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path: root/data/maps/the_extravagant/doors.txtpb
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doors {
  name: "M Side Middle Door"
  type: EVENT
  panels { room: "X Plus" name: "ROSE" }
}
doors {
  name: "M Side Right Door"
  type: EVENT
  panels { room: "X Plus" name: "ROSE" }
}
doors {
  name: "W Side Middle Door"
  type: EVENT
  panels { room: "X Minus" name: "DUO" }
}
doors {
  name: "W Side Right Door"
  type: EVENT
  panels { room: "X Minus" name: "DUO" }
}
doors {
  name: "E Door"
  type: EVENT
  panels { room: "Engine Room" name: "ENGINE" }
  panels { room: "Engine Room" name: "CABOOSE" }
  panels { room: "Hat Chamber" name: "BRIM" }
  panels { room: "Hat Chamber" name: "OUTFIT" }
  panels { room: "X Minus Middle Leg" name: "ANTENNA" }
  panels { room: "X Minus Right Leg" name: "ROWBOAT" }
  panels { room: "X Minus" name: "DUO" }
  panels { room: "X Plus Middle Leg" name: "COLONY" }
  panels { room: "X Plus Right Leg" name: "HEAD" }
  panels { room: "X Plus" name: "ROSE" }
  panels { room: "Y Minus First Floor" name: "RHINO" }
  panels { room: "Y Minus First Floor" name: "HORN" }
  panels { room: "Y Minus Second Floor" name: "COMPASS" }
  panels { room: "Y Minus Third Floor" name: "WHISKERS" }
  panels { room: "Y Plus Third Floor" name: "CACTUS" }
  panels { room: "Y Plus Third Floor" name: "TAIL" }
}
/span> Enjoy! To continue an earlier game, you can perform the exact same steps as above. The randomizer will remember the details of your last nine unique connections. ## Running from source If you are not testing local changes to the source code, skip this section and read the Installation section instead. The `AnodyneArchipelago` project depends on several other assemblies. These can be found either in the BepInEx project or in the `AnodyneSharp.exe` folder. The BepInEx assemblies used, as well as the mod launcher itself, must be compiled for x64 (not Any CPU) and .NET Framework 4.6.2. You will need to clone the BepInEx project and configure it so that they compile correctly. The layout of the `AnodyneArchipelago` release is as follows: - The `BepInEx.NET.Framework.Launcher` executable, renamed to `AnodyneArchipelagoLauncher.exe`. - The BepInEx dependencies: `0Harmony.dll`, `BepInEx.Core.dll`, `BepInEx.NET.Common.dll`, `BepInEx.Preloader.Core.dll`, `Mono.Cecil.dll`, `Mono.Cecil.Mdb.dll`, `Mono.Cecil.Pdb.dll`, `Mono.Cecil.Rocks.dll`, `MonoMod.RuntimeDetour.dll`, `MonoMod.Utils.dll`, `SemanticVersioning.dll`. - The `AnodyneArchipelago` dependencies: `Archipelago.MultiClient.Net.dll`, `Newtonsoft.Json.dll`. - A folder called `BepInEx`, containing two subfolders: `config`, which contains `BepInEx.cfg` from the repository root, and `plugins`, which contains `AnodyneArchipelago.dll` itself. ## Frequently Asked Questions ### Will this impact the base game? The base game can still be played normally using `AnodyneSharp.exe` (i.e. by launching the game through Steam). The randomizer will only be invoked when running the game using `AnodyneArchipelagoLauncher.exe`. The randomizer also uses separate save files from the main game, so your vanilla saves will not be affected either. ### Is my progress saved locally? The randomizer generates a savefile name based on your Multiworld seed and slot number, so you should be able to seamlessly switch between multiworlds and even slots within a multiworld. The exception to this is different rooms created from the same multiworld seed. The client is unable to tell rooms in a seed apart (this is a limitation of the Archipelago API), so the client will use the same save file for the same slot in different rooms on the same seed. You can work around this by manually moving or removing the save file from the AnodyneFNA save file directory.