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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Rome Reginelli 2022-07-15 14:24:40 -07:00 committed by GitHub
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2 changed files with 67 additions and 20 deletions

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@ -43,7 +43,7 @@ class FinalStageDeath(DefaultOnToggle):
class GreenScrap(Range):
"""Weight of Green Scraps in the item pool."""
"""Weight of Green Scraps in the item pool. (Ignored unless Item Weight Presets is 'No')"""
display_name = "Green Scraps"
range_start = 0
range_end = 100
@ -51,7 +51,7 @@ class GreenScrap(Range):
class RedScrap(Range):
"""Weight of Red Scraps in the item pool."""
"""Weight of Red Scraps in the item pool. (Ignored unless Item Weight Presets is 'No')"""
display_name = "Red Scraps"
range_start = 0
range_end = 100
@ -59,7 +59,7 @@ class RedScrap(Range):
class YellowScrap(Range):
"""Weight of yellow scraps in the item pool."""
"""Weight of yellow scraps in the item pool. (Ignored unless Item Weight Presets is 'No')"""
display_name = "Yellow Scraps"
range_start = 0
range_end = 100
@ -67,7 +67,7 @@ class YellowScrap(Range):
class WhiteScrap(Range):
"""Weight of white scraps in the item pool."""
"""Weight of white scraps in the item pool. (Ignored unless Item Weight Presets is 'No')"""
display_name = "White Scraps"
range_start = 0
range_end = 100
@ -75,7 +75,7 @@ class WhiteScrap(Range):
class CommonItem(Range):
"""Weight of common items in the item pool."""
"""Weight of common items in the item pool. (Ignored unless Item Weight Presets is 'No')"""
display_name = "Common Items"
range_start = 0
range_end = 100
@ -83,7 +83,7 @@ class CommonItem(Range):
class UncommonItem(Range):
"""Weight of uncommon items in the item pool."""
"""Weight of uncommon items in the item pool. (Ignored unless Item Weight Presets is 'No')"""
display_name = "Uncommon Items"
range_start = 0
range_end = 100
@ -91,7 +91,7 @@ class UncommonItem(Range):
class LegendaryItem(Range):
"""Weight of legendary items in the item pool."""
"""Weight of legendary items in the item pool. (Ignored unless Item Weight Presets is 'No')"""
display_name = "Legendary Items"
range_start = 0
range_end = 100
@ -99,7 +99,7 @@ class LegendaryItem(Range):
class BossItem(Range):
"""Weight of boss items in the item pool."""
"""Weight of boss items in the item pool. (Ignored unless Item Weight Presets is 'No')"""
display_name = "Boss Items"
range_start = 0
range_end = 100
@ -107,7 +107,7 @@ class BossItem(Range):
class LunarItem(Range):
"""Weight of lunar items in the item pool."""
"""Weight of lunar items in the item pool. (Ignored unless Item Weight Presets is 'No')"""
display_name = "Lunar Items"
range_start = 0
range_end = 100
@ -115,7 +115,7 @@ class LunarItem(Range):
class Equipment(Range):
"""Weight of equipment items in the item pool."""
"""Weight of equipment items in the item pool. (Ignored unless Item Weight Presets is 'No')"""
display_name = "Equipment"
range_start = 0
range_end = 100
@ -128,14 +128,14 @@ class ItemPoolPresetToggle(DefaultOnToggle):
class ItemWeights(Choice):
"""Preset choices for determining the weights of the item pool.<br>
New is a test for a potential adjustment to the default weights.<br>
Uncommon puts a large number of uncommon items in the pool.<br>
Legendary puts a large number of legendary items in the pool.<br>
Lunartic makes everything a lunar item.<br>
Chaos generates the pool completely at random with rarer items having a slight cap to prevent this option being too easy.<br>
No Scraps removes all scrap items from the item pool.<br>
Even generates the item pool with every item having an even weight.<br>
"""Preset choices for determining the weights of the item pool.
New is a test for a potential adjustment to the default weights.
Uncommon puts a large number of uncommon items in the pool.
Legendary puts a large number of legendary items in the pool.
Lunartic makes everything a lunar item.
Chaos generates the pool completely at random with rarer items having a slight cap to prevent this option being too easy.
No Scraps removes all scrap items from the item pool.
Even generates the item pool with every item having an even weight.
Scraps Only will be only scrap items in the item pool."""
display_name = "Item Weights"
option_default = 0

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@ -12,6 +12,32 @@ functionality in which certain chests (made clear via a location check progress
multiworld. The items that _would have been_ in those chests will be returned to the Risk of Rain player via grants by
other players in other worlds.
## What is the goal of Risk of Rain 2 in Archipelago?
Just like in the original game, any way to "beat the game or obliterate" counts as a win. By default, if you die while
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
complete all the location checks** to win; any item you don't collect is automatically sent out to the multiworld when
you meet your goal.
If you die before you accomplish your goal, you can start a new run. You will start the run with any items that you
received from other players. Any items that you picked up the "normal" way will be lost.
Note, you can play Simulacrum mode as part of an Archipelago, but you can't achieve any of the victory conditions in
Simulacrum. So you could, for example, collect most of your items through a Simulacrum run, then finish a normal mode
run while keeping the items you received via the multiworld.
## Can you play multiplayer?
Yes! You can have a single multiplayer instance as one world in the multiworld. All the players involved need to have
the Archipelago mod, but only the host needs to configure the Archipelago settings. When someone finds an item for your
world, all the connected players will receive a copy of the item, and the location check bar will increase whenever any
player finds an item in Risk of Rain.
You cannot have players with different player slots in the same co-op game instance. Only the host's Archipelago
settings apply, so each Risk of Rain 2 player slot in the multiworld needs to be a separate game instance. You could,
for example, have two players trade off hosting and making progress on each other's player slot, but a single co-op
instance can't make progress towards multiple player slots in the multiworld.
## What Risk of Rain items can appear in other players' worlds?
The Risk of Rain items are:
@ -31,13 +57,34 @@ in-game item of that tier will appear in the Risk of Rain player's inventory. If
the player already has an equipment item equipped then the _item that was equipped_ will be dropped on the ground and _
the new equipment_ will take it's place. (If you want the old one back, pick it up.)
### How many items are there?
Since a Risk of Rain 2 run can go on indefinitely, you have to configure how many collectible items (also known as
"checks") the game has for purposes of Archipelago when you set up a multiworld. You can configure anywhere from **10
to 250** items. The number of items will be randomized between all players, so you may want to adjust the number and
item pickup step based on how many items the other players in the multiworld have. (Around 100 seems to be a good
ballpark if you want to have a similar number of items to most other games.)
After you have completed the specified number of checks, you won't send anything else to the multiworld. You can
receive up to the specified number of randomized items from the multiworld as the players find them. In either case,
you can continue to collect items as normal in Risk of Rain 2 if you've already found all your location checks.
## What does another world's item look like in Risk of Rain?
When the Risk of Rain player fills up their location check bar then the next spawned item will become an item grant for
another player's world. The item in Risk of Rain will disappear in a poof of smoke and the grant will automatically go
out to the multiworld.
another player's world (or possibly get sent back to yourself). The item in Risk of Rain will disappear in a poof of
smoke and the grant will automatically go out to the multiworld.
## What is the item pickup step?
The item pickup step is a YAML setting which allows you to set how many items you need to spawn before the _next_ item
that is spawned disappears (in a poof of smoke) and goes out to the multiworld.
## Is Archipelago compatible with other Risk of Rain 2 mods?
Mostly, yes. Not every mod will work; in particular, anything that causes items to go directly into your inventory
rather than spawning onto the map will interfere with the way the Archipelago mod works. However, many common mods work
just fine with Archipelago.
For competitive play, of course, you should only use mods that are agreed-upon by the competitors so that you don't
have an unfair advantage.