Merge branch 'main' into docs_consolidation
# Conflicts: # WebHostLib/static/assets/gameInfo/en_Secret of Evermore.md # WebHostLib/static/assets/tutorial/archipelago/advanced_settings_en.md # WebHostLib/static/assets/tutorial/minecraft/minecraft_en.md
This commit is contained in:
@@ -6,12 +6,9 @@ Unlike most games on Archipelago.gg, Final Fantasy 1's settings are controlled e
|
||||
## What does randomization do to this game?
|
||||
A better questions is what isn't randomized at this point. Enemies stats and spell, character spells, shop inventory and boss stats and spells are all commonly randomized. Unlike most other randomizers it is also most standard to shuffle progression items and non-progression items into separate pools and then redistribute them to their respective locations. So ,for example, Princess Sarah may have the CANOE instead of the LUTE; however, she will never have a Heal Pot or some armor. There are plenty of other things that can be randomized on the main randomizer site: [FF1R Website](https://finalfantasyrandomizer.com/)
|
||||
|
||||
Some features are not currently supported by AP. A non-exhaustive list includes:
|
||||
- Shard Hunt
|
||||
- Deep Dungeon
|
||||
|
||||
## What Final Fantasy items can appear in other players' worlds?
|
||||
Currently, only progression items can appear in other players' worlds. Armor, Weapons and Consumable Items can not.
|
||||
All items can appear in other players worlds. This includes consumables, shards, weapons, armor and, of course,
|
||||
key items.
|
||||
|
||||
## What does another world's item look like in Final Fantasy
|
||||
All local and remote items appear the same. It will say that you received an item and then BOTH the client log and the emulator will display what was found external to the in-game text box.
|
||||
|
||||
@@ -6,7 +6,7 @@ The player settings page for this game contains all the options you need to conf
|
||||
## What does randomization do to this game?
|
||||
Items which would normally be acquired throughout the game have been moved around! Progression logic remains, so the game is always able to be completed. However, because of the item shuffle, the player may need to access certain areas before they would in the vanilla game. For example, the Windwalker (flying machine) is accessible as soon as any weapon is obtained.
|
||||
|
||||
Additional help can be found in the [Evermizer guide](https://github.com/black-sliver/evermizer/blob/feat-mw/guide.md).
|
||||
Additional help can be found in the [Evermizer guide](https://github.com/black-sliver/evermizer/blob/master/guide.md).
|
||||
|
||||
## What items and locations get shuffled?
|
||||
All gourds/chests/pots, boss drops and alchemists are shuffled. Alchemy ingredients, sniff spot items, call bead spells and the dog can be randomized using yaml options.
|
||||
|
||||
49
WebHostLib/static/assets/supermetroidTracker.js
Normal file
49
WebHostLib/static/assets/supermetroidTracker.js
Normal file
@@ -0,0 +1,49 @@
|
||||
window.addEventListener('load', () => {
|
||||
// Reload tracker every 15 seconds
|
||||
const url = window.location;
|
||||
setInterval(() => {
|
||||
const ajax = new XMLHttpRequest();
|
||||
ajax.onreadystatechange = () => {
|
||||
if (ajax.readyState !== 4) { return; }
|
||||
|
||||
// Create a fake DOM using the returned HTML
|
||||
const domParser = new DOMParser();
|
||||
const fakeDOM = domParser.parseFromString(ajax.responseText, 'text/html');
|
||||
|
||||
// Update item tracker
|
||||
document.getElementById('inventory-table').innerHTML = fakeDOM.getElementById('inventory-table').innerHTML;
|
||||
// Update only counters in the location-table
|
||||
let counters = document.getElementsByClassName('counter');
|
||||
const fakeCounters = fakeDOM.getElementsByClassName('counter');
|
||||
for (let i = 0; i < counters.length; i++) {
|
||||
counters[i].innerHTML = fakeCounters[i].innerHTML;
|
||||
}
|
||||
};
|
||||
ajax.open('GET', url);
|
||||
ajax.send();
|
||||
}, 15000)
|
||||
|
||||
// Collapsible advancement sections
|
||||
const categories = document.getElementsByClassName("location-category");
|
||||
for (let i = 0; i < categories.length; i++) {
|
||||
let hide_id = categories[i].id.split('-')[0];
|
||||
if (hide_id == 'Total') {
|
||||
continue;
|
||||
}
|
||||
categories[i].addEventListener('click', function() {
|
||||
// Toggle the advancement list
|
||||
document.getElementById(hide_id).classList.toggle("hide");
|
||||
// Change text of the header
|
||||
const tab_header = document.getElementById(hide_id+'-header').children[0];
|
||||
const orig_text = tab_header.innerHTML;
|
||||
let new_text;
|
||||
if (orig_text.includes("▼")) {
|
||||
new_text = orig_text.replace("▼", "▲");
|
||||
}
|
||||
else {
|
||||
new_text = orig_text.replace("▲", "▼");
|
||||
}
|
||||
tab_header.innerHTML = new_text;
|
||||
});
|
||||
}
|
||||
});
|
||||
@@ -1,23 +1,23 @@
|
||||
# Advanced YAML Guide
|
||||
This guide covers more the more advanced options available in YAML files. This guide is intended for the user who is intent on editing their YAML file manually. This guide should take about 10 minutes to read.
|
||||
# Advanced Game Options Guide
|
||||
|
||||
If you would like to generate a basic, fully playable, YAML without editing a file then visit the settings page for the game you intend to play.
|
||||
|
||||
The settings page can be found on the supported games page, just click the "Settings Page" link under the name of the game you would like. Supported games page: [Archipelago Games List](https://archipelago.gg/games)
|
||||
|
||||
Clicking on the "Export Settings" button at the bottom-left will provide you with a pre-filled YAML with your options. The player settings page also has an option to download a fully filled out yaml containing every option with every available setting for the available options.
|
||||
|
||||
## YAML Overview
|
||||
The Archipelago system generates games using player configuration files as input. These are going to be YAML files and each world will have one of these containing their custom settings for the game that world will play.
|
||||
The Archipelago system generates games using player configuration files as input. Generally these are going to be
|
||||
YAML files and each player will have one of these containing their custom settings for the randomized game they want to play.
|
||||
On the website when you customize your settings from one of the game player settings pages which you can reach from the
|
||||
[supported games page](/games). Clicking on the export settings button at the bottom will provide you with a pre-filled out
|
||||
YAML with your options. The player settings page also has an option to download a fully filled out yaml containing every
|
||||
option with every available setting for the available options.
|
||||
|
||||
## YAML Formatting
|
||||
YAML files are a format of human-readable config files. The basic syntax of a yaml file will have a `root` node and then different levels of `nested` nodes that the generator reads in order to determine your settings.
|
||||
YAML files are a format of <span data-tooltip="Allegedly.">human-readable</span> markup config files. The basic syntax
|
||||
of a yaml file will have `root` and then different levels of `nested` text that the generator "reads" in order to determine
|
||||
your settings. To nest text, the correct syntax is **two spaces over** from its root option. A YAML file can be edited
|
||||
with whatever text editor you choose to use though I personally recommend that you use [Sublime Text](https://www.sublimetext.com/).
|
||||
This program out of the box supports the correct formatting for the YAML file, so you will be able to tab and get proper
|
||||
highlighting for any potential errors made while editing the file. If using any other text editor such as Notepad or
|
||||
Notepad++ whenever you move to nest an option that it is done with two spaces and not tabs.
|
||||
|
||||
To nest text, the correct syntax is to indent **two spaces over** from its root option. A YAML file can be edited with whatever text editor you choose to use though I personally recommend that you use Sublime Text. Sublime text website: [SublimeText Website](https://www.sublimetext.com)
|
||||
|
||||
This program out of the box supports the correct formatting for the YAML file, so you will be able to use the tab key and get proper highlighting for any potential errors made while editing the file. If using any other text editor you should ensure your indentation is done correctly with two spaces.
|
||||
|
||||
A typical YAML file will look like:
|
||||
Typical YAML format will look as follows:
|
||||
```yaml
|
||||
root_option:
|
||||
nested_option_one:
|
||||
@@ -28,38 +28,49 @@ root_option:
|
||||
option_two_setting_two: 43
|
||||
```
|
||||
|
||||
In Archipelago, YAML options are always written out in full lowercase with underscores separating any words. The numbers following the colons here are weights. The generator will read the weight of every option the roll that option that many times, the next option as many times as its numbered and so forth.
|
||||
|
||||
For the above example `nested_option_one` will have `option_one_setting_one` 1 time and `option_one_setting_two` 0 times so `option_one_setting_one` is guaranteed to occur.
|
||||
|
||||
For `nested_option_two`, `option_two_setting_one` will be rolled 14 times and `option_two_setting_two` will be rolled 43 times against each other. This means `option_two_setting_two` will be more likely to occur, but it isn't guaranteed adding more randomness and "mystery" to your settings.
|
||||
|
||||
Every configurable setting supports weights.
|
||||
In Archipelago YAML options are always written out in full lowercase with underscores separating any words. The numbers
|
||||
following the colons here are weights. The generator will read the weight of every option the roll that option that many
|
||||
times, the next option as many times as its numbered and so forth. For the above example `nested_option_one` will have
|
||||
`option_one_setting_one` 1 time and `option_one_setting_two` 0 times so `option_one_setting_one` is guaranteed to occur.
|
||||
For `nested_option_two`, `option_two_setting_one` will be rolled 14 times and `option_two_setting_two` will be rolled 43
|
||||
times against each other. This means `option_two_setting_two` will be more likely to occur but it isn't guaranteed adding
|
||||
more randomness and "mystery" to your settings. Every configurable setting supports weights.
|
||||
|
||||
### Root Options
|
||||
Currently, there are only a few options that are root options. Everything else should be nested within one of these root options or in some cases nested within other nested options. The only options that should exist in root are `description`, `name`, `game`, `requires`, `accessibility`, `progression_balancing`, `triggers`, and the name of the games you want settings for.
|
||||
|
||||
* `description` is ignored by the generator and is simply a good way for you to organize if you have multiple files using this to detail the intention of the file.
|
||||
|
||||
* `name` is the player name you would like to use and is used for your slot data to connect with most games. This can also be filled with multiple names each having a weight to it.
|
||||
|
||||
* `game` is where either your chosen game goes or if you would like can be filled with multiple games each with different weights.
|
||||
|
||||
* `requires` details different requirements from the generator for the YAML to work as you expect it to. Generally this is good for detailing the version of Archipelago this YAML was prepared for as if it is rolled on an older version may be missing settings and as such will not work as expected. If any plando is used in the file then requiring it here to ensure it will be used is good practice.
|
||||
|
||||
* `accessibility` determines the level of access to the game the generation will expect you to have in order to reach your completion goal. This supports `items`, `locations`, and `none` and is set to `locations` by default.
|
||||
* `locations` will guarantee all locations are accessible in your world.
|
||||
* `items` will guarantee you can acquire all items in your world but may not be able to access all locations. This mostly comes into play if there is any entrance shuffle in the seed as locations without items in them can be placed in areas that make them unreachable.
|
||||
* `none` will only guarantee that the seed is beatable. You will be guaranteed able to finish the seed logically but may not be able to access all locations or acquire all items. A good example of this is having a big key in the big chest
|
||||
Currently there are only a few options that are root options. Everything else should be nested within one of these root
|
||||
options or in some cases nested within other nested options. The only options that should exist in root are `description`,
|
||||
`name`, `game`, `requires`, `accessibility`, `progression_balancing`, `triggers`, and the name of the games you want
|
||||
settings for.
|
||||
* `description` is ignored by the generator and is simply a good way for you to organize if you have multiple files using
|
||||
this to detail the intention of the file.
|
||||
* `name` is the player name you would like to use and is used for your slot data to connect with most games. This can also
|
||||
be filled with multiple names each having a weight to it.
|
||||
* `game` is where either your chosen game goes or if you would like can be filled with multiple games each with different
|
||||
weights.
|
||||
* `requires` details different requirements from the generator for the YAML to work as you expect it to. Generally this
|
||||
is good for detailing the version of Archipelago this YAML was prepared for as if it is rolled on an older version may be
|
||||
missing settings and as such will not work as expected. If any plando is used in the file then requiring it here to ensure
|
||||
it will be used is good practice.
|
||||
* `accessibility` determines the level of access to the game the generation will expect you to have in order to reach your
|
||||
completion goal. This supports `items`, `locations`, and `none` and is set to `locations` by default.
|
||||
* `items` will guarantee you can acquire all items in your world but may not be able to access all locations. This mostly
|
||||
comes into play if there is any entrance shuffle in the seed as locations without items in them can be placed in areas
|
||||
that make them unreachable.
|
||||
* `none` will only guarantee that the seed is beatable. You will be guaranteed able to finish the seed logically but
|
||||
may not be able to access all locations or acquire all items. A good example of this is having a big key in the big chest
|
||||
in a dungeon in ALTTP making it impossible to get and finish the dungeon.
|
||||
|
||||
* `progression_balancing` is a system the Archipelago generator uses to try and reduce "BK mode" as much as possible. This primarily involves moving necessary progression items into earlier logic spheres to make the games more accessible so that players almost always have something to do. This can be turned `on` or `off` and is `on` by default.
|
||||
|
||||
* `triggers` is one of the more advanced options that allows you to create conditional adjustments. You can read more triggers in the triggers guide. Triggers guide: [Archipelago Triggers Guide](https://archipelago.gg/tutorial/archipelago/triggers/en)
|
||||
* `progression_balancing` is a system the Archipelago generator uses to try and reduce "BK mode" as much as possible. This
|
||||
primarily involves moving necessary progression items into earlier logic spheres to make the games more accessible so that
|
||||
players almost always have something to do. This can be turned `on` or `off` and is `on` by default.
|
||||
* `triggers` is one of the more advanced options that allows you to create conditional adjustments. You can read more
|
||||
about this [here](/tutorial/archipelago/triggers/en).
|
||||
|
||||
### Game Options
|
||||
|
||||
One of your root settings will be the name of the game you would like to populate with settings. Since it is possible to give a weight to any option it is possible to have one file that can generate a seed for you where you don't know which game you'll play. For these cases you'll want to fill the game options for every game that can be rolled by these settings. If a game can be rolled it **must** have a settings section even if it is empty.
|
||||
One of your root settings will be the name of the game you would like to populate with settings in the format
|
||||
`GameName`. since it is possible to give a weight to any option it is possible to have one file that can generate a seed
|
||||
for you where you don't know which game you'll play. For these cases you'll want to fill the game options for every game
|
||||
that can be rolled by these settings. If a game can be rolled it **must** have a settings section even if it is empty.
|
||||
|
||||
#### Universal Game Options
|
||||
|
||||
@@ -67,21 +78,21 @@ Some options in Archipelago can be used by every game but must still be placed w
|
||||
|
||||
Currently, these options are `start_inventory`, `start_hints`, `local_items`, `non_local_items`, `start_location_hints`, `exclude_locations`, and various plando options.
|
||||
|
||||
See the plando guide for more info on plando options. Plando guide: [Archipelago Plando Guide](https://archipelago.gg/tutorial/archipelago/plando/en)
|
||||
See the plando guide for more info on plando options. Plando guide: [Archipelago Plando Guide](/tutorial/archipelago/plando/en)
|
||||
|
||||
* `start_inventory` will give any items defined here to you at the beginning of your game. The format for this must be the name as it appears in the game files and the amount you would like to start with. For example `Rupees(5): 6` which will give you the item `Rupees(5)` six times, totalling 30 rupees.
|
||||
|
||||
* `start_hints` gives you free server hints for the defined item/s at the beginning of the game allowing you to hint for the location without using any hint points.
|
||||
|
||||
* `local_items` will force any items you want to be in your world instead of being in another world.
|
||||
* `non_local_items` is the inverse of `local_items` forcing any items you want to be in another world and won't be located
|
||||
in your own.
|
||||
* `start_location_hints` allows you to define a location which you can then hint for to find out what item is located in
|
||||
it to see how important the location is.
|
||||
* `exclude_locations` lets you define any locations that you don't want to do and during generation will force a "junk"
|
||||
item which isn't necessary for progression to go in these locations.
|
||||
|
||||
* `non_local_items` is the inverse of `local_items` forcing any items you want to be in another world and won't be located in your own.
|
||||
|
||||
* `start_location_hints` allows you to define a location which you can then hint for to find out what item is located in it to see how important the location is.
|
||||
|
||||
* `exclude_locations` lets you define any locations that you don't want to do and during generation will force a "junk" item which isn't necessary for progression to go in these locations.
|
||||
|
||||
### Example YAML
|
||||
### Example
|
||||
|
||||
```yaml
|
||||
|
||||
@@ -124,33 +135,28 @@ triggers:
|
||||
|
||||
#### This is a fully functional yaml file that will do all the following things:
|
||||
* `description` gives us a general overview so if we pull up this file later we can understand the intent.
|
||||
|
||||
* `name` is `Example Player` and this will be used in the server console when sending and receiving items.
|
||||
|
||||
* `game` is set to `A Link to the Past` meaning that is what game we will play with this file.
|
||||
|
||||
* `requires` is set to require release version 0.2.0 or higher.
|
||||
|
||||
* `accesibility` is set to `none` which will set this seed to beatable only meaning some locations and items may be completely inaccessible but the seed will still be completable.
|
||||
|
||||
* `progression_balancing` is set on meaning we will likely receive important items earlier increasing the chance of having things to do.
|
||||
|
||||
* `accesibility` is set to `none` which will set this seed to beatable only meaning some locations and items may be
|
||||
completely inaccessible but the seed will still be completable.
|
||||
* `progression_balancing` is set on meaning we will likely receive important items earlier increasing the chance of having
|
||||
things to do.
|
||||
* `A Link to the Past` defines a location for us to nest all the game options we would like to use for our game `A Link to the Past`.
|
||||
|
||||
* `smallkey_shuffle` is an option for A Link to the Past which determines how dungeon small keys are shuffled. In this example we have a 1/2 chance for them to either be placed in their original dungeon and a 1/2 chance for them to be placed anywhere amongst the multiworld.
|
||||
|
||||
* `start_inventory` defines an area for us to determine what items we would like to start the seed with. For this example we have:
|
||||
* `smallkey_shuffle` is an option for A Link to the Past which determines how dungeon small keys are shuffled. In this example
|
||||
we have a 1/2 chance for them to either be placed in their original dungeon and a 1/2 chance for them to be placed anywhere
|
||||
amongst the multiworld.
|
||||
* `start_inventory` defines an area for us to determine what items we would like to start the seed with. For this example
|
||||
we have:
|
||||
* `Pegasus Boots: 1` which gives us 1 copy of the Pegasus Boots
|
||||
* `Bombs (3)` gives us 2 packs of 3 bombs or 6 total bombs
|
||||
|
||||
* `start_hints` gives us a starting hint for the hammer available at the beginning of the multiworld which we can use with no cost.
|
||||
|
||||
* `local_items` forces the `Bombos`, `Ether`, and `Quake` medallions to all be placed within our own world, meaning we have to find it ourselves.
|
||||
|
||||
* `local_items` forces the `Bombos`, `Ether`, and `Quake` medallions to all be placed within our own world, meaning we
|
||||
have to find it ourselves.
|
||||
* `non_local_items` forces the `Moon Pearl` to be placed in someone else's world, meaning we won't be able to find it.
|
||||
|
||||
* `start_location_hints` gives us a starting hint for the `Spike Cave` location available at the beginning of the multiworld that can be used for no cost.
|
||||
|
||||
* `start_location_hints` gives us a starting hint for the `Spike Cave` location available at the beginning of the multiworld
|
||||
that can be used for no cost.
|
||||
* `exclude_locations` forces a not important item to be placed on the `Cave 45` location.
|
||||
|
||||
* `triggers` allows us to define a trigger such that if our `smallkey_shuffle` option happens to roll the `any_world` result it will also ensure that `bigkey_shuffle`, `map_shuffle`, and `compass_shuffle` are also forced to the `any_world` result.
|
||||
* `triggers` allows us to define a trigger such that if our `smallkey_shuffle` option happens to roll the `any_world`
|
||||
result it will also ensure that `bigkey_shuffle`, `map_shuffle`, and `compass_shuffle` are also forced to the `any_world`
|
||||
result.
|
||||
@@ -1,86 +1,18 @@
|
||||
# Minecraft Randomizer Setup Guide
|
||||
|
||||
#Automatic Hosting Install
|
||||
- Download and install Archipelago at: [Archipelago Releases Page](https://github.com/ArchipelagoMW/Archipelago/releases)
|
||||
- Choose the `Minecraft Client` module during the installation.
|
||||
|
||||
## Required Software
|
||||
|
||||
- Minecraft Java Edition from: [Minecraft Java Edition Store Page](https://www.minecraft.net/en-us/store/minecraft-java-edition)
|
||||
- Minecraft Java Edition from the [Minecraft Java Edition Store Page](https://www.minecraft.net/en-us/store/minecraft-java-edition) (update 1.17.1)
|
||||
- Archipelago from the [Archipelago Releases Page](https://github.com/ArchipelagoMW/Archipelago/releases)
|
||||
- (select `Minecraft Client` during installation.)
|
||||
|
||||
## Configuring your YAML file
|
||||
|
||||
### What is a YAML file and why do I need one?
|
||||
See the guide on setting up a basic YAML at the Archipelago setup guide: [Basic Multiworld Setup Guide](/tutorial/archipelago/setup/en)
|
||||
|
||||
### What Does a YAML Look Like for Minecraft?
|
||||
A basic minecraft yaml will look like this.
|
||||
```yaml
|
||||
description: Basic Minecraft Yaml
|
||||
# Your name in-game. Spaces will be replaced with underscores and
|
||||
# there is a 16 character limit
|
||||
name: YourName
|
||||
game: Minecraft
|
||||
|
||||
# Shared Options supported by all games:
|
||||
accessibility: locations
|
||||
progression_balancing: on
|
||||
# Minecraft Specific Options
|
||||
|
||||
Minecraft:
|
||||
# Number of advancements required (87 max) to spawn the Ender Dragon and complete the game.
|
||||
advancement_goal: 50
|
||||
|
||||
# Number of dragon egg shards to collect (30 max) before the Ender Dragon will spawn.
|
||||
egg_shards_required: 10
|
||||
|
||||
# Number of egg shards available in the pool (30 max).
|
||||
egg_shards_available: 15
|
||||
|
||||
# Modifies the level of items logically required for
|
||||
# exploring dangerous areas and fighting bosses.
|
||||
combat_difficulty:
|
||||
easy: 0
|
||||
normal: 1
|
||||
hard: 0
|
||||
|
||||
# Junk-fills certain RNG-reliant or tedious advancements.
|
||||
include_hard_advancements:
|
||||
on: 0
|
||||
off: 1
|
||||
|
||||
# Junk-fills extremely difficult advancements;
|
||||
# this is only How Did We Get Here? and Adventuring Time.
|
||||
include_insane_advancements:
|
||||
on: 0
|
||||
off: 1
|
||||
|
||||
# Some advancements require defeating the Ender Dragon;
|
||||
# this will junk-fill them, so you won't have to finish them to send some items.
|
||||
include_postgame_advancements:
|
||||
on: 0
|
||||
off: 1
|
||||
|
||||
# Enables shuffling of villages, outposts, fortresses, bastions, and end cities.
|
||||
shuffle_structures:
|
||||
on: 0
|
||||
off: 1
|
||||
|
||||
# Adds structure compasses to the item pool,
|
||||
# which point to the nearest indicated structure.
|
||||
structure_compasses:
|
||||
on: 0
|
||||
off: 1
|
||||
|
||||
# Replaces a percentage of junk items with bee traps
|
||||
# which spawn multiple angered bees around every player when received.
|
||||
bee_traps:
|
||||
0: 1
|
||||
25: 0
|
||||
50: 0
|
||||
75: 0
|
||||
100: 0
|
||||
```
|
||||
### Where do I get a YAML file?
|
||||
You can customize your settings by visiting the [Minecraft Player Settings Page](/games/Minecraft/player-settings)
|
||||
|
||||
## Joining a MultiWorld Game
|
||||
|
||||
@@ -89,35 +21,23 @@ Minecraft:
|
||||
|
||||
When you join a multiworld game, you will be asked to provide your YAML file to whoever is hosting. Once that is done, the host will provide you with either a link to download your data file, or with a zip file containing everyone's data files. Your data file should have a `.apmc` extension.
|
||||
|
||||
Double-click on your `.apmc` file to have the minecraft client auto-launch the installed forge server.
|
||||
Double-click on your `.apmc` file to have the Minecraft client auto-launch the installed forge server. Make sure to leave this window open as this is your server console.
|
||||
|
||||
### Connect to the MultiServer
|
||||
If you are running Forge manually, you must place the `.apmc` file in your `APData` folder in the Forge installation directory. If the `APData` folder does not exist then you may create it. After having placed your data file in the `APData` folder, start the Forge server and make sure you have OP status by typing `/op YourMinecraftUsername` in the forge server console then connecting in your Minecraft client.
|
||||
Using minecraft 1.17.1 connect to the server `localhost`.
|
||||
|
||||
In all cases, no matter how the Forge server is hosted: once you are in game type `/connect <AP-Address> (Port) (Password)` where `<AP-Address>` is the address of the Archipelago server. `(Port)` is only required if the Archipelago server is not using the default port of 38281. `(Password)` is only required if the Archipelago server you are using has a password set.
|
||||
Once you are in game type `/connect <AP-Address> (Port) (Password)` where `<AP-Address>` is the address of the Archipelago server. `(Port)` is only required if the Archipelago server is not using the default port of 38281. `(Password)` is only required if the Archipelago server you are using has a password set.
|
||||
|
||||
### Play the game
|
||||
When the console tells you that you have joined the room, you're ready to begin playing. Congratulations on successfully joining a multiworld game! At this point any additional minecraft players may connect to your forge server. When you are ready to start the game use the `/start` command within the Minecraft game.
|
||||
When the console tells you that you have joined the room, you're all set. Congratulations on successfully joining a multiworld game! At this point any additional minecraft players may connect to your forge server. To start the game once everyone is ready use the command `/start`.
|
||||
|
||||
|
||||
## Manual Installation Procedures
|
||||
This is only required if you wish to set up a forge install yourself, it's recommended to just use the Archipelago Installer.
|
||||
## Manual Installation
|
||||
It is highly recommended to ues the Archipelago installer to handle the installation of the forge server for you. support will not be given for those wishing to manually install forge. For those of you who know how, and wish to do so, the following links are the versions of the software we use.
|
||||
|
||||
###Required Software
|
||||
- Minecraft Forge from: [Minecraft Forge Download Page](https://files.minecraftforge.net/net/minecraftforge/forge/index_1.16.5.html)
|
||||
- Minecraft Archipelago Randomizer Mod from: [AP Randomizer Forge Server Mod Releases Page](https://github.com/KonoTyran/Minecraft_AP_Randomizer/releases)
|
||||
- **DO NOT INSTALL THIS ON YOUR CLIENT**
|
||||
### Manual install Software links
|
||||
- [Minecraft Forge Download Page](https://files.minecraftforge.net/net/minecraftforge/forge/index_1.17.1.html)
|
||||
- [Minecraft Archipelago Randomizer Mod Releases Page](https://github.com/KonoTyran/Minecraft_AP_Randomizer/releases)
|
||||
**DO NOT INSTALL THIS ON YOUR CLIENT**
|
||||
- [Java 16 Download Page](https://docs.aws.amazon.com/corretto/latest/corretto-16-ug/downloads-list.html)
|
||||
|
||||
### Dedicated Server Setup
|
||||
Only one person has to do this setup and host a dedicated server for everyone else playing to connect to.
|
||||
1. Download the 1.16.5 **Minecraft Forge** installer from the link above, making sure to download the most recent recommended version.
|
||||
|
||||
2. Run the `forge-1.16.5-xx.x.x-installer.jar` file and choose **install server**.
|
||||
- On this page you will also choose where to install the server to remember this directory it's important in the next step.
|
||||
|
||||
3. Navigate to where you installed the server and open `forge-1.16.5-xx.x.x.jar`
|
||||
- Upon first launch of the server it will close and ask you to accept Minecraft's EULA. There will be a new file called `eula.txt` that contains a link to Minecraft's EULA, and a line that you need to change to `eula=true` to accept Minecraft's EULA.
|
||||
- This will create the appropriate directories for you to place the files in the following step.
|
||||
|
||||
4. Place the `aprandomizer-x.x.x.jar` from the link above file into the `mods` folder of the above installation of your forge server.
|
||||
- Once again run the server, it will load up and generate the required directory `APData` for when you are ready to play a game!
|
||||
|
||||
@@ -74,3 +74,4 @@ Below is a list of MSU packs which, so far as we know, are safe to stream. More
|
||||
we learn of them. If you know of any we missed, please let us know!
|
||||
- Vanilla Game Music
|
||||
- [Smooth McGroove](https://drive.google.com/open?id=1JDa1jCKg5hG0Km6xNpmIgf4kDMOxVp3n)
|
||||
- Zelda community member Amarith assembled the following list for the purpose of competitive restreams. While we have not ourselves verified this list, all submissions required VoD proof they were not muted. Generally speaking, MSU-1 packs are less safe if they contain lyrics at any point. This list was only tested on Twitch and results for other platforms may vary. [Restream-Safe List](https://tinyurl.com/MSUsApprovedForLeagueChannels)
|
||||
|
||||
@@ -67,7 +67,7 @@ When the client launched automatically, SNI should have also automatically launc
|
||||
4. In the new window, click **Browse...**
|
||||
5. Select the connector lua file included with your client
|
||||
- Z3Client users should download `sniConnector.lua` from the client download page
|
||||
- SNIClient users should look in their Archipelago folder for `/sni/Connector.lua`
|
||||
- SNIClient users should look in their Archipelago folder for `/sni/lua`
|
||||
|
||||
##### BizHawk
|
||||
1. Ensure you have the BSNES core loaded. You may do this by clicking on the Tools menu in BizHawk and following
|
||||
@@ -76,10 +76,11 @@ When the client launched automatically, SNI should have also automatically launc
|
||||
Once you have changed the loaded core, you must restart BizHawk.
|
||||
2. Load your ROM file if it hasn't already been loaded.
|
||||
3. Click on the Tools menu and click on **Lua Console**
|
||||
4. Click the button to open a new Lua script.
|
||||
5. Select the `sniConnector.lua` file you downloaded above
|
||||
4. Click Script -> Open Script...
|
||||
5. Select the `Connector.lua` file you downloaded above
|
||||
- Z3Client users should download `sniConnector.lua` from the client download page
|
||||
- SNIClient users should look in their Archipelago folder for `/sni/Connector.lua`
|
||||
- SNIClient users should look in their Archipelago folder for `/sni/lua`
|
||||
6. Run the script by double-clicking it in the listing
|
||||
|
||||
#### With hardware
|
||||
This guide assumes you have downloaded the correct firmware for your device. If you have not done so already, please do this now. SD2SNES and FXPak Pro users may download the appropriate firmware [from the sd2snes releases page](https://github.com/RedGuyyyy/sd2snes/releases). Other hardware may find helpful information [on the usb2snes supported platforms page](http://usb2snes.com/#supported-platforms).
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,449 +0,0 @@
|
||||
# What is this file?
|
||||
# This file contains options which allow you to configure your multiworld experience while allowing others
|
||||
# to play how they want as well.
|
||||
|
||||
# How do I use it?
|
||||
# The options in this file are weighted. This means the higher number you assign to a value, the more
|
||||
# chances you have for that option to be chosen. For example, an option like this:
|
||||
#
|
||||
# map_shuffle:
|
||||
# on: 5
|
||||
# off: 15
|
||||
#
|
||||
# Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned off
|
||||
|
||||
# I've never seen a file like this before. What characters am I allowed to use?
|
||||
# This is a .yaml file. You are allowed to use most characters.
|
||||
# To test if your yaml is valid or not, you can use this website:
|
||||
# http://www.yamllint.com/
|
||||
|
||||
# For use with the weighted-settings page on the website. Changing this value will cause all users to be prompted
|
||||
# to update their settings. The version number should match the current released version number, and the revision
|
||||
# should be updated manually by whoever edits this file.
|
||||
ws_version: 4.1.1 rev0
|
||||
|
||||
description: Template Name # Used to describe your yaml. Useful if you have multiple files
|
||||
name: YourName # Your name in-game. Spaces will be replaced with underscores and there is a 16 character limit
|
||||
### Logic Section ###
|
||||
glitches_required: # Determine the logic required to complete the seed
|
||||
none: 50 # No glitches required
|
||||
minor_glitches: 0 # Puts fake flipper, waterwalk, super bunny shenanigans, and etc into logic
|
||||
overworld_glitches: 0 # Assumes the player has knowledge of both overworld major glitches (boots clips, mirror clips) and minor glitches (fake flipper, super bunny shenanigans, water walk and etc.)
|
||||
no_logic: 0 # Your own items are placed with no regard to any logic; such as your Fire Rod can be on your Trinexx.
|
||||
# Other players items are placed into your world under OWG logic
|
||||
dark_room_logic: # Logic for unlit dark rooms
|
||||
lamp: 50 # require the Lamp for these rooms to be considered accessible.
|
||||
torches: 0 # in addition to lamp, allow the fire rod and presence of easily accessible torches for access
|
||||
none: 0 # all dark rooms are always considered doable, meaning this may force completion of rooms in complete darkness
|
||||
restrict_dungeon_item_on_boss: # aka ambrosia boss items
|
||||
on: 0 # prevents unshuffled compasses, maps and keys to be boss drops, they can still drop keysanity and other players' items
|
||||
off: 50
|
||||
### End of Logic Section ###
|
||||
meta_ignore: # Nullify options specified in the meta.yaml file. Adding an option here guarantees it will not occur in your seed, even if the .yaml file specifies it
|
||||
mode:
|
||||
- inverted # Never play inverted seeds
|
||||
retro:
|
||||
- on # Never play retro seeds
|
||||
weapons:
|
||||
- swordless # Never play a swordless seed
|
||||
map_shuffle: # Shuffle dungeon maps into the world and other dungeons, including other players' worlds
|
||||
on: 0
|
||||
off: 50
|
||||
compass_shuffle: # Shuffle compasses into the world and other dungeons, including other players' worlds
|
||||
on: 0
|
||||
off: 50
|
||||
smallkey_shuffle: # Shuffle small keys into the world and other dungeons, including other players' worlds
|
||||
on: 0
|
||||
universal: 0 # allows small keys to be used in any dungeon and adds shops to buy more
|
||||
off: 50
|
||||
bigkey_shuffle: # Shuffle big keys into the world and other dungeons, including other players' worlds
|
||||
on: 0
|
||||
off: 50
|
||||
local_keys: # Keep small keys and big keys local to your world
|
||||
on: 0
|
||||
off: 50
|
||||
dungeon_items: # Alternative to the 4 shuffles and local_keys above this, does nothing until the respective 4 shuffles and local_keys above are deleted
|
||||
mc: 0 # Shuffle maps and compasses
|
||||
none: 50 # Shuffle none of the 4
|
||||
mcsb: 0 # Shuffle all of the 4, any combination of m, c, s and b will shuffle the respective item, or not if it's missing, so you can add more options here
|
||||
lmcsb: 0 # Like mcsb above, but with keys kept local to your world. l is what makes your keys local, or not if it's missing
|
||||
ub: 0 # universal small keys and shuffled big keys
|
||||
# you can add more combos of these letters here
|
||||
dungeon_counters:
|
||||
on: 0 # Always display amount of items checked in a dungeon
|
||||
pickup: 50 # Show when compass is picked up
|
||||
default: 0 # Show when compass is picked up if the compass itself is shuffled
|
||||
off: 0 # Never show item count in dungeons
|
||||
accessibility:
|
||||
items: 0 # Guarantees you will be able to acquire all items, but you may not be able to access all locations
|
||||
locations: 50 # Guarantees you will be able to access all locations, and therefore all items
|
||||
none: 0 # Guarantees only that the game is beatable. You may not be able to access all locations or acquire all items
|
||||
progressive: # Enable or disable progressive items (swords, shields, bow)
|
||||
on: 50 # All items are progressive
|
||||
off: 0 # No items are progressive
|
||||
random: 0 # Randomly decides for all items. Swords could be progressive, shields might not be
|
||||
entrance_shuffle: # Documentation: https://alttpr.com/en/options#entrance_shuffle
|
||||
none: 50 # Vanilla game map. All entrances and exits lead to their original locations. You probably want this option
|
||||
dungeonssimple: 0 # Shuffle just dungeons amongst each other, swapping dungeons entirely, so Hyrule Castle is always 1 dungeon
|
||||
dungeonsfull: 0 # Shuffle any dungeon entrance with any dungeon interior, so Hyrule Castle can be 4 different dungeons
|
||||
simple: 0 # Entrances are grouped together before being randomized. Simple uses the most strict grouping rules
|
||||
restricted: 0 # Less strict than simple
|
||||
full: 0 # Less strict than restricted
|
||||
crossed: 0 # Less strict than full
|
||||
insanity: 0 # Very few grouping rules. Good luck
|
||||
goals:
|
||||
ganon: 50 # Climb GT, defeat Agahnim 2, and then kill Ganon
|
||||
fast_ganon: 0 # Only killing Ganon is required. The hole is always open. However, items may still be placed in GT
|
||||
dungeons: 0 # Defeat the boss of all dungeons, including Agahnim's tower and GT (Aga 2)
|
||||
pedestal: 0 # Pull the Triforce from the Master Sword pedestal
|
||||
ganon_pedestal: 0 # Pull the Master Sword pedestal, then kill Ganon
|
||||
triforce_hunt: 0 # Collect 20 of 30 Triforce pieces spread throughout the worlds, then turn them in to Murahadala in front of Hyrule Castle
|
||||
local_triforce_hunt: 0 # Collect 20 of 30 Triforce pieces spread throughout your world, then turn them in to Murahadala in front of Hyrule Castle
|
||||
ganon_triforce_hunt: 0 # Collect 20 of 30 Triforce pieces spread throughout the worlds, then kill Ganon
|
||||
local_ganon_triforce_hunt: 0 # Collect 20 of 30 Triforce pieces spread throughout your world, then kill Ganon
|
||||
ice_rod_hunt: 0 # You start with everything needed to 216 the seed. Find the Ice rod, then kill Trinexx at Turtle rock.
|
||||
pyramid_open:
|
||||
goal: 50 # Opens the pyramid if the goal requires you to kill Ganon, unless the goal is Slow Ganon or All Dungeons
|
||||
auto: 0 # Same as Goal, but also opens when any non-dungeon entrance shuffle is used
|
||||
yes: 0 # Pyramid hole is always open. Ganon's vulnerable condition is still required before he can he hurt
|
||||
no: 0 # Pyramid hole is always closed until you defeat Agahnim atop Ganon's Tower
|
||||
triforce_pieces_mode: #Determine how to calculate the extra available triforce pieces.
|
||||
extra: 0 # available = triforce_pieces_extra + triforce_pieces_required
|
||||
percentage: 0 # available = (triforce_pieces_percentage /100) * triforce_pieces_required
|
||||
available: 50 # available = triforce_pieces_available
|
||||
triforce_pieces_extra: # Set to how many extra triforces pieces are available to collect in the world.
|
||||
# Format "pieces: chance"
|
||||
0: 0
|
||||
5: 50
|
||||
10: 50
|
||||
15: 0
|
||||
20: 0
|
||||
triforce_pieces_percentage: # Set to how many triforce pieces according to a percentage of the required ones, are available to collect in the world.
|
||||
# Format "pieces: chance"
|
||||
100: 0 #No extra
|
||||
150: 50 #Half the required will be added as extra
|
||||
200: 0 #There are the double of the required ones available.
|
||||
triforce_pieces_available: # Set to how many triforces pieces are available to collect in the world. Default is 30. Max is 90, Min is 1
|
||||
# Format "pieces: chance"
|
||||
25: 0
|
||||
30: 50
|
||||
40: 0
|
||||
50: 0
|
||||
triforce_pieces_required: # Set to how many out of X triforce pieces you need to win the game in a triforce hunt. Default is 20. Max is 90, Min is 1
|
||||
# Format "pieces: chance"
|
||||
15: 0
|
||||
20: 50
|
||||
30: 0
|
||||
40: 0
|
||||
50: 0
|
||||
tower_open: # Crystals required to open GT
|
||||
'0': 80
|
||||
'1': 70
|
||||
'2': 60
|
||||
'3': 50
|
||||
'4': 40
|
||||
'5': 30
|
||||
'6': 20
|
||||
'7': 10
|
||||
random: 0
|
||||
ganon_open: # Crystals required to hurt Ganon
|
||||
'0': 80
|
||||
'1': 70
|
||||
'2': 60
|
||||
'3': 50
|
||||
'4': 40
|
||||
'5': 30
|
||||
'6': 20
|
||||
'7': 10
|
||||
random: 0
|
||||
mode:
|
||||
standard: 50 # Begin the game by rescuing Zelda from her cell and escorting her to the Sanctuary
|
||||
open: 50 # Begin the game from your choice of Link's House or the Sanctuary
|
||||
inverted: 0 # Begin in the Dark World. The Moon Pearl is required to avoid bunny-state in Light World, and the Light World game map is altered
|
||||
retro:
|
||||
on: 0 # you must buy a quiver to use the bow, take-any caves and an old-man cave are added to the world. You may need to find your sword from the old man's cave
|
||||
off: 50
|
||||
hints:
|
||||
'on': 50 # Hint tiles sometimes give item location hints
|
||||
'off': 0 # Hint tiles provide gameplay tips
|
||||
weapons: # Specifically, swords
|
||||
randomized: 0 # Swords are placed randomly throughout the world
|
||||
assured: 50 # Begin with a sword, the rest are placed randomly throughout the world
|
||||
vanilla: 0 # Swords are placed in vanilla locations in your own game (Uncle, Pyramid Fairy, Smiths, Pedestal)
|
||||
swordless: 0 # Your swords are replaced by rupees. Gameplay changes have been made to accommodate this change
|
||||
item_pool:
|
||||
easy: 0 # Doubled upgrades, progressives, and etc
|
||||
normal: 50 # Item availability remains unchanged from vanilla game
|
||||
hard: 0 # Reduced upgrade availability (max: 14 hearts, blue mail, tempered sword, fire shield, no silvers unless swordless)
|
||||
expert: 0 # Minimum upgrade availability (max: 8 hearts, green mail, master sword, fighter shield, no silvers unless swordless)
|
||||
item_functionality:
|
||||
easy: 0 # Allow Hammer to damage ganon, Allow Hammer tablet collection, Allow swordless medallion use everywhere.
|
||||
normal: 50 # Vanilla item functionality
|
||||
hard: 0 # Reduced helpfulness of items (potions less effective, can't catch faeries, cape uses double magic, byrna does not grant invulnerability, boomerangs do not stun, silvers disabled outside ganon)
|
||||
expert: 0 # Vastly reduces the helpfulness of items (potions barely effective, can't catch faeries, cape uses double magic, byrna does not grant invulnerability, boomerangs and hookshot do not stun, silvers disabled outside ganon)
|
||||
progression_balancing:
|
||||
on: 50 # A system to reduce BK, as in times during which you can't do anything by moving your items into an earlier access sphere to make it likely you have stuff to do
|
||||
off: 0 # Turn this off if you don't mind a longer multiworld, or can glitch around missing items.
|
||||
tile_shuffle: # Randomize the tile layouts in flying tile rooms
|
||||
on: 0
|
||||
off: 50
|
||||
misery_mire_medallion: # required medallion to open Misery Mire front entrance
|
||||
random: 50
|
||||
ether: 0
|
||||
bombos: 0
|
||||
quake: 0
|
||||
turtle_rock_medallion: # required medallion to open Turtle Rock front entrance
|
||||
random: 50
|
||||
ether: 0
|
||||
bombos: 0
|
||||
quake: 0
|
||||
### Enemizer Section ###
|
||||
boss_shuffle:
|
||||
none: 50 # Vanilla bosses
|
||||
simple: 0 # Existing bosses except Ganon and Agahnim are shuffled throughout dungeons
|
||||
full: 0 # 3 bosses can occur twice
|
||||
random: 0 # Any boss can appear any amount of times
|
||||
singularity: 0 # Picks a boss, tries to put it everywhere that works, if there's spaces remaining it picks a boss to fill those
|
||||
enemy_shuffle: # Randomize enemy placement
|
||||
on: 0
|
||||
off: 50
|
||||
killable_thieves: # Make thieves killable
|
||||
on: 0 # Usually turned on together with enemy_shuffle to make annoying thief placement more manageable
|
||||
off: 50
|
||||
bush_shuffle: # Randomize the chance that bushes have enemies and the enemies under said bush
|
||||
on: 0
|
||||
off: 50
|
||||
enemy_damage:
|
||||
default: 50 # Vanilla enemy damage
|
||||
shuffled: 0 # Enemies deal 0 to 4 hearts and armor helps
|
||||
random: 0 # Enemies deal 0 to 8 hearts and armor just reshuffles the damage
|
||||
enemy_health:
|
||||
default: 50 # Vanilla enemy HP
|
||||
easy: 0 # Enemies have reduced health
|
||||
hard: 0 # Enemies have increased health
|
||||
expert: 0 # Enemies have greatly increased health
|
||||
pot_shuffle:
|
||||
'on': 0 # Keys, items, and buttons hidden under pots in dungeons are shuffled with other pots in their supertile
|
||||
'off': 50 # Default pot item locations
|
||||
### End of Enemizer Section ###
|
||||
# can add weights for any whole number between 0 and 100
|
||||
beemizer_total_chance: # Remove items from the global item pool and replace them with single bees (fill bottles) and bee traps
|
||||
0: 50 # No junk fill items are replaced (Beemizer is off)
|
||||
25: 0 # 25% chance for each junk fill item (rupees, bombs and arrows) to be replaced with bees
|
||||
50: 0 # 50% chance for each junk fill item (rupees, bombs and arrows) to be replaced with bees
|
||||
75: 0 # 75% chance for each junk fill item (rupees, bombs and arrows) to be replaced with bees
|
||||
100: 0 # All junk fill items (rupees, bombs and arrows) are replaced with bees
|
||||
beemizer_trap_chance:
|
||||
60: 50 # 60% chance for each beemizer replacement to be a trap, 40% chance to be a single bee
|
||||
70: 0 # 70% chance for each beemizer replacement to be a trap, 30% chance to be a single bee
|
||||
80: 0 # 80% chance for each beemizer replacement to be a trap, 20% chance to be a single bee
|
||||
90: 0 # 90% chance for each beemizer replacement to be a trap, 10% chance to be a single bee
|
||||
100: 0 # All beemizer replacements are traps
|
||||
### Shop Settings ###
|
||||
shop_shuffle_slots: # Maximum amount of shop slots to be filled with regular item pool items (such as Moon Pearl)
|
||||
0: 50
|
||||
10: 0
|
||||
20: 0
|
||||
30: 0
|
||||
shop_shuffle:
|
||||
none: 50
|
||||
g: 0 # Generate new default inventories for overworld/underworld shops, and unique shops
|
||||
f: 0 # Generate new default inventories for every shop independently
|
||||
p: 0 # Randomize the prices of the items in shop inventories
|
||||
u: 0 # Shuffle capacity upgrades into the item pool (and allow them to traverse the multiworld)
|
||||
w: 0 # Consider witch's hut like any other shop and shuffle/randomize it too
|
||||
gp: 0 # Shuffle inventories and randomize prices
|
||||
fp: 0 # Randomize items in every shop and their prices
|
||||
ufp: 0 # Randomize items and prices in every shop, and include capacity upgrades in item pool
|
||||
wfp: 0 # Randomize items and prices in every shop, and include potion shop inventory in shuffle
|
||||
ufpw: 0 # Randomize items and prices in every shop, shuffle potion shop inventory, and include capacity upgrades
|
||||
# You can add more combos
|
||||
### End of Shop Section ###
|
||||
shuffle_prizes: # aka drops
|
||||
none: 0 # do not shuffle prize packs
|
||||
g: 50 # shuffle "general" price packs, as in enemy, tree pull, dig etc.
|
||||
b: 0 # shuffle "bonk" price packs
|
||||
bg: 0 # shuffle both
|
||||
timer:
|
||||
none: 50 # No timer will be displayed.
|
||||
timed: 0 # Starts with clock at zero. Green clocks subtract 4 minutes (total 20). Blue clocks subtract 2 minutes (total 10). Red clocks add two minutes (total 10). Winner is the player with the lowest time at the end.
|
||||
timed_ohko: 0 # Starts the clock at ten minutes. Green clocks add five minutes (total 25). As long as the clock as at zero, Link will die in one hit.
|
||||
ohko: 0 # Timer always at zero. Permanent OHKO.
|
||||
timed_countdown: 0 # Starts the clock with forty minutes. Same clocks as timed mode, but if the clock hits zero you lose. You can still keep playing, though.
|
||||
display: 0 # Displays a timer, but otherwise does not affect gameplay or the item pool.
|
||||
countdown_start_time: # For timed_ohko and timed_countdown timer modes, the amount of time in minutes to start with
|
||||
0: 0 # For timed_ohko, starts in OHKO mode when starting the game
|
||||
10: 50
|
||||
20: 0
|
||||
30: 0
|
||||
60: 0
|
||||
red_clock_time: # For all timer modes, the amount of time in minutes to gain or lose when picking up a red clock
|
||||
-2: 50
|
||||
1: 0
|
||||
blue_clock_time: # For all timer modes, the amount of time in minutes to gain or lose when picking up a blue clock
|
||||
1: 0
|
||||
2: 50
|
||||
green_clock_time: # For all timer modes, the amount of time in minutes to gain or lose when picking up a green clock
|
||||
4: 50
|
||||
10: 0
|
||||
15: 0
|
||||
# Can be uncommented to use it
|
||||
# local_items: # Force certain items to appear in your world only, not across the multiworld. Recognizes some group names, like "Swords"
|
||||
# - "Moon Pearl"
|
||||
# - "Small Keys"
|
||||
# - "Big Keys"
|
||||
# Can be uncommented to use it
|
||||
# startinventory: # Begin the file with the listed items/upgrades
|
||||
# Pegasus Boots: on
|
||||
# Bomb Upgrade (+10): 4
|
||||
# Arrow Upgrade (+10): 4
|
||||
glitch_boots:
|
||||
on: 50 # Start with Pegasus Boots in any glitched logic mode that makes use of them
|
||||
off: 0
|
||||
linked_options:
|
||||
- name: crosskeys
|
||||
options: # These overwrite earlier options if the percentage chance triggers
|
||||
entrance_shuffle: crossed
|
||||
bigkey_shuffle: true
|
||||
compass_shuffle: true
|
||||
map_shuffle: true
|
||||
smallkey_shuffle: true
|
||||
percentage: 0 # Set this to the percentage chance you want crosskeys
|
||||
- name: localcrosskeys
|
||||
options: # These overwrite earlier options if the percentage chance triggers
|
||||
entrance_shuffle: crossed
|
||||
bigkey_shuffle: true
|
||||
compass_shuffle: true
|
||||
map_shuffle: true
|
||||
smallkey_shuffle: true
|
||||
local_items: # Forces keys to be local to your own world
|
||||
- "Small Keys"
|
||||
- "Big Keys"
|
||||
percentage: 0 # Set this to the percentage chance you want local crosskeys
|
||||
- name: enemizer
|
||||
options:
|
||||
boss_shuffle: # Subchances can be injected too, which then get rolled
|
||||
simple: 1
|
||||
full: 1
|
||||
random: 1
|
||||
singularity: 1
|
||||
enemy_damage:
|
||||
shuffled: 1
|
||||
random: 1
|
||||
enemy_health:
|
||||
easy: 1
|
||||
hard: 1
|
||||
expert: 1
|
||||
percentage: 0 # Set this to the percentage chance you want enemizer
|
||||
### door rando only options ###
|
||||
door_shuffle: # Only available if the host uses the doors branch, it is ignored otherwise
|
||||
vanilla: 50 # Everything should be like in vanilla
|
||||
basic: 0 # Dungeons are shuffled within themselves
|
||||
crossed: 0 # Dungeons are shuffled across each other
|
||||
intensity: # Only available if the host uses the doors branch, it is ignored otherwise
|
||||
1: 50 # Shuffles normal doors and spiral staircases
|
||||
2: 0 # And shuffles open edges and straight staircases
|
||||
3: 0 # And shuffles dungeon lobbies
|
||||
random: 0 # Picks one of those at random
|
||||
key_drop_shuffle: # Only available if the host uses the doors branch, it is ignored otherwise
|
||||
on: 0 # Enables the small keys dropped by enemies or under pots, and the big key dropped by the Ball & Chain guard to be shuffled into the pool. This extends the number of checks to 249.
|
||||
off: 50
|
||||
experimental: # Only available if the host uses the doors branch, it is ignored otherwise
|
||||
on: 0 # Enables experimental features.
|
||||
off: 50
|
||||
debug: # Only available if the host uses the doors branch, it is ignored otherwise
|
||||
on: 0 # Enables debugging features. Currently, these are the Item collection counter. (overwrites total triforce pieces) and Castle Gate closed indicator.
|
||||
off: 50
|
||||
### end of door rando only options ###
|
||||
rom:
|
||||
#sprite_pool: # When specified, limits the pool of sprites used for randomon-event to the specified pool. Uncomment to use this.
|
||||
# - link
|
||||
# - pride link
|
||||
# - penguin link
|
||||
# - random # You can specify random multiple times for however many potentially unique random sprites you want in your pool.
|
||||
sprite: # Enter the name of your preferred sprite and weight it appropriately
|
||||
random: 0
|
||||
link: 50 # To add other sprites: open the gui/Creator, go to adjust, select a sprite and write down the name the gui calls it
|
||||
disablemusic: # If "on", all in-game music will be disabled
|
||||
on: 0
|
||||
off: 50
|
||||
quickswap: # Enable switching items by pressing the L+R shoulder buttons
|
||||
on: 50
|
||||
off: 0
|
||||
triforcehud: # Disable visibility of the triforce hud unless collecting a piece or speaking to Murahadala
|
||||
normal: 50 # original behavior (always visible)
|
||||
hide_goal: 0 # hide counter until a piece is collected or speaking to Murahadala
|
||||
hide_required: 0 # Always visible, but required amount is invisible until determined by Murahadala
|
||||
hide_both: 0 # Hide both under above circumstances
|
||||
reduceflashing: # Reduces instances of flashing such as lightning attacks, weather, ether and more.
|
||||
on: 50
|
||||
off: 0
|
||||
menuspeed: # Controls how fast the item menu opens and closes
|
||||
normal: 50
|
||||
instant: 0
|
||||
double: 0
|
||||
triple: 0
|
||||
quadruple: 0
|
||||
half: 0
|
||||
heartcolor: # Controls the color of your health hearts
|
||||
red: 50
|
||||
blue: 0
|
||||
green: 0
|
||||
yellow: 0
|
||||
random: 0
|
||||
heartbeep: # Controls the frequency of the low-health beeping
|
||||
double: 0
|
||||
normal: 50
|
||||
half: 0
|
||||
quarter: 0
|
||||
off: 0
|
||||
ow_palettes: # Change the colors of the overworld
|
||||
default: 50 # No changes
|
||||
random: 0 # Shuffle the colors, with harmony in mind
|
||||
blackout: 0 # everything black / blind mode
|
||||
grayscale: 0
|
||||
negative: 0
|
||||
classic: 0
|
||||
dizzy: 0
|
||||
sick: 0
|
||||
puke: 0
|
||||
uw_palettes: # Change the colors of caves and dungeons
|
||||
default: 50 # No changes
|
||||
random: 0 # Shuffle the colors, with harmony in mind
|
||||
blackout: 0 # everything black / blind mode
|
||||
grayscale: 0
|
||||
negative: 0
|
||||
classic: 0
|
||||
dizzy: 0
|
||||
sick: 0
|
||||
puke: 0
|
||||
hud_palettes: # Change the colors of the hud
|
||||
default: 50 # No changes
|
||||
random: 0 # Shuffle the colors, with harmony in mind
|
||||
blackout: 0 # everything black / blind mode
|
||||
grayscale: 0
|
||||
negative: 0
|
||||
classic: 0
|
||||
dizzy: 0
|
||||
sick: 0
|
||||
puke: 0
|
||||
sword_palettes: # Change the colors of swords
|
||||
default: 50 # No changes
|
||||
random: 0 # Shuffle the colors, with harmony in mind
|
||||
blackout: 0 # everything black / blind mode
|
||||
grayscale: 0
|
||||
negative: 0
|
||||
classic: 0
|
||||
dizzy: 0
|
||||
sick: 0
|
||||
puke: 0
|
||||
shield_palettes: # Change the colors of shields
|
||||
default: 50 # No changes
|
||||
random: 0 # Shuffle the colors, with harmony in mind
|
||||
blackout: 0 # everything black / blind mode
|
||||
grayscale: 0
|
||||
negative: 0
|
||||
classic: 0
|
||||
dizzy: 0
|
||||
sick: 0
|
||||
puke: 0
|
||||
104
WebHostLib/static/styles/supermetroidTracker.css
Normal file
104
WebHostLib/static/styles/supermetroidTracker.css
Normal file
@@ -0,0 +1,104 @@
|
||||
#player-tracker-wrapper{
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
#inventory-table{
|
||||
border-top: 2px solid #000000;
|
||||
border-left: 2px solid #000000;
|
||||
border-right: 2px solid #000000;
|
||||
border-top-left-radius: 4px;
|
||||
border-top-right-radius: 4px;
|
||||
padding: 3px 3px 10px;
|
||||
width: 384px;
|
||||
background-color: #546E7A;
|
||||
}
|
||||
|
||||
#inventory-table td{
|
||||
width: 45px;
|
||||
height: 45px;
|
||||
text-align: center;
|
||||
vertical-align: middle;
|
||||
}
|
||||
|
||||
#inventory-table img{
|
||||
height: 100%;
|
||||
max-width: 40px;
|
||||
max-height: 40px;
|
||||
min-width: 40px;
|
||||
min-height: 40px;
|
||||
filter: grayscale(100%) contrast(75%) brightness(30%);
|
||||
}
|
||||
|
||||
#inventory-table img.acquired{
|
||||
filter: none;
|
||||
}
|
||||
|
||||
#inventory-table div.counted-item {
|
||||
position: relative;
|
||||
}
|
||||
|
||||
#inventory-table div.item-count {
|
||||
position: absolute;
|
||||
color: white;
|
||||
font-family: "Minecraftia", monospace;
|
||||
font-weight: bold;
|
||||
bottom: 0px;
|
||||
right: 0px;
|
||||
}
|
||||
|
||||
#location-table{
|
||||
width: 384px;
|
||||
border-left: 2px solid #000000;
|
||||
border-right: 2px solid #000000;
|
||||
border-bottom: 2px solid #000000;
|
||||
border-bottom-left-radius: 4px;
|
||||
border-bottom-right-radius: 4px;
|
||||
background-color: #546E7A;
|
||||
color: #000000;
|
||||
padding: 0 3px 3px;
|
||||
font-size: 14px;
|
||||
cursor: default;
|
||||
}
|
||||
|
||||
#location-table th{
|
||||
vertical-align: middle;
|
||||
text-align: left;
|
||||
padding-right: 10px;
|
||||
}
|
||||
|
||||
#location-table td{
|
||||
padding-top: 2px;
|
||||
padding-bottom: 2px;
|
||||
line-height: 20px;
|
||||
}
|
||||
|
||||
#location-table td.counter {
|
||||
text-align: right;
|
||||
font-size: 14px;
|
||||
}
|
||||
|
||||
#location-table td.toggle-arrow {
|
||||
text-align: right;
|
||||
}
|
||||
|
||||
#location-table tr#Total-header {
|
||||
font-weight: bold;
|
||||
}
|
||||
|
||||
#location-table img{
|
||||
height: 100%;
|
||||
max-width: 30px;
|
||||
max-height: 30px;
|
||||
}
|
||||
|
||||
#location-table tbody.locations {
|
||||
font-size: 12px;
|
||||
}
|
||||
|
||||
#location-table td.location-name {
|
||||
padding-left: 16px;
|
||||
}
|
||||
|
||||
.hide {
|
||||
display: none;
|
||||
}
|
||||
Reference in New Issue
Block a user