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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shananas authored and GitHub committed 2026-08-22 03:01:48 +02:00
1 parent 8d981a8027
commit 4a3ac718f4
1 file changed
+4 -3
+4 -3
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@@ -475,9 +475,10 @@ class KH2World(World):
logging.info(
f"Lucky Emblem Amount {self.options.LuckyEmblemsAmount.value} is less than required "
f"{self.options.LuckyEmblemsRequired.value} for player {self.multiworld.get_file_safe_player_name(self.player)}."
f" Setting amount to {self.options.LuckyEmblemsRequired.value}")
luckyemblemamount = max(self.lucky_emblem_amount, self.lucky_emblem_required)
self.options.LuckyEmblemsAmount.value = luckyemblemamount
f" Swapping {self.options.LuckyEmblemsRequired.value} and {self.options.LuckyEmblemsAmount.value}")
temp = self.options.LuckyEmblemsAmount.value
self.options.LuckyEmblemsAmount.value = self.options.LuckyEmblemsRequired.value
self.options.LuckyEmblemsRequired.value = temp
self.item_quantity_dict[ItemName.LuckyEmblem] = self.options.LuckyEmblemsAmount.value
# give this proof to unlock the final door once the player has the amount of lucky emblem required