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