forked from mirror/Archipelago
KH2: Make Lucky Emblems behave like bounties and keyblade stats (#6190)
Swap the amount required and avaiable if required is more than avaiable instead of making avaiable equal required
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8d981a8027
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+4
-3
@@ -475,9 +475,10 @@ class KH2World(World):
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logging.info(
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f"Lucky Emblem Amount {self.options.LuckyEmblemsAmount.value} is less than required "
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f"{self.options.LuckyEmblemsRequired.value} for player {self.multiworld.get_file_safe_player_name(self.player)}."
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f" Setting amount to {self.options.LuckyEmblemsRequired.value}")
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luckyemblemamount = max(self.lucky_emblem_amount, self.lucky_emblem_required)
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self.options.LuckyEmblemsAmount.value = luckyemblemamount
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f" Swapping {self.options.LuckyEmblemsRequired.value} and {self.options.LuckyEmblemsAmount.value}")
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temp = self.options.LuckyEmblemsAmount.value
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self.options.LuckyEmblemsAmount.value = self.options.LuckyEmblemsRequired.value
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self.options.LuckyEmblemsRequired.value = temp
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self.item_quantity_dict[ItemName.LuckyEmblem] = self.options.LuckyEmblemsAmount.value
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# give this proof to unlock the final door once the player has the amount of lucky emblem required
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