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Make Super Missiles strictly an upgrade to the regular Missile Launcher
Turns out that having only 5 Super Missiles as your only weapon is a pain. Also, it causes problems in cases when there's a required progression item in the upper Sand Zone Polish spot and no other accessible block-breaker weapon that you can use to get to it. (It's still technically possible to reach that item location in such a scenario, but it requires grinding the missiles up to Level 3, as well as some luck and a couple of precise jumps. In other words, it sucks.) The alternative is starting with 10 Super Missiles instead of 5 if you get the Super Missile chest first, but that would give you an extra 5 missiles, letting you have 59 at the end instead of 54, which feels wrong.
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@ -95,11 +95,9 @@ Got the last =Puppy=!<WAI0025<NOD<END
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<PRI<AM+0010:0005<MSG<TUR
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<GIT0011Max missiles increased by 5!<NOD<END
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#0033
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<FL+2420<FL+0201<AMJ0005:0034
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<PRI<MSG<TUR<GIT0010<AM+0010:0005
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Got the =Super Missile Launcher=!<WAI0025<NOD<END
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<AMJ0005:0034<EVE0030
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#0034
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<PRI<MSG<TUR<GIT0010<TAM0005:0010:0000
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<PRI<FL+2420<MSG<TUR<GIT0010<TAM0005:0010:0000
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Your Missiles have been powered up!<WAI0025<NOD<END
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#0035
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<PRI<FLJ2420:0037<FLJ0201:0036<FL+0201<MSG<TUR<GIT0005<AM+0005:0029
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@ -324,7 +324,11 @@ local function _itemData()
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missileA = missiles(), -- Grasstown
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missileB = missiles(), -- Grasstown Hut
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missileC = missiles(), -- Egg Corridor?
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missileD = missiles(), -- Egg Observation Room?
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missileD = { -- Egg Observation Room? (arbitrarily making this a second Super Missile chest)
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name = "Super Missile Launcher",
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script = "<EVE0033",
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attributes = {"weapon", "missileLauncher", "nonProgressive"}
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},
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missileHell = {
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name = "Missile Expansion",
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script = "<EVE0035",
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