variable-progression-balancing (#356)

This commit is contained in:
Doug Hoskisson
2022-05-11 00:13:21 -07:00
committed by GitHub
parent a5ca118bbf
commit c085ee47ed
11 changed files with 116 additions and 44 deletions

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@@ -85,12 +85,15 @@ games you want settings for.
* `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.
accessible so that players almost always have something to do. This can be in a range from 0 to 99, and is 50 by
default. This number represents a percentage of the furthest progressible player.
* For example: With the default of 50%, if the furthest player can access 40% of their items, the randomizer tries
to let you access at least 20% of your items. 50% of 40% is 20%.
* Note that it is not always guaranteed that it will be able to bring you up to this threshold.
* `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](/tutorial/Archipelago/triggers/en)
* `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](/tutorial/Archipelago/triggers/en)
### Game Options
@@ -198,8 +201,8 @@ triggers:
* `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.
* `progression_balancing` is set on, giving it the default value, 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

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@@ -30,7 +30,7 @@ game: Minecraft
# Opciones compartidas por todos los juegos:
accessibility: locations
progression_balancing: on
progression_balancing: 50
# Opciones Especficicas para Minecraft
Minecraft:

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@@ -80,7 +80,7 @@ description: Template Name
name: YourName
game: Minecraft
accessibility: locations
progression_balancing: off
progression_balancing: 0
advancement_goal:
few: 0
normal: 1

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@@ -62,9 +62,11 @@ 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
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/sequence break around missing items.
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
0: 0 # Choose a lower number if you don't mind a longer multiworld, or can glitch/sequence break around missing items.
25: 0
50: 50 # Make it likely you have stuff to do.
99: 0 # Get important items early, and stay at the front of the progression.
Ocarina of Time:
logic_rules: # Set the logic used for the generator.
glitchless: 50

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@@ -52,9 +52,11 @@ accessibility:
items: 0 # Garantiza que puedes obtener todos los objetos pero no todas las localizaciones
locations: 50 # Garantiza que puedes obtener todas las localizaciones
none: 0 # Solo garantiza que el juego pueda completarse.
progression_balancing:
on: 50 # Un sistema para reducir tiempos de espera en una partida multiworld
off: 0
progression_balancing: # Un sistema para reducir tiempos de espera en una partida multiworld
0: 0 # Con un número más bajo, es más probable esperar objetos de otros jugadores.
25: 0
50: 50
99: 0 # Objetos importantes al principio del juego, para no esperar
Ocarina of Time:
logic_rules: # Logica usada por el randomizer.
glitchless: 50