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