Archipelago
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OSRS: Implement New Game
What is this fixing or adding?
Adds Old School Runescape as a supported game for Randomization
How was this tested?
Testing currently in progress
If this makes graphical changes, please attach screenshots.
There appear to still be outstanding review requests that have not been addressed.
Gotta also edit Codeowners and the archipelago Readme
Totally forgot to mention, this world doesn't implement a get_filler_item_name
function, just know that without that, if the generator requires your world to make an additional item (like with item_links
), it will pick a completely random item, including progression items. A lot of worlds define this method to output a random string of a filler item name.
Totally forgot to mention, this world doesn't implement a
get_filler_item_name
function, just know that without that, if the generator requires your world to make an additional item (like withitem_links
), it will pick a completely random item, including progression items. A lot of worlds define this method to output a random string of a filler item name.
So... the issue with that is that OSRS doesn't have filler items. Every item is progression or useful. I guess I should change those "Useful"s to "Filler"s?
Totally forgot to mention, this world doesn't implement a
get_filler_item_name
function, just know that without that, if the generator requires your world to make an additional item (like withitem_links
), it will pick a completely random item, including progression items. A lot of worlds define this method to output a random string of a filler item name.So... the issue with that is that OSRS doesn't have filler items. Every item is progression or useful. I guess I should change those "Useful"s to "Filler"s?
You could also just have it create Useful items, tbf. It doesn't have to be filler, that's just the name of the function. Just figured I should let you know so you could at least tell it to make Usefuls instead of Progressions
Are you sure you don't want to include the .csv files as well? I think it's usually nice for the "source of truth" to be part of the repo, even if they are not used (because they are converted to python via use of a script)
That's honestly the only thing that's left for me here, after that I'm happy to click the button
(I didn't look through all the previous conversations, so if that's something that someone suggested you do, well, I disagree with them, but that's fair enough)
Are you sure you don't want to include the .csv files as well? I think it's usually nice for the "source of truth" to be part of the repo, even if they are not used (because they are converted to python via use of a script)
That's honestly the only thing that's left for me here, after that I'm happy to click the button
(I didn't look through all the previous conversations, so if that's something that someone suggested you do, well, I disagree with them, but that's fair enough)
I wanted to move them to a separate place where both the APWorld and the RuneLite plugin could both access. By putting it in a separate repository, I can handle independently versioning that data, so the plugin can pull from whichever one the current multiworld server thinks was the most recent. Effectively, the Archipelago end is intended to be a "snapshot" of the data from another repository, and the RuneLite plugin will read that data from the slot data and know which version to pull from elsewhere.
Including the CSVs themselves would not be a problem, but since the generator code no longer generates them from the files, rather directly from a repository, it seemed misleading to include them. It'd be possible for the two versions to "drift", with the CSVs not being updated after changing the tag in the generator scripts. Leaving them off ensures that even if the information isn't quite as readily accessible, it at least won't be _mis_information.
Fair.