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Apply suggestions from code review
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
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@@ -47,7 +47,7 @@ class ChoiceMap(Choice, metaclass=ChoiceMapMeta):
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class ElevatorTier(NamedRange):
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"""
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Put these Shipments to Space Elevator packages in logic.
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Milestones past these packages be empty.
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Milestones past these packages will be empty.
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If your goal selection contains *Space Elevator Tier* then the goal will be to complete these shipments.
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Estimated in-game completion times:
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@@ -115,7 +115,7 @@ class ResourceSinkPointsPerMinute(NamedRange):
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"""
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Does nothing if *AWESOME Sink Points (per minute)* goal is not enabled.
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Continuously Sink an amount of items to maintain a sink points per minute of this amount of points for 10 minutes to finish.
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Sink items to maintain a sink points per minute of the chosen amount for 10 minutes to finish.
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This setting is in *points per minute* on the orange track, so DNA Capsules don't count.
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This option's presets are example production thresholds - you don't have to sink exactly those specific items.
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@@ -157,7 +157,7 @@ class HardDriveProgressionLimit(Range):
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class FreeSampleEquipment(Range):
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"""
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How many free sample items of Equipment items should be given when they are unlocked.
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How many free sample Equipment items are given when they are unlocked.
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(ex. Jetpack, Rifle)
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"""
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@@ -168,7 +168,7 @@ class FreeSampleEquipment(Range):
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class FreeSampleBuildings(Range):
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"""
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How many copies of a Building's construction cost to give as a free sample when they are unlocked.
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How many copies of a Building's construction cost are given as a free sample when they are unlocked.
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Space Elevator is always excluded.
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(ex. Packager, Constructor, Smelter)
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@@ -180,7 +180,7 @@ class FreeSampleBuildings(Range):
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class FreeSampleParts(NamedRange):
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"""
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How free sample items of general crafting components should be given when a recipe for them is unlocked.
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How many general crafting component free samples are given when their recipe is unlocked.
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Space Elevator Project Parts are always excluded.
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Negative numbers mean that fraction of a full stack.
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@@ -296,7 +296,7 @@ class EnergyLink(DefaultOnToggle):
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class MamLogic(PlacementLogic):
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"""
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Where to place the MAM building in logic.
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Earlier means it will be more likely you need to interact with it for progression purposes.
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Earlier means it will be more likely that you will need to interact with it for progression purposes.
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"""
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display_name = "MAM Placement"
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default = Placement.early.value
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@@ -304,7 +304,7 @@ class MamLogic(PlacementLogic):
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class AwesomeLogic(PlacementLogic):
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"""
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Where to place the AWESOME Shop and Sink buildings in logic.
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Earlier means it will be more likely you need to interact with it for progression purposes.
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Earlier means it will be more likely that you will need to interact with it for progression purposes.
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"""
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display_name = "AWESOME Stuff Placement"
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default = Placement.early.value
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@@ -312,7 +312,7 @@ class AwesomeLogic(PlacementLogic):
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class EnergyLinkLogic(PlacementLogic):
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"""
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Where to place the EnergyLink building (or Power Storage if EnergyLink is disabled) in logic.
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Earlier means it will be more likely to get access to it early into your game.
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Earlier means it will be more likely that you will need to interact with it for progression purposes.
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"""
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display_name = "EnergyLink Placement"
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default = Placement.early.value
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@@ -320,7 +320,7 @@ class EnergyLinkLogic(PlacementLogic):
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class SplitterLogic(PlacementLogic):
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"""
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Where to place the Conveyor Splitter and Merger buildings in logic.
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Earlier means it will be more likely to get access to it early into your game.
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Earlier means it will be more likely that you will need to interact with it for progression purposes.
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"""
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display_name = "Splitter and Merger Placement"
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default = Placement.starting_inventory.value
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@@ -406,7 +406,7 @@ class ExplorationCollectableCount(Range):
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"""
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Does nothing if *Exploration Collectables* goal is not enabled.
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Collect this amount of Mercer Spheres, Somersloops, Hard Drives, Paleberries, Beryl Nuts and Bacon Agarics each to finish.
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Collect this amount of Mercer Spheres, Somersloops, Hard Drives, Paleberries, Beryl Nuts, and Bacon Agarics each to finish.
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- The amount of **Mercer Spheres** is **2x** the selected amount
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- The amount of **Somersloops** is **the** selected amount
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@@ -424,7 +424,7 @@ class MilestoneCostMultiplier(Range):
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"""
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Multiplies the amount of resources needed to unlock a Milestone by this factor.
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The value is in percentage:
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The value is a percentage:
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- **50** = half cost
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- **100** = normal milestone cost
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