archipelago/yamls/archipelathon/Fen_LeafGreen.yaml

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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: Fen_LeafGreen
# 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: 0
leafgreen: 50
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.
[]