Update 'Editing Wild Encounters' manual page

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GriffinR 2025-05-23 14:30:10 -04:00
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@ -279,8 +279,9 @@ This event is used to control where a player will arrive when they white out or
:align: center
Heal Location Properties
ID
The unique ID name of this Heal Location Event. This is the name you'll use to refer to this heal location in scripts (e.g. ``setrespawn HEAL_LOCATION_MY_MAP``) or elsewhere in your project. Unlike other ID name fields, this name is required and cannot be substituted with the ID number at the top of the window.
The unique ID name of this Heal Location Event. This is the name you'll use to refer to this heal location in scripts (e.g. ``setrespawn HEAL_LOCATION_VIRIDIAN_CITY``) or elsewhere in your project. Unlike other ID name fields, this name is required and cannot be substituted with the ID number at the top of the window.
Respawn Map
The map where the player will arrive when they white out (e.g. inside the PokéCenter that the heal location is in front of).

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Editing Wild Encounters
***********************
porymap provides a tab for editing the wild pokemon encounter JSON data.
Navigate to the "Wild Pokemon" tab in porymap's main window.
Porymap provides a tab for editing wild Pokémon encounters. Navigate to the "Wild Pokemon" tab in Porymap's main window.
If you open the tab and there are no wild encounters for the current map, you
will see an empty screen (pictured below). Adding wild pokemon data is as
simple as :ref:`adding new encounter groups <add-encounter-groups>`.
If there are no wild encounters for the current map, you will see this empty screen. Adding wild Pokémon data is as simple as :ref:`adding new encounter groups <add-encounter-groups>`.
.. figure:: images/editing-wild-encounters/no-encounters.png
:alt: Empty Encounter Tab
:align: center
Empty Encounter Tab
Otherwise, you should see something similar to this:
Otherwise, you should see the table of wild encounters for the current map. From this table, clicking on a cell will allow you to edit the ``Species``, ``Min Level`` and ``Max Level`` for each encounter slot. You can also edit the ``Encounter Rate`` in the upper-right cell, which affects how often the player will enter an encounter.
.. figure:: images/editing-wild-encounters/populated-encounter-tab.png
:alt: Populated Encounter Tab
:align: center
Populated Encounter Tab
The tab for each field is active or disabled based on the encounter data for a
given map. If a tab is disabled, you can activate it, and therefore activate
a new encounter field for the map. To activate a field, right-click on the
tab name for the field you want to add.
Encounter data is divided into "fields", which normally represent the different ways that pokémon can be encountered (by default, they are ``land``, ``water``, ``rock_smash``, and ``fishing``). There is a tab for each of these field types, and on each tab you will find the corresponding table of wild encounters. A tab will be disabled if the current map has no encounters for that field type.
.. figure:: images/editing-wild-encounters/activate-tab.png
:alt: Activate Encounter Field
.. figure:: images/editing-wild-encounters/tabs.png
:alt: Field Tabs
:align: center
:width: 75%
Activate Encounter Field
Field Tabs
Editing the wild encounters is otherwise pretty straightforward. You can
adjust the minimum and maximum levels, the encounter rate, and species with the
ui.
If a field tab is disabled, you can enable it by clicking the |tab-button-add| button. If a tab is already enabled, it can be disabled by clicking the |tab-button-remove| button (this will delete the wild encounters for that field type). You can click the |tab-button-copy| button to copy and paste data between tabs. To add or remove tabs entirely, see :ref:`Configuring the Wild Encounter Fields <configure-encounter-json>`.
.. |tab-button-add|
image:: images/editing-wild-encounters/tab-button-add.png
:height: 24
.. |tab-button-remove|
image:: images/editing-wild-encounters/tab-button-remove.png
:height: 24
.. |tab-button-copy|
image:: images/editing-wild-encounters/tab-button-copy.png
:height: 24
.. |button-add|
image:: images/editing-wild-encounters/button-add.png
:height: 24
.. |button-remove|
image:: images/editing-wild-encounters/button-remove.png
:height: 24
.. _add-encounter-groups:
Adding New Encounter Groups
---------------------------
An encounter group is just another set of wild encounters that are available
for a single map. In the vanilla games, only Altering Cave uses multiple
encounter groups, but there are several reasons you might want them.
An encounter group is just another set of wild encounters that are available for a single map. For example, in a pokefirered project most maps have one group for FireRed and one for LeafGreen. Another example is the map "Altering Cave", which has many different possible encounter groups.
In order to create a new encounter group, click the green (+) button next to
the Group drop-down. It will bring up this menu:
To create a new encounter group, click the |button-add| button next to the ``Group`` dropdown.
.. figure:: images/editing-wild-encounters/add-new-group.png
:alt: Add New Encounter Group
:align: center
Add New Encounter Group
This will open up a window to create your new encounter group.
You must give your new encounter group a unique name. Then you can choose which encounter fields you'd like to add to your new group. Checking the ``Copy from current group`` box will copy not only the fields from the currently-displayed encounter group, but also the wild Pokémon data from each field tab.
.. figure:: images/editing-wild-encounters/new-group-window.png
:alt: New Encounter Group Window
:align: center
:width: 50%
New Encounter Group Window
You can give your new encounter group a name (this must be uniqe, which is
enforced), and you can choose which fields to activate for the group. Checking
the "copy from current group" box will copy not only the active fields but also
the wild pokemon data for each field from the currently displayed group.
One possible use for having multiple encounter groups for a single map is to
implement time of day encounters.
One possible use for having multiple encounter groups for a single map is to implement time of day encounters.
.. figure:: images/editing-wild-encounters/time-of-day-encounter-group.gif
:alt: Time of Day Encounter Groups
:align: center
Time of Day Encounter Groups
@ -76,40 +95,111 @@ implement time of day encounters.
Configuring the Wild Encounter Fields
-------------------------------------
An encounter field describes a group of wild encounters. This includes the name
of the field, a default number of pokemon in that field, and the encounter
ratio for each index in that field. These are all things you may want to
change. Click on the *Configure JSON...* button to bring up this window:
For each encounter field (``land``, ``water``, etc.) the number of wild encounters slot and their percent chances are the same across all maps. If you'd like to change this data, or add/remove one of these encounter fields, you can do this by clicking the |configure-json-button| button.
.. figure:: images/editing-wild-encounters/configure-json.png
.. |configure-json-button|
image:: images/editing-wild-encounters/configure-json-button.png
:height: 24
.. figure:: images/editing-wild-encounters/configure-json-window.png
:alt: Configure JSON Window
:align: center
Configure JSON Window
The Field drop-down will allow you select which field you want to manipulate.
You can add a new one with the *Add New Field...* button. The green (+) and
red (-) buttons add and take away encounter slots for the field. For each slot
you will see an adjustible number. This represents the encounter chance for a
pokemon at this index out of the total.
The ``Field`` dropdown will allow you select which field you want to edit. Editing the numbers on this window changes the frequency that each encounter slot will be chosen when a wild encounter occurs, and the |button-add| and |button-remove| buttons will add and remove encounter slots for the field.
Let's add a ``headbutt_mons`` field to our wild encounters...
.. note::
The numbers for each encounter slot are not necessarily percentages, they are relative to the total listed at the bottom of the window. The actual percentages will be displayed in the table.
First, we'll add a new field and name it ``headbutt_mons``.
The ``Delete Field`` button will remove the current field, and the ``Add New Field...`` button will add a new one.
Let's add a ``headbutt`` field to our wild encounters! First, we'll click ``Add New Field...`` and name the new field ``headbutt``.
.. figure:: images/editing-wild-encounters/configure-json-new-field.png
:alt: New Field Name
:align: center
:width: 40%
New Field Name
Then, we want four slots in this field, and we set encounter ratios for each
slot.
Let's have four slots for our new ``headbutt`` field. We can click the |button-add| button to add 3 additional fields, then set their values to distribute how often they appear.
.. figure:: images/editing-wild-encounters/headbutt-mon-field.png
:align: center
If we accept the changes, we can now assign pokemon to each slots, and adjust
the levels.
If we accept the changes, we can now assign Pokémon to each slots, and adjust the levels.
.. figure:: images/editing-wild-encounters/headbutt-mons.png
:align: center
Changes made to the wild encounters are not saved to disk until you save the map.
|
Summary Chart
-------------
Clicking the |summary-chart-button| button will open a window with charts that summarize the data on your current Wild Pokemon tab. The window has two tabs, ``Species Distribution`` and ``Level Distribution``.
.. |summary-chart-button|
image:: images/editing-wild-encounters/summary-chart-button.png
:height: 24
On the ``Species Distribution`` tab, it adds up the percent chance for each of your encounter slots and shows how often each species occurs.
.. figure:: images/editing-wild-encounters/summary-chart-species.png
:alt: Species Distribution
:align: center
Species Distribution
The numbers in all of these charts are rounded; you can get the actual values by mousing over the individual parts of a chart. This may also help when the data is too small for labels, like with ``PSYDUCK`` in the example above.
On the ``Level Distribution`` tab, we can see how the level range is distributed across our encounter slots.
.. figure:: images/editing-wild-encounters/summary-chart-level-group.png
:alt: Level Distribution
:align: center
Level Distribution
If you are viewing an encounter type that has groups (like the various fishing rods) you can change the current group with the ``Group`` dropdown. This chart answers the question "for a single encounter, what is the likelihood of encountering a species x at level y?"
Checking the ``Individual Mode`` box will show us the level distribution within a single species. The chart will now answer the question "if a species x is encountered, what is the likelihood that it will be level y?"
.. figure:: images/editing-wild-encounters/summary-chart-level-individual.png
:alt: Individual Level Distribution
:align: center
Individual Level Distribution
Once in ``Individual Mode`` we can change the displayed species with the ``Species`` dropdown. The level distribution chart for a single species can also be accessed by clicking directly on the chart when ``Individual Mode`` is not already checked.
The colors of the charts can be changed using the ``Theme`` dropdown in the upper-left corner of the window.
.. note::
If you are compiling Porymap yourself, the |summary-chart-button| button will only be displayed if the ``QtCharts`` module is installed.
Species Search
--------------
Clicking the |search-button| button will open a window that lets you search across all maps for a single species.
.. |search-button|
image:: images/editing-wild-encounters/search-button.png
:height: 24
.. figure:: images/editing-wild-encounters/search-window-empty.png
:alt: Search Window
:align: center
:width: 75%
Search Window
To search for a species, simply select it in the dropdown or type in its ``SPECIES_NAME``. Any map that has the given species in its wild encounters table will appear in the results. The results can be sorted by clicking on any of the column labels, and double-clicking on a cell will open the corresponding encounter table.
.. figure:: images/editing-wild-encounters/search-window-results.png
:alt: Search Results
:align: center
:width: 75%
Search Results

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