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add wild encounter documentation
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@@ -15,6 +15,7 @@ Porymap Documentation
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manual/editing-map-events
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manual/editing-map-header
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manual/editing-map-connections
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manual/editing-wild-encounters
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manual/region-map-editor
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.. toctree::
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113
docs/_sources/manual/editing-wild-encounters.rst.txt
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113
docs/_sources/manual/editing-wild-encounters.rst.txt
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@@ -0,0 +1,113 @@
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***********************
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Editing Wild Encounters
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***********************
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porymap provides a tab for editing the wild pokemon encounter JSON data.
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Navigate to the "Wild Pokemon" tab in porymap's main window.
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If you open the tab and there are no wild encounters for the current map, you
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will see an empty screen (pictured below). Adding wild pokemon data is as
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simple as :ref:`adding new encounter groups <add-encounter-groups>`.
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.. figure:: images/editing-wild-encounters/no-encounters.png
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:alt: Empty Encounter Tab
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Empty Encounter Tab
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Otherwise, you should see something similar to this:
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.. figure:: images/editing-wild-encounters/populated-encounter-tab.png
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:alt: Populated Encounter Tab
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Populated Encounter Tab
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The tab for each field is active or disabled based on the encounter data for a
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given map. If a tab is disabled, you can activate it, and therefore activate
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a new encounter field for the map. To activate a field, right-click on the
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tab name for the field you want to add.
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.. figure:: images/editing-wild-encounters/activate-tab.png
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:alt: Activate Encounter Field
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Activate Encounter Field
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Editing the wild encounters is otherwise pretty straightforward. You can
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adjust the minimum and maximum levels, the encounter rate, and species with the
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ui.
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.. _add-encounter-groups:
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Adding New Encounter Groups
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---------------------------
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An encounter group is just another set of wild encounters that are available
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for a single map. In the vanilla games, only Altering Cave uses multiple
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encounter groups, but there are several reasons you might want them.
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In order to create a new encounter group, click the green (+) button next to
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the Group drop-down. It will bring up this menu:
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.. figure:: images/editing-wild-encounters/new-group-window.png
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:alt: New Encounter Group Window
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New Encounter Group Window
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You can give your new encounter group a name (this must be uniqe, which is
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enforced), and you can choose which fields to activate for the group. Checking
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the "copy from current group" box will copy not only the active fields but also
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the wild pokemon data for each field from the currently displayed group.
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One possible use for having multiple encounter groups for a single map is to
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implement time of day encounters.
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.. figure:: images/editing-wild-encounters/time-of-day-encounter-group.gif
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:alt: Time of Day Encounter Groups
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Time of Day Encounter Groups
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.. _configure-encounter-json:
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Configuring the Wild Encounter Fields
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-------------------------------------
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An encounter field describes a group of wild encounters. This includes the name
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of the field, a default number of pokemon in that field, and the encounter
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ratio for each index in that field. These are all things you may want to
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change. Click on the *Configure JSON...* button to bring up this window:
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.. figure:: images/editing-wild-encounters/configure-json.png
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:alt: Configure JSON Window
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Configure JSON Window
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The Field drop-down will allow you select which field you want to manipulate.
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You can add a new one with the *Add New Field...* button. The green (+) and
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red (-) buttons add and take away encounter slots for the field. For each slot
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you will see an adjustible number. This represents the encounter chance for a
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pokemon at this index out of the total.
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Let's add a ``headbutt_mons`` field to our wild encounters...
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First, we'll add a new field and name it ``headbutt_mons``.
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.. figure:: images/editing-wild-encounters/configure-json-new-field.png
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:alt: New Field Name
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New Field Name
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Then, we want four slots in this field, and we set encounter ratios for each
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slot.
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.. figure:: images/editing-wild-encounters/headbutt-mon-field.png
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If we accept the changes, we can now assign pokemon to each slots, and adjust
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the levels.
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.. figure:: images/editing-wild-encounters/headbutt-mons.png
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Changes made to the wild encounters are not saved to disk until you save the map.
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@@ -7,6 +7,7 @@ and this project somewhat adheres to [Semantic Versioning](https://semver.org/sp
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The **"Breaking Changes"** listed below are changes that have been made in the decompilation projects (e.g. pokeemerald), which porymap requires in order to work properly. If porymap is used on a project that is not up-to-date with the breaking changes, then porymap will likely break or behave improperly.
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## [Unreleased]
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<<<<<<< 92cf37cff99088605032dedf0be919d08d2e2fad
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### Added
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- Add warning when closing porymap with unsaved changes.
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@@ -14,13 +15,22 @@ The **"Breaking Changes"** listed below are changes that have been made in the d
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- Exporting map images is now more configurable. Events, connections, collision, etc. can be toggled on and off before exporting the image.
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- The entire Tileset Editor selection is now conveniently flipped when selecting x-flip or y-flip.
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- Autocomplete for porymap's comboboxes are no longer requires typing the full string prefix.
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=======
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### Changed
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- Add wild encounter table editor.
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- Exporting map images is now more configurable. Events, connections, collision, etc. can be toggled on and off before exporting the image.
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- The entire Tileset Editor selection is now conveniently flipped when selecting x-flip or y-flip.
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>>>>>>> add wild encounter documentation
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### Fixed
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- Fix bug where map group names were hardcoded when creating a new map.
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- Fix bug in Tileset Editor where multi-tile selections weren't properly painted when clicking on the bottom row of the metatile layers.
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- Fix bug where line breaks in C headers were not parsed properly.
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<<<<<<< 92cf37cff99088605032dedf0be919d08d2e2fad
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- Fix bug when exporting tileset images using palettes with duplicate colors.
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- Fix bug where creating new maps from existing layouts created an empty layout folder.
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=======
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>>>>>>> add wild encounter documentation
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## [1.2.2] - 2019-05-16
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