Ror2: reduce locations to 250 and mark legendary items as useful (#776)

* reduce total locations to 250

* minor styling cleanup. mark legendary items as useful

* 😡

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
This commit is contained in:
alwaysintreble 2022-07-15 16:19:36 -05:00 committed by GitHub
parent 86112351a6
commit 82850d7f66
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2 changed files with 6 additions and 4 deletions

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@ -6,7 +6,7 @@ class TotalLocations(Range):
"""Number of location checks which are added to the Risk of Rain playthrough.""" """Number of location checks which are added to the Risk of Rain playthrough."""
display_name = "Total Locations" display_name = "Total Locations"
range_start = 10 range_start = 10
range_end = 500 range_end = 250
default = 20 default = 20
@ -122,6 +122,7 @@ class ItemPoolPresetToggle(DefaultOnToggle):
"""Will use the item weight presets when set to true, otherwise will use the custom set item pool weights.""" """Will use the item weight presets when set to true, otherwise will use the custom set item pool weights."""
display_name = "Item Weight Presets" display_name = "Item Weight Presets"
class ItemWeights(Choice): class ItemWeights(Choice):
"""Preset choices for determining the weights of the item pool.<br> """Preset choices for determining the weights of the item pool.<br>
New is a test for a potential adjustment to the default weights.<br> New is a test for a potential adjustment to the default weights.<br>
@ -143,7 +144,8 @@ class ItemWeights(Choice):
option_even = 7 option_even = 7
option_scraps_only = 8 option_scraps_only = 8
#define a dictionary for the weights of the generated item pool.
# define a dictionary for the weights of the generated item pool.
ror2_weights: typing.Dict[str, type(Option)] = { ror2_weights: typing.Dict[str, type(Option)] = {
"green_scrap": GreenScrap, "green_scrap": GreenScrap,
"red_scrap": RedScrap, "red_scrap": RedScrap,

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@ -116,9 +116,9 @@ class RiskOfRainWorld(World):
def create_item(self, name: str) -> Item: def create_item(self, name: str) -> Item:
item_id = item_table[name] item_id = item_table[name]
item = RiskOfRainItem(name, ItemClassification.filler, item_id, self.player) item = RiskOfRainItem(name, ItemClassification.filler, item_id, self.player)
if name == 'Dio\'s Best Friend': if name == "Dio's Best Friend":
item.classification = ItemClassification.progression item.classification = ItemClassification.progression
elif name == 'Equipment': elif name in {"Equipment", "Legendary Item"}:
item.classification = ItemClassification.useful item.classification = ItemClassification.useful
return item return item