from BaseClasses import Item, ItemClassification class OriBlindForestItem(Item): game: str = "Ori and the Blind Forest" base_items = { "AbilityCell": (ItemClassification.progression, 33), "HealthCell": (ItemClassification.progression, 12), "EnergyCell": (ItemClassification.progression, 14), "GinsoKey": (ItemClassification.progression, 1), "ForlornKey": (ItemClassification.progression, 1), "HoruKey": (ItemClassification.progression, 1), "CleanWater": (ItemClassification.progression, 1), "Wind": (ItemClassification.progression, 1), "WallJump": (ItemClassification.progression, 1), "ChargeFlame": (ItemClassification.progression, 1), "DoubleJump": (ItemClassification.progression, 1), "Bash": (ItemClassification.progression, 1), "Stomp": (ItemClassification.progression, 1), "Glide": (ItemClassification.progression, 1), "Climb": (ItemClassification.progression, 1), "ChargeJump": (ItemClassification.progression, 1), "Dash": (ItemClassification.progression, 1), "Grenade": (ItemClassification.progression, 1), "TPGlades": (ItemClassification.progression, 1), "TPGrove": (ItemClassification.progression, 1), "TPSwamp": (ItemClassification.progression, 1), "TPGrotto": (ItemClassification.progression, 1), "TPGinso": (ItemClassification.progression, 1), "TPValley": (ItemClassification.progression, 1), "TPForlorn": (ItemClassification.progression, 1), "TPSorrow": (ItemClassification.progression, 1), "TPHoru": (ItemClassification.progression, 1), "TPBlackroot": (ItemClassification.progression, 1), "WarmthFragment": (ItemClassification.progression, 0), "Relic": (ItemClassification.progression, 0) } keystone_items = { "Anywhere" : { "KeyStone": (ItemClassification.progression, 40) }, "AreaSpecific" : { "GladesKeyStone": (ItemClassification.progression, 8), "GrottoKeyStone": (ItemClassification.progression, 2), "GinsoKeyStone": (ItemClassification.progression, 8), "SwampKeyStone": (ItemClassification.progression, 2), "MistyKeyStone": (ItemClassification.progression, 4), "ForlornKeyStone": (ItemClassification.progression, 4), "SorrowKeyStone": (ItemClassification.progression, 12) } } mapstone_items = { "Anywhere" : { "MapStone": (ItemClassification.progression, 9), }, "AreaSpecific" : { "GladesMapStone": (ItemClassification.progression, 1), "GroveMapStone": (ItemClassification.progression, 1), "GrottoMapStone": (ItemClassification.progression, 1), "SwampMapStone": (ItemClassification.progression, 1), "ValleyMapStone": (ItemClassification.progression, 1), "ForlornMapStone": (ItemClassification.progression, 1), "SorrowMapStone": (ItemClassification.progression, 1), "HoruMapStone": (ItemClassification.progression, 1), "BlackrootMapStone": (ItemClassification.progression, 1) } } filler_items = { # since filler is added dynamically at the end of item generation, the numbers here don't correspond # with how many are in the multiworld. Rather they are weights relative to each other "EX15": (ItemClassification.filler, 2), "EX50": (ItemClassification.filler, 3), "EX100": (ItemClassification.filler, 4), "EX200": (ItemClassification.filler, 2) } item_dict = { **base_items, **keystone_items["Anywhere"], **keystone_items["AreaSpecific"], **mapstone_items["Anywhere"], **mapstone_items["AreaSpecific"], **filler_items } item_alias_list = { "KurosFeather": {"Glide"}, "LightBurst": {"Grenade"}, "WaterVein": {"GinsoKey"}, "GumonSeal": {"ForlornKey"}, "Sunstone": {"HoruKey"} }