Improve Risk of Rain 2 docs (#770)
* Improve Risk of Rain 2 docs * RoR2: clarify custom item weight settings * Update worlds/ror2/docs/en_Risk of Rain 2.md Co-authored-by: Hussein Farran <hmfarran@gmail.com>
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@ -43,7 +43,7 @@ class FinalStageDeath(DefaultOnToggle):
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class GreenScrap(Range):
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class GreenScrap(Range):
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"""Weight of Green Scraps in the item pool."""
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"""Weight of Green Scraps in the item pool. (Ignored unless Item Weight Presets is 'No')"""
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display_name = "Green Scraps"
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display_name = "Green Scraps"
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range_start = 0
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range_start = 0
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range_end = 100
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range_end = 100
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@ -51,7 +51,7 @@ class GreenScrap(Range):
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class RedScrap(Range):
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class RedScrap(Range):
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"""Weight of Red Scraps in the item pool."""
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"""Weight of Red Scraps in the item pool. (Ignored unless Item Weight Presets is 'No')"""
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display_name = "Red Scraps"
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display_name = "Red Scraps"
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range_start = 0
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range_start = 0
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range_end = 100
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range_end = 100
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@ -59,7 +59,7 @@ class RedScrap(Range):
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class YellowScrap(Range):
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class YellowScrap(Range):
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"""Weight of yellow scraps in the item pool."""
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"""Weight of yellow scraps in the item pool. (Ignored unless Item Weight Presets is 'No')"""
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display_name = "Yellow Scraps"
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display_name = "Yellow Scraps"
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range_start = 0
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range_start = 0
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range_end = 100
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range_end = 100
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@ -67,7 +67,7 @@ class YellowScrap(Range):
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class WhiteScrap(Range):
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class WhiteScrap(Range):
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"""Weight of white scraps in the item pool."""
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"""Weight of white scraps in the item pool. (Ignored unless Item Weight Presets is 'No')"""
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display_name = "White Scraps"
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display_name = "White Scraps"
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range_start = 0
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range_start = 0
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range_end = 100
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range_end = 100
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@ -75,7 +75,7 @@ class WhiteScrap(Range):
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class CommonItem(Range):
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class CommonItem(Range):
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"""Weight of common items in the item pool."""
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"""Weight of common items in the item pool. (Ignored unless Item Weight Presets is 'No')"""
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display_name = "Common Items"
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display_name = "Common Items"
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range_start = 0
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range_start = 0
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range_end = 100
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range_end = 100
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@ -83,7 +83,7 @@ class CommonItem(Range):
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class UncommonItem(Range):
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class UncommonItem(Range):
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"""Weight of uncommon items in the item pool."""
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"""Weight of uncommon items in the item pool. (Ignored unless Item Weight Presets is 'No')"""
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display_name = "Uncommon Items"
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display_name = "Uncommon Items"
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range_start = 0
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range_start = 0
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range_end = 100
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range_end = 100
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@ -91,7 +91,7 @@ class UncommonItem(Range):
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class LegendaryItem(Range):
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class LegendaryItem(Range):
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"""Weight of legendary items in the item pool."""
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"""Weight of legendary items in the item pool. (Ignored unless Item Weight Presets is 'No')"""
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display_name = "Legendary Items"
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display_name = "Legendary Items"
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range_start = 0
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range_start = 0
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range_end = 100
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range_end = 100
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@ -99,7 +99,7 @@ class LegendaryItem(Range):
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class BossItem(Range):
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class BossItem(Range):
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"""Weight of boss items in the item pool."""
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"""Weight of boss items in the item pool. (Ignored unless Item Weight Presets is 'No')"""
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display_name = "Boss Items"
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display_name = "Boss Items"
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range_start = 0
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range_start = 0
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range_end = 100
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range_end = 100
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@ -107,7 +107,7 @@ class BossItem(Range):
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class LunarItem(Range):
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class LunarItem(Range):
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"""Weight of lunar items in the item pool."""
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"""Weight of lunar items in the item pool. (Ignored unless Item Weight Presets is 'No')"""
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display_name = "Lunar Items"
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display_name = "Lunar Items"
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range_start = 0
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range_start = 0
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range_end = 100
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range_end = 100
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@ -115,7 +115,7 @@ class LunarItem(Range):
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class Equipment(Range):
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class Equipment(Range):
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"""Weight of equipment items in the item pool."""
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"""Weight of equipment items in the item pool. (Ignored unless Item Weight Presets is 'No')"""
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display_name = "Equipment"
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display_name = "Equipment"
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range_start = 0
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range_start = 0
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range_end = 100
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range_end = 100
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@ -128,14 +128,14 @@ class ItemPoolPresetToggle(DefaultOnToggle):
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class ItemWeights(Choice):
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class ItemWeights(Choice):
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"""Preset choices for determining the weights of the item pool.<br>
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"""Preset choices for determining the weights of the item pool.
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New is a test for a potential adjustment to the default weights.<br>
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New is a test for a potential adjustment to the default weights.
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Uncommon puts a large number of uncommon items in the pool.<br>
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Uncommon puts a large number of uncommon items in the pool.
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Legendary puts a large number of legendary items in the pool.<br>
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Legendary puts a large number of legendary items in the pool.
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Lunartic makes everything a lunar item.<br>
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Lunartic makes everything a lunar item.
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Chaos generates the pool completely at random with rarer items having a slight cap to prevent this option being too easy.<br>
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Chaos generates the pool completely at random with rarer items having a slight cap to prevent this option being too easy.
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No Scraps removes all scrap items from the item pool.<br>
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No Scraps removes all scrap items from the item pool.
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Even generates the item pool with every item having an even weight.<br>
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Even generates the item pool with every item having an even weight.
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Scraps Only will be only scrap items in the item pool."""
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Scraps Only will be only scrap items in the item pool."""
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display_name = "Item Weights"
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display_name = "Item Weights"
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option_default = 0
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option_default = 0
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@ -12,6 +12,32 @@ functionality in which certain chests (made clear via a location check progress
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multiworld. The items that _would have been_ in those chests will be returned to the Risk of Rain player via grants by
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multiworld. The items that _would have been_ in those chests will be returned to the Risk of Rain player via grants by
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other players in other worlds.
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other players in other worlds.
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## What is the goal of Risk of Rain 2 in Archipelago?
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Just like in the original game, any way to "beat the game or obliterate" counts as a win. By default, if you die while
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on a final boss stage, that also counts as a win. (You can turn this off in your player settings.) **You do not need to
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complete all the location checks** to win; any item you don't collect is automatically sent out to the multiworld when
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you meet your goal.
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If you die before you accomplish your goal, you can start a new run. You will start the run with any items that you
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received from other players. Any items that you picked up the "normal" way will be lost.
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Note, you can play Simulacrum mode as part of an Archipelago, but you can't achieve any of the victory conditions in
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Simulacrum. So you could, for example, collect most of your items through a Simulacrum run, then finish a normal mode
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run while keeping the items you received via the multiworld.
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## Can you play multiplayer?
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Yes! You can have a single multiplayer instance as one world in the multiworld. All the players involved need to have
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the Archipelago mod, but only the host needs to configure the Archipelago settings. When someone finds an item for your
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world, all the connected players will receive a copy of the item, and the location check bar will increase whenever any
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player finds an item in Risk of Rain.
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You cannot have players with different player slots in the same co-op game instance. Only the host's Archipelago
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settings apply, so each Risk of Rain 2 player slot in the multiworld needs to be a separate game instance. You could,
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for example, have two players trade off hosting and making progress on each other's player slot, but a single co-op
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instance can't make progress towards multiple player slots in the multiworld.
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## What Risk of Rain items can appear in other players' worlds?
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## What Risk of Rain items can appear in other players' worlds?
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The Risk of Rain items are:
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The Risk of Rain items are:
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@ -31,13 +57,34 @@ in-game item of that tier will appear in the Risk of Rain player's inventory. If
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the player already has an equipment item equipped then the _item that was equipped_ will be dropped on the ground and _
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the player already has an equipment item equipped then the _item that was equipped_ will be dropped on the ground and _
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the new equipment_ will take it's place. (If you want the old one back, pick it up.)
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the new equipment_ will take it's place. (If you want the old one back, pick it up.)
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### How many items are there?
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Since a Risk of Rain 2 run can go on indefinitely, you have to configure how many collectible items (also known as
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"checks") the game has for purposes of Archipelago when you set up a multiworld. You can configure anywhere from **10
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to 250** items. The number of items will be randomized between all players, so you may want to adjust the number and
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item pickup step based on how many items the other players in the multiworld have. (Around 100 seems to be a good
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ballpark if you want to have a similar number of items to most other games.)
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After you have completed the specified number of checks, you won't send anything else to the multiworld. You can
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receive up to the specified number of randomized items from the multiworld as the players find them. In either case,
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you can continue to collect items as normal in Risk of Rain 2 if you've already found all your location checks.
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## What does another world's item look like in Risk of Rain?
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## What does another world's item look like in Risk of Rain?
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When the Risk of Rain player fills up their location check bar then the next spawned item will become an item grant for
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When the Risk of Rain player fills up their location check bar then the next spawned item will become an item grant for
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another player's world. The item in Risk of Rain will disappear in a poof of smoke and the grant will automatically go
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another player's world (or possibly get sent back to yourself). The item in Risk of Rain will disappear in a poof of
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out to the multiworld.
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smoke and the grant will automatically go out to the multiworld.
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## What is the item pickup step?
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## What is the item pickup step?
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The item pickup step is a YAML setting which allows you to set how many items you need to spawn before the _next_ item
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The item pickup step is a YAML setting which allows you to set how many items you need to spawn before the _next_ item
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that is spawned disappears (in a poof of smoke) and goes out to the multiworld.
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that is spawned disappears (in a poof of smoke) and goes out to the multiworld.
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## Is Archipelago compatible with other Risk of Rain 2 mods?
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Mostly, yes. Not every mod will work; in particular, anything that causes items to go directly into your inventory
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rather than spawning onto the map will interfere with the way the Archipelago mod works. However, many common mods work
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just fine with Archipelago.
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For competitive play, of course, you should only use mods that are agreed-upon by the competitors so that you don't
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have an unfair advantage.
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