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Generate: You can now have triggers in a game section that get run after common triggers and after the game is selected. Their format is the same but they can't overwrite game.
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4
Main.py
4
Main.py
@@ -92,7 +92,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
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if not cls.hidden:
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logger.info(f" {name:{longest_name}}: {len(cls.item_names):3} Items | "
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f"{len(cls.location_names):3} Locations")
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logger.info(f" Item IDs: {min(cls.item_id_to_name):{numlength}} - "
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logger.info(f" Item IDs: {min(cls.item_id_to_name):{numlength}} - "
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f"{max(cls.item_id_to_name):{numlength}} | "
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f"Location IDs: {min(cls.location_id_to_name):{numlength}} - "
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f"{max(cls.location_id_to_name):{numlength}}")
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@@ -151,7 +151,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
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AutoWorld.call_all(world, "pre_fill")
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logger.info('Fill the world.')
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logger.info(f'Filling the world with {len(world.itempool)} items.')
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if world.algorithm == 'flood':
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flood_items(world) # different algo, biased towards early game progress items
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