--- # 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. []