add wild encounter documentation

This commit is contained in:
garak
2019-07-03 14:16:14 -04:00
parent 7129510aea
commit c52b6fe4cd
41 changed files with 1213 additions and 15 deletions

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@@ -15,6 +15,7 @@ Porymap Documentation
manual/editing-map-events
manual/editing-map-header
manual/editing-map-connections
manual/editing-wild-encounters
manual/region-map-editor
.. toctree::

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@@ -0,0 +1,113 @@
***********************
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.
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>`.
.. figure:: images/editing-wild-encounters/no-encounters.png
:alt: Empty Encounter Tab
Empty Encounter Tab
Otherwise, you should see something similar to this:
.. figure:: images/editing-wild-encounters/populated-encounter-tab.png
:alt: Populated Encounter Tab
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.
.. figure:: images/editing-wild-encounters/activate-tab.png
:alt: Activate Encounter Field
Activate Encounter Field
Editing the wild encounters is otherwise pretty straightforward. You can
adjust the minimum and maximum levels, the encounter rate, and species with the
ui.
.. _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.
In order to create a new encounter group, click the green (+) button next to
the Group drop-down. It will bring up this menu:
.. figure:: images/editing-wild-encounters/new-group-window.png
:alt: New Encounter Group Window
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.
.. figure:: images/editing-wild-encounters/time-of-day-encounter-group.gif
:alt: Time of Day Encounter Groups
Time of Day Encounter Groups
.. _configure-encounter-json:
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:
.. figure:: images/editing-wild-encounters/configure-json.png
:alt: Configure JSON Window
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.
Let's add a ``headbutt_mons`` field to our wild encounters...
First, we'll add a new field and name it ``headbutt_mons``.
.. figure:: images/editing-wild-encounters/configure-json-new-field.png
:alt: New Field Name
New Field Name
Then, we want four slots in this field, and we set encounter ratios for each
slot.
.. figure:: images/editing-wild-encounters/headbutt-mon-field.png
If we accept the changes, we can now assign pokemon to each slots, and adjust
the levels.
.. figure:: images/editing-wild-encounters/headbutt-mons.png
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
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.
## [Unreleased]
<<<<<<< 92cf37cff99088605032dedf0be919d08d2e2fad
### Added
- Add warning when closing porymap with unsaved changes.
@@ -14,13 +15,22 @@ The **"Breaking Changes"** listed below are changes that have been made in the d
- Exporting map images is now more configurable. Events, connections, collision, etc. can be toggled on and off before exporting the image.
- The entire Tileset Editor selection is now conveniently flipped when selecting x-flip or y-flip.
- Autocomplete for porymap's comboboxes are no longer requires typing the full string prefix.
=======
### Changed
- Add wild encounter table editor.
- Exporting map images is now more configurable. Events, connections, collision, etc. can be toggled on and off before exporting the image.
- The entire Tileset Editor selection is now conveniently flipped when selecting x-flip or y-flip.
>>>>>>> add wild encounter documentation
### Fixed
- Fix bug where map group names were hardcoded when creating a new map.
- Fix bug in Tileset Editor where multi-tile selections weren't properly painted when clicking on the bottom row of the metatile layers.
- Fix bug where line breaks in C headers were not parsed properly.
<<<<<<< 92cf37cff99088605032dedf0be919d08d2e2fad
- Fix bug when exporting tileset images using palettes with duplicate colors.
- Fix bug where creating new maps from existing layouts created an empty layout folder.
=======
>>>>>>> add wild encounter documentation
## [1.2.2] - 2019-05-16