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TLOZ: Fix rings classification, so they are actually considered for logic (ArchipelagoMW#3253)
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worlds/tloz/Items.py

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Original file line numberDiff line numberDiff line change
@@ -24,7 +24,7 @@ class ItemData(typing.NamedTuple):
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"Red Candle": ItemData(107, progression),
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"Book of Magic": ItemData(108, progression),
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"Magical Key": ItemData(109, useful),
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"Red Ring": ItemData(110, useful),
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"Red Ring": ItemData(110, progression),
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"Silver Arrow": ItemData(111, progression),
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"Sword": ItemData(112, progression),
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"White Sword": ItemData(113, progression),
@@ -37,7 +37,7 @@ class ItemData(typing.NamedTuple):
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"Food": ItemData(120, progression),
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"Water of Life (Blue)": ItemData(121, useful),
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"Water of Life (Red)": ItemData(122, useful),
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"Blue Ring": ItemData(123, useful),
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"Blue Ring": ItemData(123, progression),
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"Triforce Fragment": ItemData(124, progression),
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"Power Bracelet": ItemData(125, useful),
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"Small Key": ItemData(126, filler),

worlds/tloz/Rules.py

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Original file line numberDiff line numberDiff line change
@@ -28,6 +28,7 @@ def set_rules(tloz_world: "TLoZWorld"):
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or location.name not in dangerous_weapon_locations:
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add_rule(world.get_location(location.name, player),
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lambda state: state.has_group("weapons", player))
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# This part of the loop sets up an expected amount of defense needed for each dungeon
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if i > 0: # Don't need an extra heart for Level 1
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add_rule(world.get_location(location.name, player),
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lambda state, hearts=i: state.has("Heart Container", player, hearts) or

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