diff --git a/WebHostLib/static/assets/faq/faq_en.md b/WebHostLib/static/assets/faq/faq_en.md index 5159fff78ecb..e90fe10227d8 100644 --- a/WebHostLib/static/assets/faq/faq_en.md +++ b/WebHostLib/static/assets/faq/faq_en.md @@ -1,52 +1,63 @@ # Frequently Asked Questions ## What is a randomizer? -A randomizer is a modification of a video game which reorganizes the items required to progress through the game. -A normal play-through of a game might require you to use item A to unlock item B, then C, and so forth. In a -randomized game, you might first find item C, then A, then B. + +A randomizer is a modification of a video game which reorganizes the items required to progress through the game. A +normal play-through of a game might require you to use item A to unlock item B, then C, and so forth. In a randomized +game, you might first find item C, then A, then B. This transforms games from a linear experience into a puzzle, presenting players with a new challenge each time they -play a randomized game. Putting items in non-standard locations can require the player to think about the game world -and the items they encounter in new and interesting ways. +play a randomized game. Putting items in non-standard locations can require the player to think about the game world and +the items they encounter in new and interesting ways. ## What happens if an item is placed somewhere it is impossible to get? -The randomizer has many strict sets of rules it must follow when generating a game. One of the functions of these -rules is to ensure items necessary to complete the game will be accessible to the player. Many games also have a -subset of rules allowing certain items to be placed in normally unreachable locations, provided the player has -indicated they are comfortable exploiting certain glitches in the game. + +The randomizer has many strict sets of rules it must follow when generating a game. One of the functions of these rules +is to ensure items necessary to complete the game will be accessible to the player. Many games also have a subset of +rules allowing certain items to be placed in normally unreachable locations, provided the player has indicated they are +comfortable exploiting certain glitches in the game. ## What is a multi-world? -While a randomizer shuffles a game, a multi-world randomizer shuffles that game for multiple players. For example, -in a two player multi-world, players A and B each get their own randomized version of a game, called seeds. In each -player's game, they may find items which belong to the other player. If player A finds an item which belongs to -player B, the item will be sent to player B's world over the internet. + +While a randomizer shuffles a game, a multi-world randomizer shuffles that game for multiple players. For example, in a +two player multi-world, players A and B each get their own randomized version of a game, called seeds. In each player's +game, they may find items which belong to the other player. If player A finds an item which belongs to player B, the +item will be sent to player B's world over the internet. This creates a cooperative experience during multi-world games, requiring players to rely upon each other to complete their game. ## What happens if a person has to leave early? -If a player must leave early, they can use Archipelago's forfeit system. When a player forfeits their game, all -the items in that game which belong to other players are sent out automatically, so other players can continue to -play. + +If a player must leave early, they can use Archipelago's forfeit system. When a player forfeits their game, all the +items in that game which belong to other players are sent out automatically, so other players can continue to play. ## What does multi-game mean? -While a multi-world game traditionally requires all players to be playing the same game, a multi-game multi-world -allows players to randomize any of a number of supported games, and send items between them. This allows players of -different games to interact with one another in a single multiplayer environment. + +While a multi-world game traditionally requires all players to be playing the same game, a multi-game multi-world allows +players to randomize any of a number of supported games, and send items between them. This allows players of different +games to interact with one another in a single multiplayer environment. ## Can I generate a single-player game with Archipelago? + Yes. All our supported games can be generated as single-player experiences, and so long as you download the software, the website is not required to generate them. ## How do I get started? -If you are ready to start randomizing games, or want to start playing your favorite randomizer with others, -please join our [Discord server](https://discord.gg/8Z65BR2). There are always people ready to answer any questions -you might have. + +If you are ready to start randomizing games, or want to start playing your favorite randomizer with others, please join +our discord server at the [Archipelago Discord](https://discord.gg/archipelago). There are always people ready to answer +any questions you might have. ## I want to add a game to the Archipelago randomizer. How do I do that? -The best way to get started is to take a look at our [code on GitHub](https://github.com/ArchipelagoMW/Archipelago). -There, you will find examples of games in the [worlds](https://github.com/ArchipelagoMW/Archipelago/tree/main/worlds) -folder, as well as some [documentation](https://github.com/ArchipelagoMW/Archipelago/tree/main/docs) on our -network interfaces. + +The best way to get started is to take a look at our code on GitHub +at [Archipelago GitHub Page](https://github.com/ArchipelagoMW/Archipelago). + +There you will find examples of games in the worlds folder +at [/worlds Folder in Archipelago Code](https://github.com/ArchipelagoMW/Archipelago/tree/main/worlds). + +You may also find developer documentation in the docs folder +at [/docs Folder in Archipelago Code](https://github.com/ArchipelagoMW/Archipelago/tree/main/docs). If you have more questions, feel free to ask in the **#archipelago-dev** channel on our Discord. diff --git a/WebHostLib/static/assets/gameInfo/en_A Link to the Past.md b/WebHostLib/static/assets/gameInfo/en_A Link to the Past.md index 9faa46e07115..6808f69e759f 100644 --- a/WebHostLib/static/assets/gameInfo/en_A Link to the Past.md +++ b/WebHostLib/static/assets/gameInfo/en_A Link to the Past.md @@ -1,26 +1,32 @@ # A Link to the Past ## Where is the settings page? -The player settings page for this game is located here. It contains all the options -you need to configure and export a config file. + +The [player settings page for this game](../player-settings) contains all the options you need to configure and export a +config file. ## What does randomization do to this game? -Items which the player would normally acquire throughout the game have been moved around. Logic remains, so the game -is always able to be completed, but because of the item shuffle the player may need to access certain areas before -they would in the vanilla game. + +Items which the player would normally acquire throughout the game have been moved around. Logic remains, so the game is +always able to be completed, but because of the item shuffle the player may need to access certain areas before they +would in the vanilla game. ## What items and locations get shuffled? + All main inventory items, collectables, and ammunition can be shuffled, and all locations in the game which could contain any of those items may have their contents changed. ## Which items can be in another player's world? -Any of the items which can be shuffled may also be placed into another player's world. It is possible to choose to -limit certain items to your own world. + +Any of the items which can be shuffled may also be placed into another player's world. It is possible to choose to limit +certain items to your own world. ## What does another world's item look like in LttP? + Items belonging to other worlds are represented by a Power Star from Super Mario World. ## When the player receives an item, what happens? + When the player receives an item, Link will hold the item above his head and display it to the world. It's good for business! diff --git a/WebHostLib/static/assets/gameInfo/en_Factorio.md b/WebHostLib/static/assets/gameInfo/en_Factorio.md index 1a4ee3fc7e0f..b5b5df2223db 100644 --- a/WebHostLib/static/assets/gameInfo/en_Factorio.md +++ b/WebHostLib/static/assets/gameInfo/en_Factorio.md @@ -1,29 +1,34 @@ # Factorio ## Where is the settings page? -The player settings page for this game is located here. It contains all the options -you need to configure and export a config file. + +The [player settings page for this game](../player-settings) contains all the options you need to configure and export a +config file. ## What does randomization do to this game? -In Factorio, the research tree is shuffled, causing certain technologies to be obtained in a non-standard order. -Recipe costs, technology requirements, and science pack requirements may also be shuffled at the player's discretion. + +In Factorio, the research tree is shuffled, causing certain technologies to be obtained in a non-standard order. Recipe +costs, technology requirements, and science pack requirements may also be shuffled at the player's discretion. ## What Factorio items can appear in other players' worlds? + Factorio's technologies are removed from its tech tree and placed into other players' worlds. When those technologies are found, they are sent back to Factorio along with, optionally, free samples of those technologies. ## What is a free sample? + A free sample is a single or stack of items in Factorio, granted by a technology received from another world. For -example, receiving the technology -`Portable Solar Panel` may also grant the player a stack of portable solar panels, -and place them directly into the player's inventory. +example, receiving the technology `Portable Solar Panel` may also grant the player a stack of portable solar panels, and +place them directly into the player's inventory. ## What does another world's item look like in Factorio? + In Factorio, items which need to be sent to other worlds appear in the tech tree as new research items. They are represented by the Archipelago icon, and must be researched as if it were a normal technology. Upon successful completion of research, the item will be sent to its home world. ## When the engineer receives an item, what happens? -When the player receives a technology, it is instantly learned and able to be crafted. A message will appear in the -chat log to notify the player, and if free samples are enabled the player may also receive some items directly to -their inventory. + +When the player receives a technology, it is instantly learned and able to be crafted. A message will appear in the chat +log to notify the player, and if free samples are enabled the player may also receive some items directly to their +inventory. diff --git a/WebHostLib/static/assets/gameInfo/en_Final Fantasy.md b/WebHostLib/static/assets/gameInfo/en_Final Fantasy.md index cf1391789a98..a62b5ec12605 100644 --- a/WebHostLib/static/assets/gameInfo/en_Final Fantasy.md +++ b/WebHostLib/static/assets/gameInfo/en_Final Fantasy.md @@ -1,21 +1,26 @@ # Final Fantasy 1 (NES) ## Where is the settings page? -Unlike most games on Archipelago.gg, Final Fantasy 1's settings are controlled entirely by the original randomzier. -You can find an exhaustive list of documented settings [here](https://finalfantasyrandomizer.com/) + +Unlike most games on Archipelago.gg, Final Fantasy 1's settings are controlled entirely by the original randomzier. You +can find an exhaustive list of documented settings on the FFR +website: [FF1R Website](https://finalfantasyrandomizer.com/) ## What does randomization do to this game? -A better questions is what isn't randomized at this point. Enemies stats and spell, character spells, shop inventory -and boss stats and spells are all commonly randomized. Unlike most other randomizers it is also most standard to shuffle -progression items and non-progression items into separate pools and then redistribute them to their respective -locations. So ,for example, Princess Sarah may have the CANOE instead of the LUTE; however, she will never have a Heal -Pot or some armor. There are plenty of other things that can be randomized on our -[main randomizer site](https://finalfantasyrandomizer.com/) + +A better questions is what isn't randomized at this point. Enemies stats and spell, character spells, shop inventory and +boss stats and spells are all commonly randomized. Unlike most other randomizers it is also most standard to shuffle +progression items and non-progression items into separate pools and then redistribute them to their respective +locations. So, for example, Princess Sarah may have the CANOE instead of the LUTE; however, she will never have a Heal +Pot or some armor. There are plenty of other things that can be randomized on the main randomizer +site: [FF1R Website](https://finalfantasyrandomizer.com/) ## What Final Fantasy items can appear in other players' worlds? -All items can appear in other players worlds. This includes consumables, shards, weapons, armor and, of course, -key items. + +All items can appear in other players worlds. This includes consumables, shards, weapons, armor and, of course, key +items. ## What does another world's item look like in Final Fantasy -All local and remote items appear the same. It will say that you received an item and then BOTH the client log and -the emulator will display what was found external to the in-game text box. + +All local and remote items appear the same. It will say that you received an item and then BOTH the client log and the +emulator will display what was found external to the in-game text box. diff --git a/WebHostLib/static/assets/gameInfo/en_Minecraft.md b/WebHostLib/static/assets/gameInfo/en_Minecraft.md index ac438ef2e36b..b67107a8fc1b 100644 --- a/WebHostLib/static/assets/gameInfo/en_Minecraft.md +++ b/WebHostLib/static/assets/gameInfo/en_Minecraft.md @@ -1,22 +1,27 @@ # Minecraft ## Where is the settings page? -The player settings page for this game is located here. It contains all the options -you need to configure and export a config file. + +The [player settings page for this game](../player-settings) contains all the options you need to configure and export a +config file. ## What does randomization do to this game? + Recipes are removed from the crafting book and shuffled into the item pool. It can also optionally change which -structures appear in each dimension. Crafting recipes are re-learned when they are received from other players as -item checks, and occasionally when completing your own achievements. +structures appear in each dimension. Crafting recipes are re-learned when they are received from other players as item +checks, and occasionally when completing your own achievements. ## What is considered a location check in minecraft? -Location checks in are completed when the player completes various Minecraft achievements. Opening the advancements -menu in-game by pressing "L" will display outstanding achievements. + +Location checks in are completed when the player completes various Minecraft achievements. Opening the advancements menu +in-game by pressing "L" will display outstanding achievements. ## When the player receives an item, what happens? + When the player receives an item in Minecraft, it either unlocks crafting recipes or puts items into the player's inventory directly. ## What is the victory condition? + Victory is achieved when the player kills the Ender Dragon, enters the portal in The End, and completes the credits sequence either by skipping it or watching hit play out. diff --git a/WebHostLib/static/assets/gameInfo/en_Ocarina of Time.md b/WebHostLib/static/assets/gameInfo/en_Ocarina of Time.md index 6de5cca4b78b..97f4d1b5b163 100644 --- a/WebHostLib/static/assets/gameInfo/en_Ocarina of Time.md +++ b/WebHostLib/static/assets/gameInfo/en_Ocarina of Time.md @@ -1,26 +1,32 @@ # Ocarina of Time ## Where is the settings page? -The player settings page for this game is located here. It contains all the options -you need to configure and export a config file. + +The [player settings page for this game](../player-settings) contains all the options you need to configure and export a +config file. ## What does randomization do to this game? -Items which the player would normally acquire throughout the game have been moved around. Logic remains, so the game -is always able to be completed, but because of the item shuffle the player may need to access certain areas before -they would in the vanilla game. + +Items which the player would normally acquire throughout the game have been moved around. Logic remains, so the game is +always able to be completed, but because of the item shuffle the player may need to access certain areas before they +would in the vanilla game. ## What items and locations get shuffled? + All main inventory items, collectables, and ammunition can be shuffled, and all locations in the game which could contain any of those items may have their contents changed. Gold Skultulla locations may also be included as necessary checks at the user's discretion. ## Which items can be in another player's world? -Any of the items which can be shuffled may also be placed into another player's world. It is possible to choose to -limit certain items to your own world. + +Any of the items which can be shuffled may also be placed into another player's world. It is possible to choose to limit +certain items to your own world. ## What does another world's item look like in OoT? -Items belonging to other worlds are represented by an Ocarina of Time. + +Items belonging to other worlds are represented by the Zelda's Letter item. ## When the player receives an item, what happens? + When the player receives an item, Link will hold the item above his head and display it to the world. It's good for business! diff --git a/WebHostLib/static/assets/gameInfo/en_Risk of Rain 2.md b/WebHostLib/static/assets/gameInfo/en_Risk of Rain 2.md index 86949169884e..92232116cc92 100644 --- a/WebHostLib/static/assets/gameInfo/en_Risk of Rain 2.md +++ b/WebHostLib/static/assets/gameInfo/en_Risk of Rain 2.md @@ -1,17 +1,21 @@ # Risk of Rain 2 ## Where is the settings page? -The player settings page for this game is located here. It contains all the options -you need to configure and export a config file. + +The [player settings page for this game](../player-settings) contains all the options you need to configure and export a +config file. ## What does randomization do to this game? + Risk of Rain is already a random game, by virtue of being a roguelite. The Archipelago mod implements pure multiworld functionality in which certain chests (made clear via a location check progress bar) will send an item out to the -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. +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 Risk of Rain items can appear in other players' worlds? + The Risk of Rain items are: + * `Common Item` (White items) * `Uncommon Item` (Green items) * `Boss Item` (Yellow items) @@ -23,14 +27,17 @@ The Risk of Rain items are: Each item grants you a random in-game item from the category it belongs to. When an item is granted by another world to the Risk of Rain player (one of the items listed above) then a random -in-game item of that tier will appear in the Risk of Rain player's inventory. If the item grant is an `Equipment` -and 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.) +in-game item of that tier will appear in the Risk of Rain player's inventory. If the item grant is an `Equipment` and +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.) ## 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. + +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. ## 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. + +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. diff --git a/WebHostLib/static/assets/gameInfo/en_Rogue Legacy.md b/WebHostLib/static/assets/gameInfo/en_Rogue Legacy.md index f7c1068d581b..df85b8afe68f 100644 --- a/WebHostLib/static/assets/gameInfo/en_Rogue Legacy.md +++ b/WebHostLib/static/assets/gameInfo/en_Rogue Legacy.md @@ -1,22 +1,27 @@ # Rogue Legacy (PC) ## Where is the settings page? -The player settings page for this game is located here. It contains all the options -you need to configure and export a config file. + +The [player settings page for this game](../player-settings) is located contains all the options you need to configure +and export a config file. ## What does randomization do to this game? -You are not able to buy skill upgrades in the manor upgrade screen, and instead, need to find them in order to level up -your character to make fighting the 5 bosses easier. + +You are not able to buy skill upgrades in the manor upgrade screen, and instead, need to find them in order to level up +your character to make fighting the 5 bosses easier. ## What items and locations get shuffled? -All the skill upgrades, class upgrades, runes packs, and equipment packs are shuffled in the manor upgrade screen, -diary checks, chests and fairy chests, and boss rewards. Skill upgrades are also grouped in packs of 5 to make the -finding of stats less of a chore. Runes and Equipment are also grouped together. + +All the skill upgrades, class upgrades, runes packs, and equipment packs are shuffled in the manor upgrade screen, diary +checks, chests and fairy chests, and boss rewards. Skill upgrades are also grouped in packs of 5 to make the finding of +stats less of a chore. Runes and Equipment are also grouped together. ## Which items can be in another player's world? -Any of the items which can be shuffled may also be placed into another player's world. It is possible to choose to -limit certain items to your own world. + +Any of the items which can be shuffled may also be placed into another player's world. It is possible to choose to limit +certain items to your own world. ## When the player receives an item, what happens? -When the player receives an item, your character will hold the item above their head and display it to the world. It's + +When the player receives an item, your character will hold the item above their head and display it to the world. It's good for business! diff --git a/WebHostLib/static/assets/gameInfo/en_Secret of Evermore.md b/WebHostLib/static/assets/gameInfo/en_Secret of Evermore.md index b8e30adf2bfd..215a5387bb9f 100644 --- a/WebHostLib/static/assets/gameInfo/en_Secret of Evermore.md +++ b/WebHostLib/static/assets/gameInfo/en_Secret of Evermore.md @@ -1,29 +1,35 @@ # Secret of Evermore ## Where is the settings page? -The player settings page for this game is located here. It contains all options -necessary to configure and export a config file. + +The [player settings page for this game](../player-settings) contains all the options you need to configure and export a +config file. ## What does randomization do to this game? -Items which would normally be acquired throughout the game have been moved around! Progression logic remains, -so the game is always able to be completed. However, because of the item shuffle, the player may need to access certain -areas before they would in the vanilla game. For example, the Windwalker (flying machine) is accessible as soon as any -weapon is obtained. -Additional help can be found in the [guide](https://github.com/black-sliver/evermizer/blob/master/guide.md). +Items which would normally be acquired throughout the game have been moved around! Progression logic remains, so the +game is always able to be completed. However, because of the item shuffle, the player may need to access certain areas +before they would in the vanilla game. For example, the Windwalker (flying machine) is accessible as soon as any weapon +is obtained. + +Additional help can be found in the [Evermizer guide](https://github.com/black-sliver/evermizer/blob/master/guide.md). ## What items and locations get shuffled? + All gourds/chests/pots, boss drops and alchemists are shuffled. Alchemy ingredients, sniff spot items, call bead spells and the dog can be randomized using yaml options. ## Which items can be in another player's world? -Any of the items which can be shuffled may also be placed in another player's world. -Specific items can be limited to your own world using plando. + +Any of the items which can be shuffled may also be placed in another player's world. Specific items can be limited to +your own world using plando. ## What does another world's item look like in Secret of Evermore? + Secret of Evermore will display "Sent an Item". Check the client output if you want to know which. ## What happens when the player receives an item? + When the player receives an item, a popup will appear to show which item was received. Items won't be received while a script is active such as when visiting Nobilia Market or during most Boss Fights. Once all scripts have ended, items will be received. diff --git a/WebHostLib/static/assets/gameInfo/en_Slay the Spire.md b/WebHostLib/static/assets/gameInfo/en_Slay the Spire.md index 9ec04834c0ce..f4519455fa83 100644 --- a/WebHostLib/static/assets/gameInfo/en_Slay the Spire.md +++ b/WebHostLib/static/assets/gameInfo/en_Slay the Spire.md @@ -1,29 +1,35 @@ # Slay the Spire (PC) ## Where is the settings page? -The player settings page for this game is located here. It contains all the options -you need to configure and export a config file. + +The [player settings page for this game](../player-settings) contains all the options you need to configure and export a +config file. ## What does randomization do to this game? -Every non-boss relic drop, every boss relic and rare card drop, and every other card draw is replaced with an + +Every non-boss relic drop, every boss relic and rare card drop, and every other card draw is replaced with an archipelago item. In heart runs, the blue key is also disconnected from the Archipelago item, so you can gather both. ## What items and locations get shuffled? + 15 card packs, 10 relics, and 3 boss relics and rare card drops are shuffled into the item pool and can be found at any location that would normally give you these items, except for card packs, which are found at every other normal enemy encounter. ## Which items can be in another player's world? -Any of the items which can be shuffled may also be placed into another player's world. It is possible to choose to -limit certain items to your own world. + +Any of the items which can be shuffled may also be placed into another player's world. It is possible to choose to limit +certain items to your own world. ## When the player receives an item, what happens? + When the player receives an item, you will see the counter in the top right corner with the Archipelago symbol increment -by one. By clicking on this icon, it'll open a menu that lists all the items you received, but have not yet accepted. -You can take any relics and card packs sent to you and add them to your current run. It is advised that you do not open +by one. By clicking on this icon, it'll open a menu that lists all the items you received, but have not yet accepted. +You can take any relics and card packs sent to you and add them to your current run. It is advised that you do not open this menu until you are outside an encounter or event to prevent the game from soft-locking. ## What happens if a player dies in a run? -When a player dies, they will be taken back to the main menu and will need to reconnect to start climbing the spire -from the beginning, but they will have access to all the items ever sent to them in the Archipelago menu in the top -right. Any items found in an earlier run will not be sent again if you encounter them in the same location. + +When a player dies, they will be taken back to the main menu and will need to reconnect to start climbing the spire from +the beginning, but they will have access to all the items ever sent to them in the Archipelago menu in the top right. +Any items found in an earlier run will not be sent again if you encounter them in the same location. diff --git a/WebHostLib/static/assets/gameInfo/en_Subnautica.md b/WebHostLib/static/assets/gameInfo/en_Subnautica.md index 4007741149b6..f71e14b7fe14 100644 --- a/WebHostLib/static/assets/gameInfo/en_Subnautica.md +++ b/WebHostLib/static/assets/gameInfo/en_Subnautica.md @@ -1,27 +1,34 @@ # Subnautica ## Where is the settings page? -The player settings page for this game is located here. It contains all the options -you need to configure and export a config file. + +The [player settings page for this game](../player-settings) contains all the options you need to configure and export a +config file. ## What does randomization do to this game? + The most noticeable change is the complete removal of freestanding technologies. The technology blueprints normally awarded from scanning those items have been shuffled into location checks throughout the AP item pool. ## What is the goal of Subnautica when randomized? + The goal remains unchanged. Cure the plague, build the Neptune Escape Rocket, and escape into space. ## What items and locations get shuffled? + Most of the technologies the player will need throughout the game will be shuffled. Location checks in Subnautica are data pads and technology lockers. ## Which items can be in another player's world? + Most technologies may be shuffled into another player's world. ## What does another world's item look like in Subnautica? -Location checks in Subnautica are data pads and technology lockers. Opening one of these will send an item to -another player's world. + +Location checks in Subnautica are data pads and technology lockers. Opening one of these will send an item to another +player's world. ## When the player receives a technology, what happens? + When the player receives a technology, the chat log displays a notification the technology has been received. diff --git a/WebHostLib/static/assets/gameInfo/en_Super Metroid.md b/WebHostLib/static/assets/gameInfo/en_Super Metroid.md index 3ec2ff500e23..44a292f5829d 100644 --- a/WebHostLib/static/assets/gameInfo/en_Super Metroid.md +++ b/WebHostLib/static/assets/gameInfo/en_Super Metroid.md @@ -1,25 +1,31 @@ # Super Metroid ## Where is the settings page? -The player settings page for this game is located here. It contains all the options -you need to configure and export a config file. + +The [player settings page for this game](../player-settings) contains all the options you need to configure and export a +config file. ## What does randomization do to this game? -Items which the player would normally acquire throughout the game have been moved around. Logic remains, so the game -is always able to be completed, but because of the item shuffle the player may need to access certain areas before -they would in the vanilla game. + +Items which the player would normally acquire throughout the game have been moved around. Logic remains, so the game is +always able to be completed, but because of the item shuffle the player may need to access certain areas before they +would in the vanilla game. ## What items and locations get shuffled? -All power-ups and ammunition can be shuffled, and all locations in the game which could contain any of those items -may have their contents changed. + +All power-ups and ammunition can be shuffled, and all locations in the game which could contain any of those items may +have their contents changed. ## Which items can be in another player's world? -Any of the items which can be shuffled may also be placed into another player's world. It is possible to choose to -limit certain items to your own world. + +Any of the items which can be shuffled may also be placed into another player's world. It is possible to choose to limit +certain items to your own world. ## What does another world's item look like in Super Metroid? + A unique item sprite has been added to the game to represent items belonging to another world. ## When the player receives an item, what happens? + When the player receives an item, a text box will appear to show which item was received, and from whom. diff --git a/WebHostLib/static/assets/gameInfo/en_Timespinner.md b/WebHostLib/static/assets/gameInfo/en_Timespinner.md index 577b164d9ddb..f0e69729bbb3 100644 --- a/WebHostLib/static/assets/gameInfo/en_Timespinner.md +++ b/WebHostLib/static/assets/gameInfo/en_Timespinner.md @@ -1,28 +1,38 @@ # Timespinner ## Where is the settings page? -The player settings page for this game is located here. It contains all the options -you need to configure and export a config file. + +The [player settings page for this game](../player-settings) contains all the options you need to configure and export a +config file. ## What does randomization do to this game? -Items which the player would normally acquire throughout the game have been moved around. Logic remains, so the game -is always able to be completed, but because of the item shuffle the player may need to access certain areas before -they would in the vanilla game. All rings and spells are also randomized into those item locations, therefor you can no longer craft them at the alchemist + +Items which the player would normally acquire throughout the game have been moved around. Logic remains, so the game is +always able to be completed, but because of the item shuffle the player may need to access certain areas before they +would in the vanilla game. All rings and spells are also randomized into those item locations, therefore you can no +longer craft them at the alchemist ## What is the goal of Timespinner when randomized? + The goal remains unchanged. Kill the Sandman\Nightmare! ## What items and locations get shuffled? -All main inventory items, orbs, collectables, and familiers can be shuffled, and all locations in the game which could + +All main inventory items, orbs, collectables, and familiars can be shuffled, and all locations in the game which could contain any of those items may have their contents changed. ## Which items can be in another player's world? -Any of the items which can be shuffled may also be placed into another player's world. It is possible to choose to -limit certain items to your own world. + +Any of the items which can be shuffled may also be placed into another player's world. It is possible to choose to limit +certain items to your own world. ## What does another world's item look like in Timespinner? -Items belonging to other worlds are represented by the vanilla item [Elemental Beads](https://timespinnerwiki.com/Use_Items), Elemental Beads have no use in the randomizer + +Items belonging to other worlds are represented by the vanilla item Elemental +Beads ([Elemental Beads Wiki Page](https://timespinnerwiki.com/Use_Items)), Elemental Beads have no use in the +randomizer. ## When the player receives an item, what happens? -When the player receives an item, the same items popup will be displayed as when you would normally obtain the item + +When the player receives an item, the same items popup will be displayed as when you would normally obtain the item. diff --git a/WebHostLib/static/assets/tutorial.js b/WebHostLib/static/assets/tutorial.js index 72fa2b632e06..e943c6292116 100644 --- a/WebHostLib/static/assets/tutorial.js +++ b/WebHostLib/static/assets/tutorial.js @@ -23,6 +23,7 @@ window.addEventListener('load', () => { showdown.setOption('tables', true); showdown.setOption('strikethrough', true); showdown.setOption('literalMidWordUnderscores', true); + showdown.setOption('disableForced4SpacesIndentedSublists', true); tutorialWrapper.innerHTML += (new showdown.Converter()).makeHtml(results); adjustHeaderWidth(); diff --git a/WebHostLib/static/assets/tutorial/Subnautica/setup_en.md b/WebHostLib/static/assets/tutorial/Subnautica/setup_en.md index 2fcae0e4110f..39d292938df1 100644 --- a/WebHostLib/static/assets/tutorial/Subnautica/setup_en.md +++ b/WebHostLib/static/assets/tutorial/Subnautica/setup_en.md @@ -2,31 +2,36 @@ ## Required Software -- [Subnautica](https://store.steampowered.com/app/264710/Subnautica/) -- [QModManager4](https://www.nexusmods.com/subnautica/mods/201) -- [Archipelago Mod for Subnautica](https://github.com/Berserker66/ArchipelagoSubnauticaModSrc/releases) - +- Subnautica from: [Subnautica Steam Store Page](https://store.steampowered.com/app/264710/Subnautica/) +- QModManager4 from: [QModManager4 Nexus Mods Page](https://www.nexusmods.com/subnautica/mods/201) +- Archipelago Mod for Subnautica + from: [Subnautica Archipelago Mod Releases Page](https://github.com/Berserker66/ArchipelagoSubnauticaModSrc/releases) ## Installation Procedures 1. Install QModManager4 as per its instructions. -2. The folder you installed QModManager4 into will now have a /QMods directory. It might appear after a start of Subnautica. You can also create this folder yourself. +2. The folder you installed QModManager4 into will now have a /QMods directory. It might appear after a start of + Subnautica. You can also create this folder yourself. 3. Unpack the Archipelago Mod into this folder, so that Subnautica/QMods/Archipelago/ is a valid path. -4. Start Subnautica. You should see a Connect Menu in the topleft of your main Menu. +4. Start Subnautica. You should see a Connect Menu in the topleft of your main Menu. ## Troubleshooting -If you don't see the connect window check that you see a qmodmanager_log-Subnautica.txt in Subnautica, if not QModManager4 is not correctly installed, otherwise open it and look for `[Info : BepInEx] Loading [Archipelago 1.0.0.0]`, version number doesn't matter. If it doesn't show this, then QModManager4 didn't find the Archipelago mod, so check your paths. - +If you don't see the connect window check that you see a qmodmanager_log-Subnautica.txt in Subnautica, if not +QModManager4 is not correctly installed, otherwise open it and look +for `[Info : BepInEx] Loading [Archipelago 1.0.0.0]`, version number doesn't matter. If it doesn't show this, then +QModManager4 didn't find the Archipelago mod, so check your paths. + ## Joining a MultiWorld Game -1. In Host, enter the address of the server, such as archipelago.gg:38281, your server host should be able to tell you this. +1. In Host, enter the address of the server, such as archipelago.gg:38281, your server host should be able to tell you + this. 2. In Password enter the server password if one exists, otherwise leave blank. 3. In PlayerName enter your "name" field from the yaml, or website config. -4. Hit Connect. If it says succesfully authenticated you can now create a new savegame or resume the correct savegame. \ No newline at end of file +4. Hit Connect. If it says successfully authenticated you can now create a new savegame or resume the correct savegame. \ No newline at end of file diff --git a/WebHostLib/static/assets/tutorial/archipelago/advanced_settings_en.md b/WebHostLib/static/assets/tutorial/archipelago/advanced_settings_en.md index ce533af7c91f..8a99f724e260 100644 --- a/WebHostLib/static/assets/tutorial/archipelago/advanced_settings_en.md +++ b/WebHostLib/static/assets/tutorial/archipelago/advanced_settings_en.md @@ -1,23 +1,38 @@ -# Advanced Game Options Guide +# Advanced YAML Guide +This guide covers more the more advanced options available in YAML files. This guide is intended for the user who is +intent on editing their YAML file manually. This guide should take about 10 minutes to read. -The Archipelago system generates games using player configuration files as input. Generally these are going to be -YAML files and each player will have one of these containing their custom settings for the randomized game they want to play. -On the website when you customize your settings from one of the game player settings pages which you can reach from the -[supported games page](/games). Clicking on the export settings button at the bottom will provide you with a pre-filled out -YAML with your options. The player settings page also has an option to download a fully filled out yaml containing every -option with every available setting for the available options. +If you would like to generate a basic, fully playable, YAML without editing a file then visit the settings page for the +game you intend to play. + +The settings page can be found on the supported games page, just click the "Settings Page" link under the name of the +game you would like. Supported games page: [Archipelago Games List](https://archipelago.gg/games) + +Clicking on the "Export Settings" button at the bottom-left will provide you with a pre-filled YAML with your options. +The player settings page also has an option to download a fully filled out yaml containing every option with every +available setting for the available options. + +## YAML Overview + +The Archipelago system generates games using player configuration files as input. These are going to be YAML files and +each world will have one of these containing their custom settings for the game that world will play. ## YAML Formatting -YAML files are a format of human-readable markup config files. The basic syntax -of a yaml file will have `root` and then different levels of `nested` text that the generator "reads" in order to determine -your settings. To nest text, the correct syntax is **two spaces over** from its root option. A YAML file can be edited -with whatever text editor you choose to use though I personally recommend that you use [Sublime Text](https://www.sublimetext.com/). -This program out of the box supports the correct formatting for the YAML file, so you will be able to tab and get proper -highlighting for any potential errors made while editing the file. If using any other text editor such as Notepad or -Notepad++ whenever you move to nest an option that it is done with two spaces and not tabs. - -Typical YAML format will look as follows: + +YAML files are a format of human-readable config files. The basic syntax of a yaml file will have a `root` node and then +different levels of `nested` nodes that the generator reads in order to determine your settings. + +To nest text, the correct syntax is to indent **two spaces over** from its root option. A YAML file can be edited with +whatever text editor you choose to use though I personally recommend that you use Sublime Text. Sublime text +website: [SublimeText Website](https://www.sublimetext.com) + +This program out of the box supports the correct formatting for the YAML file, so you will be able to use the tab key +and get proper highlighting for any potential errors made while editing the file. If using any other text editor you +should ensure your indentation is done correctly with two spaces. + +A typical YAML file will look like: + ```yaml root_option: nested_option_one: @@ -28,67 +43,87 @@ root_option: option_two_setting_two: 43 ``` -In Archipelago YAML options are always written out in full lowercase with underscores separating any words. The numbers +In Archipelago, YAML options are always written out in full lowercase with underscores separating any words. The numbers following the colons here are weights. The generator will read the weight of every option the roll that option that many -times, the next option as many times as its numbered and so forth. For the above example `nested_option_one` will have -`option_one_setting_one` 1 time and `option_one_setting_two` 0 times so `option_one_setting_one` is guaranteed to occur. +times, the next option as many times as its numbered and so forth. + +For the above example `nested_option_one` will have `option_one_setting_one` 1 time and `option_one_setting_two` 0 times +so `option_one_setting_one` is guaranteed to occur. + For `nested_option_two`, `option_two_setting_one` will be rolled 14 times and `option_two_setting_two` will be rolled 43 times against each other. This means `option_two_setting_two` will be more likely to occur, but it isn't guaranteed, adding more randomness and "mystery" to your settings. Every configurable setting supports weights. ### Root Options -Currently there are only a few options that are root options. Everything else should be nested within one of these root -options or in some cases nested within other nested options. The only options that should exist in root are `description`, -`name`, `game`, `requires`, `accessibility`, `progression_balancing`, `triggers`, and the name of the games you want -settings for. -* `description` is ignored by the generator and is simply a good way for you to organize if you have multiple files using -this to detail the intention of the file. -* `name` is the player name you would like to use and is used for your slot data to connect with most games. This can also -be filled with multiple names each having a weight to it. -* `game` is where either your chosen game goes or if you would like can be filled with multiple games each with different -weights. + +Currently, there are only a few options that are root options. Everything else should be nested within one of these root +options or in some cases nested within other nested options. The only options that should exist in root +are `description`, `name`, `game`, `requires`, `accessibility`, `progression_balancing`, `triggers`, and the name of the +games you want settings for. + +* `description` is ignored by the generator and is simply a good way for you to organize if you have multiple files + using this to detail the intention of the file. + +* `name` is the player name you would like to use and is used for your slot data to connect with most games. This can + also be filled with multiple names each having a weight to it. + +* `game` is where either your chosen game goes or if you would like can be filled with multiple games each with + different weights. + * `requires` details different requirements from the generator for the YAML to work as you expect it to. Generally this -is good for detailing the version of Archipelago this YAML was prepared for as if it is rolled on an older version may be -missing settings and as such will not work as expected. If any plando is used in the file then requiring it here to ensure -it will be used is good practice. -* `accessibility` determines the level of access to the game the generation will expect you to have in order to reach your -completion goal. This supports `items`, `locations`, and `none` and is set to `locations` by default. - * `items` will guarantee you can acquire all items in your world but may not be able to access all locations. This mostly -comes into play if there is any entrance shuffle in the seed as locations without items in them can be placed in areas -that make them unreachable. - * `none` will only guarantee that the seed is beatable. You will be guaranteed able to finish the seed logically but -may not be able to access all locations or acquire all items. A good example of this is having a big key in the big chest -in a dungeon in ALTTP making it impossible to get and finish the dungeon. -* `progression_balancing` is a system the Archipelago generator uses to try and reduce "BK mode" as much as possible. This -primarily involves moving necessary progression items into earlier logic spheres to make the games more accessible so that -players almost always have something to do. This can be turned `on` or `off` and is `on` by default. -* `triggers` is one of the more advanced options that allows you to create conditional adjustments. You can read more -about this [here](/tutorial/archipelago/triggers/en). + is good for detailing the version of Archipelago this YAML was prepared for as if it is rolled on an older version may + be missing settings and as such will not work as expected. If any plando is used in the file then requiring it here to + ensure it will be used is good practice. + +* `accessibility` determines the level of access to the game the generation will expect you to have in order to reach + your completion goal. This supports `items`, `locations`, and `none` and is set to `locations` by default. + * `locations` will guarantee all locations are accessible in your world. + * `items` will guarantee you can acquire all items in your world but may not be able to access all locations. This + mostly comes into play if there is any entrance shuffle in the seed as locations without items in them can be + placed in areas that make them unreachable. + * `none` will only guarantee that the seed is beatable. You will be guaranteed able to finish the seed logically but + may not be able to access all locations or acquire all items. A good example of this is having a big key in the + big chest in a dungeon in ALTTP making it impossible to get and finish the dungeon. + +* `progression_balancing` is a system the Archipelago generator uses to try and reduce "BK mode" as much as possible. + This primarily involves moving necessary progression items into earlier logic spheres to make the games more + accessible so that players almost always have something to do. This can be turned `on` or `off` and is `on` by + default. + + * `triggers` is one of the more advanced options that allows you to create conditional adjustments. You can read + more triggers in the triggers guide. Triggers + guide: [Archipelago Triggers Guide](/tutorial/archipelago/triggers/en) ### Game Options -One of your root settings will be the name of the game you would like to populate with settings in the format -`GameName`. since it is possible to give a weight to any option it is possible to have one file that can generate a seed -for you where you don't know which game you'll play. For these cases you'll want to fill the game options for every game -that can be rolled by these settings. If a game can be rolled it **must** have a settings section even if it is empty. +One of your root settings will be the name of the game you would like to populate with settings. Since it is possible to +give a weight to any option it is possible to have one file that can generate a seed for you where you don't know which +game you'll play. For these cases you'll want to fill the game options for every game that can be rolled by these +settings. If a game can be rolled it **must** have a settings section even if it is empty. #### Universal Game Options Some options in Archipelago can be used by every game but must still be placed within the relevant game's section. -Currently, these options are `start_inventory`, `start_hints`, `local_items`, `non_local_items`, `start_location_hints`, -`exclude_locations`, and various [plando options](/tutorial/archipelago/plando/en). + +Currently, these options are `start_inventory`, `start_hints`, `local_items`, `non_local_items`, `start_location_hints` +, `exclude_locations`, and various plando options. + +See the plando guide for more info on plando options. Plando +guide: [Archipelago Plando Guide](/tutorial/archipelago/plando/en) + * `start_inventory` will give any items defined here to you at the beginning of your game. The format for this must be -the name as it appears in the game files and the amount you would like to start with. For example `Rupees(5): 6` which -will give you 30 rupees. + the name as it appears in the game files and the amount you would like to start with. For example `Rupees(5): 6` which + will give you 30 rupees. * `start_hints` gives you free server hints for the defined item/s at the beginning of the game allowing you to hint for -the location without using any hint points. + the location without using any hint points. * `local_items` will force any items you want to be in your world instead of being in another world. -* `non_local_items` is the inverse of `local_items` forcing any items you want to be in another world and won't be located -in your own. +* `non_local_items` is the inverse of `local_items` forcing any items you want to be in another world and won't be + located in your own. * `start_location_hints` allows you to define a location which you can then hint for to find out what item is located in -it to see how important the location is. + it to see how important the location is. + * `exclude_locations` lets you define any locations that you don't want to do and during generation will force a "junk" -item which isn't necessary for progression to go in these locations. + item which isn't necessary for progression to go in these locations. ### Random numbers @@ -96,12 +131,13 @@ Options taking a choice of a number can also use a variety of `random` options t * `random` will choose a number allowed for the setting at random * `random-low` will choose a number allowed for the setting at random, but will be weighted towards lower numbers -* `random-middle` will choose a number allowed for the setting at random, but will be weighted towards the middle of the range +* `random-middle` will choose a number allowed for the setting at random, but will be weighted towards the middle of the + range * `random-high` will choose a number allowed for the setting at random, but will be weighted towards higher numbers * `random-range-#-#` will choose a number at random from between the specified numbers. For example `random-range-40-60` -will choose a number between 40 and 60 + will choose a number between 40 and 60 * `random-range-low-#-#`, `random-range-middle-#-#`, and `random-range-high-#-#` will choose a number at random from the -specified numbers, but with the specified weights + specified numbers, but with the specified weights ### Example @@ -149,33 +185,39 @@ triggers: ``` #### This is a fully functional yaml file that will do all the following things: + * `description` gives us a general overview so if we pull up this file later we can understand the intent. * `name` is `Example Player` and this will be used in the server console when sending and receiving items. * `game` is set to `A Link to the Past` meaning that is what game we will play with this file. * `requires` is set to require release version 0.2.0 or higher. * `accesibility` is set to `none` which will set this seed to beatable only meaning some locations and items may be -completely inaccessible but the seed will still be completable. -* `progression_balancing` is set on meaning we will likely receive important items earlier increasing the chance of having -things to do. -* `A Link to the Past` defines a location for us to nest all the game options we would like to use for our game `A Link to the Past`. -* `smallkey_shuffle` is an option for A Link to the Past which determines how dungeon small keys are shuffled. In this example -we have a 1/2 chance for them to either be placed in their original dungeon and a 1/2 chance for them to be placed anywhere -amongst the multiworld. -* `crystals_needed_for_gt` determines the number of crystals required to enter the Ganon's Tower entrance. In this example -a random number will be chosen from the allowed range for this setting (0 through 7) but will be weighted towards a lower number. -* `crystals_needed_for_ganon` determines the number of crystals required to beat Ganon. In this example a number -between 1 and 7 will be chosen at random, weighted towards a high number. -* `start_inventory` defines an area for us to determine what items we would like to start the seed with. For this example -we have: - * `Pegasus Boots: 1` which gives us 1 copy of the Pegasus Boots - * `Bombs (3)` gives us 2 packs of 3 bombs or 6 total bombs -* `start_hints` gives us a starting hint for the hammer available at the beginning of the multiworld which we can use with no cost. + completely inaccessible but the seed will still be completable. +* `progression_balancing` is set on meaning we will likely receive important items earlier increasing the chance of + having things to do. +* `A Link to the Past` defines a location for us to nest all the game options we would like to use for our + game `A Link to the Past`. +* `smallkey_shuffle` is an option for A Link to the Past which determines how dungeon small keys are shuffled. In this + example we have a 1/2 chance for them to either be placed in their original dungeon and a 1/2 chance for them to be + placed anywhere amongst the multiworld. +* `crystals_needed_for_gt` determines the number of crystals required to enter the Ganon's Tower entrance. In this + example a random number will be chosen from the allowed range for this setting (0 through 7) but will be weighted + towards a lower number. +* `crystals_needed_for_ganon` determines the number of crystals required to beat Ganon. In this example a number between + 1 and 7 will be chosen at random, weighted towards a high number. +* `start_inventory` defines an area for us to determine what items we would like to start the seed with. For this + example we have: + * `Pegasus Boots: 1` which gives us 1 copy of the Pegasus Boots + * `Bombs (3)` gives us 2 packs of 3 bombs or 6 total bombs +* `start_hints` gives us a starting hint for the hammer available at the beginning of the multiworld which we can use + with no cost. * `local_items` forces the `Bombos`, `Ether`, and `Quake` medallions to all be placed within our own world, meaning we -have to find it ourselves. + have to find it ourselves. * `non_local_items` forces the `Moon Pearl` to be placed in someone else's world, meaning we won't be able to find it. -* `start_location_hints` gives us a starting hint for the `Spike Cave` location available at the beginning of the multiworld -that can be used for no cost. +* `start_location_hints` gives us a starting hint for the `Spike Cave` location available at the beginning of the + multiworld that can be used for no cost. * `exclude_locations` forces a not important item to be placed on the `Cave 45` location. + * `triggers` allows us to define a trigger such that if our `smallkey_shuffle` option happens to roll the `any_world` -result it will also ensure that `bigkey_shuffle`, `map_shuffle`, and `compass_shuffle` are also forced to the `any_world` -result. + result it will also ensure that `bigkey_shuffle`, `map_shuffle`, and `compass_shuffle` are also forced to + the `any_world` + result. diff --git a/WebHostLib/static/assets/tutorial/archipelago/commands_en.md b/WebHostLib/static/assets/tutorial/archipelago/commands_en.md new file mode 100644 index 000000000000..aaa41b8b3b30 --- /dev/null +++ b/WebHostLib/static/assets/tutorial/archipelago/commands_en.md @@ -0,0 +1,95 @@ +### Helpful Commands + +Commands are split into two types: client commands and server commands. Client commands are commands which are executed +by the client and do not affect the Archipelago remote session. Server commands are commands which are executed by the +Archipelago server and affect the Archipelago session or otherwise provide feedback from the server. + +In clients which have their own commands the commands are typically prepended by a forward slash:`/`. Remote commands +are always submitted to the server prepended with an exclamation point: `!`. + +#### Local Commands + +The following list is a list of client commands which may be available to you through your Archipelago client. You +execute these commands in your client window. + +The following commands are available in these clients: SNIClient, FactorioClient, FF1Client. + +- `/connect ` Connect to the multiworld server. +- `/disconnect` Disconnects you from your current session. +- `/received` Displays all the items you have found or been sent. +- `/missing` Displays all the locations along with their current status (checked/missing). +- `/items` Lists all the item names for the current game. +- `/locations` Lists all the location names for the current game. +- `/ready` Sends ready status to the server. +- `/help` Returns a list of available commands. +- `/license` Returns the software licensing information. +- Just typing anything will broadcast a message to all players + +##### FF1Client Only + +The following command is only available when using the FF1Client for the Final Fantasy Randomizer. + +- `/nes` Shows the current status of the NES connection. + +##### SNIClient Only + +The following command is only available when using the SNIClient for SNES based games. + +- `/snes` Attempts to connect to your SNES device via SNI. +- `/snes_close` Closes the current SNES connection. +- `/slow_mode` Toggles on or off slow mode, which limits the rate in which you receive items. + +##### FactorioClient Only + +The following command is only available when using the FactorioClient to play Factorio with Archipelago. + +- `/factorio ` Sends the command argument to the Factorio server as a command. + +#### Remote Commands + +Remote commands may be executed by any client which allows for sending text chat to the Archipelago server. If your +client does not allow for sending chat then you may connect to your game slot with the TextClient which comes with the +Archipelago installation. In order to execute the command you need to merely send a text message with the command, +including the exclamation point. + +- `!help` Returns a listing of available remote commands. +- `!license` Returns the software licensing information. +- `!countdown ` Starts a countdown using the given seconds value. Useful for synchronizing starts. + Defaults to 10 seconds if no argument is provided. +- `!options` Returns the current server options, including password in plaintext. +- `!admin ` Executes a command as if you typed it into the server console. Remote administration must be + enabled. +- `!players` Returns info about the currently connected and non-connected players. +- `!status` Returns information about your team. (Currently all players as teams are unimplemented.) +- `!remaining` Lists the items remaining in your game, but not where they are or who they go to. +- `!missing` Lists the location checks you are missing from the server's perspective. +- `!checked` Lists all the location checks you've done from the server's perspective. +- `!alias ` Sets your alias. +- `!getitem ` Cheats an item, if it is enabled in the server. +- `!hint_location ` Hints for a location specifically. Useful in games where item names may match location + names such as Factorio. +- `!hint ` Tells you at which location in whose game your Item is. Note you need to have checked some + locations to earn a hint. You can check how many you have by just running `!hint` +- `!forfeit` If you didn't turn on auto-forfeit or if you allowed forfeiting prior to goal completion. Remember that " + forfeiting" actually means sending out your remaining items in your world. +- `!collect` Grants you all the remaining checks in your world. Can only be used after your goal is complete or when you + have forfeited. + +#### Host only (on Archipelago.gg or in your server console) + +- `/help` Returns a list of commands available in the console. +- `/license` Returns the software licensing information. +- `/countdown ` Starts a countdown which is sent to all players via text chat. Defaults to 10 seconds if no + argument is provided. +- `/options` Lists the server's current options, including password in plaintext. +- `/save` Saves the state of the current multiworld. Note that the server autosaves on a minute basis. +- `/players` List currently connected players. +- `/exit` Shutdown the server +- `/alias ` Assign a player an alias. +- `/collect ` Send out any items remaining in the multiworld belonging to the given player. +- `/forfeit ` Forfeits someone regardless of settings and game completion status +- `/allow_forfeit ` Allows the given player to use the `!forfeit` command. +- `/forbid_forfeit ` Bars the given player from using the `!forfeit` command. +- `/send ` Grants the given player the specified item. +- `/hint ` Send out a hint for the given item or location for the specified player. +- `/option