# 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. []