": ItemData(53, ItemClassification.progression, ["Armors"]),
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|     #"Mystic Robes": ItemData(54, ItemClassification.progression, ["Armors"]),
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|     #"Flame Armor": ItemData(55, ItemClassification.progression, ["Armors"]),
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|     #"Black Robe": ItemData(56, ItemClassification.progression, ["Armors"]),
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|     "Progressive Shield": ItemData(57 + 256, ItemClassification.useful, ["Shields"]),
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|     "Steel Shield": ItemData(57, ItemClassification.useful, ["Shields"]),
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|     "Venus Shield": ItemData(58, ItemClassification.useful, ["Shields"]),
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|     "Aegis Shield": ItemData(59, ItemClassification.useful, ["Shields"]),
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|     #"Ether Shield": ItemData(60, ItemClassification.progression, ["Shields"]),
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|     "Progressive Accessory": ItemData(61 + 256, ItemClassification.useful, ["Accessories"]),
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|     "Charm": ItemData(61, ItemClassification.useful, ["Accessories"]),
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|     "Magic Ring": ItemData(62, ItemClassification.useful, ["Accessories"]),
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|     "Cupid Locket": ItemData(63, ItemClassification.useful, ["Accessories"]),
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| 
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|     # these are understood by FFMQR and I could place these if I want, but it's easier to just let FFMQR
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|     # place them. I want an option to make shuffle battlefield rewards NOT color-code the battlefields,
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|     # and then I would make the non-item reward battlefields into AP checks and these would be put into those as
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|     # the item for AP. But there is no such option right now.
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|     # "54 XP": ItemData(96, ItemClassification.filler, data_name="Xp54"),
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|     # "99 XP": ItemData(97, ItemClassification.filler, data_name="Xp99"),
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|     # "540 XP": ItemData(98, ItemClassification.filler, data_name="Xp540"),
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|     # "744 XP": ItemData(99, ItemClassification.filler, data_name="Xp744"),
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|     # "816 XP": ItemData(100, ItemClassification.filler, data_name="Xp816"),
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|     # "1068 XP": ItemData(101, ItemClassification.filler, data_name="Xp1068"),
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|     # "1200 XP": ItemData(102, ItemClassification.filler, data_name="Xp1200"),
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|     # "2700 XP": ItemData(103, ItemClassification.filler, data_name="Xp2700"),
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|     # "2808 XP": ItemData(104, ItemClassification.filler, data_name="Xp2808"),
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|     # "150 Gp": ItemData(105, ItemClassification.filler, data_name="Gp150"),
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|     # "300 Gp": ItemData(106, ItemClassification.filler, data_name="Gp300"),
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|     # "600 Gp": ItemData(107, ItemClassification.filler, data_name="Gp600"),
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|     # "900 Gp": ItemData(108, ItemClassification.filler, data_name="Gp900"),
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|     # "1200 Gp": ItemData(109, ItemClassification.filler, data_name="Gp1200"),
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| 
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| 
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|     "Bomb Refill": ItemData(221, ItemClassification.filler, ["Refills"]),
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|     "Projectile Refill": ItemData(222, ItemClassification.filler, ["Refills"]),
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|     #"None": ItemData(255, ItemClassification.progression, []),
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| 
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|     "Kaeli 1": ItemData(None, ItemClassification.progression),
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|     "Kaeli 2": ItemData(None, ItemClassification.progression),
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|     "Tristam": ItemData(None, ItemClassification.progression),
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|     "Phoebe 1": ItemData(None, ItemClassification.progression),
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|     "Reuben 1": ItemData(None, ItemClassification.progression),
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|     "Reuben Dad Saved": ItemData(None, ItemClassification.progression),
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|     "Otto": ItemData(None, ItemClassification.progression),
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|     "Captain Mac": ItemData(None, ItemClassification.progression),
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|     "Ship Steering Wheel": ItemData(None, ItemClassification.progression),
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|     "Minotaur": ItemData(None, ItemClassification.progression),
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|     "Flamerus Rex": ItemData(None, ItemClassification.progression),
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|     "Phanquid": ItemData(None, ItemClassification.progression),
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|     "Freezer Crab": ItemData(None, ItemClassification.progression),
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|     "Ice Golem": ItemData(None, ItemClassification.progression),
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|     "Jinn": ItemData(None, ItemClassification.progression),
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|     "Medusa": ItemData(None, ItemClassification.progression),
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|     "Dualhead Hydra": ItemData(None, ItemClassification.progression),
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|     "Gidrah": ItemData(None, ItemClassification.progression),
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|     "Dullahan": ItemData(None, ItemClassification.progression),
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|     "Pazuzu": ItemData(None, ItemClassification.progression),
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|     "Aquaria Plaza": ItemData(None, ItemClassification.progression),
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|     "Summer Aquaria": ItemData(None, ItemClassification.progression),
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|     "Reuben Mine": ItemData(None, ItemClassification.progression),
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|     "Alive Forest": ItemData(None, ItemClassification.progression),
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|     "Rainbow Bridge": ItemData(None, ItemClassification.progression),
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|     "Collapse Spencer's Cave": ItemData(None, ItemClassification.progression),
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|     "Ship Liberated": ItemData(None, ItemClassification.progression),
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|     "Ship Loaned": ItemData(None, ItemClassification.progression),
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|     "Ship Dock Access": ItemData(None, ItemClassification.progression),
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|     "Stone Golem": ItemData(None, ItemClassification.progression),
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|     "Twinhead Wyvern": ItemData(None, ItemClassification.progression),
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|     "Zuh": ItemData(None, ItemClassification.progression),
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| 
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|     "Libra Temple Crest Tile": ItemData(None, ItemClassification.progression),
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|     "Life Temple Crest Tile": ItemData(None, ItemClassification.progression),
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|     "Aquaria Vendor Crest Tile": ItemData(None, ItemClassification.progression),
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|     "Fireburg Vendor Crest Tile": ItemData(None, ItemClassification.progression),
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|     "Fireburg Grenademan Crest Tile": ItemData(None, ItemClassification.progression),
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|     "Sealed Temple Crest Tile": ItemData(None, ItemClassification.progression),
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|     "Wintry Temple Crest Tile": ItemData(None, ItemClassification.progression),
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|     "Kaidge Temple Crest Tile": ItemData(None, ItemClassification.progression),
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|     "Light Temple Crest Tile": ItemData(None, ItemClassification.progression),
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|     "Windia Kids Crest Tile": ItemData(None, ItemClassification.progression),
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|     "Windia Dock Crest Tile": ItemData(None, ItemClassification.progression),
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|     "Ship Dock Crest Tile": ItemData(None, ItemClassification.progression),
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|     "Alive Forest Libra Crest Tile": ItemData(None, ItemClassification.progression),
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|     "Alive Forest Gemini Crest Tile": ItemData(None, ItemClassification.progression),
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|     "Alive Forest Mobius Crest Tile": ItemData(None, ItemClassification.progression),
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|     "Wood House Libra Crest Tile": ItemData(None, ItemClassification.progression),
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|     "Wood House Gemini Crest Tile": ItemData(None, ItemClassification.progression),
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|     "Wood House Mobius Crest Tile": ItemData(None, ItemClassification.progression),
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|     "Barrel Pushed": ItemData(None, ItemClassification.progression),
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|     "Long Spine Bombed": ItemData(None, ItemClassification.progression),
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|     "Short Spine Bombed": ItemData(None, ItemClassification.progression),
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|     "Skull 1 Bombed": ItemData(None, ItemClassification.progression),
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|     "Skull 2 Bombed": ItemData(None, ItemClassification.progression),
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|     "Ice Pyramid 1F Statue": ItemData(None, ItemClassification.progression),
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|     "Ice Pyramid 3F Statue": ItemData(None, ItemClassification.progression),
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|     "Ice Pyramid 4F Statue": ItemData(None, ItemClassification.progression),
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|     "Ice Pyramid 5F Statue": ItemData(None, ItemClassification.progression),
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|     "Spencer Cave Libra Block Bombed": ItemData(None, ItemClassification.progression),
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|     "Lava Dome Plate": ItemData(None, ItemClassification.progression),
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|     "Pazuzu 2F Lock": ItemData(None, ItemClassification.progression),
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|     "Pazuzu 4F Lock": ItemData(None, ItemClassification.progression),
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|     "Pazuzu 6F Lock": ItemData(None, ItemClassification.progression),
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|     "Pazuzu 1F": ItemData(None, ItemClassification.progression),
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|     "Pazuzu 2F": ItemData(None, ItemClassification.progression),
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|     "Pazuzu 3F": ItemData(None, ItemClassification.progression),
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|     "Pazuzu 4F": ItemData(None, ItemClassification.progression),
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|     "Pazuzu 5F": ItemData(None, ItemClassification.progression),
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|     "Pazuzu 6F": ItemData(None, ItemClassification.progression),
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|     "Dark King": ItemData(None, ItemClassification.progression),
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|     "Tristam Bone Item Given": ItemData(None, ItemClassification.progression),
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|     #"Barred": ItemData(None, ItemClassification.progression),
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| 
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| }
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| 
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| prog_map = {
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|     "Swords": "Progressive Sword",
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|     "Axes": "Progressive Axe",
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|     "Claws": "Progressive Claw",
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|     "Bombs": "Progressive Bomb",
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|     "Shields": "Progressive Shield",
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|     "Armors": "Progressive Armor",
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|     "Helms": "Progressive Helm",
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|     "Accessories": "Progressive Accessory",
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| }
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| 
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| 
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| def yaml_item(text):
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|     if text == "CaptainCap":
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|         return "Captain's Cap"
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|     elif text == "WakeWater":
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|         return "Wakewater"
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|     return "".join(
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|         [(" " + c if (c.isupper() or c.isnumeric()) and not (text[i - 1].isnumeric() and c == "F") else c) for
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|          i, c in enumerate(text)]).strip()
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| 
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| 
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| item_groups = {}
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| for item, data in item_table.items():
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|     for group in data.groups:
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|         item_groups[group] = item_groups.get(group, []) + [item]
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| 
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| 
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| def create_items(self) -> None:
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|     items = []
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|     starting_weapon = self.options.starting_weapon.current_key.title().replace("_", " ")
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|     self.multiworld.push_precollected(self.create_item(starting_weapon))
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|     self.multiworld.push_precollected(self.create_item("Steel Armor"))
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|     if self.options.sky_coin_mode == "start_with":
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|         self.multiworld.push_precollected(self.create_item("Sky Coin"))
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| 
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|     precollected_item_names = {item.name for item in self.multiworld.precollected_items[self.player]}
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| 
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|     def add_item(item_name):
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|         if item_name in ["Steel Armor", "Sky Fragment"] or "Progressive" in item_name:
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|             return
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|         if item_name.lower().replace(" ", "_") == self.options.starting_weapon.current_key:
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|             return
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|         if self.options.progressive_gear:
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|             for item_group in prog_map:
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|                 if item_name in self.item_name_groups[item_group]:
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|                     item_name = prog_map[item_group]
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|                     break
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|         if item_name == "Sky Coin":
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|             if self.options.sky_coin_mode == "shattered_sky_coin":
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|                 for _ in range(40):
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|                     items.append(self.create_item("Sky Fragment"))
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|                 return
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|             elif self.options.sky_coin_mode == "save_the_crystals":
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|                 items.append(self.create_filler())
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|                 return
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|         if item_name in precollected_item_names:
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|             items.append(self.create_filler())
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|             return
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|         i = self.create_item(item_name)
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|         if self.options.logic != "friendly" and item_name in ("Magic Mirror", "Mask"):
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|             i.classification = ItemClassification.useful
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|         if (self.options.logic == "expert" and self.options.map_shuffle == "none" and
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|                 item_name == "Exit Book"):
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|             i.classification = ItemClassification.progression
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|         items.append(i)
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| 
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|     for item_group in ("Key Items", "Spells", "Armors", "Helms", "Shields", "Accessories", "Weapons"):
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|         for item in self.item_name_groups[item_group]:
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|             add_item(item)
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| 
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|     if self.options.brown_boxes == "include":
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|         filler_items = []
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|         for item, count in fillers.items():
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|             filler_items += [self.create_item(item) for _ in range(count)]
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|         if self.options.sky_coin_mode == "shattered_sky_coin":
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|             self.multiworld.random.shuffle(filler_items)
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|             filler_items = filler_items[39:]
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|         items += filler_items
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| 
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|     self.multiworld.itempool += items
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| 
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|     if len(self.multiworld.player_ids) > 1:
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|         early_choices = ["Sand Coin", "River Coin"]
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|         early_item = self.multiworld.random.choice(early_choices)
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|         self.multiworld.early_items[self.player][early_item] = 1
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| 
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| 
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| class FFMQItem(Item):
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|     game = "Final Fantasy Mystic Quest"
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|     type = None
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| 
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|     def __init__(self, name, player: int = None):
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|         item_data = item_table[name]
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|         super(FFMQItem, self).__init__(
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|             name,
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|             item_data.classification,
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|             item_data.id, player
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|         ) |