--- # 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. []