114 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
		
		
			
		
	
	
			114 lines
		
	
	
		
			4.7 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
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								# Mega Man 2
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								## Where is the options page?
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								The [player options page for this game](../player-options) contains all the options you need to configure and export a
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								config file.
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								## What does randomization do to this game?
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								Weapons received from Robot Masters, access to each individual stage, and Items from Dr. Light are randomized
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								into the multiworld. Access to the Wily Stages is locked behind receiving Item 1, 2, and 3. The game is completed when 
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								viewing the ending sequence after defeating the Alien.
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								## What Mega Man 2 items can appear in other players' worlds?
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								- Robot Master weapons
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								- Robot Master Access Codes (stage access)
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								- Items 1/2/3
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								- 1-Ups
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								- E-Tanks
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								- Health Energy (L)
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								- Weapon Energy (L)
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								## What is considered a location check in Mega Man 2?
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								- The defeat of a Robot Master or Wily Boss
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								- Receiving a weapon or item from Dr. Light
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								- Optionally, 1-Ups and E-Tanks present within stages
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								- Optionally, Weapon and Health Energy pickups present within stages
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								## When the player receives an item, what happens?
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								A sound effect will play based on the type of item received, and the effects of the item will be immediately applied, 
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								such as unlocking the use of a weapon mid-stage. If the effects of the item cannot be fully applied (such as receiving 
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								Health Energy while at full health), the leftover amount is withheld until it can be applied.
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								## What is EnergyLink?
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								EnergyLink is an energy storage supported by certain games that is shared across all worlds in a multiworld. In Mega Man
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								 2, when enabled, drops from enemies are not applied directly to Mega Man and are instead deposited into the EnergyLink.
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								Half of the energy that would be gained is lost upon transfer to the EnergyLink. 
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								Energy from the EnergyLink storage can be converted into health, weapon energy, and lives at different conversion rates.
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								You can find out how much of each type you can pull using the `/pool` command in the client. Additionally, you can have it 
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								automatically pull from the EnergyLink storage to keep Mega Man healed using the `/autoheal` command in the client. 
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								Finally, you can use the `/request` command to request a certain type of energy from the storage.
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								## Plando Palettes
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								The palette shuffle option supports specifying a specific palette for a given weapon/Robot Master. The format for doing 
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								so is `Character-Color1|Color2;Option`. Character is the individual that this should apply to, and can only be one of 
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								the following:
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								- Mega Buster
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								- Atomic Fire
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								- Air Shooter
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								- Leaf Shield
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								- Bubble Lead
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								- Quick Boomerang
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								- Time Stopper
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								- Metal Blade
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								- Crash Bomber
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								- Item 1
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								- Item 2
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								- Item 3
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								- Heat Man
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								- Air Man
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								- Wood Man
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								- Bubble Man
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								- Quick Man
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								- Flash Man
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								- Metal Man
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								- Crash Man
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								Colors attempt to map a list of HTML-defined colors to what the NES can render. A full list of applicable colors can be
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								found [here](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/mm2/color.py#L11). Alternatively, colors can 
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								be supplied directly using `$xx` format. A full list of NES colors can be found [here](https://www.nesdev.org/wiki/PPU_palettes#2C02).
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								You can also pass only one color (such as `Mega Buster-Red`) and it will interpret a second color based off of the color
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								given. Additionally, passing only colors (such as `Red|Blue`) and not any specific boss/weapon will apply that color to 
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								all weapons/bosses that did not have a prior color specified.
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								The option is the method to be used to set the palettes of the remaining bosses/weapons, and will not overwrite any 
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								plando placements.
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								## Plando Weaknesses
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								Plando Weaknesses allows you to override the amount of damage a boss should take from a given weapon, ignoring prior 
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								weaknesses generated by strict/random weakness options. Formatting for this is as follows:
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								```yaml
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								plando_weakness:
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								  Air Man:
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								    Atomic Fire: 0
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								    Bubble Lead: 4
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								```
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								This would cause Air Man to take 4 damage from Bubble Lead, and 0 from Atomic Fire.
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								Note: it is possible that plando weakness is not be respected should the plando create a situation in which the game 
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								becomes impossible to complete. In this situation, the damage would be boosted to the minimum required to defeat the 
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								Robot Master.
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								## Unique Local Commands
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								- `/pool` Only present with EnergyLink, prints the max amount of each type of request that could be fulfilled.
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								- `/autoheal` Only present with EnergyLink, will automatically drain energy from the EnergyLink in order to 
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								restore Mega Man's health.
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								- `/request <amount> <type>` Only present with EnergyLink, sends a request of a certain type of energy to be pulled from
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								the EnergyLink. Types are as follows:
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								  - `HP` Health
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								  - `AF` Atomic Fire
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								  - `AS` Air Shooter
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								  - `LS` Leaf Shield
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								  - `BL` Bubble Lead
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								  - `QB` Quick Boomerang
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								  - `TS` Time Stopper
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								  - `MB` Metal Blade
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								  - `CB` Crash Bomber
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								  - `I1` Item 1
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								  - `I2` Item 2
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								  - `I3` Item 3
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								  - `1U` Lives
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