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variable-progression-balancing (#356)
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@@ -85,12 +85,15 @@ games you want settings for.
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* `progression_balancing` is a system the Archipelago generator uses to try and reduce "BK mode" as much as possible.
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This primarily involves moving necessary progression items into earlier logic spheres to make the games more
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accessible so that players almost always have something to do. This can be turned `on` or `off` and is `on` by
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default.
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accessible so that players almost always have something to do. This can be in a range from 0 to 99, and is 50 by
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default. This number represents a percentage of the furthest progressible player.
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* For example: With the default of 50%, if the furthest player can access 40% of their items, the randomizer tries
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to let you access at least 20% of your items. 50% of 40% is 20%.
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* Note that it is not always guaranteed that it will be able to bring you up to this threshold.
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* `triggers` is one of the more advanced options that allows you to create conditional adjustments. You can read
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more triggers in the triggers guide. Triggers
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guide: [Archipelago Triggers Guide](/tutorial/Archipelago/triggers/en)
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* `triggers` is one of the more advanced options that allows you to create conditional adjustments. You can read
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more triggers in the triggers guide. Triggers
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guide: [Archipelago Triggers Guide](/tutorial/Archipelago/triggers/en)
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### Game Options
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@@ -198,8 +201,8 @@ triggers:
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* `requires` is set to require release version 0.2.0 or higher.
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* `accesibility` is set to `none` which will set this seed to beatable only meaning some locations and items may be
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completely inaccessible but the seed will still be completable.
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* `progression_balancing` is set on meaning we will likely receive important items earlier increasing the chance of
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having things to do.
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* `progression_balancing` is set on, giving it the default value, meaning we will likely receive important items
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earlier increasing the chance of having things to do.
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* `A Link to the Past` defines a location for us to nest all the game options we would like to use for our
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game `A Link to the Past`.
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* `smallkey_shuffle` is an option for A Link to the Past which determines how dungeon small keys are shuffled. In this
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@@ -30,7 +30,7 @@ game: Minecraft
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# Opciones compartidas por todos los juegos:
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accessibility: locations
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progression_balancing: on
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progression_balancing: 50
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# Opciones Especficicas para Minecraft
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Minecraft:
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@@ -80,7 +80,7 @@ description: Template Name
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name: YourName
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game: Minecraft
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accessibility: locations
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progression_balancing: off
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progression_balancing: 0
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advancement_goal:
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few: 0
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normal: 1
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@@ -62,9 +62,11 @@ accessibility:
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items: 0 # Guarantees you will be able to acquire all items, but you may not be able to access all locations
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locations: 50 # Guarantees you will be able to access all locations, and therefore all items
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none: 0 # Guarantees only that the game is beatable. You may not be able to access all locations or acquire all items
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progression_balancing:
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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
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off: 0 # Turn this off if you don't mind a longer multiworld, or can glitch/sequence break around missing items.
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progression_balancing: # A system to reduce BK, as in times during which you can't do anything, by moving your items into an earlier access sphere
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0: 0 # Choose a lower number if you don't mind a longer multiworld, or can glitch/sequence break around missing items.
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25: 0
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50: 50 # Make it likely you have stuff to do.
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99: 0 # Get important items early, and stay at the front of the progression.
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Ocarina of Time:
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logic_rules: # Set the logic used for the generator.
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glitchless: 50
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@@ -52,9 +52,11 @@ accessibility:
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items: 0 # Garantiza que puedes obtener todos los objetos pero no todas las localizaciones
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locations: 50 # Garantiza que puedes obtener todas las localizaciones
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none: 0 # Solo garantiza que el juego pueda completarse.
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progression_balancing:
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on: 50 # Un sistema para reducir tiempos de espera en una partida multiworld
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off: 0
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progression_balancing: # Un sistema para reducir tiempos de espera en una partida multiworld
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0: 0 # Con un número más bajo, es más probable esperar objetos de otros jugadores.
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25: 0
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50: 50
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99: 0 # Objetos importantes al principio del juego, para no esperar
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Ocarina of Time:
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logic_rules: # Logica usada por el randomizer.
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glitchless: 50
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