mirror of
https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00
51 lines
2.6 KiB
Markdown
51 lines
2.6 KiB
Markdown
![]() |
## Warps
|
||
|
|
||
|
Quick note to start, you should not be defining or modifying encoded warps from this repository. They're encoded in the
|
||
|
source code repository for the mod, and then assigned to regions in `data/regions/`. All warps in the game already exist
|
||
|
within `extracted_data.json`, and all relevant warps are already placed in `data/regions/` (unless they were deleted
|
||
|
accidentally).
|
||
|
|
||
|
Many warps are actually two or three events acting as one logical warp. Doorways, for example, are often 2 tiles wide
|
||
|
indoors but only 1 tile wide outdoors. Both indoor warps point to the outdoor warp, and the outdoor warp points to only
|
||
|
one of the indoor warps. We want to describe warps logically in a way that retains information about individual warp
|
||
|
events. That way a 2-tile-wide doorway doesnt look like a one-way warp next to an unrelated two-way warp, but if we want
|
||
|
to randomize the destinations of those warps, we can still get back each individual id of the multi-tile warp.
|
||
|
|
||
|
This is how warps are encoded:
|
||
|
|
||
|
`{source_map}:{source_warp_ids}/{dest_map}:{dest_warp_ids}[!]`
|
||
|
|
||
|
- `source_map`: The map the warp events are located in
|
||
|
- `source_warp_ids`: The ids of all adjacent warp events in source_map which lead to the same destination (these must be
|
||
|
in ascending order)
|
||
|
- `dest_map`: The map of the warp event to which this one is connected
|
||
|
- `dest_warp_ids`: The ids of the warp events in dest_map
|
||
|
- `[!]`: If the warp expects to lead to a destination which does not lead back to it, add a ! to the end
|
||
|
|
||
|
Example: `MAP_LAVARIDGE_TOWN_HOUSE:0,1/MAP_LAVARIDGE_TOWN:4`
|
||
|
|
||
|
Example 2: `MAP_AQUA_HIDEOUT_B1F:14/MAP_AQUA_HIDEOUT_B1F:12!`
|
||
|
|
||
|
Note: A warp must have its destination set to another warp event. However, that does not guarantee that the destination
|
||
|
warp event will warp back to the source.
|
||
|
|
||
|
Note 2: Some warps _only_ act as destinations and cannot actually be interacted with by the player as sources. These are
|
||
|
usually places you fall from a hole above. At the time of writing, these are actually not accounted for, but there are
|
||
|
no instances where it changes logical access.
|
||
|
|
||
|
Note 3: Some warp destinations go to the map `MAP_DYNAMIC` and have a special warp id. These edge cases are:
|
||
|
|
||
|
- The Moving Truck
|
||
|
- Terra Cave
|
||
|
- Marine Cave
|
||
|
- The Department Store Elevator
|
||
|
- Secret Bases
|
||
|
- The Trade Center
|
||
|
- The Union Room
|
||
|
- The Record Corner
|
||
|
- 2P/4P Battle Colosseum
|
||
|
|
||
|
Note 4: The trick house on Route 110 changes the warp destinations of its entrance and ending room as you progress
|
||
|
through the puzzles, but the source code only sets the trick house up for the first puzzle, and I assume the destination
|
||
|
gets overwritten at run time when certain flags are set.
|