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Update progression balancing algorithm (#300)
* New progression balancing algo: computes based on percentage of locations available rather than absolute number of locations
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@@ -36,6 +36,8 @@ class OOTItem(Item):
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self.trap = name == 'Ice Trap'
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if force_not_advancement:
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self.never_exclude = True
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if name == 'Gold Skulltula Token':
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self.skip_in_prog_balancing = True
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# The playthrough calculation calls a function that uses "sweep_for_events(key_only=True)"
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# This checks if the item it's looking for is a small key, using the small key property.
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@@ -41,6 +41,8 @@ class SM64World(World):
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def create_item(self, name: str) -> Item:
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item_id = item_table[name]
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item = SM64Item(name, name != "1Up Mushroom", item_id, self.player)
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if name == "Power Star":
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item.skip_in_prog_balancing = True
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return item
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def generate_basic(self):
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