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variable-progression-balancing (#356)
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@@ -244,7 +244,7 @@ def generate_itempool(world):
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world.push_item(world.get_location('Ganon', player), ItemFactory('Triforce', player), False)
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if world.goal[player] == 'icerodhunt':
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world.progression_balancing[player].value = False
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world.progression_balancing[player].value = 0
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loc = world.get_location('Turtle Rock - Boss', player)
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world.push_item(loc, ItemFactory('Triforce Piece', player), False)
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world.treasure_hunt_count[player] = 1
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@@ -30,7 +30,7 @@ def set_rules(world):
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# Set access rules according to max glitches for multiworld progression.
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# Set accessibility to none, and shuffle assuming the no logic players can always win
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world.accessibility[player] = world.accessibility[player].from_text("minimal")
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world.progression_balancing[player].value = False
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world.progression_balancing[player].value = 0
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else:
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world.completion_condition[player] = lambda state: state.has('Triforce', player)
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