51 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Markdown
		
	
	
	
			
		
		
	
	
			51 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Markdown
		
	
	
	
| ## Warps
 | |
| 
 | |
| Quick note to start, you should not be defining or modifying encoded warps from this repository. They're encoded in the
 | |
| source code repository for the mod, and then assigned to regions in `data/regions/`. All warps in the game already exist
 | |
| within `extracted_data.json`, and all relevant warps are already placed in `data/regions/` (unless they were deleted
 | |
| accidentally).
 | |
| 
 | |
| Many warps are actually two or three events acting as one logical warp. Doorways, for example, are often 2 tiles wide
 | |
| indoors but only 1 tile wide outdoors. Both indoor warps point to the outdoor warp, and the outdoor warp points to only
 | |
| one of the indoor warps. We want to describe warps logically in a way that retains information about individual warp
 | |
| events. That way a 2-tile-wide doorway doesnt look like a one-way warp next to an unrelated two-way warp, but if we want
 | |
| to randomize the destinations of those warps, we can still get back each individual id of the multi-tile warp.
 | |
| 
 | |
| This is how warps are encoded:
 | |
| 
 | |
| `{source_map}:{source_warp_ids}/{dest_map}:{dest_warp_ids}[!]`
 | |
| 
 | |
| - `source_map`: The map the warp events are located in
 | |
| - `source_warp_ids`: The ids of all adjacent warp events in source_map which lead to the same destination (these must be
 | |
| in ascending order)
 | |
| - `dest_map`: The map of the warp event to which this one is connected
 | |
| - `dest_warp_ids`: The ids of the warp events in dest_map
 | |
| - `[!]`: If the warp expects to lead to a destination which does not lead back to it, add a ! to the end
 | |
| 
 | |
| Example: `MAP_LAVARIDGE_TOWN_HOUSE:0,1/MAP_LAVARIDGE_TOWN:4`
 | |
| 
 | |
| Example 2: `MAP_AQUA_HIDEOUT_B1F:14/MAP_AQUA_HIDEOUT_B1F:12!`
 | |
| 
 | |
| Note: A warp must have its destination set to another warp event. However, that does not guarantee that the destination
 | |
| warp event will warp back to the source.
 | |
| 
 | |
| Note 2: Some warps _only_ act as destinations and cannot actually be interacted with by the player as sources. These are
 | |
| usually places you fall from a hole above. At the time of writing, these are actually not accounted for, but there are
 | |
| no instances where it changes logical access.
 | |
| 
 | |
| Note 3: Some warp destinations go to the map `MAP_DYNAMIC` and have a special warp id. These edge cases are:
 | |
| 
 | |
| - The Moving Truck
 | |
| - Terra Cave
 | |
| - Marine Cave
 | |
| - The Department Store Elevator
 | |
| - Secret Bases
 | |
| - The Trade Center
 | |
| - The Union Room
 | |
| - The Record Corner
 | |
| - 2P/4P Battle Colosseum
 | |
| 
 | |
| Note 4: The trick house on Route 110 changes the warp destinations of its entrance and ending room as you progress
 | |
| through the puzzles, but the source code only sets the trick house up for the first puzzle, and I assume the destination
 | |
| gets overwritten at run time when certain flags are set.
 |