archipelago/yamls/archipelathon/PuzzlerDOOM.yaml

318 lines
9.7 KiB
YAML

---
# 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: PuzzlerDOOM
# Used to describe your yaml. Useful if you have multiple files.
description: Default DOOM 1993 Template
game: DOOM 1993
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
DOOM 1993:
# 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:
# Choose the main goal.
# complete_all_levels: All levels of the selected episodes
# complete_boss_levels: Boss levels (E#M8) of selected episodes
complete_all_levels: 50
complete_boss_levels: 0
difficulty:
# Choose the game difficulty. These options match DOOM's skill levels.
# baby (I'm too young to die.) Same as easy, with double ammo pickups and half damage taken.
# easy (Hey, not too rough.) Less monsters or strength.
# medium (Hurt me plenty.) Default.
# hard (Ultra-Violence.) More monsters or strength.
# nightmare (Nightmare!) Monsters attack more rapidly and respawn.
baby: 50
easy: 0
medium: 0
hard: 0
nightmare: 0
random_monsters:
# Choose how monsters are randomized.
# vanilla: No randomization
# shuffle: Monsters are shuffled within the level
# random_balanced: Monsters are completely randomized, but balanced based on existing ratio in the level. (Small monsters vs medium vs big)
# random_chaotic: Monsters are completely randomized, but balanced based on existing ratio in the entire game.
vanilla: 0
shuffle: 50
random_balanced: 0
random_chaotic: 0
random_pickups:
# Choose how pickups are randomized.
# vanilla: No randomization
# shuffle: Pickups are shuffled within the level
# random_balanced: Pickups are completely randomized, but balanced based on existing ratio in the level. (Small pickups vs Big)
vanilla: 0
shuffle: 50
random_balanced: 0
random_music:
# Level musics will be randomized.
# vanilla: No randomization
# shuffle_selected: Selected episodes' levels will be shuffled
# shuffle_game: All the music will be shuffled
vanilla: 50
shuffle_selected: 0
shuffle_game: 0
flip_levels:
# Flip levels on one axis.
# vanilla: No flipping
# flipped: All levels are flipped
# randomly_flipped: Random levels are flipped
vanilla: 50
flipped: 0
randomly_flipped: 0
allow_death_logic:
# Some locations require a timed puzzle that can only be tried once.
# After which, if the player failed to get it, the location cannot be checked anymore.
# By default, no progression items are placed here. There is a way, hovewer, to still get them:
# Get killed in the current map. The map will reset, you can now attempt the puzzle again.
'false': 50
'true': 0
pro:
# Include difficult tricks into rules. Mostly employed by speed runners.
# i.e.: Leaps across to a locked area, trigger a switch behind a window at the right angle, etc.
'false': 50
'true': 0
start_with_computer_area_maps:
# Give the player all Computer Area Map items from the start.
'false': 50
'true': 0
death_link:
# When you die, everyone who enabled death link dies. Of course, the reverse is true too.
'false': 50
'true': 0
reset_level_on_death:
# When dying, levels are reset and monsters respawned. But inventory and checks are kept.
# Turning this setting off is considered easy mode. Good for new players that don't know the levels well.
'false': 50
'true': 0
episode1:
# Knee-Deep in the Dead.
# If none of the episodes are chosen, Episode 1 will be chosen by default.
'false': 0
'true': 50
episode2:
# The Shores of Hell.
# If none of the episodes are chosen, Episode 1 will be chosen by default.
'false': 0
'true': 50
episode3:
# Inferno.
# If none of the episodes are chosen, Episode 1 will be chosen by default.
'false': 0
'true': 50
episode4:
# Thy Flesh Consumed.
# If none of the episodes are chosen, Episode 1 will be chosen by default.
'false': 50
'true': 0
split_backpack:
# Split the Backpack into four individual items, each one increasing ammo capacity for one type of weapon only.
'false': 50
'true': 0
backpack_count:
# How many Backpacks will be available.
# If Split Backpack is set, this will be the number of each capacity upgrade available.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 10
1: 50
random: 0
random-low: 0
random-high: 0
max_ammo_bullets:
# Set the starting ammo capacity for bullets.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 200
# Maximum value is 999
200: 50
random: 0
random-low: 0
random-high: 0
max_ammo_shells:
# Set the starting ammo capacity for shotgun shells.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 50
# Maximum value is 999
50: 50
random: 0
random-low: 0
random-high: 0
max_ammo_rockets:
# Set the starting ammo capacity for rockets.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 50
# Maximum value is 999
50: 50
random: 0
random-low: 0
random-high: 0
max_ammo_energy_cells:
# Set the starting ammo capacity for energy cells.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 300
# Maximum value is 999
300: 50
random: 0
random-low: 0
random-high: 0
added_ammo_bullets:
# Set the amount of bullet capacity added when collecting a backpack or capacity upgrade.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 20
# Maximum value is 999
200: 50
random: 0
random-low: 0
random-high: 0
added_ammo_shells:
# Set the amount of shotgun shell capacity added when collecting a backpack or capacity upgrade.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 5
# Maximum value is 999
50: 50
random: 0
random-low: 0
random-high: 0
added_ammo_rockets:
# Set the amount of rocket capacity added when collecting a backpack or capacity upgrade.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 5
# Maximum value is 999
50: 50
random: 0
random-low: 0
random-high: 0
added_ammo_energy_cells:
# Set the amount of energy cell capacity added when collecting a backpack or capacity upgrade.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 30
# Maximum value is 999
300: 50
random: 0
random-low: 0
random-high: 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.
[]