Ror2: fix generation mistake (#100)
* Risk of Rain 2: logic updates * Risk of Rain 2: move a variable definition so it can be reused. Reverted a change that broke stuff for some reason. * Documentation update
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@ -32,8 +32,8 @@ class RiskOfRainWorld(World):
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self.world.push_precollected(self.world.create_item("Dio's Best Friend", self.player))
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self.world.push_precollected(self.world.create_item("Dio's Best Friend", self.player))
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# if presets are enabled generate junk_pool from the selected preset
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# if presets are enabled generate junk_pool from the selected preset
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pool_option = self.world.item_weights[self.player].value
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if self.world.item_pool_presets[self.player].value:
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if self.world.item_pool_presets[self.player].value:
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pool_option = self.world.item_weights[self.player].value
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# generate chaos weights if the preset is chosen
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# generate chaos weights if the preset is chosen
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if pool_option == 5:
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if pool_option == 5:
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junk_pool = {
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junk_pool = {
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@ -104,13 +104,13 @@ class RiskOfRainWorld(World):
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item = RiskOfRainItem(name, True, item_id, self.player)
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item = RiskOfRainItem(name, True, item_id, self.player)
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return item
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return item
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# generate locations based on player setting
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def create_regions(world, player: int):
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def create_regions(world, player: int):
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world.regions += [
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world.regions += [
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create_region(world, player, 'Menu', None, ['Lobby']),
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create_region(world, player, 'Menu', None, ['Lobby']),
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create_region(world, player, 'Petrichor V',
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create_region(world, player, 'Petrichor V',
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[location for location in base_location_table] +
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[location for location in base_location_table] +
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[f"Item Pickup {i}" for i in range(1, world.start_with_revive[player].value+world.total_locations[player])])
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[f"Item Pickup {i}" for i in range(1, 1 + world.total_locations[player])])
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]
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]
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world.get_entrance("Lobby", player).connect(world.get_region("Petrichor V", player))
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world.get_entrance("Lobby", player).connect(world.get_region("Petrichor V", player))
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