Initial commit for yamls from recent generations.

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name: Amada2DMC
game: Terraria
description: Generated by https://archipelago.gg/ for Terraria
Terraria:
progression_balancing: '25'
accessibility: full
goal: moon_lord
achievements: exclude_fishing
fill_extra_checks_with: useful_items
death_link: 'false'
exclude_locations:
- Bulldozer
- Marathon Medalist
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: Amada2Remake
# Used to describe your yaml. Useful if you have multiple files.
description: Default AM2R Template
game: AM2R
requires:
version: 0.5.0 # Version of Archipelago required for this yaml to work as expected.
AM2R:
# 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.
#
# - **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: 0
minimal: 1
MetroidsRequired:
# Chose how many Metroids need to be killed or obtained to go through to the Omega Nest
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
46: 1
random: 0
random-low: 0
random-high: 0
MetroidsInPool:
# Chose how many Metroids will be in the pool, if Metroids are randomized.
# This will value will be ignored if smaller than the required amount
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
46: 1
random: 0
random-low: 0
random-high: 4
random-middle: 2
LocationSettings:
# Chose what items you want in the pool
# not including checks via the no_A6 will force them to be excluded
# not adding Metroids will force them to be vanilla and will not randomize them into item locations
# adding metroids but excluding A6 will leave the A6 and omega nest metroids vanilla but will leave the full amount in the pool
items_no_a6: 0
items_and_a6: 1
add_metroids_no_a6: 0
add_metroids_and_a6: 0
TrapFillPercentage:
# Adds in slightly inconvenient traps into the item pool
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
0: 1
random: 0
random-low: 0
random-high: 0
RemoveFloodTrap:
# Removes Flood Traps from trap fill
'false': 50
'true': 0
RemoveTossTrap:
# There is a pipebomb in your mailbox
'false': 50
'true': 0
RemoveShortBeam:
# Remove muscle memory trap
'false': 50
'true': 0
RemoveEMPTrap:
# Yes we know that it looks weird during the idle animation, but it's a vanilla bug
'false': 50
'true': 0
RemoveTouhouTrap:
# Removes Touhou Traps from trap fill
'false': 50
'true': 0
RemoveOHKOTrap:
# Removes OHKO Traps from trap fill
'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.
["The Tower: After Tester"]
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: AmadaBunny
# Used to describe your yaml. Useful if you have multiple files.
description: Default Rabi-Ribi Template
game: Rabi-Ribi
requires:
version: 0.5.1 # Version of Archipelago required for this yaml to work as expected.
Rabi-Ribi:
# 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: 0 # equivalent to 50
extreme: 0 # equivalent to 99
30: 5
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: 0
minimal: 50
open_mode:
# Gain access to chapter 1 areas without needing to complete the prologue
'false': 0
'true': 50
knowledge:
# Knowledge can be BASIC, INTERMEDIATE, ADVANCED, or OBSCURE.
#
# There are many tricks in the game that requires advanced knowledge of how the game works to perform.
# Knowledge levels (mostly) align with the tricks explained on each section of the Platforming Tricks Tutorial custom map.
# Obscure contains tricks that require incredibly specific game knowledge and may be scarcely documented, if at all.
basic: 50
intermediate: 0
advanced: 0
obscure: 0
trick_difficulty:
# Difficulty can be NORMAL, HARD, V_HARD, EXTREME, or STUPID.
#
# Some tricks in Rabi-Ribi can be very difficult to execute. This flag determines the minimum execution ability required to complete the seed.
#
# Normal is recommended for most players. There are many tight jumps which are still labeled as NORMAL.
# Hard involves some tricks that are tight, and can be difficult to execute for newer players.
# V_Hard involves some tricks that are very tight, and can be difficult to execute even for experienced players.
# Extreme involves tricks that can be quite unreasonable to be expected to execute.
# Stupid refers to tricks that no one wants to do, ever. This often refers to tricks that have only been performed successfully once, just to prove that it is possible.
normal: 50
hard: 0
v_hard: 0
extreme: 0
stupid: 0
block_clips_required:
# Block clips are performed by quick-dropping onto the top of a one-tile block to obtain the item inside the block.
# Turning off this flag removes the need for block clips.
'false': 50
'true': 0
semi_solid_clips_required:
# Semisolid Clips refers to clipping through semisolid
# (one-way) platforms via a specific glitch. If this flag is turned on,
# reaching some of the items may require semisolid clips to be performed.
# If turned off, all the required items can be obtained without the need
# for semisolid clips.
'false': 50
'true': 0
zips_required:
# Zips are glitches that allow you to clip through terrain.
# The main types of zips are slide zips and hammer roll zips.
# If this flag is turned on, reaching some of the items may require
# zips to be performed. If turned off, all the required items can be
# obtained without the need for zips.
'false': 50
'true': 0
darkness_without_light_orb:
# If this flag is true, the game might expect you to go into dark areas,
# even if you dont have the Light Orb.
'false': 50
'true': 0
underwater_without_water_orb:
# If this flag is true, the game might expect you to go into underwater areas,
# even if you dont have the Water Orb.
'false': 50
'true': 0
carrot_shooter_in_logic:
# If set to false, carrot shooter will not be required to bomb locations.
# These locations will be locked behind carrot bomb instead.
'false': 0
'true': 50
event_warps_in_logic:
# If this flag is true, events that warp the player to another location are considered in logic.
# While some of these events can only be reached once normally, the randomizer adds doors that
# allow these events to be accessed multiple times.
'false': 0
'true': 50
attack_mode:
# Normal attack mode starts you with 0 attack ups.
# Super attack mode starts you with 20 attack ups.
# Hyper attack mode starts you with 30 attack ups.
#
# This gives you a lot more damage, which is especially useful because you often don't get
# the hammer early in randomizer games. (Ribbon does about 20 damage per shot in super attack mode)
normal: 50
super: 0
hyper: 0
encourage_eggs_in_late_spheres:
# If set to true, the randomizer logic will attempt to place eggs in later spheres
# resulting in harder to get to eggs.
'false': 0
'true': 50
randomize_hammer:
# If set to false, the hammer is at the default location
'false': 50
'true': 0
randomize_gift_items:
# If set to false, items given by NPCs (Speed Boost, Hammer Strike, P Hairpin) are at their default locations
'false': 0
'true': 50
plurkwood_reachable:
# If this flag is true, the game might expect you to go into Plurkwood.
'false': 0
'true': 50
enable_constraint_changes:
# If this flag is true, the randomizer will choose a number of predefined map
# edits to restrict access to areas.
'false': 50
'true': 0
number_of_constraint_changes:
# Sets the total number of map constraint changes to be added.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 30
0: 50
random: 0
random-low: 0
random-high: 0
shuffle_map_transitions:
# If this flag is true, the randomizer will shuffle the entrances between maps.
'false': 50
'true': 0
shuffle_start_location:
# If this flag is true, the randomizer will start the player at one of several locations
# around Rabi Rabi Island.
'false': 50
'true': 0
shuffle_music:
# If this flag is true, the randomizer will shuffle the music tracks played in each area.
'false': 50
'true': 0
shuffle_backgrounds:
# If this flag is true, the randomizer will shuffle the room backgrounds in each area.
# Note that some backgrounds that introduce lag or make tricks difficult to perform are disabled.
'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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name: AmadaButton
game: Clique
description: Generated by https://archipelago.gg/ for Clique
Clique:
accessibility: minimal
hard_mode: 'true'
priority_locations: The Big Red Button
start_inventory: {}
progression_balancing: random
color: random

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name: AmadaButtonsEX
description: Default template created by the Manual Builder tool
game: Manual_Clique_EX
Manual_Clique_EX:
progression_balancing: 50
accessibility: full

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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: AmadaBwaa
# Used to describe your yaml. Useful if you have multiple files.
description: Default Manual_MarioRabbidsKingdomBattle_Amada Template
game: Manual_MarioRabbidsKingdomBattle_Amada
requires:
version: 0.5.1 # Version of Archipelago required for this yaml to work as expected.
Manual_MarioRabbidsKingdomBattle_Amada:
# 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: 0
minimal: 50
Challenges:
# Should items/locations linked to this option be enabled?
'false': 50
'true': 0
Random_Starting_Chapter:
# Should items/locations linked to this option be enabled?
'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.
[]
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.
{}

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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: AmadaCube
# Used to describe your yaml. Useful if you have multiple files.
description: Default Manual_GeometryDash_Amada Template
game: Manual_GeometryDash_Amada
requires:
version: 0.5.1 # Version of Archipelago required for this yaml to work as expected.
Manual_GeometryDash_Amada:
# 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: 0 # equivalent to 50
extreme: 0 # equivalent to 99
25: 50
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: 0
minimal: 50
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
Robtop_Demons:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Fire_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Ice_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Posion_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Shadow_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Lava_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Bonus_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Chaos_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Demon_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 50
'true': 0
Time_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Crystal_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Magic_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Spike_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Monster_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 50
'true': 0
Doom_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 50
'true': 0
Death_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 50
'true': 0
Water_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 50
'true': 0
Portal_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Strange_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 50
'true': 0
Fantasy_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Cursed_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 50
'true': 0
Castle_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 50
'true': 0
World_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 50
'true': 0
Galaxy_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 50
'true': 0
Universe_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 50
'true': 0
Discord_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Split_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 50
'true': 0
Mystery_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Forest_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 50
'true': 0
Cyborg_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Force_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 50
'true': 0
Haunted_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 50
'true': 0
Power_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Halloween_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Inferno_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 50
'true': 0
Christmas_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
NCS1_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 50
'true': 0
NCS2_Gauntlet:
# Should items/locations linked to this option be enabled?
'false': 50
'true': 0
Vaults:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Progressive_Difficulty_Locks:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Tower:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Meltdown:
# Should items/locations linked to this option be enabled?
'false': 50
'true': 0
World:
# Should items/locations linked to this option be enabled?
'false': 50
'true': 0
Subzero:
# Should items/locations linked to this option be enabled?
'false': 50
'true': 0
Coinsanity:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Map_Packs_Easy:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Map_Packs_Normal:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Map_Packs_Hard:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Map_Packs_Harder:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Map_Packs_Insane:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Map_Packs_Demon:
# Should items/locations linked to this option be enabled?
'false': 50
'true': 0
Pathsanity:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Chestsanity:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Shardsanity:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Official_Coins_Classic:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Official_Coins_Platformer:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Gauntlet_Coins:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Map_Pack_Coins:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Unverified_Coins:
# 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.
["Orange Key", "Blue Key", "Green Key"]
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.
["Progressive Difficulty"]
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.
["Official - Clutterfunk - Normal Mode", "Official - Clubstep - Normal Mode"]
item_links:
# Share part of your item pool with other players.
[]
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.
{}

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name: AmadaDice
game: Yacht Dice
description: Generated by https://archipelago.gg/ for Yacht Dice
Yacht Dice:
progression_balancing: '5'
accessibility: full
game_difficulty: medium
score_for_last_check: '1000'
score_for_goal: '777'
minimal_number_of_dice_and_rolls: 6_dice_and_4_rolls
number_of_dice_fragments_per_dice: '4'
number_of_roll_fragments_per_roll: '4'
alternative_categories: '0'
allow_manual_input: yes_allow
weight_of_dice: '5'
weight_of_roll: '20'
weight_of_fixed_score_multiplier: '30'
weight_of_step_score_multiplier: '0'
weight_of_double_category: '50'
weight_of_points: '20'
points_size: medium
minimize_extra_items: no_dont
add_bonus_points: sure
add_story_chapters: never
which_story: random_story
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: AmadaDreams
# Used to describe your yaml. Useful if you have multiple files.
description: Default Manual_RaymanLegends_Amada Template
game: Manual_RaymanLegends_Amada
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Manual_RaymanLegends_Amada:
# 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.
#
# Minimal accessibility is strongly recommended for solo generations as this world often fails solo generation on full accessibility
full: 0
minimal: 50
goal:
# Choose your victory condition.
# Any Boss - defeat any boss, back to origins or not
# Full Moon - send all 5 dark wizards to the moon (defeat all non back to origins boss levels)
# World Tour - Complete Grannies World Tour (8-Bit)
# BTO All Bosses - defeat all 5 back to origins bosses (requires Back_to_Origins to be true, i do not know what happens if its false but it probably fails generation)
victory - any boss: 0
victory - full moon: 50
victory - world tour: 0
victory - bto all bosses: 0
Back_to_Origins:
# Should the Back to Origins worlds be included?
'false': 0
'true': 50
Teensanity:
# Shuffles Teensy items per world rounded down to the nearest multiple of 10 and gives rewards for every 10 teensies collected if the relevant world is accessible (includes back to origins worlds if back to origins is enabled), as well as generic teensy rewards both for total teensies and back to origins world teensies if enabled, these do not require the world to be accessible
# as a word of warning, this will fail solo generation with full accessibility and may still take 2-3 tries even with minimal accessibility
'false': 0
'true': 50
Require_Wizards:
# Shuffles 5 Dark Wizard Items into the pool, these must all be collected or received in addition to whichever goal you have set before you can complete your game
'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: AmadaFox
game: TUNIC
description: Generated by https://archipelago.gg/ for TUNIC
TUNIC:
progression_balancing: '30'
accessibility: minimal
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: 'true'
entrance_rando: 'no'
fixed_shop: 'false'
hexagon_quest: 'false'
hexagon_goal: '20'
extra_hexagon_percentage: '50'
hexagon_quest_ability_type: hexagons
combat_logic: 'on'
lanternless: 'false'
maskless: 'false'
laurels_zips: 'false'
ice_grappling: 'off'
ladder_storage: 'off'
ladder_storage_without_items: 'false'
start_hints: Hero Relics
exclude_locations: {}
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: AmadaGender
# Used to describe your yaml. Useful if you have multiple files.
description: Default Flipwitch Forbidden Sex Hex Template
game: Flipwitch Forbidden Sex Hex
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Flipwitch Forbidden Sex Hex:
# 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: 0 # equivalent to 50
extreme: 0 # equivalent to 99
30: 1
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: 0
minimal: 1
starting_gender:
# Decides the starting gender state.
female: 50
male: 0
shuffle_chaos_pieces:
# Shuffles the six Chaos Pieces in your game.
# Off: All pieces are placed in their original locations.
# On: All six Chaos Pieces can be found anywhere in the multiworld.
# If you want to plando these, turn this on first.
'false': 0
'true': 1
shopsanity:
# Shuffles all items normally sold in your game. Opens 29 locations.
'false': 0
'true': 50
shop_prices:
# Sets, as a percentage, the price of all goods in the game.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 200
100: 50
random: 0
random-low: 0
random-high: 0
stat_shuffle:
# Shuffles all Heart and Mana Container upgrades in your game. Adds 20 locations.
'false': 0
'true': 50
gachapon_shuffle:
# Shuffles the rewards of the gachapon rewards.
# Off: All gacha coins are placed locally in their coin locations. Gacha machines give nothing.
# Coins: All gacha coins are shuffled into the multiworld. Opens 41 locations.
# All: All gacha coins and gacha prizes are shuffled into the multiworld. Opens 82 locations.
# Note that the gacha machine order is deterministic based on the seed rolled.
'off': 0
coin: 0
all: 10
quest_for_sex:
# Shuffles locations relevant to quest and sex experience.
# Off: All quests give no reward, all quest items are vanilla, and all sex experience is tied to the sexual experience.
# Sensei Minimal: Rewards for sex experience are shuffled. Opens 14 locations.
# Quests: All quests give a reward and all quest items are shuffled but the resulting cutscenes still give sex experience as normal. Opens 79 locations.
# All: All quests give a reward, and sex experience is included in the multiworld. Cutscenes do not reward sex experience. Opens 79 locations.
'off': 0
sensei: 0
quests: 50
all: 0
crystal_teleports:
# Shuffles the crystal teleports other than the starting warp. Item is obtained by interacting with a teleport panel.
# Chaos Castle cannot be warped to unless you have six chaos key pieces.
# Not Implemented Currently
'false': 50
'true': 0
junk_hint:
# Percent chance an in-game hint is a junk hint.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
50: 50
random: 0
random-low: 0
random-high: 0
death_link:
# When you get fucked, everyone gets fucked (or dies, I suppose). 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.
["Chaos Sanctum Key"]
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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name: AmadaKnight
game: Hollow Knight
description: Generated by https://archipelago.gg/ for Hollow Knight
Hollow Knight:
progression_balancing: '0'
accessibility: minimal
RandomizeDreamers: 'true'
RandomizeSkills: 'true'
RandomizeFocus: 'false'
RandomizeSwim: 'true'
RandomizeCharms: 'true'
RandomizeKeys: 'true'
RandomizeMaskShards: 'true'
RandomizeVesselFragments: 'true'
RandomizeCharmNotches: 'true'
RandomizePaleOre: 'true'
RandomizeGeoChests: 'true'
RandomizeJunkPitChests: 'true'
RandomizeRancidEggs: 'true'
RandomizeRelics: 'true'
RandomizeWhisperingRoots: 'true'
RandomizeBossEssence: 'true'
RandomizeGrubs: 'true'
RandomizeMimics: 'true'
RandomizeMaps: 'true'
RandomizeStags: 'true'
RandomizeLifebloodCocoons: 'true'
RandomizeGrimmkinFlames: 'true'
RandomizeJournalEntries: 'true'
RandomizeNail: 'true'
RandomizeGeoRocks: 'true'
RandomizeBossGeo: 'true'
RandomizeSoulTotems: 'true'
RandomizeLoreTablets: 'true'
RandomizeElevatorPass: 'true'
PreciseMovement: 'false'
ProficientCombat: 'false'
BackgroundObjectPogos: 'false'
EnemyPogos: 'false'
ObscureSkips: 'false'
ShadeSkips: 'false'
InfectionSkips: 'false'
FireballSkips: 'false'
SpikeTunnels: 'false'
AcidSkips: 'false'
DamageBoosts: 'false'
DangerousSkips: 'false'
DarkRooms: 'false'
ComplexSkips: 'false'
DifficultSkips: 'false'
RemoveSpellUpgrades: 'false'
StartLocation: king's_pass
Goal: radiance
GrubHuntGoal: '-1'
WhitePalace: include
ExtraPlatforms: 'true'
AddUnshuffledLocations: 'false'
StartingGeo: '1000'
DeathLink: 'false'
DeathLinkShade: shade
DeathLinkBreaksFragileCharms: 'false'
MinimumGeoPrice: 'random-low'
MaximumGeoPrice: 'random-middle'
MinimumGrubPrice: 'random-low'
MaximumGrubPrice: 'random-high'
MinimumEssencePrice: 'random-low'
MaximumEssencePrice: 'random-high'
MinimumCharmPrice: 'random-low'
MaximumCharmPrice: 'random-high'
RandomCharmCosts: '50'
MinimumEggPrice: 'random-low'
MaximumEggPrice: 'random-high'
EggShopSlots: 'random-high'
SlyShopSlots: 'random'
SlyKeyShopSlots: 'random'
IseldaShopSlots: 'random'
SalubraShopSlots: 'random'
SalubraCharmShopSlots: 'random'
LegEaterShopSlots: 'random'
GrubfatherRewardSlots: 'random-high'
SeerRewardSlots: 'random-high'
ExtraShopSlots: 'random'
SplitCrystalHeart: 'true'
SplitMothwingCloak: 'true'
SplitMantisClaw: 'true'
CostSanity: 'off'
CostSanityHybridChance: '10'
CostSanityEggWeight: '1'
CostSanityGrubWeight: '1'
CostSanityEssenceWeight: '1'
CostSanityCharmWeight: '1'
CostSanityGeoWeight: '8'
exclude_locations: Boss_Essence-Failed_Champion
start_inventory: {}

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name: AmadaLines
game: The Witness
description: Generated by https://archipelago.gg/ for The Witness
The Witness:
progression_balancing: '30'
accessibility: minimal
easter_egg_hunt: off
puzzle_randomization: sigma_normal
victory_condition: mountain_box_long
mountain_lasers: '7'
challenge_lasers: '10'
panel_hunt_required_percentage: '63'
panel_hunt_total: '40'
panel_hunt_postgame: disable_anything_locked_by_lasers
panel_hunt_discourage_same_area_factor: '40'
shuffle_discarded_panels: 'true'
shuffle_vault_boxes: 'true'
shuffle_EPs: individual
EP_difficulty: normal
shuffle_postgame: 'true'
disable_non_randomized_puzzles: 'false'
shuffle_symbols: 'true'
shuffle_doors: mixed
door_groupings: 'off'
shuffle_lasers: anywhere
shuffle_boat: 'true'
obelisk_keys: 'true'
unlockable_warps: 'false'
puzzle_skip_amount: '30'
trap_percentage: '0'
hint_amount: '0'
vague_hints: 'off'
area_hint_percentage: '33'
laser_hints: 'true'
early_caves: add_to_pool
death_link: 'false'
death_link_amnesty: '1'
shuffle_dog: puzzle_skip
local_items:
- Keep Laser
- Symmetry Laser
- Town Laser
- Treehouse Laser
priority_locations:
- Bunker Laser Panel
- Desert Laser Panel
- Jungle Laser Panel
- Keep Laser Panel Hedges
- Keep Laser Panel Pressure Plates
- Monastery Laser Panel
- Quarry Laser Panel
- Shadows Laser Panel
- Swamp Laser Panel
- Symmetry Island Laser Panel
- Town Laser Panel
- Treehouse Laser Panel
start_inventory: {}
puzzle_randomization_seed: random

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name: AmadaMines
game: ChecksFinder
description: Generated by https://archipelago.gg/ for ChecksFinder
ChecksFinder:
progression_balancing: '30'
accessibility: full
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: AmadaPlants
# Used to describe your yaml. Useful if you have multiple files.
description: Default Manual_PVZHeroes_Amada Template
game: Manual_PVZHeroes_Amada
requires:
version: 0.5.1 # Version of Archipelago required for this yaml to work as expected.
Manual_PVZHeroes_Amada:
# 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
uncommon:
'false': 0
'true': 10
rare:
'false': 0
'true': 10
superrare:
'false': 50
'true': 0
legendary:
'false': 50
'true': 0
event:
'false': 50
'true': 0
Actionsanity:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
SolarFlare:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
WallKnight:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Chompzilla:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Spudow:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Citron:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
GrassKnuckles:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
NightCap:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Rose:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
CaptainCombustible:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
BetaCarrotina:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
TheSmash:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Impfinity:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Rustbolt:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
ElectricBoogaloo:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
BrainFreeze:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
ProfessorBrainstorm:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Immorticia:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
ZMech:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Neptuna:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
HugeGiganticus:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Packsanity:
# Should items/locations linked to this option be enabled?
'false': 0
'true': 50
Mastery:
# 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.
["Victory Gem"]
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.
[]
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.
{}

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name: AmadaPrime
# 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:
# General
required_artifacts:
# Determines the amount 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: 1
random: 0
random-low: 0
random-high: 0
final_bosses:
# Determines the final bosses required to beat the seed. Choose from Meta Ridley, Metroid Prime,
# both, or neither.
both: 1
ridley: 0
prime: 5
none: 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": 1
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. If elevator randomization is enabled, or Shuffle Scan Visor + Don't Pre Scan Elevators and the player does not have tricks or mix it up blast shield randomization enabled, this will switch to Save Station 1 in Chozo Ruins.
# 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 in BK).
normal: 0
safe: 1
buckle_up: 0
disable_starting_room_bk_prevention:
# Normally, starting rooms will give you a minimum set of items in order to have access to several checks immediately. This option disables that behavior as well as any pre filled items that would have been set. This will automatically get set to true if starting room is normal and tricks or blast shield rando is enabled
# WARNING: This will possibly require multiple attempts to generate, especially in solo worlds
"false": 0
"true": 1
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: 1
minimal_logic: 0
# Gameplay Tweaks
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": 0
"true": 1
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": 0
"true": 1
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": 0
"true": 1
pre_scan_elevators:
# Pre scans the elevators in the game, allowing for faster transitions between regions. Makes for more interesting gameply if disabled when the scan visor is shuffled.
"false": 0
"true": 1
randomize_starting_beam:
# If enabled, the starting beam will be randomized to a random beam that is not the Power Beam. Note that if vanilla start is used, the hive mecha boss will be disabled.
# Note that if you don't randomize door colors, this can lead to you getting BK'd immediately
"false": 0
"true": 1
progressive_beam_upgrades:
# If enabled, 3 progressive beam items will be added into the item pool per beam. The first unlocks the beam, the second unlocks the ability to charge the beam, and the third unlocks the missile combo for it. Progressive items share the same model as the associated beam combo model(all progressive wave beams will look like the wavebuster)
"false": 0
"true": 1
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": 1
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: 1
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": 1
"true": 0
# Door Randomization
elevator_randomization:
# Randomizes the elevators between regions
"false": 0
"true": 1
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: 0
global: 0
regional: 1
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: 0
replace_existing: 0
mix_it_up: 1
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%
# A whole lotta blast shields: 80% (This may have a hard time generating in solo worlds)
low: 2
medium: 4
high: 5
a_whole_lotta_blast_shields: 3
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: 1
no_beam_combos: 0
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 3
0: 1
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": 0
"true": 1
include_morph_ball_bomb_doors:
# If enabled, Morph Ball Bomb doors will be added as an available door color for door randomization
"false": 1
"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: 1
easy: 0
medium: 0
hard: 0
trick_allow_list:
# A list of tricks to explicitly allow in logic, regardless of selected difficulty. Values should match the trick name found here: https://github.com/Electro1512/MetroidAPrime/blob/main/data/Tricks.py#L55
# For example, "Crashed Frigate Scan Dash" or "Alcove Escape"
[]
trick_deny_list:
# A list of tricks to explicitly deny in logic, regardless of selected difficulty. Values should match the trick name found here: https://github.com/Electro1512/MetroidAPrime/blob/main/data/Tricks.py#L55. For example, "Crashed Frigate Scan Dash" or "Alcove Escape"
[]
flaahgra_power_bombs:
# If enabled, makes the sandstone block at the top of arboretum breakable with power bombs. Note that this will require the player to have 4 power bombs in order to defeat flaahgra
"false": 1
"true": 0
backwards_lower_mines:
# If enabled, allows the player to progress through the lower mines in reverse by removing the locks in the PCA room
"false": 1
"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: 1
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: 1
remove_most: 0
remove_all: 0
remove_hive_mecha:
# If enabled, the trigger for the Hive Mecha boss will be removed from the game
"false": 0
"true": 1
# Cosmetic
fusion_suit:
# Whether to use the fusion suit or not
"false": 1
"true": 0
hud_color:
# Determines the color of the HUD in the game. Will be overriden if any of the color overrides are greater than 0. Note: Certain colors will change the colors of the beam icons.
default: 0
red: 0
green: 0
blue: 0
violet: 0
yellow: 0
cyan: 0
white: 0
orange: 0
pink: 1
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 overriden 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": 0
"true": 1
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.
["Artifact of Lifegiver", "Artifact of Wild", "Artifact of Nature"]
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.
[]
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.
{}
# 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.
#
# - **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: 0
minimal: 1
death_link:
# When you die, everyone dies. Of course the reverse is true too.
"false": 1
"true": 0

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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: AmadaPuzzles
# Used to describe your yaml. Useful if you have multiple files.
description: Default Simon Tatham's Portable Puzzle Collection Template
game: Simon Tatham's Portable Puzzle Collection
requires:
version: 0.5.0 # Version of Archipelago required for this yaml to work as expected.
Simon Tatham's Portable Puzzle Collection:
# 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: 0 # equivalent to 50
extreme: 0 # equivalent to 99
10: 1
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.
full: 0
minimal: 1
puzzle_count:
# Number of puzzles to randomly generate.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 2000
50: 0
random: 0
random-low: 0
random-high: 0
100: 1
starting_puzzles:
# Number of puzzles to randomly add to the starting inventory. These will be
# removed from the item pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 20
5: 0
random: 0
random-low: 1
random-high: 0
completion_percentage:
# Percent of puzzles which must be completed to finish the world, rounding up.
#
# If you set this to a low value, it is HIGHLY RECOMMENDED to disable release on world completion.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 10
# Maximum value is 100
80: 10
random: 0
random-low: 0
random-high: 0
min_difficulty:
# Minimum difficulty to select generated presets from. Note that not all genres have presets at "Hard" difficulty,
# so they will never appear if the minimum difficulty is set to Hard (unless you specify custom presets for them).
easy: 50
normal: 0
hard: 0
max_difficulty:
# Maximum difficulty to select generated presets from. Takes priority over the Minimum Difficulty option if it is lower.
#
# Puzzles on "Ridiculous" difficulty are either very big or not actually randomized. Use this difficulty at your own risk.
easy: 10
normal: 0
hard: 0
ridiculous: 0
genre_weights:
# Relative chance for each genre to be selected as a random preset. Set a genre's
# weight to 0 or remove it from this list to disable it.
blackbox: 0
bridges: 10
cube: 0
dominosa: 0
fifteen: 0
filling: 10
flip: 0
flood: 0
galaxies: 0
guess: 10
inertia: 5
keen: 0
lightup: 10
loopy: 0
magnets: 5
map: 10
mines: 10
mosaic: 10
net: 10
netslide: 0
palisade: 10
pattern: 0
pearl: 0
pegs: 0
range: 10
rect: 10
samegame: 5
signpost: 5
singles: 5
sixteen: 0
slant: 10
solo: 10
tents: 10
towers: 10
tracks: 0
twiddle: 10
undead: 10
unequal: 10
unruly: 10
untangle: 0
genre_min_difficulty:
# Minimum difficulty for each genre. Use 0 for easy, 1 for normal, 2 for hard, and 3 for ridiculous.
{}
genre_max_difficulty:
# Maximum difficulty for each genre. Use 0 for easy, 1 for normal, 2 for hard, and 3 for ridiculous.
{}
preset_overrides:
# List of presets to use for a given genre. Replaces the default presets for
# that puzzle if specified.
#
# For example, to make Net puzzles always use wrapping grids, add:
# net: [5x5w, 7x7w, 9x9w, 11x11w]
{}
# 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 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.
["Puzzle 69 Reward"]
item_links:
# Share part of your item pool with other players.
[]

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name: AmadaQuantum
description: Outer Wilds Example
game: Outer Wilds
requires:
version: 0.5.0 # Version of Archipelago required for this yaml to work as expected.
Outer Wilds:
# Generic Archipelago options. These are documented at
# https://archipelago.gg/tutorial/Archipelago/advanced_settings/en#universal-game-options
# In addition to the "Everything" and "Everywhere" name groups that all AP games come with,
# the following name groups are provided by Outer Wilds:
# item name groups: "progression", "useful", "filler", "trap", "Frequencies", "Signals", "Ship Upgrades",
# "Translators", "Tools", "Base Progression", "DLC Progression", "Quantum Rules", "Patches",
# and dozens of single-item aliases
# location name groups: "Frequencies", "Signals", "Ship Logs", "Ember Twin", "Ash Twin", "Hourglass Twins",
# "Timber Hearth", "Attlerock", "Brittle Hollow", "Giant's Deep", "Dark Bramble", "Quantum Moon",
# "Interloper", "Sun Station", "WHS", "The Stranger", "Dreamworld"
progression_balancing: 30
accessibility: minimal
local_items: []
non_local_items: []
start_inventory: {}
start_hints: []
start_location_hints: []
exclude_locations: []
priority_locations: []
item_links: []
start_inventory_from_pool: {}
# Options specific to Outer Wilds
goal:
# The victory condition for your Archipelago run. Goals involving the Prisoner require enable_eote_dlc to be true.
#
# Song of Five: Reach the Eye
# Song of the Nomai: Reach the Eye after meeting Solanum
# Song of the Stranger: Reach the Eye after meeting the Prisoner
# Song of Six: Reach the Eye after meeting either Solanum or the Prisoner
# Song of Seven: Reach the Eye after meeting both Solanum and the Prisoner
# Echoes of the Eye: Meet the Prisoner and complete the DLC
song_of_five: 0
song_of_the_nomai: 0
song_of_the_stranger: 0
song_of_six: 0
song_of_seven: 0
echoes_of_the_eye: 1
spawn:
# Where you wake up at the start of each loop.
#
# 'vanilla' is the same as the base game: you wake up in TH Village, talk to Hornfels to get the Launch Codes, then walk by the Nomai statue to start the time loop.
# All other options (including timber_hearth) will spawn you in your spacesuit, with the time loop already started, and the Launch Codes item placed randomly like any other AP item.
# stranger of course requires enable_eotc_dlc to be true.
#
# The idea is that non-vanilla spawns will require you to play "shipless" for a while, possibly using Nomai Warp Codes to visit other planets. The ship will still spawn nearby, so you can use the ship log/tracker right away.
# When playing with non-vanilla spawns, we recommend:
# - Consider enabling randomize_warp_platforms for greater variety if you get warp codes early
# - Consider using early_key_item, especially in non-solo games
# - Install a fast-forward mod such as Alter Time or Cheat And Debug Mod, since you may need to do a lot of waiting for e.g. Ash Twin sand or Giant's Deep islands
vanilla: 0
hourglass_twins: 1
timber_hearth: 7
brittle_hollow: 5
giants_deep: 3
stranger: 6
random_non_vanilla: 0
early_key_item:
# Ensure that one of Translator, Nomai Warp Codes, Launch Codes, or Stranger Light Modulator will be somewhere
# in sphere 1 and in your own world, guaranteeing you can find it without waiting on other players.
#
# `any` will randomly select one of these items that's relevant to your spawn (especially useful with `spawn: random`).
# For base game spawns it will choose Translator, NWC or LC, and for stranger spawns it will choose LC or SLM.
# If split_translator is also on, then "Translator" means the one for your spawn planet.
#
# Recommended for games with non-vanilla spawns, especially async games.
# In addition, without this AP seems to almost always put Launch Codes in sphere 1, so `any` also helps increase variety.
'off': 0
any: 2
translator: 0
nomai_warp_codes: 1
launch_codes: 0
stranger_light_modulator: 0
enable_eote_dlc:
# Incorporates Echoes of the Eye content into the randomizer with an additional 10 items and 34 locations.
# If logsanity is enabled, that will add another 72 locations, for a total of 106 DLC locations.
#
# When this is enabled, the randomizer mod will give you the "The Stranger" ship log automatically,
# so you can fly there without repeating the satellite puzzle (once you have Launch Codes).
'false': 0
'true': 1
dlc_only:
# Sets enable_eote_dlc to true, spawn to stranger, goal to echoes_of_the_eye (see descriptions of those options),
# and then prevents generation of all the base game locations and of many items not useful in the DLC.
#
# Not compatible with story mods.
'false': 50
'true': 0
randomize_coordinates:
# Randomize the Eye of the Universe coordinates needed to reach the end of the game.
'false': 0
'true': 50
randomize_orbits:
# Randomizes:
# - The order of the five planets (the Hourglass Twins as a whole, Timber Hearth, Brittle Hollow, Giant's Deep, Dark Bramble), i.e. which ones are closer or farther from the sun
# - The orbit angles of the five planets, as well as four satellites (Sun Station, Attlerock, Hollow's Lantern, and the Orbital Probe Cannon)
'false': 0
'true': 50
randomize_rotations:
# Randomizes the axes of rotation for Ember Twin, Ash Twin, Timber Hearth and Brittle Hollow.
#
# This often causes the Hourglass Twins' sand pillar to pass through different areas,
# and structures inside the ATP to move differently (becoming a hazard for the player).
'false': 1
'true': 0
randomize_warp_platforms:
# Randomize which Nomai warp platforms are connected to each other.
# Warp connections are still 'coupled', i.e. if platform A warps to platform B, then B will take you back to A.
# Highly recommended when playing with non-vanilla spawns.
'false': 0
'true': 10
randomize_dark_bramble_layout:
# Randomizes which Dark Bramble 'rooms' link to which other rooms, so you can't rely on your memory of the vanilla layout.
# Be aware that randomized layouts are often significantly harder to navigate than vanilla Dark Bramble, since they allow several paths to the same room and more complex loops / recursion.
# 'hub_start' forces the first room to be Hub (same as the vanilla game), which tends to generate shorter and simpler paths than full randomization.
'false': 0
'true': 0
hub_start: 1
trap_chance:
# The probability for each filler item (including unique filler) to be replaced with a trap item.
# The exact number of trap items will still be somewhat random, so you can't know
# if you've seen the 'last trap' in your world without checking the spoiler log.
# If you don't want any traps, set this to 0.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
15: 0
random: 0
random-low: 0
random-high: 0
random-middle: 1
trap_type_weights:
# When a filler item is replaced with a trap, these weights determine the
# odds for each trap type to be selected.
# If you don't want a specific trap type, set its weight to 0.
# Setting all weights to 0 is the same as setting trap_chance to 0.
Audio Trap: 2
Nap Trap: 3
Ship Damage Trap: 3
death_link:
# When you die, everyone dies. Of course the reverse is true too.
# The "default" option will not include deaths to meditation, the supernova, the time loop ending,
# or 'deaths' that merely enter or exit the dreamworld.
# Be aware that the game mod provides a 'Death Link Override' setting, in case you change your mind later.
'off': 50
default: 0
all_deaths: 0
logsanity:
# Adds 176 locations for all the (non-rumor, non-missable) ship log facts in the game.
# Also affects how many locations are added by enable_eote_dlc.
'false': 0
'true': 1
shuffle_spacesuit:
# Puts the spacesuit into the Archipelago item pool, forcing you to play suitless until it's found.
#
# This option is incompatible with non-vanilla spawns (i.e. generation will fail), since those imply playing "shipless" at first, and almost nothing can be done both shipless and suitless.
'false': 50
'true': 0
split_translator:
# Splits the "Translator" item into 6 items: 5 for the main planets and their satellites, plus a
# "Translator (Other)" for smaller parts of the vanilla system and systems added by story mods.
'false': 0
'true': 1
enable_hn1_mod:
# Incorporates Hearth's Neighbor story mod content into the randomizer with an additional 3 items and 20 locations.
# If logsanity is enabled, that will add another 41 locations, for a total of 61 HN1 locations.
'false': 50
'true': 0
enable_outsider_mod:
# Incorporates The Outsider story mod content into the randomizer with an additional 21 locations.
# If logsanity is enabled, that will add another 44 locations, for a total of 65 TO (The Outsider) locations.
#
# split_translator is highly recommended with this mod, since it adds a lot of Translator checks to Dark Bramble.
#
# If randomize_orbits is true, this option forces GD and DB to be in their vanilla "lanes" and have the same orbit angle.
'false': 50
'true': 0
enable_ac_mod:
# Incorporates Astral Codec story mod content into the randomizer with an additional 1 item and 21 locations.
# If logsanity is enabled, that will add another 39 locations, for a total of 60 AC locations.
#
# If randomize_warp_platforms is true, this option will ensure there's a warp from the Hourglass Twins to Timber Hearth.
'false': 50
'true': 0
enable_hn2_mod:
# Incorporates Hearth's Neighbor 2: Magistarium story mod content into the randomizer with an additional 4 items and 18 locations.
# If logsanity is enabled, that will add another 30 locations, for a total of 48 HN2 locations.
'false': 50
'true': 0
enable_fq_mod:
# Incorporates Fret's Quest story mod content into the randomizer with an additional 1 item and 18 locations.
# If logsanity is enabled, that will add another 38 locations, for a total of 56 FQ locations.
'false': 50
'true': 0

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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: AmadaShapes
# Used to describe your yaml. Useful if you have multiple files.
description: Default Manual_JSAB_Amada Template
game: Manual_JSAB_Amada
requires:
version: 0.5.1 # Version of Archipelago required for this yaml to work as expected.
Manual_JSAB_Amada:
# 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
Extra_Locations:
# Adds more locations to each level such that most levels have 2 locations and boss levels have 3 locations (the exception being corruption/the tutorial which always has 2 locations as disabling everything would lead to there not being enough locations)
'false': 0
'true': 50
Interludes:
# Should the map minigames be locations
'false': 0
'true': 50
Lost_Chapter:
# Should the lost chapter be included?
'false': 0
'true': 50
Extras:
# Should the extra levels (and the shovel knight levels) be included?
'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_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.
[]
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.
{}

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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: AmadaSolar
# Used to describe your yaml. Useful if you have multiple files.
description: Default Pseudoregalia Template
game: Pseudoregalia
requires:
version: 0.5.1 # 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: 0 # equivalent to 50
extreme: 0 # equivalent to 99
30: 1
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: 0
minimal: 1
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': 0
'true': 50
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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name: AmadaSpinny
game: Timespinner
description: Generated by https://archipelago.gg/ for Timespinner
Timespinner:
death_link:
'false': 25
progression_balancing:
'30': 1
accessibility:
minimal: 1
start_with_jewelry_box:
'true': 25
downloadable_items:
'true': 25
eye_spy:
'true': 25
start_with_meyef:
'false': 18
'true': 2
quick_seed:
'false': 25
specific_keycards:
'true': 25
inverted:
'false': 25
'true': 20
gyre_archives:
'true': 25
cantoran:
'true': 25
lore_checks:
'true': 25
boss_rando:
'off': 5
scaled: 25
enemy_rando:
'off': 25
damage_rando:
'off': 2
allnerfs: 1
mostlynerfs: 2
balanced: 6
mostlybuffs: 3
allbuffs: 2
hp_cap:
'999': 25
aura_cap:
'999': 25
level_cap:
'99': 25
extra_earrings_xp:
'0': 25
boss_healing:
'true': 25
shop_fill:
empty: 25
shop_warp_shards:
'true': 25
shop_multiplier:
'1': 25
loot_pool:
vanilla: 25
drop_rate_category:
tiered: 25
fixed_drop_rate:
'5': 25
loot_tier_distro:
default_weight: 25
show_bestiary:
'true': 25
show_drops:
'true': 25
enter_sandman:
'false': 6
'true': 11
dad_percent:
'false': 25
rising_tides:
'false': 25
unchained_keys:
'false': 3
'true': 15
back_to_the_future:
'true': 25
prism_break:
'false': 3
'true': 21
lock_key_amadeus:
'false': 3
'true': 19
risky_warps:
'true': 25
pyramid_start:
'false': 19
'true': 1
gate_keep:
'false': 4
'true': 25
royal_roadblock:
'false': 2
'true': 25
trap_chance:
random-middle: 26
traps:
Bee Trap: 1
Chaos Trap: 1
Meteor Sparrow Trap: 1
Neurotoxin Trap: 1
Poison Trap: 1
Throw Stun Trap: 1

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name: AmadaSuper
game: Super Metroid
description: Generated by https://archipelago.gg/ for Super Metroid
Super Metroid:
progression_balancing: '30'
accessibility: minimal
start_inventory_removes_from_pool: 'false'
preset: regular
remote_items: 'true'
death_link: disable
max_difficulty: hard
morph_placement: normal
hide_items: 'false'
strict_minors: 'false'
missile_qty: '30'
super_qty: '20'
power_bomb_qty: '10'
minor_qty: '100'
energy_qty: vanilla
area_randomization: full
area_layout: 'true'
doors_colors_rando: 'true'
allow_grey_doors: 'false'
boss_randomization: 'true'
escape_rando: 'false'
remove_escape_enemies: 'false'
fun_combat: 'false'
fun_movement: 'false'
fun_suits: 'false'
layout_patches: 'true'
varia_tweaks: 'true'
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: 'true'
hud: 'true'
animals: 'false'
no_music: 'false'
random_music: 'false'
tourian: vanilla
custom_objective: 'true'
custom_objective_list: random
objective: kill all G4
relaxed_round_robin_cf: 'true'
start_inventory: {}
start_location: random
custom_objective_count: random

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name: AmadaSwim
game: Subnautica
description: Generated by https://archipelago.gg/ for Subnautica
Subnautica:
progression_balancing: '30'
accessibility: minimal
swim_rule: easy
early_seaglide: 'false'
free_samples: 'true'
goal: launch
creature_scans: '50'
creature_scan_logic: stasis
death_link: 'false'
filler_items_distribution:
Copper Ore: 5
Crystalline Sulfur: 2
Diamond: 5
Gold: 41
Kyanite: 2
Lead: 3
Lithium: 4
Magnetite: 1
Nickel Ore: 3
Reactor Rod: 1
Ruby: 4
Salt Deposit: 1
Silver Ore: 5
Titanium: 8
start_inventory: {}
start_inventory_from_pool: {}

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name: AmadaV
game: VVVVVV
description: Generated by https://archipelago.gg/ for VVVVVV
VVVVVV:
progression_balancing: '30'
accessibility: minimal
music_rando: 'false'
area_rando: 'false'
door_cost: '3'
area_cost: 'true'
death_link: 'false'
death_link_amnesty: '15'
start_inventory: {}

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name: AmadaWhy
game: ArchipIDLE
description: Generated by https://archipelago.gg/ for ArchipIDLE
ArchipIDLE:
progression_balancing: '50'
accessibility: full
start_inventory: {}

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name: AmadaWind
game: The Wind Waker
description: Generated by https://archipelago.gg/ for The Wind Waker
The Wind Waker:
progression_balancing: '30'
accessibility: minimal
death_link: 'false'
progression_dungeons: 'true'
progression_dungeon_secrets: 'true'
progression_tingle_chests: 'true'
progression_puzzle_secret_caves: 'true'
progression_combat_secret_caves: 'true'
progression_savage_labyrinth: 'true'
progression_island_puzzles: 'true'
progression_great_fairies: 'true'
progression_submarines: 'true'
progression_platforms_rafts: 'true'
progression_short_sidequests: 'false'
progression_long_sidequests: 'false'
progression_spoils_trading: 'false'
progression_eye_reef_chests: 'false'
progression_big_octos_gunboats: 'true'
progression_misc: 'true'
progression_minigames: 'false'
progression_battlesquid: 'false'
progression_free_gifts: 'true'
progression_mail: 'true'
progression_expensive_purchases: 'true'
progression_triforce_charts: 'true'
progression_treasure_charts: 'true'
sword_mode: start_with_sword
randomize_mapcompass: keylunacy
randomize_smallkeys: keylunacy
randomize_bigkeys: keylunacy
chest_type_matches_contents: 'true'
randomize_dungeon_entrances: 'false'
randomize_boss_entrances: 'false'
randomize_miniboss_entrances: 'false'
randomize_secret_cave_entrances: 'false'
randomize_secret_cave_inner_entrances: 'false'
randomize_fairy_fountain_entrances: 'false'
mix_entrances: separate_pools
randomize_starting_island: 'true'
randomize_charts: 'false'
swift_sail: 'true'
instant_text_boxes: 'true'
reveal_full_sea_chart: 'true'
skip_rematch_bosses: 'true'
add_shortcut_warps_between_dungeons: 'true'
remove_music: 'false'
required_bosses: 'false'
num_required_bosses: '4'
hero_mode: 'false'
logic_obscurity: none
logic_precision: none
enable_tuner_logic: 'false'
randomize_enemies: 'false'
start_location_hints:
- Outset Island - Savage Labyrinth - Floor 30
- Outset Island - Savage Labyrinth - Floor 50
- Rock Spire Isle - Beedle's Special Shop Ship - 500 Rupee Item
- Rock Spire Isle - Beedle's Special Shop Ship - 900 Rupee Item
- Rock Spire Isle - Beedle's Special Shop Ship - 950 Rupee Item
priority_locations:
- Dragon Roost Cavern - Gohma Heart Container
- Earth Temple - Jalhalla Heart Container
- Forbidden Woods - Kalle Demos Heart Container
- Forsaken Fortress - Helmaroc King Heart Container
- Mother and Child Isles - Inside Mother Isle
- Tower of the Gods - Gohdan Heart Container
- Wind Temple - Molgera Heart Container
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: AmadasPetHyka
# Used to describe your yaml. Useful if you have multiple files.
description: Default Autopelago Template
game: Autopelago
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Autopelago:
# 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: 1
random-high: 0
disabled: 0 # equivalent to 0
normal: 0 # 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: 0
minimal: 1
fill_with_determination:
# Either fills the rat with determination, or does nothing. Perhaps both.
#
# This option was added early on for technical reasons. It does not directly affect the game.
'false': 50
'true': 0
victory_location:
# Optionally moves the final victory location earlier to reduce the number of locations in the multiworld.
#
# - **Snakes on a Planet (default):** The game goes all the way to "Moon, The". This gives the longest game.
# - **Secret Cache:** The game stops at the end of Cool World. This gives the middlest-length game.
# - **Captured Goldfish:** The game stops at the end of The Sewers. This gives the shortest game.
snakes_on_a_planet: 50
secret_cache: 0
captured_goldfish: 0
enabled_buffs:
# Enables various buffs that affect how the rat behaves. All are enabled by default.
#
# - **Well Fed:** Gets more done
# - **Lucky:** One free success
# - **Energized:** Moves faster
# - **Stylish:** Better RNG
# - **Confident:** Ignore a trap
# - **Smart:** Next check is progression
['Well Fed', 'Smart', 'Lucky', 'Confident', 'Energized', 'Stylish']
enabled_traps:
# Enables various traps that affect how the rat behaves. All are enabled by default.
#
# - **Upset Tummy:** Gets less done
# - **Unlucky:** Worse RNG
# - **Sluggish:** Moves slower
# - **Distracted:** Skip a "step"
# - **Startled:** Run towards start
# - **Conspiratorial:** Next check is trap
['Unlucky', 'Distracted', 'Startled', 'Sluggish', 'Conspiratorial', 'Upset Tummy']
msg_changed_target:
# What messages the rat can say when a buff or trap is added to the queue of location checks to send before resuming its normal logic.
#
# Specify the message itself, or with an optional weight to have that message appear more often (default weight is 1).
#
# The text {LOCATION} will be replaced with the name of the actual location.
#
# If you want to disable rat chat, then you're in the wrong place. Do that from the settings menu in the game client itself.
- "Oh, hey, what's that thing over there at {LOCATION}?"
- "There's something at {LOCATION}, I'm sure of it!"
- 'Something at {LOCATION} smells good!'
- "There's a rumor that something's going on at {LOCATION}!"
msg_enter_go_mode:
# What messages the rat can say when it first realizes that it can complete its goal.
#
# Specify the message itself, or with an optional weight to have that message appear more often (default weight is 1).
#
# If you want to disable rat chat, then you're in the wrong place. Do that from the settings menu in the game client itself.
- "That's it! I have everything I need! The goal is in sight!"
msg_enter_bk:
# What messages the rat can say when it first sees that no further location checks are in logic.
#
# Specify the message itself, or with an optional weight to have that message appear more often (default weight is 1).
#
# If you want to disable rat chat, then you're in the wrong place. Do that from the settings menu in the game client itself.
- "I don't have anything to do right now. Go team!"
- "Hey, I'm completely stuck. But I still believe in you!"
- "I've run out of things to do. How are you?"
- "I'm out of things for now, gonna get a coffee. Anyone want something?"
msg_remind_bk:
# What messages the rat can say to occasionally remind the players that it has no further location checks in logic.
#
# Specify the message itself, or with an optional weight to have that message appear more often (default weight is 1).
#
# If you want to disable rat chat, then you're in the wrong place. Do that from the settings menu in the game client itself.
- "I don't have anything to do right now. Go team!"
- "Hey, I'm completely stuck. But I still believe in you!"
- "I've run out of things to do. How are you?"
- "I'm out of things for now, gonna get a coffee. Anyone want something?"
msg_exit_bk:
# What messages the rat can say after one or more location checks become in logic.
#
# Specify the message itself, or with an optional weight to have that message appear more often (default weight is 1).
#
# If you want to disable rat chat, then you're in the wrong place. Do that from the settings menu in the game client itself.
- "Yippee, that's just what I needed!"
- "I'm back! I knew you could do it!"
- "Sweet, I'm unblocked! Thanks!"
- "Squeak-squeak, it's rattin' time!"
msg_completed_goal:
# What messages the rat can say to celebrate victory.
#
# Specify the message itself, or with an optional weight to have that message appear more often (default weight is 1).
#
# If you want to disable rat chat, then you're in the wrong place. Do that from the settings menu in the game client itself.
- 'Yeah, I did it! er... WE did it!'
lactose_intolerant:
# Replaces all references to lactose-containing products with less offensive ones.
'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: Amadeline
# Used to describe your yaml. Useful if you have multiple files.
description: Default Celeste Template
game: Celeste
requires:
version: 0.5.1 # Version of Archipelago required for this yaml to work as expected.
Celeste:
# 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: 0 # equivalent to 50
extreme: 0 # equivalent to 99
30: 1
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: 0
minimal: 1
berries_required:
# Number of Strawberries required to access the goal level.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 175
0: 1
random: 0
random-low: 0
random-high: 0
cassettes_required:
# Number of Cassettes required to access the goal level.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 8
0: 1
random: 0
random-low: 0
random-high: 0
hearts_required:
# Number of Crystal Hearts required to access the goal level.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 24
0: 0
random: 0
random-low: 0
random-high: 0
15: 1
levels_required:
# Number of Level Completions required to access the goal level.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 25
0: 1
random: 0
random-low: 0
random-high: 0
goal_level:
# Selects the Level whose Completion is the Victory Condition for the World.
chapter_7_summit_a: 0
chapter_8_core_a: 0
chapter_9_farewell_a: 0
chapter_7_summit_b: 0
chapter_8_core_b: 1
chapter_7_summit_c: 0
chapter_8_core_c: 0
progression_system:
# Selects the Progression System for the World.
default_progression: 50
disable_heart_gates:
# Disables heart gates in Core and Farewell.
'false': 1
'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.
["Crystal Heart (Chapter 1: Forsaken City C-Side)", "Crystal Heart (Chapter 2: Old Site C-Side)", "Crystal Heart (Chapter 3: Celestial Resort C-Side)", "Crystal Heart (Chapter 4: Golden Ridge C-Side)", "Crystal Heart (Chapter 5: Mirror Temple C-Side)", "Crystal Heart (Chapter 6: Reflection C-Side)", "Crystal Heart (Chapter 7: The Summit C-Side)", "Crystal Heart (Chapter 8: Core C-Side)"]
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: Amadeline64
game: Celeste 64
description: Generated by https://archipelago.gg/ for Celeste 64
Celeste 64:
progression_balancing: '30'
accessibility: minimal
death_link: 'false'
death_link_amnesty: '10'
logic_difficulty: standard
move_shuffle: 'true'
total_strawberries: '34'
strawberries_required_percentage: '89'
friendsanity: 'true'
signsanity: 'true'
carsanity: 'true'
checkpointsanity: 'true'
madeline_one_dash_hair_color: strawberry
madeline_two_dash_hair_color: double
madeline_no_dash_hair_color: empty
madeline_feather_hair_color: golden
badeline_chaser_source: locations
badeline_chaser_frequency: '0'
badeline_chaser_speed: '3'
start_inventory: {}

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---
name: Fen_ALttP
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: '30'
accessibility: items
goal: crystals
mode: open
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: half
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: Fen_Bumper
game: Bumper Stickers
description: Generated by https://archipelago.gg/ for Bumper Stickers
Bumper Stickers:
progression_balancing: '30'
accessibility: full
task_advances: '4'
turners: '3'
paint_cans: '3'
trap_count: '5'
rainbow_trap_weight: '50'
spinner_trap_weight: '50'
killer_trap_weight: '0'
start_inventory: {}

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---
name: Fen_CV64
game: Castlevania 64
description: Generated by https://archipelago.gg/ for Castlevania 64
Castlevania 64:
progression_balancing: '30'
accessibility: items
character_stages: carrie_only
stage_shuffle: 'true'
warp_order: seed_stage_order
sub_weapon_shuffle: 'off'
spare_keys: 'on'
special1s_per_warp: '1'
total_special1s: '7'
draculas_condition: bosses
percent_special2s_required: '80'
total_special2s: '25'
bosses_required: '8'
carrie_logic: 'true'
hard_logic: 'false'
multi_hit_breakables: 'false'
empty_breakables: 'false'
lizard_locker_items: 'false'
shopsanity: 'true'
hard_item_pool: 'false'
shop_prices: vanilla
minimum_gold_price: '2'
maximum_gold_price: '30'
post_behemoth_boss: vanilla
room_of_clocks_boss: vanilla
renon_fight_condition: always
vincent_fight_condition: wait_16_days
bad_ending_condition: kill_vincent
increase_item_limit: 'true'
nerf_healing_items: 'false'
loading_zone_heals: 'true'
invisible_items: vanilla
drop_previous_sub_weapon: 'false'
permanent_powerups: 'false'
ice_trap_percentage: '0'
ice_trap_appearance: major_only
disable_time_restrictions: 'true'
skip_gondolas: 'false'
skip_waterway_blocks: 'false'
countdown: none
big_toss: 'false'
panther_dash: 'off'
increase_shimmy_speed: 'false'
fall_guard: 'false'
death_link: 'off'
window_color_r: '1'
window_color_g: '5'
window_color_b: '15'
window_color_a: '8'
background_music: normal
map_lighting: normal
cinematic_experience: 'false'
start_inventory: {}
start_inventory_from_pool: {}
starting_stage: random

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---
name: Fen_Celeste64
game: Celeste 64
description: Generated by https://archipelago.gg/ for Celeste 64
Celeste 64:
progression_balancing: '30'
accessibility: full
death_link: 'false'
death_link_amnesty: '10'
logic_difficulty: standard
move_shuffle: 'true'
total_strawberries: '20'
strawberries_required_percentage: '80'
friendsanity: 'true'
signsanity: 'true'
carsanity: 'false'
checkpointsanity: 'false'
madeline_one_dash_hair_color: strawberry
madeline_two_dash_hair_color: double
madeline_no_dash_hair_color: empty
madeline_feather_hair_color: golden
badeline_chaser_source: locations
badeline_chaser_frequency: '0'
badeline_chaser_speed: '3'
start_inventory: {}

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---
name: Fen_ChecksFinder
game: ChecksFinder
description: Generated by https://archipelago.gg/ for ChecksFinder
ChecksFinder:
progression_balancing: '30'
accessibility: full
start_inventory: {}

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---
{
"game": "Chrono Trigger Jets of Time",
"DO_NOT_CHANGE_PLAYER_NAME": "It is how the ROM and yaml get paired in AP right now",
"name": "Fen_Chrono",
"seed_share_link": "https://www.multiworld.ctjot.com/share/hnBj5Jj2dV3mfJx",
"Chrono Trigger Jets of Time": {
"game_mode": "Standard",
"item_difficulty": "Normal",
"tab_treasures": false,
"bucket_fragments": false,
"fragment_count": 15,
"items": [
{
"name": "Ruby Knife",
"id": 224,
"classification": "progression"
},
{
"name": "Grand Leon",
"id": 66,
"classification": "progression"
},
{
"name": "Toma's Pop",
"id": 227,
"classification": "progression"
},
{
"name": "Clone",
"id": 226,
"classification": "progression"
},
{
"name": "Bent Sword",
"id": 80,
"classification": "progression"
},
{
"name": "Bent Hilt",
"id": 81,
"classification": "progression"
},
{
"name": "Hero Medal",
"id": 179,
"classification": "progression"
},
{
"name": "Robo's Rbn",
"id": 184,
"classification": "progression"
},
{
"name": "Pendant",
"id": 214,
"classification": "progression"
},
{
"name": "Gate Key",
"id": 215,
"classification": "progression"
},
{
"name": "PrismShard",
"id": 216,
"classification": "progression"
},
{
"name": "C. Trigger",
"id": 217,
"classification": "progression"
},
{
"name": "Jerky",
"id": 219,
"classification": "progression"
},
{
"name": "Dreamstone",
"id": 220,
"classification": "progression"
},
{
"name": "Moon Stone",
"id": 222,
"classification": "progression"
}
],
"locations": [
{
"name": "Reptite Lair Key",
"classification": "default"
},
{
"name": "Arris Dome Key",
"classification": "default"
},
{
"name": "Taban Key",
"classification": "default"
},
{
"name": "Mt Woe Key",
"classification": "default"
},
{
"name": "Zenan Bridge Key",
"classification": "default"
},
{
"name": "Frogs Burrow Left",
"classification": "default"
},
{
"name": "Sun Palace Key",
"classification": "default"
},
{
"name": "Lazy Carpenter",
"classification": "default"
},
{
"name": "Snail Stop Key",
"classification": "default"
},
{
"name": "Giants Claw Key",
"classification": "default"
},
{
"name": "Denadoro Mts Key",
"classification": "default"
},
{
"name": "Geno Dome Key",
"classification": "default"
},
{
"name": "Kings Trial Key",
"classification": "default"
},
{
"name": "Melchior Key",
"classification": "default"
},
{
"name": "Fiona Key",
"classification": "default"
},
{
"name": "Starter 1",
"classification": "event",
"character": "Robo"
},
{
"name": "Starter 2",
"classification": "event",
"character": "Crono"
},
{
"name": "Cathedral",
"classification": "event",
"character": "Frog"
},
{
"name": "Castle",
"classification": "event",
"character": "Magus"
},
{
"name": "Frogs Burrow",
"classification": "event",
"character": "Marle"
},
{
"name": "Dactyl Nest",
"classification": "event",
"character": "Lucca"
},
{
"name": "Proto Dome",
"classification": "event",
"character": "Ayla"
}
],
"rules": {
"Reptite Lair Key": [
[
"Gate Key"
]
],
"Arris Dome Key": [
[
"Pendant"
]
],
"Taban Key": [],
"Mt Woe Key": [
[
"Gate Key"
],
[
"Pendant"
]
],
"Zenan Bridge Key": [],
"Frogs Burrow Left": [
[
"Hero Medal"
]
],
"Sun Palace Key": [
[
"Pendant"
]
],
"Lazy Carpenter": [],
"Snail Stop Key": [],
"Giants Claw Key": [
[
"Toma's Pop"
]
],
"Denadoro Mts Key": [],
"Geno Dome Key": [
[
"Pendant"
]
],
"Kings Trial Key": [
[
"PrismShard",
"Marle"
]
],
"Melchior Key": [
[
"Moon Stone",
"PrismShard",
"Gate Key",
"Pendant",
"Marle"
]
],
"Fiona Key": [
[
"Robo"
]
],
"Starter 1": [],
"Starter 2": [],
"Cathedral": [],
"Castle": [],
"Frogs Burrow": [
[
"Bent Hilt",
"Bent Sword"
]
],
"Dactyl Nest": [
[
"Gate Key"
]
],
"Proto Dome": [
[
"Pendant"
]
]
},
"victory": [
[
"Gate Key",
"Dreamstone",
"Ruby Knife"
],
[
"Pendant",
"Clone",
"C. Trigger"
],
[
"Bent Sword",
"Bent Hilt",
"Frog"
]
]
}
}

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name: Fen_Civ
game: Civilization VI
description: Generated by https://archipelago.gg/ for Civilization VI
Civilization VI:
progression_balancing: '30'
accessibility: full
progression_style: districts_only
shuffle_goody_hut_rewards: 'true'
boostsanity: 'false'
research_cost_multiplier: '100'
hide_item_names: 'false'
advisor_show_progression_items: 'true'
death_link: 'false'
death_link_effect: Unit Killed
death_link_effect_percent: '20'
start_inventory: {}
start_inventory_from_pool: {}

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---
name: Fen_Clique
game: Clique
description: Generated by https://archipelago.gg/ for Clique
Clique:
progression_balancing: '0'
accessibility: full
color: magenta
hard_mode: 'true'
start_inventory: {}
start_inventory_from_pool: {}

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---
name: Fen_DLC
game: DLCQuest
description: Generated by https://archipelago.gg/ for DLCQuest
DLCQuest:
campaign: basic
item_shuffle: disabled
coinsanity: coin
ending_choice: 'true'
permanent_coins: 'false'
coinbundlequantity: '20'
time_is_money: required
double_jump_glitch: none
death_link: 'false'
progression_balancing: '30'
accessibility: full
start_inventory: {}

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---
name: Fen_Dice
game: Yacht Dice
description: Generated by https://archipelago.gg/ for Yacht Dice
Yacht Dice:
progression_balancing: '30'
accessibility: minimal
game_difficulty: medium
score_for_last_check: '1000'
score_for_goal: '777'
minimal_number_of_dice_and_rolls: 5_dice_and_3_rolls
number_of_dice_fragments_per_dice: '4'
number_of_roll_fragments_per_roll: '4'
alternative_categories: '0'
allow_manual_input: yes_allow
weight_of_dice: '5'
weight_of_roll: '20'
weight_of_fixed_score_multiplier: '30'
weight_of_step_score_multiplier: '0'
weight_of_double_category: '50'
weight_of_points: '20'
points_size: medium
minimize_extra_items: no_dont
add_bonus_points: sure
add_story_chapters: never
which_story: random_story
start_inventory: {}

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---
name: Fen_Doom
game: DOOM 1993
description: Generated by https://archipelago.gg/ for DOOM 1993
DOOM 1993:
progression_balancing: '30'
accessibility: full
goal: complete_all_levels
difficulty: easy
random_monsters: shuffle
random_pickups: shuffle
random_music: vanilla
flip_levels: vanilla
allow_death_logic: 'false'
pro: 'false'
start_with_computer_area_maps: 'false'
death_link: 'false'
reset_level_on_death: 'true'
episode1: 'true'
episode2: 'true'
episode3: 'false'
episode4: 'false'
split_backpack: 'false'
backpack_count: '1'
max_ammo_bullets: '200'
max_ammo_shells: '50'
max_ammo_rockets: '50'
max_ammo_energy_cells: '300'
added_ammo_bullets: '200'
added_ammo_shells: '50'
added_ammo_rockets: '50'
added_ammo_energy_cells: '300'
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: Fen_EarthBound
# Used to describe your yaml. Useful if you have multiple files.
description: Default EarthBound Template
game: EarthBound
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
EarthBound:
# 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
30: 50
random: 0
random-low: 0
random-high: 0
disabled: 0 # equivalent to 0
normal: 0 # 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
# Goal Settings
giygas_required:
# If enabled, your goal will be to defeat Giygas at the Cave of the Past.
# If disabled, your goal will either complete automatically upon completing
# enough Sanctuaries, or completing Magicant if it is required.
'false': 0
'true': 50
sanctuaries_required:
# How many of the eight "Your Sanctuary" locations are required to be cleared.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 8
4: 50
random: 0
random-low: 0
random-high: 0
alternate_sanctuary_goal:
# If enabled, you will be able to win by completing 2 more Sanctuaries than are required.
# Does nothing if 7 or more Sanctuaries are required, or if Magicant and Giygas are not required.
'false': 0
'true': 50
# Item Settings
local_teleports:
# Forces all teleports and Poo PSI to be placed locally in your world.
'false': 50
'true': 0
character_shuffle:
# Shuffled: Characters will be shuffled amongst Character Locations. Extra locations will have Flying Man, a Teddy Bear, or a Super Plush Bear.
# Anywhere: Characters can be found anywhere in the multiworld, and character locations will have regular checks.
# See the Game Page for more information on Character Locations.
shuffled: 0
anywhere: 50
progressive_weapons:
# If enabled, Bats, Fry Pans, and Guns will be progressive. Does not apply to items dropped by enemies or found in shops.
'false': 50
'true': 0
progressive_armor:
# If enabled, Bracelets and items for the Other slot besides Ribbons will be progressive. Does not apply to items dropped by enemies or found in shops.
'false': 50
'true': 0
randomize_franklinbadge_protection:
# If enabled, the Franklin Badge will reflect a randomly selected attack type. The type can be determined from the item's name, as well as the help
# text for it. The badge's function outside of battle will not change, and neither will its name outside of the game itself.
'false': 50
'true': 0
common_filler_weight:
# Weight for placing a common filler item.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 100
80: 50
random: 0
random-low: 0
random-high: 0
uncommon_filler_weight:
# Weight for placing an uncommon filler item.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 100
30: 50
random: 0
random-low: 0
random-high: 0
rare_filler_weight:
# Weight for placing a rare filler item.
#
# 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
prefixed_items:
# If enabled, broken items in the multiworld pool will be replaced with their fixed versions.
# This does not affect any items that are not placed by the multiworld.
'false': 0
'true': 50
total_photos:
# How many Photograph traps are placed in the item pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 32
20: 50
random: 0
random-low: 0
random-high: 0
# Equipamizer
armorizer:
# All equippable armor will have randomly generated attributes. This includes who can equip it, elemental resistance (and how strong that resistance is),
# defense, and the secondary stat it increases (Either Luck or Speed, depending on armor slot.) Choosing "Help!" from the Goods menu will give you exact details
# on that piece of equipment.
# Keep Type: Equipment will keep its original equipment slot. If Progressive Armor is enabled, you will get armor with progressively higher defense.
# Chaos: Equipment will have a randomly selected slot. It will try to respect the defense progressively, but the type may not match the type received.
'off': 50
keep_type: 0
chaos: 0
weaponizer:
# All weapons will have randomly generated attributes. This includes offense, guts boost, and miss rate.
# Keep Type: Equipment will keep the character that was originally able to use it. If Progressive Weapons is enabled, you will get weapons with progressively higher offense.
# Chaos: Equipment will be able to be equipped by a randomly selected character. It will try to respect the offense progresively, but the type may not match the type recieved.
# The Tee Ball Bat will always be a weapon for Ness.
'off': 50
keep_type: 0
chaos: 0
armorizer_resistance_chance:
# Percent chance for any given Body/Other equipment to have elemental protection.
# Affects Armorizer only.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 50
15: 50
random: 0
random-low: 0
random-high: 0
equipamizer_cap_stats:
# If enabled, the highest value that Equipamizer can roll for a piece of equipment's
# main stat will be capped. 80 for armor, 125 for weapons.
# If disabled, the main stat can potentially roll up to 128.
'false': 0
'true': 50
# World Modes
random_start_location:
# If disabled, you will always start at Ness's house with no teleports unlocked.
# If enabled, you will start at a random teleport destination with one teleport unlocked.
# Additionally, you will need to fight Captain Strong to access the north part of Onett if this is enabled.
'false': 0
'true': 50
magicant_mode:
# PSI Location: You will be able to find a Magicant teleport item. Ness's Nightmare contains a PSI location, and no stat boost.
# Required: You will unlock the Magicant Teleport upon reaching your Sanctuary goal. If Giygas is required, beating Ness's Nightmare will unlock the Cave of the Past and grant a party-wide stat boost. Otherwise, Ness's Nightmare will finish your game.
# Alternate Goal: You will unlock the Magicant Teleport upon reaching one more Sanctuary than required. Beating Ness's Nightmare will finish your game. Does nothing if Giygas is not required, or if 8 Sanctuaries are required. Magicant locations are removed from the multiworld, but contain random junk for yourself.
# Optional Boost: You will be able to find a Magicant teleport item. Beating Ness's Nightmare will grant a party-wide stat boost. Magicant locations are removed from the multiworld, but contain random junk for yourself.
# Removed: Magicant will be completely inacessible.
psi_location: 50
required: 0
alternate_goal: 0
optional_boost: 0
removed: 0
monkey_caves_mode:
# Chests: Items required to finish the Monkey Caves will be forcibly placed on the chests that can be found in-between rooms of the monkey caves. The "reward" locations, usually found at the end of a branch, are still random. If you waste chest items, they will need to be replaced via the methods in hunt mode.
# Hunt: Items required to finish the Monkey Caves will need to be found outside. They can be obtained from the Dusty Dunes drugstore, the Fourside department store, and the pizza shop in either Twoson or Threed.
# Shop: The monkey outside the Monkey Caves will sell you every minor item needed to complete the caves for 500$.
# Solved: The Monkey Caves monkeys will already be moved out of the way and not require any items.
chests: 0
hunt: 0
shop: 50
solved: 0
no_free_sanctuaries:
# If enabled, the entrance to Lilliput Steps and Fire Spring will be locked and require extra key items to access.
# These items are the Tiny Key and Tenda Lavapants, respectively.
'false': 50
'true': 0
starting_character:
# Sets which character you start as. Each character will always start with the ability to teleport,
# and the ATM card. Ness will not be required to fight Sanctuary bosses.
ness: 50
paula: 50
jeff: 50
poo: 50
# PSI Randomization
psi_shuffle:
# None: Characters will learn their normal PSI skills.
# Basic: Offensive and Assist PSI will be shuffled. Recovery PSI is not modified. Ness's Favorite Thing will be named Wave in other slots.
# Extended: Basic shuffle, but includes Jeff gadgets and some combat items.
# See the Game Page for more information.
none: 50
basic: 0
extended: 0
allow_flash_as_favorite_thing:
# If enabled, allows PSI Flash to be shuffled onto the Favorite Thing PSI slot. Can be quite annoying early-game.
# Does nothing if PSI Shuffle is set to None.
'false': 50
'true': 0
# Enemy Randomization
enemy_shuffle:
# Shuffles Non-boss enemies amongst each other.
'false': 0
'true': 50
boss_shuffle:
# Shuffles boss encounters amongst each other.
'false': 0
'true': 50
decouple_diamond_dog:
# Shuffles Diamond Dog as a boss separate from Carbon Dog. Carbon Dog will transform into a random boss.
# Does nothing if Boss Shuffle is disabled.
'false': 50
'true': 0
boss_shuffle_add_giygas:
# Adds the standalone Giygas fight to the shuffled boss pool.
# This only applies to the second phase Giygas. The prayer fight is not affected.
# Does nothing if Boss Shuffle is disabled.
'false': 50
'true': 0
experience_modifier:
# Percentage of EXP enemies give you. 100 is vanilla, after scaling, and 300 is x3.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 100
# Maximum value is 300
150: 50
random: 0
random-low: 0
random-high: 0
shuffle_enemy_drops:
# If enabled, enemies will drop random filler items. This does not put checks on enemy drops.
# Drop rates are unchanged.
'false': 50
'true': 0
money_drop_multiplier:
# Multiplies money dropped by enemies by the chosen value.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 100
1: 50
random: 0
random-low: 0
random-high: 0
# Enemizer
randomize_enemy_attributes:
# Randomizes most attributes of non-boss enemies.
'false': 50
'true': 0
randomize_enemy_attacks:
# Randomizes attacks of non-boss enemies.
'false': 50
'true': 0
randomize_enemy_stats:
# Randomizes base stats and level of non-boss enemies.
'false': 50
'true': 0
# Shop Randomization
shop_randomizer:
# Randomizes items in shops.
# Local Filler: Shops contain only random items for yourself and are not checks.
# Shopsanity. Every shop slot in the game contains a Multiworld location. ONLY ENABLE SHOPSANITY IF YOU KNOW WHAT YOU ARE DOING.
'off': 50
local_filler: 0
shopsanity: 0
scout_shop_checks:
# Scouts Shop checks when you open a shop. Only affects shops in Shopsanity mode.
'off': 0
progression_only: 50
all: 0
# Entrance Randomization
dungeon_shuffle:
# Shuffles Dungeon entrances amongst each other.
'false': 50
'true': 0
# Convenience Settings
skip_prayer_sequences:
# If enabled, the Prayer cutscenes while fighting Giygas will be skipped, excluding the final one.
'false': 0
'true': 50
easy_deaths:
# Fully revives and heals all party members after death. If off, only Ness will be healed with 0 PP.
'false': 0
'true': 50
starting_money:
# How much money you start with.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 99999
20: 50
random: 0
random-low: 0
random-high: 0
remote_items:
# If enabled, you will receive your own items from the server upon collecting them, rather than locally.
# This allows co-op within the same game, and protects against loss of save data.
# However, you will not be able to play offline if this is enabled.
'false': 50
'true': 0
auto_scale_party_members:
# If enabled, joining party members will be scaled to roughly the level of the sphere they were obtained in.
'false': 50
'true': 0
skip_epilogue:
# If enabled, the choice to play the epilogue after beating Giygas will be removed, and you will
# go directly to the credits. This option is mainly for no-release seeds where checks could be
# potentially spoiled in the open-access epilogue.
'false': 50
'true': 0
easy_combat:
# Automatically halves all scaled enemy levels.
'false': 50
'true': 0
# Aesthetic Settings
random_flavors:
# Randomizes the non-plain window color options.
'false': 0
'true': 50
random_swirl_colors:
# Generates random colors for pre-battle swirls.
'false': 0
'true': 50
random_battle_backgrounds:
# Generates random battle backgrounds.
'false': 0
'true': 50
presents_match_contents:
# If enabled, Presents, Trash cans, and chests will have their appearance modified to be indicative of the item they contain.
'false': 0
'true': 50
randomize_psi_palettes:
# Randomizes the colors of PSI spells.
# Normal: Doesn't randomize PSI colors.
# Shuffled: PSI spell palettes are swapped around with each other.
# Randomized: PSI spells use completely random colors.
normal: 50
shuffled: 0
randomized: 0
# Music Randomizer
randomize_overworld_music:
# Randomizes music on the overworld. Some sound effects might sound weird.
# Normal: Does not randomize music.
# Match Type: Music will be randomized with similar song categories (Town, dungeon, etc.)
# Full: Overworld music will be randomized disregarding categories.
normal: 50
match_type: 0
full: 0
randomize_battle_music:
# Randomizes in-battle songs.
'false': 50
'true': 0
randomize_fanfares:
# Randomizes fanfares.
'off': 50
'on': 0
on_no_sound_stone_fanfares: 0
# Multiplayer Features
death_link:
# When you die, everyone who enabled death link dies. Of course, the reverse is true too.
'false': 50
'true': 0
death_link_mode:
# Controls how receiving a Deathlink functions in battle.
# Instant: The player will be instantly defeated.
# Mortal: All characters will receieve mortal damage. The player will not be able to heal until the battle is finished.
# Mortal Mercy: All characters will receieve mortal damage, but the player will be able to heal it before they die.
# Regardless of this setting, receiving a deathlink outside of battle will always instantly defeat the player.
instant: 0
mortal: 50
mortal_mercy: 0
energy_link:
# If enabled, the money in the ATM will be linked across the Archipelago Server.
# This requires a server connection to be used, but won't break offline play.
'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_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: Fen_Gator
game: Lil Gator Game
description: Be lil! Be gator! Be game!
requires:
version: 0.5.1
Lil Gator Game:
## Gator-specific options:
# Start with no barrier around Tutorial Island and thus the ability to access checks on the main island.
start_with_freeplay: 'true'
# Start with Megaphone and Text Jill items in inventory for finding checks.
start_with_checkfinders: 'true'
# Logic may require you to execute a shield jump to progress.
require_shield_jump: 'false'
# Logic may require you to complete Penelope (Bastion Beaver) and Andromeda (Space Hawk) without a ranged weapon.
harder_ranged_quests: 'false'
## General AP options
## See https://archipelago.gg/tutorial/Archipelago/advanced_settings/en for more details
progression_balancing: '30'
accessibility: full
start_inventory: {}
start_inventory_from_pool: {}

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---
name: Fen_Hat
game: A Hat in Time
description: Generated by https://archipelago.gg/ for A Hat in Time
A Hat in Time:
progression_balancing: '30'
accessibility: full
death_link: 'false'
EndGoal: finale
ShuffleStorybookPages: 'true'
ShuffleAlpineZiplines: 'true'
ShuffleSubconPaintings: 'true'
ShuffleActContracts: 'true'
MinPonCost: '75'
MaxPonCost: '300'
BadgeSellerMinItems: '4'
BadgeSellerMaxItems: '8'
LogicDifficulty: normal
NoPaintingSkips: 'true'
CTRLogic: time_stop_only
ActRandomizer: insanity
StartingChapter: '1'
LowestChapterCost: '5'
HighestChapterCost: '25'
ChapterCostIncrement: '4'
ChapterCostMinDifference: '4'
FinalChapterMinCost: '30'
FinalChapterMaxCost: '35'
FinaleShuffle: 'false'
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: 'false'
Tasksanity: 'false'
TasksanityTaskStep: '1'
TasksanityCheckCount: '18'
ShipShapeCustomTaskGoal: '0'
ExcludeTour: 'false'
EnableDLC2: 'false'
MetroMinPonCost: '50'
MetroMaxPonCost: '200'
NyakuzaThugMinShopItems: '2'
NyakuzaThugMaxShopItems: '4'
BaseballBat: 'false'
NoTicketSkips: 'false'
EnableDeathWish: 'false'
DWTimePieceRequirement: '15'
DWShuffle: 'false'
DWShuffleCountMin: '18'
DWShuffleCountMax: '25'
DWEnableBonus: 'false'
DWAutoCompleteBonuses: 'true'
DWExcludeAnnoyingContracts: 'true'
DWExcludeAnnoyingBonuses: 'true'
DWExcludeCandles: 'true'
DeathWishOnly: 'false'
TrapChance: '0'
BabyTrapWeight: '40'
LaserTrapWeight: '40'
ParadeTrapWeight: '20'
start_inventory: {}

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---
name: Fen_Hike
game: A Short Hike
description: Generated by https://archipelago.gg/ for A Short Hike
A Short Hike:
progression_balancing: '30'
accessibility: full
goal: help_everyone
filler_coin_amount: 13_coins
random_walkie_talkie: 'true'
golden_feather_progression: normal
easier_races: 'true'
golden_feathers: '20'
silver_feathers: '2'
buckets: '2'
sticks: '8'
toy_shovels: '5'
coins_in_shops: 'false'
cost_multiplier: '100'
shop_check_logic: fishing_rod
min_shop_check_logic: 100_coins
start_inventory: {}
start_inventory_from_pool: {}

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---
name: Fen_HollowKnight
game: Hollow Knight
description: Generated by https://archipelago.gg/ for Hollow Knight
Hollow Knight:
progression_balancing: '30'
accessibility: full
RandomizeDreamers: 'true'
RandomizeSkills: 'true'
RandomizeFocus: 'false'
RandomizeSwim: 'false'
RandomizeCharms: 'true'
RandomizeKeys: 'true'
RandomizeMaskShards: 'true'
RandomizeVesselFragments: 'true'
RandomizeCharmNotches: 'true'
RandomizePaleOre: 'true'
RandomizeGeoChests: 'false'
RandomizeJunkPitChests: 'false'
RandomizeRancidEggs: 'true'
RandomizeRelics: 'true'
RandomizeWhisperingRoots: 'false'
RandomizeBossEssence: 'false'
RandomizeGrubs: 'true'
RandomizeMimics: 'false'
RandomizeMaps: 'false'
RandomizeStags: 'true'
RandomizeLifebloodCocoons: 'true'
RandomizeGrimmkinFlames: 'false'
RandomizeJournalEntries: 'false'
RandomizeNail: 'false'
RandomizeGeoRocks: 'false'
RandomizeBossGeo: 'false'
RandomizeSoulTotems: 'false'
RandomizeLoreTablets: 'false'
RandomizeElevatorPass: 'false'
PreciseMovement: 'false'
ProficientCombat: 'false'
BackgroundObjectPogos: 'true'
EnemyPogos: 'false'
ObscureSkips: 'false'
ShadeSkips: 'false'
InfectionSkips: 'false'
FireballSkips: 'false'
SpikeTunnels: 'false'
AcidSkips: 'false'
DamageBoosts: 'false'
DangerousSkips: 'false'
DarkRooms: 'false'
ComplexSkips: 'false'
DifficultSkips: 'false'
RemoveSpellUpgrades: 'false'
StartLocation: king's_pass
Goal: hollowknight
GrubHuntGoal: '-1'
WhitePalace: exclude
ExtraPlatforms: 'true'
AddUnshuffledLocations: 'false'
StartingGeo: '0'
DeathLink: 'false'
DeathLinkShade: shade
DeathLinkBreaksFragileCharms: 'false'
MinimumGeoPrice: '1'
MaximumGeoPrice: '400'
MinimumGrubPrice: '1'
MaximumGrubPrice: '23'
MinimumEssencePrice: '1'
MaximumEssencePrice: '1400'
MinimumCharmPrice: '1'
MaximumCharmPrice: '20'
RandomCharmCosts: '-1'
MinimumEggPrice: '1'
MaximumEggPrice: '10'
EggShopSlots: '0'
SlyShopSlots: '8'
SlyKeyShopSlots: '6'
IseldaShopSlots: '2'
SalubraShopSlots: '5'
SalubraCharmShopSlots: '5'
LegEaterShopSlots: '3'
GrubfatherRewardSlots: '7'
SeerRewardSlots: '8'
ExtraShopSlots: '0'
SplitCrystalHeart: 'true'
SplitMothwingCloak: 'true'
SplitMantisClaw: 'true'
CostSanity: 'off'
CostSanityHybridChance: '10'
CostSanityEggWeight: '1'
CostSanityGrubWeight: '1'
CostSanityEssenceWeight: '1'
CostSanityCharmWeight: '1'
CostSanityGeoWeight: '8'
start_inventory: {}

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---
name: Fen_Inscryption
game: Inscryption
description: Generated by https://archipelago.gg/ for Inscryption
Inscryption:
progression_balancing: '30'
accessibility: full
death_link: 'false'
act1_death_link_behaviour: sacrificed
goal: first_act
randomize_codes: 'false'
randomize_deck: disable
randomize_sigils: disable
optional_death_card: deathlink_only
skip_tutorial: 'true'
skip_epilogue: 'false'
epitaph_pieces_randomization: all_pieces
painting_checks_balancing: balanced
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: Fen_Kart
# Used to describe your yaml. Useful if you have multiple files.
description: Default Mario Kart 64 Template
game: Mario Kart 64
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Mario Kart 64:
# 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
30: 50
random: 0
random-low: 0
random-high: 0
disabled: 0 # equivalent to 0
normal: 0 # 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
two_player:
# (NOT YET SUPPORTED)
# Start with two characters unlocked and shuffle a separate Player 2 set of item powers into the item pool.
#
# This is the intended way to do local multiplayer, but you can still access the 2-player grand prix mode
# with this off, and the 1-player grand prix mode with it on.
'false': 50
'true': 0
game_mode:
# Determines how to advance through the game. Cups is closest to the vanilla game.
#
# Cups: Courses are raced in sets of four, place 4th or better to advance each race. Unlock each cup progressively.
# The Cups victory condition is beating the Special Cup on 150cc.
#
# Courses (NOT YET SUPPORTED): Each course is run individually. Unlock the final courses progressively to reach the
# final race. The Courses victory condition is winning 1st place on the last course.
cups: 50
courses: 0
locked_courses:
# (NOT YET SUPPORTED)
# In Courses Game Mode, how many final courses are locked until Progressive Course Unlock items are found.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 15
4: 50
random: 0
random-low: 0
random-high: 0
course_order:
# The order for the courses to be arranged in.
vanilla: 0
shuffle: 50
short_to_long: 0
long_to_short: 0
alphabetical: 0
logic_difficulty:
# Scales the logic threshhold where skill is involved. Specifically, how many good items are available before you
# are expected to be able to qualify and win on tough courses.
#
# Basic: Balanced runs for a competent karter.
#
# Advanced: Low logic, high randomness, high skill. Few good items may be available early in the run.
#
# Generous: Makes sure you have plenty of good items early. For easier play, or skipping 50 cc.
# (Generous is more likely to fail generation. To raise chances try increasing shuffle_item_box_clusters and
# minimum_filler_items. Future versions will be less fragile to generation failure.)
#
# No Logic: If fences are enabled, THE RUN MAY BE IMPOSSIBLE!
basic: 50
advanced: 0
generous: 0
no_logic: 0
final_course_pool:
# When Course Order is set to shuffle, the final course will be chosen from the Final Course Pool.
# Leaving this blank will allow any course to come last.
#
# For Rainbow Road to come last use: ["Rainbow Road"].
#
# For Bowser's Castle to come last use: ["Bowser's Castle"].
#
# For any course longer than 1000 meters to come last use: ["Rainbow Road", "Wario Stadium", "Toad's Turnpike"].
[]
mirror_course_chance:
# (NOT YET SUPPORTED) Percent chance for a course to be mirrored.
#
# 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
two_lap_courses:
# Reduce the number of laps in a race from 3 to 2 on long courses.
'off': 50
rainbow_road: 0
wario_stadium: 0
rainbow_road_and_wario_stadium: 0
hazard_locations:
# Whether to include hazards which can be destroyed or defeated by the star power as location checks.
'false': 0
'true': 50
secret_locations:
# Whether to add 10 location checks as item pickups in noteworthy locations on certain courses.
'false': 0
'true': 50
shuffle_drift_abilities:
# Optionally shuffle into the item pool the ability to drift and the ability to use mini-turbos as progressive
# unlocks per driver. "Plentiful" shuffles a 3rd progressive unlock into the pool. "Free Drift" means drivers start
# with the ability to drift. "Free mini-turbo" means both abilities will be obtained together.
'off': 0
'on': 50
plentiful: 0
free_drift: 0
free_mini_turbo: 0
add_traction_tires:
# Optionally shuffle into the item pool the ability to have traction on off-road and winter surface types,
# per driver. "Off" means karts always have traction, as in the vanilla game.
'false': 0
'true': 50
add_starting_items:
# Optionally shuffle into the item pool a random item power to start each race with, per driver. For example
# Mario may be able to start each race with a blue shell. Which item is random per driver.
'false': 0
'true': 50
shuffle_railings:
# Whether to shuffle most track railings into the item pool.
'false': 0
'true': 50
fences:
# Adds colored fences to every course to add variety to the player's racing lines, and blocks about 20% of
# item boxes. Also adds Yellow/Red/Green/Blue Switch items to the item pool which disable that color of fences.
# Fences only affect player karts; shells and CPU karts path through them.
'false': 50
'true': 0
feather_item:
# Adds the feather item as seen in Super Mario Kart and the early demos of Mario Kart 64. It can be used to vault
# fences. Having access to the feather puts locations blocked by fences in logic.
'false': 0
'true': 50
shuffle_item_box_respawning:
# Causes item boxes to not respawn mid-race, and shuffles one "item box respawning" item into the item pool.
'false': 50
'true': 0
consistent_item_boxes:
# Make each item box always give the same item. "On" will always show which item will be given instead of a
# question mark (?) inside the item boxes. "Identify" will only show which item will be given after triggering the
# item roulette once.
'off': 50
'on': 0
identify: 0
shuffle_special_item_boxes:
# Whether to shuffle the special item boxes which always give blue shells into the item pool. One is attached to
# the hot air balloon on Luigi Raceway, and the other is on the big rock on Koopa Troopa Beach.
'false': 0
'true': 50
shuffle_item_box_clusters:
# How many item box clusters to shuffle into the item pool. At least one item spot from each shuffled cluster will
# be used as a location check.
# (More shuffled clusters helps generation succeed. Future versions will be less fragile to generation failure.)
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 72
36: 50
random: 0
random-low: 0
random-high: 0
filler_trap_percentage:
# What percentage of filler items will be traps.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
20: 50
random: 0
random-low: 0
random-high: 0
minimum_filler_items:
# Force more filler items than needed to match the number of locations.
# (More filler items helps generation succeed. Future versions will be less fragile to generation failure.)
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 40
30: 50
random: 0
random-low: 0
random-high: 0
fix_results_music:
# Fixes the race win results screen music so the first section repeats 2 times, not 64 times.
# The official soundtrack uses this AABB form.
'false': 0
'true': 50
sound_mode:
# (NOT YET SUPPORTED)
# Sets the sound mode in the game's option menu ahead of time.
stereo: 50
headphones: 0
mono: 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: Fen_Kong
game: Donkey Kong Country 3
description: Generated by https://archipelago.gg/ for Donkey Kong Country 3
Donkey Kong Country 3:
progression_balancing: '30'
accessibility: full
dk_coins_for_gyrocopter: '30'
kongsanity: 'false'
level_shuffle: 'false'
difficulty: norml
goal: knautilus
krematoa_bonus_coin_cost: '15'
percentage_of_extra_bonus_coins: '100'
number_of_banana_birds: '15'
percentage_of_banana_birds: '100'
autosave: 'true'
merry: 'false'
music_shuffle: 'false'
kong_palette_swap: dark
starting_life_count: '5'
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: Fen_KongRacing
# Used to describe your yaml. Useful if you have multiple files.
description: Default Diddy Kong Racing Template
game: Diddy Kong Racing
requires:
version: 0.5.1 # Version of Archipelago required for this yaml to work as expected.
Diddy Kong Racing:
# 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
30: 50
random: 0
random-low: 0
random-high: 0
disabled: 0 # equivalent to 0
normal: 0 # 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
victory_condition:
# The victory condition for the seed:
# Beat Wizpig 1: Find the 4 Wizpig amulet pieces and beat the first Wizpig race. Future Fun Land items will not be randomized.
# Beat Wizpig 2: Get access to Future Fun Land, find the 4 T.T. amulet pieces and all 47 golden balloons, and beat the second Wizpig race.
beat_wizpig_1: 50
beat_wizpig_2: 0
shuffle_wizpig_amulet:
# Shuffle the 4 Wizpig amulet pieces into the item pool
'false': 0
'true': 50
shuffle_tt_amulet:
# Shuffle the 4 T.T. amulet pieces into the item pool
'false': 0
'true': 50
open_worlds:
# All worlds, including Future Fun Land, will be open from the start
'false': 50
'true': 0
door_requirement_progression:
# The progression of door requirement amounts:
# Vanilla: Same requirement amounts as vanilla, roughly exponential with a big jump at the end of Dragon Forest
# Looks like this: [1, 1, 2, 2, 2, 3, 3, 5, 6, 6, 7, 8, 9, 10, 10, 10, 10, 11, 11, 13, 14, 16, 16, 16, 16, 17, 17, 18, 20, 20, 22, 22, 23, 24, 30, 37, 39, 40, 41, 42, 43, 44, 45, 46]
# Linear: Door requirements go up at a consistent rate
# Looks like this if max door requirement = 46: [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 46]
# Exponential: Door requirements are clustered towards lower numbers, same trend as vanilla but without big gaps
# Looks like this if max door requirement = 46: [1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 5, 6, 7, 7, 8, 8, 9, 10, 11, 12, 12, 13, 14, 16, 17, 18, 19, 21, 22, 24, 25, 27, 29, 31, 33, 36, 38, 41, 44, 46]
vanilla: 50
linear: 0
exponential: 0
maximum_door_requirement:
# Maximum balloon requirement for a numbered door (does not include the Wizpig 2 door). Only used if door requirement progression is not vanilla.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 46
46: 50
random: 0
random-low: 0
random-high: 0
shuffle_door_requirements:
# The balloon requirements to open all numbered doors will be shuffled
'false': 50
'true': 0
boss_1_regional_balloons:
# The number of regional balloons required to unlock boss race 1 for that region
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 4
4: 50
random: 0
random-low: 0
random-high: 0
boss_2_regional_balloons:
# The number of regional balloons required to unlock boss race 2 for that region (cannot be less than the boss 1 requirement)
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 8
8: 50
random: 0
random-low: 0
random-high: 0
wizpig_1_amulet_pieces:
# The number of Wizpig amulet pieces required to unlock Wizpig race 1
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 4
4: 50
random: 0
random-low: 0
random-high: 0
wizpig_2_amulet_pieces:
# The number of T.T. amulet pieces required to unlock Wizpig race 2, along with the balloon requirement
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 4
4: 50
random: 0
random-low: 0
random-high: 0
wizpig_2_balloons:
# The number of balloons required to unlock Wizpig race 2, along with the T.T. amulet piece requirement
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 47
47: 50
random: 0
random-low: 0
random-high: 0
skip_trophy_races:
# Start with all 1st place trophies, so you only need to beat Wizpig 1 to unlock Future Fun Land
'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_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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@ -0,0 +1,901 @@
# 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: Fen_LeafGreen
# Used to describe your yaml. Useful if you have multiple files.
description: Default Pokemon FireRed and LeafGreen Template
game: Pokemon FireRed and LeafGreen
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Pokemon FireRed and LeafGreen:
# 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_version:
# Select FireRed or LeafGreen version.
firered: 0
leafgreen: 50
random: 0
goal:
# Sets what your goal is to consider the game beaten.
#
# - Elite Four: Defeat the Elite Four
# - Elite Four Rematch: Defeat the Elite Four Rematch
elite_four: 50
elite_four_rematch: 0
kanto_only:
# Excludes all the Sevii Island locations. Navel Rock and Birth Island are still included.
# The Rock Smash and Waterfall HMs will still be in the item pool and their vanilla locations will have a random
# filler item.
'false': 50
'true': 0
random_starting_town:
# Randomizes the town that you start in. This includes any area that has a Pokemon Center except for Route 10 and
# Indigo Plateau.
'false': 50
'true': 0
starting_town_blacklist:
# Prevents certain towns from being chosen as your random starting town.
#
# Has no effect if the starting town is not randomized.
[]
randomize_fly_destinations:
# Randomizes where each fly point takes you. The new fly destinations can be almost any outdoor warp point in the
# game with a few exceptions (Cycling Road Gates for example).
'false': 50
'true': 0
fly_destination_plando:
# Plando what map certain fly points will take you to. For example "Pallet Town Fly Destination": "Route 8"
# will make it so that unlocking the Pallet Town fly point will let you fly to Route 8.
#
# Has no effect if fly destinations aren't randomized.
{}
shuffle_badges:
# Shuffle Gym Badges into the general item pool. If turned off, Badges will be shuffled among themselves.
'false': 0
'true': 50
shuffle_hidden:
# Shuffle Hidden Items into the general item pool.
#
# - Off: Hidden Items are not shuffled.
# - Nonrecurring: Nonrecurring Hidden Items are shuffled.
# - All: All Hidden Items are shuffled. Recurring Hidden Items will always appear and will not regenerate.
'off': 50
nonrecurring: 0
all: 0
extra_key_items:
# Adds key items that are required to access the Rocket Hideout, Safari Zone, Pokemon Mansion, and Power Plant.
#
# Adds four new locations:
# - Item in the Celadon Rocket House
# - Item given by a Worker in the Fuchsia Safari Office
# - Item given by the Scientist in the Cinnabar Pokemon Lab Research Room
# - Hidden Item in the Cerulean Gym (requires Surf & Itemfinder)
'false': 50
'true': 0
trainersanity:
# Defeating a trainer gives you an item.
#
# You can specify how many Trainers should be a check between 0 and 456. If you have Kanto Only on, the amount of
# Trainer checks might be lower than the amount you specify. Trainers that have checks will periodically have an
# exclamation mark appear above their head in game.
#
# Trainers are no longer missable. Each trainer will add a random filler item into the pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 456
random: 0
random-low: 0
random-high: 0
none: 0 # equivalent to 0
all: 50 # equivalent to 456
dexsanity:
# Adding a "caught" Pokedex entry gives you an item (catching, evolving, trading, etc.).
#
# You can specify how many Pokedex entries should be a check between 0 and 386. Depending on your settings for
# randomizing wild Pokemon, there might not actually be as many locations as you specify. Pokemon that have checks
# will have a black silhouette of a pokeball in the Pokedex and in the battle HUD if you have seen them already.
#
# Defeating Gym Leaders provides seen Pokedex info, allowing you to see on the map where a Pokemon can be found in
# the wild.
#
# Each entry will add a random filler item into the pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 386
random: 0
random-low: 0
random-high: 0
none: 0 # equivalent to 0
all: 50 # equivalent to 386
famesanity:
# Unlocking entries in the Fame Checker gives you an item.
#
# Each entry will add a random filler item into the pool.
'false': 50
'true': 0
shuffle_fly_unlocks:
# Shuffles the ability to fly to Pokemon Centers into the pool. Entering the map that normally would unlock the
# fly destination gives a random item.
#
# - Off: Fly Unlocks are not shuffled.
# - Exclude Indigo: Fly Unlocks are shuffled. Indigo Plateau Fly Unlock is vanilla.
# - All: Fly Unlocks are shuffled.
'off': 50
exclude_indigo: 0
all: 0
pokemon_request_locations:
# Shuffle the locations that require you to show a specific Pokemon to an NPC. If turned on, the Pokemon that are
# required will be found somewhere in the wild. Talking to the NPC that wants to see the Pokemon will provide you with
# the Pokedex info for where to find it as well as tell you the item they'll give.
'false': 50
'true': 0
shuffle_running_shoes:
# Shuffle the running shoes into the item pool, or start with it.
vanilla: 0
shuffle: 0
start_with: 50
card_key:
# Sets how the card key that unlocks the doors in Silph Co. is handled. If Split or Progressive, nine new locations
# will be added to Silph Co. in the form of item balls on floors 2 through 11 (except for floor five).
#
# - Vanilla: There is one Card Key in the pool that unlocks every door in Silph Co.
# - Split: The Card Key is split into ten items, one for each floor of Silph Co. that has doors.
# - Progressive: The Card Key is split into ten items, and you will always obtain them in order from 2F to 11F.
vanilla: 0
split: 0
progressive: 50
island_passes:
# Sets how the passes that allow you to travel to the Sevii Islands are handled. If Split or Progressive, five new
# locations will be added to events related to the Sevii Islands.
#
# - Vanilla: The Tri Pass and Rainbow Pass are two separate items in the pool and can be found in any order.
# - Progressive: There are two Progressive Passes in the pool. You will always obtain the Tri Pass before the Rainbow
# Pass.
# - Split: The Tri Pass and Rainbow Pass are split into seven items, one for each island.
# - Progressive Split: The Tri Pass and Rainbow Pass are split into seven items, and you will always obtain the Passes
# in order from the First Pass to the Seventh Pass.
vanilla: 0
progressive: 0
split: 50
progressive_split: 0
split_teas:
# Splits the Tea item into four different items. Each guard to Saffron City will require a different Tea to pass.
# Brock, Misty, and Erika will appear in the Celadon Condominiums after beating them and give you a randomized item.
#
# The Tea required to get past each guard are as follows:
# - Route 5: Blue Tea
# - Route 6: Red Tea
# - Route 7: Green Tea
# - Route 8: Purple Tea
'false': 50
'true': 0
itemfinder_required:
# Sets whether the Itemfinder if required for Hidden Items. Some items cannot be picked up without using the
# Itemfinder regardless of this setting (e.g. the Leftovers under Snorlax on Route 12 & 16).
#
# - Off: The Itemfinder is not required to pickup Hidden Items.
# - Logic: The Itemfinder is logically required to pickup Hidden Items.
# - Required: The Itemfinder is required to pickup Hidden Items.
'off': 0
logic: 50
required: 0
flash_required:
# Sets whether HM05 Flash is logically required to navigate dark caves.
#
# - Off: Flash is not required to navigate dark caves.
# - Logic: Flash is logically required to navigate dark caves.
# - Required: Flash is required to navigate dark caves.
'off': 0
logic: 50
required: 0
fame_checker_required:
# Sets whether it is required to have the Fame Checker in order to unlock entries.
#
# All Fame Checker entries that are one time occurences have been changed so that you can trigger them repeatedly.
'false': 0
'true': 50
viridian_city_roadblock:
# Sets the requirement for passing the Viridian City Roadblock.
#
# - Vanilla: The Old Man moves out of the way after delivering Oak's Parcel.
# - Early Parcel: Same as Vanilla but Oak's Parcel will be available at the beginning of your game. This option will
# have no effect and be treated as Vanilla if Random Starting Town is on.
# - Open: The Old Man is moved out of the way at the start of the game.
vanilla: 0
early_parcel: 50
open: 0
pewter_city_roadblock:
# Sets the requirement for passing the Pewter City Roadblock.
#
# - Open: The boy will not stop you from entering Route 3.
# - Brock: The boy will stop you from entering Route 3 until you defeat Brock.
# - Any Gym Leader: The boy will stop you from entering Route 3 until you defeat any Gym Leader.
# - Boulder Badge: The boy will stop you from entering Route 3 until you have the Boulder Badge.
# - Any Badge: The boy will stop you from entering Route 3 until you have a Badge.
open: 0
brock: 50
any_gym: 0
boulder_badge: 0
any_badge: 0
modify_world_state:
# Set various changes to the world's state that changes how you can access various regions and locations.
# The valid options and their effects are the following:
#
# - Modify Route 2: Replaces the northmost cuttable tree with a smashable rock.
# - Remove Cerulean Roadblocks: Removes the policeman and slowpoke that block the exits of the city.
# - Block Tunnels: Blocks the entrances to the underground tunnels with smashable rocks.
# - Modify Route 9: Replaces the cuttable tree with a smashable rock.
# - Modify Route 10: Adds a waterfall to Route 10 that connects the north and south sides.
# - Block Tower: Blocks the 1F stairs of Pokemon Tower with a ghost battle.
# - Route 12 Boulders: Adds boulders to Route 12 that block the exits to Route 11 & 13.
# - Modify Route 12: Adds impassable rocks to Route 12 that prevent surfing around Snorlax.
# - Modify Route 16: Adds a smashable rock to Route 16 that allows you to bypass the Snorlax.
# - Open Silph: Moves the Team Rocket Grunt that blocks the entrance to Silph Co.
# - Remove Saffron Rockets: Removed the Team Rocket Grunts from Saffron City.
# - Route 23 Trees: Adds cuttable trees to Route 23 under the sixth checkpoint.
# - Modify Route 23: Adds a waterfall to Route 23 at the end of the water section.
# - Victory Road Rocks: Adds smashable rocks to Victory Road that block the floor switches.
# - Early Gossipers: Removes the requirement to have entered the Hall of Fame from various Famesanity locations.
# - Total Darkness: Changes dark caves to be completely black and provide no vision without Flash.
# - Block Vermilion Sailing: Prevents you from sailing to Vermilion City on the Seagallop until you have gotten
# the S.S. Ticket.
[]
additional_dark_caves:
# Set additional caves to be dark caves, potentially requiring Flash to navigate them.
#
# The caves that can be turned into dark caves are:
# - Mt. Moon
# - Diglett's Cave
# - Victory Road
[]
remove_badge_requirement:
# Removes the badge requirement to use any of the HMs listed.
#
# HMs need to be listed by the move name. (e.g. Cut, Fly, Surf, etc.)
[]
oaks_aide_route_2:
# Sets the number of Pokemon that need to be registered in the Pokedex to receive the item from Professor Oak's Aide
# on Route 2. Vanilla is 10.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 50
5: 50
random: 0
random-low: 0
random-high: 0
oaks_aide_route_10:
# Sets the number of Pokemon that need to be registered in the Pokedex to receive the item from Professor Oak's Aide
# on Route 10. Vanilla is 20.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 50
10: 50
random: 0
random-low: 0
random-high: 0
oaks_aide_route_11:
# Sets the number of Pokemon that need to be registered in the Pokedex to receive the item from Professor Oak's Aide
# on Route 11. Vanilla is 30.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 50
15: 50
random: 0
random-low: 0
random-high: 0
oaks_aide_route_16:
# Sets the number of Pokemon that need to be registered in the Pokedex to receive the item from Professor Oak's Aide
# on Route 16. Vanilla is 40.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 50
20: 50
random: 0
random-low: 0
random-high: 0
oaks_aide_route_15:
# Sets the number of Pokemon that need to be registered in the Pokedex to receive the item from Professor Oak's Aide
# on Route 15. Vanilla is 50.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 50
25: 50
random: 0
random-low: 0
random-high: 0
viridian_gym_requirement:
# Sets the requirement for opening the Viridian Gym.
#
# - Badges: Obtain some number of Badges.
# - Gyms: Beat some number of Gyms.
badges: 50
gyms: 0
viridian_gym_count:
# Sets the number of Badges/Gyms required to open the Viridian Gym.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 7
7: 50
random: 0
random-low: 0
random-high: 0
route22_gate_requirement:
# Sets the requirement for passing through the Route 22 Gate.
#
# - Badges: Obtain some number of Badges.
# - Gyms: Beat some number of Gyms.
badges: 50
gyms: 0
route22_gate_count:
# Sets the number of Badges/Gyms required to pass through the Route 22 Gate.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 8
7: 50
random: 0
random-low: 0
random-high: 0
route23_guard_requirement:
# Sets the requirement for passing the Route 23 Guard.
#
# - Badges: Obtain some number of Badges.
# - Gyms: Beat some number of Gyms.
badges: 50
gyms: 0
route23_guard_count:
# Sets the number of Badges/Gyms required to pass the Route 23 Guard.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 8
7: 50
random: 0
random-low: 0
random-high: 0
elite_four_requirement:
# Sets the requirement for challenging the Elite Four.
#
# - Badges: Obtain some number of Badges.
# - Gyms: Beat some number of Gyms.
badges: 50
gyms: 0
elite_four_count:
# Sets the number of Badges/Gyms required to challenge the Elite Four.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 8
8: 50
random: 0
random-low: 0
random-high: 0
elite_four_rematch_count:
# Sets the number of Badges/Gyms required to challenge the Elite Four Rematch.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 8
8: 50
random: 0
random-low: 0
random-high: 0
cerulean_cave_requirement:
# Sets the requirement for being able to enter Cerulean Cave.
#
# - Vanilla: Become the Champion and restore the Network Machine on the Sevii Islands.
# - Champion: Become the Champion.
# - Network Machine: Restore the Network Machine on the Sevii Islands.
# - Badges: Obtain some number of Badges.
# - Gyms: Beat some number of Gyms.
vanilla: 50
champion: 0
restore_network: 0
badges: 0
gyms: 0
cerulean_cave_count:
# Sets the number of Badges/Gyms required to enter Cerulean Cave. This setting only matters if the Cerulean Cave
# Requirement is set to either Badges or Gyms.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 8
8: 50
random: 0
random-low: 0
random-high: 0
level_scaling:
# Sets whether encounter levels are scaled by sphere access.
#
# - Off: Vanilla levels are used.
# - Spheres: Levels are scaled based on sphere access.
# - Spheres and Distance: Levels are scaled based on sphere access and the distance they are from your starting town.
'off': 50
spheres: 0
spheres_and_distance: 0
modify_trainer_levels:
# Modifies the level of all Trainer's Pokemon by the specified percentage.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is -100
# Maximum value is 100
0: 50
random: 0
random-low: 0
random-high: 0
force_fully_evolved:
# Forces opponent's Pokemon to be fully evolved if they are greater than or equal to the specified level.
#
# If set to "species" will force opponent's Pokemon to be evolved based on the level the species would normally
# evolve. For species that don't evolve based on levels, the level they will be evolved at is determined by their BST.
#
# Only applies when trainer parties are randomized.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 100
random: 0
random-low: 0
random-high: 0
never: 50 # equivalent to 0
species: 0 # equivalent to -1
wild_pokemon:
# Randomizes wild Pokemon encounters (grass, caves, water, fishing)
#
# - Vanilla: Wild Pokemon are unchanged
# - Match Base Stats: Wild Pokemon are replaced with species with approximately the same BST
# - Match Type: Wild Pokemon are replaced with species that share a type with the original
# - Match Base Stats and Type: Apply both Match Base Stats and Match Type
# - Completely Random: There are no restrictions
vanilla: 0
match_base_stats: 0
match_type: 0
match_base_stats_and_type: 0
completely_random: 50
wild_pokemon_groups:
# If wild Pokemon are not vanilla, they will be randomized according to the grouping specified.
#
# - None: Pokemon are not randomized together based on any groupings
# - Dungeons: All Pokemon of the same species in a dungeon are randomized together
# - Species: All Pokemon of the same species are randomized together
none: 50
dungeons: 0
species: 0
wild_pokemon_blacklist:
# Prevents listed species from appearing in the wild when wild Pokemon are randomized.
#
# May be overridden if enforcing other restrictions in combination with this blacklist is impossible.
#
# Use "Legendaries" as a shortcut for all legendary Pokemon.
[]
starters:
# Randomizes the starter Pokemon in Professor Oak's Lab.
#
# - Vanilla: Starters are unchanged
# - Match Base Stats: Starters are replaced with species with approximately the same BST
# - Match Type: Starters are replaced with species that share a type with the original
# - Match Base Stats and Type: Apply both Match Base Stats and Match Type
# - Completely Random: There are no restrictions
vanilla: 0
match_base_stats: 0
match_type: 0
match_base_stats_and_type: 0
completely_random: 50
starter_blacklist:
# Prevents listed species from appearing as a starter when starters are randomized.
#
# May be overridden if enforcing other restrictions in combination with this blacklist is impossible.
#
# Use "Legendaries" as a shortcut for all legendary Pokemon.
[]
trainers:
# Randomizes the Pokemon in all trainer's parties.
#
# - Vanilla: Parties are unchanged
# - Match Base Stats: Trainer Pokemon are replaced with species with approximately the same BST
# - Match Type: Trainer Pokemon are replaced with species that share a type with the original
# - Match Base Stats and Type: Apply both Match Base Stats and Match Type
# - Completely Random: There are no restrictions
vanilla: 0
match_base_stats: 0
match_type: 0
match_base_stats_and_type: 0
completely_random: 50
trainer_blacklist:
# Prevents listed species from appearing in trainer's parties when trainer's parties are randomized.
#
# May be overridden if enforcing other restrictions in combination with this blacklist is impossible.
#
# Use "Legendaries" as a shortcut for all legendary Pokemon.
[]
legendary_pokemon:
# Randomizes legendary Pokemon (Mewtwo, Zapdos, Deoxys, etc.). Does not randomize the roamer.
#
# - Vanilla: Legendary encounters are unchanged
# - Legendaries: Legendary encounters are replaced with another legendary Pokemon
# - Match Base Stats: Legendary encounters are replaced with species with approximately the same BST
# - Match Type: Legendary encounters are replaced with species that share a type with the original
# - Match Base Stats and Type: Apply both Match Base Stats and Match Type
# - Completely Random: There are no restrictions
vanilla: 0
legendaries: 0
match_base_stats: 0
match_type: 0
match_base_stats_and_type: 0
completely_random: 50
misc_pokemon:
# Randomizes misc Pokemon. This includes non-legendary static encounters, gift Pokemon, and trade Pokemon
#
# - Vanilla: Species are unchanged
# - Match Base Stats: Species are replaced with species with approximately the same bst
# - Match Type: Species are replaced with species that share a type with the original
# - Match Base Stats and Type: Apply both Match Base Stats and Match Type
# - Completely Random: There are no restrictions
vanilla: 0
match_base_stats: 0
match_type: 0
match_base_stats_and_type: 0
completely_random: 50
types:
# Randomizes the type(s) of every Pokemon. Each species will have the same number of types.
#
# - Vanilla: Types are unchanged
# - Shuffle: Types are shuffled globally for all species (e.g. every Water-type Pokemon becomes Fire-type)
# - Completely Random: Each species has its type(s) randomized
# - Follow Evolutions: Types are randomized per evolution line instead of per species
vanilla: 0
shuffle: 0
completely_random: 0
follow_evolutions: 50
abilities:
# Randomizes abilities of every species. Each species will have the same number of abilities.
#
# - Vanilla: Abilities are unchanged
# - Completely Random: Each species has its abilities randomized
# - Follow Evolutions: Abilities are randomized, but evolutions that normally retain abilities will still do so
vanilla: 0
completely_random: 0
follow_evolutions: 50
ability_blacklist:
# Prevent species from being given these abilities.
#
# Has no effect if abilities are not randomized.
[]
moves:
# Randomizes the moves a Pokemon learns through leveling.
# Your starter is guaranteed to have a usable damaging move.
#
# - Vanilla: Learnset is unchanged
# - Randomized: Moves are randomized
# - Start with Four Moves: Moves are randomized and all Pokemon know 4 moves at level 1
vanilla: 0
randomized: 50
start_with_four_moves: 0
move_blacklist:
# Prevents species from learning these moves via learnsets, TMs, and move tutors.
#
# Has no effect is moves are not randomized.
[]
hm_compatibility:
# Sets the percent chance that a given HM is compatible with a species.
#
# If you have seen a Pokemon already, the HMs it can use are listed in the Pokedex.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
random: 0
random-low: 0
random-high: 0
vanilla: 0 # equivalent to -1
none: 0 # equivalent to 0
full: 50 # equivalent to 100
tm_tutor_compatibility:
# Sets the percent chance that a given TM or move tutor is compatible with a species.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
random: 0
random-low: 0
random-high: 0
vanilla: 0 # equivalent to -1
none: 0 # equivalent to 0
full: 50 # equivalent to 100
tm_tutor_moves:
# Randomizes the moves taught by TMs and move tutors.
#
# Some opponents like gym leaders are allowed to use TMs. This option can affect the moves they know.
'false': 50
'true': 0
reusable_tm_tutors:
# Sets TMs to not break after use (they remain sellable). Allows Move Tutors to be used infinitely.
'false': 0
'true': 50
min_catch_rate:
# Sets the minimum catch rate a Pokemon can have. It will raise any Pokemon's catch rate to this value if its normal
# catch rate is lower than the chosen value.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 3
# Maximum value is 255
255: 50
random: 0
random-low: 0
random-high: 0
all_pokemon_seen:
# Start will all Pokemon seen in your Pokedex.
# This allows you to see where the Pokemon can be encountered in the wild.
'false': 0
'true': 50
exp_modifier:
# Sets the EXP multiplier that is used when the in game option for experience is set to Custom.
#
# 100 is default
# 50 is half
# 200 is double
# etc.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 1000
500: 50
random: 0
random-low: 0
random-high: 0
starting_money:
# Sets the amount of money that you start with.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 999999
3000: 50
random: 0
random-low: 0
random-high: 0
better_shops:
# Most Pokemarts will sell all normal Pokemart items. The exceptions are the following:
#
# - Celadon Department Store 2F TM Pokemart
# - Celadon Department Store 4F Evo Stone Pokemart
# - Celadon Department Store 5F Vitamin Pokemart
# - Two Island Market Stall
'false': 0
'true': 50
free_fly_location:
# Enables flying to one random location (excluding cities reachable with no items).
'false': 50
'true': 0
free_fly_blacklist:
# Prevents certain towns from being chosen as your free fly location.
[]
town_map_fly_location:
# Enables flying to one random location once the town map has been obtained
# (excluding cities reachable with no items).
'false': 50
'true': 0
town_map_fly_blacklist:
# Prevents certain towns from being chosen as your town map fly location.
[]
randomize_music:
# Shuffles music played in any situation where it loops.
'false': 50
'true': 0
randomize_fanfares:
# Shuffles fanfares for item pickups, healing at the pokecenter, etc.
'false': 50
'true': 0
game_options:
# Allows you to preset the in game options.
# The available options and their allowed values are the following:
#
# - Text Speed: Slow, Mid, Fast, Instant
# - Turbo A: Off, On
# - Auto Run: Off, On
# - Button Mode: Help, LR, L=A
# - Frame: 1-10
# - Battle Scene: Off, On
# - Battle Style: Shift, Set
# - Show Effectiveness: Off, On
# - Experience: None, Half, Normal, Double, Triple, Quadruple, Custom
# - Sound: Mono, Stereo
# - Low HP Beep: Off, On
# - Skip Fanfares: Off, On
# - Bike Music: Off, On
# - Surf Music: Off, On
# - Guaranteed Catch: Off, On
# - Encounter Rates: Vanilla, Normalized
# - Blind Trainers: Off, On
# - Item Messages: All, Progression, None
Auto Run: 'Off'
Battle Scene: 'On'
Battle Style: Shift
Bike Music: 'On'
Blind Trainers: 'On'
Button Mode: Help
Encounter Rates: Normalized
Experience: Custom
Frame: 1
Guaranteed Catch: 'On'
Item Messages: Progression
Low HP Beep: 'On'
Show Effectiveness: 'On'
Skip Fanfares: 'Off'
Sound: Mono
Surf Music: 'On'
Text Speed: Instant
Turbo A: 'On'
provide_hints:
# Provides an Archipelago Hint for locations that tell you what item they give once you've gotten the in game hint.
#
# This includes the Oak's Aides, Bicycle Shop, and Pokemon Request Locations
'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_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: Fen_Lingo
game: Lingo
description: Generated by https://archipelago.gg/ for Lingo
Lingo:
progression_balancing: '30'
accessibility: full
shuffle_doors: panels
group_doors: 'true'
location_checks: normal
shuffle_colors: 'true'
shuffle_panels: none
shuffle_paintings: 'false'
victory_condition: the_master
early_color_hallways: 'false'
shuffle_postgame: 'false'
death_link: 'false'
enable_pilgrimage: 'false'
pilgrimage_allows_roof_access: 'true'
pilgrimage_allows_paintings: 'true'
sunwarp_access: normal
shuffle_sunwarps: 'false'
progressive_orange_tower: 'true'
progressive_colorful: 'true'
mastery_achievements: '21'
level_2_requirement: '223'
trap_percentage: '20'
speed_boost_mode: 'false'
puzzle_skip_percentage: '20'
start_inventory: {}
start_inventory_from_pool: {}

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---
name: Fen_MegaMan
game: Mega Man 2
description: Generated by https://archipelago.gg/ for Mega Man 2
Mega Man 2:
progression_balancing: '30'
accessibility: full
death_link: 'false'
energy_link: 'false'
consumables: none
yoku_jumps: 'true'
enable_lasers: 'false'
enemy_weakness: 'false'
strict_weakness: 'false'
random_weakness: none
wily_5_requirement: '8'
palette_shuffle: none
quickswap: 'true'
reduce_flashing: virtual_console
random_music: vanilla
start_inventory: {}
starting_robot_master: random

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---
name: Fen_Metroid
game: Super Metroid
description: Generated by https://archipelago.gg/ for Super Metroid
Super Metroid:
progression_balancing: '30'
accessibility: full
start_inventory_removes_from_pool: 'false'
preset: veteran
remote_items: 'false'
death_link: disable
max_difficulty: hardcore
morph_placement: normal
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: 'false'
escape_rando: 'false'
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: 'true'
hud: 'false'
animals: 'false'
no_music: 'false'
random_music: 'false'
tourian: vanilla
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: Fen_Muse
game: Muse Dash
description: Generated by https://archipelago.gg/ for Muse Dash
Muse Dash:
progression_balancing: '30'
accessibility: full
starting_song_count: '5'
additional_song_count: '40'
music_sheet_count_percentage: '20'
music_sheet_win_count_percentage: '80'
streamer_mode_enabled: 'false'
grade_needed: any
song_difficulty_mode: any
song_difficulty_min: '4'
song_difficulty_max: '8'
death_link: 'false'
trap_count_percentage: '15'
start_inventory: {}

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---
name: Fen_Ocarina
game: Ocarina of Time
description: Generated by https://archipelago.gg/ for Ocarina of Time
Ocarina of Time:
progression_balancing: '30'
accessibility: full
death_link: 'false'
logic_rules: glitchless
logic_no_night_tokens_without_suns_song: 'false'
logic_tricks:
- hidden grottos without stone of agony
- fewer tunic requirements
- backflip over mido as adult
- man on roof without hookshot
- windmill poh as adult with nothing
open_forest: open
open_kakariko: open
open_door_of_time: 'true'
zora_fountain: closed
gerudo_fortress: fast
bridge: dungeons
trials: '0'
starting_age: child
shuffle_interior_entrances: 'off'
shuffle_grotto_entrances: 'false'
shuffle_dungeon_entrances: 'off'
shuffle_overworld_entrances: 'false'
owl_drops: 'false'
warp_songs: 'false'
spawn_positions: 'off'
shuffle_bosses: 'off'
triforce_hunt: 'false'
triforce_goal: '20'
extra_triforce_percentage: '50'
bombchus_in_logic: 'false'
dungeon_shortcuts: 'off'
mq_dungeons_mode: vanilla
mq_dungeons_count: '0'
bridge_stones: '3'
bridge_medallions: '6'
bridge_rewards: '5'
bridge_tokens: '40'
bridge_hearts: '20'
shuffle_song_items: any
shopsanity: random_number
shop_slots: '0'
shopsanity_prices: normal
tokensanity: 'off'
shuffle_scrubs: 'off'
shuffle_child_trade: vanilla
shuffle_freestanding_items: 'off'
shuffle_pots: 'off'
shuffle_crates: 'off'
shuffle_cows: 'false'
shuffle_beehives: 'false'
shuffle_kokiri_sword: 'true'
shuffle_ocarinas: 'true'
shuffle_gerudo_card: 'false'
shuffle_beans: 'true'
shuffle_medigoron_carpet_salesman: 'false'
shuffle_frog_song_rupees: 'false'
shuffle_mapcompass: startwith
shuffle_smallkeys: dungeon
shuffle_hideoutkeys: vanilla
shuffle_bosskeys: overworld
enhance_map_compass: 'false'
shuffle_ganon_bosskey: remove
ganon_bosskey_medallions: '6'
ganon_bosskey_stones: '3'
ganon_bosskey_rewards: '9'
ganon_bosskey_tokens: '40'
ganon_bosskey_hearts: '20'
key_rings: 'off'
no_escape_sequence: 'true'
no_guard_stealth: 'true'
no_epona_race: 'true'
skip_some_minigame_phases: 'true'
complete_mask_quest: 'false'
useful_cutscenes: 'false'
fast_chests: 'true'
free_scarecrow: 'true'
fast_bunny_hood: 'true'
plant_beans: 'false'
chicken_count: '7'
big_poe_count: '1'
fae_torch_count: '24'
correct_chest_appearances: textures
minor_items_as_major_chest: 'false'
invisible_chests: 'false'
correct_potcrate_appearances: textures_unchecked
hints: always
misc_hints: 'true'
hint_dist: async
text_shuffle: none
damage_multiplier: normal
deadly_bonks: none
no_collectible_hearts: 'false'
starting_tod: default
blue_fire_arrows: 'false'
fix_broken_drops: 'false'
start_with_consumables: 'false'
start_with_rupees: 'false'
item_pool_value: balanced
junk_ice_traps: normal
ice_trap_appearance: major_only
adult_trade_start: claim_check
default_targeting: hold
display_dpad: 'true'
dpad_dungeon_menu: 'true'
correct_model_colors: 'true'
background_music: normal
fanfares: normal
ocarina_fanfares: 'false'
kokiri_color: kokiri_green
goron_color: goron_red
zora_color: zora_blue
silver_gauntlets_color: silver
golden_gauntlets_color: gold
mirror_shield_frame_color: red
navi_color_default_inner: white
navi_color_default_outer: match_inner
navi_color_enemy_inner: yellow
navi_color_enemy_outer: match_inner
navi_color_npc_inner: light_blue
navi_color_npc_outer: match_inner
navi_color_prop_inner: green
navi_color_prop_outer: match_inner
sword_trail_duration: '4'
sword_trail_color_inner: white
sword_trail_color_outer: match_inner
bombchu_trail_color_inner: red
bombchu_trail_color_outer: match_inner
boomerang_trail_color_inner: yellow
boomerang_trail_color_outer: match_inner
heart_color: red
magic_color: green
a_button_color: n64_blue
b_button_color: n64_green
c_button_color: yellow
start_button_color: n64_red
sfx_navi_overworld: default
sfx_navi_enemy: default
sfx_low_hp: default
sfx_menu_cursor: default
sfx_menu_select: default
sfx_nightfall: default
sfx_horse_neigh: default
sfx_hover_boots: default
sfx_ocarina: ocarina
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: Fen_Podracer
# Used to describe your yaml. Useful if you have multiple files.
description: Default Star Wars Episode I Racer Template
game: Star Wars Episode I Racer
requires:
version: 0.4.6 # Version of Archipelago required for this yaml to work as expected.
Star Wars Episode I Racer:
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
30: 50
random: 0
random-low: 0
random-high: 0
disabled: 0 # equivalent to 0
normal: 0 # 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.
[]
progressive_parts:
# Pod racer parts will always be the next level upgrade
false: 50
true: 0
course_unlock_mode:
# Sets how courses should unlock
# Circuit Pass: Semi-pro and Galactic Circuits are accessed by items called 'circuit passes'. Courses unlock normally as you beat the previous course
# Circuit Pass Invitational: Same as Circuit Pass but with the addition of the Invitational Circuit
# Shuffle: Course unlocks are shuffled
circuit_pass: 0
circuit_pass_invitational: 0
shuffle: 50
progressive_circuits:
# Access to circuits will be in the regular order
# Only applies when using Circuit Pass or Circuit Pass Invitational unlock modes
false: 50
true: 0
starting_racers:
# Change which racers are available to use at the beginning
vanilla: 0
random_range: 50
starting_racers_count:
# How many random racers to start with
# This option is only used if Starting Racers is set to 'random_range'
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 23
6: 50
random: 0
random-low: 0
random-high: 0
mirrored_tracks:
# How many tracks should be mirrored
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 25
0: 50
random: 0
random-low: 0
random-high: 0
disable_part_damage:
# Prevents parts from being damaged and removes pit droids from the item pool
# Extra money will be added to the pool
false: 0
true: 50
ai_scaling:
# Affects AI speed
# Vanilla: Courses use their default scaling
# Circuits: AI is scaled according to the current circuit
# Parts: AI is dynamically scaled according to the quality of your parts
vanilla: 50
circuits: 0
parts: 0
additional_ai_multiplier:
# Applies additional scaling to AI
# 1000 = 1.000
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 100
# Maximum value is 5000
1000: 50
random: 0
random-low: 0
random-high: 0
enable_multiplier_control:
# Allows the player to change the additional AI multiplier in-game
false: 0
true: 50
one_lap_mode:
# Races only require 1 lap to complete
false: 50
true: 0
auto_hint_shop:
# Automatically hints shop items as they unlock
false: 50
true: 0
deathlink:
# When you die, everyone dies. Of course the reverse is true too.
false: 50
true: 0

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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: Fen_Rat
# Used to describe your yaml. Useful if you have multiple files.
description: Default Autopelago Template
game: Autopelago
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Autopelago:
# 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
30: 50
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
fill_with_determination:
# Either fills the rat with determination, or does nothing. Perhaps both.
#
# This option was added early on for technical reasons. It does not directly affect the game.
'false': 50
'true': 0
victory_location:
# Optionally moves the final victory location earlier to reduce the number of locations in the multiworld.
#
# - **Snakes on a Planet (default):** The game goes all the way to "Moon, The". This gives the longest game.
# - **Secret Cache:** The game stops at the end of Cool World. This gives the middlest-length game.
# - **Captured Goldfish:** The game stops at the end of The Sewers. This gives the shortest game.
snakes_on_a_planet: 50
secret_cache: 0
captured_goldfish: 0
enabled_buffs:
# Enables various buffs that affect how the rat behaves. All are enabled by default.
#
# - **Well Fed:** Gets more done
# - **Lucky:** One free success
# - **Energized:** Moves faster
# - **Stylish:** Better RNG
# - **Confident:** Ignore a trap
# - **Smart:** Next check is progression
['Well Fed', 'Smart', 'Confident', 'Energized', 'Lucky', 'Stylish']
enabled_traps:
# Enables various traps that affect how the rat behaves. All are enabled by default.
#
# - **Upset Tummy:** Gets less done
# - **Unlucky:** Worse RNG
# - **Sluggish:** Moves slower
# - **Distracted:** Skip a "step"
# - **Startled:** Run towards start
# - **Conspiratorial:** Next check is trap
['Unlucky', 'Conspiratorial', 'Sluggish', 'Upset Tummy', 'Startled', 'Distracted']
msg_changed_target:
# What messages the rat can say when a buff or trap is added to the queue of location checks to send before resuming its normal logic.
#
# Specify the message itself, or with an optional weight to have that message appear more often (default weight is 1).
#
# The text {LOCATION} will be replaced with the name of the actual location.
#
# If you want to disable rat chat, then you're in the wrong place. Do that from the settings menu in the game client itself.
- "Oh, hey, what's that thing over there at {LOCATION}?"
- "There's something at {LOCATION}, I'm sure of it!"
- 'Something at {LOCATION} smells good!'
- "There's a rumor that something's going on at {LOCATION}!"
msg_enter_go_mode:
# What messages the rat can say when it first realizes that it can complete its goal.
#
# Specify the message itself, or with an optional weight to have that message appear more often (default weight is 1).
#
# If you want to disable rat chat, then you're in the wrong place. Do that from the settings menu in the game client itself.
- "That's it! I have everything I need! The goal is in sight!"
msg_enter_bk:
# What messages the rat can say when it first sees that no further location checks are in logic.
#
# Specify the message itself, or with an optional weight to have that message appear more often (default weight is 1).
#
# If you want to disable rat chat, then you're in the wrong place. Do that from the settings menu in the game client itself.
- "I don't have anything to do right now. Go team!"
- "Hey, I'm completely stuck. But I still believe in you!"
- "I've run out of things to do. How are you?"
- "I'm out of things for now, gonna get a coffee. Anyone want something?"
msg_remind_bk:
# What messages the rat can say to occasionally remind the players that it has no further location checks in logic.
#
# Specify the message itself, or with an optional weight to have that message appear more often (default weight is 1).
#
# If you want to disable rat chat, then you're in the wrong place. Do that from the settings menu in the game client itself.
- "I don't have anything to do right now. Go team!"
- "Hey, I'm completely stuck. But I still believe in you!"
- "I've run out of things to do. How are you?"
- "I'm out of things for now, gonna get a coffee. Anyone want something?"
msg_exit_bk:
# What messages the rat can say after one or more location checks become in logic.
#
# Specify the message itself, or with an optional weight to have that message appear more often (default weight is 1).
#
# If you want to disable rat chat, then you're in the wrong place. Do that from the settings menu in the game client itself.
- "Yippee, that's just what I needed!"
- "I'm back! I knew you could do it!"
- "Sweet, I'm unblocked! Thanks!"
- "Squeak-squeak, it's rattin' time!"
msg_completed_goal:
# What messages the rat can say to celebrate victory.
#
# Specify the message itself, or with an optional weight to have that message appear more often (default weight is 1).
#
# If you want to disable rat chat, then you're in the wrong place. Do that from the settings menu in the game client itself.
- 'Yeah, I did it! er... WE did it!'
lactose_intolerant:
# Replaces all references to lactose-containing products with less offensive ones.
'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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---
name: Fen_SM64
game: Super Mario 64
description: Generated by https://archipelago.gg/ for Super Mario 64
Super Mario 64:
progression_balancing: '30'
accessibility: full
death_link: 'false'
completion_type: last_bowser_stage
area_rando: 'off'
buddy_checks: 'true'
exclamation_boxes: 'true'
progressive_keys: 'true'
enable_coin_stars: 'off'
strict_cap_requirements: 'true'
strict_cannon_requirements: 'true'
enable_move_rando: 'true'
move_rando_actions:
- Triple Jump
- Long Jump
- Backflip
- Side Flip
- Wall Kick
- Dive
- Ground Pound
- Kick
- Climb
- Ledge Grab
strict_move_requirements: 'true'
amount_of_stars: '120'
first_bowser_star_door_cost: '7'
basement_star_door_cost: '25'
second_floor_star_door_cost: '42'
mips1_cost: '12'
mips2_cost: '42'
stars_to_finish: '58'
start_inventory: {}

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---
name: Fen_SMW
game: Super Mario World
description: Generated by https://archipelago.gg/ for Super Mario World
Super Mario World:
progression_balancing: '30'
accessibility: full
death_link: 'false'
early_climb: 'true'
goal: bowser
bosses_required: '7'
max_yoshi_egg_cap: '50'
percentage_of_yoshi_eggs: '100'
dragon_coin_checks: 'false'
moon_checks: 'false'
hidden_1up_checks: 'false'
bonus_block_checks: 'false'
blocksanity: 'false'
level_shuffle: 'false'
exclude_special_zone: 'false'
bowser_castle_doors: vanilla
bowser_castle_rooms: random_two_room
boss_shuffle: full
swap_donut_gh_exits: 'false'
junk_fill_percentage: '0'
trap_fill_percentage: '0'
ice_trap_weight: medium
stun_trap_weight: medium
literature_trap_weight: medium
timer_trap_weight: medium
reverse_trap_weight: medium
thwimp_trap_weight: medium
display_received_item_popups: progression_minus_yoshi_eggs
autosave: 'true'
overworld_speed: vanilla
music_shuffle: none
sfx_shuffle: none
mario_palette: mario
level_palette_shuffle: 'off'
overworld_palette_shuffle: 'off'
starting_life_count: '5'
start_inventory: {}

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---
name: Fen_SMZ3
game: SMZ3
description: Generated by https://archipelago.gg/ for SMZ3
SMZ3:
progression_balancing: '30'
accessibility: items
sm_logic: normal
sword_location: randomized
morph_location: randomized
goal: fastganondefeatmotherbrain
key_shuffle: none
open_tower: '7'
ganon_vulnerable: '7'
open_tourian: '4'
spin_jumps_animation: 'false'
heart_beep_speed: half
heart_color: red
quick_swap: 'false'
energy_beep: 'true'
start_inventory: {}
start_inventory_from_pool: {}

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---
name: Fen_Souls
game: Dark Souls III
description: Generated by https://archipelago.gg/ for Dark Souls III
Dark Souls III:
progression_balancing: '30'
accessibility: full
early_banner: early_global
late_basin_of_vows: 'off'
late_dlc: 'off'
death_link: 'false'
enable_dlc: 'false'
enable_ngp: 'false'
random_starting_loadout: 'true'
require_one_handed_starting_weapons: 'true'
auto_equip: 'false'
lock_equip: 'false'
no_equip_load: 'false'
no_weapon_requirements: 'false'
no_spell_requirements: 'false'
randomize_infusion: 'false'
randomize_infusion_percentage: '2'
randomize_weapon_level: none
randomize_weapon_level_percentage: '33'
min_levels_in_5: '1'
max_levels_in_5: '5'
min_levels_in_10: '1'
max_levels_in_10: '10'
smooth_soul_items: 'true'
smooth_upgrade_items: 'true'
smooth_upgraded_weapons: 'true'
randomize_enemies: 'true'
simple_early_bosses: 'true'
scale_enemies: 'true'
randomize_mimics_with_enemies: 'false'
randomize_small_crystal_lizards_with_enemies: 'false'
reduce_harmless_enemies: 'false'
all_chests_are_mimics: 'false'
impatient_mimics: 'false'
exclude_locations:
- Hidden
- Miscellaneous
- Small Crystal Lizards
- Small Souls
- Upgrade
excluded_location_behavior: forbid_useful
missable_location_behavior: forbid_useful
start_inventory: {}

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---
name: Fen_Timespinner
game: Timespinner
description: Generated by https://archipelago.gg/ for Timespinner
Timespinner:
death_link: 'false'
progression_balancing: '30'
accessibility: full
start_with_jewelry_box: 'false'
downloadable_items: 'true'
eye_spy: 'true'
start_with_meyef: 'false'
quick_seed: 'true'
specific_keycards: 'true'
inverted: 'false'
gyre_archives: 'true'
cantoran: 'false'
lore_checks: 'false'
boss_rando: scaled
enemy_rando: 'off'
damage_rando: 'off'
hp_cap: '999'
aura_cap: '999'
level_cap: '99'
extra_earrings_xp: '1'
boss_healing: 'true'
shop_fill: default
shop_warp_shards: 'true'
shop_multiplier: '1'
loot_pool: vanilla
drop_rate_category: tiered
fixed_drop_rate: '5'
loot_tier_distro: default_weight
show_bestiary: 'false'
show_drops: 'false'
enter_sandman: 'false'
dad_percent: 'false'
rising_tides: 'false'
unchained_keys: 'false'
back_to_the_future: 'false'
prism_break: 'false'
lock_key_amadeus: 'false'
risky_warps: 'false'
pyramid_start: 'false'
gate_keep: 'false'
royal_roadblock: 'true'
trap_chance: '10'
traps:
- Bee Trap
- Chaos Trap
- Meteor Sparrow Trap
- Neurotoxin Trap
- Poison Trap
- Throw Stun Trap
start_inventory: {}

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---
name: Fen_Tunic
game: TUNIC
description: Generated by https://archipelago.gg/ for TUNIC
TUNIC:
progression_balancing: '30'
accessibility: full
sword_progression: 'true'
start_with_sword: 'false'
keys_behind_bosses: 'false'
ability_shuffling: 'true'
fool_traps: normal
laurels_location: anywhere
shuffle_ladders: 'false'
grass_randomizer: 'true'
breakable_shuffle: 'false'
entrance_rando: 'no'
fixed_shop: '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'
start_inventory: {}
start_inventory_from_pool: {}

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---
name: Fen_Undertale
game: Undertale
description: Generated by https://archipelago.gg/ for Undertale
Undertale:
progression_balancing: '30'
accessibility: full
route_required: neutral
key_hunt: 'true'
key_pieces: '5'
rando_love: 'false'
rando_stats: 'false'
temy_include: 'true'
no_equips: 'false'
only_flakes: 'false'
prog_armor: 'false'
prog_weapons: 'false'
rando_item_button: 'false'
start_inventory: {}
starting_area: random

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name: Fen_V
game: VVVVVV
description: Generated by https://archipelago.gg/ for VVVVVV
VVVVVV:
progression_balancing: '50'
accessibility: full
music_rando: 'false'
area_rando: 'false'
door_cost: '3'
area_cost: 'false'
death_link: 'false'
death_link_amnesty: '15'
start_inventory: {}

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name: Fen_Wilds
description: Outer Wilds Example
game: Outer Wilds
requires:
version: 0.5.0 # Version of Archipelago required for this yaml to work as expected.
Outer Wilds:
# Generic Archipelago options. These are documented at
# https://archipelago.gg/tutorial/Archipelago/advanced_settings/en#universal-game-options
# In addition to the "Everything" and "Everywhere" name groups that all AP games come with,
# the following name groups are provided by Outer Wilds:
# item name groups: "progression", "useful", "filler", "trap", "Frequencies", "Signals", "Ship Upgrades",
# "Translators", "Tools", "Base Progression", "DLC Progression", "Quantum Rules", "Patches",
# and dozens of single-item aliases
# location name groups: "Frequencies", "Signals", "Ship Logs", "Ember Twin", "Ash Twin", "Hourglass Twins",
# "Timber Hearth", "Attlerock", "Brittle Hollow", "Giant's Deep", "Dark Bramble", "Quantum Moon",
# "Interloper", "Sun Station", "WHS", "The Stranger", "Dreamworld"
progression_balancing: 30
accessibility: items
local_items: []
non_local_items: []
start_inventory: {}
start_hints: []
start_location_hints: []
exclude_locations: []
priority_locations: []
item_links: []
start_inventory_from_pool: {}
# Options specific to Outer Wilds
goal:
# The victory condition for your Archipelago run. Goals involving the Prisoner require enable_eote_dlc to be true.
#
# Song of Five: Reach the Eye
# Song of the Nomai: Reach the Eye after meeting Solanum
# Song of the Stranger: Reach the Eye after meeting the Prisoner
# Song of Six: Reach the Eye after meeting either Solanum or the Prisoner
# Song of Seven: Reach the Eye after meeting both Solanum and the Prisoner
# Echoes of the Eye: Meet the Prisoner and complete the DLC
song_of_five: 0
song_of_the_nomai: 50
song_of_the_stranger: 0
song_of_six: 0
song_of_seven: 0
echoes_of_the_eye: 0
spawn:
# Where you wake up at the start of each loop.
#
# 'vanilla' is the same as the base game: you wake up in TH Village, talk to Hornfels to get the Launch Codes, then walk by the Nomai statue to start the time loop.
# All other options (including timber_hearth) will spawn you in your spacesuit, with the time loop already started, and the Launch Codes item placed randomly like any other AP item.
# stranger of course requires enable_eotc_dlc to be true.
#
# The idea is that non-vanilla spawns will require you to play "shipless" for a while, possibly using Nomai Warp Codes to visit other planets. The ship will still spawn nearby, so you can use the ship log/tracker right away.
# When playing with non-vanilla spawns, we recommend:
# - Consider enabling randomize_warp_platforms for greater variety if you get warp codes early
# - Consider using early_key_item, especially in non-solo games
# - Install a fast-forward mod such as Alter Time or Cheat And Debug Mod, since you may need to do a lot of waiting for e.g. Ash Twin sand or Giant's Deep islands
vanilla: 50
hourglass_twins: 0
timber_hearth: 0
brittle_hollow: 0
giants_deep: 0
stranger: 0
random_non_vanilla: 0
early_key_item:
# Ensure that one of Translator, Nomai Warp Codes, Launch Codes, or Stranger Light Modulator will be somewhere
# in sphere 1 and in your own world, guaranteeing you can find it without waiting on other players.
#
# `any` will randomly select one of these items that's relevant to your spawn (especially useful with `spawn: random`).
# For base game spawns it will choose Translator, NWC or LC, and for stranger spawns it will choose LC or SLM.
# If split_translator is also on, then "Translator" means the one for your spawn planet.
#
# Recommended for games with non-vanilla spawns, especially async games.
# In addition, without this AP seems to almost always put Launch Codes in sphere 1, so `any` also helps increase variety.
'off': 50
any: 0
translator: 0
nomai_warp_codes: 0
launch_codes: 0
stranger_light_modulator: 0
enable_eote_dlc:
# Incorporates Echoes of the Eye content into the randomizer with an additional 10 items and 34 locations.
# If logsanity is enabled, that will add another 72 locations, for a total of 106 DLC locations.
#
# When this is enabled, the randomizer mod will give you the "The Stranger" ship log automatically,
# so you can fly there without repeating the satellite puzzle (once you have Launch Codes).
'false': 50
'true': 0
dlc_only:
# Sets enable_eote_dlc to true, spawn to stranger, goal to echoes_of_the_eye (see descriptions of those options),
# and then prevents generation of all the base game locations and of many items not useful in the DLC.
#
# Not compatible with story mods.
'false': 50
'true': 0
randomize_coordinates:
# Randomize the Eye of the Universe coordinates needed to reach the end of the game.
'false': 0
'true': 50
randomize_orbits:
# Randomizes:
# - The order of the five planets (the Hourglass Twins as a whole, Timber Hearth, Brittle Hollow, Giant's Deep, Dark Bramble), i.e. which ones are closer or farther from the sun
# - The orbit angles of the five planets, as well as four satellites (Sun Station, Attlerock, Hollow's Lantern, and the Orbital Probe Cannon)
'false': 0
'true': 50
randomize_rotations:
# Randomizes the axes of rotation for Ember Twin, Ash Twin, Timber Hearth and Brittle Hollow.
#
# This often causes the Hourglass Twins' sand pillar to pass through different areas,
# and structures inside the ATP to move differently (becoming a hazard for the player).
'false': 0
'true': 50
randomize_warp_platforms:
# Randomize which Nomai warp platforms are connected to each other.
# Warp connections are still 'coupled', i.e. if platform A warps to platform B, then B will take you back to A.
# Highly recommended when playing with non-vanilla spawns.
'false': 0
'true': 50
randomize_dark_bramble_layout:
# Randomizes which Dark Bramble 'rooms' link to which other rooms, so you can't rely on your memory of the vanilla layout.
# Be aware that randomized layouts are often significantly harder to navigate than vanilla Dark Bramble, since they allow several paths to the same room and more complex loops / recursion.
# 'hub_start' forces the first room to be Hub (same as the vanilla game), which tends to generate shorter and simpler paths than full randomization.
'false': 50
'true': 0
hub_start: 0
trap_chance:
# The probability for each filler item (including unique filler) to be replaced with a trap item.
# The exact number of trap items will still be somewhat random, so you can't know
# if you've seen the 'last trap' in your world without checking the spoiler log.
# If you don't want any traps, set this to 0.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
15: 50
random: 0
random-low: 0
random-high: 0
trap_type_weights:
# When a filler item is replaced with a trap, these weights determine the
# odds for each trap type to be selected.
# If you don't want a specific trap type, set its weight to 0.
# Setting all weights to 0 is the same as setting trap_chance to 0.
Audio Trap: 1
Nap Trap: 2
Ship Damage Trap: 2
death_link:
# When you die, everyone dies. Of course the reverse is true too.
# The "default" option will not include deaths to meditation, the supernova, the time loop ending,
# or 'deaths' that merely enter or exit the dreamworld.
# Be aware that the game mod provides a 'Death Link Override' setting, in case you change your mind later.
'off': 50
default: 0
all_deaths: 0
logsanity:
# Adds 176 locations for all the (non-rumor, non-missable) ship log facts in the game.
# Also affects how many locations are added by enable_eote_dlc.
'false': 50
'true': 0
shuffle_spacesuit:
# Puts the spacesuit into the Archipelago item pool, forcing you to play suitless until it's found.
#
# This option is incompatible with non-vanilla spawns (i.e. generation will fail), since those imply playing "shipless" at first, and almost nothing can be done both shipless and suitless.
'false': 0
'true': 50
split_translator:
# Splits the "Translator" item into 6 items: 5 for the main planets and their satellites, plus a
# "Translator (Other)" for smaller parts of the vanilla system and systems added by story mods.
'false': 0
'true': 50
enable_hn1_mod:
# Incorporates Hearth's Neighbor story mod content into the randomizer with an additional 3 items and 20 locations.
# If logsanity is enabled, that will add another 41 locations, for a total of 61 HN1 locations.
'false': 50
'true': 0
enable_outsider_mod:
# Incorporates The Outsider story mod content into the randomizer with an additional 21 locations.
# If logsanity is enabled, that will add another 44 locations, for a total of 65 TO (The Outsider) locations.
#
# split_translator is highly recommended with this mod, since it adds a lot of Translator checks to Dark Bramble.
#
# If randomize_orbits is true, this option forces GD and DB to be in their vanilla "lanes" and have the same orbit angle.
'false': 50
'true': 0
enable_ac_mod:
# Incorporates Astral Codec story mod content into the randomizer with an additional 1 item and 21 locations.
# If logsanity is enabled, that will add another 39 locations, for a total of 60 AC locations.
#
# If randomize_warp_platforms is true, this option will ensure there's a warp from the Hourglass Twins to Timber Hearth.
'false': 50
'true': 0
enable_hn2_mod:
# Incorporates Hearth's Neighbor 2: Magistarium story mod content into the randomizer with an additional 4 items and 18 locations.
# If logsanity is enabled, that will add another 30 locations, for a total of 48 HN2 locations.
'false': 50
'true': 0
enable_fq_mod:
# Incorporates Fret's Quest story mod content into the randomizer with an additional 1 item and 18 locations.
# If logsanity is enabled, that will add another 38 locations, for a total of 56 FQ locations.
'false': 50
'true': 0

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name: Fen_WindWaker
game: The Wind Waker
description: Generated by https://archipelago.gg/ for The Wind Waker
The Wind Waker:
progression_balancing: '30'
accessibility: full
death_link: 'false'
progression_dungeons: 'true'
progression_dungeon_secrets: 'false'
progression_tingle_chests: 'false'
progression_puzzle_secret_caves: 'true'
progression_combat_secret_caves: 'false'
progression_savage_labyrinth: 'false'
progression_island_puzzles: 'false'
progression_great_fairies: 'true'
progression_submarines: 'false'
progression_platforms_rafts: 'false'
progression_short_sidequests: 'true'
progression_long_sidequests: 'false'
progression_spoils_trading: 'false'
progression_eye_reef_chests: 'true'
progression_big_octos_gunboats: 'false'
progression_misc: 'true'
progression_minigames: 'true'
progression_battlesquid: 'false'
progression_free_gifts: 'true'
progression_mail: 'true'
progression_expensive_purchases: 'true'
progression_triforce_charts: 'true'
progression_treasure_charts: 'true'
sword_mode: no_starting_sword
randomize_mapcompass: dungeon
randomize_smallkeys: dungeon
randomize_bigkeys: dungeon
chest_type_matches_contents: 'false'
randomize_dungeon_entrances: 'false'
randomize_boss_entrances: 'false'
randomize_miniboss_entrances: 'false'
randomize_secret_cave_entrances: 'false'
randomize_secret_cave_inner_entrances: 'false'
randomize_fairy_fountain_entrances: 'false'
mix_entrances: separate_pools
randomize_starting_island: 'false'
randomize_charts: 'false'
swift_sail: 'true'
instant_text_boxes: 'true'
reveal_full_sea_chart: 'true'
skip_rematch_bosses: 'true'
add_shortcut_warps_between_dungeons: 'false'
remove_music: 'false'
required_bosses: 'false'
num_required_bosses: '4'
hero_mode: 'false'
logic_obscurity: none
logic_precision: none
enable_tuner_logic: 'false'
randomize_enemies: 'false'
start_inventory: {}
start_inventory_from_pool: {}

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---
name: Fen_Witness
game: The Witness
description: Generated by https://archipelago.gg/ for The Witness
The Witness:
progression_balancing: '30'
accessibility: full
easter_egg_hunt: normal
puzzle_randomization: sigma_normal
victory_condition: elevator
mountain_lasers: '7'
challenge_lasers: '11'
panel_hunt_required_percentage: '63'
panel_hunt_total: '40'
panel_hunt_postgame: disable_anything_locked_by_lasers
panel_hunt_discourage_same_area_factor: '40'
shuffle_discarded_panels: 'false'
shuffle_vault_boxes: 'false'
shuffle_EPs: individual
EP_difficulty: normal
shuffle_postgame: 'false'
disable_non_randomized_puzzles: 'false'
shuffle_symbols: 'true'
shuffle_doors: panels
door_groupings: regional
shuffle_lasers: anywhere
shuffle_boat: 'true'
obelisk_keys: 'true'
unlockable_warps: 'false'
puzzle_skip_amount: '10'
trap_percentage: '20'
hint_amount: '12'
vague_hints: 'off'
area_hint_percentage: '33'
laser_hints: 'false'
early_caves: 'off'
elevators_come_to_you: Quarry Elevator
death_link: 'false'
death_link_amnesty: '1'
shuffle_dog: puzzle_skip
start_inventory: {}
puzzle_randomization_seed: random

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---
name: Fen_Zelda1
game: The Legend of Zelda
description: Generated by https://archipelago.gg/ for The Legend of Zelda
The Legend of Zelda:
progression_balancing: '30'
accessibility: full
ExpandedPool: 'true'
TriforceLocations: anywhere
StartingPosition: safe
start_inventory: {}

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---
name: HarLongo
game: Lingo
description: Generated by https://archipelago.gg/ for Lingo
Lingo:
progression_balancing: '50'
accessibility: full
shuffle_doors: panels
group_doors: 'true'
location_checks: normal
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'
start_inventory: {}
start_inventory_from_pool: {}
trap_percentage: random
puzzle_skip_percentage: random

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---
name: Harlen-Panels
game: The Witness
description: Generated by https://archipelago.gg/ for The Witness
The Witness:
progression_balancing: '50'
accessibility: full
easter_egg_hunt: normal
puzzle_randomization: sigma_expert
panel_hunt_postgame: disable_anything_locked_by_lasers
shuffle_discarded_panels: 'true'
shuffle_vault_boxes: 'true'
shuffle_EPs: individual
EP_difficulty: normal
shuffle_postgame: 'false'
disable_non_randomized_puzzles: 'false'
shuffle_symbols: 'true'
shuffle_doors: doors
door_groupings: 'off'
shuffle_lasers: anywhere
shuffle_boat: 'true'
obelisk_keys: 'true'
unlockable_warps: 'true'
vague_hints: 'off'
area_hint_percentage: '33'
laser_hints: 'true'
early_caves: add_to_pool
elevators_come_to_you:
- Bunker Elevator
- Quarry Elevator
- Swamp Long Bridge
death_link: 'false'
death_link_amnesty: '1'
shuffle_dog: puzzle_skip
start_inventory: {}
victory_condition: random
mountain_lasers: random
challenge_lasers: random
panel_hunt_required_percentage: random
panel_hunt_total: random
panel_hunt_discourage_same_area_factor: random
puzzle_skip_amount: random
trap_percentage: random
hint_amount: random
puzzle_randomization_seed: 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: Harlen-Tooie
# Used to describe your yaml. Useful if you have multiple files.
description: Default Banjo-Tooie Template
game: Banjo-Tooie
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Banjo-Tooie:
# 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
logic_type:
# Choose your logic difficulty and difficulty of tricks you are expected to perform to reach certain areas.
# Please be aware that if you plan on randomizing worlds with BK Moves in the pool, you cannot use "intended" logic.
intended: 0
easy_tricks: 50
hard_tricks: 0
glitches: 0
victory_condition:
# Choose the victory condition.
# HAG1: Unlock the HAG1 fight and defeat Gruntilda.
# Minigame Hunt: Clear the 14 minigames and the final Canary Mary race in Cloud Cuckcoo Land to collect Mumbo Tokens.
# Boss Hunt: Defeat the 8 world bosses and collect their Mumbo Tokens.
# Jinjo Family Rescue: Rescue Jinjo Families to collect their prized Mumbo Tokens.
# Wonderwing Challenge: Collect all 32 Mumbo Tokens across all boss fights, mini games, and every Jinjo family to gain access to HAG1 and Defeat Grunty. The Ultimate Banjo Tooie experience!!
# Token Hunt: Mumbo's Tokens are scattered around the world. Help him find them!
# Boss Hunt + Hag1: Combines Boss Hunt with HAG-1. HAG-1 won't open until the required amount of bosses are defeated.
hag1: 0
minigame_hunt: 0
boss_hunt: 0
jinjo_family_rescue: 0
wonderwing_challenge: 50
token_hunt: 0
boss_hunt_and_hag1: 0
open_hag1:
# HAG 1 boss fight is opened when Cauldron Keep is opened, requiring fewer Jiggies to win.
'false': 0
'true': 50
minigame_hunt_length:
# How many Mumbo Tokens are needed to clear the Minigame Hunt.
# Choose a value between 1 and 15.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 15
14: 50
random: 0
random-low: 0
random-high: 0
boss_hunt_length:
# How many Mumbo Tokens are needed to clear the Boss Hunt.
# Choose a value between 1 and 8.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 8
8: 50
random: 0
random-low: 0
random-high: 0
jinjo_family_rescue_length:
# How many Jinjo families' Mumbo Tokens are needed to clear the Jinjo family rescue.
# Choose a value between 1 and 9.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 9
9: 50
random: 0
random-low: 0
random-high: 0
token_hunt_length:
# How many Mumbo Tokens of the 15 hidden throughout the world do you need to find.
# Choose a value between 1 and 15.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 15
5: 50
random: 0
random-low: 0
random-high: 0
game_length:
# Choose how quickly the worlds open.
# quick: Worlds open at 1, 3, 6, 10, 15, 21, 28, 36, and 44 Jiggys
# normal: Worlds open at 1, 4, 8, 14, 20, 28, 36, 45, and 55 Jiggys
# long: Worlds open at 1, 8, 16, 25, 34, 43, 52, 61, and 70 Jiggys
# custom: You pick when worlds open
quick: 0
normal: 50
long: 0
custom: 0
randomize: 0
custom_worlds:
# Enter a list of jiggy requirements you want for each world unlock. Max values of each world are: 1,20,30,40,50,60,70,80,90.
# This option only functions if the World Requirements option is set to custom.
1,4,8,14,20,28,36,45,55: 50
randomize_moves:
# Jamjars' & Roysten's Movelist are randomized.
'false': 0
'true': 50
jamjars_silo_costs:
# Change how many notes it takes to use Jamjars' move silos. Requires the Banjo-Tooie move list to be randomized.
vanilla: 0
randomize: 50
progressive: 0
randomize_bk_moves:
# Banjo-Kazooie's Movelist are randomized.
# Mcjiggy Special - Talon Trot and Tall Jump are removed from the pool.
none: 0
mcjiggy_special: 0
all: 50
egg_behaviour:
# Change the way Eggs work. Randomize Moves and Randomize BK Moves are required.
start_with_blue_eggs: 0
random_starting_egg: 50
progressive_eggs: 0
simple_random_starting_egg: 0
progressive_beak_buster:
# Beak Buster to Bill Drill. Randomize Moves and Randomize BK Moves are required.
'false': 50
'true': 0
progressive_shoes:
# Stilt Stride to Turbo Trainers to Spring Boots to Claw Climber Boots. Randomize Moves and Randomize BK Moves are required.
'false': 50
'true': 0
progressive_water_training:
# Basic: Dive to Double Air to Faster Swimming.
# Advanced: Dive to Sub Aqua Aiming to Talon Torpedo to Double Air to Faster Swimming.
# Randomize Moves and Randomize BK Moves are required.
none: 50
basic: 0
advanced: 0
progressive_flight:
# Flight Pad to Beak Bomb to Airborne Egg Aim. Randomize Moves and Randomize BK Moves are required.
'false': 50
'true': 0
progressive_egg_aiming:
# Basic: Third Person Egg Shooting to Egg Aim.
# Advanced: Third Person Egg Shooting to Amaze-O-Gaze to Egg Aim to Breegull Blaster.
# Randomize Moves and Randomize BK Moves are required.
none: 50
basic: 0
advanced: 0
progressive_bash_attack:
# Ground Rat-a-tat Rap to Breegull Bash. Randomize Stop N Swap and Randomize BK Moves are required
'false': 50
'true': 0
randomize_notes:
# Note Nests are randomized.
'false': 0
'true': 50
randomize_treble:
# Treble Clefs are randomized.
'false': 0
'true': 50
extra_trebleclefs_count:
# Convert some 5 notes into Treble Clefs (20 notes). How many notes do you want converted?
# Be aware that 1 Treble Clef removes four 5 notes and adds three additional Big-O-Pants.
# Randomize Notes is required.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 21
0: 50
random: 0
random-low: 0
random-high: 0
bass_clef_amount:
# Convert some 5 notes into Bass Clefs (10 notes). How many notes do you want converted?
# Be aware that 1 Bass Clef removes two 5 notes and adds an additional Big-O-Pants.
# Randomize Notes is required.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 30
0: 50
random: 0
random-low: 0
random-high: 0
randomize_jinjos:
# Jinjos have fled to other worlds. Other players need to return them home.
'false': 0
'true': 50
randomize_doubloons:
# Jolly Roger's Doubloons are randomized.
'false': 0
'true': 50
randomize_cheato:
# Cheato pages are randomized.
'false': 0
'true': 50
cheato_rewards:
# Cheato rewards you with a cheat and an additional randomized reward.
# Cheato Pages are set to progression when this setting is enabled.
'false': 0
'true': 50
randomize_honeycombs:
# Honeycombs are randomized.
'false': 0
'true': 50
honeyb_rewards:
# Honey B gives you health and an additional randomized reward.
'false': 0
'true': 50
randomize_glowbos:
# Glowbos are randomized.
'false': 0
'true': 50
randomize_stop_n_swap:
# Mystery Eggs, their rewards, and the Ice Key are scattered across the MultiWorld.
'false': 0
'true': 50
randomize_dino_roar:
# Baby T-Rex's Roar is lost across the MultiWorld. Other players need to help him learn to ROAR!
'false': 0
'true': 50
nestsanity:
# Eggs and feather nests give checks when you collect them for the first time. They behave as regular egg nests after they have been collected.
'false': 0
'true': 50
randomize_signposts:
# Signposts give items when read.
'false': 0
'true': 50
replace_extra_jiggies:
# Jiggies over the maximum needed to beat the seed (plus a generous buffer) are replaced by fillers/traps.
# If turned off, you are guranteed exactly 90 jiggies.
# You can control how likely extra jiggies show up as fillers by extra_jiggies_weight.
'false': 0
'true': 50
replace_extra_notes:
# Notes over the maximum needed to beat the seed (plus a generous buffer) are replaced by fillers/traps.
# If turned off, you are guranteed exactly 900 notes in total.
# You can control how likely extra notes show up as fillers by extra_notes_weight.
'false': 0
'true': 50
extra_jiggies_weight:
# The weight of Jiggies in the filler pool. Requires replace_extra_jiggies.
# You are guarenteed enough jigges to open all levels. These are extra.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
15: 50
random: 0
random-low: 0
random-high: 0
extra_notes_weight:
# The weight of 5 pack notes in the filler pool. Requires randomize_notes and replace_extra_notes.
# You are guarenteed enough notes to open all jamjars silos. These are extra.
#
# 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
extra_doubloons_weight:
# The weight of extra doubloons in the filler pool. Requires randomize_doubloons.
# You are guarenteed the original 30 doubloons. These are extra.
#
# 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
egg_nests_weight:
# The weight of Egg nests in the filler pool. The weight is doubled if nestsanity is on.
#
# 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
feather_nests_weight:
# The weight of Egg nests in the filler pool. The weight is doubled if nestsanity is on.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
15: 50
random: 0
random-low: 0
random-high: 0
big_o_pants_weight:
# The weight of Big-O-Pants (nothing) in the filler 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
golden_eggs_weight:
# The weight of Golden Eggs in the filler pool.
# You are forced to use Golden Eggs for a minute upon receiving the trap.
# Requires Max Traps to be nonzero to have an effect
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
25: 50
random: 0
random-low: 0
random-high: 0
trip_trap_weight:
# The weight of Trip Traps in the filler pool.
# You trip upon receiving the trap.
# Requires Max Traps to be nonzero to have an effect
#
# 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
slip_trap_weight:
# The weight of Slip Traps in the filler pool.
# You slip upon receiving the trap.
# Requires Max Traps to be nonzero to have an effect
#
# 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
transform_trap_weight:
# The weight of Transform Traps in the filler pool.
# A transformation animation upon receiving the trap.
# Requires Max Traps to be nonzero to have an effect
#
# 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
squish_trap_weight:
# The weight of Squish Traps in the filler pool.
# Stomponadon attempts to squish you upon receiving the trap.
# Requires Max Traps to be nonzero to have an effect
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
15: 50
random: 0
random-low: 0
random-high: 0
tip_trap_weight:
# The weight of Tip Traps in the filler pool.
# You receive a random textbox upon receiving the trap.
# Requires Max Traps to be nonzero to have an effect
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
20: 50
random: 0
random-low: 0
random-high: 0
max_traps:
# The maximum possible amount of traps that replace fillers in the pool.
# Notice that the real number of traps is limited by the number of fillers in the pool, which varies depending on your settings.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
random: 0
random-low: 0
random-high: 0
none: 50 # equivalent to 0
light: 0 # equivalent to 15
moderate: 0 # equivalent to 30
mayhem: 0 # equivalent to 70
unlimited: 0 # equivalent to 99999
randomize_stations:
# Train Stations are randomized.
'false': 0
'true': 50
randomize_chuffy:
# Chuffy is randomized.
# Once received, you can call Chuffy at any unlocked station without defeating Old King Coal.
'false': 0
'true': 50
randomize_warp_pads:
# Warp Pads give checks when tagging them. They can only be used once you receive the corresponding item to use a warp pad.
'false': 0
'true': 50
randomize_silos:
# Overworld silos give checks when tagging them. They can only be used once you receive the corresponding item to use a silo.
'false': 0
'true': 50
open_silos:
# Choose how many overworld silos are pre-opened.
# If you have Randomized Worlds, pre-opened silos are guaranteed to lead to the first world.
# If you enabled Randomized Worlds with BK Moves randomized, you must have at least 2 silos opened.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 7
2: 50
random: 0
random-low: 0
random-high: 0
jingaling_jiggy:
# King Jingaling will always have a Jiggy for you.
'false': 0
'true': 50
skip_puzzles:
# Open world entrances without having to go to Jiggywiggy.
'false': 0
'true': 50
randomize_worlds:
# Worlds will open in a randomized order. Randomized Moves and Skip Puzzles required.
'false': 0
'true': 50
randomize_world_loading_zone:
# World Entrances will warp you to a different world. This does not affect Chuffy.
'false': 0
'true': 50
backdoors:
# Opens many one-way switches on game start, allowing for more backdoor access to levels.
# The following gates are preopened: MT -> TDL, MT -> HFP, GGM -> WW, WW -> TDL.
# For MT -> TDL, only the gate accessed from TDL's side is opened. For GGM -> WW, the boulders are still intact.
# The bridge from HFP's entrance is pre-moved to allow secondary access to Cliff Top.
# George is pre-dropped to make HFP -> JRL more accessible.
'false': 0
'true': 50
extra_cheats:
# Extra cheats will be added to the "CHEATS" sub-menu:
# NESTKING - Infinite eggs/feathers.
# HONEYKING - Infinite health/air.
# SUPERBANJO - Gotta go fast!
# SUPERBADDY - They gotta go fast!
'false': 50
'true': 0
easy_canary:
# Makes Canary Mary Races much easier.
'false': 0
'true': 50
speed_up_minigames:
# Start 3-round minigames at Round 3.
'false': 0
'true': 50
tower_of_tragedy:
# Choose whether to play the full quiz, start at round 3, or skip it.
full: 0
skip: 50
round_3: 0
skip_klungo:
# Make it so you can skip Klungo 1 and 2.
'false': 0
'true': 50
signpost_hints:
# Choose how many signpost give a hint when read.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 61
0: 0
random: 50
random-low: 0
random-high: 0
signpost_move_hints:
# Choose how many signposts, out of the signposts that contain a hint, will hint for one of your moves.
# The rest of the hints will hint slow locations.
# Silos and BT moves will not be hinted if randomize_bt_moves is not enabled.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 61
20: 50
random: 0
random-low: 0
random-high: 0
add_signpost_hints_to_ap:
# Choose if a signpost hint is added to the Archipelago hints upon reading the hint.
# Due to a limitation, only your own locations will be added as hints; your items in
# other people worlds won't be hinted.
# Never: signpost hints are never added
# Progression: hints are added only if the hinted location has a progression item.
# Always: hints are always added.
# This option only has an effect if signpost hints are enabled.
never: 0
progression: 50
always: 0
hint_clarity:
# Choose how clear hints are.
# Cryptic: hints will only tell you how good the item is.
# Clear: hints will tell you what the item is.
cryptic: 0
clear: 50
dialog_character:
# Change the character that announces your obtained moves, worlds, etc.
glowbo: 0
jiggy: 0
honeycomb: 0
sub: 0
washer: 0
banjo: 0
kazooie: 0
bottles: 0
mumbo: 0
jinjo_yellow: 0
jinjo_green: 0
jinjo_blue: 0
jinjo_purple: 0
jinjo_orange: 0
beehive: 0
grunty: 0
zubba: 0
jamjars: 0
bovina: 0
minjo_white: 0
minjo_orange: 0
minjo_yellow: 0
minjo_brown: 0
unogopaz: 0
chief_bloatazin: 0
dilberta: 0
stonies1: 0
canary_mary: 0
cheato: 0
gobi: 0
dino_kid1: 0
mr_patch: 0
moggy: 0
soggy: 0
groggy: 0
mrs_boggy: 0
prospector: 0
humba: 0
ufo: 0
old_king_coal: 0
ssslumber: 0
boggy: 0
big_al: 0
salty_joe: 0
conga: 0
pawno: 0
tiptup: 0
jolly: 50
merry_maggie: 0
terry: 0
bargasaurus: 0
yellow_stony: 0
alien: 0
chris_p_bacon: 0
captain_blubber: 0
styracosaurus_mom: 0
roysten: 0
safe: 0
guffo: 0
mr_fit: 0
captain_blackeye: 0
jinjo_red: 0
jinjo_white: 0
jinjo_black: 0
jinjo_brown: 0
chilly_willy: 0
chilli_billi: 0
mingy_jongo: 0
yellow_dodgem: 0
mingella: 0
blobbelda: 0
klungo: 0
bottles_dead: 0
minjo_green: 0
minjo_red: 0
minjo_blue: 0
minjo_purple: 0
minjo_black: 0
rabbit_worker1: 0
unga_bunga: 0
jiggywiggy: 0
jiggywiggy_disciple: 0
honey_b: 0
banjo_kazooie: 0
pig1: 0
oogle_boogle: 0
gi_announcer: 0
dingpot: 0
king_jingaling_dead: 0
rocknut: 0
mildred: 0
bigga_foot: 0
george: 0
sabreman: 0
dippy: 0
loggo: 0
king_jingaling: 0
mrs_bottles: 0
speccy: 0
goggles: 0
targitzan: 0
chompa: 0
lord_woo_fak_fak: 0
weldar: 0
alien_child: 0
evil_bottles: 0
dino_kid2: 0
dino_scrit_small: 0
dino_scrit_big: 0
heggy: 0
default_icons: 0
complete_random: 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: Harlentale
game: Undertale
description: Generated by https://archipelago.gg/ for Undertale
Undertale:
progression_balancing: '50'
accessibility: full
route_required: neutral
starting_area: ruins
key_hunt: 'false'
key_pieces: '5'
rando_love: 'false'
rando_stats: 'false'
temy_include: 'true'
no_equips: 'false'
only_flakes: 'false'
prog_armor: 'false'
prog_weapons: 'false'
rando_item_button: 'false'
start_inventory: {}

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---
name: Harlink
game: Ocarina of Time
description: Generated by https://archipelago.gg/ for Ocarina of Time
Ocarina of Time:
progression_balancing: '50'
accessibility: full
death_link: 'false'
logic_rules: glitchless
logic_no_night_tokens_without_suns_song: 'false'
logic_tricks:
- hidden grottos without stone of agony
- backflip over mido as adult
- man on roof without hookshot
open_forest: open
open_kakariko: closed
open_door_of_time: 'true'
zora_fountain: closed
gerudo_fortress: fast
bridge: open
trials: '0'
starting_age: child
shuffle_interior_entrances: all
shuffle_grotto_entrances: 'true'
shuffle_dungeon_entrances: all
shuffle_overworld_entrances: 'true'
owl_drops: 'false'
warp_songs: 'false'
spawn_positions: 'off'
shuffle_bosses: 'off'
triforce_hunt: 'true'
extra_triforce_percentage: '0'
bombchus_in_logic: 'true'
dungeon_shortcuts: 'off'
mq_dungeons_mode: vanilla
mq_dungeons_count: '0'
bridge_stones: '3'
bridge_medallions: '6'
bridge_rewards: '8'
bridge_tokens: '40'
bridge_hearts: '20'
shuffle_song_items: any
shopsanity: fixed_number
shop_slots: '4'
shopsanity_prices: normal
tokensanity: all
shuffle_scrubs: low
shuffle_child_trade: shuffle
shuffle_freestanding_items: 'off'
shuffle_pots: all
shuffle_crates: all
shuffle_cows: 'false'
shuffle_beehives: 'false'
shuffle_kokiri_sword: 'true'
shuffle_ocarinas: 'true'
shuffle_gerudo_card: 'false'
shuffle_beans: 'true'
shuffle_medigoron_carpet_salesman: 'false'
shuffle_frog_song_rupees: 'true'
shuffle_mapcompass: keysanity
shuffle_smallkeys: keysanity
shuffle_hideoutkeys: vanilla
shuffle_bosskeys: keysanity
enhance_map_compass: 'false'
shuffle_ganon_bosskey: remove
ganon_bosskey_medallions: '6'
ganon_bosskey_stones: '3'
ganon_bosskey_rewards: '9'
ganon_bosskey_tokens: '40'
ganon_bosskey_hearts: '20'
key_rings: all
no_escape_sequence: 'true'
no_guard_stealth: 'true'
no_epona_race: 'true'
skip_some_minigame_phases: 'true'
complete_mask_quest: 'false'
useful_cutscenes: 'false'
fast_chests: 'true'
free_scarecrow: 'true'
fast_bunny_hood: 'true'
plant_beans: 'false'
chicken_count: '1'
big_poe_count: '1'
fae_torch_count: '24'
correct_chest_appearances: classic
minor_items_as_major_chest: 'false'
invisible_chests: 'false'
correct_potcrate_appearances: textures_unchecked
hints: always
misc_hints: 'true'
hint_dist: async
text_shuffle: none
damage_multiplier: normal
deadly_bonks: none
no_collectible_hearts: 'false'
starting_tod: default
blue_fire_arrows: 'true'
fix_broken_drops: 'false'
start_with_consumables: 'false'
start_with_rupees: 'true'
item_pool_value: balanced
junk_ice_traps: 'on'
ice_trap_appearance: major_only
adult_trade_start: claim_check
default_targeting: hold
display_dpad: 'true'
dpad_dungeon_menu: 'true'
correct_model_colors: 'true'
background_music: normal
fanfares: normal
ocarina_fanfares: 'false'
silver_gauntlets_color: silver
golden_gauntlets_color: gold
navi_color_default_inner: white
navi_color_default_outer: match_inner
navi_color_enemy_inner: yellow
navi_color_enemy_outer: match_inner
navi_color_npc_inner: light_blue
navi_color_npc_outer: match_inner
navi_color_prop_inner: green
navi_color_prop_outer: match_inner
sword_trail_duration: '4'
sword_trail_color_inner: white
sword_trail_color_outer: match_inner
bombchu_trail_color_inner: red
bombchu_trail_color_outer: match_inner
boomerang_trail_color_inner: yellow
boomerang_trail_color_outer: match_inner
sfx_navi_overworld: default
sfx_navi_enemy: default
sfx_low_hp: default
sfx_menu_cursor: default
sfx_menu_select: default
sfx_nightfall: default
sfx_horse_neigh: default
sfx_hover_boots: default
sfx_ocarina: ocarina
exclude_locations:
- GF HBA 1000 Points
- GF HBA 1500 Points
- Kak 40 Gold Skulltula Reward
- Kak 50 Gold Skulltula Reward
- ZR Frogs Eponas Song
- ZR Frogs in the Rain
- ZR Frogs Ocarina Game
- ZR Frogs Sarias Song
- ZR Frogs Song of Time
- ZR Frogs Suns Song
- ZR Frogs Zeldas Lullaby
start_inventory: {}
triforce_goal: random
kokiri_color: random
goron_color: random
zora_color: random
mirror_shield_frame_color: random
heart_color: random
magic_color: random
a_button_color: random
b_button_color: random
c_button_color: random
start_button_color: 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: Lil Harlen
# Used to describe your yaml. Useful if you have multiple files.
description: Default Lil Gator Game Template
game: Lil Gator Game
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Lil Gator Game:
# 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 Options
start_with_freeplay:
# Start with no barrier around Tutorial Island and thus the ability to access checks on the main island.
'false': 50
'true': 0
require_shield_jump:
# Logic may require you to execute a shield jump to progress.
'false': 0
'true': 50
harder_ranged_quests:
# Logic may require you to complete Penelope (Bastion Beaver) and Andromeda (Space Hawk) without a ranged weapon.
'false': 50
'true': 0
# Convenience Options
start_with_checkfinders:
# Start with Megaphone and Text Jill items in inventory for finding checks.
'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_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: MicroHarlen
game: DLCQuest
description: Generated by https://archipelago.gg/ for DLCQuest
DLCQuest:
campaign: basic
item_shuffle: shuffled
coinsanity: coin
ending_choice: 'true'
permanent_coins: 'false'
coinbundlequantity: '20'
time_is_money: optional
double_jump_glitch: none
death_link: 'false'
progression_balancing: '50'
accessibility: full
start_inventory: {}

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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: '91'
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
grade_needed: any
song_difficulty_mode: any
song_difficulty_min: '4'
song_difficulty_max: '8'
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: PuzzlerBumpers
# Used to describe your yaml. Useful if you have multiple files.
description: Default Bumper Stickers Template
game: Bumper Stickers
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Bumper Stickers:
# 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
task_advances:
# Task Advances allow you to skip one step of a level task. They do not restock, so use them sparingly.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 5
4: 50
random: 0
random-low: 0
random-high: 0
turners:
# Turners allow you to change the direction of a Bumper. These restock when the board resets.
#
# 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
paint_cans:
# Paint Cans allow you to change the color of a Bumper.
# The ones you get from the multiworld restock when the board resets; you also get one-time ones from score.
#
# 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
trap_count:
# Traps affect the board in various ways.
# This number indicates how many total traps will be added to the item pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 15
5: 50
random: 0
random-low: 0
random-high: 0
rainbow_trap_weight:
# Rainbow Traps change the color of every bumper on the field.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
50: 50
random: 0
random-low: 0
random-high: 0
spinner_trap_weight:
# Spinner Traps change the direction of every bumper on the field.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
50: 50
random: 0
random-low: 0
random-high: 0
killer_trap_weight:
# Killer Traps end the current board immediately.
#
# 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.
[]

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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: PuzzlerButton
# Used to describe your yaml. Useful if you have multiple files.
description: Default Clique Template
game: Clique
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Clique:
# 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
color:
# Customize your button! Now available in 12 unique colors.
red: 50
orange: 0
yellow: 0
green: 0
cyan: 0
blue: 0
magenta: 0
purple: 0
pink: 0
brown: 0
white: 0
black: 0
hard_mode:
# Only for the most masochistically inclined... Requires button activation!
'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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---
# 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: PuzzlerCeleste
# Used to describe your yaml. Useful if you have multiple files.
description: Default Celeste Template
game: Celeste
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Celeste:
# 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
berries_required:
# Number of Strawberries required to access the goal level.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 175
0: 50
random: 0
random-low: 0
random-high: 0
cassettes_required:
# Number of Cassettes required to access the goal level.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 8
0: 50
random: 0
random-low: 0
random-high: 0
hearts_required:
# Number of Crystal Hearts required to access the goal level.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 24
0: 50
random: 0
random-low: 0
random-high: 0
levels_required:
# Number of Level Completions required to access the goal level.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 25
0: 50
random: 0
random-low: 0
random-high: 0
goal_level:
# Selects the Level whose Completion is the Victory Condition for the World.
chapter_7_summit_a: 50
chapter_8_core_a: 0
chapter_9_farewell_a: 0
chapter_7_summit_b: 0
chapter_8_core_b: 0
chapter_7_summit_c: 0
chapter_8_core_c: 0
progression_system:
# Selects the Progression System for the World.
default_progression: 50
disable_heart_gates:
# Disables heart gates in Core and Farewell.
'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: PuzzlerCeleste3D
# Used to describe your yaml. Useful if you have multiple files.
description: Default Celeste 64 Template
game: Celeste 64
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Celeste 64:
# 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
death_link_amnesty:
# How many deaths it takes to send a DeathLink
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 30
10: 50
random: 0
random-low: 0
random-high: 0
logic_difficulty:
# Whether the logic expects you to play the intended way, or to be able to use advanced tricks and skips
standard: 50
hard: 0
move_shuffle:
# Whether the following base movement abilities are shuffled into the item pool:
# - Ground Dash
# - Air Dash
# - Skid Jump
# - Climb
#
# NOTE: Having Move Shuffle and Standard Logic Difficulty will guarantee that one of the four Move items will be immediately accessible
#
# WARNING: Combining Move Shuffle and Hard Logic Difficulty can require very difficult tricks
'false': 50
'true': 0
# Goal Options
total_strawberries:
# How many Strawberries exist
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 55
20: 50
random: 0
random-low: 0
random-high: 0
strawberries_required_percentage:
# Percentage of existing Strawberries you must receive to finish
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
80: 50
random: 0
random-low: 0
random-high: 0
# Sanity Options
friendsanity:
# Whether chatting with your friends grants location checks
'false': 0
'true': 50
signsanity:
# Whether reading signs grants location checks
'false': 0
'true': 50
carsanity:
# Whether riding on cars grants location checks
'false': 50
'true': 0
checkpointsanity:
# Whether activating Checkpoints grants location checks
#
# Activating this will also shuffle items into the pool which allow usage and warping to each Checkpoint
'false': 0
'true': 50
# Aesthetic Options
madeline_one_dash_hair_color:
# What color Madeline's hair is when she has one dash
#
# The `any_color` option will choose a fully random color
#
# A custom color entry may be supplied as a 6-character RGB hex color code
# e.g. F542C8
strawberry: 50
empty: 0
double: 0
golden: 0
baddy: 0
fire_red: 0
maroon: 0
salmon: 0
orange: 0
lime_green: 0
bright_green: 0
forest_green: 0
royal_blue: 0
brown: 0
black: 0
white: 0
grey: 0
any_color: 0
madeline_two_dash_hair_color:
# What color Madeline's hair is when she has two dashes
#
# The `any_color` option will choose a fully random color
#
# A custom color entry may be supplied as a 6-character RGB hex color code
# e.g. F542C8
strawberry: 0
empty: 0
double: 50
golden: 0
baddy: 0
fire_red: 0
maroon: 0
salmon: 0
orange: 0
lime_green: 0
bright_green: 0
forest_green: 0
royal_blue: 0
brown: 0
black: 0
white: 0
grey: 0
any_color: 0
madeline_no_dash_hair_color:
# What color Madeline's hair is when she has no dashes
#
# The `any_color` option will choose a fully random color
#
# A custom color entry may be supplied as a 6-character RGB hex color code
# e.g. F542C8
strawberry: 0
empty: 50
double: 0
golden: 0
baddy: 0
fire_red: 0
maroon: 0
salmon: 0
orange: 0
lime_green: 0
bright_green: 0
forest_green: 0
royal_blue: 0
brown: 0
black: 0
white: 0
grey: 0
any_color: 0
madeline_feather_hair_color:
# What color Madeline's hair is when she has a feather
#
# The `any_color` option will choose a fully random color
#
# A custom color entry may be supplied as a 6-character RGB hex color code
# e.g. F542C8
strawberry: 0
empty: 0
double: 0
golden: 50
baddy: 0
fire_red: 0
maroon: 0
salmon: 0
orange: 0
lime_green: 0
bright_green: 0
forest_green: 0
royal_blue: 0
brown: 0
black: 0
white: 0
grey: 0
any_color: 0
# Badeline Chasers
badeline_chaser_source:
# What type of action causes more Badeline Chasers to start spawning
#
# Locations: The number of locations you've checked contributes to Badeline Chasers
#
# Strawberries: The number of Strawberry items you've received contributes to Badeline Chasers
locations: 50
strawberries: 0
badeline_chaser_frequency:
# How many of the `Badeline Chaser Source` actions must occur to make each Badeline Chaser start spawning
#
# NOTE: Choosing `0` disables Badeline Chasers entirely
#
# WARNING: Turning on Badeline Chasers alongside Move Shuffle could result in extremely difficult situations
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 10
0: 50
random: 0
random-low: 0
random-high: 0
badeline_chaser_speed:
# How many seconds behind you each Badeline Chaser will be
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 2
# Maximum value is 10
3: 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.
[]

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@ -0,0 +1,679 @@
---
# 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: PuzzlerCoaster
# Used to describe your yaml. Useful if you have multiple files.
description: Default OpenRCT2 Template
game: OpenRCT2
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
OpenRCT2:
# 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
ignore_ride_stat_changes:
# Disables changes to base ride stats. If enabled, rides will always behave like they do in the base game.
'false': 50
'true': 0
death_link:
# If you die, everybody dies, and vise versa!
# - This manifests itself in exploding rides. Somebody dying will cause a random ride to crash,
# and building rides badly will cause others to die. There's a 20 second timer between deathlink events.
# Fix that coaster quickly!
disabled: 50
enabled: 0
# Scenario Options
scenario:
# Choose which scenario you'd like to play! Random won't choose scenarios that are unreasonably difficult/tedious.
# Future updates will allow custom scenarios.
random_rct1: 0
random_loopy_landscapes: 0
random_corkscrew_follies: 0
random_rct2: 0
random_wacky_worlds: 0
random_time_twister: 0
random_rct1_expansions: 0
random_rct2_expansions: 0
archipelago_madness_vanilla: 0
archipelago_madness_expansions: 50
forest_frontiers: 0
dynamite_dunes: 0
leafy_lake: 0
diamond_heights: 0
evergreen_gardens: 0
bumbly_beach: 0
trinity_islands: 0
katies_world: 0
dinky_park: 0
aqua_park: 0
millennium_mines: 0
karts_and_coasters: 0
mels_world: 0
mothball_mountain: 0
pacific_pyramids: 0
crumbly_woods: 0
lightning_peaks: 0
ivory_towers: 0
rainbow_valley: 0
thunder_rock: 0
mega_park: 0
whispering_cliffs: 0
three_monkeys_park: 0
canary_mines: 0
barony_bridge: 0
funtopia: 0
haunted_harbor: 0
fun_fortress: 0
future_world: 0
gentle_glen: 0
hydro_hills: 0
sprightly_park: 0
magic_quarters: 0
fruit_farm: 0
butterfly_dam: 0
coaster_canyon: 0
thunderstorm_park: 0
harmonic_hills: 0
roman_village: 0
swamp_cove: 0
adrenaline_heights: 0
utopia_park: 0
rotting_heights: 0
fiasco_forest: 0
pickle_park: 0
giggle_downs: 0
mineral_park: 0
coaster_crazy: 0
geoffery_gardens: 0
iceberg_islands: 0
volcania: 0
arid_heights: 0
razor_rocks: 0
crater_lake: 0
vertigo_views: 0
dragons_cove: 0
good_knight_park: 0
wacky_warren: 0
grand_glacier: 0
crazy_craters: 0
dusty_desert: 0
woodworm_park: 0
icarus_park: 0
sunny_swamps: 0
frightmare_hills: 0
thunder_rocks: 0
octagon_park: 0
pleasure_island: 0
icicle_worlds: 0
southern_sands: 0
tiny_towers: 0
nevermore_park: 0
pacifica: 0
urban_jungle: 0
terror_town: 0
venus_ponds: 0
electric_fields: 0
factory_capers: 0
crazy_castle: 0
dusty_greens: 0
bumbly_bazzar: 0
infernal_views: 0
lucky_lake: 0
botany_breakers: 0
alpine_adventures: 0
gravity_gardens: 0
extreme_heights: 0
amity_airfield: 0
ghost_town: 0
rainbow_summit: 0
over_the_edge: 0
great_wall_of_china: 0
canyon_calamities: 0
sugarloaf_shores: 0
mines_of_africa: 0
park_maharaja: 0
ayers_adventure: 0
european_extravaganza: 0
rollercoaster_heaven: 0
lost_city_founder: 0
mirage_madness: 0
icy_adventures: 0
okinawa_coast: 0
beach_barbecue_blast: 0
from_the_ashes: 0
wacky_waikiki: 0
rainforest_romp: 0
sherwood_forest: 0
crater_carnage: 0
alcatraz: 0
woodstock: 0
cliffside_castle: 0
extraterrestrial_extravaganza: 0
animatronic_antics: 0
coastersaurus: 0
schneider_shores: 0
gemini_city: 0
mythological_madness: 0
rocky_rambles: 0
metropolis: 0
rock_n_roll_revival: 0
six_flags_belgium: 0
six_flags_great_adventure: 0
six_flags_holland: 0
six_flags_magic_mountain: 0
six_flags_over_texas: 0
fort_anachronism: 0
build_your_own_six_flags_belgium: 0
build_your_own_six_flags_great_adventure: 0
build_your_own_six_flags_holland: 0
build_your_own_six_flags_magic_mountain: 0
build_your_own_six_flags_park: 0
build_your_own_six_flags_over_texas: 0
difficulty:
# Choose a difficulty for the randomization. This will make rides have more difficult stat results (If that's enabled), as well as affect
# things like the loan interest rate.
very_easy: 0
easy: 0
medium: 50
hard: 0
extreme: 0
scenario_length:
# Choose how long this game will last. This will affect things such as unlock shop prices and if prerequisites are required before purchase. It's recommended to choose based on how long other worlds in the multi-world take to complete.
# Synchronous Short: Around 2 hours to complete.
# Synchronous Long: Around 4 hours to complete.
# Lengthy: Recommended for Asyncs.
# Marathon: Recommended for Asyncs.
synchronous_short: 0
synchronous_long: 0
lengthy: 50
marathon: 0
randomization_range:
# Influences how spread random values will be (Mostly this affects the excitement, intensity, and nausea ratings). The more extreme this value,
# the more extreme the difficulty will swing, with easy becoming much easier and hard becoming much more difficult.
none: 0
low: 0
medium: 50
high: 0
extreme: 0
randomize_park_values:
# Randomizes values such as starting cash, starting bank loan amount, and the max bank loan
'false': 0
'true': 50
preferred_intensity:
# Choose a preferred intensity for your guests. Less intense will limit guests to a maximum of 4 intensity, and more intense will limit guests
# to a minimum of 8 intensity in most circumstances. Normal is recommended for most players.
less_intense: 0
normal: 50
more_intense: 0
stat_rerolls:
# How often to re-randomize the stats for ride types. Build the Theme Park of Theseus!
never: 0
infrequent: 50
semi_frequent: 0
frequent: 0
very_frequent: 0
extremely_frequent: 0
# Goal Options
guest_objective:
# Choose how many guests are required to win the scenario
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 7500
1000: 50
random: 0
random-low: 0
random-high: 0
park_value_objective:
# If enabled, choose what park value (In USD) is required to win the scenario.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 1000000
200000: 50
random: 0
random-low: 0
random-high: 0
roller_coaster_objective:
# If enabled, choose how many coasters, and what prerequisites they need to beat the scenario.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 20
5: 50
random: 0
random-low: 0
random-high: 0
roller_coaster_excitement:
# Select the minimum excitement 😀 for a coaster to count towards your objective. 0 will disable a minimum excitement rating.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 9
5: 50
random: 0
random-low: 0
random-high: 0
roller_coaster_intensity:
# Select the minimum intensity 😬 for a coaster to count towards your objective. 0 will disable a minimum intensity rating.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 9
5: 50
random: 0
random-low: 0
random-high: 0
roller_coaster_nausea:
# Select the minimum nausea 🤢 for a coaster to count towards your objective. 0 will disable a minimum nausea rating.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 6
4: 50
random: 0
random-low: 0
random-high: 0
required_unique_rides:
# Requires specific rides to be built before scenario completion is awarded. These will tend to appear in the later half of the game.
# It's highly recommended to have this set to at least 1!
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 10
5: 50
random: 0
random-low: 0
random-high: 0
park_rating_objective:
# If enabled, choose the minimum park rating needed to beat the scenario.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 999
800: 50
random: 0
random-low: 0
random-high: 0
pay_off_loan:
# Require Loan to be paid off before scenario completion is awarded. Multiple objectives can be enabled!
'false': 0
'true': 50
monopoly_mode:
# Monopoly Mode is a new objective type. Every unowned tile will be set to purchasable (Or purchasable construction rights for any unowned tile with a grounded path. Elevated paths will not be purchasable). To complete the objective, all tiles on the map must be purchased. Multiple Objectives can be enabled!
'false': 50
'true': 0
# Rules
difficult_guest_generation:
# Makes guests harder to generate. Unlockable puts an item in generation that disables the rule when found.
'off': 0
unlockable: 50
'on': 0
difficult_park_rating:
# Makes park rating harder to improve. Unlockable puts an item in generation that disables the rule when found.
'off': 0
unlockable: 50
'on': 0
forbid_high_construction:
# Limits building to tree height. Unlockable puts an item in generation that disables the rule when found.
'off': 0
unlockable: 50
'on': 0
forbid_landscape_changes:
# Forbids the landscape from being altered. Unlockable puts an item in generation that disables the rule when found.
'off': 0
unlockable: 50
'on': 0
forbid_marketing_campaigns:
# Forbids marketing campaigns. Unlockable puts an item in generation that disables the rule when found.
'off': 0
unlockable: 50
'on': 0
forbid_tree_removal:
# Forbids removing trees. Unlockable puts an item in generation that disables the rule when found.
'off': 0
unlockable: 50
'on': 0
# Shop Options
shop_minimum_excitement:
# If the shop determines you need a ride with a minimum excitement, this value will be the lowest it can ask for.
# If this value is higher than the maximum, the generator will assume it is a mistake and set it to 0.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 10
0: 50
random: 0
random-low: 0
random-high: 0
shop_maximum_excitement:
# If the shop determines you need a ride with a minimum excitement, this value will be the highest it can ask for.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 10
5: 50
random: 0
random-low: 0
random-high: 0
shop_minimum_intensity:
# If the shop determines you need a ride with a minimum intensity, this value will be the lowest it can ask for.
# If this value is higher than the maximum, the generator will assume it is a mistake and set it to 0.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 7
0: 50
random: 0
random-low: 0
random-high: 0
shop_maximum_intensity:
# If the shop determines you need a ride with a minimum intensity, this value will be the highest it can ask for.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 7
5: 50
random: 0
random-low: 0
random-high: 0
shop_minimum_nausea:
# If the shop determines you need a ride with a minimum nausea, this value will be the lowest it can ask for.
# If this value is higher than the maximum, the generator will assume it is a mistake and set it to 0.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 4
0: 50
random: 0
random-low: 0
random-high: 0
shop_maximum_nausea:
# If the shop determines you need a ride with a minimum nausea, this value will be the highest it can ask for.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 4
4: 50
random: 0
random-low: 0
random-high: 0
shop_minimum_length:
# If the shop determines you need a ride with a minimum length, this value in meters will be the lowest it
# can ask for. If this value is higher than the maximum, the generator will assume it is a mistake and set it to 0.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 2500
610: 50
random: 0
random-low: 0
random-high: 0
shop_maximum_length:
# If the shop determines you need a ride with a minimum length, this value will be the highest it can ask for.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 2500
1250: 50
random: 0
random-low: 0
random-high: 0
shop_minimum_total_customers:
# If the shop determines you need a ride with a minimum total number of customers, this value will be the
# lowest it can ask for. If this value is higher than the maximum, the generator will assume it is a mistake and
# set it to 0.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 2000
0: 50
random: 0
random-low: 0
random-high: 0
shop_maximum_total_customers:
# If the shop determines you need a ride with a minimum total number of customers, this value will be the
# highest it can ask for.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 2000
800: 50
random: 0
random-low: 0
random-high: 0
balance_guest_counts:
# Attempts to balance the minimum guest requirements to the ride they're attached to. Low throughput rides
# like Spiral Slides will tend towards the minimum, while high throughput rides like roller coasters will
# tend towards the maximum.
'false': 0
'true': 50
visibility:
# Choose how much the unlock shop displays.
#
# "Nothing" tells you nothing about the item you'll purchase.
#
# Progression tells you what class of item (Normal, Progression, Useful Trap) you're sending.
#
# Recipient tells you who will receive the item, but not what they'll receive.
#
# Progression Recipient tells you both the class of item and who receives it.
#
# Full tells you what you're buying and who receives it.
nothing: 0
progression: 0
recipient: 0
progression_recipient: 0
full: 50
# Item & Trap Options
filler:
# How many extra filler items to add to the mix as a percentage. This will mostly consist of Cash Bonuses.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 50
10: 50
random: 0
random-low: 0
random-high: 0
include_atm:
# Includes an ATM in the item list, regardless of whether it normally appears in the chosen scenario.
'false': 0
'true': 50
include_first_aid:
# Includes a First Aid Room in the item list, regardless of whether it normally appears in the chosen scenario.
'false': 0
'true': 50
include_gamespeed_items:
# If included, the ability to use the speed toggle will be restricted behind an item. 4 items total will be added, each progressively unlocking a faster speed.
'false': 0
'true': 50
skips:
# By default, every game starts with a single skip to ignore a shop requirement. This will add additional skips to
# be found in the item pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 10
10: 50
random: 0
random-low: 0
random-high: 0
furry_convention_traps:
# When found, instantly hosts a furry convention in your park! Adding traps will increase the total number of items in the world.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 20
5: 50
random: 0
random-low: 0
random-high: 0
bathroom_traps:
# When found, instantly maxes out the bathroom stat of every guest! Adding traps will increase the total number of items in the world.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 20
5: 50
random: 0
random-low: 0
random-high: 0
spam_traps:
# When found, spams ads all over the screen! Adding traps will increase the total number of items in the world.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 20
5: 50
random: 0
random-low: 0
random-high: 0
loan_shark_traps:
# When found, increases your loan! Adding traps will increase the total number of items in the world.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 20
5: 50
random: 0
random-low: 0
random-high: 0
all_rides_and_scenery_base:
# Adds every ride and scenery pack in the base game to the item pool. This will make for a significantly longer scenario.
'false': 0
'true': 50
all_rides_and_scenery_expansion:
# Adds every ride and scenery pack in the RCT2 Expansion Packs to the item pool. If this is true the base game rides and
# scenery will also be included. This will make for a significantly longer scenario.
'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_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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@ -0,0 +1,318 @@
---
# 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: PuzzlerDOOM
# Used to describe your yaml. Useful if you have multiple files.
description: Default DOOM 1993 Template
game: DOOM 1993
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
DOOM 1993:
# 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
goal:
# Choose the main goal.
# complete_all_levels: All levels of the selected episodes
# complete_boss_levels: Boss levels (E#M8) of selected episodes
complete_all_levels: 50
complete_boss_levels: 0
difficulty:
# Choose the game difficulty. These options match DOOM's skill levels.
# baby (I'm too young to die.) Same as easy, with double ammo pickups and half damage taken.
# easy (Hey, not too rough.) Less monsters or strength.
# medium (Hurt me plenty.) Default.
# hard (Ultra-Violence.) More monsters or strength.
# nightmare (Nightmare!) Monsters attack more rapidly and respawn.
baby: 50
easy: 0
medium: 0
hard: 0
nightmare: 0
random_monsters:
# Choose how monsters are randomized.
# vanilla: No randomization
# shuffle: Monsters are shuffled within the level
# random_balanced: Monsters are completely randomized, but balanced based on existing ratio in the level. (Small monsters vs medium vs big)
# random_chaotic: Monsters are completely randomized, but balanced based on existing ratio in the entire game.
vanilla: 0
shuffle: 50
random_balanced: 0
random_chaotic: 0
random_pickups:
# Choose how pickups are randomized.
# vanilla: No randomization
# shuffle: Pickups are shuffled within the level
# random_balanced: Pickups are completely randomized, but balanced based on existing ratio in the level. (Small pickups vs Big)
vanilla: 0
shuffle: 50
random_balanced: 0
random_music:
# Level musics will be randomized.
# vanilla: No randomization
# shuffle_selected: Selected episodes' levels will be shuffled
# shuffle_game: All the music will be shuffled
vanilla: 50
shuffle_selected: 0
shuffle_game: 0
flip_levels:
# Flip levels on one axis.
# vanilla: No flipping
# flipped: All levels are flipped
# randomly_flipped: Random levels are flipped
vanilla: 50
flipped: 0
randomly_flipped: 0
allow_death_logic:
# Some locations require a timed puzzle that can only be tried once.
# After which, if the player failed to get it, the location cannot be checked anymore.
# By default, no progression items are placed here. There is a way, hovewer, to still get them:
# Get killed in the current map. The map will reset, you can now attempt the puzzle again.
'false': 50
'true': 0
pro:
# Include difficult tricks into rules. Mostly employed by speed runners.
# i.e.: Leaps across to a locked area, trigger a switch behind a window at the right angle, etc.
'false': 50
'true': 0
start_with_computer_area_maps:
# Give the player all Computer Area Map items from the start.
'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
reset_level_on_death:
# When dying, levels are reset and monsters respawned. But inventory and checks are kept.
# Turning this setting off is considered easy mode. Good for new players that don't know the levels well.
'false': 50
'true': 0
episode1:
# Knee-Deep in the Dead.
# If none of the episodes are chosen, Episode 1 will be chosen by default.
'false': 0
'true': 50
episode2:
# The Shores of Hell.
# If none of the episodes are chosen, Episode 1 will be chosen by default.
'false': 0
'true': 50
episode3:
# Inferno.
# If none of the episodes are chosen, Episode 1 will be chosen by default.
'false': 0
'true': 50
episode4:
# Thy Flesh Consumed.
# If none of the episodes are chosen, Episode 1 will be chosen by default.
'false': 50
'true': 0
split_backpack:
# Split the Backpack into four individual items, each one increasing ammo capacity for one type of weapon only.
'false': 50
'true': 0
backpack_count:
# How many Backpacks will be available.
# If Split Backpack is set, this will be the number of each capacity upgrade available.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 10
1: 50
random: 0
random-low: 0
random-high: 0
max_ammo_bullets:
# Set the starting ammo capacity for bullets.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 200
# Maximum value is 999
200: 50
random: 0
random-low: 0
random-high: 0
max_ammo_shells:
# Set the starting ammo capacity for shotgun shells.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 50
# Maximum value is 999
50: 50
random: 0
random-low: 0
random-high: 0
max_ammo_rockets:
# Set the starting ammo capacity for rockets.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 50
# Maximum value is 999
50: 50
random: 0
random-low: 0
random-high: 0
max_ammo_energy_cells:
# Set the starting ammo capacity for energy cells.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 300
# Maximum value is 999
300: 50
random: 0
random-low: 0
random-high: 0
added_ammo_bullets:
# Set the amount of bullet capacity added when collecting a backpack or capacity upgrade.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 20
# Maximum value is 999
200: 50
random: 0
random-low: 0
random-high: 0
added_ammo_shells:
# Set the amount of shotgun shell capacity added when collecting a backpack or capacity upgrade.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 5
# Maximum value is 999
50: 50
random: 0
random-low: 0
random-high: 0
added_ammo_rockets:
# Set the amount of rocket capacity added when collecting a backpack or capacity upgrade.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 5
# Maximum value is 999
50: 50
random: 0
random-low: 0
random-high: 0
added_ammo_energy_cells:
# Set the amount of energy cell capacity added when collecting a backpack or capacity upgrade.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 30
# Maximum value is 999
300: 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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@ -0,0 +1,313 @@
---
# 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: PuzzlerDOOMII
# Used to describe your yaml. Useful if you have multiple files.
description: Default DOOM II Template
game: DOOM II
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
DOOM II:
# 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
difficulty:
# Choose the game difficulty. These options match DOOM's skill levels.
# baby (I'm too young to die.) Same as easy, with double ammo pickups and half damage taken.
# easy (Hey, not too rough.) Less monsters or strength.
# medium (Hurt me plenty.) Default.
# hard (Ultra-Violence.) More monsters or strength.
# nightmare (Nightmare!) Monsters attack more rapidly and respawn.
baby: 50
easy: 0
medium: 0
hard: 0
nightmare: 0
random_monsters:
# Choose how monsters are randomized.
# vanilla: No randomization
# shuffle: Monsters are shuffled within the level
# random_balanced: Monsters are completely randomized, but balanced based on existing ratio in the level. (Small monsters vs medium vs big)
# random_chaotic: Monsters are completely randomized, but balanced based on existing ratio in the entire game.
vanilla: 0
shuffle: 0
random_balanced: 50
random_chaotic: 0
random_pickups:
# Choose how pickups are randomized.
# vanilla: No randomization
# shuffle: Pickups are shuffled within the level
# random_balanced: Pickups are completely randomized, but balanced based on existing ratio in the level. (Small pickups vs Big)
vanilla: 0
shuffle: 50
random_balanced: 0
random_music:
# Level musics will be randomized.
# vanilla: No randomization
# shuffle_selected: Selected episodes' levels will be shuffled
# shuffle_game: All the music will be shuffled
vanilla: 50
shuffle_selected: 0
shuffle_game: 0
flip_levels:
# Flip levels on one axis.
# vanilla: No flipping
# flipped: All levels are flipped
# random: Random levels are flipped
vanilla: 50
flipped: 0
randomly_flipped: 0
allow_death_logic:
# Some locations require a timed puzzle that can only be tried once.
# After which, if the player failed to get it, the location cannot be checked anymore.
# By default, no progression items are placed here. There is a way, hovewer, to still get them:
# Get killed in the current map. The map will reset, you can now attempt the puzzle again.
'false': 50
'true': 0
pro:
# Include difficult tricks into rules. Mostly employed by speed runners.
# i.e.: Leaps across to a locked area, trigger a switch behind a window at the right angle, etc.
'false': 50
'true': 0
start_with_computer_area_maps:
# Give the player all Computer Area Map items from the start.
'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
reset_level_on_death:
# When dying, levels are reset and monsters respawned. But inventory and checks are kept.
# Turning this setting off is considered easy mode. Good for new players that don't know the levels well.
'false': 50
'true': 0
episode1:
# Subterranean and Outpost.
# If none of the episodes are chosen, Episode 1 will be chosen by default.
'false': 0
'true': 50
episode2:
# City.
# If none of the episodes are chosen, Episode 1 will be chosen by default.
'false': 0
'true': 50
episode3:
# Hell.
# If none of the episodes are chosen, Episode 1 will be chosen by default.
'false': 0
'true': 50
episode4:
# Secret levels.
# This is too short to be an episode. It's additive.
# Another episode will have to be selected along with this one.
# Otherwise episode 1 will be added.
'false': 50
'true': 0
split_backpack:
# Split the Backpack into four individual items, each one increasing ammo capacity for one type of weapon only.
'false': 50
'true': 0
backpack_count:
# How many Backpacks will be available.
# If Split Backpack is set, this will be the number of each capacity upgrade available.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 10
1: 50
random: 0
random-low: 0
random-high: 0
max_ammo_bullets:
# Set the starting ammo capacity for bullets.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 200
# Maximum value is 999
200: 50
random: 0
random-low: 0
random-high: 0
max_ammo_shells:
# Set the starting ammo capacity for shotgun shells.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 50
# Maximum value is 999
50: 50
random: 0
random-low: 0
random-high: 0
max_ammo_rockets:
# Set the starting ammo capacity for rockets.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 50
# Maximum value is 999
50: 50
random: 0
random-low: 0
random-high: 0
max_ammo_energy_cells:
# Set the starting ammo capacity for energy cells.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 300
# Maximum value is 999
300: 50
random: 0
random-low: 0
random-high: 0
added_ammo_bullets:
# Set the amount of bullet capacity added when collecting a backpack or capacity upgrade.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 20
# Maximum value is 999
200: 50
random: 0
random-low: 0
random-high: 0
added_ammo_shells:
# Set the amount of shotgun shell capacity added when collecting a backpack or capacity upgrade.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 5
# Maximum value is 999
50: 50
random: 0
random-low: 0
random-high: 0
added_ammo_rockets:
# Set the amount of rocket capacity added when collecting a backpack or capacity upgrade.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 5
# Maximum value is 999
50: 50
random: 0
random-low: 0
random-high: 0
added_ammo_energy_cells:
# Set the amount of energy cell capacity added when collecting a backpack or capacity upgrade.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 30
# Maximum value is 999
300: 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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@ -0,0 +1,324 @@
---
# 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: PuzzlerDice
# Used to describe your yaml. Useful if you have multiple files.
description: Default Yacht Dice Template
game: Yacht Dice
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Yacht Dice:
# 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_difficulty:
# Difficulty. This option determines how difficult the scores are to achieve.
# Easy: for beginners. No luck required, just roll the dice and have fun. Lower final goal.
# Medium: intended difficulty. If you play smart, you will finish the game without any trouble.
# Hard: you will need to play smart and be lucky.
# Extreme: really hard mode, which requires many brain wrinkles and insane luck. NOT RECOMMENDED FOR MULTIWORLDS.
easy: 0
medium: 50
hard: 0
extreme: 0
score_for_last_check:
# The items in the item pool will always allow you to reach a score of 1000.
# By default, the last check is also at a score of 1000.
# However, you can set the score for the last check to be lower. This will make the game shorter and easier.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 500
# Maximum value is 1000
1000: 50
random: 0
random-low: 0
random-high: 0
score_for_goal:
# This option determines what score you need to reach to finish the game.
# It cannot be higher than the score for the last check (if it is, this option is changed automatically).
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 500
# Maximum value is 1000
777: 50
random: 0
random-low: 0
random-high: 0
minimal_number_of_dice_and_rolls:
# The minimal number of dice and rolls in the pool.
# These are guaranteed, unlike the later items.
# You can never get more than 8 dice and 5 rolls.
# You start with one dice and one roll.
5_dice_and_3_rolls: 50
5_dice_and_5_rolls: 0
6_dice_and_4_rolls: 0
7_dice_and_3_rolls: 0
8_dice_and_2_rolls: 0
number_of_dice_fragments_per_dice:
# Dice can be split into fragments, gathering enough will give you an extra dice.
# You start with one dice, and there will always be one full dice in the pool.
# The other dice are split into fragments, according to this option.
# Setting this to 1 fragment per dice just puts "Dice" objects in the pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 5
4: 50
random: 0
random-low: 0
random-high: 0
number_of_roll_fragments_per_roll:
# Rolls can be split into fragments, gathering enough will give you an extra roll.
# You start with one roll, and there will always be one full roll in the pool.
# The other rolls are split into fragments, according to this option.
# Setting this to 1 fragment per roll just puts "Roll" objects in the pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 5
4: 50
random: 0
random-low: 0
random-high: 0
alternative_categories:
# There are 16 default categories, but there are also 16 alternative categories.
# These alternative categories can be randomly selected to replace the default categories.
# They are a little strange, but can give a fun new experience.
# In the game, you can hover over categories to check what they do.
# This option determines the number of alternative categories in your game.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 16
0: 50
random: 0
random-low: 0
random-high: 0
allow_manual_input:
# If allowed, players can roll IRL dice and input them manually into the game.
# By sending "manual" in the chat, an input field appears where you can type your dice rolls.
# Of course, we cannot check anymore if the player is playing fair.
yes_allow: 50
no_dont_allow: 0
# Extra progression items
weight_of_dice:
# The item pool is always filled in such a way that you can reach a score of 1000.
# Extra progression items are added that will help you on your quest.
# You can set the weight for each extra progressive item in the following options.
#
# Of course, more dice = more points!
#
# 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
weight_of_roll:
# With more rolls, you will be able to reach higher scores.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
20: 50
random: 0
random-low: 0
random-high: 0
weight_of_fixed_score_multiplier:
# Getting a Fixed Score Multiplier will boost all future scores by 10%.
#
# 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
weight_of_step_score_multiplier:
# The Step Score Multiplier boosts your multiplier after every roll by 1%, and resets on sheet reset.
# So, keep high scoring categories for later to get the most out of them.
# By default, this item is not included. It is fun however, you just need to know the above strategy.
#
# 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
weight_of_double_category:
# This option allows categories to appear multiple times.
# Each time you get a category after the first, its score value gets doubled.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
50: 50
random: 0
random-low: 0
random-high: 0
weight_of_points:
# Are you tired of rolling dice countless times and tallying up points one by one, all by yourself?
# Worry not, as this option will simply add some points items to the item pool!
# And getting one of these points items gives you... points!
# Imagine how nice it would be to find tons of them. Or even better, having others find them FOR you!
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
20: 50
random: 0
random-low: 0
random-high: 0
points_size:
# If you choose to add points to the item pool, you can choose to have many small points,
# medium-size points, a few larger points, or a mix of them.
small: 0
medium: 50
large: 0
mix: 0
# Other items
minimize_extra_items:
# Besides necessary items, Yacht Dice has extra useful/filler items in the item pool.
# It is possible however to decrease the number of locations and extra items.
# This option will:
# - decrease the number of locations at the start (you'll start with 2 dice and 2 rolls).
# - will limit the number of dice/roll fragments per dice/roll to 2.
# - in multiplayer games, it will reduce the number of filler items.
no_dont: 50
yes_please: 0
add_bonus_points:
# Yacht Dice typically has space for extra items.
# This option determines if bonus points are put into the item pool.
# They make the game a little bit easier, as they are not considered in the logic.
#
# All Of It: fill all locations with extra points
# Sure: put some bonus points in
# Never: do not put any bonus points
all_of_it: 0
sure: 50
never: 0
add_story_chapters:
# Yacht Dice typically has space for more items.
# This option determines if extra story chapters are put into the item pool.
# Note: if you have extra points on "all_of_it", there will not be story chapters.
#
# All Of It: fill all locations with story chapters
# Sure: if there is space left, put in 10 story chapters.
# Never: do not put any story chapters in, I do not like reading (but I am glad you are reading THIS!)
all_of_it: 0
sure: 0
never: 50
which_story:
# The most important part of Yacht Dice is the narrative.
# Of course you will need to add story chapters to the item pool.
# You can read story chapters in the feed on the website and there are several stories to choose from.
the_quest_of_the_dice_warrior: 0
the_tragedy_of_fortunas_gambit: 0
the_dicey_animal_dice_game: 0
whispers_of_fate: 0
a_yacht_dice_odyssey: 0
a_rollin_rhyme_adventure: 0
random_story: 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_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.
[]

View file

@ -0,0 +1,717 @@
---
# 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: PuzzlerEmerald
# Used to describe your yaml. Useful if you have multiple files.
description: Default Pokemon Emerald Template
game: Pokemon Emerald
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Pokemon Emerald:
# 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
goal:
# Determines what your goal is to consider the game beaten.
#
# - Champion: Become the champion and enter the hall of fame
# - Steven: Defeat Steven in Meteor Falls
# - Norman: Defeat Norman in Petalburg Gym
# - Legendary Hunt: Defeat or catch legendary pokemon (or whatever was randomized into their encounters)
champion: 50
steven: 0
norman: 0
legendary_hunt: 0
badges:
# Adds Badges to the pool.
#
# - Vanilla: Gym leaders give their own badge
# - Shuffle: Gym leaders give a random badge
# - Completely Random: Badges can be found anywhere
vanilla: 0
shuffle: 0
completely_random: 50
hms:
# Adds HMs to the pool.
#
# - Vanilla: HMs are at their vanilla locations
# - Shuffle: HMs are shuffled among vanilla HM locations
# - Completely Random: HMs can be found anywhere
vanilla: 0
shuffle: 0
completely_random: 50
key_items:
# Adds most key items to the pool.
#
# These are usually required to unlock a location or region (e.g. Devon Scope, Letter, Basement Key).
'false': 0
'true': 50
bikes:
# Adds the Mach Bike and Acro Bike to the pool.
'false': 0
'true': 50
event_tickets:
# Adds the event tickets to the pool, which let you access legendaries by sailing from Lilycove.
'false': 0
'true': 50
rods:
# Adds fishing rods to the pool.
'false': 0
'true': 50
overworld_items:
# Adds items on the ground with a Pokeball sprite to the pool.
'false': 0
'true': 50
hidden_items:
# Adds hidden items to the pool.
'false': 50
'true': 0
npc_gifts:
# Adds most gifts received from NPCs to the pool (not including key items or HMs).
'false': 0
'true': 50
berry_trees:
# Adds berry trees to the pool. Empty soil patches are converted to locations and contribute Sitrus Berries to the pool.
'false': 0
'true': 50
dexsanity:
# Adding a "caught" pokedex entry gives you an item (catching, evolving, trading, etc.). Only wild encounters are considered logical access to a species.
#
# Blacklisting wild encounters removes the dexsanity location.
#
# Defeating gym leaders provides dex info, allowing you to see where on the map you can catch species you need.
#
# Each pokedex entry adds a Poke Ball, Great Ball, or Ultra Ball to the pool.
#
# Warning: This adds a lot of locations and will slow you down significantly.
'false': 0
'true': 50
trainersanity:
# Defeating a trainer gives you an item.
#
# Trainers are no longer missable. Trainers no longer give you money for winning. Each trainer adds a valuable item (Nugget, Stardust, etc.) to the pool.
#
# Warning: This adds a lot of locations and will slow you down significantly.
'false': 0
'true': 50
item_pool_type:
# Determines which non-progression items get put into the item pool.
#
# - Shuffled: Item pool consists of shuffled vanilla items
# - Diverse Balanced: Item pool consists of random items approximately proportioned according to what they're replacing
# - Diverse: Item pool consists of uniformly random (non-unique) items
shuffled: 50
diverse_balanced: 0
diverse: 0
require_itemfinder:
# The Itemfinder is logically required to pick up hidden items.
'false': 0
'true': 50
require_flash:
# Determines whether HM05 Flash is logically required to navigate a dark cave.
neither: 0
only_granite_cave: 0
only_victory_road: 0
both: 50
elite_four_requirement:
# Sets the requirements to challenge the elite four.
#
# - Badges: Obtain some number of badges
# - Gyms: Defeat some number of gyms
badges: 50
gyms: 0
elite_four_count:
# Sets the number of badges/gyms required to challenge the elite four.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 8
8: 50
random: 0
random-low: 0
random-high: 0
norman_requirement:
# Sets the requirements to challenge the Petalburg Gym.
#
# - Badges: Obtain some number of badges
# - Gyms: Defeat some number of gym leaders
badges: 50
gyms: 0
norman_count:
# Sets the number of badges/gyms required to challenge the Petalburg Gym.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 7
4: 50
random: 0
random-low: 0
random-high: 0
legendary_hunt_catch:
# Sets whether legendaries need to be caught to satisfy the Legendary Hunt win condition.
#
# Defeated legendaries can be respawned by defeating the Elite 4.
'false': 50
'true': 0
legendary_hunt_count:
# Sets the number of legendaries that must be caught/defeated for the Legendary Hunt goal.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 12
3: 50
random: 0
random-low: 0
random-high: 0
allowed_legendary_hunt_encounters:
# Sets which legendary encounters can contribute to the Legendary Hunt goal.
#
# Latias will always be at Southern Island. Latios will always be the roamer. The TV broadcast describing the roamer gives you "seen" info for Latios.
#
# The braille puzzle in Sealed Chamber gives you "seen" info for Wailord and Relicanth. The move tutor in Fortree City always teaches Dig.
['Groudon', 'Kyogre', 'Rayquaza', 'Latios', 'Latias', 'Regirock', 'Registeel', 'Regice', 'Ho-Oh', 'Lugia', 'Deoxys', 'Mew']
wild_pokemon:
# Randomizes wild pokemon encounters (grass, caves, water, fishing).
#
# Warning: Matching both base stats and type may severely limit the variety for certain pokemon.
#
# - Vanilla: Wild encounters are unchanged
# - Match Base Stats: Wild pokemon are replaced with species with approximately the same bst
# - Match Type: Wild pokemon are replaced with species that share a type with the original
# - Match Base Stats and Type: Apply both Match Base Stats and Match Type
# - Completely Random: There are no restrictions
vanilla: 0
match_base_stats: 0
match_type: 0
match_base_stats_and_type: 0
completely_random: 50
wild_encounter_blacklist:
# Prevents listed species from appearing in the wild when wild encounters are randomized.
#
# May be overridden if enforcing other restrictions in combination with this blacklist is impossible.
#
# Use "_Legendaries" as a shortcut for all legendary pokemon.
[]
starters:
# Randomizes the starter pokemon in Professor Birch's bag.
#
# - Vanilla: Starters are unchanged
# - Match Base Stats: Starters are replaced with species with approximately the same bst
# - Match Type: Starters are replaced with species that share a type with the original
# - Match Base Stats and Type: Apply both Match Base Stats and Match Type
# - Completely Random: There are no restrictions
vanilla: 0
match_base_stats: 0
match_type: 0
match_base_stats_and_type: 0
completely_random: 50
starter_blacklist:
# Prevents listed species from appearing as starters when starters are randomized.
#
# May be overridden if enforcing other restrictions in combination with this blacklist is impossible.
#
# Use "_Legendaries" as a shortcut for all legendary pokemon.
[]
trainer_parties:
# Randomizes the parties of all trainers.
#
# Warning: Matching both base stats and type may severely limit the variety for certain pokemon.
#
# - Vanilla: Parties are unchanged
# - Match Base Stats: Trainer pokemon are replaced with species with approximately the same bst
# - Match Type: Trainer pokemon are replaced with species that share a type with the original
# - Match Base Stats and Type: Apply both Match Base Stats and Match Type
# - Completely Random: There are no restrictions
vanilla: 0
match_base_stats: 0
match_type: 0
match_base_stats_and_type: 0
completely_random: 50
trainer_party_blacklist:
# Prevents listed species from appearing in opponent trainers' parties if opponent parties are randomized.
#
# May be overridden if enforcing other restrictions in combination with this blacklist is impossible.
#
# Use "_Legendaries" as a shortcut for all legendary pokemon.
[]
force_fully_evolved:
# When an opponent uses a pokemon of the specified level or higher, restricts the species to only fully evolved pokemon.
#
# Only applies when trainer parties are randomized.
#
# Warning: Combining a low value with matched base stats may severely limit the variety for certain pokemon.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 100
100: 50
random: 0
random-low: 0
random-high: 0
legendary_encounters:
# Randomizes legendary encounters (Rayquaza, Regice, Latias, etc.). The roamer will always be Latios during legendary hunts.
#
# - Vanilla: Legendary encounters are unchanged
# - Shuffle: Legendary encounters are shuffled between each other
# - Match Base Stats: Legendary encounters are replaced with species with approximately the same bst
# - Match Type: Legendary encounters are replaced with species that share a type with the original
# - Match Base Stats and Type: Apply both Match Base Stats and Match Type
# - Completely Random: There are no restrictions
vanilla: 0
shuffle: 0
match_base_stats: 0
match_type: 0
match_base_stats_and_type: 0
completely_random: 50
misc_pokemon:
# Randomizes non-legendary static encounters. May grow to include other pokemon like trades or gifts.
#
# - Vanilla: Species are unchanged
# - Shuffle: Species are shuffled between each other
# - Match Base Stats: Species are replaced with species with approximately the same bst
# - Match Type: Species are replaced with species that share a type with the original
# - Match Base Stats and Type: Apply both Match Base Stats and Match Type
# - Completely Random: There are no restrictions
vanilla: 0
shuffle: 0
match_base_stats: 0
match_type: 0
match_base_stats_and_type: 0
completely_random: 50
types:
# Randomizes the type(s) of every pokemon. Each species will have the same number of types.
#
# - Vanilla: Types are unchanged
# - Shuffle: Types are shuffled globally for all species (e.g. every Water-type pokemon becomes Fire-type)
# - Completely Random: Each species has its type(s) randomized
# - Follow Evolutions: Types are randomized per evolution line instead of per species
vanilla: 0
shuffle: 0
completely_random: 0
follow_evolutions: 50
abilities:
# Randomizes abilities of every species. Each species will have the same number of abilities.
#
# - Vanilla: Abilities are unchanged
# - Completely Random: Each species has its abilities randomized
# - Follow Evolutions: Abilities are randomized, but if a pokemon would normally retain its ability when evolving, the random ability will also be retained
vanilla: 0
completely_random: 0
follow_evolutions: 50
ability_blacklist:
# Prevent species from being given these abilities.
#
# Has no effect if abilities are not randomized.
[]
level_up_moves:
# Randomizes the moves a pokemon learns when they reach a level where they would learn a move. Your starter is guaranteed to have a usable damaging move.
#
# - Vanilla: Learnset is unchanged
# - Randomized: Moves are randomized
# - Start with Four Moves: Moves are randomized and all Pokemon know 4 moves at level 1
vanilla: 0
randomized: 50
start_with_four_moves: 0
move_match_type_bias:
# Sets the probability that a learned move will be forced match one of the types of a pokemon.
#
# If a move is not forced to match type, it will roll for Normal type bias.
#
# 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
move_normal_type_bias:
# After it has been decided that a move will not be forced to match types, sets the probability that a learned move will be forced to be the Normal type.
#
# If a move is not forced to be Normal, it will be completely random.
#
# 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
tm_tutor_compatibility:
# Sets the percent chance that a given TM or move tutor is compatible with a species.
#
# Some opponents like gym leaders are allowed to use TMs. This option can affect the moves they know.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
random: 0
random-low: 0
random-high: 0
vanilla: 0 # equivalent to -1
full: 50 # equivalent to 100
hm_compatibility:
# Sets the percent chance that a given HM is compatible with a species.
#
# Some opponents like gym leaders are allowed to use HMs. This option can affect the moves they know.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 50
# Maximum value is 100
random: 0
random-low: 0
random-high: 0
vanilla: 0 # equivalent to -1
full: 50 # equivalent to 100
tm_tutor_moves:
# Randomizes the moves taught by TMs and move tutors.
#
# Some opponents like gym leaders are allowed to use TMs. This option can affect the moves they know.
'false': 50
'true': 0
reusable_tms_tutors:
# Sets TMs to not break after use (they remain sellable). Sets move tutors to infinite use.
'false': 0
'true': 50
move_blacklist:
# Prevents species from learning these moves via learnsets, TMs, and move tutors.
#
# HM moves are already banned.
[]
min_catch_rate:
# Sets the minimum catch rate a pokemon can have. Any pokemon with a catch rate below this floor will have it raised to this value.
#
# Legendaries are often in the single digits
# Fully evolved pokemon are often double digits
# Pidgey is 255
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 3
# Maximum value is 255
3: 50
random: 0
random-low: 0
random-high: 0
guaranteed_catch:
# Every throw is guaranteed to catch a wild pokemon.
'false': 0
'true': 50
normalize_encounter_rates:
# Make every slot on an encounter table approximately equally likely.
#
# This does NOT mean each species is equally likely. In the vanilla game, each species may occupy more than one slot, and slots vary in probability.
#
# Species will still occupy the same slots as vanilla, but the slots will be equally weighted. The minimum encounter rate will be 8% (higher in water).
'false': 0
'true': 50
exp_modifier:
# Multiplies gained experience by a percentage.
#
# 100 is default
# 50 is half
# 200 is double
# etc.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 1000
500: 50
random: 0
random-low: 0
random-high: 0
blind_trainers:
# Trainers will not start a battle with you unless you talk to them.
'false': 0
'true': 50
purge_spinners:
# Trainers will rotate in predictable patterns on a set interval instead of randomly and don't turn toward you when you run.
'false': 50
'true': 0
match_trainer_levels:
# When you start a battle with a trainer, your party's levels will be automatically set to match that trainer's highest level pokemon.
#
# The experience you receive will match your party's average actual level, and will only be awarded when you win the battle.
#
# This is a pseudo-replacement for a level cap and makes every trainer battle a fair fight while still allowing you to level up.
#
# - Off: The vanilla experience
# - Additive: The modifier you apply to your team is a flat bonus
# - Multiplicative: The modifier you apply to your team is a percent bonus
'off': 50
additive: 0
multiplicative: 0
match_trainer_levels_bonus:
# A level bonus (or penalty) to apply to your team when matching an opponent's levels.
#
# When the match trainer levels option is "additive", this value is added to your team's levels during a battle.
# For example, if this value is 5 (+5 levels), you'll have a level 25 team against a level 20 team, and a level 45 team against a level 40 team.
#
# When the match trainer levels option is "multiplicative", this is a percent bonus.
# For example, if this value is 5 (+5%), you'll have a level 21 team against a level 20 team, and a level 42 team against a level 40 team.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is -100
# Maximum value is 100
0: 50
random: 0
random-low: 0
random-high: 0
double_battle_chance:
# The percent chance that a trainer with more than 1 pokemon will be converted into a double battle.
#
# If these trainers would normally approach you, they will only do so if you have 2 unfainted pokemon.
#
# They can be battled by talking to them no matter what.
#
# 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: 50
random-high: 0
better_shops:
# Pokemarts sell every item that can be obtained in a pokemart (except mail, which is still unique to the relevant city).
'false': 0
'true': 50
remove_roadblocks:
# Removes specific NPCs that normally stand in your way until certain events are completed.
#
# This can open up the world a bit and make your playthrough less linear, but be careful how many you remove; it may make too much of your world accessible upon receiving Surf.
[]
extra_boulders:
# Places strength boulders on Route 115 which block access to Meteor Falls from the beach.
#
# This aims to take some power away from Surf by restricting how much it allows you to access.
'false': 50
'true': 0
extra_bumpy_slope:
# Adds a bumpy slope to Route 115 which allows access to Meteor Falls if you have the Acro Bike.
#
# This aims to take some power away from Surf by adding a new way to exit the Rustboro area.
'false': 50
'true': 0
modify_118:
# Changes the layout of Route 118 so that it must be crossed with the Acro Bike instead of Surf.
#
# This aims to take some power away from Surf by restricting how much it allows you to access.
'false': 50
'true': 0
free_fly_location:
# Enables flying to one random location (excluding cities reachable with no items).
'false': 50
'true': 0
free_fly_blacklist:
# Disables specific locations as valid free fly locations.
#
# Has no effect if Free Fly Location is disabled.
['Littleroot Town', 'Oldale Town', 'Petalburg City', 'Rustboro City', 'Dewford Town']
hm_requirements:
# Sets the requirements to use HMs outside of battle.
vanilla: 0
fly_without_badge: 50
turbo_a:
# Holding A will advance most text automatically.
'false': 0
'true': 50
receive_item_messages:
# Determines whether you receive an in-game notification when receiving an item. Items can still only be received in the overworld.
#
# - All: Every item shows a message
# - Progression: Only progression items show a message
# - None: All items are added to your bag silently (badges will still show).
all: 0
progression: 50
none: 0
remote_items:
# Instead of placing your own items directly into the ROM, all items are received from the server, including items you find for yourself.
#
# This enables co-op of a single slot and recovering more items after a lost save file (if you're so unlucky).
#
# But it changes pickup behavior slightly and requires connection to the server to receive any items.
'false': 0
'true': 50
music:
# Shuffles music played in any situation where it loops. Includes many FRLG tracks.
'false': 50
'true': 0
fanfares:
# Shuffles fanfares for item pickups, healing at the pokecenter, etc.
#
# When this option is enabled, pressing B will interrupt most fanfares.
'false': 50
'true': 0
death_link:
# When you die, everyone who enabled death link dies. Of course, the reverse is true too.
#
# In Pokemon Emerald, whiting out sends a death and receiving a death causes you to white out.
'false': 50
'true': 0
enable_wonder_trading:
# Allows participation in wonder trading with other players in your current multiworld. Speak with the center receptionist on the second floor of any pokecenter.
#
# Wonder trading NEVER affects logic.
#
# Certain aspects of a pokemon species are per-game, not per-pokemon. As a result, some things are not retained during a trade, including type, ability, level up learnset, and so on.
#
# Receiving a pokemon this way does not mark it as found in your pokedex.
#
# Trade evolutions do not evolve this way; they retain their modified methods (level ups and item use).
'false': 0
'true': 50
easter_egg:
# Enter certain phrases and something special might happen.
#
# All secret phrases are something that could be a trendy phrase in Dewford Town. They are case insensitive.
EMERALD SECRET: 50
# Item & Location Options
start_inventory:
# Start with these items.
#
# They will be in your PC, which you can access from your home or a pokemon center.
{}
local_items:
# Forces these items to be in their native world.
[]
non_local_items:
# Forces these items to be outside their native world.
[]
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: PuzzlerFactorio
# Used to describe your yaml. Useful if you have multiple files.
description: Default Factorio Template
game: Factorio
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Factorio:
# 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
max_science_pack:
# Maximum level of science pack required to complete the game.
# This also affects the relative cost of silo and satellite recipes if they are randomized.
# That is the only thing in which the Utility Science Pack and Space Science Pack settings differ.
automation_science_pack: 0
logistic_science_pack: 0
military_science_pack: 0
chemical_science_pack: 0
production_science_pack: 0
utility_science_pack: 0
space_science_pack: 50
goal:
# Goal required to complete the game.
rocket: 50
satellite: 0
silo:
# Ingredients to craft rocket silo or auto-place if set to spawn.
vanilla: 0
randomize_recipe: 50
spawn: 0
satellite:
# Ingredients to craft satellite.
vanilla: 50
randomize_recipe: 0
free_samples:
# Get free items with your technologies.
none: 0
single_craft: 0
half_stack: 0
stack: 50
free_samples_quality:
# If free samples are on, determine the quality of the granted items.
# Requires the quality mod, which is part of the Space Age DLC. Without it, normal quality is given.
normal: 50
uncommon: 0
rare: 0
epic: 0
legendary: 0
starting_items:
# Mapping of Factorio internal item-name to amount granted on start.
burner-mining-drill: 4
raw-fish: 50
stone-furnace: 4
free_sample_blacklist:
# Set of items that should never be granted from Free Samples
[]
free_sample_whitelist:
# Overrides any free sample blacklist present. This may ruin the balance of the mod, be warned.
[]
recipe_time:
# Randomize the time it takes for any recipe to craft, this includes smelting, chemical lab, hand crafting etc.
# Fast: 0.25X - 1X
# Normal: 0.5X - 2X
# Slow: 1X - 4X
# Chaos: 0.25X - 4X
# New category: ignores vanilla recipe time and rolls new one
# New Fast: 0.25 - 2 seconds
# New Normal: 0.25 - 10 seconds
# New Slow: 5 - 10 seconds
vanilla: 50
fast: 0
normal: 0
slow: 0
chaos: 0
new_fast: 0
new_normal: 0
new_slow: 0
recipe_ingredients:
# Select if rocket, or rocket + science pack ingredients should be random.
rocket: 50
science_pack: 0
recipe_ingredients_offset:
# When randomizing ingredients, remove or add this many "slots" of items.
# For example, at -1 a randomized Automation Science Pack will only require 1 ingredient, instead of 2.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is -1
# Maximum value is 5
0: 50
random: 0
random-low: 0
random-high: 0
imported_blueprints:
# Allow or Disallow Blueprints from outside the current savegame.
'false': 0
'true': 50
world_gen:
# World Generation settings. Overview of options at https://wiki.factorio.com/Map_generator,
# with in-depth documentation at https://lua-api.factorio.com/latest/Concepts.html#MapGenSettings
autoplace_controls:
coal:
frequency: 1
richness: 6
size: 6
copper-ore:
frequency: 1
richness: 6
size: 6
crude-oil:
frequency: 1
richness: 6
size: 6
enemy-base:
frequency: 1
richness: 1
size: 1
iron-ore:
frequency: 1
richness: 6
size: 6
nauvis_cliff:
frequency: 1
richness: 1
size: 1
starting_area_moisture:
frequency: 1
richness: 1
size: 1
stone:
frequency: 1
richness: 6
size: 6
trees:
frequency: 1
richness: 1
size: 1
uranium-ore:
frequency: 1
richness: 6
size: 6
water:
frequency: 1
richness: 1
size: 1
cliff_settings:
cliff_elevation_0: 10
cliff_elevation_interval: 40
name: cliff
richness: 1
enemy_evolution:
destroy_factor: 0.002
enabled: true
pollution_factor: 9.0e-07
time_factor: 4.0e-06
enemy_expansion:
enabled: true
max_expansion_cooldown: 216000
max_expansion_distance: 7
min_expansion_cooldown: 14400
settler_group_max_size: 20
settler_group_min_size: 5
peaceful_mode: true
pollution:
ageing: 1
diffusion_ratio: 0.02
enabled: true
enemy_attack_pollution_consumption_modifier: 1
min_pollution_to_damage_trees: 60
pollution_restored_per_tree_damage: 10
property_expression_names:
control-setting:aux:bias: 0
control-setting:aux:frequency:multiplier: 1
control-setting:moisture:bias: 0
control-setting:moisture:frequency:multiplier: 1
seed: null
starting_area: 1
death_link:
# When you die, everyone who enabled death link dies. Of course, the reverse is true too.
'false': 50
'true': 0
energy_link:
# Allow sending energy to other worlds. 25% of the energy is lost in the transfer.
'false': 0
'true': 50
# Technologies
tech_tree_layout:
# Selects how the tech tree nodes are interwoven.
# Single: No dependencies
# Diamonds: Several grid graphs (4/9/16 nodes each)
# Pyramids: Several top halves of diamonds (6/10/15 nodes each)
# Funnels: Several bottom halves of diamonds (6/10/15 nodes each)
# Trees: Several trees
# Choices: A single balanced binary tree
single: 0
small_diamonds: 10
medium_diamonds: 10
large_diamonds: 10
small_pyramids: 10
medium_pyramids: 10
large_pyramids: 10
small_funnels: 10
medium_funnels: 10
large_funnels: 10
trees: 10
choices: 0
progressive:
# Merges together Technologies like "automation-1" to "automation-3" into 3 copies of "Progressive Automation",
# which awards them in order.
'off': 0
grouped_random: 0
'on': 50
min_tech_cost:
# The cheapest a Technology can be in Science Packs.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 10000
5: 50
random: 0
random-low: 0
random-high: 0
max_tech_cost:
# The most expensive a Technology can be in Science Packs.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 10000
500: 50
random: 0
random-low: 0
random-high: 0
tech_cost_distribution:
# Random distribution of costs of the Science Packs.
# Even: any number between min and max is equally likely.
# Low: low costs, near the minimum, are more likely.
# Middle: medium costs, near the average, are more likely.
# High: high costs, near the maximum, are more likely.
even: 50
low: 0
middle: 0
high: 0
tech_cost_mix:
# Percent chance that a preceding Science Pack is also required.
# Chance is rolled per preceding pack.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
70: 50
random: 0
random-low: 0
random-high: 0
ramping_tech_costs:
# Forces the amount of Science Packs required to ramp up with the highest involved Pack. Average is preserved.
# For example:
# off: Automation (red)/Logistics (green) sciences can range from 1 to 1000 Science Packs,
# on: Automation (red) ranges to ~500 packs and Logistics (green) from ~500 to 1000 Science Packs
'false': 50
'true': 0
tech_tree_information:
# How much information should be displayed in the tech tree.
# None: No indication of what a research unlocks.
# Advancement: Indicates if a research unlocks an item that is considered logical advancement, but not who it is for.
# Full: Labels with exact names and recipients of unlocked items; all researches are prefilled into the !hint command.
none: 0
advancement: 0
full: 50
# Traps
attack_traps:
# Trap items that when received trigger an attack on your base.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 25
0: 50
random: 0
random-low: 0
random-high: 0
evolution_traps:
# Trap items that when received increase the enemy evolution.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 10
0: 50
random: 0
random-low: 0
random-high: 0
evolution_trap_increase:
# How much an Evolution Trap increases the enemy evolution.
# Increases scale down proportionally to the session's current evolution factor
# (40 increase at 0.50 will add 0.20... 40 increase at 0.75 will add 0.10...)
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 100
10: 50
random: 0
random-low: 0
random-high: 0
teleport_traps:
# Trap items that when received trigger a random teleport.
# It is ensured the player can walk back to where they got teleported from.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 25
0: 50
random: 1
random-low: 0
random-high: 0
grenade_traps:
# Trap items that when received trigger a grenade explosion on each player.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 25
0: 50
random: 1
random-low: 0
random-high: 0
cluster_grenade_traps:
# Trap items that when received trigger a cluster grenade explosion on each player.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 25
0: 50
random: 1
random-low: 0
random-high: 0
artillery_traps:
# Trap items that when received trigger an artillery shell on each player.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 25
0: 50
random: 1
random-low: 0
random-high: 0
atomic_rocket_traps:
# Trap items that when received trigger an atomic rocket explosion on each player.
# Warning: there is no warning. The launch is instantaneous.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 25
0: 50
random: 1
random-low: 0
random-high: 0
atomic_cliff_remover_traps:
# Trap items that when received trigger an atomic rocket explosion on a random cliff.
# Warning: there is no warning. The launch is instantaneous.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 25
0: 50
random: 1
random-low: 0
random-high: 0
inventory_spill_traps:
# Trap items that when received trigger dropping your main inventory and trash inventory onto the ground.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 25
0: 50
random: 1
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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@ -0,0 +1,641 @@
---
# 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: PuzzlerFarmer
# Used to describe your yaml. Useful if you have multiple files.
description: Default Stardew Valley Template
game: Stardew Valley
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Stardew Valley:
# General
goal:
# Goal for this playthrough
# Community Center: Complete the Community Center
# Grandpa's Evaluation: 4 lit candles in Grandpa's evaluation
# Bottom of the Mines: Reach level 120 in the mines
# Cryptic Note: Complete the quest "Cryptic Note" (Skull Cavern Floor 100)
# Master Angler: Catch every fish. Adapts to Fishsanity
# Complete Collection: Complete the museum collection
# Full House: Get married and have 2 children
# Greatest Walnut Hunter: Find 130 Golden Walnuts. Pairs well with Walnutsanity
# Protector of the Valley: Complete the monster slayer goals. Adapts to Monstersanity
# Full Shipment: Ship every item. Adapts to Shipsanity
# Gourmet Chef: Cook every recipe. Adapts to Cooksanity
# Craft Master: Craft every item
# Legend: Earn 10 000 000g
# Mystery of the Stardrops: Find every stardrop
# Allsanity: Complete every check in your slot
# Perfection: Attain Perfection
community_center: 50
grandpa_evaluation: 0
bottom_of_the_mines: 0
cryptic_note: 0
master_angler: 0
complete_collection: 0
full_house: 0
greatest_walnut_hunter: 0
protector_of_the_valley: 0
full_shipment: 0
gourmet_chef: 0
craft_master: 0
legend: 0
mystery_of_the_stardrops: 0
allsanity: 0
perfection: 0
farm_type:
# What farm to play on?
# Custom farms are not supported
standard: 0
riverland: 0
forest: 0
hill_top: 0
wilderness: 0
four_corners: 0
beach: 0
meadowlands: 0
random: 50
bundle_randomization:
# What items are needed for the community center bundles?
# Vanilla: Standard bundles from the vanilla game
# Thematic: Every bundle will require random items compatible with their original theme
# Remixed: Picks bundles at random from thematic, vanilla remixed and new custom ones
# Remixed Anywhere: Remixed, but bundles are not locked to specific rooms.
# Shuffled: Every bundle will require random items and follow no particular structure
vanilla: 0
thematic: 0
remixed: 50
remixed_anywhere: 0
shuffled: 0
bundle_price:
# How many items are needed for the community center bundles?
# Minimum: Every bundle will require only one item
# Very Cheap: Every bundle will require 2 items fewer than usual
# Cheap: Every bundle will require 1 item fewer than usual
# Normal: Every bundle will require the vanilla number of items
# Expensive: Every bundle will require 1 extra item
# Very Expensive: Every bundle will require 2 extra items
# Maximum: Every bundle will require many extra items
minimum: 0
very_cheap: 0
cheap: 50
normal: 0
expensive: 0
very_expensive: 0
maximum: 0
entrance_randomization:
# Should area entrances be randomized?
# Disabled: No entrance randomization is done
# Pelican Town: Only doors in the main town area are randomized with each other
# Non Progression: Only entrances that are always available are randomized with each other
# Buildings: All entrances that allow you to enter a building are randomized with each other
# Buildings Without House: Buildings, but excluding the farmhouse
# Chaos: Same as "Buildings", but the entrances get reshuffled every single day!
disabled: 50
pelican_town: 0
non_progression: 0
buildings_without_house: 0
buildings: 0
chaos: 0
exclude_ginger_island:
# Exclude Ginger Island?
# This option will forcefully exclude everything related to Ginger Island from the slot.
# If you pick a goal that requires Ginger Island, this option will get forced to 'false'
'false': 50
'true': 0
# Major Unlocks
season_randomization:
# Should seasons be randomized?
# Disabled: Start in Spring with all seasons unlocked.
# Randomized: Start in a random season and the other 3 must be unlocked randomly.
# Randomized Not Winter: Same as randomized, but the start season is guaranteed not to be winter.
# Progressive: Start in Spring and unlock the seasons in their original order.
disabled: 0
randomized: 0
randomized_not_winter: 50
progressive: 0
cropsanity:
# Pierre now sells a random amount of seasonal seeds and Joja sells them without season requirements, but only in huge packs.
# Disabled: All the seeds are unlocked from the start, there are no location checks for growing and harvesting crops
# Enabled: Seeds are unlocked as archipelago items, for each seed there is a location check for growing and harvesting that crop
disabled: 0
enabled: 50
backpack_progression:
# Shuffle the backpack?
# Vanilla: You can buy backpacks at Pierre's General Store.
# Progressive: You will randomly find Progressive Backpack upgrades.
# Early Progressive: Same as progressive, but one backpack will be placed early in the multiworld.
vanilla: 0
progressive: 0
early_progressive: 50
tool_progression:
# Shuffle the tool upgrades?
# Vanilla: Clint will upgrade your tools with metal bars.
# Progressive: Your tools upgrades are randomized.
# Cheap: Tool Upgrades have a 60% discount
# Very Cheap: Tool Upgrades have an 80% discount
vanilla: 0
progressive: 0
vanilla_cheap: 0
vanilla_very_cheap: 0
progressive_cheap: 50
progressive_very_cheap: 0
elevator_progression:
# Shuffle the elevator?
# Vanilla: Reaching a mineshaft floor unlocks the elevator for it
# Progressive: You will randomly find Progressive Mine Elevators to go deeper.
# Progressive from previous floor: Same as progressive, but you cannot use the elevator to check elevator locations.
# You must reach elevator floors on your own.
vanilla: 0
progressive: 0
progressive_from_previous_floor: 50
skill_progression:
# Shuffle skill levels?
# Vanilla: Leveling up skills is normal
# Progressive: Skill levels are unlocked randomly, and earning xp sends checks. Masteries are excluded
# With Masteries: Skill levels are unlocked randomly, and earning xp sends checks. Masteries are included
vanilla: 0
progressive: 0
progressive_with_masteries: 50
building_progression:
# Shuffle Carpenter Buildings?
# Vanilla: You can buy each building normally.
# Progressive: You will receive the buildings and will be able to build the first one of each type for free,
# once it is received. If you want more of the same building, it will cost the vanilla price.
# Cheap: Buildings will have a 50% discount
# Very Cheap: Buildings will an 80% discount
vanilla: 0
vanilla_cheap: 0
vanilla_very_cheap: 0
progressive: 0
progressive_cheap: 50
progressive_very_cheap: 0
# Extra Shuffling
festival_locations:
# Shuffle Festival Activities?
# Disabled: You do not need to attend festivals
# Easy: Every festival has checks, but they are easy and usually only require attendance
# Hard: Festivals have more checks, and many require performing well, not just attending
disabled: 0
easy: 50
hard: 0
arcade_machine_locations:
# Shuffle the arcade machines?
# Disabled: The arcade machines are not included.
# Victories: Each Arcade Machine will contain one check on victory
# Victories Easy: Same as Victories, but both games are made considerably easier.
# Full Shuffling: The arcade machines will contain multiple checks each, and different buffs that make the game
# easier are in the item pool. Junimo Kart has one check at the end of each level.
# Journey of the Prairie King has one check after each boss, plus one check for each vendor equipment.
disabled: 0
victories: 0
victories_easy: 0
full_shuffling: 50
special_order_locations:
# Shuffle Special Orders?
# Vanilla: The special orders are not included in the Archipelago shuffling. You may need to complete some of them anyway for their vanilla rewards
# Board Only: The Special Orders on the board in town are location checks
# Board and Qi: The Special Orders from Mr Qi's walnut room are checks, in addition to the board in town
# Short: All Special Order requirements are reduced by 40%
# Very Short: All Special Order requirements are reduced by 80%
vanilla: 0
board: 0
board_qi: 0
vanilla_short: 0
board_short: 50
board_qi_short: 0
vanilla_very_short: 0
board_very_short: 0
board_qi_very_short: 0
quest_locations:
# Include location checks for quests
# None: No quests are checks
# Story: Only story quests are checks
# Number: Story quests and help wanted quests are checks up to the specified amount. Multiple of 7 recommended
# Out of every 7 help wanted quests, 4 will be item deliveries, and then 1 of each for: Fishing, Gathering and Slaying Monsters.
# Extra Help wanted quests might be added if current settings don't have enough locations
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 56
random: 0
random-low: 0
random-high: 0
none: 0 # equivalent to -1
story: 0 # equivalent to 0
minimum: 50 # equivalent to 7
normal: 0 # equivalent to 14
lots: 0 # equivalent to 28
maximum: 0 # equivalent to 56
fishsanity:
# Locations for catching each fish the first time?
# None: There are no locations for catching fish
# Legendaries: Each of the 5 legendary fish are checks, plus the extended family if qi board is turned on
# Special: A curated selection of strong fish are checks
# Randomized: A random selection of fish are checks
# All: Every single fish in the game is a location that contains an item.
# Exclude Legendaries: Every fish except legendaries
# Exclude Hard Fish: Every fish under difficulty 80
# Only Easy Fish: Every fish under difficulty 50
none: 0
legendaries: 0
special: 0
randomized: 0
all: 0
exclude_legendaries: 0
exclude_hard_fish: 50
only_easy_fish: 0
museumsanity:
# Locations for museum donations?
# None: There are no locations for donating artifacts and minerals to the museum
# Milestones: The donation milestones from the vanilla game are checks
# Randomized: A random selection of minerals and artifacts are checks
# All: Every single donation is a check
none: 0
milestones: 0
randomized: 0
all: 50
friendsanity:
# Shuffle Friendships?
# None: Friendship hearts are earned normally
# Bachelors: Hearts with bachelors are shuffled
# Starting NPCs: Hearts for NPCs available immediately are shuffled
# All: Hearts for all npcs are shuffled, including Leo, Kent, Sandy, etc
# All With Marriage: All hearts for all npcs are shuffled, including romance hearts up to 14 when applicable
none: 0
bachelors: 0
starting_npcs: 0
all: 50
all_with_marriage: 0
friendsanity_heart_size:
# If using friendsanity, how many hearts are received per heart item, and how many hearts must be earned to send a check
# A higher value will lead to fewer heart items in the item pool, reducing bloat
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 8
4: 50
random: 0
random-low: 0
random-high: 0
monstersanity:
# Locations for slaying monsters?
# None: There are no checks for slaying monsters
# One per category: Every category visible at the adventure guild gives one check
# One per Monster: Every unique monster gives one check
# Monster Eradication Goals: The Monster Eradication Goals each contain one check
# Short Monster Eradication Goals: The Monster Eradication Goals each contain one check, but are reduced by 60%
# Very Short Monster Eradication Goals: The Monster Eradication Goals each contain one check, but are reduced by 90%
# Progressive Eradication Goals: The Monster Eradication Goals each contain 5 checks, each 20% of the way
# Split Eradication Goals: The Monster Eradication Goals are split by monsters, each monster has one check
none: 0
one_per_category: 50
one_per_monster: 0
goals: 0
short_goals: 0
very_short_goals: 0
progressive_goals: 0
split_goals: 0
shipsanity:
# Locations for shipping items?
# None: There are no checks for shipping items
# Crops: Every crop and forageable being shipped is a check
# Fish: Every fish being shipped is a check except legendaries
# Full Shipment: Every item in the Collections page is a check
# Full Shipment With Fish: Every item in the Collections page and every fish is a check
# Everything: Every item in the game that can be shipped is a check
none: 0
crops: 0
fish: 0
full_shipment: 0
full_shipment_with_fish: 50
everything: 0
cooksanity:
# Locations for cooking food?
# None: There are no checks for cooking
# Queen of Sauce: Every Queen of Sauce Recipe can be cooked for a check
# All: Every cooking recipe can be cooked for a check
none: 0
queen_of_sauce: 0
all: 50
chefsanity:
# Locations for learning cooking recipes?
# Vanilla: All cooking recipes are learned normally
# Queen of Sauce: Every Queen of sauce episode is a check, all queen of sauce recipes are items
# Purchases: Every purchasable recipe is a check
# Friendship: Recipes obtained from friendship are checks
# Skills: Recipes obtained from skills are checks
# All: Learning every cooking recipe is a check
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 15
random: 0
random-low: 0
random-high: 0
none: 0 # equivalent to 0
queen_of_sauce: 0 # equivalent to 1
purchases: 0 # equivalent to 2
qos_and_purchases: 0 # equivalent to 3
skills: 0 # equivalent to 4
friendship: 0 # equivalent to 8
all: 50 # equivalent to 15
craftsanity:
# Checks for crafting items?
# If enabled, all recipes purchased in shops will be checks as well.
# Recipes obtained from other sources will depend on their respective archipelago settings
none: 50
all: 0
booksanity:
# Shuffle Books?
# None: All books behave like vanilla
# Power: Power books are turned into checks
# Power and Skill: Power and skill books are turned into checks.
# All: Lost books are also included in the shuffling
none: 0
power: 0
power_skill: 0
all: 50
walnutsanity:
# Shuffle walnuts?
# Puzzles: Walnuts obtained from solving a special puzzle or winning a minigame
# Bushes: Walnuts that are in a bush and can be collected by clicking it
# Dig Spots: Walnuts that are underground and must be digged up. Includes Journal scrap walnuts
# Repeatables: Random chance walnuts from normal actions (fishing, farming, combat, etc)
[]
# Multipliers and Buffs
starting_money:
# Amount of gold when arriving at the farm.
# Set to -1 or unlimited for infinite money
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 50000
random: 0
random-low: 0
random-high: 0
unlimited: 0 # equivalent to -1
vanilla: 0 # equivalent to 500
extra: 0 # equivalent to 2000
rich: 0 # equivalent to 5000
very rich: 0 # equivalent to 20000
filthy rich: 50 # equivalent to 50000
profit_margin:
# Multiplier over all gold earned in-game by the player.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 25
# Maximum value is 400
random: 0
random-low: 0
random-high: 0
quarter: 0 # equivalent to 25
half: 0 # equivalent to 50
normal: 0 # equivalent to 100
double: 50 # equivalent to 200
triple: 0 # equivalent to 300
quadruple: 0 # equivalent to 400
experience_multiplier:
# How fast you want to earn skill experience.
# A lower setting mean less experience.
# A higher setting means more experience.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 25
# Maximum value is 800
random: 0
random-low: 0
random-high: 0
half: 0 # equivalent to 50
vanilla: 0 # equivalent to 100
double: 0 # equivalent to 200
triple: 50 # equivalent to 300
quadruple: 0 # equivalent to 400
friendship_multiplier:
# How fast you want to earn friendship points with villagers.
# A lower setting mean less friendship per action.
# A higher setting means more friendship per action.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 25
# Maximum value is 800
random: 0
random-low: 0
random-high: 0
half: 0 # equivalent to 50
vanilla: 0 # equivalent to 100
double: 0 # equivalent to 200
triple: 0 # equivalent to 300
quadruple: 50 # equivalent to 400
debris_multiplier:
# How much debris will spawn on the player's farm?
# Vanilla: debris spawns normally
# Half: debris will spawn at half the normal rate
# Quarter: debris will spawn at one quarter of the normal rate
# None: No debris will spawn on the farm, ever
# Start Clear: debris will spawn at the normal rate, but the farm will be completely clear when starting the game
vanilla: 0
half: 50
quarter: 0
none: 0
start_clear: 0
movement_buff_number:
# Number of movement speed buffs to the player that exist as items in the pool.
# Each movement speed buff is a +25% multiplier that stacks additively
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 12
4: 50
random: 0
random-low: 0
random-high: 0
enabled_filler_buffs:
# Enable various permanent player buffs to roll as filler items
# Luck: Increased daily luck
# Damage: Increased Damage %
# Defense: Increased Defense
# Immunity: Increased Immunity
# Health: Increased Max Health
# Energy: Increased Max Energy
# Bite Rate: Shorter delay to get a bite when fishing
# Fish Trap: Effect similar to the Trap Bobber, but weaker
# Fishing Bar Size: Increased Fishing Bar Size
['Defense', 'Luck', 'Bite Rate']
trap_items:
# When rolling filler items, including resource packs, the game can also roll trap items.
# Trap items are negative items that cause problems or annoyances for the player
# This setting is for choosing if traps will be in the item pool, and if so, how punishing they will be.
no_traps: 0
easy: 0
medium: 50
hard: 0
hell: 0
nightmare: 0
multiple_day_sleep_enabled:
# Enable the ability to sleep automatically for multiple days straight?
'false': 0
'true': 50
multiple_day_sleep_cost:
# How much gold it will cost to use MultiSleep. You will have to pay that amount for each day skipped.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 200
random: 0
random-low: 0
random-high: 0
free: 50 # equivalent to 0
cheap: 0 # equivalent to 10
medium: 0 # equivalent to 25
expensive: 0 # equivalent to 50
very expensive: 0 # equivalent to 100
quick_start:
# Do you want the quick start package? You will get a few items to help early game automation,
# so you can use the multiple day sleep at its maximum.
'false': 0
'true': 50
# Advanced Options
gifting:
# Do you want to enable gifting items to and from other Archipelago slots?
# Items can only be sent to games that also support gifting
'false': 0
'true': 50
death_link:
# When you die, everyone who enabled death link dies. Of course, the reverse is true too.
'false': 50
'true': 0
mods:
# List of mods that will be included in the shuffling.
["Stardew Valley Expanded", "Skull Cavern Elevator", "Bigger Backpack", "Tractor Mod", "Distant Lands - Witch Swamp Overhaul"]
bundle_plando:
# If using Remixed bundles, this guarantees some of them will show up in your community center.
# If more bundles are specified than what fits in their parent room, that room will randomly pick from only the plando ones
[]
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
# 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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@ -0,0 +1,323 @@
---
# 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: PuzzlerFicsit
# Used to describe your yaml. Useful if you have multiple files.
description: Default Satisfactory Template
game: Satisfactory
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Satisfactory:
# 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
goal_selection:
# What will be your goal(s)?
# Configure them further with other options.
['Space Elevator Tier']
goal_requirement:
# Of the goals selected in *Select your Goals*, how many must be reached to complete your slot?
require_any_one_goal: 50
require_all_goals: 0
final_elevator_package:
# Ship these Space Elevator packages to finish.
# Does nothing if *Space Elevator Tier* goal is not enabled.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 4
random: 0
random-low: 0
random-high: 0
one package (tiers 1-2): 0 # equivalent to 1
two packages (tiers 1-4): 50 # equivalent to 2
three packages (tiers 1-6): 0 # equivalent to 3
four packages (tiers 7-8): 0 # equivalent to 4
five packages (tier 9): 0 # equivalent to 5
final_awesome_sink_points:
# Sink an amount of items totalling this amount of points to finish.
# This setting is a *point count*, not a *coupon* count!
# Does nothing if *AWESOME Sink Points* goal is not enabled.
#
# In the base game, it takes 347 coupons to unlock every non-repeatable purchase, or 1895 coupons to purchase every non-producible item.
#
# Use the **TFIT - Ficsit Information Tool** mod or the Satisfactory wiki to find out how many points items are worth.
#
# If you have *Free Samples* enabled, consider setting this higher so that you can't reach the goal just by sinking your Free Samples.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 2166000
# Maximum value is 18436379500
random: 0
random-low: 0
random-high: 0
50 coupons (~2m points): 50 # equivalent to 2166000
100 coupons (~18m points): 0 # equivalent to 17804500
150 coupons (~61m points): 0 # equivalent to 60787500
200 coupons (~145m points): 0 # equivalent to 145053500
250 coupons (~284m points): 0 # equivalent to 284442000
300 coupons (~493m points): 0 # equivalent to 492825000
350 coupons (~784m points): 0 # equivalent to 784191000
400 coupons (~1,2b points): 0 # equivalent to 1172329500
450 coupons (~1,7b points): 0 # equivalent to 1671112500
500 coupons (~2b points): 0 # equivalent to 2294578500
550 coupons (~3b points): 0 # equivalent to 3056467000
600 coupons (~4b points): 0 # equivalent to 3970650000
650 coupons (~5b points): 0 # equivalent to 5051216000
700 coupons (~6b points): 0 # equivalent to 6311854500
750 coupons (~8b points): 0 # equivalent to 7766437500
800 coupons (~9b points): 0 # equivalent to 9429103500
850 coupons (~11b points): 0 # equivalent to 11313492000
900 coupons (~13b points): 0 # equivalent to 13433475000
950 coupons (~16b points): 0 # equivalent to 15803241000
1000 coupons (~18b points): 0 # equivalent to 18436379500
hard_drive_progression_limit:
# How many Hard Drives can contain progression items.
# Hard Drives above this count cannot contain progression, but can still be Useful.
#
# There are 118 total hard drives in the world and the current implementation supports up to 100 progression hard drives.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
20: 50
random: 0
random-low: 0
random-high: 0
free_sample_equipment:
# How many free sample items of Equipment items should be given when they are unlocked.
#
# (ex. Jetpack, Rifle)
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 10
1: 50
random: 0
random-low: 0
random-high: 0
free_sample_buildings:
# How many copies of a Building's construction cost to give as a free sample when they are unlocked.
# Space Elevator is always excluded.
#
# (ex. Packager, Constructor, Smelter)
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 10
5: 50
random: 0
random-low: 0
random-high: 0
free_sample_parts:
# How free sample items of general crafting components should be given when a recipe for them is unlocked.
# Space Elevator Project Parts are always excluded.
#
# Negative numbers mean that fraction of a full stack.
#
# (ex. Iron Plate, Packaged Turbofuel, Reinforced Modular Frame)
#
# You can define additional values between the minimum and maximum values.
# Minimum value is -5
# Maximum value is 500
random: 0
random-low: 0
random-high: 0
disabled: 0 # equivalent to 0
half_stack: 0 # equivalent to -2
one_stack: 50 # equivalent to -1
1: 0 # equivalent to 1
50: 0 # equivalent to 50
100: 0 # equivalent to 100
200: 0 # equivalent to 200
500: 0 # equivalent to 500
free_sample_radioactive:
# Allow free samples to include radioactive parts.
# Remember, they are delivered directly to your player inventory.
'false': 50
'true': 0
starting_inventory_preset:
# What resources (and buildings) the player should start with in their inventory.
# If you want more control, visit the Weighted Options page or edit the YAML directly.
#
# - **Barebones**: Nothing but the default xeno zapper and buildings.
# - **Skip Tutorial Inspired**: Inspired by the items you would have if you skipped the base game's tutorial.
# - **Archipelago**: The starting items we think will lead to a fun experience.
# - **Foundations**: 'Archipelago' option, but also guaranteeing that you have foundations unlocked at the start.
# - **Foundation Lover**: You really like foundations.
archipelago: 0
barebones: 0
skip_tutorial_inspired: 0
foundations: 50
foundation_lover: 0
mam_logic_placement:
# Where to place the MAM building in logic.
# Earlier means it will be more likely you need to interact with it for progression purposes.
unlocked_from_start: 0
early_game: 50
somewhere: 0
awesome_logic_placement:
# Where to place the AWESOME Shop and Sink buildings in logic.
# Earlier means it will be more likely you need to interact with it for progression purposes.
unlocked_from_start: 0
early_game: 50
somewhere: 0
energy_link_logic_placement:
# Where to place the EnergyLink building (or Power Storage if EnergyLink is disabled) in logic.
# Earlier means it will be more likely to get access to it early into your game.
unlocked_from_start: 0
early_game: 50
somewhere: 0
splitter_placement:
# Where to place the Conveyor Splitter and Merger buildings in logic.
# Earlier means it will be more likely to get access to it early into your game.
unlocked_from_start: 50
early_game: 0
somewhere: 0
trap_chance:
# Chance of traps in the item pool.
# Traps will only replace filler items such as parts and resources.
#
# - **0:** No traps will be present
# - **100:** Every filler item will be a trap.
#
# 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
trap_selection_preset:
# Themed presets of trap types to enable.
#
# If you want more control, use *Trap Override* or visit the Weighted Options page.
normal: 50
gentle: 0
harder: 0
all: 0
ruthless: 0
all_arachnids_all_the_time: 0
whole_hog: 0
nicholas_cage: 0
fallout: 0
trap_selection_override:
# Precise list of traps that may be in the item pool to find.
# If you select anything with this option it will be used instead of the *Trap Presets* setting.
{}
death_link:
# When you die, everyone who enabled death link dies. Of course, the reverse is true too.
'false': 50
'true': 0
energy_link:
# Allow transferring energy to and from other worlds using the Power Storage building.
# No energy is lost in the transfer on Satisfactory's side, but other worlds may have other settings.
'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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@ -0,0 +1,901 @@
---
# 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: PuzzlerFireRed
# Used to describe your yaml. Useful if you have multiple files.
description: Default Pokemon FireRed and LeafGreen Template
game: Pokemon FireRed and LeafGreen
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Pokemon FireRed and LeafGreen:
# 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_version:
# Select FireRed or LeafGreen version.
firered: 50
leafgreen: 0
random: 0
goal:
# Sets what your goal is to consider the game beaten.
#
# - Elite Four: Defeat the Elite Four
# - Elite Four Rematch: Defeat the Elite Four Rematch
elite_four: 50
elite_four_rematch: 0
kanto_only:
# Excludes all the Sevii Island locations. Navel Rock and Birth Island are still included.
# The Rock Smash and Waterfall HMs will still be in the item pool and their vanilla locations will have a random
# filler item.
'false': 50
'true': 0
random_starting_town:
# Randomizes the town that you start in. This includes any area that has a Pokemon Center except for Route 10 and
# Indigo Plateau.
'false': 50
'true': 0
starting_town_blacklist:
# Prevents certain towns from being chosen as your random starting town.
#
# Has no effect if the starting town is not randomized.
[]
randomize_fly_destinations:
# Randomizes where each fly point takes you. The new fly destinations can be almost any outdoor warp point in the
# game with a few exceptions (Cycling Road Gates for example).
'false': 50
'true': 0
fly_destination_plando:
# Plando what map certain fly points will take you to. For example "Pallet Town Fly Destination": "Route 8"
# will make it so that unlocking the Pallet Town fly point will let you fly to Route 8.
#
# Has no effect if fly destinations aren't randomized.
{}
shuffle_badges:
# Shuffle Gym Badges into the general item pool. If turned off, Badges will be shuffled among themselves.
'false': 0
'true': 50
shuffle_hidden:
# Shuffle Hidden Items into the general item pool.
#
# - Off: Hidden Items are not shuffled.
# - Nonrecurring: Nonrecurring Hidden Items are shuffled.
# - All: All Hidden Items are shuffled. Recurring Hidden Items will always appear and will not regenerate.
'off': 50
nonrecurring: 0
all: 0
extra_key_items:
# Adds key items that are required to access the Rocket Hideout, Safari Zone, Pokemon Mansion, and Power Plant.
#
# Adds four new locations:
# - Item in the Celadon Rocket House
# - Item given by a Worker in the Fuchsia Safari Office
# - Item given by the Scientist in the Cinnabar Pokemon Lab Research Room
# - Hidden Item in the Cerulean Gym (requires Surf & Itemfinder)
'false': 50
'true': 0
trainersanity:
# Defeating a trainer gives you an item.
#
# You can specify how many Trainers should be a check between 0 and 456. If you have Kanto Only on, the amount of
# Trainer checks might be lower than the amount you specify. Trainers that have checks will periodically have an
# exclamation mark appear above their head in game.
#
# Trainers are no longer missable. Each trainer will add a random filler item into the pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 456
random: 0
random-low: 0
random-high: 0
none: 0 # equivalent to 0
all: 50 # equivalent to 456
dexsanity:
# Adding a "caught" Pokedex entry gives you an item (catching, evolving, trading, etc.).
#
# You can specify how many Pokedex entries should be a check between 0 and 386. Depending on your settings for
# randomizing wild Pokemon, there might not actually be as many locations as you specify. Pokemon that have checks
# will have a black silhouette of a pokeball in the Pokedex and in the battle HUD if you have seen them already.
#
# Defeating Gym Leaders provides seen Pokedex info, allowing you to see on the map where a Pokemon can be found in
# the wild.
#
# Each entry will add a random filler item into the pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 386
random: 0
random-low: 0
random-high: 0
none: 0 # equivalent to 0
all: 50 # equivalent to 386
famesanity:
# Unlocking entries in the Fame Checker gives you an item.
#
# Each entry will add a random filler item into the pool.
'false': 50
'true': 0
shuffle_fly_unlocks:
# Shuffles the ability to fly to Pokemon Centers into the pool. Entering the map that normally would unlock the
# fly destination gives a random item.
#
# - Off: Fly Unlocks are not shuffled.
# - Exclude Indigo: Fly Unlocks are shuffled. Indigo Plateau Fly Unlock is vanilla.
# - All: Fly Unlocks are shuffled.
'off': 50
exclude_indigo: 0
all: 0
pokemon_request_locations:
# Shuffle the locations that require you to show a specific Pokemon to an NPC. If turned on, the Pokemon that are
# required will be found somewhere in the wild. Talking to the NPC that wants to see the Pokemon will provide you with
# the Pokedex info for where to find it as well as tell you the item they'll give.
'false': 50
'true': 0
shuffle_running_shoes:
# Shuffle the running shoes into the item pool, or start with it.
vanilla: 0
shuffle: 0
start_with: 50
card_key:
# Sets how the card key that unlocks the doors in Silph Co. is handled. If Split or Progressive, nine new locations
# will be added to Silph Co. in the form of item balls on floors 2 through 11 (except for floor five).
#
# - Vanilla: There is one Card Key in the pool that unlocks every door in Silph Co.
# - Split: The Card Key is split into ten items, one for each floor of Silph Co. that has doors.
# - Progressive: The Card Key is split into ten items, and you will always obtain them in order from 2F to 11F.
vanilla: 0
split: 0
progressive: 50
island_passes:
# Sets how the passes that allow you to travel to the Sevii Islands are handled. If Split or Progressive, five new
# locations will be added to events related to the Sevii Islands.
#
# - Vanilla: The Tri Pass and Rainbow Pass are two separate items in the pool and can be found in any order.
# - Progressive: There are two Progressive Passes in the pool. You will always obtain the Tri Pass before the Rainbow
# Pass.
# - Split: The Tri Pass and Rainbow Pass are split into seven items, one for each island.
# - Progressive Split: The Tri Pass and Rainbow Pass are split into seven items, and you will always obtain the Passes
# in order from the First Pass to the Seventh Pass.
vanilla: 0
progressive: 0
split: 50
progressive_split: 0
split_teas:
# Splits the Tea item into four different items. Each guard to Saffron City will require a different Tea to pass.
# Brock, Misty, and Erika will appear in the Celadon Condominiums after beating them and give you a randomized item.
#
# The Tea required to get past each guard are as follows:
# - Route 5: Blue Tea
# - Route 6: Red Tea
# - Route 7: Green Tea
# - Route 8: Purple Tea
'false': 50
'true': 0
itemfinder_required:
# Sets whether the Itemfinder if required for Hidden Items. Some items cannot be picked up without using the
# Itemfinder regardless of this setting (e.g. the Leftovers under Snorlax on Route 12 & 16).
#
# - Off: The Itemfinder is not required to pickup Hidden Items.
# - Logic: The Itemfinder is logically required to pickup Hidden Items.
# - Required: The Itemfinder is required to pickup Hidden Items.
'off': 0
logic: 50
required: 0
flash_required:
# Sets whether HM05 Flash is logically required to navigate dark caves.
#
# - Off: Flash is not required to navigate dark caves.
# - Logic: Flash is logically required to navigate dark caves.
# - Required: Flash is required to navigate dark caves.
'off': 0
logic: 50
required: 0
fame_checker_required:
# Sets whether it is required to have the Fame Checker in order to unlock entries.
#
# All Fame Checker entries that are one time occurences have been changed so that you can trigger them repeatedly.
'false': 0
'true': 50
viridian_city_roadblock:
# Sets the requirement for passing the Viridian City Roadblock.
#
# - Vanilla: The Old Man moves out of the way after delivering Oak's Parcel.
# - Early Parcel: Same as Vanilla but Oak's Parcel will be available at the beginning of your game. This option will
# have no effect and be treated as Vanilla if Random Starting Town is on.
# - Open: The Old Man is moved out of the way at the start of the game.
vanilla: 0
early_parcel: 50
open: 0
pewter_city_roadblock:
# Sets the requirement for passing the Pewter City Roadblock.
#
# - Open: The boy will not stop you from entering Route 3.
# - Brock: The boy will stop you from entering Route 3 until you defeat Brock.
# - Any Gym Leader: The boy will stop you from entering Route 3 until you defeat any Gym Leader.
# - Boulder Badge: The boy will stop you from entering Route 3 until you have the Boulder Badge.
# - Any Badge: The boy will stop you from entering Route 3 until you have a Badge.
open: 0
brock: 50
any_gym: 0
boulder_badge: 0
any_badge: 0
modify_world_state:
# Set various changes to the world's state that changes how you can access various regions and locations.
# The valid options and their effects are the following:
#
# - Modify Route 2: Replaces the northmost cuttable tree with a smashable rock.
# - Remove Cerulean Roadblocks: Removes the policeman and slowpoke that block the exits of the city.
# - Block Tunnels: Blocks the entrances to the underground tunnels with smashable rocks.
# - Modify Route 9: Replaces the cuttable tree with a smashable rock.
# - Modify Route 10: Adds a waterfall to Route 10 that connects the north and south sides.
# - Block Tower: Blocks the 1F stairs of Pokemon Tower with a ghost battle.
# - Route 12 Boulders: Adds boulders to Route 12 that block the exits to Route 11 & 13.
# - Modify Route 12: Adds impassable rocks to Route 12 that prevent surfing around Snorlax.
# - Modify Route 16: Adds a smashable rock to Route 16 that allows you to bypass the Snorlax.
# - Open Silph: Moves the Team Rocket Grunt that blocks the entrance to Silph Co.
# - Remove Saffron Rockets: Removed the Team Rocket Grunts from Saffron City.
# - Route 23 Trees: Adds cuttable trees to Route 23 under the sixth checkpoint.
# - Modify Route 23: Adds a waterfall to Route 23 at the end of the water section.
# - Victory Road Rocks: Adds smashable rocks to Victory Road that block the floor switches.
# - Early Gossipers: Removes the requirement to have entered the Hall of Fame from various Famesanity locations.
# - Total Darkness: Changes dark caves to be completely black and provide no vision without Flash.
# - Block Vermilion Sailing: Prevents you from sailing to Vermilion City on the Seagallop until you have gotten
# the S.S. Ticket.
[]
additional_dark_caves:
# Set additional caves to be dark caves, potentially requiring Flash to navigate them.
#
# The caves that can be turned into dark caves are:
# - Mt. Moon
# - Diglett's Cave
# - Victory Road
[]
remove_badge_requirement:
# Removes the badge requirement to use any of the HMs listed.
#
# HMs need to be listed by the move name. (e.g. Cut, Fly, Surf, etc.)
[]
oaks_aide_route_2:
# Sets the number of Pokemon that need to be registered in the Pokedex to receive the item from Professor Oak's Aide
# on Route 2. Vanilla is 10.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 50
5: 50
random: 0
random-low: 0
random-high: 0
oaks_aide_route_10:
# Sets the number of Pokemon that need to be registered in the Pokedex to receive the item from Professor Oak's Aide
# on Route 10. Vanilla is 20.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 50
10: 50
random: 0
random-low: 0
random-high: 0
oaks_aide_route_11:
# Sets the number of Pokemon that need to be registered in the Pokedex to receive the item from Professor Oak's Aide
# on Route 11. Vanilla is 30.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 50
15: 50
random: 0
random-low: 0
random-high: 0
oaks_aide_route_16:
# Sets the number of Pokemon that need to be registered in the Pokedex to receive the item from Professor Oak's Aide
# on Route 16. Vanilla is 40.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 50
20: 50
random: 0
random-low: 0
random-high: 0
oaks_aide_route_15:
# Sets the number of Pokemon that need to be registered in the Pokedex to receive the item from Professor Oak's Aide
# on Route 15. Vanilla is 50.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 50
25: 50
random: 0
random-low: 0
random-high: 0
viridian_gym_requirement:
# Sets the requirement for opening the Viridian Gym.
#
# - Badges: Obtain some number of Badges.
# - Gyms: Beat some number of Gyms.
badges: 50
gyms: 0
viridian_gym_count:
# Sets the number of Badges/Gyms required to open the Viridian Gym.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 7
7: 50
random: 0
random-low: 0
random-high: 0
route22_gate_requirement:
# Sets the requirement for passing through the Route 22 Gate.
#
# - Badges: Obtain some number of Badges.
# - Gyms: Beat some number of Gyms.
badges: 50
gyms: 0
route22_gate_count:
# Sets the number of Badges/Gyms required to pass through the Route 22 Gate.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 8
7: 50
random: 0
random-low: 0
random-high: 0
route23_guard_requirement:
# Sets the requirement for passing the Route 23 Guard.
#
# - Badges: Obtain some number of Badges.
# - Gyms: Beat some number of Gyms.
badges: 50
gyms: 0
route23_guard_count:
# Sets the number of Badges/Gyms required to pass the Route 23 Guard.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 8
7: 50
random: 0
random-low: 0
random-high: 0
elite_four_requirement:
# Sets the requirement for challenging the Elite Four.
#
# - Badges: Obtain some number of Badges.
# - Gyms: Beat some number of Gyms.
badges: 50
gyms: 0
elite_four_count:
# Sets the number of Badges/Gyms required to challenge the Elite Four.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 8
8: 50
random: 0
random-low: 0
random-high: 0
elite_four_rematch_count:
# Sets the number of Badges/Gyms required to challenge the Elite Four Rematch.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 8
8: 50
random: 0
random-low: 0
random-high: 0
cerulean_cave_requirement:
# Sets the requirement for being able to enter Cerulean Cave.
#
# - Vanilla: Become the Champion and restore the Network Machine on the Sevii Islands.
# - Champion: Become the Champion.
# - Network Machine: Restore the Network Machine on the Sevii Islands.
# - Badges: Obtain some number of Badges.
# - Gyms: Beat some number of Gyms.
vanilla: 50
champion: 0
restore_network: 0
badges: 0
gyms: 0
cerulean_cave_count:
# Sets the number of Badges/Gyms required to enter Cerulean Cave. This setting only matters if the Cerulean Cave
# Requirement is set to either Badges or Gyms.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 8
8: 50
random: 0
random-low: 0
random-high: 0
level_scaling:
# Sets whether encounter levels are scaled by sphere access.
#
# - Off: Vanilla levels are used.
# - Spheres: Levels are scaled based on sphere access.
# - Spheres and Distance: Levels are scaled based on sphere access and the distance they are from your starting town.
'off': 50
spheres: 0
spheres_and_distance: 0
modify_trainer_levels:
# Modifies the level of all Trainer's Pokemon by the specified percentage.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is -100
# Maximum value is 100
0: 50
random: 0
random-low: 0
random-high: 0
force_fully_evolved:
# Forces opponent's Pokemon to be fully evolved if they are greater than or equal to the specified level.
#
# If set to "species" will force opponent's Pokemon to be evolved based on the level the species would normally
# evolve. For species that don't evolve based on levels, the level they will be evolved at is determined by their BST.
#
# Only applies when trainer parties are randomized.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 100
random: 0
random-low: 0
random-high: 0
never: 50 # equivalent to 0
species: 0 # equivalent to -1
wild_pokemon:
# Randomizes wild Pokemon encounters (grass, caves, water, fishing)
#
# - Vanilla: Wild Pokemon are unchanged
# - Match Base Stats: Wild Pokemon are replaced with species with approximately the same BST
# - Match Type: Wild Pokemon are replaced with species that share a type with the original
# - Match Base Stats and Type: Apply both Match Base Stats and Match Type
# - Completely Random: There are no restrictions
vanilla: 0
match_base_stats: 0
match_type: 0
match_base_stats_and_type: 0
completely_random: 50
wild_pokemon_groups:
# If wild Pokemon are not vanilla, they will be randomized according to the grouping specified.
#
# - None: Pokemon are not randomized together based on any groupings
# - Dungeons: All Pokemon of the same species in a dungeon are randomized together
# - Species: All Pokemon of the same species are randomized together
none: 50
dungeons: 0
species: 0
wild_pokemon_blacklist:
# Prevents listed species from appearing in the wild when wild Pokemon are randomized.
#
# May be overridden if enforcing other restrictions in combination with this blacklist is impossible.
#
# Use "Legendaries" as a shortcut for all legendary Pokemon.
[]
starters:
# Randomizes the starter Pokemon in Professor Oak's Lab.
#
# - Vanilla: Starters are unchanged
# - Match Base Stats: Starters are replaced with species with approximately the same BST
# - Match Type: Starters are replaced with species that share a type with the original
# - Match Base Stats and Type: Apply both Match Base Stats and Match Type
# - Completely Random: There are no restrictions
vanilla: 0
match_base_stats: 0
match_type: 0
match_base_stats_and_type: 0
completely_random: 50
starter_blacklist:
# Prevents listed species from appearing as a starter when starters are randomized.
#
# May be overridden if enforcing other restrictions in combination with this blacklist is impossible.
#
# Use "Legendaries" as a shortcut for all legendary Pokemon.
[]
trainers:
# Randomizes the Pokemon in all trainer's parties.
#
# - Vanilla: Parties are unchanged
# - Match Base Stats: Trainer Pokemon are replaced with species with approximately the same BST
# - Match Type: Trainer Pokemon are replaced with species that share a type with the original
# - Match Base Stats and Type: Apply both Match Base Stats and Match Type
# - Completely Random: There are no restrictions
vanilla: 0
match_base_stats: 0
match_type: 0
match_base_stats_and_type: 0
completely_random: 50
trainer_blacklist:
# Prevents listed species from appearing in trainer's parties when trainer's parties are randomized.
#
# May be overridden if enforcing other restrictions in combination with this blacklist is impossible.
#
# Use "Legendaries" as a shortcut for all legendary Pokemon.
[]
legendary_pokemon:
# Randomizes legendary Pokemon (Mewtwo, Zapdos, Deoxys, etc.). Does not randomize the roamer.
#
# - Vanilla: Legendary encounters are unchanged
# - Legendaries: Legendary encounters are replaced with another legendary Pokemon
# - Match Base Stats: Legendary encounters are replaced with species with approximately the same BST
# - Match Type: Legendary encounters are replaced with species that share a type with the original
# - Match Base Stats and Type: Apply both Match Base Stats and Match Type
# - Completely Random: There are no restrictions
vanilla: 0
legendaries: 0
match_base_stats: 0
match_type: 0
match_base_stats_and_type: 0
completely_random: 50
misc_pokemon:
# Randomizes misc Pokemon. This includes non-legendary static encounters, gift Pokemon, and trade Pokemon
#
# - Vanilla: Species are unchanged
# - Match Base Stats: Species are replaced with species with approximately the same bst
# - Match Type: Species are replaced with species that share a type with the original
# - Match Base Stats and Type: Apply both Match Base Stats and Match Type
# - Completely Random: There are no restrictions
vanilla: 0
match_base_stats: 0
match_type: 0
match_base_stats_and_type: 0
completely_random: 50
types:
# Randomizes the type(s) of every Pokemon. Each species will have the same number of types.
#
# - Vanilla: Types are unchanged
# - Shuffle: Types are shuffled globally for all species (e.g. every Water-type Pokemon becomes Fire-type)
# - Completely Random: Each species has its type(s) randomized
# - Follow Evolutions: Types are randomized per evolution line instead of per species
vanilla: 0
shuffle: 0
completely_random: 0
follow_evolutions: 50
abilities:
# Randomizes abilities of every species. Each species will have the same number of abilities.
#
# - Vanilla: Abilities are unchanged
# - Completely Random: Each species has its abilities randomized
# - Follow Evolutions: Abilities are randomized, but evolutions that normally retain abilities will still do so
vanilla: 0
completely_random: 0
follow_evolutions: 50
ability_blacklist:
# Prevent species from being given these abilities.
#
# Has no effect if abilities are not randomized.
[]
moves:
# Randomizes the moves a Pokemon learns through leveling.
# Your starter is guaranteed to have a usable damaging move.
#
# - Vanilla: Learnset is unchanged
# - Randomized: Moves are randomized
# - Start with Four Moves: Moves are randomized and all Pokemon know 4 moves at level 1
vanilla: 0
randomized: 50
start_with_four_moves: 0
move_blacklist:
# Prevents species from learning these moves via learnsets, TMs, and move tutors.
#
# Has no effect is moves are not randomized.
[]
hm_compatibility:
# Sets the percent chance that a given HM is compatible with a species.
#
# If you have seen a Pokemon already, the HMs it can use are listed in the Pokedex.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
random: 0
random-low: 0
random-high: 0
vanilla: 0 # equivalent to -1
none: 0 # equivalent to 0
full: 50 # equivalent to 100
tm_tutor_compatibility:
# Sets the percent chance that a given TM or move tutor is compatible with a species.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
random: 0
random-low: 0
random-high: 0
vanilla: 0 # equivalent to -1
none: 0 # equivalent to 0
full: 50 # equivalent to 100
tm_tutor_moves:
# Randomizes the moves taught by TMs and move tutors.
#
# Some opponents like gym leaders are allowed to use TMs. This option can affect the moves they know.
'false': 50
'true': 0
reusable_tm_tutors:
# Sets TMs to not break after use (they remain sellable). Allows Move Tutors to be used infinitely.
'false': 0
'true': 50
min_catch_rate:
# Sets the minimum catch rate a Pokemon can have. It will raise any Pokemon's catch rate to this value if its normal
# catch rate is lower than the chosen value.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 3
# Maximum value is 255
255: 50
random: 0
random-low: 0
random-high: 0
all_pokemon_seen:
# Start will all Pokemon seen in your Pokedex.
# This allows you to see where the Pokemon can be encountered in the wild.
'false': 0
'true': 50
exp_modifier:
# Sets the EXP multiplier that is used when the in game option for experience is set to Custom.
#
# 100 is default
# 50 is half
# 200 is double
# etc.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 1000
500: 50
random: 0
random-low: 0
random-high: 0
starting_money:
# Sets the amount of money that you start with.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 999999
3000: 50
random: 0
random-low: 0
random-high: 0
better_shops:
# Most Pokemarts will sell all normal Pokemart items. The exceptions are the following:
#
# - Celadon Department Store 2F TM Pokemart
# - Celadon Department Store 4F Evo Stone Pokemart
# - Celadon Department Store 5F Vitamin Pokemart
# - Two Island Market Stall
'false': 0
'true': 50
free_fly_location:
# Enables flying to one random location (excluding cities reachable with no items).
'false': 50
'true': 0
free_fly_blacklist:
# Prevents certain towns from being chosen as your free fly location.
[]
town_map_fly_location:
# Enables flying to one random location once the town map has been obtained
# (excluding cities reachable with no items).
'false': 50
'true': 0
town_map_fly_blacklist:
# Prevents certain towns from being chosen as your town map fly location.
[]
randomize_music:
# Shuffles music played in any situation where it loops.
'false': 50
'true': 0
randomize_fanfares:
# Shuffles fanfares for item pickups, healing at the pokecenter, etc.
'false': 50
'true': 0
game_options:
# Allows you to preset the in game options.
# The available options and their allowed values are the following:
#
# - Text Speed: Slow, Mid, Fast, Instant
# - Turbo A: Off, On
# - Auto Run: Off, On
# - Button Mode: Help, LR, L=A
# - Frame: 1-10
# - Battle Scene: Off, On
# - Battle Style: Shift, Set
# - Show Effectiveness: Off, On
# - Experience: None, Half, Normal, Double, Triple, Quadruple, Custom
# - Sound: Mono, Stereo
# - Low HP Beep: Off, On
# - Skip Fanfares: Off, On
# - Bike Music: Off, On
# - Surf Music: Off, On
# - Guaranteed Catch: Off, On
# - Encounter Rates: Vanilla, Normalized
# - Blind Trainers: Off, On
# - Item Messages: All, Progression, None
Auto Run: 'Off'
Battle Scene: 'On'
Battle Style: Shift
Bike Music: 'On'
Blind Trainers: 'On'
Button Mode: Help
Encounter Rates: Normalized
Experience: Custom
Frame: 1
Guaranteed Catch: 'On'
Item Messages: Progression
Low HP Beep: 'On'
Show Effectiveness: 'On'
Skip Fanfares: 'Off'
Sound: Mono
Surf Music: 'On'
Text Speed: Instant
Turbo A: 'On'
provide_hints:
# Provides an Archipelago Hint for locations that tell you what item they give once you've gotten the in game hint.
#
# This includes the Oak's Aides, Bicycle Shop, and Pokemon Request Locations
'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_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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@ -0,0 +1,300 @@
---
# 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: PuzzlerFops
# Used to describe your yaml. Useful if you have multiple files.
description: Default TUNIC Template
game: TUNIC
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
TUNIC:
# 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
sword_progression:
# Adds four sword upgrades to the item pool that will progressively grant stronger melee weapons, including two new swords with increased range and attack power.
'false': 0
'true': 50
start_with_sword:
# Start with a sword in the player's inventory. Does not count towards Sword Progression.
'false': 0
'true': 50
keys_behind_bosses:
# Places the three hexagon keys behind their respective boss fight in your world.
# If playing Hexagon Quest, it will place three gold hexagons at the boss locations.
'false': 50
'true': 0
ability_shuffling:
# Locks the usage of Prayer, Holy Cross*, and the Icebolt combo until the relevant pages of the manual have been found.
# If playing Hexagon Quest, abilities are instead randomly unlocked after obtaining 25%, 50%, and 75% of the required
# Hexagon goal amount, unless the option is set to have them unlock via pages instead.
# * Certain Holy Cross usages are still allowed, such as the free bomb codes, the seeking spell, and other player-facing codes.
'false': 0
'true': 50
fool_traps:
# Replaces low-to-medium value money rewards in the item pool with fool traps, which cause random negative effects to the player.
'off': 0
normal: 50
double: 0
onslaught: 0
laurels_location:
# Force the Hero's Laurels to be placed at a location in your world.
# For if you want to avoid or specify early or late Laurels.
anywhere: 50
6_coins: 0
10_coins: 0
10_fairies: 0
shuffle_ladders:
# Turns several ladders in the game into items that must be found before they can be climbed on.
# Adds more layers of progression to the game by blocking access to many areas early on.
# "Ladders were a mistake."
# —Andrew Shouldice
'false': 0
'true': 50
grass_randomizer:
# Turns over 6,000 blades of grass and bushes in the game into checks.
'false': 50
'true': 0
breakable_shuffle:
# Turns approximately 250 breakable objects in the game into checks.
'false': 50
'true': 0
local_fill:
# Choose the percentage of your filler/trap items that will be kept local or distributed to other TUNIC players with this option enabled.
# If you have Grass Randomizer enabled, this option must be set to 95% or higher to avoid flooding the item pool. The host can remove this restriction by turning off the limit_grass_rando setting in host.yaml.
# This option defaults to 95% if you have Grass Randomizer enabled, and to 0% otherwise.
# This option ignores items placed in your local_items or non_local_items.
# This option does nothing in single player games.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 98
random: 0
random-low: 0
random-high: 0
default: 50 # equivalent to -1
entrance_rando:
# Randomize the connections between scenes.
# A small, very lost fox on a big adventure.
#
# If you set this option's value to a string, it will be used as a custom seed.
# Every player who uses the same custom seed will have the same entrances, choosing the most restrictive settings among these players for the purpose of pairing entrances.
'no': 50
'yes': 0
fixed_shop:
# Forces the Windmill entrance to lead to a shop, and removes the remaining shops from the pool.
# Adds another entrance in Rooted Ziggurat Lower to keep an even number of entrances.
# Has no effect if Entrance Rando is not enabled.
'false': 50
'true': 0
plando_connections:
# Generic connection plando. Format is:
# - entrance: "Entrance Name"
# exit: "Exit Name"
# percentage: 100
# Percentage is an integer from 0 to 100 which determines whether that connection will be made. Defaults to 100 if omitted.
[]
# Hexagon Quest Options
hexagon_quest:
# An alternate goal that shuffles Gold "Questagon" items into the item pool and allows the game to be completed after collecting the required number of them.
'false': 50
'true': 0
hexagon_goal:
# How many Gold Questagons are required to complete the game on Hexagon Quest.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 100
20: 50
random: 0
random-low: 0
random-high: 0
extra_hexagon_percentage:
# How many extra Gold Questagons are shuffled into the item pool, taken as a percentage of the goal amount.
# The max number of Gold Questagons that can be in the item pool is 100, so this option may be overridden and/or
# reduced if the Hexagon Goal amount is greater than 50.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
50: 50
random: 0
random-low: 0
random-high: 0
hexagon_quest_ability_type:
# Determines how abilities are unlocked when playing Hexagon Quest with Shuffled Abilities enabled.
#
# Hexagons: A new ability is randomly unlocked after obtaining 25%, 50%, and 75% of the required Hexagon goal amount. Requires at least 3 Gold Hexagons in the item pool, or 15 if Keys Behind Bosses is enabled.
# Pages: Abilities are unlocked by finding specific pages in the manual.
#
# This option does nothing if Shuffled Abilities is not enabled.
hexagons: 50
pages: 0
# Logic Options
combat_logic:
# If enabled, the player will logically require a combination of stat upgrade items and equipment to get some checks or navigate to some areas, with a goal of matching the vanilla combat difficulty.
# The player may still be expected to run past enemies, reset aggro (by using a checkpoint or doing a scene transition), or find sneaky paths to checks.
# This option marks many more items as progression and may force weapons much earlier than normal.
# Bosses Only makes it so that additional combat logic is only added to the boss fights and the Gauntlet.
# If disabled, the standard, looser logic is used. The standard logic does not include stat upgrades, just minimal weapon requirements, such as requiring a Sword or Magic Wand for Quarry, or not requiring a weapon for Swamp.
'off': 50
bosses_only: 0
'on': 0
lanternless:
# Choose whether you require the Lantern for dark areas.
# When enabled, the Lantern is marked as Useful instead of Progression.
'false': 50
'true': 0
maskless:
# Choose whether you require the Scavenger's Mask for Lower Quarry.
# When enabled, the Scavenger's Mask is marked as Useful instead of Progression.
'false': 50
'true': 0
laurels_zips:
# Choose whether to include using the Hero's Laurels to zip through gates, doors, and tricky spots.
# Notable inclusions are the Monastery gate, Ruined Passage door, Old House gate, Forest Grave Path gate, and getting from the Back of Swamp to the Middle of Swamp.
'false': 50
'true': 0
ice_grappling:
# Choose whether grappling frozen enemies is in logic.
# Easy includes ice grappling enemies that are in range without luring them. May include clips through terrain.
# Medium includes using ice grapples to push enemies through doors or off ledges without luring them. Also includes bringing an enemy over to the Temple Door to grapple through it.
# Hard includes luring or grappling enemies to get to where you want to go.
# Enabling any of these difficulty options will give the player the Torch to return to the Overworld checkpoint to avoid softlocks. Using the Torch is considered in logic.
# Note: You will still be expected to ice grapple to the slime in East Forest from below with this option off.
'off': 50
easy: 0
medium: 0
hard: 0
ladder_storage:
# Choose whether Ladder Storage is in logic.
# Easy includes uses of Ladder Storage to get to open doors over a long distance without too much difficulty. May include convenient elevation changes (going up Mountain stairs, stairs in front of Special Shop, etc.).
# Medium includes the above as well as changing your elevation using the environment and getting knocked down by melee enemies mid-LS.
# Hard includes the above as well as going behind the map to enter closed doors from behind, shooting a fuse with the magic wand to knock yourself down at close range, and getting into the Cathedral Secret Legend room mid-LS.
# Enabling any of these difficulty options will give the player the Torch to return to the Overworld checkpoint to avoid softlocks. Using the Torch is considered in logic.
# Opening individual chests while doing ladder storage is excluded due to tedium.
# Knocking yourself out of LS with a bomb is excluded due to the problematic nature of consumables in logic.
'off': 50
easy: 0
medium: 0
hard: 0
ladder_storage_without_items:
# If disabled, you logically require Stick, Sword, Magic Orb, or Shield to perform Ladder Storage.
# If enabled, you will be expected to perform Ladder Storage without progression items.
# This can be done with the plushie code, a Golden Coin, Prayer, and many other options.
#
# This option has no effect if you do not have Ladder Storage Logic enabled.
'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_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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@ -0,0 +1,123 @@
---
# 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: PuzzlerGator
# Used to describe your yaml. Useful if you have multiple files.
description: Default Lil Gator Game Template
game: Lil Gator Game
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Lil Gator Game:
# 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 Options
start_with_freeplay:
# Start with no barrier around Tutorial Island and thus the ability to access checks on the main island.
'false': 50
'true': 0
require_shield_jump:
# Logic may require you to execute a shield jump to progress.
'false': 50
'true': 0
harder_ranged_quests:
# Logic may require you to complete Penelope (Bastion Beaver) and Andromeda (Space Hawk) without a ranged weapon.
'false': 50
'true': 0
# Convenience Options
start_with_checkfinders:
# Start with Megaphone and Text Jill items in inventory for finding checks.
'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_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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@ -0,0 +1,700 @@
# 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: PuzzlerHatty
# Used to describe your yaml. Useful if you have multiple files.
description: Default A Hat in Time Template
game: A Hat in Time
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
A Hat in Time:
# 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 Options
EndGoal:
# The end goal required to beat the game.
# Finale: Reach Time's End and beat Mustache Girl. The Finale will be in its vanilla location.
#
# Rush Hour: Reach and complete Rush Hour. The level will be in its vanilla location and Chapter 7
# will be the final chapter. You also must find Nyakuza Metro itself and complete all of its levels.
# Requires DLC2 content to be enabled.
#
# Seal the Deal: Reach and complete the Seal the Deal death wish main objective.
# Requires Death Wish content to be enabled.
finale: 50
rush_hour: 0
seal_the_deal: 0
ShuffleStorybookPages:
# If enabled, each storybook page in the purple Time Rifts is an item check.
# The Compass Badge can track these down for you.
'false': 0
'true': 50
ShuffleAlpineZiplines:
# If enabled, Alpine's zipline paths leading to the peaks will be locked behind items.
'false': 0
'true': 50
ShuffleSubconPaintings:
# If enabled, shuffle items into the pool that unlock Subcon Forest fire spirit paintings.
# These items are progressive, with the order of Village-Swamp-Courtyard.
'false': 0
'true': 50
ShuffleActContracts:
# If enabled, shuffle Snatcher's act contracts into the pool as items
'false': 0
'true': 50
MinPonCost:
# The minimum number of Pons that any item in the Badge Seller's shop can cost.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 10
# Maximum value is 800
75: 50
random: 0
random-low: 0
random-high: 0
MaxPonCost:
# The maximum number of Pons that any item in the Badge Seller's shop can cost.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 10
# Maximum value is 800
300: 50
random: 0
random-low: 0
random-high: 0
BadgeSellerMinItems:
# The smallest number of items that the Badge Seller can have for sale.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 10
4: 50
random: 0
random-low: 0
random-high: 0
BadgeSellerMaxItems:
# The largest number of items that the Badge Seller can have for sale.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 10
8: 50
random: 0
random-low: 0
random-high: 0
LogicDifficulty:
# Choose the difficulty setting for logic.
# For an exhaustive list of all logic tricks for each difficulty, see this Google Doc:
# https://docs.google.com/document/d/1x9VLSQ5davfx1KGamR9T0mD5h69_lDXJ6H7Gq7knJRI/edit?usp=sharing
normal: 50
moderate: 0
hard: 0
expert: 0
NoPaintingSkips:
# If enabled, prevent Subcon fire wall skips from being in logic on higher difficulty settings.
'false': 50
'true': 0
CTRLogic:
# Choose how you want to logically clear Cheating the Race.
time_stop_only: 50
scooter: 0
sprint: 0
nothing: 0
# Act Options
ActRandomizer:
# If enabled, shuffle the game's Acts between each other.
# Light will cause Time Rifts to only be shuffled amongst each other,
# and Blue Time Rifts and Purple Time Rifts to be shuffled separately.
'false': 0
light: 50
insanity: 0
StartingChapter:
# Determines which chapter you will be guaranteed to be able to enter at the beginning of the game.
'1': 50
'2': 0
'3': 0
'4': 0
LowestChapterCost:
# Value determining the lowest possible cost for a chapter.
# Chapter costs will, progressively, be calculated based on this value (except for the final chapter).
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 10
5: 50
random: 0
random-low: 0
random-high: 0
HighestChapterCost:
# Value determining the highest possible cost for a chapter.
# Chapter costs will, progressively, be calculated based on this value (except for the final chapter).
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 15
# Maximum value is 45
25: 50
random: 0
random-low: 0
random-high: 0
ChapterCostIncrement:
# Lower values mean chapter costs increase slower. Higher values make the cost differences more steep.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 8
4: 50
random: 0
random-low: 0
random-high: 0
ChapterCostMinDifference:
# The minimum difference between chapter costs.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 8
4: 50
random: 0
random-low: 0
random-high: 0
FinalChapterMinCost:
# Minimum Time Pieces required to enter the final chapter. This is part of your goal.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 50
30: 50
random: 0
random-low: 0
random-high: 0
FinalChapterMaxCost:
# Maximum Time Pieces required to enter the final chapter. This is part of your goal.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 50
35: 50
random: 0
random-low: 0
random-high: 0
FinaleShuffle:
# If enabled, chapter finales will only be shuffled amongst each other in act shuffle.
'false': 50
'true': 0
ActPlando:
# Plando acts onto other acts. For example, "Train Rush": "Alpine Free Roam" will place Alpine Free Roam
# at Train Rush.
{}
ActBlacklist:
# Blacklist acts from being shuffled onto other acts. Multiple can be listed per act.
# For example, "Barrel Battle": ["The Big Parade", "Dead Bird Studio"]
# will prevent The Big Parade and Dead Bird Studio from being shuffled onto Barrel Battle.
{}
# Item Options
StartWithCompassBadge:
# If enabled, start with the Compass Badge. In Archipelago, the Compass Badge will track all items in the world
# (instead of just Relics). Recommended if you're not familiar with where item locations are.
'false': 0
'true': 50
CompassBadgeMode:
# closest - Compass Badge points to the closest item regardless of classification
# important_only - Compass Badge points to progression/useful items only
# important_first - Compass Badge points to progression/useful items first, then it will point to junk items
closest: 50
important_only: 0
important_first: 0
RandomizeHatOrder:
# Randomize the order that hats are stitched in.
# Time Stop Last will force Time Stop to be the last hat in the sequence.
'false': 0
'true': 50
time_stop_last: 0
YarnAvailable:
# How much yarn is available to collect in the item pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 30
# Maximum value is 80
50: 50
random: 0
random-low: 0
random-high: 0
YarnCostMin:
# The minimum possible yarn needed to stitch a hat.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 12
4: 50
random: 0
random-low: 0
random-high: 0
YarnCostMax:
# The maximum possible yarn needed to stitch a hat.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 12
8: 50
random: 0
random-low: 0
random-high: 0
MinExtraYarn:
# The minimum number of extra yarn in the item pool.
# There must be at least this much more yarn over the total number of yarn needed to craft all hats.
# For example, if this option's value is 10, and the total yarn needed to craft all hats is 40,
# there must be at least 50 yarn in the pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 5
# Maximum value is 15
10: 50
random: 0
random-low: 0
random-high: 0
HatItems:
# Removes all yarn from the pool and turns the hats into individual items instead.
'false': 50
'true': 0
UmbrellaLogic:
# Makes Hat Kid's default punch attack do absolutely nothing, making the Umbrella much more relevant and useful
'false': 50
'true': 0
MaxExtraTimePieces:
# Maximum number of extra Time Pieces from the DLCs.
# Arctic Cruise will add up to 6. Nyakuza Metro will add up to 10. The absolute maximum is 56.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 16
16: 50
random: 0
random-low: 0
random-high: 0
YarnBalancePercent:
# How much (in percentage) of the yarn in the pool that will be progression balanced.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
20: 50
random: 0
random-low: 0
random-high: 0
TimePieceBalancePercent:
# How much (in percentage) of time pieces in the pool that will be progression balanced.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
35: 50
random: 0
random-low: 0
random-high: 0
# Arctic Cruise Options
EnableDLC1:
# Shuffle content from The Arctic Cruise (Chapter 6) into the game. This also includes the Tour time rift.
# DO NOT ENABLE THIS OPTION IF YOU DO NOT HAVE SEAL THE DEAL DLC INSTALLED!!!
'false': 0
'true': 50
Tasksanity:
# If enabled, Ship Shape tasks will become checks. Requires DLC1 content to be enabled.
'false': 50
'true': 0
TasksanityTaskStep:
# How many tasks the player must complete in Tasksanity to send a check.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 3
1: 50
random: 0
random-low: 0
random-high: 0
TasksanityCheckCount:
# How many Tasksanity checks there will be in total.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 30
18: 50
random: 0
random-low: 0
random-high: 0
ShipShapeCustomTaskGoal:
# Change the number of tasks required to complete Ship Shape. If this option's value is 0, the number of tasks
# required will be TasksanityTaskStep x TasksanityCheckCount, if Tasksanity is enabled. If Tasksanity is disabled,
# it will use the game's default of 18.
# This option will not affect Cruisin' for a Bruisin'.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 90
0: 50
random: 0
random-low: 0
random-high: 0
ExcludeTour:
# Removes the Tour time rift from the game. This option is recommended if you don't want to deal with
# important levels being shuffled onto the Tour time rift, or important items being shuffled onto Tour pages
# when your goal is Time's End.
'false': 50
'true': 0
# Nyakuza Metro Options
EnableDLC2:
# Shuffle content from Nyakuza Metro (Chapter 7) into the game.
# DO NOT ENABLE THIS OPTION IF YOU DO NOT HAVE NYAKUZA METRO DLC INSTALLED!!!
'false': 0
'true': 50
MetroMinPonCost:
# The cheapest an item can be in any Nyakuza Metro shop. Includes ticket booths.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 10
# Maximum value is 800
50: 50
random: 0
random-low: 0
random-high: 0
MetroMaxPonCost:
# The most expensive an item can be in any Nyakuza Metro shop. Includes ticket booths.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 10
# Maximum value is 800
200: 50
random: 0
random-low: 0
random-high: 0
NyakuzaThugMinShopItems:
# The smallest number of items that the thugs in Nyakuza Metro can have for sale.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 5
2: 50
random: 0
random-low: 0
random-high: 0
NyakuzaThugMaxShopItems:
# The largest number of items that the thugs in Nyakuza Metro can have for sale.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 5
4: 50
random: 0
random-low: 0
random-high: 0
BaseballBat:
# Replace the Umbrella with the baseball bat from Nyakuza Metro.
# DLC2 content does not have to be shuffled for this option but Nyakuza Metro still needs to be installed.
'false': 0
'true': 50
NoTicketSkips:
# Prevent metro gate skips from being in logic on higher difficulties.
# Rush Hour option will only consider the ticket skips for Rush Hour in logic.
'false': 50
'true': 0
rush_hour: 0
# Death Wish Options
EnableDeathWish:
# Shuffle Death Wish contracts into the game. Each contract by default will have 1 check granted upon completion.
# DO NOT ENABLE THIS OPTION IF YOU DO NOT HAVE SEAL THE DEAL DLC INSTALLED!!!
'false': 0
'true': 50
DWTimePieceRequirement:
# How many Time Pieces that will be required to unlock Death Wish.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 35
15: 50
random: 0
random-low: 0
random-high: 0
DWShuffle:
# An alternative mode for Death Wish where each contract is unlocked one by one, in a random order.
# Stamp requirements to unlock contracts is removed. Any excluded contracts will not be shuffled into the sequence.
# If Seal the Deal is the end goal, it will always be the last Death Wish in the sequence.
# Disabling candles is highly recommended.
'false': 50
'true': 0
DWShuffleCountMin:
# The minimum number of Death Wishes that can be in the Death Wish shuffle sequence.
# The final result is clamped at the number of non-excluded Death Wishes.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 5
# Maximum value is 38
18: 50
random: 0
random-low: 0
random-high: 0
DWShuffleCountMax:
# The maximum number of Death Wishes that can be in the Death Wish shuffle sequence.
# The final result is clamped at the number of non-excluded Death Wishes.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 5
# Maximum value is 38
25: 50
random: 0
random-low: 0
random-high: 0
DWEnableBonus:
# In Death Wish, add a location for completing all of a DW contract's bonuses,
# in addition to the location for completing the DW contract normally.
# WARNING!! Only for the brave! This option can create VERY DIFFICULT SEEDS!
# ONLY turn this on if you know what you are doing to yourself and everyone else in the multiworld!
# Using Peace and Tranquility to auto-complete the bonuses will NOT count!
'false': 50
'true': 0
DWAutoCompleteBonuses:
# If enabled, auto complete all bonus stamps after completing the main objective in a Death Wish.
# This option will have no effect if bonus checks (DWEnableBonus) are turned on.
'false': 0
'true': 50
DWExcludeAnnoyingContracts:
# Exclude Death Wish contracts from the pool that are particularly tedious or take a long time to reach/clear.
# Excluded Death Wishes are automatically completed as soon as they are unlocked.
# This option currently excludes the following contracts:
# - Vault Codes in the Wind
# - Boss Rush
# - Camera Tourist
# - The Mustache Gauntlet
# - Rift Collapse: Deep Sea
# - Cruisin' for a Bruisin'
# - Seal the Deal (non-excluded if goal, but the checks are still excluded)
'false': 0
'true': 50
DWExcludeAnnoyingBonuses:
# If Death Wish full completions are shuffled in, exclude tedious Death Wish full completions from the pool.
# Excluded bonus Death Wishes automatically reward their bonus stamps upon completion of the main objective.
# This option currently excludes the following bonuses:
# - So You're Back From Outer Space
# - Encore! Encore!
# - Snatcher's Hit List
# - 10 Seconds until Self-Destruct
# - Killing Two Birds
# - Zero Jumps
# - Bird Sanctuary
# - Wound-Up Windmill
# - Vault Codes in the Wind
# - Boss Rush
# - Camera Tourist
# - The Mustache Gauntlet
# - Rift Collapse: Deep Sea
# - Cruisin' for a Bruisin'
# - Seal the Deal
'false': 0
'true': 50
DWExcludeCandles:
# If enabled, exclude all candle Death Wishes.
'false': 0
'true': 50
DeathWishOnly:
# An alternative gameplay mode that allows you to exclusively play Death Wish in a seed.
# This has the following effects:
# - Death Wish is instantly unlocked from the start
# - All hats and other progression items are instantly given to you
# - Useful items such as Fast Hatter Badge will still be in the item pool instead of in your inventory at the start
# - All chapters and their levels are unlocked, act shuffle is forced off
# - Any checks other than Death Wish contracts are completely removed
# - All Pons in the item pool are replaced with Health Pons or random cosmetics
# - The EndGoal option is forced to complete Seal the Deal
'false': 50
'true': 0
# Trap Options
TrapChance:
# The chance for any junk item in the pool to be replaced by a trap.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
0: 0
random: 50
random-low: 0
random-high: 0
BabyTrapWeight:
# The weight of Baby Traps in the trap pool.
# Baby Traps place a multitude of the Conductor's grandkids into Hat Kid's hands, causing her to lose her balance.
#
# 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
LaserTrapWeight:
# The weight of Laser Traps in the trap pool.
# Laser Traps will spawn multiple giant lasers (from Snatcher's boss fight) at Hat Kid's location.
#
# 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
ParadeTrapWeight:
# The weight of Parade Traps in the trap pool.
# Parade Traps will summon multiple Express Band owls with knives that chase Hat Kid by mimicking her movement.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
20: 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.
[]

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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: PuzzlerHike
# Used to describe your yaml. Useful if you have multiple files.
description: Default A Short Hike Template
game: A Short Hike
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
A Short Hike:
# 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
# General Options
goal:
# Choose the end goal.
# Nap: Complete the climb to the top of Hawk Peak and take a nap
# Photo: Get your picture taken at the top of Hawk Peak
# Races: Complete all three races with Avery
# Help Everyone: Travel around Hawk Peak and help every character with their troubles
# Fishmonger: Catch one of every fish from around Hawk Peak
nap: 0
photo: 0
races: 0
help_everyone: 50
fishmonger: 0
filler_coin_amount:
# The number of coins that will be in each filler coin item.
7_coins: 0
13_coins: 50
15_coins: 0
18_coins: 0
21_coins: 0
25_coins: 0
27_coins: 0
32_coins: 0
33_coins: 0
50_coins: 0
random_walkie_talkie:
# When enabled, the Walkie Talkie item will be placed into the item pool. Otherwise, it will be placed in its vanilla location.
# This item usually allows the player to locate Avery around the map or restart a race.
'false': 0
'true': 50
# Logic Options
golden_feather_progression:
# Determines which locations are considered in logic based on the required amount of golden feathers to reach them.
# Easy: Locations will be considered inaccessible until the player has enough golden feathers to easily reach them. A minimum of 10 golden feathers is recommended for this setting.
# Normal: Locations will be considered inaccessible until the player has the minimum possible number of golden feathers to reach them. A minimum of 7 golden feathers is recommended for this setting.
# Hard: Removes the requirement of golden feathers for progression entirely and glitches may need to be used to progress
easy: 50
normal: 0
hard: 0
easier_races:
# When enabled, the Running Shoes will be added as a logical requirement for beating any of the races.
'false': 0
'true': 50
# Item Pool Options
golden_feathers:
# Number of Golden Feathers in the item pool.
# (Note that for the Photo and Help Everyone goals, a minimum of 12 Golden Feathers is enforced)
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 20
20: 50
random: 0
random-low: 0
random-high: 0
silver_feathers:
# Number of Silver Feathers in the item pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 20
2: 50
random: 0
random-low: 0
random-high: 0
buckets:
# Number of Buckets in the item pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 2
2: 50
random: 0
random-low: 0
random-high: 0
sticks:
# Number of Sticks in the item pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 8
8: 50
random: 0
random-low: 0
random-high: 0
toy_shovels:
# Number of Toy Shovels in the item pool.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 5
5: 50
random: 0
random-low: 0
random-high: 0
# Shop Options
coins_in_shops:
# When enabled, the randomizer can place coins into locations that are purchased, such as shops.
'false': 50
'true': 0
cost_multiplier:
# The percentage that all item shop costs will be of the vanilla values.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 25
# Maximum value is 200
100: 50
random: 0
random-low: 0
random-high: 0
shop_check_logic:
# Determines which items will be added as logical requirements to making certain purchases in shops.
nothing: 0
fishing_rod: 50
shovel: 0
fishing_rod_and_shovel: 0
golden_fishing_rod: 0
golden_fishing_rod_and_shovel: 0
min_shop_check_logic:
# Determines the minimum cost of a shop item that will have the shop check logic applied to it.
# If the cost of a shop item is less than this value, no items will be required to access it.
# This is based on the vanilla prices of the shop item. The set cost multiplier will not affect this value.
40_coins: 0
100_coins: 50
400_coins: 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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---
# 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: PuzzlerJigsaw
# Used to describe your yaml. Useful if you have multiple files.
description: Default Jigsaw Template
game: Jigsaw
requires:
version: 0.5.1 # Version of Archipelago required for this yaml to work as expected.
Jigsaw:
# 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
number_of_pieces:
# Approximate number of pieces in the puzzle.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 25
# Maximum value is 1000
100: 50
random: 0
random-low: 0
random-high: 0
orientation_of_image:
# If you're using a custom image, select the orientation here.
square: 0
landscape: 50
portrait: 0
allow_filler_items:
# If this option is enabled, the pool will contain several Squawks.
# Squawks is the green-feathered parrot that helps Donkey Kong find puzzle pieces, but in this game they're useless.
# If this option is disabled, no filler items will be in the pool and every item will be one or more puzzle pieces.
'false': 50
'true': 0
percentage_of_merges_that_are_checks:
# This option affects the number of checks that are in the pool.
# 100 means every merge will be a check. So with 500 merges, there will be 500 checks.
# 10 means 10% of all merges will result in a check. If you have 500 merges, there will be 50 checks.
# If you have selected fewer checks, items like "5 Puzzle Pieces" will be shuffled into the pool.
# Note that 100% may not be reached if you disable filler items, in that case there will simply be less checks.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 10
# Maximum value is 100
100: 50
random: 0
random-low: 0
random-high: 0
maximum_number_of_checks:
# The pool can be filled with puzzle pieces really quickly.
# When there are hundred of puzzle pieces in the pool, it really changes the dynamics in multiworlds.
# As such, by default, there are at most 100 checks and items for Jigsaw.
# If you choose a larger puzzle, you will receive multiple pieces at once.
# This setting overrides the previous option.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 25
# Maximum value is 1000
100: 50
random: 0
random-low: 0
random-high: 0
which_image:
# *ONLY IF YOU SELECTED THE LANDSCAPE ORIENTATION*
# This option will decide which landscape picture will be set for you. Don't worry, you can change it in the game.
# Every number corresponds to a set image. See the images here: https://jigsaw-ap.netlify.app/images.html
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 16
random: 50
random-low: 0
random-high: 0
percentage_of_extra_pieces:
# This option allows for there being more pieces in the pool than necessary.
# When you have all your items already, the additional don't do anything anymore.
# 0 means there are exactly enough pieces in the pool.
# 100 means there are twice as many pieces in the pool than necessary.
# That means you would only need half of your items to finish the game.
#
# 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
piece_order_type:
# This option affects the order in which you receive puzzle piece types (corners, edges, normal).
# This is prioritized over the Piece Order option.
random_order: 50
corners_edges_normal: 0
normal_edges_corners: 0
edges_normal_corners: 0
corners_normal_edges: 0
normal_corners_edges: 0
edges_corners_normal: 0
strictness_piece_order_type:
# This option determines how strictly the above piece type order is followed.
# 1 means it is barely followed, 100 means it is followed in the strictest way possible.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 100
100: 50
random: 0
random-low: 0
random-high: 0
piece_order:
# This option affects the order in which you receive puzzle pieces.
# random_order: pieces are added in random order with no extra constraints whatsoever
# every_piece_fits: every piece you receive, will be able to merge with another piece
# least_merges_possible: you will receive pieces in an order that gives the least number of possible merges
random_order: 50
every_piece_fits: 0
least_merges_possible: 0
strictness_piece_order:
# This option determines how strictly the above piece order is followed.
# 1 means it is barely followed, 100 means it is followed in the strictest way possible.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 100
100: 50
random: 0
random-low: 0
random-high: 0
number_of_checks_out_of_logic:
# It might be hard to find the one connection you can make.
# As such, this option will make it so that there are always additional checks not considered by logic.
# This makes it easier to get "all your checks in logic".
# Of course this won't make a difference at the very end when few pieces are left.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 10
1: 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.
[]

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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: PuzzlerLTTP
# Used to describe your yaml. Useful if you have multiple files.
description: Default A Link to the Past Template
game: A Link to the Past
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
A Link to the Past:
# 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.
#
# **Items:** ensure all logically relevant items can be acquired. Some items, such as keys, may be self-locking, and
# some locations may be inaccessible.
full: 0
minimal: 0
items: 50
plando_connections:
# Generic connections plando. Format is:
# - entrance: "Entrance Name"
# exit: "Exit Name"
# direction: "Direction"
# percentage: 100
# Direction must be one of 'entrance', 'exit', or 'both', and defaults to 'both' if omitted.
# Percentage is an integer from 1 to 100, and defaults to 100 when omitted.
[]
plando_texts:
# Text plando. Format is:
# - text: 'This is your text'
# at: text_key
# percentage: 100
# Percentage is an integer from 1 to 100, and defaults to 100 when omitted.
[]
goal:
# Ganon: Climb GT, defeat Agahnim 2, and then kill Ganon
# Crystals: Only killing Ganon is required. However, items may still be placed in GT
# Bosses: Defeat the boss of all dungeons, including Agahnim's tower and GT (Aga 2)
# Pedestal: Pull the Triforce from the Master Sword pedestal
# Ganon Pedestal: Pull the Master Sword pedestal, then kill Ganon
# Triforce Hunt: Collect Triforce pieces spread throughout the worlds, then turn them in to Murahadala in front of Hyrule Castle
# Local Triforce Hunt: Collect Triforce pieces spread throughout your world, then turn them in to Murahadala in front of Hyrule Castle
# Ganon Triforce Hunt: Collect Triforce pieces spread throughout the worlds, then kill Ganon
# Local Ganon Triforce Hunt: Collect Triforce pieces spread throughout your world, then kill Ganon
ganon: 50
crystals: 0
bosses: 0
pedestal: 0
ganon_pedestal: 0
triforce_hunt: 0
local_triforce_hunt: 0
ganon_triforce_hunt: 0
local_ganon_triforce_hunt: 0
mode:
# Standard: Begin the game by rescuing Zelda from her cell and escorting her to the Sanctuary
# Open: Begin the game from your choice of Link's House or the Sanctuary
# Inverted: Begin in the Dark World. The Moon Pearl is required to avoid bunny-state in Light World, and the Light World game map is altered
standard: 0
open: 50
inverted: 0
glitches_required:
# Determine the logic required to complete the seed
# None: No glitches required
# Minor Glitches: Puts fake flipper, waterwalk, super bunny shenanigans, and etc into logic
# Overworld Glitches: Assumes the player has knowledge of both overworld major glitches (boots clips, mirror clips) and minor glitches
# Hybrid Major Glitches: In addition to overworld glitches, also requires underworld clips between dungeons.
# No Logic: Your own items are placed with no regard to any logic; such as your Fire Rod can be on your Trinexx.
no_glitches: 50
minor_glitches: 0
overworld_glitches: 0
hybrid_major_glitches: 0
no_logic: 0
dark_room_logic:
# Logic for unlit dark rooms. Lamp: require the Lamp for these rooms to be considered accessible.
# Torches: in addition to lamp, allow the fire rod and presence of easily accessible torches for access.
# None: all dark rooms are always considered doable, meaning this may force completion of rooms in complete darkness.
lamp: 50
torches: 0
none: 0
open_pyramid:
# Determines whether the hole at the top of pyramid is open.
# Goal will open the pyramid if the goal requires you to kill Ganon, without needing to kill Agahnim 2.
# Auto is the same as goal except if Ganon's dropdown is in another location, the hole will be closed.
closed: 0
open: 0
goal: 50
auto: 0
crystals_needed_for_gt:
# Number of crystals needed to open Ganon's Tower
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 7
7: 50
random: 0
random-low: 0
random-high: 0
crystals_needed_for_ganon:
# Number of crystals needed to damage Ganon
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 7
7: 50
random: 0
random-low: 0
random-high: 0
triforce_pieces_mode:
# Determine how to calculate the extra available triforce pieces.
# Extra: available = triforce_pieces_extra + triforce_pieces_required
# Percentage: available = (triforce_pieces_percentage /100) * triforce_pieces_required
# Available: available = triforce_pieces_available
extra: 0
percentage: 0
available: 50
triforce_pieces_percentage:
# Set to how many triforce pieces according to a percentage of the required ones, are available to collect in the world.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 100
# Maximum value is 1000
150: 50
random: 0
random-low: 0
random-high: 0
triforce_pieces_required:
# Set to how many out of X triforce pieces you need to win the game in a triforce hunt.
# Default is 20. Max is 90, Min is 1.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 90
20: 50
random: 0
random-low: 0
random-high: 0
triforce_pieces_available:
# Set to how many triforces pieces are available to collect in the world. Default is 30. Max is 90, Min is 1
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 90
30: 50
random: 0
random-low: 0
random-high: 0
triforce_pieces_extra:
# Set to how many extra triforces pieces are available to collect in the world.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 89
10: 50
random: 0
random-low: 0
random-high: 0
entrance_shuffle:
# Dungeons Simple: Shuffle just dungeons amongst each other, swapping dungeons entirely, so Hyrule Castle is always 1 dungeon.
# Dungeons Full: Shuffle any dungeon entrance with any dungeon interior, so Hyrule Castle can be 4 different dungeons, but keep dungeons to a specific world.
# Dungeons Crossed: like dungeons_full, but allow cross-world traversal through a dungeon. Warning: May force repeated dungeon traversal.
# Simple: Entrances are grouped together before being randomized. Interiors with two entrances are grouped shuffled together with each other,
# and Death Mountain entrances are shuffled only on Death Mountain. Dungeons are swapped entirely.
# Restricted: Like Simple, but single entrance interiors, multi entrance interiors, and Death Mountain interior entrances are all shuffled with each other.
# Full: Like Restricted, but all Dungeon entrances are shuffled with all non-Dungeon entrances.
# Crossed: Like Full, but interiors with multiple entrances are no longer confined to the same world, which may allow crossing worlds.
# Insanity: Like Crossed, but entrances and exits may be decoupled from each other, so that leaving through an exit may not return you to the entrance you entered from.
vanilla: 50
dungeons_simple: 0
dungeons_full: 0
dungeons_crossed: 0
simple: 0
restricted: 0
full: 0
crossed: 0
insanity: 0
entrance_shuffle_seed:
# You can specify a number to use as an entrance shuffle seed, or a group name. Everyone with the same group name
# will get the same entrance shuffle result as long as their Entrance Shuffle, Mode, Retro Caves, and Glitches
# Required options are the same.
random: 50
big_key_shuffle:
# Big Key Placement
original_dungeon: 50
own_dungeons: 0
own_world: 0
any_world: 0
different_world: 0
start_with: 0
small_key_shuffle:
# Small Key Placement
original_dungeon: 50
own_dungeons: 0
own_world: 0
any_world: 0
different_world: 0
start_with: 0
universal: 0
key_drop_shuffle:
# Shuffle keys found in pots and dropped from killed enemies,
# respects the small key and big key shuffle options.
'false': 0
'true': 50
compass_shuffle:
# Compass Placement
original_dungeon: 0
own_dungeons: 0
own_world: 0
any_world: 0
different_world: 0
start_with: 50
map_shuffle:
# Map Placement
original_dungeon: 0
own_dungeons: 0
own_world: 0
any_world: 0
different_world: 0
start_with: 50
restrict_dungeon_item_on_boss:
# Don't place dungeon-native items on the dungeon's boss.
'false': 0
'true': 50
item_pool:
# Easy: Doubled upgrades, progressives, and etc. Normal: Item availability remains unchanged from vanilla game.
# Hard: Reduced upgrade availability (max: 14 hearts, blue mail, tempered sword, fire shield, no silvers unless swordless).
# Expert: Minimum upgrade availability (max: 8 hearts, green mail, master sword, fighter shield, no silvers unless swordless).
easy: 0
normal: 50
hard: 0
expert: 0
item_functionality:
# Easy: Allow Hammer to damage ganon, Allow Hammer tablet collection, Allow swordless medallion use everywhere.
# Normal: Vanilla item functionality
# Hard: Reduced helpfulness of items (potions less effective, can't catch faeries, cape uses double magic, byrna does not grant invulnerability, boomerangs do not stun, silvers disabled outside ganon)
# Expert: Vastly reduces the helpfulness of items (potions barely effective, can't catch faeries, cape uses double magic, byrna does not grant invulnerability, boomerangs and hookshot do not stun, silvers disabled outside ganon)
easy: 50
normal: 0
hard: 0
expert: 0
enemy_health:
# Default: Vanilla enemy HP. Easy: Enemies have reduced health. Hard: Enemies have increased health.
# Expert: Enemies have greatly increased health.
easy: 50
default: 0
hard: 0
expert: 0
enemy_damage:
# Default: Vanilla enemy damage. Shuffled: 0 # Enemies deal 0 to 4 hearts and armor helps.
# Chaos: Enemies deal 0 to 8 hearts and armor just reshuffles the damage.
default: 50
shuffled: 0
chaos: 0
progressive:
# How item types that have multiple tiers (armor, bows, gloves, shields, and swords) should be rewarded
'off': 0
grouped_random: 0
'on': 50
swordless:
# No swords. Curtains in Skull Woods and Agahnim's
# Tower are removed, Agahnim's Tower barrier can be
# destroyed with hammer. Misery Mire and Turtle Rock
# can be opened without a sword. Hammer damages Ganon.
# Ether and Bombos Tablet can be activated with Hammer
# (and Book).
'false': 50
'true': 0
dungeon_counters:
# On: Always display amount of items checked in a dungeon. Pickup: Show when compass is picked up.
# Default: Show when compass is picked up if the compass itself is shuffled. Off: Never show item count in dungeons.
'on': 0
pickup: 50
default: 0
'off': 0
retro_bow:
# Zelda-1 like mode. You have to purchase a quiver to shoot arrows using rupees.
'false': 50
'true': 0
retro_caves:
# Zelda-1 like mode. There are randomly placed take-any caves that contain one Sword and
# choices of Heart Container/Blue Potion.
'false': 50
'true': 0
hints:
# On/Full: Put item and entrance placement hints on telepathic tiles and some NPCs, Full removes joke hints.
'off': 0
'on': 50
full: 0
scams:
# If on, these Merchants will no longer tell you what they're selling.
'off': 50
king_zora: 0
bottle_merchant: 0
all: 0
boss_shuffle:
# Shuffles bosses around to different locations.
# Basic will shuffle all bosses except Ganon and Agahnim anywhere they can be placed.
# Full chooses 3 bosses at random to be placed twice instead of Lanmolas, Moldorm, and Helmasaur.
# Chaos allows any boss to appear any number of times.
# Singularity places a single boss in as many places as possible, and a second boss in any remaining locations.
# Supports plando placement.
none: 50
basic: 0
full: 0
chaos: 0
singularity: 0
pot_shuffle:
# Shuffle contents of pots within "supertiles" (item will still be nearby original placement).
'false': 50
'true': 0
enemy_shuffle:
# Randomize every enemy spawn.
# If mode is Standard, Hyrule Castle is left out (may result in visually wrong enemy sprites in that area.)
'false': 50
'true': 0
killable_thieves:
# Makes Thieves killable.
'false': 0
'true': 50
bush_shuffle:
# Randomize chance that a bush contains an enemy as well as which enemy may spawn.
'false': 50
'true': 0
shop_item_slots:
# Number of slots in all shops available to have items from the multiworld
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 30
0: 0
random: 50
random-low: 0
random-high: 0
randomize_shop_inventories:
# Generate new default inventories for overworld/underworld shops, and unique shops; or each shop independently
default: 50
randomize_by_shop_type: 0
randomize_each: 0
shuffle_shop_inventories:
# Shuffle default inventories of the shops around
'false': 0
'true': 50
include_witch_hut:
# Consider witch's hut like any other shop and shuffle/randomize it too
'false': 50
'true': 0
randomize_shop_prices:
# Randomize the prices of the items in shop inventories
'false': 50
'true': 0
randomize_cost_types:
# Prices of the items in shop inventories may cost hearts, arrow, or bombs instead of rupees
'false': 50
'true': 0
shop_price_modifier:
# Percentage modifier for shuffled item prices in shops
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 400
100: 50
random: 0
random-low: 0
random-high: 0
shuffle_capacity_upgrades:
# Shuffle capacity upgrades into the item pool (and allow them to traverse the multiworld).
# On Combined will shuffle only a single bomb upgrade and arrow upgrade each which bring you to the maximum capacity.
'off': 0
'on': 50
on_combined: 0
bombless_start:
# Start with a max of 0 bombs available, requiring Bomb Upgrade items in order to use bombs
'false': 50
'true': 0
shuffle_prizes:
# Shuffle "general" prize packs, as in enemy, tree pull, dig etc.; "bonk" prizes; or both.
'off': 0
general: 50
bonk: 0
both: 0
tile_shuffle:
# Randomize flying tiles floor patterns.
'false': 0
'true': 50
misery_mire_medallion:
# Required medallion to open Misery Mire front entrance.
ether: 0
bombos: 0
quake: 0
random: 50
turtle_rock_medallion:
# Required medallion to open Turtle Rock front entrance.
ether: 0
bombos: 0
quake: 0
random: 50
glitch_boots:
# If this is enabled, the player will start with Pegasus Boots when playing with overworld glitches or harder logic.
'false': 0
'true': 50
beemizer_total_chance:
# Percentage chance for each junk-fill item (rupees, bombs, arrows) to be
# replaced with either a bee swarm trap or a single bottle-filling bee.
#
# 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
beemizer_trap_chance:
# Percentage chance for each replaced junk-fill item to be a bee swarm
# trap; all other replaced items are single bottle-filling bees.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
60: 50
random: 0
random-low: 0
random-high: 0
timer:
# None: No timer will be displayed. OHKO: Timer always at zero. Permanent OHKO.
# Timed: Starts with clock at zero. Green clocks subtract 4 minutes (total 20). Blue clocks subtract 2 minutes (total 10). Red clocks add two minutes (total 10). Winner is the player with the lowest time at the end.
# Timed OHKO: Starts the clock at ten minutes. Green clocks add five minutes (total 25). As long as the clock as at zero, Link will die in one hit.
# Timed Countdown: Starts the clock with forty minutes. Same clocks as timed mode, but if the clock hits zero you lose. You can still keep playing, though.
# Display: Displays a timer, but otherwise does not affect gameplay or the item pool.
none: 50
timed: 0
timed_ohko: 0
ohko: 0
timed_countdown: 0
display: 0
countdown_start_time:
# For Timed OHKO and Timed Countdown timer modes, the amount of time in minutes to start with.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 480
10: 50
random: 0
random-low: 0
random-high: 0
red_clock_time:
# For all timer modes, the amount of time in minutes to gain or lose when picking up a red clock.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is -60
# Maximum value is 60
-2: 50
random: 0
random-low: 0
random-high: 0
blue_clock_time:
# For all timer modes, the amount of time in minutes to gain or lose when picking up a blue clock.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is -60
# Maximum value is 60
2: 50
random: 0
random-low: 0
random-high: 0
green_clock_time:
# For all timer modes, the amount of time in minutes to gain or lose when picking up a green clock.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is -60
# Maximum value is 60
4: 50
random: 0
random-low: 0
random-high: 0
death_link:
# When you die, everyone who enabled death link dies. Of course, the reverse is true too.
'false': 50
'true': 0
allow_collect:
# Allows for !collect / co-op to auto-open chests containing items for other players.
'false': 0
'true': 50
ow_palettes:
# The type of palette shuffle to use for the overworld
default: 50
good: 0
blackout: 0
puke: 0
classic: 0
grayscale: 0
negative: 0
dizzy: 0
sick: 0
uw_palettes:
# The type of palette shuffle to use for the underworld (caves, dungeons, etc.)
default: 50
good: 0
blackout: 0
puke: 0
classic: 0
grayscale: 0
negative: 0
dizzy: 0
sick: 0
hud_palettes:
# The type of palette shuffle to use for the HUD
default: 50
good: 0
blackout: 0
puke: 0
classic: 0
grayscale: 0
negative: 0
dizzy: 0
sick: 0
sword_palettes:
# The type of palette shuffle to use for the sword
default: 50
good: 0
blackout: 0
puke: 0
classic: 0
grayscale: 0
negative: 0
dizzy: 0
sick: 0
shield_palettes:
# The type of palette shuffle to use for the shield
default: 50
good: 0
blackout: 0
puke: 0
classic: 0
grayscale: 0
negative: 0
dizzy: 0
sick: 0
heartbeep:
# How quickly the heart beep sound effect will play
normal: 0
double: 0
half: 50
quarter: 0
'off': 0
heartcolor:
# The color of hearts in the HUD
red: 50
blue: 0
green: 0
yellow: 0
quickswap:
# Allows you to quickly swap items while playing with L/R
'false': 0
'true': 50
menuspeed:
# How quickly the menu appears/disappears
normal: 50
instant: 0
double: 0
triple: 0
quadruple: 0
half: 0
music:
# Whether background music will play in game
'false': 0
'true': 50
reduceflashing:
# Reduces flashing for certain scenes such as the Misery Mire and Ganon's Tower opening cutscenes
'false': 0
'true': 50
triforcehud:
# When and how the triforce hunt HUD should display
normal: 50
hide_goal: 0
hide_required: 0
hide_both: 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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---
# 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: PuzzlerMario64
# Used to describe your yaml. Useful if you have multiple files.
description: Default Super Mario 64 Template
game: Super Mario 64
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Super Mario 64:
# 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
completion_type:
# Set goal for game completion
last_bowser_stage: 50
all_bowser_stages: 0
# Logic Options
area_rando:
# Randomize Entrances
'off': 50
courses_only: 0
courses_and_secrets_separate: 0
courses_and_secrets: 0
buddy_checks:
# Bob-omb Buddies are checks, Cannon Unlocks are items
'false': 50
'true': 0
exclamation_boxes:
# Include 1Up Exclamation Boxes during randomization.
# Adds 29 locations to the pool.
'false': 50
'true': 0
progressive_keys:
# Keys will first grant you access to the Basement, then to the Second Floor
'false': 0
'true': 50
enable_coin_stars:
# Determine logic for 100 Coin Stars.
#
# Off - Removed from pool. You can still collect them, but they don't do anything.
# Optimal for ignoring 100 Coin Stars entirely. Removes 15 locations from the pool.
#
# On - Kept in pool, potentially randomized.
#
# Vanilla - Kept in pool, but NOT randomized.
'off': 50
'on': 0
vanilla: 0
strict_cap_requirements:
# If disabled, Stars that expect special caps may have to be acquired without the caps
'false': 0
'true': 50
strict_cannon_requirements:
# If disabled, Stars that expect cannons may have to be acquired without them.
# Has no effect if Buddy Checks and Move Randomizer are disabled
'false': 0
'true': 50
# Ability Options
enable_move_rando:
# Mario is unable to perform some actions until a corresponding item is picked up.
# This option is incompatible with builds using a 'nomoverando' branch.
# Specific actions to randomize can be specified in the YAML.
'false': 50
'true': 0
move_rando_actions:
# Which actions to randomize when Move Randomizer is enabled
['Triple Jump', 'Long Jump', 'Backflip', 'Side Flip', 'Wall Kick', 'Dive', 'Ground Pound', 'Kick', 'Climb', 'Ledge Grab']
strict_move_requirements:
# If disabled, Stars that expect certain moves may have to be acquired without them. Only makes a difference
# if Move Randomization is enabled
'false': 0
'true': 50
# Star Options
amount_of_stars:
# How many stars exist.
# If there aren't enough locations to hold the given total, the total will be reduced.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 35
# Maximum value is 120
120: 50
random: 0
random-low: 0
random-high: 0
first_bowser_star_door_cost:
# What percent of the total stars are required at the Star Door to Bowser in the Dark World
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 40
7: 50
random: 0
random-low: 0
random-high: 0
basement_star_door_cost:
# What percent of the total stars are required at the Star Door in the Basement
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 50
25: 50
random: 0
random-low: 0
random-high: 0
second_floor_star_door_cost:
# What percent of the total stars are required to access the third floor
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 70
42: 50
random: 0
random-low: 0
random-high: 0
mips1_cost:
# What percent of the total stars are required to spawn MIPS the first time
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 35
12: 50
random: 0
random-low: 0
random-high: 0
mips2_cost:
# What percent of the total stars are required to spawn MIPS the second time.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 70
42: 50
random: 0
random-low: 0
random-high: 0
stars_to_finish:
# What percent of the total stars are required at the infinite stairs
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 90
58: 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.
[]

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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: PuzzlerMines
# Used to describe your yaml. Useful if you have multiple files.
description: Default ChecksFinder Template
game: ChecksFinder
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
ChecksFinder:
# 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
# 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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@ -0,0 +1,398 @@
---
# 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: PuzzlerNap
# Used to describe your yaml. Useful if you have multiple files.
description: Default Links Awakening DX Template
game: Links Awakening DX
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Links Awakening DX:
# 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:
# Affects where items are allowed to be placed.
# [Normal] Playable without using any tricks or glitches. Can require knowledge from a vanilla playthrough, such as how to open Color Dungeon.
# [Hard] More advanced techniques may be required, but glitches are not. Examples include tricky jumps, killing enemies with only pots.
# [Glitched] Advanced glitches and techniques may be required, but extremely difficult or tedious tricks are not required. Examples include Bomb Triggers, Super Jumps and Jesus Jumps.
# [Hell] Obscure knowledge and hard techniques may be required. Examples include featherless jumping with boots and/or hookshot, sequential pit buffers and unclipped superjumps. Things in here can be extremely hard to do or very time consuming.
normal: 50
hard: 0
glitched: 0
hell: 0
# Goal Options
goal:
# The Goal of the game
# [Instruments] The Wind Fish's Egg will only open if you have the required number of Instruments of the Sirens, and play the Ballad of the Wind Fish.
# [Seashells] The Egg will open when you bring 20 seashells. The Ballad and Ocarina are not needed.
# [Open] The Egg will start pre-opened.
instruments: 50
seashells: 0
open: 0
instrument_count:
# Sets the number of instruments required to open the Egg
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 8
8: 50
random: 0
random-low: 0
random-high: 0
# Shuffles
shuffle_instruments:
# Shuffle Instruments
# [Original Dungeon] The item will be within its original dungeon
# [Own Dungeons] The item will be within a dungeon in your world
# [Own World] The item will be somewhere in your world
# [Any World] The item could be anywhere
# [Different World] The item will be somewhere in another world
# [Vanilla] The item will be in its vanilla location in your world
original_dungeon: 0
own_dungeons: 0
own_world: 0
any_world: 50
different_world: 0
vanilla: 0
shuffle_nightmare_keys:
# Shuffle Nightmare Keys
# [Original Dungeon] The item will be within its original dungeon
# [Own Dungeons] The item will be within a dungeon in your world
# [Own World] The item will be somewhere in your world
# [Any World] The item could be anywhere
# [Different World] The item will be somewhere in another world
original_dungeon: 50
own_dungeons: 0
own_world: 0
any_world: 0
different_world: 0
shuffle_small_keys:
# Shuffle Small Keys
# [Original Dungeon] The item will be within its original dungeon
# [Own Dungeons] The item will be within a dungeon in your world
# [Own World] The item will be somewhere in your world
# [Any World] The item could be anywhere
# [Different World] The item will be somewhere in another world
original_dungeon: 50
own_dungeons: 0
own_world: 0
any_world: 0
different_world: 0
shuffle_maps:
# Shuffle Dungeon Maps
# [Original Dungeon] The item will be within its original dungeon
# [Own Dungeons] The item will be within a dungeon in your world
# [Own World] The item will be somewhere in your world
# [Any World] The item could be anywhere
# [Different World] The item will be somewhere in another world
original_dungeon: 50
own_dungeons: 0
own_world: 0
any_world: 0
different_world: 0
shuffle_compasses:
# Shuffle Dungeon Compasses
# [Original Dungeon] The item will be within its original dungeon
# [Own Dungeons] The item will be within a dungeon in your world
# [Own World] The item will be somewhere in your world
# [Any World] The item could be anywhere
# [Different World] The item will be somewhere in another world
original_dungeon: 50
own_dungeons: 0
own_world: 0
any_world: 0
different_world: 0
shuffle_stone_beaks:
# Shuffle Owl Beaks
# [Original Dungeon] The item will be within its original dungeon
# [Own Dungeons] The item will be within a dungeon in your world
# [Own World] The item will be somewhere in your world
# [Any World] The item could be anywhere
# [Different World] The item will be somewhere in another world
original_dungeon: 50
own_dungeons: 0
own_world: 0
any_world: 0
different_world: 0
# Warp Points
warps:
# [Improved] Adds remake style warp screen to the game. Choose your warp destination on the map after jumping in a portal and press B to select.
# [Improved Additional] Improved warps, and adds a warp point at Crazy Tracy's house (the Mambo teleport spot) and Eagle's Tower.
vanilla: 0
improved: 0
improved_additional: 50
# Miscellaneous
tradequest:
# [On] adds the trade items to the pool (the trade locations will always be local items)
# [Off] (default) doesn't add them
'false': 50
'true': 0
rooster:
# [On] Adds the rooster to the item pool.
# [Off] The rooster spot is still a check giving an item. But you will never find the rooster. In that case, any rooster spot is accessible without rooster by other means.
'false': 0
'true': 50
tarins_gift:
# [Local Progression] Forces Tarin's gift to be an item that immediately opens up local checks.
# Has little effect in single player games, and isn't always necessary with randomized entrances.
# [Bush Breaker] Forces Tarin's gift to be an item that can destroy bushes.
# [Any Item] Tarin's gift can be any item for any world
local_progression: 0
bush_breaker: 50
any_item: 0
overworld:
# [Open Mabe] Replaces rock on the east side of Mabe Village with bushes, allowing access to Ukuku Prairie without Power Bracelet.
normal: 50
open_mabe: 0
trendy_game:
# [Easy] All of the items hold still for you
# [Normal] The vanilla behavior
# [Hard] The trade item also moves
# [Harder] The items move faster
# [Hardest] The items move diagonally
# [Impossible] The items move impossibly fast, may scroll on and off the screen
easy: 0
normal: 50
hard: 0
harder: 0
hardest: 0
impossible: 0
in_game_hints:
# When enabled, owl statues and library books may indicate the location of your items in the multiworld.
'false': 0
'true': 50
nag_messages:
# Controls if nag messages are shown when rocks and crystals are touched. Useful for glitches, annoying for everyone else.
'false': 50
'true': 0
stabilize_item_pool:
# By default, rupees in the item pool may be randomly swapped with bombs, arrows, powders, or capacity upgrades. This option disables that swapping, which is useful for plando.
'false': 50
'true': 0
quickswap:
# Adds that the SELECT button swaps with either A or B. The item is swapped with the top inventory slot. The map is not available when quickswap is enabled.
none: 50
a: 0
b: 0
hard_mode:
# [Oracle] Less iframes and health from drops. Bombs damage yourself. Water damages you without flippers. No piece of power or acorn.
# [Hero] Switch version hero mode, double damage, no heart/fairy drops.
# [One hit KO] You die on a single hit, always.
none: 50
oracle: 0
hero: 0
ohko: 0
boots_controls:
# Adds additional button to activate Pegasus Boots (does nothing if you haven't picked up your boots!)
# [Vanilla] Nothing changes, you have to equip the boots to use them
# [Bracelet] Holding down the button for the bracelet also activates boots (somewhat like Link to the Past)
# [Press A] Holding down A activates boots
# [Press B] Holding down B activates boots
vanilla: 50
bracelet: 0
press_a: 0
press_b: 0
# Experimental
experimental_dungeon_shuffle:
# [WARNING] Experimental, may fail to fill
# Randomizes dungeon entrances within eachother
'false': 50
'true': 0
experimental_entrance_shuffle:
# [WARNING] Experimental, may fail to fill
# Randomizes where overworld entrances lead to.
# [Simple] Single-entrance caves/houses that have items are shuffled amongst each other.
# If random start location and/or dungeon shuffle is enabled, then these will be shuffled with all the non-connector entrance pool.
# Note, some entrances can lead into water, use the warp-to-home from the save&quit menu to escape this.
none: 50
simple: 0
# Visuals & Sound
link_palette:
# Sets link's palette
# A-D are color palettes usually used during the damage animation and can change based on where you are.
normal: 50
green: 0
yellow: 0
red: 0
blue: 0
invert_a: 0
invert_b: 0
invert_c: 0
invert_d: 0
palette:
# Sets the palette for the game.
# Note: A few places aren't patched, such as the menu and a few color dungeon tiles.
# [Normal] The vanilla palette
# [1-Bit] One bit of color per channel
# [2-Bit] Two bits of color per channel
# [Greyscale] Shades of grey
# [Pink] Aesthetic
# [Inverted] Inverted
normal: 50
1bit: 0
2bit: 0
greyscale: 0
pink: 0
inverted: 0
text_shuffle:
# [On] Shuffles all the text in the game
# [Off] (default) doesn't shuffle them.
'false': 50
'true': 0
foreign_item_icons:
# Choose how to display foreign items.
# [Guess By Name] Foreign items can look like any Link's Awakening item.
# [Indicate Progression] Foreign items are either a Piece of Power (progression) or Guardian Acorn (non-progression).
guess_by_name: 50
indicate_progression: 0
ap_title_screen:
# Enables AP specific title screen and disables the intro cutscene
'false': 0
'true': 50
gfxmod:
# Sets the sprite for link, among other things
# The option should be the same name as a with sprite (and optional name) file in data/sprites/ladx
Link: 50
music:
# [Vanilla] Regular Music
# [Shuffled] Shuffled Music
# [Off] No music
vanilla: 50
shuffled: 0
'off': 0
music_change_condition:
# Controls how the music changes.
# [Sword] When you pick up a sword, the music changes
# [Always] You always have the post-sword music
sword: 0
always: 50
low_hp_beep:
# Slows or disables the low health beeping sound.
default: 50
slow: 0
none: 0
text_mode:
# [Fast] Makes text appear twice as fast
normal: 0
fast: 50
no_flash:
# Remove the flashing light effects from Mamu, shopkeeper and MadBatter. Useful for capture cards and people that are sensitive to these things.
'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_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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@ -0,0 +1,189 @@
# 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: PuzzlerPods
# Used to describe your yaml. Useful if you have multiple files.
description: Default Star Wars Episode I Racer Template
game: Star Wars Episode I Racer
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
Star Wars Episode I Racer:
# 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
progressive_parts:
# Pod racer parts will always be the next level upgrade
'false': 0
'true': 50
course_unlock_mode:
# Sets how courses should unlock
# Circuit Pass: Semi-pro and Galactic Circuits are accessed by items called 'circuit passes'. Courses unlock normally as you beat the previous course
# Circuit Pass Invitational: Same as Circuit Pass but with the addition of the Invitational Circuit
# Shuffle: Course unlocks are shuffled
circuit_pass: 0
circuit_pass_invitational: 0
shuffle: 50
progressive_circuits:
# Access to circuits will be in the regular order
# Only applies when using Circuit Pass or Circuit Pass Invitational unlock modes
'false': 50
'true': 0
starting_racers:
# Change which racers are available to use at the beginning
vanilla: 0
random_range: 50
starting_racers_count:
# How many random racers to start with
# This option is only used if Starting Racers is set to 'random_range'
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 23
6: 50
random: 0
random-low: 0
random-high: 0
mirrored_tracks:
# How many tracks should be mirrored
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 25
0: 50
random: 0
random-low: 0
random-high: 0
disable_part_damage:
# Prevents parts from being damaged and removes pit droids from the item pool
# Extra money will be added to the pool
'false': 0
'true': 50
ai_scaling:
# Affects AI speed
# Vanilla: Courses use their default scaling
# Circuits: AI is scaled according to the current circuit
# Parts: AI is dynamically scaled according to the quality of your parts
vanilla: 0
circuits: 0
parts: 50
additional_ai_multiplier:
# Applies additional scaling to AI
# 1000 = 1.000
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 100
# Maximum value is 5000
800: 50
random: 0
random-low: 0
random-high: 0
enable_multiplier_control:
# Allows the player to change the additional AI multiplier in-game
'false': 0
'true': 50
one_lap_mode:
# Races only require 1 lap to complete
'false': 0
'true': 50
auto_hint_shop:
# Automatically hints shop items as they unlock
'false': 0
'true': 50
deathlink:
# 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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