# 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: Shaycrystal # Used to describe your yaml. Useful if you have multiple files. description: Default Pokemon Crystal Template game: Pokemon Crystal requires: version: 0.5.1 # Version of Archipelago required for this yaml to work as expected. Pokemon Crystal: # 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: # Elite Four: collect 8 badges and enter the Hall of Fame # Red: collect 16 badges and defeat Red at Mt. Silver elite_four: 0 red: 50 johto_only: # Excludes all of Kanto, disables Kanto access # Forces Goal to Elite Four unless Silver Cave is included # Goal badges will be limited to 8 if badges are shuffled or vanilla 'off': 50 'on': 0 include_silver_cave: 0 elite_four_badges: # Number of badges required to enter Victory Road # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 16 8: 0 random: 50 random-low: 0 random-high: 0 red_badges: # Number of badges required to battle Red # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 16 16: 0 random: 50 random-low: 0 random-high: 0 mt_silver_badges: # Number of badges required to access Mt. Silver and Silver Cave # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 16 16: 0 random: 50 random-low: 0 random-high: 0 radio_tower_badges: # Number of badges at which Team Rocket takes over the Goldenrod Radio Tower # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 16 7: 0 random: 50 random-low: 0 random-high: 0 randomize_badges: # Shuffles gym badge locations into the pool # Vanilla: Does not randomize gym badges # Shuffle: Randomizes gym badges between gym leaders # Completely Random: Randomizes badges with all other items vanilla: 0 shuffle: 0 completely_random: 50 randomize_hidden_items: # Shuffles hidden item locations into the pool 'false': 0 'true': 50 require_itemfinder: # Hidden items require Itemfinder in logic 'false': 50 'true': 0 route_32_condition: # Sets the condition required to pass into the south part of Route 32 # Egg from aide: Collect the Egg from the aide in the Violet City Pokemon Center after beating Falkner # Any badge: Obtain any badge # None: No requirement egg_from_aide: 0 any_badge: 0 none: 50 trainersanity: # Adds checks for defeating trainers 'false': 0 'true': 50 trainersanity_alerts: # Shows a message box or plays a sound for Trainersanity checks no_alerts: 0 message_box: 50 sound_only: 0 randomize_pokegear: # Shuffles the Pokegear and cards into the pool 'false': 50 'true': 0 randomize_berry_trees: # Shuffles berry tree locations into the pool 'false': 0 'true': 50 randomize_starters: # Randomizes species of starter Pokemon vanilla: 0 unevolved_only: 0 completely_random: 50 first_stage_can_evolve: 0 base_stat_mode: 0 starters_bst_average: # If you chose Base Stat Mode for your starters, what is the average base stat total you want your available starters to be? # # You can define additional values between the minimum and maximum values. # Minimum value is 195 # Maximum value is 680 random: 0 random-low: 0 random-high: 50 normal_starters: 0 # equivalent to 310 randomize_wilds: # Randomizes species of wild Pokemon 'false': 0 'true': 50 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. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 100 50: 50 random: 0 random-low: 0 random-high: 0 normalize_encounter_rates: # Normalizes the chance of encountering each wild Pokemon in a given area 'false': 50 'true': 0 randomize_static_pokemon: # Randomizes species of static Pokemon encounters 'false': 0 'true': 50 level_scaling: # Sets whether Trainer levels are scaled based on sphere access. # # - Off: Vanilla levels are used. # - Spheres: Levels are scaled based on sphere access only. # - Spheres and Distance: Levels are scaled based on both sphere access and distance from starting town. 'off': 0 spheres: 0 spheres_and_distance: 50 randomize_trades: # Randomizes species of in-game trades vanilla: 50 received: 0 requested: 0 both: 0 randomize_trainer_parties: # Randomizes Pokemon in enemy trainer parties vanilla: 0 match_types: 0 completely_random: 50 boost_trainers: # Boost levels of every trainer's Pokemon. There are 2 different boost modes: # Percentage Boost: Increases every trainer Pokemon's level by the boost percentage. # Set Min Level: Trainer Pokemon will be the specified level or higher. vanilla: 0 percentage_boost: 50 set_min_level: 0 trainer_level_boost: # This Value only works if Boost Trainer Pokemon Levels is being used. # The meaning of this value depends on Trainer Boost Mode. # # Percentage Boost: This value represents the boost amount percentage # Set Min Level: Trainer Pokemon will never be lower than this level # # 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 randomize_learnsets: # Vanilla: Vanilla learnsets # Randomize: Random learnsets # Start With Four Moves: Random learnsets with 4 starting moves vanilla: 0 randomize: 0 start_with_four_moves: 50 learnset_type_bias: # This option will have an effect only if Randomize Learnset option is ENABLED. # # Percent chance of each move in a Pokemon's learnset to match its type. # Default value is -1. This means there will be no check in logic for type matches. # The lowest possible type matching value is 0. There will be no STAB moves in a Pokemon's learnset # If set to 100 all moves that a Pokemon will learn by leveling up will match one of its types # # You can define additional values between the minimum and maximum values. # Minimum value is -1 # Maximum value is 100 random: 50 random-low: 0 random-high: 0 vanilla: 0 # equivalent to -1 randomize_move_values: # Restricted: Generates values based on vanilla move values # Multiplies the power of each move with a random number between 0.5 and 1.5 # Adds or subtracts 0, 5 or 10 from original PP | Min 5, Max 40 # # Full Exclude Accuracy: Fully randomizes move Power and PP # Randomizes each move's Power [20-150], PP [5-40] linearly. All possible values have the same weight. # # Full: Previous + also randomizes accuracy. # Accuracy has a flat chance of 70% to be 100%, if not it is linearly distributed between 30-100. # Does not randomize accuracy of OHKO moves, status moves (e.g. Toxic) and unique damage moves (e.g. Seismic Toss) vanilla: 50 restricted: 0 full_exclude_accuracy: 0 full: 0 randomize_move_types: # Randomizes each move's Type 'false': 50 'true': 0 randomize_tm_moves: # Randomizes the moves available as TMs 'false': 50 'true': 0 tm_compatibility: # Percent chance for Pokemon to be compatible with a TM # # 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 vanilla: 50 # equivalent to 0 fully_compatible: 0 # equivalent to 100 hm_compatibility: # Percent chance for Pokemon to be compatible with a HM # # 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 0 fully_compatible: 50 # equivalent to 100 randomize_base_stats: # Vanilla: Vanilla base stats # Keep BST: Random base stats, but base stat total is preserved # Completely Random: Base stats and BST are completely random vanilla: 50 keep_bst: 0 completely_random: 0 randomize_types: # Vanilla: Vanilla Pokemon types # Follow Evolutions: Types are randomized but preserved when evolved # Completely Random: Types are completely random vanilla: 50 follow_evolutions: 0 completely_random: 0 randomize_palettes: # Vanilla: Vanilla Pokemon color palettes # Match Types: Color palettes match Pokemon Type # Completely Random: Color palettes are completely random vanilla: 50 match_types: 0 completely_random: 0 randomize_music: # Randomize all music 'false': 50 'true': 0 move_blocklist: # Pokemon won't learn these moves via learnsets or TM's. # Moves should be provided in the form: "Ice Beam" # Does not apply to vanilla learnsets or TMs [] free_fly_location: # If enabled, unlocks a random fly location for free # If Free Fly and Map Card is selected, an extra fly location # is unlocked when the Pokegear and Map Card are obtained 'off': 0 free_fly: 50 free_fly_and_map_card: 0 free_fly_blocklist: # These locations won't be given to you as fly locations either as your free one or from receiving the map card. # Locations should be provided in the form: "Ecruteak City" # New Bark Town, Cherrygrove City and Indigo Plateau cannot be chosen as free fly locations and are not valid options # If you blocklist enough locations that there aren't enough locations left for your total number of free fly locations, the blocklist will simply do nothing [] early_fly: # HM02 Fly will be placed early in the game # If this option is enabled, you will be able to Fly before being forced to use an item to progress 'false': 0 'true': 50 hm_badge_requirements: # Vanilla: HMs require their vanilla badges # No Badges: HMs do not require a badge to use # Add Kanto: HMs can be used with the Johto or Kanto badge vanilla: 0 no_badges: 50 add_kanto: 0 remove_badge_requirement: # Specify which HMs do not require a badge to use. This overrides the HM Badge Requirements setting. [] remove_ilex_cut_tree: # Removes the Cut tree in Ilex Forest 'false': 0 'true': 50 saffron_gatehouse_tea: # Sets which Saffron City gatehouses require Tea to pass. Obtaining the Tea will unlock them all. # If any gatehouses are enabled, adds a new location in Celadon Mansion 1F and adds Tea to the item pool. # Valid options are: North, East, South and West in any combination. [] east_west_underground: # Adds an Underground Pass between Route 7 and Route 8 in Kanto. 'false': 50 'true': 0 undergrounds_require_power: # Specifies which of the Kanto Underground Passes require the Machine Part to be returned to access. both: 50 north_south: 0 east_west: 0 neither: 0 reusable_tms: # TMs can be used an infinite number of times 'false': 0 'true': 50 guaranteed_catch: # Balls have a 100% success rate 'false': 0 'true': 50 minimum_catch_rate: # Sets a minimum catch rate for wild Pokemon # # 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 blind_trainers: # Trainers have no vision and will not start battles unless interacted with 'false': 50 'true': 0 skip_elite_four: # Go straight to Lance when challenging the Elite Four 'false': 50 'true': 0 better_marts: # Improves the selection of items at Pokemarts 'false': 0 'true': 50 experience_modifier: # Scale the amount of Experience Points given in battle # Default is 20, for double set to 40, for half set to 10, etc # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 255 random: 0 random-low: 0 random-high: 0 half: 0 # equivalent to 10 normal: 50 # equivalent to 20 double: 0 # equivalent to 40 triple: 0 # equivalent to 60 quadruple: 0 # equivalent to 80 quintuple: 0 # equivalent to 100 sextuple: 0 # equivalent to 120 septuple: 0 # equivalent to 140 octuple: 0 # equivalent to 160 phone_trap_weight: # Adds random Pokegear calls that acts as traps # Weight is a percentage of filler items to replace # # 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 sleep_trap_weight: # Trap that causes Sleep status on your party # Weight is a percentage of filler items to replace # # 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 poison_trap_weight: # Trap that causes Poison status on your party # Weight is a percentage of filler items to replace # # 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 burn_trap_weight: # Trap that causes Burn status on your party # Weight is a percentage of filler items to replace # # 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 freeze_trap_weight: # Trap that causes Freeze status on your party # Weight is a percentage of filler items to replace # # 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 paralysis_trap_weight: # Trap that causes Paralysis status on your party # Weight is a percentage of filler items to replace # # 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 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 item_receive_sound: # Play item received sound on receiving a remote item # All items will be considered remote when Remote Items is enabled 'false': 0 'true': 50 enable_mischief: # If I told you what this does, it would ruin the surprises :) '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. []