Rename GC10 folder, add GC11 yamls

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fen 2025-07-15 14:31:42 -04:00
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commit 62bddd551e
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{
"game": "Final Fantasy",
"description": "Hurray",
"permalink": "4-8-6.finalfantasyrandomizer.com/?s=FDA49F5F&f=OiexvAJcvkL5eR6JAPfM-7Lbyqem2h3EfnoubRzPjns.l1zG4Pg1yTWWECvdHNTgqPL.6avV1oVRJTZQI2-76cJjVbHUncMTlRiFj3VP8tTjWGENE35Et5nO3nMbWgO9aA5L2f4AggEHRSjEwOR8DjtfBtL4zL8GpRWR.q.IutAsHfjB",
"name": "FennelFantasy",
"Final Fantasy": {
"items": {
"Lute": {
"id": 257,
"count": 1,
"incentive": true
},
"Rod": {
"id": 266,
"count": 1,
"incentive": true
},
"Ruby": {
"id": 265,
"count": 1,
"incentive": true
},
"Ship": {
"id": 480,
"count": 1,
"incentive": true
},
"Floater": {
"id": 267,
"count": 1,
"incentive": true
},
"Key": {
"id": 261,
"count": 1,
"incentive": true
},
"Cube": {
"id": 270,
"count": 1,
"incentive": true
},
"Adamant": {
"id": 263,
"count": 1,
"incentive": true
},
"Canoe": {
"id": 498,
"count": 1,
"incentive": true
},
"Crystal": {
"id": 259,
"count": 1,
"incentive": true
},
"Herb": {
"id": 260,
"count": 1,
"incentive": true
},
"Crown": {
"id": 258,
"count": 1,
"incentive": true
},
"Tnt": {
"id": 262,
"count": 1,
"incentive": true
},
"Oxyale": {
"id": 272,
"count": 1,
"incentive": true
},
"Canal": {
"id": 492,
"count": 1,
"incentive": true
},
"Chime": {
"id": 268,
"count": 1,
"incentive": true
},
"Slab": {
"id": 264,
"count": 1,
"incentive": true
},
"Tail": {
"id": 269,
"count": 1,
"incentive": true
},
"Bottle": {
"id": 271,
"count": 1,
"incentive": true
}
},
"locations": {
"Coneria Castle - Treasury Major": 259,
"Ice Cave Incentive Floor (B2) - Major": 370,
"Castle of Ordeals Top Floor (3F) - Incentive": 387,
"Marsh Cave Bottom (B2) - Tetris-Z Incentive": 284,
"Earth Cave Vampire Floor (B3) - Incentive": 317,
"Sky Fortress Spider (2F) - Incentive": 489,
"Sea Shrine Mermaids (B1) - Incentive Major": 436,
"Shop Item": 767,
"King": 513,
"Princess": 530,
"Astos": 519,
"Bikke": 516,
"Matoya": 522,
"Canoe Sage": 533,
"Elf Prince": 518,
"Nerrick": 520,
"Sarda": 525,
"Lefein": 527,
"CubeBot": 529
},
"rules": {
"Coneria Castle - Treasury Major": [
[
"Key"
]
],
"Ice Cave Incentive Floor (B2) - Major": [
[
"Canoe"
]
],
"Castle of Ordeals Top Floor (3F) - Incentive": [
[
"Canoe",
"Canal",
"Ship"
],
[
"Canoe",
"Floater"
]
],
"Marsh Cave Bottom (B2) - Tetris-Z Incentive": [
[
"Ship"
],
[
"Canoe"
]
],
"Earth Cave Vampire Floor (B3) - Incentive": [
[
"Canal",
"Ship"
],
[
"Canoe",
"Floater"
]
],
"Sky Fortress Spider (2F) - Incentive": [
[
"Chime",
"Cube",
"Canoe",
"Floater"
]
],
"Sea Shrine Mermaids (B1) - Incentive Major": [
[
"Oxyale",
"Canoe",
"Floater"
]
],
"Shop Item": [
[
"Canoe",
"Floater"
]
],
"King": [
[]
],
"Princess": [
[]
],
"Astos": [
[
"Crown",
"Ship"
],
[
"Crown",
"Canoe"
]
],
"Bikke": [
[]
],
"Matoya": [
[
"Crystal"
]
],
"Canoe Sage": [
[
"Canal",
"Ship"
],
[
"Canoe"
]
],
"Elf Prince": [
[
"Herb",
"Ship"
],
[
"Canoe",
"Herb"
]
],
"Nerrick": [
[
"Tnt"
]
],
"Sarda": [
[
"Ruby",
"Canal",
"Ship"
],
[
"Canoe",
"Floater"
]
],
"Lefein": [
[
"Canoe",
"Floater",
"Slab"
]
],
"CubeBot": [
[
"Canoe",
"Floater"
]
]
},
"priority_locations": [
"Coneria Castle - Treasury Major",
"Ice Cave Incentive Floor (B2) - Major",
"Castle of Ordeals Top Floor (3F) - Incentive",
"Marsh Cave Bottom (B2) - Tetris-Z Incentive",
"Earth Cave Vampire Floor (B3) - Incentive",
"Sky Fortress Spider (2F) - Incentive",
"Sea Shrine Mermaids (B1) - Incentive Major",
"Shop Item",
"King",
"Princess",
"Astos",
"Bikke",
"Matoya",
"Canoe Sage",
"Elf Prince",
"Nerrick",
"Sarda",
"Lefein",
"CubeBot"
]
}
}

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name: GraveTroidia
game: Super Metroid
description: Generated by https://archipelago.gg/ for Super Metroid
Super Metroid:
progression_balancing: '75'
accessibility: full
start_inventory_removes_from_pool: 'false'
preset: expert
remote_items: 'false'
death_link: enable
max_difficulty: harder
hide_items: 'false'
strict_minors: 'false'
missile_qty: '20'
super_qty: '20'
power_bomb_qty: '10'
minor_qty: '100'
energy_qty: vanilla
area_randomization: 'off'
doors_colors_rando: 'true'
allow_grey_doors: 'false'
boss_randomization: 'false'
escape_rando: 'false'
remove_escape_enemies: 'true'
fun_combat: 'false'
fun_movement: 'false'
fun_suits: 'false'
layout_patches: 'true'
varia_tweaks: 'false'
nerfed_charge: 'false'
gravity_behaviour: balanced
elevators_speed: 'true'
fast_doors: 'true'
spin_jump_restart: 'true'
rando_speed: 'false'
infinite_space_jump: 'false'
refill_before_save: 'false'
hud: 'false'
animals: 'false'
no_music: 'false'
random_music: 'false'
tourian: fast
custom_objective: 'false'
custom_objective_list: random
custom_objective_count: '4'
objective: kill all G4
relaxed_round_robin_cf: 'false'
start_inventory: {}
start_location: random
morph_placement: random
area_layout: random

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# Q. What is this file?
# A. This file contains options which allow you to configure your multiworld experience while allowing
# others to play how they want as well.
#
# Q. How do I use it?
# A. The options in this file are weighted. This means the higher number you assign to a value, the
# more chances you have for that option to be chosen. For example, an option like this:
#
# map_shuffle:
# on: 5
# off: 15
#
# Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned
# off.
#
# Q. I've never seen a file like this before. What characters am I allowed to use?
# A. This is a .yaml file. You are allowed to use most characters.
# To test if your yaml is valid or not, you can use this website:
# http://www.yamllint.com/
# You can also verify that your Archipelago options are valid at this site:
# https://archipelago.gg/check
# Your name in-game, limited to 16 characters.
# {player} will be replaced with the player's slot number.
# {PLAYER} will be replaced with the player's slot number, if that slot number is greater than 1.
# {number} will be replaced with the counter value of the name.
# {NUMBER} will be replaced with the counter value of the name, if the counter value is greater than 1.
name: Graveash
# Used to describe your yaml. Useful if you have multiple files.
description: Default Hades Template
game: Hades
requires:
version: 0.5.0 # Version of Archipelago required for this yaml to work as expected.
Hades:
progression_balancing:
# A system that can move progression earlier, to try and prevent the player from getting stuck and bored early.
# A lower setting means more getting stuck. A higher setting means less getting stuck.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 99
random: 0
random-low: 0
random-high: 0
disabled: 0 # equivalent to 0
normal: 50 # equivalent to 50
extreme: 0 # equivalent to 99
accessibility:
# Set rules for reachability of your items/locations.
# Locations: ensure everything can be reached and acquired.
# Items: ensure all logically relevant items can be acquired.
# Minimal: ensure what is needed to reach your goal can be acquired.
locations: 0
items: 50
minimal: 0
local_items:
# Forces these items to be in their native world.
[]
non_local_items:
# Forces these items to be outside their native world.
[]
start_inventory:
# Start with these items.
{}
start_hints:
# Start with these item's locations prefilled into the !hint command.
[]
start_location_hints:
# Start with these locations and their item prefilled into the !hint command
[]
exclude_locations:
# Prevent these locations from having an important item
[]
priority_locations:
# Prevent these locations from having an unimportant item
[]
item_links:
# Share part of your item pool with other players.
[]
initial_weapon:
# Chose your initial weapon. Note you are not be able to equip the sword in the weapon hub in WeaponSanity
sword: 50
bow: 0
spear: 0
shield: 0
fist: 0
gun: 0
location_system:
# Chose how the game gives you items. (1) RoomBased gives items on every new room completed. (2) ScoreBased
# gives items according to score obtained by clearing rooms (even repeated ones). (3) RoomWeaponBased gives
# items on every new room completed with a new weapon (so more locations than the original room based system)
room_based: 0
score_based: 50
room_weapon_based: 0
score_rewards_amount:
# When using score based system, this sets how many checks are available based on the score.
# Each room in hades gives "its depth" in score when completed, and each new check needs one more
# point to be unlocked (so check 10 needs 10 points, which can be obtained, for example,
# by completing rooms 5 and 6)
# You can define additional values between the minimum and maximum values.
# Minimum value is 72
# Maximum value is 1000
150: 50
random: 0
random-low: 0
random-high: 0
keepsakesanity:
# Shuffles NPCs' keepsakes into the item pool, eand makes each keepsake location a check.
# For simplicity this does not affects Hades and Persephone.
false: 0
true: 50
weaponsanity:
# Shuffles weapons (except your initial weapon) into the item pool, and makes obtaining
# each weapon at the House Contractor's shop a check.
# Need to be sent the weapon item to gain the skill to equip them.
false: 0
true: 50
hidden_aspectsanity:
# Shuffles weapon aspects into the item pool, and makes obtaining each aspect a check
# (which needs to be unlocked before being able to be bought.)
false: 0
true: 50
storesanity:
# Shuffles important items from the House Contractor's shop in the item pool.
# Need to be sent the items to gain the different perks that make runs easier.
false: 0
true: 50
fatesanity:
# Shuffles most rewards from the Fated List of Prophecies into the item pool,
# and makes the corresponding items from the list a check.
# Can make the games significantly longer
false: 0
true: 50
hades_defeats_needed:
# How many times you need to defeat Hades to win the world. 10 is for credits.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 20
10: 50
random: 0
random-low: 0
random-high: 0
weapons_clears_needed:
# How many different weapons clears are needed to win the world.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 6
6: 50
random: 0
random-low: 0
random-high: 0
keepsakes_needed:
# How many different keepsake unlocks are needed to win the world.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 23
0: 50
random: 0
random-low: 0
random-high: 0
fates_needed:
# How many different Fated List completions are needed to win the world.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 35
0: 50
random: 0
random-low: 0
random-high: 0
heat_system:
# Choose either ReverseHeat (1), MinimalHeat (2) or VanillaHeat(3) for the game.
# In ReverseHeat you start with heat pacts that cannot be disabled until you get the corresponding pact item.
# In Minimal the settings for the PactsAmounts below set your minimal heat to be set, and cannot go below that level.
# If not wanting to have one of this heat systems on, chose Vanilla heat
# (then the following options related to pacts do nothing).
reverse_heat: 50
minimal_heat: 0
vanillla_heat: 0
hard_labor_pact_amount:
# Choose the amount of Hard Labor pacts in the pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 5
3: 50
random: 0
random-low: 0
random-high: 0
lasting_consequences_pact_amount:
# Choose the amount of Lasting Consequences pacts in the pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 4
2: 50
random: 0
random-low: 0
random-high: 0
convenience_fee_pact_amount:
# Choose the amount of Convenience Fee pacts in the pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 2
1: 50
random: 0
random-low: 0
random-high: 0
jury_summons_pact_amount:
# Choose the amount of Jury Summons pacts in the pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 3
2: 50
random: 0
random-low: 0
random-high: 0
extreme_measures_pact_amount:
# Choose the amount of Extreme Measures pacts in the pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 4
2: 50
random: 0
random-low: 0
random-high: 0
calisthenics_program_pact_amount:
# Choose the amount of Calisthenics Program pacts in the pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 2
1: 50
random: 0
random-low: 0
random-high: 0
benefits_package_pact_amount:
# Choose the amount of Benefits Package pacts in the pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 2
1: 50
random: 0
random-low: 0
random-high: 0
middle_management_pact_amount:
# Choose the amount of Middle Management pacts in the pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 1
1: 50
random: 0
random-low: 0
random-high: 0
underworld_customs_pact_amount:
# Choose the amount of Underworld Customs pacts in the pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 1
1: 50
random: 0
random-low: 0
random-high: 0
forced_overtime_pact_amount:
# Choose the amount of Forced Overtime pacts in the pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 2
1: 50
random: 0
random-low: 0
random-high: 0
heightened_security_pact_amount:
# Choose the amount of Heightened Security pacts in the pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 1
1: 50
random: 0
random-low: 0
random-high: 0
routine_inspection_pact_amount:
# Choose the amount of Routine Inspection pacts in the pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 4
3: 50
random: 0
random-low: 0
random-high: 0
damage_control_pact_amount:
# Choose the amount of Damage Control pacts in the pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 2
1: 50
random: 0
random-low: 0
random-high: 0
approval_process_pact_amount:
# Choose the amount of Approval Process pacts in the pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 2
1: 50
random: 0
random-low: 0
random-high: 0
tight_deadline_pact_amount:
# Choose the amount of Tight Deadline pacts in the pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 3
2: 50
random: 0
random-low: 0
random-high: 0
personal_liability_pact_amount:
# Choose the amount of Personal Liability pacts in the pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 1
0: 50
random: 0
random-low: 0
random-high: 0
darkness_pack_value:
# Choose the value(amount of darkness) of each darkness pack in the pool.
# If set to 0 Darkness will not appear in the pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 10000
500: 50
random: 0
random-low: 0
random-high: 0
keys_pack_value:
# Choose the value(amount of Keys) of each Keys pack in the pool.
# If set to 0 Keys will not appear in the pool
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 500
10: 50
random: 0
random-low: 0
random-high: 0
gemstones_pack_value:
# Choose the value(amount of Gemstones) of each Gemstone pack in the pool.
# If set to 0 Gems will not appear in the pool
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 2500
50: 50
random: 0
random-low: 0
random-high: 0
diamonds_pack_value:
# Choose the value(amount of diamonds) of each diamond pack in the pool.
# If set to 0 Diamonds will not appear in the pool
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
5: 50
random: 0
random-low: 0
random-high: 0
titan_blood_pack_value:
# Choose the value(amount of Titan blood) of each Titan blood pack in the pool.
# If set to 0 Titan blood will not appear in the pool
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 50
2: 50
random: 0
random-low: 0
random-high: 0
nectar_pack_value:
# Choose the value(amount of Nectar) of each Nectar pack in the pool.
# If set to 0 Nectar will not appear in the pool
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 50
2: 50
random: 0
random-low: 0
random-high: 0
ambrosia_pack_value:
# Choose the value(amount of Ambrosia) of each Ambrosia pack in the pool.
# If set to 0 Ambrosia will not appear in the pool
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 50
2: 50
random: 0
random-low: 0
random-high: 0
filler_helper_percentage:
# Choose the percentage of filler items in the pool that will be to helpers instead.
# Helpers give a boost to your max Health or boost the chance of obtaining rare Boons.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
0: 50
random: 0
random-low: 0
random-high: 0
max_health_helper_percentage:
# Choose the percentage of helper items that will boost your max health.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
40: 50
random: 0
random-low: 0
random-high: 0
initial_money_helper_percentage:
# Choose the percentage of helper items that will boost your initial money by 25 each run.
# This gets capped by the percentage being left from the MaxHealthHelpers.
# What percentage remains from this and the MaxHealthHelpers will give you items that boost the
# rarity of the boons obtained in runs
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
30: 50
random: 0
random-low: 0
random-high: 0
filler_trap_percentage:
# Choose the percentage of filler items in the pool that will be traps instead.
# Traps diminish your money or health during a run.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
10: 50
random: 0
random-low: 0
random-high: 0
reverse_order_em:
# When true the order in which extreme meassures applied is reverse
# so level 1 is applied to Hades, instead to Meg/The Furies).
# For a more balanced experience
false: 0
true: 50
ignore_greece_deaths:
# If deaths on Greece are ignored for deathlink. Leave off for the memes.
false: 0
true: 50
store_give_hints:
# If seeing an item on the House Contractor's shop/Fated List of Prophecies
# should give a hint for it on the multiworld.
false: 0
true: 50
automatic_rooms_finish_on_hades_defeat:
# If defeating Hades should give all room clears on Room based location mode
# or all rooms clears with the equipped weapon on Room weapon based location mode.
false: 50
true: 0
death_link:
# When you die, everyone dies. Of course the reverse is true too.
false: 50
true: 0

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name: Graveash{number}
# Used to describe your yaml. Useful if you have multiple files.
description: Default Metroid Prime Template
game: Metroid Prime
requires:
version: 0.5.0 # Version of Archipelago required for this yaml to work as expected.
Metroid Prime:
# Game Options
progression_balancing:
# A system that can move progression earlier, to try and prevent the player from getting stuck and bored early.
#
# A lower setting means more getting stuck. A higher setting means less getting stuck.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 99
random: 0
random-low: 0
random-high: 0
disabled: 0 # equivalent to 0
normal: 50 # equivalent to 50
extreme: 0 # equivalent to 99
accessibility:
# Set rules for reachability of your items/locations.
#
# **Full:** ensure everything can be reached and acquired.
#
# **Minimal:** ensure what is needed to reach your goal can be acquired.
full: 50
minimal: 0
death_link:
# When you die, everyone who enabled death link dies. Of course, the reverse is true too.
'false': 50
'true': 0
# General
required_artifacts:
# Determines the number of Artifacts needed to begin the endgame sequence.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 12
12: 50
random: 0
random-low: 0
random-high: 0
artifact_hints:
# If enabled, scanning the artifact stones in the temple will give a hint to their location. Additionally, hints will be pre collected in the client.
'false': 0
'true': 50
final_bosses:
# Determines the final bosses required to beat the seed. Choose from Meta Ridley, Metroid Prime,
# both, or neither.
both: 50
ridley: 0
prime: 0
none: 0
starting_room:
# Determines the starting room of the game. This will change your starting loadout depending on the room.
# Normal: Start at the Talon Overworld Landing Site. Most randomization options, when enabled, will move the starting room to Save Station 1 in Chozo Ruins due to the restrictive nature of the landing site starting room.
# Safe: Start in rooms that will not require a significant combat challenge to progress from. Without disable_starting_room_bk_prevention enabled, this may assign you a new beam and an item in order to make the seed feasible
# Buckle Up: Start in rooms that will pose a significant challenge to players with no energy tanks or suit upgrades. Fun for the aspiring masochist (less fun for their friends waiting in BK).
normal: 50
safe: 0
buckle_up: 0
combat_logic_difficulty:
# When enabled, the game will include energy tanks and the charge beam as requirements for certain combat heavy rooms.
no_logic: 0
normal_logic: 50
minimal_logic: 0
# Gameplay Tweaks
progressive_beam_upgrades:
# If enabled, 3 progressive beam items will be added into the item pool per beam. These unlock the beam itself, charging capabilities, and the associated missile combo.
'false': 50
'true': 0
missile_launcher:
# If enabled, the missile launcher will be added to the item pool. This will only allow you to use missiles once the missile launcher is found (regardless of missile expansions received).
'false': 50
'true': 0
main_power_bomb:
# If enabled, the main power bomb will be added to the item pool. This will only allow you to use power bombs once the main power bombs is found (regardless of power bomb expansions received).
'false': 50
'true': 0
randomize_starting_beam:
# If enabled, the starting beam will be randomized to a random beam that is not the Power Beam.
'false': 50
'true': 0
shuffle_scan_visor:
# If enabled, the scan visor will be shuffled into the item pool and will need to be found in order to scan dash and open certain locks.
'false': 50
'true': 0
pre_scan_elevators:
# Pre scans the elevators in the game, allowing for faster transitions between regions. Makes for more interesting gameplay if disabled when the scan visor is shuffled.
'false': 0
'true': 50
non_varia_heat_damage:
# If enabled, the gravity suit and phazon suit will not protect against heat damage which will change the required logic of the game.
'false': 0
'true': 50
staggered_suit_damage:
# Configure how suit damage reduction is calculated.
# Default: based on the strongest suit you have
# Progressive: based on the number of suits you have
# Additive: Individual suits provide their added damage reduction
default: 0
progressive: 50
additive: 0
spring_ball:
# Enables the spring ball when you receive Morph Ball Bombs. This will allow you to jump while in morph ball form by pressing up on the c stick, reducing the complexity of double bomb jumps.
'false': 0
'true': 50
# Door Randomization
elevator_randomization:
# Randomizes the elevators between regions.
'false': 50
'true': 0
door_color_randomization:
# Determine if/how door colors are randomized.
# None: No door colors will be randomized
# Global: All door colors of a given color will be randomized to another color
# Regional: Each Region will have its door colors randomized to another color
none: 50
global: 0
regional: 0
blast_shield_randomization:
# Determine if/how blast shields are randomized. Note that this will have a difficult time generating in solo worlds with no tricks enabled.
# None: No blast shields will be randomized
# Replace Existing: Each existing Missile Blast Shield will be replaced with a different Blast Shield type
# Mix It Up: Each Region will remove all existing blast shields and instead add a specified number to new doors
none: 50
replace_existing: 0
mix_it_up: 0
blast_shield_frequency:
# If using 'Mix It Up' for blast shield randomization, how many blast shields should be added per region? These are added using a percentage of total possible placements so exact numbers will vary by region. Higher numbers will have more difficulty genning in solo worlds with less tricks.
# Low: 10%
# Medium: 30%
# High: 50%
low: 0
medium: 50
high: 0
blast_shield_available_types:
# Which blast shield types are available for randomization.
# All: All blast shield types are available, including beam combos, bomb, power bomb, charge beam, and super missiles
# No beam combos: Flamethrower, Wavebuster, and Ice Spreader will not be included as blast shield types (Super Missiles will still be included)
all: 0
no_beam_combos: 50
locked_door_count:
# If greater than 0, locked doors will be placed in the game (maximum of 1 per level). These will only be placed in spots that will not prevent progression but may force alternate paths.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 2
0: 50
random: 0
random-low: 0
random-high: 0
include_power_beam_doors:
# If enabled, Power Beam doors will be an available door color for randomization. If the starting beam is also randomized, it will remove the new starting beam's color from the pool of available door colors.
'false': 50
'true': 0
include_morph_ball_bomb_doors:
# If enabled, Morph Ball Bomb doors will be added as an available door color for door randomization.
'false': 50
'true': 0
# Tricks
trick_difficulty:
# Determines which tricks, if any, are required to complete the seed. This will affect the logic of the game
no_tricks: 50
easy: 0
medium: 0
hard: 0
remove_hive_mecha:
# If enabled, the trigger for the Hive Mecha boss will be removed from the game.
'false': 50
'true': 0
backwards_lower_mines:
# If enabled, allows you to progress through the lower mines in reverse by removing the locks in the PCA room.
'false': 50
'true': 0
remove_xray_requirements:
# Determines the xray visor requirements.
# Remove None: No xray visor requirements are removed.
# Remove Most: All xray visor requirements are removed except for metroid prime, chozo ghosts (normal/minimal combat difficulty), and omega pirate.
# Remove All But Omega Pirate: All xray visor requirements are removed except for omega pirate.
remove_none: 50
remove_most: 0
remove_all_but_omega_pirate: 0
remove_thermal_requirements:
# Determines the thermal visor requirements.
# Remove None: No thermal visor requirements are removed.
# Remove Most: All thermal visor requirements are removed except for metroid prime (note this means wave beam panels will be in logic without the visor to see them).
# Remove All: All thermal visor requirements are removed (note this means wave beam panels will be in logic without the visor to see them).
remove_none: 50
remove_most: 0
remove_all: 0
flaahgra_power_bombs:
# If enabled, makes the sandstone block at the top of arboretum breakable with power bombs. Note that this will require you to have 4 power bombs in order to defeat Flaahgra.
'false': 50
'true': 0
trick_allow_list:
# A list of trick names to explicitly allow in logic, regardless of selected difficulty. For example, "Crashed Frigate Scan Dash" or "Alcove Escape".
[]
trick_deny_list:
# A list of trick names to explicitly deny in logic, regardless of selected difficulty. For example, "Crashed Frigate Scan Dash" or "Alcove Escape".
[]
# Cosmetic
fusion_suit:
# If enabled, will replace all the suits in game with the Fusion Suit variants (cosmetic only). Suit color randomization will have no effect if this is enabled.
'false': 50
'true': 0
hud_color:
# Determines the color of the HUD in the game. Will be overridden if any of the color overrides are greater than 0. Note: Certain colors will change the colors of the beam icons.
default: 50
red: 0
green: 0
blue: 0
violet: 0
yellow: 0
cyan: 0
white: 0
orange: 0
pink: 0
lime: 0
teal: 0
purple: 0
hud_color_red:
# 0 to 255, sets the Red channel of the HUD color.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 255
0: 50
random: 0
random-low: 0
random-high: 0
hud_color_green:
# 0 to 255, sets the Green channel of the HUD color.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 255
0: 50
random: 0
random-low: 0
random-high: 0
hud_color_blue:
# 0 to 255, sets the Blue channel of the HUD color.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 255
0: 50
random: 0
random-low: 0
random-high: 0
randomize_suit_colors:
# Randomize the colors of the suits. Is overridden if any of the color overrides are greater than 0. Note: This is not compatible with the Fusion Suit and will have no effect.
'false': 50
'true': 0
power_suit_color:
# Override the color of the Power Suit using an index from the game's color wheel.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 359
0: 50
random: 0
random-low: 0
random-high: 0
varia_suit_color:
# Override the color of the Varia Suit using an index from the game's color wheel.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 359
0: 50
random: 0
random-low: 0
random-high: 0
gravity_suit_color:
# Override the color of the Gravity Suit using an index from the game's color wheel.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 359
0: 50
random: 0
random-low: 0
random-high: 0
phazon_suit_color:
# Override the color of the Phazon Suit using an index from the game's color wheel.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 359
0: 50
random: 0
random-low: 0
random-high: 0
# Item & Location Options
local_items:
# Forces these items to be in their native world.
[]
non_local_items:
# Forces these items to be outside their native world.
[]
start_inventory:
# Start with these items.
{}
start_inventory_from_pool:
# Start with these items and don't place them in the world.
#
# The game decides what the replacement items will be.
{}
start_hints:
# Start with these item's locations prefilled into the ``!hint`` command.
[]
start_location_hints:
# Start with these locations and their item prefilled into the ``!hint`` command.
[]
exclude_locations:
# Prevent these locations from having an important item.
[]
priority_locations:
# Prevent these locations from having an unimportant item.
[]
item_links:
# Share part of your item pool with other players.
[]

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name: HarLongo
game: Lingo
description: Generated by https://archipelago.gg/ for Lingo
Lingo:
progression_balancing: '50'
accessibility: full
shuffle_doors: doors
group_doors: 'false'
location_checks: insanity
shuffle_colors: 'true'
shuffle_panels: rearrange
shuffle_paintings: 'false'
victory_condition: the_master
early_color_hallways: 'false'
shuffle_postgame: 'false'
death_link: 'true'
enable_pilgrimage: 'false'
pilgrimage_allows_roof_access: 'true'
pilgrimage_allows_paintings: 'true'
sunwarp_access: individual
shuffle_sunwarps: 'true'
progressive_orange_tower: 'true'
progressive_colorful: 'true'
mastery_achievements: '24'
level_2_requirement: '223'
speed_boost_mode: 'false'
trap_weights:
Slowness Trap: 1
Iceland Trap: 1
Atbash Trap: 1
start_inventory: {}
start_inventory_from_pool: {}
trap_percentage: random
puzzle_skip_percentage: random

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name: LucieScrewAttack
game: Super Metroid
description: Generated by https://archipelago.gg/ for Super Metroid
Super Metroid:
progression_balancing: '50'
accessibility: full
start_inventory_removes_from_pool: 'false'
preset: regular
remote_items: 'false'
death_link: enable
max_difficulty: hardcore
morph_placement: early
hide_items: 'false'
strict_minors: 'false'
missile_qty: '30'
super_qty: '20'
power_bomb_qty: '10'
minor_qty: '100'
energy_qty: vanilla
area_randomization: 'off'
area_layout: 'false'
doors_colors_rando: 'false'
allow_grey_doors: 'false'
boss_randomization: 'true'
escape_rando: 'true'
remove_escape_enemies: 'false'
fun_combat: 'false'
fun_movement: 'false'
fun_suits: 'false'
layout_patches: 'true'
varia_tweaks: 'false'
nerfed_charge: 'false'
gravity_behaviour: balanced
elevators_speed: 'true'
fast_doors: 'true'
spin_jump_restart: 'false'
rando_speed: 'false'
infinite_space_jump: 'false'
refill_before_save: 'false'
hud: 'false'
animals: 'false'
no_music: 'true'
random_music: 'false'
tourian: fast
custom_objective: 'false'
custom_objective_list: random
custom_objective_count: '4'
objective: kill all G4
relaxed_round_robin_cf: 'false'
start_inventory: {}
start_location: random

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name: MontaWorldPeace
game: A Link to the Past
description: Generated by https://archipelago.gg/ for A Link to the Past
A Link to the Past:
progression_balancing: '69'
accessibility: minimal
goal: ganon
mode: standard
glitches_required: no_glitches
dark_room_logic: lamp
open_pyramid: goal
crystals_needed_for_gt: '7'
crystals_needed_for_ganon: '7'
triforce_pieces_mode: available
triforce_pieces_percentage: '150'
triforce_pieces_required: '20'
triforce_pieces_available: '30'
triforce_pieces_extra: '10'
entrance_shuffle: vanilla
entrance_shuffle_seed: random
big_key_shuffle: original_dungeon
small_key_shuffle: original_dungeon
key_drop_shuffle: 'true'
compass_shuffle: original_dungeon
map_shuffle: original_dungeon
restrict_dungeon_item_on_boss: 'false'
item_pool: normal
item_functionality: normal
enemy_health: default
enemy_damage: default
progressive: 'on'
swordless: 'false'
dungeon_counters: pickup
retro_bow: 'false'
retro_caves: 'false'
hints: 'on'
scams: 'off'
boss_shuffle: none
pot_shuffle: 'false'
enemy_shuffle: 'false'
killable_thieves: 'true'
bush_shuffle: 'false'
shop_item_slots: '0'
randomize_shop_inventories: default
shuffle_shop_inventories: 'false'
include_witch_hut: 'false'
randomize_shop_prices: 'false'
randomize_cost_types: 'false'
shop_price_modifier: '100'
shuffle_capacity_upgrades: 'off'
bombless_start: 'false'
shuffle_prizes: general
tile_shuffle: 'false'
glitch_boots: 'true'
beemizer_total_chance: '0'
beemizer_trap_chance: '60'
timer: none
countdown_start_time: '10'
red_clock_time: '-2'
blue_clock_time: '2'
green_clock_time: '4'
death_link: 'false'
allow_collect: 'true'
ow_palettes: default
uw_palettes: default
hud_palettes: default
sword_palettes: default
shield_palettes: default
heartbeep: normal
heartcolor: red
quickswap: 'true'
menuspeed: normal
music: 'true'
reduceflashing: 'true'
triforcehud: normal
start_inventory: {}
start_inventory_from_pool: {}
misery_mire_medallion: random
turtle_rock_medallion: random

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name: PuzzlerBeat
game: Muse Dash
description: Generated by https://archipelago.gg/ for Muse Dash
Muse Dash:
progression_balancing: '50'
accessibility: full
starting_song_count: '8'
additional_song_count: '75'
music_sheet_count_percentage: '20'
music_sheet_win_count_percentage: '90'
dlc_packs: Muse Plus
streamer_mode_enabled: 'false'
include_songs:
- Bad Apple!! feat. Nomico
- HIT ME UP
- Nyan Cat
grade_needed: any
song_difficulty_mode: manual
song_difficulty_min: '1'
song_difficulty_max: '6'
death_link: 'false'
chosen_traps:
- Background Freeze Trap
- Bad Apple Trap
- Beefcake SFX Trap
- Chromatic Aberration Trap
- Error SFX Trap
- Focus Line Trap
- Gray Scale Trap
- Nyaa SFX Trap
- Pixelate Trap
- Ripple Trap
- Vignette Trap
trap_count_percentage: '15'
start_inventory: {}

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# Q. What is this file?
# A. This file contains options which allow you to configure your multiworld experience while allowing
# others to play how they want as well.
#
# Q. How do I use it?
# A. The options in this file are weighted. This means the higher number you assign to a value, the
# more chances you have for that option to be chosen. For example, an option like this:
#
# map_shuffle:
# on: 5
# off: 15
#
# Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned
# off.
#
# Q. I've never seen a file like this before. What characters am I allowed to use?
# A. This is a .yaml file. You are allowed to use most characters.
# To test if your yaml is valid or not, you can use this website:
# http://www.yamllint.com/
# You can also verify that your Archipelago options are valid at this site:
# https://archipelago.gg/check
# Your name in-game, limited to 16 characters.
# {player} will be replaced with the player's slot number.
# {PLAYER} will be replaced with the player's slot number, if that slot number is greater than 1.
# {number} will be replaced with the counter value of the name.
# {NUMBER} will be replaced with the counter value of the name, if the counter value is greater than 1.
name: VeelOatchi
# Used to describe your yaml. Useful if you have multiple files.
description: Default Manual_Pikmin4_ProfBytes Template
game: Manual_Pikmin4_ProfBytes
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Manual_Pikmin4_ProfBytes:
# Game Options
progression_balancing:
# A system that can move progression earlier, to try and prevent the player from getting stuck and bored early.
#
# A lower setting means more getting stuck. A higher setting means less getting stuck.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 99
random: 0
random-low: 0
random-high: 0
disabled: 0 # equivalent to 0
normal: 50 # equivalent to 50
extreme: 0 # equivalent to 99
accessibility:
# Set rules for reachability of your items/locations.
#
# **Full:** ensure everything can be reached and acquired.
#
# **Minimal:** ensure what is needed to reach your goal can be acquired.
full: 50
minimal: 0
ProgressivePikmin:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
OlimarTale:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
SageLeaf:
# Should items/locations linked to this option be enabled?
'false': 50
'true': 0
ProgressiveCaves:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
# Item & Location Options
local_items:
# Forces these items to be in their native world.
[]
non_local_items:
# Forces these items to be outside their native world.
[]
start_inventory:
# Start with these items.
{}
start_inventory_from_pool:
# Start with these items and don't place them in the world.
#
# The game decides what the replacement items will be.
{}
start_hints:
# Start with these item's locations prefilled into the ``!hint`` command.
[]
start_location_hints:
# Start with these locations and their item prefilled into the ``!hint`` command.
[]
exclude_locations:
# Prevent these locations from having an important item.
[]
priority_locations:
# Prevent these locations from having an unimportant item.
[]
item_links:
# Share part of your item pool with other players.
[]

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name: VeeloHat
game: A Hat in Time
description: Generated by https://archipelago.gg/ for A Hat in Time
A Hat in Time:
progression_balancing: '50'
accessibility: full
death_link: 'true'
EndGoal: finale
ShuffleStorybookPages: 'true'
ShuffleAlpineZiplines: 'true'
ShuffleSubconPaintings: 'true'
ShuffleActContracts: 'true'
MinPonCost: '75'
MaxPonCost: '114'
BadgeSellerMinItems: '6'
BadgeSellerMaxItems: '10'
LogicDifficulty: normal
NoPaintingSkips: 'true'
CTRLogic: time_stop_only
ActRandomizer: insanity
StartingChapter: '1'
LowestChapterCost: '5'
HighestChapterCost: '25'
ChapterCostIncrement: '4'
ChapterCostMinDifference: '4'
FinalChapterMinCost: '30'
FinalChapterMaxCost: '30'
FinaleShuffle: 'true'
StartWithCompassBadge: 'true'
CompassBadgeMode: closest
RandomizeHatOrder: 'true'
YarnAvailable: '50'
YarnCostMin: '4'
YarnCostMax: '8'
MinExtraYarn: '10'
HatItems: 'true'
UmbrellaLogic: 'false'
MaxExtraTimePieces: '16'
YarnBalancePercent: '20'
TimePieceBalancePercent: '35'
EnableDLC1: 'true'
Tasksanity: 'true'
TasksanityTaskStep: '1'
TasksanityCheckCount: '10'
ShipShapeCustomTaskGoal: '10'
ExcludeTour: 'true'
EnableDLC2: 'true'
MetroMinPonCost: '12'
MetroMaxPonCost: '60'
NyakuzaThugMinShopItems: '2'
NyakuzaThugMaxShopItems: '5'
BaseballBat: 'true'
NoTicketSkips: 'false'
EnableDeathWish: 'true'
DWTimePieceRequirement: '15'
DWShuffle: 'false'
DWShuffleCountMin: '18'
DWShuffleCountMax: '25'
DWEnableBonus: 'false'
DWAutoCompleteBonuses: 'true'
DWExcludeAnnoyingContracts: 'true'
DWExcludeAnnoyingBonuses: 'true'
DWExcludeCandles: 'false'
DeathWishOnly: 'false'
TrapChance: '18'
BabyTrapWeight: '10'
LaserTrapWeight: '40'
ParadeTrapWeight: '20'
start_inventory: {}

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# Q. What is this file?
# A. This file contains options which allow you to configure your multiworld experience while allowing
# others to play how they want as well.
#
# Q. How do I use it?
# A. The options in this file are weighted. This means the higher number you assign to a value, the
# more chances you have for that option to be chosen. For example, an option like this:
#
# map_shuffle:
# on: 5
# off: 15
#
# Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned
# off.
#
# Q. I've never seen a file like this before. What characters am I allowed to use?
# A. This is a .yaml file. You are allowed to use most characters.
# To test if your yaml is valid or not, you can use this website:
# http://www.yamllint.com/
# You can also verify that your Archipelago options are valid at this site:
# https://archipelago.gg/check
# Your name in-game, limited to 16 characters.
# {player} will be replaced with the player's slot number.
# {PLAYER} will be replaced with the player's slot number, if that slot number is greater than 1.
# {number} will be replaced with the counter value of the name.
# {NUMBER} will be replaced with the counter value of the name, if the counter value is greater than 1.
name: VeeloSmash
# Used to describe your yaml. Useful if you have multiple files.
description: Default Manual_WorldOfLight_Entei Template
game: Manual_WorldOfLight_Entei
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Manual_WorldOfLight_Entei:
# Game Options
progression_balancing:
# A system that can move progression earlier, to try and prevent the player from getting stuck and bored early.
#
# A lower setting means more getting stuck. A higher setting means less getting stuck.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 99
random: 0
random-low: 0
random-high: 0
disabled: 0 # equivalent to 0
normal: 50 # equivalent to 50
extreme: 0 # equivalent to 99
accessibility:
# Set rules for reachability of your items/locations.
#
# **Full:** ensure everything can be reached and acquired.
#
# **Minimal:** ensure what is needed to reach your goal can be acquired.
full: 50
minimal: 0
game_length:
# What should the final goal be?
# full_game: Defeat Galeem and Dharkon together and get the true ending.
# dark_realm: Defeat Dharkon at the end of the dark realm.
# light_realm: Defeat Galeem at the end of the light realm.
full_game: 50
dark_realm: 0
light_realm: 0
removal_priority:
# If there are more items than locations, the generator must
# remove characters or skills from the item pool.
# Which should it prioritize?
# Irrelevant if you have every location enabled,
# or if skills are disabled.
characters: 0
skills: 50
both: 0
include_skill_tree:
# Adds skills from the skill tree as items.
'false': 0
'true': 50
include_master_spirits:
# Adds boss battles as locations.
# Master Hand and Crazy Hand not included.
'false': 0
'true': 50
include_boss_battles:
# Adds defeating Master Spirits (Dojos, Shops, etc.) as locations.
'false': 0
'true': 50
piranha_plant:
# Enable/disable Piranha Plant DLC
'false': 0
'true': 50
fighter_pass_1:
# Enable/disable Fighter Pass 1
# Includes Joker, Hero, Banjo & Kazooie, Terry, and Byleth
'false': 0
'true': 50
fighter_pass_2:
# Enable/disable Fighter Pass 2
# Includes Min Min, Steve, Sephiroth, Pyra/Mythra, Kazuya, and Sora
'false': 0
'true': 50
death_link:
# When you die, everyone who enabled death link dies. Of course, the reverse is true too.
'false': 0
'true': 50
# Item & Location Options
local_items:
# Forces these items to be in their native world.
[]
non_local_items:
# Forces these items to be outside their native world.
[]
start_inventory:
# Start with these items.
{}
start_inventory_from_pool:
# Start with these items and don't place them in the world.
#
# The game decides what the replacement items will be.
{}
start_hints:
# Start with these item's locations prefilled into the ``!hint`` command.
[]
start_location_hints:
# Start with these locations and their item prefilled into the ``!hint`` command.
[]
exclude_locations:
# Prevent these locations from having an important item.
[]
priority_locations:
# Prevent these locations from having an unimportant item.
[]
item_links:
# Share part of your item pool with other players.
[]

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name: WordTunc
game: TUNIC
description: Generated by https://archipelago.gg/ for TUNIC
TUNIC:
progression_balancing: '50'
accessibility: full
sword_progression: 'true'
start_with_sword: 'false'
keys_behind_bosses: 'false'
ability_shuffling: 'true'
fool_traps: normal
laurels_location: anywhere
shuffle_ladders: 'true'
grass_randomizer: 'false'
breakable_shuffle: 'false'
hexagon_quest: 'false'
hexagon_goal: '20'
extra_hexagon_percentage: '50'
hexagon_quest_ability_type: hexagons
combat_logic: 'off'
lanternless: 'false'
maskless: 'false'
laurels_zips: 'false'
ice_grappling: 'off'
ladder_storage: 'off'
ladder_storage_without_items: 'false'
entrance_rando: 'no'
entrance_layout: standard
decoupled: 'false'
start_inventory: {}
start_inventory_from_pool: {}

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# Q. What is this file?
# A. This file contains options which allow you to configure your multiworld experience while allowing
# others to play how they want as well.
#
# Q. How do I use it?
# A. The options in this file are weighted. This means the higher number you assign to a value, the
# more chances you have for that option to be chosen. For example, an option like this:
#
# map_shuffle:
# on: 5
# off: 15
#
# Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned
# off.
#
# Q. I've never seen a file like this before. What characters am I allowed to use?
# A. This is a .yaml file. You are allowed to use most characters.
# To test if your yaml is valid or not, you can use this website:
# http://www.yamllint.com/
# You can also verify that your Archipelago options are valid at this site:
# https://archipelago.gg/check
# Your name in-game, limited to 16 characters.
# {player} will be replaced with the player's slot number.
# {PLAYER} will be replaced with the player's slot number, if that slot number is greater than 1.
# {number} will be replaced with the counter value of the name.
# {NUMBER} will be replaced with the counter value of the name, if the counter value is greater than 1.
name: howwywious
# Used to describe your yaml. Useful if you have multiple files.
description: Default Pseudoregalia Template
game: Pseudoregalia
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Pseudoregalia:
# Game Options
progression_balancing:
# A system that can move progression earlier, to try and prevent the player from getting stuck and bored early.
#
# A lower setting means more getting stuck. A higher setting means less getting stuck.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 99
random: 0
random-low: 0
random-high: 0
disabled: 0 # equivalent to 0
normal: 50 # equivalent to 50
extreme: 0 # equivalent to 99
accessibility:
# Set rules for reachability of your items/locations.
#
# **Full:** ensure everything can be reached and acquired.
#
# **Minimal:** ensure what is needed to reach your goal can be acquired.
full: 50
minimal: 0
logic_level:
# The overall difficulty of the logic, used to determine the requirements to access locations and regions.
#
# Normal: Suitable for anyone who has beaten the game. Requires backflips and knowing where everything is.
# Hard: Requires some easier movement tricks such as cling climbing, and more nuanced movement like turning during an air kick.
# Expert: Requires more difficult movement tricks such as ultrahops and reverse wallkicks, and obscure knowledge.
# Lunatic: Requires extremely difficult jumps and creative thinking. No holds barred. You have been warned.
#
# Currently applies to Castle, Dungeon, Library, Keep, and Underbelly.
normal: 50
hard: 0
expert: 0
lunatic: 0
obscure_logic:
# Enables logic for obscure knowledge and creative pathing that isn't difficult to execute but may not be obvious or commonly known.
# This option is forced on if logic level is set to Expert or Lunatic.
#
# Currently applies to Castle, Dungeon, Library, Keep, and Underbelly.
'false': 50
'true': 0
progressive_breaker:
# Replaces Dream Breaker, Strikebreak, and Soul Cutter with three Progressive Dream Breaker items.
'false': 0
'true': 50
progressive_slide:
# Replaces Slide and Solar Wind with two Progressive Slide items.
'false': 0
'true': 50
split_sun_greaves:
# Replaces Sun Greaves and Heliacal Power with four individual Air Kicks.
'false': 50
'true': 0
death_link:
# When you die, everyone who enabled death link dies. Of course, the reverse is true too.
'false': 50
'true': 0
# Item & Location Options
local_items:
# Forces these items to be in their native world.
[]
non_local_items:
# Forces these items to be outside their native world.
[]
start_inventory:
# Start with these items.
{}
start_hints:
# Start with these item's locations prefilled into the ``!hint`` command.
[]
start_location_hints:
# Start with these locations and their item prefilled into the ``!hint`` command.
[]
exclude_locations:
# Prevent these locations from having an important item.
[]
priority_locations:
# Prevent these locations from having an unimportant item.
[]
item_links:
# Share part of your item pool with other players.
[]

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# Q. What is this file?
# A. This file contains options which allow you to configure your multiworld experience while allowing
# others to play how they want as well.
#
# Q. How do I use it?
# A. The options in this file are weighted. This means the higher number you assign to a value, the
# more chances you have for that option to be chosen. For example, an option like this:
#
# map_shuffle:
# on: 5
# off: 15
#
# Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned
# off.
#
# Q. I've never seen a file like this before. What characters am I allowed to use?
# A. This is a .yaml file. You are allowed to use most characters.
# To test if your yaml is valid or not, you can use this website:
# http://www.yamllint.com/
# You can also verify that your Archipelago options are valid at this site:
# https://archipelago.gg/check
# Your name in-game, limited to 16 characters.
# {player} will be replaced with the player's slot number.
# {PLAYER} will be replaced with the player's slot number, if that slot number is greater than 1.
# {number} will be replaced with the counter value of the name.
# {NUMBER} will be replaced with the counter value of the name, if the counter value is greater than 1.
name: howwywiousShart
# Used to describe your yaml. Useful if you have multiple files.
description: Default The Simpsons Hit And Run Template
game: The Simpsons Hit And Run
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
The Simpsons Hit And Run:
# Game Options
progression_balancing:
# A system that can move progression earlier, to try and prevent the player from getting stuck and bored early.
#
# A lower setting means more getting stuck. A higher setting means less getting stuck.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 99
random: 0
random-low: 0
random-high: 0
disabled: 0 # equivalent to 0
normal: 50 # equivalent to 50
extreme: 0 # equivalent to 99
accessibility:
# Set rules for reachability of your items/locations.
#
# **Full:** ensure everything can be reached and acquired.
#
# **Minimal:** ensure what is needed to reach your goal can be acquired.
full: 50
minimal: 0
levelsanity:
# Choose how you want missions to be sent in the multiworld. Levels logically require the level access item and at least 1 car from that level or higher. You're guaranteed to start with a level and it's default car with either option.
# Linear will add progressive levels to the pool. You'll start with Level 1 and the Family Sedan, then get the next level each time you receive a progressive level item.
# Levels will add levels to the pool. You'll start the game with a random level and it's required items and receive levels from the multiworld.
# Regardless of your choice, missions can be played in any order on an unlocked level.
linear: 0
levels: 50
moverandomizer:
# Choose whether or not to shuffle moves into the item pool.
# Moves that are shuffled are Double Jump and Attack for each character.
# These have logical implications for wasp and card collection
# as well as L7M4 requiring Homer Double Jump.
'false': 0
'true': 50
shuffleebrake:
# Choose whether or not to shuffle ability to use the E-Brake
# for each character into the item pool. *WARNING* This is not
# considered in logic and has not been heavily tested.
# It may create unreasonably hard seeds.
'false': 0
'true': 50
EnableWaspPercent:
# Whether to include Wasps in goal requirements.
# This setting is always treated as true if your
# goal is Goal: Wasps and Cards Collected!
'false': 0
'true': 50
wasppercent:
# Percent of Wasps required to goal if Wasp Requirements is enabled.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 10
# Maximum value is 100
50: 50
random: 0
random-low: 0
random-high: 0
EnableCardPercent:
# Whether to include Cards in goal requirements.
# This setting is always treated as true if your
# goal is Goal: Wasps and Cards Collected!
'false': 0
'true': 50
cardpercent:
# Percent of Cards required to goal if Card Requirements is enabled.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 10
# Maximum value is 100
50: 50
random: 0
random-low: 0
random-high: 0
minprice:
# The minimum cost of any item in Gil's Shop. If this is greater than the max shop price, then the max will be used instead.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 1000
100: 50
random: 0
random-low: 0
random-high: 0
maxprice:
# The maximum cost of any item in Gil's Shop.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 500
300: 50
random: 0
random-low: 0
random-high: 0
shopscalemod:
# The multiplier for shop costs per levels
# L2 costs = L1 * multiplier, L3 = L1 * 2(multiplier), etc
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 5
2: 50
random: 0
random-low: 0
random-high: 0
goal:
# Choose your victory condition.
'goal: all missions complete!': 50
'goal: all story missions complete!': 0
'goal: final mission(l7m7)': 0
'goal: wasps and cards collected!': 0
filler_traps:
# How many fillers will be replaced with traps. 0 means no additional traps, 100 means all fillers are traps.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
0: 50
random: 0
random-low: 0
random-high: 0
# Item & Location Options
local_items:
# Forces these items to be in their native world.
[]
non_local_items:
# Forces these items to be outside their native world.
[]
start_inventory:
# Start with these items.
{}
start_hints:
# Start with these item's locations prefilled into the ``!hint`` command.
[]
start_location_hints:
# Start with these locations and their item prefilled into the ``!hint`` command.
[]
exclude_locations:
# Prevent these locations from having an important item.
[]
priority_locations:
# Prevent these locations from having an unimportant item.
[]
item_links:
# Share part of your item pool with other players.
[]