* Create RunFromSourceGuideForMac.md
* Update and rename RunFromSourceGuideForMac.md to docs/RunFromSourceGuideForMac.md
* Clarified the source code download.
* Rename docs/RunFromSourceGuideForMac.md to worlds/generic/docs/RunFromSourceGuideForMac.md
* Update __init__.py
* Noted the case where a user might want EnemizerCLI
* Updated document to reflect requested changes
Updated to reflect the requested changes as well as including some information on virtual environments.
* Added Capital Letters to SNIClient.py
* Reworked Document Structure
Numeric order of lists now makes sense and changed the virtual environment section to match Archipelago tradition.
* Update __init__.py
* Minor Changes for clarity's sake
* Renamed file to make webhost happy
* Changed mac guide filename
* Add SA2B and SC2 to network diagram
* Remove jpg version of image.
* Fix png of image... Github web editor borked it
* Update network diagram.svg
* We're back to light mode, friends.
Use SVG and JPG that are valid and let you zoom in properly.
This is a combined PR for assorted Hollow Knight updates for June 2022 that have cleared testing. It supersedes any HK-exclusive PRs open by myself or @Alchav unless stated otherwise.
Summary of changes below:
* Implement Split Claw, Split Cloak, Split Superdash, Randomize Nail, Randomize Focus, Randomize Swim and Elevator
* Pass options (@Alchav)
* Add support for Deathlink with three different modes (@dewiniaid)
* Add customizable additional shop slots per-shop (@Alchav) and overall (@dewiniaid)
* Overhaul shop cost output to be more generic and account for all locations with standard costs (such as Stag Stations, Cornifer, and Divine) (@dewiniaid)
* Add "CostSanity", allowing random prices using any cost type to be chosen for any location with a cost. (e.g. a Stag station requiring 15 grubs to obtain an item)
* Item classification fixes (Map and Journal items are fillter, Mask Shards/Pale Ore/Vessel Fragments are useful) (@Alchav)
* Fix Ijii -> Jiji (@Alchav )
* General code quality updates
The above changes are only for the HK world.
* MC: add non-windows install to docs
* MC: better link naming for non-windows doc
Co-authored-by: Hussein Farran <hmfarran@gmail.com>
* MC: doc change manual forge link to index
By removing the direct link to the version we avoid having to update it all the time and users will have to check the other version numbers for manual installation anyway.
Co-authored-by: Hussein Farran <hmfarran@gmail.com>
* docs: add common terms documentation to website
* minor cleanup
* some rewording and reformatting.
* tighten up world definition clarity
Co-authored-by: Rome Reginelli <mduo13@gmail.com>
* Clarify seed definition a bit better
Co-authored-by: Rome Reginelli <mduo13@gmail.com>
* add text for "out of logic" and that slot names must be unique
* rename common terms to glossary
Co-authored-by: Rome Reginelli <mduo13@gmail.com>
* ror2: remove yaml template from guide and link to player settings page. Add documentation on chat client
* ror2: copy paste the good config description like everyone else.
* multiserver: allow `!release` as an alias for `!forfeit`
* create `/release` command. Add some periods to messages that print in console and point users to release
* Add a missing space on line 1135
Co-authored-by: Chris Wilson <chris@legendserver.info>
I brought this up in #super-mario-64, and the minor consensus is that 100 Coins is "possible", the same way Red Coins is possible.
According to a FAQ online, DDD has 106 coins. That means you are still required to get at least 5 of the red coins in order to get the 100 coin star. If we already have a rule stating the Red Coins require the sub to be removed (by reaching Bowser in the Fire Sea), it should apply to the 100 coins as well.
The consensus on it being "possible" was that it requires a very specific triple jump. There is no "Strict" category for this since it isn't caps/cannons-based, but it is extremely unreasonable to casual play. If you want to sequence break it, go for it, but I don't think it should be expected.
* Changes:
* When client loses connection to the server through no fault of your own, it no longer forgets your username.
* It is now possible to do /connect archipelago://username:password@server:port or to paste archipelago://username:password@server:port into the connect bar and hit connect, and have both the username/password filled in that way.
* Switch checksfinder client to getting username from url if suppplied by url.
* Correct the print statement
* Player tracker: implement a stylized tracker (#447)
* Move generic tracker to a WebWorld method
* render both a generic tracker at generic_tracker and the specific tracker at /tracker
* create a base template for generic specific tracker and instantiate some information before callng it
* some baseline for the playerTracker.html. update information fed from tracker.py
* playerTracker: finish implementing icons and generic locations rendering. hide any unacquired progression items when not using icons. Place the name of the progression item under its icon.
* player tracker: starting work on regions table
* player tracker: change method calls
* Move generic tracker to a WebWorld method
* render both a generic tracker at generic_tracker and the specific tracker at /tracker
* create a base template for generic specific tracker and instantiate some information before callng it
* some baseline for the playerTracker.html. update information fed from tracker.py
* playerTracker: finish implementing icons and generic locations rendering. hide any unacquired progression items when not using icons. Place the name of the progression item under its icon.
* player tracker: starting work on regions table
* player tracker: change method calls
* Move generic tracker to a WebWorld method
* create a base template for generic specific tracker and instantiate some information before callng it
* some baseline for the playerTracker.html. update information fed from tracker.py
* playerTracker: finish implementing icons and generic locations rendering. hide any unacquired progression items when not using icons. Place the name of the progression item under its icon.
* player tracker: starting work on regions table
* player tracker: switch item, icon and location tables to flex views. Some styling based on theme
* Player Tracker: Finish building html template for all blocks. Set groundwork for theme styling
* Player Tracker: Implement tracker class. Document tracker usage.
* Player Tracker: Add button to switch between trackers. Some styling for styled tracker.
* Player Tracker: reword some text. Attempt to fix page refreshing.
* Player Tracker: reremove the TODOs that got merged back in accidentally.
* player tracker: move render_template import to webworld so it isn't required outside of webhost
* Player Tracker: code cleanup, typing. Add inventory with names to PlayerTracker class in case custom trackers want to use it to change their prog_items attribute.
* Player Tracker: delete a line I forgot about. Add typing to theme.
* Player Tracker: Generate checks_done automatically so worlds don't have to do it
* Player Tracker: Add typing to PlayerTracker class in webworld method. Update documentation
* Player Tracker: code cleanup
* Player Tracker: Sort of implement fetch (works but could be better). Make playerTracker.html more readable.
* specific trackers: significant html cleanup. DOM Endpoint auto updating page every 30 seconds
* Changes by Kono
* specific trackers: cache and only load the data once every minute
* specific tracker: allow for one icon placement to be used for multiple items.
* Player tracker fixes/updates (#635)
* Move generic tracker to a WebWorld method
* render both a generic tracker at generic_tracker and the specific tracker at /tracker
* create a base template for generic specific tracker and instantiate some information before callng it
* some baseline for the playerTracker.html. update information fed from tracker.py
* playerTracker: finish implementing icons and generic locations rendering. hide any unacquired progression items when not using icons. Place the name of the progression item under its icon.
* player tracker: starting work on regions table
* player tracker: change method calls
* Move generic tracker to a WebWorld method
* render both a generic tracker at generic_tracker and the specific tracker at /tracker
* create a base template for generic specific tracker and instantiate some information before callng it
* some baseline for the playerTracker.html. update information fed from tracker.py
* playerTracker: finish implementing icons and generic locations rendering. hide any unacquired progression items when not using icons. Place the name of the progression item under its icon.
* player tracker: starting work on regions table
* player tracker: change method calls
* Move generic tracker to a WebWorld method
* create a base template for generic specific tracker and instantiate some information before callng it
* some baseline for the playerTracker.html. update information fed from tracker.py
* playerTracker: finish implementing icons and generic locations rendering. hide any unacquired progression items when not using icons. Place the name of the progression item under its icon.
* player tracker: starting work on regions table
* player tracker: switch item, icon and location tables to flex views. Some styling based on theme
* Player Tracker: Finish building html template for all blocks. Set groundwork for theme styling
* Player Tracker: Implement tracker class. Document tracker usage.
* Player Tracker: Add button to switch between trackers. Some styling for styled tracker.
* Player Tracker: reword some text. Attempt to fix page refreshing.
* Player Tracker: reremove the TODOs that got merged back in accidentally.
* player tracker: move render_template import to webworld so it isn't required outside of webhost
* Player Tracker: code cleanup, typing. Add inventory with names to PlayerTracker class in case custom trackers want to use it to change their prog_items attribute.
* Player Tracker: delete a line I forgot about. Add typing to theme.
* Player Tracker: Generate checks_done automatically so worlds don't have to do it
* Player Tracker: Add typing to PlayerTracker class in webworld method. Update documentation
* Player Tracker: code cleanup
* Player Tracker: Sort of implement fetch (works but could be better). Make playerTracker.html more readable.
* specific trackers: significant html cleanup. DOM Endpoint auto updating page every 30 seconds
* Changes by Kono
* specific trackers: cache and only load the data once every minute
* specific tracker: allow for one icon placement to be used for multiple items.
* lttp: move tracker to new format. will need more modification to generic solution to handle region keys tracking. likely a new html template that inherits the current
* lttp: fix broken icons rendering, add in progressive mail that i forgor. reorder some icons
* tracker: fix non edited trackers being broken from changes.
* tracker: move theme application before modify method so trackers can use a different theme than the world if desired.
* tracker: starting work on key tracking.
* tracker: styling and cleanup by Farrak
* tracker: styling and cleanup by Farrak
* tracker: styling and cleanup of playerTracker.html
* Revert playerTracker.html
* trackers: rename some files for clarity. move trackers into their own subdirectory
* small tracker.py cleanup
* move minecraft tracker to new system
* add item link attributing from upstream
* change getPlayerTracker to get_player_tracker. refactor broken linkings
* refactor styling files to trackers folders
* fix broken image in minecraft tracker. move oot tracker to new system
* clean up my oot nightmare
* rename lttpKeysTracker to zeldaKeysTracker. Move oot to keys tracker
* implement zeldaKeysTracker.js. fix table locations hiding/showing