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102 lines
5.0 KiB
Markdown
102 lines
5.0 KiB
Markdown
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# The Messenger Plando Guide
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This guide details the usage of the game-specific plando options that The Messenger has. The Messenger also supports the
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generic item plando. For more information on what plando is and for information covering item plando, refer to the
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[generic Archipelago plando guide](/tutorial/Archipelago/plando/en). The Messenger also uses the generic connection
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plando system, but with specific behaviors that will be covered in this guide along with the other options.
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## Shop Price Plando
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This option allows you to specify prices for items in both shops. This also supports weighting, allowing you to choose
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from multiple different prices for any given item.
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### Example
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```yaml
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The Messenger:
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shop_price_plan:
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Karuta Plates: 50
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Devil's Due: 1
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Barmath'azel Figurine:
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# left side is price, right side is weight
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500: 10
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700: 5
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1000: 20
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```
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This block will make the item at the `Karuta Plates` node cost 50 shards, `Devil's Due` will cost 1 shard, and
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`Barmath'azel Figurine` will cost either 500, 700, or 1000, with 1000 being the most likely with a 20/35 chance.
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## Portal Plando
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This option allows you to specify certain outputs for the portals. This option will only be checked if portal shuffle
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and the `connections` plando host setting are enabled.
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A portal connection is plandoed by specifying an `entrance` and an `exit`. This option also supports `percentage`, which
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is the percent chance that that connection occurs. The `entrance` is which portal is going to be entered, whereas the
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`exit` is where the portal will lead and can include a shop location, a checkpoint, or any portal. However, the
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portal exit must also be in the available pool for the selected portal shuffle option. For example, if portal shuffle is
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set to `shops`, then the valid exits will only be portals and shops; any exit that is a checkpoint will not be valid. If
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portal shuffle is set to `checkpoints`, you may not have multiple portals lead to the same area, e.g. `Seashell` and
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`Spike Wave` may not both be used since they are both in Quillshroom Marsh. If the option is set to `anywhere`, then all
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exits are valid.
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All valid connections for portal shuffle can be found by scrolling through the [portals module](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/messenger/portals.py#L12).
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The entrance and exit should be written exactly as they appear within that file, except for when the **exit** point is a
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portal. In that case, it should have "Portal" included.
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### Example
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```yaml
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The Messenger:
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portal_plando:
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- entrance: Riviere Turquoise
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exit: Wingsuit
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- entrance: Sunken Shrine
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exit: Sunny Day
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- entrance: Searing Crags
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exit: Glacial Peak Portal
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```
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This block will make it so that the Riviere Turquoise Portal will exit to the Wingsuit Shop, the Sunken Shrine Portal
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will exit to the Sunny Day checkpoint, and the Searing Crags Portal will exit to the Glacial Peak Portal.
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## Transition Plando
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This option allows you to specify certain connections when using transition shuffle. This will only work if
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transition shuffle and the `connections` plando host setting are enabled.
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Each transition connection is plandoed by specifying its attributes:
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* `entrance` is where you will enter this transition from.
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* `exit` is where the transition will lead.
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* `percentage` is the chance this connection will happen at all.
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* `direction` is used to specify whether this connection will also go in reverse. This entry will be ignored if the
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transition shuffle is set to `coupled` or if the specified connection can only occur in one direction, such as exiting
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to Riviere Turquoise. The default direction is "both", which will make it so that returning through the exit
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transition will return you to where you entered it from. "entrance" and "exit" are treated the same, with them both
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making this transition only one-way.
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Valid connections can be found in the [`RANDOMIZED_CONNECTIONS` dictionary](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/messenger/connections.py#L640).
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The keys (left) are entrances, and values (right) are exits. Whether you want the connection to go both ways or not,
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both sides must either be two-way or one-way; E.g. connecting Artificer (Corrupted Future Portal) to one of the
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Quillshroom Marsh entrances is not a valid pairing. A pairing can be determined to be two-way if both the entrance and
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exit of that pair are an exit and entrance of another pairing, respectively.
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### Example
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```yaml
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The Messenger:
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plando_connections:
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- entrance: Searing Crags - Top
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exit: Dark Cave - Right
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- entrance: Glacial Peak - Left
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exit: Corrupted Future
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```
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This block will create the following connections:
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1. Leaving Searing Crags towards Glacial Peak will take you to the beginning of Dark Cave, and leaving the Dark Cave
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door will return you to the top of Searing Crags.
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2. Taking Manfred to leave Glacial Peak, will take you to Corrupted Future. There is no reverse connection here so it
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will always be one-way.
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