--- # 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. []