Archipelago/WebHostLib/static/assets/tutorial/archipelago/plando_en.md

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# Archipelago Plando Guide
This guide details the use of the plando modules available with Archipelago. This guide is intended for a more advanced user who has more in-depth knowledge of the randomizer they're playing as well as experience editing YAML files. This guide should take about 10 minutes to read.
## What is Plando?
The purposes of randomizers is to randomize the items in a game to give a new experience. Plando takes this concept and changes it up by allowing you to plan out certain aspects of the game by placing certain items in certain locations, certain bosses in certain rooms, edit text for certain NPCs/signs, or even force certain region connections. Each of these options are going to be detailed separately as `item plando`, `boss plando`, `text plando`, and `connection plando`. Every game in archipelago supports item plando but the other plando options are only supported by certain games. Currently, Minecraft and LTTP both support connection plando, but only LTTP supports text and boss plando.
### Enabling Plando
On the website plando will already be enabled. If you will be generating the game locally plando features must be enabled manually (opt-in). To opt-in go to the archipelago installation directory (default: `C:\ProgramData\Archipelago`), open the host.yaml with a text editor and find the `plando_options` key. The available plando modules can be enabled by adding them after this such as `plando_options: bosses, items, texts, connections`.
## Item Plando
Item plando allows a player to place an item in a specific location or specific locations, place multiple items into a list of specific locations both in their own game or in another player's game. **Note that there's a very good chance that
cross-game plando could very well be broken i.e. placing on of your items in someone else's world playing a different game.**
* The options for item plando are `from_pool`, `world`, `percentage`, `force`, and either item and location, or items and locations.
* `from_pool` determines if the item should be taken *from* the item pool or *added* to it. This can be true or false and defaults to true if omitted.
* `world` is the target world to place the item in.
* It gets ignored if only one world is generated.
* Can be a number, name, true, false, or null. False is the default.
* If a number is used it targets that slot or player number in the multiworld.
* If a name is used it will target the world with that player name.
* If set to true it will be any player's world besides your own.
* If set to false it will target your own world.
* If set to null it will target a random world in the multiworld.
* `force` determines whether the generator will fail if the item can't be placed in the location can be true, false, or silent. Silent is the default.
* If set to true the item must be placed and the generator will throw an error if it is unable to do so.
* If set to false the generator will log a warning if the placement can't be done but will still generate.
* If set to silent and the placement fails it will be ignored entirely.
* `percentage` is the percentage chance for the relevant block to trigger. This can be any value from 0 to 100 and if omitted will default to 100.
* Single Placement is when you use a plando block to place a single item at a single location.
* `item` is the item you would like to place and `location` is the location to place it.
* Multi Placement uses a plando block to place multiple items in multiple locations until either list is exhausted.
* `items` defines the items to use and a number letting you place multiple of it.
* `locations` is a list of possible locations those items can be placed in.
* Using the multi placement method, placements are picked randomly.
### Available Items
* A Link to the Past: [Link to the Past Item List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/Items.py#L52)
* Factorio Non-Progressive: [Factorio Technologies Wiki List](https://wiki.factorio.com/Technologies)
* Note that these use the *internal names*. For example, `advanced-electronics`
* Factorio Progressive: [Factorio Progressive Technologies List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/factorio/Technologies.py#L374)
* Minecraft: [Minecraft Items List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/minecraft/Items.py#L14)
* Ocarina of Time: [Ocarina of Time Items List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/oot/Items.py#L61)
* Risk of Rain 2: [Risk of Rain 2 Items List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/ror2/Items.py#L8)
* Slay the Spire: [Slay the Spire Items List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/spire/Items.py#L13)
* Subnautica: [Subnautica Items List JSON File](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/subnautica/items.json)
* Timespinner: [Timespinner Items List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/timespinner/Items.py#L11)
### Available Locations
* A Link to the Past: [Link to the Past Locations List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/Regions.py#L429)
* Factorio: [Factorio Technologies List Wiki](https://wiki.factorio.com/Technologies)
* In Factorio the location names are the same as the item names.
* Minecraft: [Minecraft Locations List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/minecraft/Locations.py#L18)
* Ocarina of Time: [Ocarina of Time Locations List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/oot/LocationList.py#L38)
* Risk of Rain 2: [Risk of Rain 2 Locations List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/ror2/Locations.py#L17)
* This is a special case. The locations are "ItemPickup[number]" up to the maximum set in the yaml.
* Slay the Spire: [Slay the Spire Locations List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/spire/Locations.py)
* Subnautica: [Subnautica Locations List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/subnautica/locations.json)
* Timespinner: [Timespinner Locations List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/timespinner/Locations.py#L13)
A list of all available items and locations can also be found in the server's datapackage. Data package JSON: [DataPackage JSON](/api/datapackage).
### Examples
```yaml
plando_items:
# example block 1 - Timespinner
- item:
Empire Orb: 1
Radiant Orb: 1
location: Starter Chest 1
from_pool: true
world: true
percentage: 50
# example block 2 - Ocarina of Time
- items:
Kokiri Sword: 1
Biggoron Sword: 1
Bow: 1
Magic Meter: 1
Progressive Strength Upgrade: 3
Progressive Hookshot: 2
locations:
- Deku Tree Slingshot Chest
- Dodongos Cavern Bomb Bag Chest
- Jabu Jabus Belly Boomerang Chest
- Bottom of the Well Lens of Truth Chest
- Forest Temple Bow Chest
- Fire Temple Megaton Hammer Chest
- Water Temple Longshot Chest
- Shadow Temple Hover Boots Chest
- Spirit Temple Silver Gauntlets Chest
world: false
# example block 3 - Slay the Spire
- items:
Boss Relic: 3
locations:
Boss Relic 1
Boss Relic 2
Boss Relic 3
# example block 4 - Factorio
- items:
progressive-electric-energy-distribution: 2
electric-energy-accumulators: 1
progressive-turret: 2
locations:
military
gun-turret
logistic-science-pack
steel-processing
percentage: 80
force: true
```
1. This block has a 50% chance to occur, and if it does will place either the Empire Orb or Radiant Orb on another player's Starter Chest 1 and removes the chosen item from the item pool.
2. This block will always trigger and will place the player's swords, bow, magic meter, strength upgrades, and hookshots in their own dungeon major item chests.
3. This block will always trigger and will lock boss relics on the bosses.
4. This block has an 80% chance of occuring and when it does will place all but 1 of the items randomly among the four locations chosen here.
## Boss Plando
As this is currently only supported by A Link to the Past instead of explaining here please refer to the Z3 plando guide. Z3 plando guide: [LttP Plando Guide](/tutorial/zelda3/plando/en)
## Text Plando
As this is currently only supported by A Link to the Past instead of explaining here please refer to the Z3 plando guide. Z3 plando guide: [LttP Plando Guide](/tutorial/zelda3/plando/en)
## Connections Plando
This is currently only supported by Minecraft and A Link to the Past. As the way that these games interact with their connections is different I will only explain the basics here while more specifics for Link to the Past connection plando can be found in its plando guide.
* The options for connections are `percentage`, `entrance`, `exit`, and `direction`. Each of these options support subweights.
* `percentage` is the percentage chance for this connection from 0 to 100 and defaults to 100.
* Every connection has an `entrance` and an `exit`. These can be unlinked like in A Link to the Past insanity entrance shuffle.
* `direction` can be `both`, `entrance`, or `exit` and determines in which direction this connection will operate.
Link to the Past connections: [Link to the Past Connections List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/EntranceShuffle.py#L3852)
Minecraft connections: [Minecraft Connections List in the Code](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/minecraft/Regions.py#L62)
### Examples
```yaml
plando_connections:
# example block 1 - Link to the Past
- entrance: Cave Shop (Lake Hylia)
exit: Cave 45
direction: entrance
- entrance: Cave 45
exit: Cave Shop (Lake Hylia)
direction: entrance
- entrance: Agahnims Tower
exit: Old Man Cave Exit (West)
direction: exit
# example block 2 - Minecraft
- entrance: Overworld Structure 1
exit: Nether Fortress
direction: both
- entrance: Overworld Structure 2
exit: Village
direction: both
```
1. These connections are decoupled so going into the lake hylia cave shop will take you to the inside of cave 45 and when you leave the interior you will exit to the cave 45 ledge. Going into the cave 45 entrance will then take you to the lake hylia cave shop. Walking into the entrance for the old man cave and Agahnim's Tower entrance will both take you to their locations as normal but leaving old man cave will exit at Agahnim's Tower.
2. This will force a nether fortress and a village to be the overworld structures for your game. Note that for the Minecraft connection plando to work structure shuffle must be enabled.