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