95 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
		
		
			
		
	
	
			95 lines
		
	
	
		
			6.1 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
|   | # Multiworld Glossary
 | ||
|  | 
 | ||
|  | There are a lot of common terms used when playing in different game randomizer communities and in multiworld as well. | ||
|  | This document serves as a lookup for common terms that may be used by users in the community or in various other | ||
|  | documentation. | ||
|  | 
 | ||
|  | ## Item
 | ||
|  | Items are what get shuffled around in your world or other worlds that you then receive. This could be a sword, a stat  | ||
|  | upgrade, a spell, or any other potential receivable for your game. | ||
|  | 
 | ||
|  | ## Location
 | ||
|  | Locations are where items are placed in your game. Whenever you interact with a location, you or another player will | ||
|  | then receive an item. A location could be a chest, an enemy drop, a shop purchase, or any other interactable that can | ||
|  | contain items in your game. | ||
|  | 
 | ||
|  | ## Check
 | ||
|  | A check is a common term for when you "check", or pick up, a location. In terms of Archipelago this is usually used for | ||
|  | when a player goes to a location and sends its item, or "checks" the location. Players will often reference their now | ||
|  | randomized locations as checks. | ||
|  | 
 | ||
|  | ## Slot
 | ||
|  | A slot is the player name and number assigned during generation. The number of slots is equal to the number of players, | ||
|  | or "worlds", created. Each name must be unique as these are used to identify the slot user. | ||
|  | 
 | ||
|  | ## World
 | ||
|  | World in terms of Archipelago can mean multiple things and is used interchangeably in many situations. | ||
|  | * During gameplay, a world is a single instance of a game, occupying one player "slot". However,  | ||
|  | Archipelago allows multiple players to connect to the same slot; then those players can share a world  | ||
|  | and complete it cooperatively. For games with native cooperative play, you can also play together and | ||
|  | share a world that way, usually with only one player connected to the multiworld. | ||
|  | * On the programming side, a world typically represents the package that integrates Archipelago with a | ||
|  | particular game. For example this could be the entire `worlds/factorio` directory. | ||
|  | 
 | ||
|  | ## RNG
 | ||
|  | Acronym for "Random Number Generator." Archipelago uses its own custom Random object with a unique seed per generation, | ||
|  | or, if running from source, a seed can be supplied and this seed will control all randomization during generation as all | ||
|  | game worlds will have access to it. | ||
|  | 
 | ||
|  | ## Seed
 | ||
|  | A "seed" is a number used to initialize a pseudorandom number generator. Whenever you generate a new game on Archipelago | ||
|  | this is a new "seed" as it has unique item placement, and you can create multiple "rooms" on the Archipelago site from a | ||
|  | single seed. Using the same seed results in the random placement being the same. | ||
|  | 
 | ||
|  | ## Room
 | ||
|  | Whenever you generate a seed on the Archipelago website you will be put on a seed page that contains all the seed info | ||
|  | with a link to the spoiler if one exists and will show how many unique rooms exist per seed. Each room has its own  | ||
|  | unique identifier that is separate from the seed. The room page is where you can find information to connect to the | ||
|  | multiworld and download any patches if necessary. If you have a particularly fun or interesting seed, and you want to  | ||
|  | share it with somebody you can link them to this seed page, where they can generate a new room to play it! For seeds  | ||
|  | generated with race mode enabled, the seed page will only show rooms created by the unique user so the seed page is  | ||
|  | perfectly safe to share for racing purposes. | ||
|  | 
 | ||
|  | ## Logic
 | ||
|  | Base behavior of all seeds generated by Archipelago is they are expected to be completable based on the requirements of | ||
|  | the settings. This is done by using "logic" in order to determine valid locations to place items while still being able | ||
|  | to reach said location without this item. For the purposes of the randomizer a location is considered "in logic" if you  | ||
|  | can reach it with your current toolset of items or skills based on settings. Some players are able to obtain locations | ||
|  | "out of logic" by performing various glitches or tricks that the settings may not account for and tend to mention this | ||
|  | when sending out an item they obtained this way. | ||
|  | 
 | ||
|  | ## Progression
 | ||
|  | Certain items will allow access to more locations and are considered progression items as they "progress" the seed. | ||
|  | 
 | ||
|  | ## Trash
 | ||
|  | A term used for "filler" items that have no bearing on the generation and are either marginally useful for the player | ||
|  | or useless. These items can be very useful depending on the player but are never very important and as such are usually | ||
|  | termed trash. | ||
|  | 
 | ||
|  | ## Burger King / BK Mode
 | ||
|  | A term used in multiworlds when a player is unable to continue to progress and is awaiting an item. The term came to be  | ||
|  | after a player, allegedly, was unable to progress during a multiworld and went to Burger King while waiting to receive | ||
|  | items from other players. | ||
|  | 
 | ||
|  | * "Logical BK" is when the player is unable to progress according to the settings of their game but may still be able to do | ||
|  | things that would be "out of logic" by the generation. | ||
|  | 
 | ||
|  | * "Hard / full BK" is when the player is completely unable to progress even with tricks they may know and are unable to | ||
|  | continue to play, aside from doing something like killing enemies for experience or money. | ||
|  | 
 | ||
|  | ## Sphere
 | ||
|  | Archipelago calculates the game playthrough by using a "sphere" system where it has a state for each player and checks | ||
|  | to see what the players are able to reach with their current items. Any location that is reachable with the current | ||
|  | state of items is a "sphere." For the purposes of Archipelago it starts playthrough calculation by distributing sphere 0 | ||
|  | items which are items that are either forced in the player's inventory by the game or placed in the `start_inventory` in | ||
|  | their settings. Sphere 1 is then all accessible locations the players can reach with all the items they received from | ||
|  | sphere 0, or their starting inventory. The playthrough continues in this fashion calculating a number of spheres until | ||
|  | all players have completed their goal. | ||
|  | 
 | ||
|  | ## Scouts / Scouting
 | ||
|  | In some games there are locations that have visible items even if the item itself is unobtainable at the current time. | ||
|  | Some games utilize a scouting feature where when the player "sees" the item it will give a free hint for the item in the | ||
|  | client letting the players know what the exact item is, since if the item was for that game it would know but the item | ||
|  | being foreign is a lot harder to represent visually. | ||
|  | 
 |