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Jak and Daxter: Implement New Game (#3291)
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled. * Jak 1: Wrote Regions, Rules, init. Untested. * Jak 1: Fixed mistakes, need better understanding of Entrances. * Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated. * Jak 1: Add Scout Fly Locations, code and style cleanup. * Jak 1: Add Scout Flies to Regions. * Jak 1: Add version info. * Jak 1: Reduced code smell. * Jak 1: Fixed UT bugs, added Free The Sages as Locations. * Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances. * Jak 1: Add some one-ways, adjust scout fly offset. * Jak 1: Found Scout Fly ID's for first 4 maps. * Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse. * Jak 1: Fixed a few things. Four maps to go. * Jak 1: Last of the scout flies mapped! * Jak 1: simplify citadel sages logic. * Jak 1: WebWorld setup, some documentation. * Jak 1: Initial checkin of Client. Removed the colon from the game name. * Jak 1: Refactored client into components, working on async communication between the client and the game. * Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory. * Jak 1: There's magic in the air... * Jak 1: Fixed bug translating scout fly ID's. * Jak 1: Make the REPL a little more verbose, easier to debug. * Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't. * Jak 1: Update Documentation. * Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops. * Jak 1: Simplified startup process, updated docs, prayed. * Jak 1: quick fix to settings. * Jak and Daxter: Implement New Game (#1) * Jak 1: Initial commit: Cell Locations, Items, and Regions modeled. * Jak 1: Wrote Regions, Rules, init. Untested. * Jak 1: Fixed mistakes, need better understanding of Entrances. * Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated. * Jak 1: Add Scout Fly Locations, code and style cleanup. * Jak 1: Add Scout Flies to Regions. * Jak 1: Add version info. * Jak 1: Reduced code smell. * Jak 1: Fixed UT bugs, added Free The Sages as Locations. * Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances. * Jak 1: Add some one-ways, adjust scout fly offset. * Jak 1: Found Scout Fly ID's for first 4 maps. * Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse. * Jak 1: Fixed a few things. Four maps to go. * Jak 1: Last of the scout flies mapped! * Jak 1: simplify citadel sages logic. * Jak 1: WebWorld setup, some documentation. * Jak 1: Initial checkin of Client. Removed the colon from the game name. * Jak 1: Refactored client into components, working on async communication between the client and the game. * Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory. * Jak 1: There's magic in the air... * Jak 1: Fixed bug translating scout fly ID's. * Jak 1: Make the REPL a little more verbose, easier to debug. * Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't. * Jak 1: Update Documentation. * Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops. * Jak 1: Simplified startup process, updated docs, prayed. * Jak 1: quick fix to settings. * Jak and Daxter: Genericize Items, Update Scout Fly logic, Add Victory Condition. (#3) * Jak 1: Update to 0.4.6. Decouple locations from items, support filler items. * Jak 1: Total revamp of Items. This is where everything broke. * Jak 1: Decouple 7 scout fly checks from normal checks, update regions/rules for orb counts/traders. * Jak 1: correct regions/rules, account for sequential oracle/miner locations. * Jak 1: make nicer strings. * Jak 1: Add logic for finished game. First full run complete! * Jak 1: update group names. * Jak and Daxter - Gondola, Pontoons, Rules, Regions, and Client Update * Jak 1: Overhaul of regions, rules, and special locations. Updated game info page. * Jak 1: Preparations for Alpha. Reintroducing automatic startup in client. Updating docs, readme, codeowners. * Alpha Updates (#15) * Jak 1: Consolidate client into apworld, create launcher icon, improve setup docs. * Jak 1: Update setup guide. * Jak 1: Load title screen, save states of in/outboxes. * Logging Update (#16) * Jak 1: Separate info and debug logs. * Jak 1: Update world info to refer to Archipelago Options menu. * Deathlink (#18) * Jak 1: Implement Deathlink. TODO: make it optional... * Jak 1: Issue a proper send-event for deathlink deaths. * Jak 1: Added cause of death to deathlink, fixed typo. * Jak 1: Make Deathlink toggleable. * Jak 1: Added player name to death text, added zoomer/flut/fishing text, simplified GOAL call for deathlink. * Jak 1: Fix death text in client logger. * Move Randomizer (#26) * Finally remove debug-segment text, update Python imports to relative paths. * HUGE refactor to Regions/Rules to support move rando, first hub area coded. * More refactoring. * Another refactor - may squash. * Fix some Rules, reuse some code by returning key regions from build_regions. * More regions added. A couple of TODOs. * Fixed trade logic, added LPC regions. * Added Spider, Snowy, Boggy. Fixed Misty's orbs. * Fix circular import, assert orb counts per level, fix a few naming errors. * Citadel added, missing locs and connections fixed. First move rando seed generated. * Add Move Rando to Options class. * Fixed rules for prerequisite moves. * Implement client functionality for move rando, add blurbs to game info page. * Fix wrong address for cache checks. * Fix byte alignment of offsets, refactor read_memory for better code reuse. * Refactor memory offsets and add some unit tests. * Make green eco the filler item, also define a maximum ID. Fix Boggy tether locations. * Move rando fixes (#29) * Fix virtual regions in Snowy. Fix some GMC problems. * Fix Deathlink on sunken slides. * Removed unncessary code causing build failure. * Orbsanity (#32) * My big dumb shortcut: a 2000 item array. * A better idea: bundle orbs as a numerical option and make array variable size. * Have Item/Region generation respect the chosen Orbsanity bundle size. Fix trade logic. * Separate Global/Local Orbsanity options. TODO - re-introduce orb factory for per-level option. * Per-level Orbsanity implemented w/ orb bundle factory. * Implement Orbsanity for client, fix some things up for regions. * Fix location name/id mappings. * Fix client orb collection on connection. * Fix minor Deathlink bug, add Update instructions. * Finishing Touches (#36) * Set up connector level thresholds, completion goal choices. * Send AP sender/recipient info to game via client. * Slight refactors. * Refactor option checking, add DataStorage handling of traded orbs. * Update instructions to change order of load/connect. * Add Option check to ensure enough Locations exist for Cell Count thresholds. Fix Final Door region. * Need some height move to get LPC sunken chamber cell. * Rename completion_condition to jak_completion_condition (#41) * The Afterparty (#42) * Fixes to Jak client, rules, options, and more. * Post-rebase fixes. * Remove orbsanity reset code, optimize game text in client. * More game text optimization. * Added more specific troubleshooting/setup instructions. * Add known issue about large releases taking time. (Dodge 6,666th commit.) * Remove "Bundle of", Add location name groups, set better default RootDirectory for new players. * Make orb trade amounts configurable, make orbsanity defaults more reasonable. * Add HUD info to doc. * Exempt's Code Review Updates (#43) * Round 1 of code review updates, the easy stuff. * Factor options checking away from region/rule creation. * Code review updates round 2, more complex stuff. * Code review updates round 3: the mental health annihilator * Code review updates part 4: redemption. * More code review feedback, simplifying code, etc. * Added a host.yaml option to override friendly limits, plus a couple of code review updates. * Added singleplayer limits, player names to enforcement rules. * Updated friendly limits to be more strict, optimized recalculate logic. * Today's the big day Jak: updates docs for mod support in OpenGOAL Launcher * Rearranged and clarified some instructions, ADDED PATH-SPACE FIX TO CLIENT. * Fix deathlink reset stalls on a busy client. (#47) * Jak & Daxter Client : queue game text messages to get items faster during release (#48) * queue game text messages to write them during the main_tick function and empty the message queue faster during release * wrap comment for code style character limit Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com> * remove useless blank line Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com> * whitespace code style Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com> * Move JsonMessageData dataclass outside of ReplClient class for code clarity --------- Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com> * Item Classifications (and REPL fixes) (#49) * Changes to item classifications * Bugfixes to power cell thresholds. * Fix bugs in item_type_helper. * Refactor 100 cell door to pass unit tests. * Quick fix to ReplClient. * Not so quick fix to ReplClient. * Display friendly limits in options tooltips. * Use math.ceil like a normal person. * Missed a space. * Fix non-accessibility due to bad orb calculation. * Updated documentation. * More Options, More Docs, More Tests (#51) * Reorder cell counts, require punch for Klaww. * Friendlier friendly friendlies. * Removed custom_worlds references from docs/setup guide, focused OpenGOAL Launcher language. * Increased breadth of unit tests. * Clean imports of unit tests. * Create OptionGroups. * Fix region rule bug with Punch for Klaww. * Include Punch For Klaww in slot data. * Update worlds/jakanddaxter/__init__.py Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Temper and Harden Text Client (#52) * Provide config path so OpenGOAL can use mod-specific saves and settings. * Add versioning to MemoryReader. Harden the client against user errors. * Updated comments. * Add Deathlink as a "statement of intent" to the YAML. Small updates to client. * Revert deathlink changes. * Update error message. * Added color markup to log messages printed in text client. * Separate loggers by agent, write markup to GUI and non-markup to disk simultaneously. * Refactor MemoryReader callbacks from main_tick to constructor. * Make callback names more... informative. * Give users explicit instructions in error messages. * Stellar Messaging (#54) * Use new ap-messenger functions for text writing. * Remove Powershell requirement, bump memory version to 3. * Error message update w/ instructions for game crash. * Create no console window for gk. * ISO Data Enhancement (#58) * Add iso-path as argument to GOAL compiler. # Conflicts: # worlds/jakanddaxter/Client.py * More resilient handling of iso_path. * Fixed scout fly ID mismatches. * Corrected iso_data subpath. * Update memory version to 4. * Docs update for iso_data. * Auto Detect OpenGOAL Install (#63) * Auto detect OpenGOAL install path. Also fix Deathlink on server connection. * Updated docs, add instructions to error messages. * Slight tweak to error text. * J&D : add per region location groups (#64) * add per region power cells location group * add per region scout flies location group * add per zone orb bundle groups (I'm not particularly happy about this code, but I figured doing it this way was the point of least friction/duplication) * guess who forgot 9 very important characters in each line of the last commit * Rearrange location group names, quick fix to client error handling. * Fix pycharm warnings. * Fix more pycharm warnings. * Light cleanup: fix icons, add bug report page, remove py 3.8 code. * Update worlds/jakanddaxter/Options.py Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com> * Update worlds/jakanddaxter/Options.py Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com> * Update worlds/jakanddaxter/Options.py Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com> * Update worlds/jakanddaxter/Options.py Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com> * Code review updates on comments, tooltips, and type hints. * Update type hint for lists in regions. * Missed todo removal. * More type hint updates. * Small region updates for location accessibility, small updates to world guide and README.md. * Add GMC scout fly location group. * Improved sanitization of game text. * Traps 2 (#70) * Add trap items, relevant options, and citadel orb caches. * Update REPL to send traps to game. * Fix item counter. * Allow player to select which traps to use. * Fix host.yaml doc strings, ap-setup-options typing, bump memory version to 5. * Alter some trap names. * Update world doc. * Add health trap. * Added 3 more trap types. * Protect against empty trap list. * Reword traps paragraph in world doc. * Another update to trap paragraph. * Concisify trap option docstring. * Timestamp on game log file. * Update client to handle waiting on title screen. * Send slot name and seed to game. * Use self.random instead. * Update setup doc for new title screen. * Quick clarification of orb caches in world doc. * Sanitize slot info earlier. * Added to and improved unit tests. * Light cleanup on world. * Optimizations to movement rules, docs: known issues update. * Quick fixes for beta 0.5.0 release: template options and LPC logic. * Quick fix to spoiler counts. * Reorganize world guide for faster navigation. * Fix links. * Update HUD section. * Found a way to render apostrophes in item names. * March Refactors (#77) * Reorg imports, small fix to Rock Village movement. * Fix wait-on-title message never going to ready message. * Colorama init fix. * Swap trap list for a dictionary of trap weights. * The more laws, the less justice. * Quick readability update. * Have memory reader provide instructions for slow booting games. * Revert some things. * Update setup_en.md * Update HUD mode lingo for combined msgs. * Remade launcher icon, sized correctly. * I don't know why I can't be satisfied with things. * Apply suggestions from Scipio Co-authored-by: Scipio Wright <scipiowright@gmail.com> * Properly use the settings API instead of Utils. * Newline on requirements.txt. * Add __init__ files for frozen builds. * Replace an ap_inform function with a CommonClient built-in. * Resize icon to match kivymd expected size. * First round of Treble code reviews. * Second round of Treble code reviews. * Third round of Treble code reviews. * Missed an unncessary if condition. * Missed unnecessary comments. * Fourth round of Treble code reviews. * Switch trap dictionary to OptionCounter. * Use existing slot name/seed from network protocol. * Violet code review updates. * Violet code review updates part 2. * Refactor to avoid floating imports (Violet part 3). * Found a few more valid characters for messaging. * Move tests out of init, add colon to game name (now that it's safe). * But don't include those chars for file text. * Implement Vi suggestion on webhost-capable friendly limits. * Revert "Implement Vi suggestion on webhost-capable friendly limits." This reverts commit 2d012b7f4a9a4c13985ecd7303bb1fc646831c86. * Rename all files for PEP8. * Refactor how maximums work on webhost. * Fix rogue UT. * Don't rush. * Fix client post-PEP8. --------- Co-authored-by: Justus Lind <DeamonHunter@users.noreply.github.com> Co-authored-by: Romain BERNARD <30secondstodraw@gmail.com> Co-authored-by: Scipio Wright <scipiowright@gmail.com> Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
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# Jak And Daxter (ArchipelaGOAL)
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## FAQ
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- [Where is the Options page?](#where-is-the-options-page)
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- [What does randomization do to this game?](#what-does-randomization-do-to-this-game)
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- [What are the Special Checks and how do I check them?](#what-are-the-special-checks-and-how-do-i-check-them)
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- [What are the Special Items and what do they unlock?](#what-are-the-special-items-and-what-do-they-unlock)
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- [How do I know which Special Items I have?](#how-do-i-know-which-special-items-i-have)
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- [What is the goal of the game once randomized?](#what-is-the-goal-of-the-game-once-randomized)
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- [What happens when I pick up or receive a Power Cell?](#what-happens-when-i-pick-up-or-receive-a-power-cell)
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- [What happens when I pick up or receive a Scout Fly?](#what-happens-when-i-pick-up-or-receive-a-scout-fly)
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- [How do I check the 'Free 7 Scout Flies' Power Cell?](#how-do-i-check-the-free-7-scout-flies-power-cell)
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- [What does Death Link do?](#what-does-death-link-do)
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- [What does Move Randomizer do?](#what-does-move-randomizer-do)
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- [What are the movement options in Move Randomizer?](#what-are-the-movement-options-in-move-randomizer)
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- [How do I know which moves I have?](#how-do-i-know-which-moves-i-have)
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- [What does Orbsanity do?](#what-does-orbsanity-do)
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- [What do Traps do?](#what-do-traps-do)
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- [What kind of Traps are there?](#what-kind-of-traps-are-there)
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- [I got soft-locked and cannot leave, how do I get out of here?](#i-got-soft-locked-and-cannot-leave-how-do-i-get-out-of-here)
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- [Why did I get an Option Error when generating a seed, and how do I fix it?](#why-did-i-get-an-option-error-when-generating-a-seed-and-how-do-i-fix-it)
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- [How do I check my player options in-game?](#how-do-i-check-my-player-options-in-game)
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- [How does the HUD work?](#how-does-the-hud-work)
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- [I think I found a bug, where should I report it?](#i-think-i-found-a-bug-where-should-i-report-it)
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## Where is the options page
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The [Player Options Page](../player-options) for this game contains all the options you need to configure and export
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a config file.
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At this time, there are several caveats and restrictions:
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- Power Cells and Scout Flies are **always** randomized.
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- **All** the traders in the game become in-logic checks **if and only if** you have enough Orbs to pay all of them at once.
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- This is to prevent hard locks, where an item required for progression is locked behind a trade you can't afford because you spent the orbs elsewhere.
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- By default, that total is 1530.
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## What does randomization do to this game
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The game now contains the following Location checks:
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- All 101 Power Cells
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- All 112 Scout Flies
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- All 14 Orb Caches (collect every orb in the cache and let it close)
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These may contain Items for different games, as well as different Items from within Jak and Daxter.
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Additionally, several special checks and corresponding items have been added that are required to complete the game.
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## What are the special checks and how do I check them
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| Check Name | How To Check |
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|------------------------|------------------------------------------------------------------------------|
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| Fisherman's Boat | Complete the fishing minigame in Forbidden Jungle |
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| Jungle Elevator | Collect the power cell at the top of the temple in Forbidden Jungle |
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| Blue Eco Switch | Collect the power cell on the blue vent switch in Forbidden Jungle |
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| Flut Flut | Push the egg off the cliff in Sentinel Beach and talk to the bird lady |
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| Warrior's Pontoons | Talk to the Warrior in Rock Village once (you do NOT have to trade with him) |
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| Snowy Mountain Gondola | Approach the gondola in Volcanic Crater |
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| Yellow Eco Switch | Collect the power cell on the yellow vent switch in Snowy Mountain |
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| Snowy Fort Gate | Ride the Flut Flut in Snowy Mountain and press the fort gate switch |
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| Freed The Blue Sage | Free the Blue Sage in Gol and Maia's Citadel |
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| Freed The Red Sage | Free the Red Sage in Gol and Maia's Citadel |
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| Freed The Yellow Sage | Free the Yellow Sage in Gol and Maia's Citadel |
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| Freed The Green Sage | Free the Green Sage in Gol and Maia's Citadel |
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## What are the special items and what do they unlock
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| Item Name | What it Unlocks |
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|--------------------------------------------------------------------------|-----------------------------------------------------------------------------------------------|
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| Fisherman's Boat | Misty Island |
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| Jungle Elevator | The blue vent switch inside the temple in Forbidden Jungle |
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| Blue Eco Switch | The plant boss inside the temple in Forbidden Jungle <br/> The cannon tower in Sentinel Beach |
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| Flut Flut | The upper platforms in Boggy Swamp <br/> The fort gate switch in Snowy Mountain |
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| Warrior's Pontoons | Boggy Swamp and Mountain Pass |
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| Snowy Mountain Gondola | Snowy Mountain |
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| Yellow Eco Switch | The frozen box in Snowy Mountain <br/> The shortcut in Mountain Pass |
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| Snowy Fort Gate | The fort in Snowy Mountain |
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| Freed The Blue Sage <br/> Freed The Red Sage <br/> Freed The Yellow Sage | The final staircase in Gol and Maia's Citadel |
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| Freed The Green Sage | The final elevator in Gol and Maia's Citadel |
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## How do I know which special items I have
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Open the game's menu, navigate to `Options`, then `Archipelago Options`, then `Item Tracker`.
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This will show you a list of all the special items in the game, ones not normally tracked as power cells or scout flies.
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Gray items indicate you do not possess that item, light blue items indicate you possess that item.
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## What is the goal of the game once randomized
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By default, to complete the game you must defeat the Gol and Maia and stop them from opening the Dark Eco silo. In order
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to reach them, you will need at least 72 Power Cells to cross the Lava Tube, as well as the four special items for
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freeing the Red, Blue, Yellow, and Green Sages.
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Alternatively, you can choose from a handful of other completion conditions like defeating a particular boss, crossing
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a particular connector level, or opening the 100 Power Cell door after defeating the final boss. You can also customize
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the thresholds for connector levels and orb trades. These options allow you to tailor the expected length and difficulty
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of your run as you see fit.
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## What happens when I pick up or receive a power cell
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When you pick up a power cell, Jak and Daxter will perform their victory animation. Your power cell count will
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NOT change. The pause menu will say "Task Completed" below the picked-up Power Cell. If your power cell was related
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to one of the special checks listed above, you will automatically check that location as well - a 2 for 1 deal!
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Finally, your text client will inform you what you found and who it belongs to.
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When you receive a power cell, your power cell count will tick up by 1. Gameplay will otherwise continue as normal.
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Finally, your text client will inform you where you received the power cell from.
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## What happens when I pick up or receive a scout fly
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When you pick up a scout fly, your scout fly count will NOT change. The pause menu will show you the number of
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scout flies you picked up per-region, and this number will have ticked up by 1 for the region that scout fly belongs to.
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Finally, your text client will inform you what you found and who it belongs to.
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When you receive a scout fly, your total scout fly count will tick up by 1. The pause menu will show you the number of
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scout flies you received per-region, and this number will have ticked up by 1 for the region that scout fly belongs to.
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Finally, your text client will inform you where you received the scout fly from, and which one it is.
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## How do I check the Free 7 Scout Flies power cell
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You will automatically check this power cell when you _receive_ your 7th scout fly, NOT when you _pick up_ your 7th
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scout fly. So in short:
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- When you _pick up_ your 7th fly, the normal rules apply.
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- When you _receive_ your 7th fly, 2 things will happen in quick succession.
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- First, you will receive that scout fly, as normal.
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- Second, you will immediately complete the "Free 7 Scout Flies" check, which will send out another item.
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## What does Death Link do
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If you enable Death Link, all the other players in your Multiworld who also have it enabled will be linked by death.
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That means when Jak dies in your game, the players in with Death Link also die. Likewise, if any of the other
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players with Death Link die, Jak will also die in a random, possibly spectacular fashion.
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You can turn off Death Link at any time in the game by opening the game's menu and navigating to `Options`,
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then `Archipelago Options`, then `Deathlink`.
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## What does Move Randomizer do
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If you enable Move Randomizer, most of Jak's movement set will be added to the randomized item pool, and you will need
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to receive the move in order to use it (i.e. you must find it, or another player must send it to you). Some moves have
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prerequisite moves that you must also have in order to use them (e.g. Crouch Jump is dependent on Crouch). Jak will only
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be able to run, swim (including underwater), perform single jumps, and shoot yellow eco from his goggles ("firing from
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the hip" requires Punch). Note that Flut Flut and the Zoomer will have access to their full movement sets at all times.
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You can turn off Move Rando at any time in the game by opening the game's menu, navigate to `Options`,
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then `Archipelago Options`, then `Move Randomizer`. This will give you access to the full movement set again.
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## What are the movement options in Move Randomizer
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| Move Name | Prerequisite Moves |
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|-----------------|--------------------|
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| Crouch | |
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| Crouch Jump | Crouch |
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| Crouch Uppercut | Crouch |
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| Roll | |
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| Roll Jump | Roll |
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| Double Jump | |
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| Jump Dive | |
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| Jump Kick | |
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| Punch | |
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| Punch Uppercut | Punch |
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| Kick | |
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## How do I know which moves I have
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Open the game's menu, navigate to `Options`, then `Archipelago Options`, then `Move Tracker`.
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This will show you a list of all the moves in the game.
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- Gray items indicate you do not possess that move.
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- Yellow items indicate you possess that move, but you are missing its prerequisites.
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- Light blue items indicate you possess that move, as well as its prerequisites.
|
||||
|
||||
## What does Orbsanity do
|
||||
If you enable Orbsanity, bundles of Precursor Orbs will be turned into checks. Every time you collect the chosen number
|
||||
of orbs, i.e. a "bundle," you will trigger another check. Likewise, the orbs will be added to the random item pool.
|
||||
There are several options to change the difficulty of this challenge.
|
||||
|
||||
- "Per Level" Orbsanity means the bundles are for each level in the game. (Geyser Rock, Sandover Village, etc.)
|
||||
- "Global" Orbsanity means orbs collected from any level count toward the next bundle.
|
||||
- The options with "Bundle Size" in the name indicate how many orbs are in a bundle. This adds a number of Items
|
||||
and Locations to the pool inversely proportional to the size of the bundle.
|
||||
- For example, if your bundle size is 20 orbs, you will add 100 items to the pool. If your bundle size is 250 orbs,
|
||||
you will add 8 items to the pool.
|
||||
|
||||
## What do Traps do
|
||||
When creating your player YAML, you can choose to replace some of the game's extraneous Power Cells and Precursor Orbs
|
||||
with traps. You can choose which traps you want to generate in your seed and how long they last. A random assortment
|
||||
will then be chosen to populate the item pool.
|
||||
|
||||
When you receive one, you will hear a buzzer and some kind of negative effect will occur in game. These effects may be
|
||||
challenging, maddening, or entertaining. When the trap duration ends, the game should return to its previous state.
|
||||
Multiple traps can be active at the same time, and they may interact with each other in strange ways. If they become
|
||||
too frustrating, you can lower their duration by navigating to `Options`, then `Archipelago Options`, then
|
||||
`Seed Options`, then `Trap Duration`. Lowering this number to zero will disable traps entirely.
|
||||
|
||||
## What kind of Traps are there
|
||||
| Trap Name | Effect |
|
||||
|-----------------|--------------------------------------------------------------------------------|
|
||||
| Trip Trap | Jak trips and falls |
|
||||
| Slippery Trap | The world gains the physical properties of Snowy Mountain's ice lake |
|
||||
| Gravity Trap | Jak falls to the ground faster and takes fall damage more easily |
|
||||
| Camera Trap | The camera remains fixed in place no matter how far away Jak moves |
|
||||
| Darkness Trap | The world gains the lighting properties of Dark Cave |
|
||||
| Earthquake Trap | The world and camera shake |
|
||||
| Teleport Trap | Jak immediately teleports to Samos's Hut |
|
||||
| Despair Trap | The Warrior sobs profusely |
|
||||
| Pacifism Trap | Jak's attacks have no effect on enemies, crates, or buttons |
|
||||
| Ecoless Trap | Jak's eco is drained and he cannot collect new eco |
|
||||
| Health Trap | Jak's health is set to 0 - not dead yet, but he will die to any attack or bonk |
|
||||
| Ledge Trap | Jak cannot grab onto ledges |
|
||||
| Zoomer Trap | Jak mounts an invisible zoomer (model loads properly depending on level) |
|
||||
| Mirror Trap | The world is mirrored |
|
||||
|
||||
## I got soft-locked and cannot leave how do I get out of here
|
||||
Open the game's menu, navigate to `Options`, then `Archipelago Options`, then `Warp To Home`.
|
||||
Selecting this option will ask if you want to be teleported to Geyser Rock. From there, you can teleport back
|
||||
to the nearest sage's hut to continue your journey.
|
||||
|
||||
## Why did I get an Option Error when generating a seed and how do I fix it
|
||||
Depending on your player YAML, Jak and Daxter can have a lot of items, which can sometimes be overwhelming or
|
||||
disruptive to multiworld games. There are also options that are mutually incompatible with each other, even in a solo
|
||||
game. To prevent the game from disrupting multiworlds, or generating an impossible solo seed, some options have
|
||||
Singleplayer and Multiplayer Minimums and Maximums, collectively called "friendly limits."
|
||||
|
||||
If you're generating a solo game, or your multiworld host agrees to your request, you can override those limits by
|
||||
editing the `host.yaml`. In the Archipelago Launcher, click `Open host.yaml`, then search for `jakanddaxter_options`,
|
||||
then search for `enforce_friendly_options`, then change this value from `true` to `false`. Disabling this allows for
|
||||
more disruptive and challenging options, but it may cause seed generation to fail. **Use at your own risk!**
|
||||
|
||||
## How do I check my player options in-game
|
||||
When you connect your text client to the Archipelago Server, the server will tell the game what options were chosen
|
||||
for this seed, and the game will apply those settings automatically.
|
||||
|
||||
You can verify these options by navigating to `Options`, then `Archipelago Options`, then `Seed Options`. **You can open
|
||||
each option to verify them, but you should NOT alter them during a run.** This may cause you to miss important
|
||||
progression items and prevent you (and others) from completing the run.
|
||||
|
||||
## How does the HUD work
|
||||
The game's normal HUD shows you how many power cells, precursor orbs, and scout flies you currently have. But if you
|
||||
hold `L2 or R2` and press a direction on the D-Pad, the HUD will show you alternate modes. Here is how the HUD works:
|
||||
|
||||
| HUD Mode | Button Combo | What the HUD Shows | Text Messages |
|
||||
|---------------|------------------------------|-----------------------------------|---------------------------------------|
|
||||
| Per-Level | `L2 or R2` + `Down` | Locations Checked (in this level) | `SENT {Other Item} TO {Other Player}` |
|
||||
| Global | `L2 or R2` + `Up` | Locations Checked (in the game) | `GOT {Your Item} FROM {Other Player}` |
|
||||
| Normal | `L2 or R2` + `Left or Right` | Items Received | Both Sent and Got Messages |
|
||||
| | | | |
|
||||
| (In Any Mode) | | (If you sent an Item to Yourself) | `FOUND {Your Item}` |
|
||||
|
||||
In all modes, the last 3 sent/received items and the player who sent/received it will be displayed in the
|
||||
bottom left corner. This will help you quickly reference information about newly received or sent items. Items in blue
|
||||
are Progression (or non-Jak items), in green are Filler, and in red are Traps. You can turn this off by navigating
|
||||
to `Options`, then `Archipelago Options`, then set `Item Messages` to `Off`.
|
||||
|
||||
## I think I found a bug where should I report it
|
||||
Depending on the nature of the bug, there are a couple of different options.
|
||||
|
||||
* If you found a logical error in the randomizer, please create a new Issue
|
||||
[here](https://github.com/ArchipelaGOAL/Archipelago/issues). Use this page if:
|
||||
* An item required for progression is unreachable.
|
||||
* The randomizer did not respect one of the Options you chose.
|
||||
* You see a mistake, typo, etc. on this webpage.
|
||||
* You see an error or stack trace appear on the text client.
|
||||
|
||||
* If you encountered an error in OpenGOAL, please create a new Issue
|
||||
[here](https://github.com/ArchipelaGOAL/ArchipelaGOAL/issues). Use this page if:
|
||||
* You encounter a crash, freeze, reset, etc. in the game.
|
||||
* You fail to send Items you find in the game to the Archipelago server.
|
||||
* You fail to receive Items the server sends to you.
|
||||
* Your game disconnects from the server and cannot reconnect.
|
||||
* You go looking for a game item that has already disappeared before you could reach it.
|
||||
|
||||
* Please upload your config file, spoiler log file, and any other generated logs in the Issue, so we can troubleshoot the problem.
|
||||
Reference in New Issue
Block a user