From f40a079dd8bc33a6e29a25d3a1a82edaa249a634 Mon Sep 17 00:00:00 2001 From: Melissa Dumont Date: Sat, 23 Aug 2025 12:11:43 -0400 Subject: [PATCH] emerald lh, oot --- oot-archipelago.yaml | 1923 +++++++++++++++++++ pkmn-emerald-archipelago-legendaryhunt.yaml | 724 +++++++ 2 files changed, 2647 insertions(+) create mode 100644 oot-archipelago.yaml create mode 100644 pkmn-emerald-archipelago-legendaryhunt.yaml diff --git a/oot-archipelago.yaml b/oot-archipelago.yaml new file mode 100644 index 0000000..5da5006 --- /dev/null +++ b/oot-archipelago.yaml @@ -0,0 +1,1923 @@ +# 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: melissa64 + +# Used to describe your yaml. Useful if you have multiple files. +description: Default Ocarina of Time Template + +game: Ocarina of Time +requires: + version: 0.6.3 # Version of Archipelago required for this yaml to work as expected. + +Ocarina of Time: + ################ + # 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: 0 + minimal: 50 + + plando_connections: + # Generic connections plando. Format is: + # - entrance: "Entrance Name" + # exit: "Exit Name" + # direction: "Direction" + # percentage: 100 + # Direction must be one of 'entrance', 'exit', or 'both', and defaults to 'both' if omitted. + # Percentage is an integer from 1 to 100, and defaults to 100 when omitted. + [] + + death_link: + # When you die, everyone who enabled death link dies. Of course, the reverse is true too. + 'false': 50 + 'true': 0 + + logic_rules: + # Set the logic used for the generator. + # Glitchless: Normal gameplay. Can enable more difficult logical paths using the Logic Tricks option. + # Glitched: Many powerful glitches expected, such as bomb hovering and clipping. + # Glitched is incompatible with the following settings: + # - All forms of entrance randomizer + # - MQ dungeons + # - Pot shuffle + # - Freestanding item shuffle + # - Crate shuffle + # - Beehive shuffle + # No Logic: No logic is used when placing items. Not recommended for most players. + glitchless: 50 + glitched: 0 + no_logic: 0 + + logic_no_night_tokens_without_suns_song: + # When enabled, nighttime skulltulas logically require Sun's Song. + 'false': 50 + 'true': 0 + + logic_tricks: + # Set various tricks for logic in Ocarina of Time. + # Format as a comma-separated list of "nice" names: ["Fewer Tunic Requirements", "Hidden Grottos without Stone of Agony"]. + # A full list of supported tricks can be found at: + # https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/oot/LogicTricks.py + [] + + ######## + # Open # + ######## + open_forest: + # Set the state of Kokiri Forest and the path to Deku Tree. + # Open: Neither the forest exit nor the path to Deku Tree is blocked. + # Closed Deku: The forest exit is not blocked; the path to Deku Tree requires Kokiri Sword and Deku Shield. + # Closed: Path to Deku Tree requires sword and shield. The forest exit is blocked until Deku Tree is beaten. + # Closed forest will force child start, and becomes Closed Deku if interior entrances, overworld entrances, warp songs, or random spawn positions are enabled. + open: 50 + closed_deku: 0 + closed: 0 + + open_kakariko: + # Set the state of the Kakariko Village gate for child. The gate is always open as adult. + # Open: The gate starts open. Happy Mask Shop opens upon receiving Zelda's Letter. + # Zelda: The gate and Mask Shop open upon receiving Zelda's Letter, without needing to show it to the guard. + # Closed: Vanilla behavior; the gate and Mask Shop open upon showing Zelda's Letter to the gate guard. + open: 50 + zelda: 0 + closed: 0 + + open_door_of_time: + # When enabled, the Door of Time starts opened, without needing Song of Time. + 'false': 0 + 'true': 50 + + zora_fountain: + # Set the state of King Zora, blocking the way to Zora's Fountain. + # Open: King Zora starts moved as both ages. Ruto's Letter is removed. + # Adult: King Zora must be moved as child, but is always moved for adult. + # Closed: Vanilla behavior; King Zora must be shown Ruto's Letter as child to move him as both ages. + open: 0 + adult: 0 + closed: 50 + + gerudo_fortress: + # Set the requirements for access to Gerudo Fortress. + # Normal: Vanilla behavior; all four carpenters must be rescued. + # Fast: Only one carpenter must be rescued, which is the one in the bottom-left of the fortress. + # Open: The Gerudo Valley bridge starts repaired. Gerudo Membership Card is given to start if not shuffled. + normal: 0 + fast: 50 + open: 0 + + bridge: + # Set the requirements for the Rainbow Bridge. + # Open: The bridge is always present. + # Vanilla: Bridge requires Shadow Medallion, Spirit Medallion, and Light Arrows. + # Stones: Bridge requires a configurable amount of Spiritual Stones. + # Medallions: Bridge requires a configurable amount of medallions. + # Dungeons: Bridge requires a configurable amount of rewards (stones + medallions). + # Tokens: Bridge requires a configurable amount of gold skulltula tokens. + # Hearts: Bridge requires a configurable amount of hearts. + open: 0 + vanilla: 0 + stones: 0 + medallions: 0 + dungeons: 50 + tokens: 0 + hearts: 0 + + trials: + # Set the number of required trials in Ganon's Castle. + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 0 + # Maximum value is 6 + 0: 50 + random: 0 + random-low: 0 + random-high: 0 + + ######### + # World # + ######### + starting_age: + # Choose which age Link will start as. + child: 50 + adult: 50 + + shuffle_interior_entrances: + # Shuffles interior entrances. + # Simple: Houses and Great Fairies are shuffled. + # All: In addition to Simple, includes Windmill, Link's House, Temple of Time, and the Kakariko potion shop. + 'off': 50 + simple: 0 + all: 0 + + shuffle_grotto_entrances: + # Shuffles grotto and grave entrances. + 'false': 50 + 'true': 0 + + shuffle_dungeon_entrances: + # Shuffles dungeon entrances. When enabled, both ages will have access to Fire Temple, Bottom of the Well, and Deku Tree. + # Simple: Shuffle dungeon entrances except for Ganon's Castle. + # All: Include Ganon's Castle as well. + 'off': 50 + simple: 0 + all: 0 + + shuffle_overworld_entrances: + # Shuffles overworld loading zones. + 'false': 50 + 'true': 0 + + owl_drops: + # Randomizes owl drops from Lake Hylia or Death Mountain Trail as child. + 'false': 50 + 'true': 0 + + warp_songs: + # Randomizes warp song destinations. + 'false': 50 + 'true': 0 + + spawn_positions: + # Randomizes the starting position on loading a save. Consistent between savewarps. + 'off': 50 + child: 0 + adult: 0 + both: 0 + + shuffle_bosses: + # Shuffles boss entrances. + # Limited: Bosses will be limited to the ages that typically fight them. + # Full: Bosses may be fought as different ages than usual. Child can defeat Phantom Ganon and Bongo Bongo. + 'off': 0 + limited: 0 + full: 50 + + triforce_hunt: + # Gather pieces of the Triforce scattered around the world to complete the game. + 'false': 50 + 'true': 0 + + triforce_goal: + # Number of Triforce pieces required to complete the game. + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 1 + # Maximum value is 80 + 20: 50 + random: 0 + random-low: 0 + random-high: 0 + + extra_triforce_percentage: + # Percentage of additional Triforce pieces in the pool. With high numbers, you may need to randomize additional + # locations to have enough items. + # + # 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 + + bombchus_in_logic: + # Bombchus are properly considered in logic. + # The first found pack will always have 20 chus. + # Kokiri Shop and Bazaar will sell refills at reduced cost. + # Bombchus open Bombchu Bowling. + 'false': 0 + 'true': 50 + + dungeon_shortcuts: + # Shortcuts to dungeon bosses are available without any requirements. + # If enabled, this will impact the logic of dungeons where shortcuts are available. + # Choice: Use the option "dungeon_shortcuts_list" to choose shortcuts. + 'off': 50 + choice: 0 + all: 0 + random_dungeons: 0 + + dungeon_shortcuts_list: + # Chosen dungeons to have shortcuts. + [] + + mq_dungeons_mode: + # Choose between vanilla and Master Quest dungeon layouts. + # Vanilla: All layouts are vanilla. + # MQ: All layouts are Master Quest. + # Specific: Use the option "mq_dungeons_list" to choose which dungeons are MQ. + # Count: Use the option "mq_dungeons_count" to choose a number of random dungeons as MQ. + vanilla: 50 + mq: 0 + specific: 0 + count: 0 + + mq_dungeons_list: + # With MQ dungeons as Specific: chosen dungeons to be MQ layout. + [] + + mq_dungeons_count: + # With MQ dungeons as Count: number of randomly-selected dungeons to be MQ layout. + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 0 + # Maximum value is 12 + 0: 50 + random: 0 + random-low: 0 + random-high: 0 + + bridge_stones: + # With Stones bridge: set the number of Spiritual Stones required. + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 0 + # Maximum value is 3 + 3: 50 + random: 0 + random-low: 0 + random-high: 0 + + bridge_medallions: + # With Medallions bridge: set the number of medallions required. + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 0 + # Maximum value is 6 + 6: 50 + random: 0 + random-low: 0 + random-high: 0 + + bridge_rewards: + # With Dungeons bridge: set the number of dungeon rewards required. + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 0 + # Maximum value is 9 + 9: 50 + random: 0 + random-low: 0 + random-high: 0 + + bridge_tokens: + # With Tokens bridge: set the number of Gold Skulltula Tokens required. + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 0 + # Maximum value is 100 + 40: 50 + random: 0 + random-low: 0 + random-high: 0 + + bridge_hearts: + # With Hearts bridge: set the number of hearts required. + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 4 + # Maximum value is 20 + 20: 50 + random: 0 + random-low: 0 + random-high: 0 + + ########### + # Shuffle # + ########### + shuffle_song_items: + # Set where songs can appear. + # Song: Songs are shuffled into other song locations. + # Dungeon: Songs are placed into end-of-dungeon locations: + # - The 8 boss heart containers + # - Sheik in Ice Cavern + # - Lens of Truth chest in Bottom of the Well + # - Ice Arrows chest in Gerudo Training Ground + # - Impa at Hyrule Castle + # Any: Songs can appear anywhere in the multiworld. + song: 0 + dungeon: 0 + any: 50 + + shopsanity: + # Randomizes shop contents. + # Off: Shops are not randomized at all. + # Fixed Number: Shop contents are shuffled, and a specific number of multiworld locations exist in each shop, controlled by the "shop_slots" option. + # Random Number: Same as Fixed Number, but the number of locations per shop is random and may differ between shops. + 'off': 0 + fixed_number: 0 + random_number: 50 + + shop_slots: + # With Shopsanity fixed number: quantity of multiworld locations per shop to be randomized. + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 0 + # Maximum value is 4 + 0: 0 + random: 0 + random-low: 50 + random-high: 0 + + shopsanity_prices: + # Controls prices of shop locations. + # Normal: Balanced distribution from 0 to 300. + # Affordable: Every shop location costs 10 rupees. + # Starting Wallet: Prices capped at 99 rupees. + # Adult's Wallet: Prices capped at 200 rupees. + # Giant's Wallet: Prices capped at 500 rupees. + # Tycoon's Wallet: Prices capped at 999 rupees. + normal: 50 + affordable: 0 + starting_wallet: 0 + adults_wallet: 0 + giants_wallet: 0 + tycoons_wallet: 0 + + tokensanity: + # Token rewards from Gold Skulltulas can be shuffled into the pool. + # Dungeons: Only skulltulas in dungeons are shuffled. + # Overworld: Only skulltulas on the overworld (all skulltulas not in dungeons) are shuffled. + # All: Every skulltula is shuffled. + 'off': 50 + dungeons: 0 + overworld: 0 + all: 0 + + shuffle_scrubs: + # Shuffle the items sold by Business Scrubs, and set the prices. + # Off: Only the three business scrubs that sell one-time upgrades in vanilla will have items at their vanilla prices. + # Low/"Affordable": All scrub prices are 10 rupees. + # Regular/"Expensive": All scrub prices are vanilla. + # Random Prices: All scrub prices are randomized between 0 and 99 rupees. + 'off': 50 + low: 0 + regular: 0 + random_prices: 0 + + shuffle_child_trade: + # Controls the behavior of the start of the child trade quest. + # Vanilla: Malon will give you the Weird Egg at Hyrule Castle. + # Shuffle: Malon will give you a random item, and the Weird Egg is shuffled. + # Skip Child Zelda: The game starts with Zelda already met, Zelda's Letter obtained, and the item from Impa obtained. + vanilla: 50 + shuffle: 0 + skip_child_zelda: 0 + + shuffle_freestanding_items: + # Shuffles freestanding rupees, recovery hearts, Shadow Temple Spinning Pots, and Goron Pot drops. + # Dungeons: Only freestanding items in dungeons are shuffled. + # Overworld: Only freestanding items in the overworld are shuffled. + # All: All freestanding items are shuffled. + 'off': 50 + dungeons: 0 + overworld: 0 + all: 0 + + shuffle_pots: + # Shuffles pots and flying pots which normally contain an item. + # Dungeons: Only pots in dungeons are shuffled. + # Overworld: Only pots in the overworld are shuffled. + # All: All pots are shuffled. + 'off': 50 + dungeons: 0 + overworld: 0 + all: 0 + + shuffle_crates: + # Shuffles large and small crates containing an item. + # Dungeons: Only crates in dungeons are shuffled. + # Overworld: Only crates in the overworld are shuffled. + # All: All crates are shuffled. + 'off': 50 + dungeons: 0 + overworld: 0 + all: 0 + + shuffle_cows: + # Cows give items when Epona's Song is played. + 'false': 50 + 'true': 0 + + shuffle_beehives: + # Beehives drop an item when destroyed by an explosion, the Hookshot, or the Boomerang. + 'false': 50 + 'true': 0 + + shuffle_kokiri_sword: + # Shuffle Kokiri Sword into the item pool. + 'false': 0 + 'true': 50 + + shuffle_ocarinas: + # Shuffle the Fairy Ocarina and Ocarina of Time into the item pool. + 'false': 0 + 'true': 50 + + shuffle_gerudo_card: + # Shuffle the Gerudo Membership Card into the item pool. + 'false': 50 + 'true': 0 + + shuffle_beans: + # Adds a pack of 10 beans to the item pool and changes the bean salesman to sell one item for 60 rupees. + 'false': 50 + 'true': 0 + + shuffle_medigoron_carpet_salesman: + # Shuffle the items sold by Medigoron and the Haunted Wasteland Carpet Salesman. + 'false': 50 + 'true': 0 + + shuffle_frog_song_rupees: + # Shuffles the purple rupees received from the Zora's River frogs. + 'false': 50 + 'true': 0 + + ################# + # Dungeon Items # + ################# + shuffle_mapcompass: + # Control where to shuffle dungeon maps and compasses. + # Remove: There will be no maps or compasses in the itempool. + # Startwith: You start with all maps and compasses. + # Vanilla: Maps and compasses remain vanilla. + # Dungeon: Maps and compasses are shuffled within their original dungeon. + # Regional: Maps and compasses are shuffled only in regions near the original dungeon. + # Overworld: Maps and compasses are shuffled locally outside of dungeons. + # Any Dungeon: Maps and compasses are shuffled locally in any dungeon. + # Keysanity: Maps and compasses can be anywhere in the multiworld. + remove: 0 + startwith: 50 + vanilla: 0 + dungeon: 0 + regional: 0 + overworld: 0 + any_dungeon: 0 + keysanity: 0 + + shuffle_smallkeys: + # Control where to shuffle dungeon small keys. + # Remove/"Keysy": There will be no small keys in the itempool. All small key doors are automatically unlocked. + # Vanilla: Small keys remain vanilla. You may start with extra small keys in some dungeons to prevent softlocks. + # Dungeon: Small keys are shuffled within their original dungeon. + # Regional: Small keys are shuffled only in regions near the original dungeon. + # Overworld: Small keys are shuffled locally outside of dungeons. + # Any Dungeon: Small keys are shuffled locally in any dungeon. + # Keysanity: Small keys can be anywhere in the multiworld. + remove: 0 + vanilla: 0 + dungeon: 50 + regional: 0 + overworld: 0 + any_dungeon: 0 + keysanity: 0 + + shuffle_hideoutkeys: + # Control where to shuffle the Thieves' Hideout small keys. + # Vanilla: Hideout keys remain vanilla. + # Regional: Hideout keys are shuffled only in the Gerudo Valley/Desert Colossus area. + # Overworld: Hideout keys are shuffled locally outside of dungeons. + # Any Dungeon: Hideout keys are shuffled locally in any dungeon. + # Keysanity: Hideout keys can be anywhere in the multiworld. + vanilla: 50 + regional: 0 + overworld: 0 + any_dungeon: 0 + keysanity: 0 + + shuffle_bosskeys: + # Control where to shuffle boss keys, except the Ganon's Castle Boss Key. + # Remove/"Keysy": There will be no boss keys in the itempool. All boss key doors are automatically unlocked. + # Vanilla: Boss keys remain vanilla. You may start with extra small keys in some dungeons to prevent softlocks. + # Dungeon: Boss keys are shuffled within their original dungeon. + # Regional: Boss keys are shuffled only in regions near the original dungeon. + # Overworld: Boss keys are shuffled locally outside of dungeons. + # Any Dungeon: Boss keys are shuffled locally in any dungeon. + # Keysanity: Boss keys can be anywhere in the multiworld. + remove: 0 + vanilla: 0 + dungeon: 50 + regional: 0 + overworld: 0 + any_dungeon: 0 + keysanity: 0 + + enhance_map_compass: + # Map tells if a dungeon is vanilla or MQ. Compass tells what the dungeon reward is. + 'false': 50 + 'true': 0 + + shuffle_ganon_bosskey: + # Control how to shuffle the Ganon's Castle Boss Key (GCBK). + # Remove: GCBK is removed, and the boss key door is automatically unlocked. + # Vanilla: GCBK remains vanilla. + # Dungeon: GCBK is shuffled within its original dungeon. + # Regional: GCBK is shuffled only in Hyrule Field, Market, and Hyrule Castle areas. + # Overworld: GCBK is shuffled locally outside of dungeons. + # Any Dungeon: GCBK is shuffled locally in any dungeon. + # Keysanity: GCBK can be anywhere in the multiworld. + # On LACS: GCBK is on the Light Arrow Cutscene, which requires Shadow and Spirit Medallions. + # Stones: GCBK will be awarded when reaching the target number of Spiritual Stones. + # Medallions: GCBK will be awarded when reaching the target number of medallions. + # Dungeons: GCBK will be awarded when reaching the target number of dungeon rewards. + # Tokens: GCBK will be awarded when reaching the target number of Gold Skulltula Tokens. + # Hearts: GCBK will be awarded when reaching the target number of hearts. + remove: 50 + vanilla: 0 + dungeon: 0 + regional: 0 + overworld: 0 + any_dungeon: 0 + keysanity: 0 + on_lacs: 0 + stones: 0 + medallions: 0 + dungeons: 0 + tokens: 0 + hearts: 0 + + ganon_bosskey_medallions: + # With medallions GCBK: set how many medallions are required to receive GCBK. + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 1 + # Maximum value is 6 + 6: 50 + random: 0 + random-low: 0 + random-high: 0 + + ganon_bosskey_stones: + # With stones GCBK: set how many Spiritual Stones are required to receive GCBK. + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 1 + # Maximum value is 3 + 3: 50 + random: 0 + random-low: 0 + random-high: 0 + + ganon_bosskey_rewards: + # With dungeons GCBK: set how many dungeon rewards are required to receive GCBK. + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 1 + # Maximum value is 9 + 9: 50 + random: 0 + random-low: 0 + random-high: 0 + + ganon_bosskey_tokens: + # With tokens GCBK: set how many Gold Skulltula Tokens are required to receive GCBK. + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 1 + # Maximum value is 100 + 40: 50 + random: 0 + random-low: 0 + random-high: 0 + + ganon_bosskey_hearts: + # With hearts GCBK: set how many hearts are required to receive GCBK. + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 4 + # Maximum value is 20 + 20: 50 + random: 0 + random-low: 0 + random-high: 0 + + key_rings: + # A key ring grants all dungeon small keys at once, rather than individually. + # Choose: Use the option "key_rings_list" to choose which dungeons have key rings. + # All: All dungeons have key rings instead of small keys. + 'off': 50 + choose: 0 + all: 0 + random_dungeons: 0 + + key_rings_list: + # With key rings as Choose: select areas with key rings rather than individual small keys. + [] + + ############## + # Timesavers # + ############## + no_escape_sequence: + # Skips the tower collapse sequence between the Ganondorf and Ganon fights. + 'false': 0 + 'true': 50 + + no_guard_stealth: + # The crawlspace into Hyrule Castle skips straight to Zelda. + 'false': 0 + 'true': 50 + + no_epona_race: + # Epona can always be summoned with Epona's Song. + 'false': 0 + 'true': 50 + + skip_some_minigame_phases: + # Dampe Race and Horseback Archery give both rewards if the second condition is met on the first attempt. + 'false': 0 + 'true': 50 + + complete_mask_quest: + # All masks are immediately available to borrow from the Happy Mask Shop. + 'false': 0 + 'true': 50 + + useful_cutscenes: + # Reenables the Poe cutscene in Forest Temple, Darunia in Fire Temple, and Twinrova introduction. Mostly useful for + # glitched. + 'false': 50 + 'true': 0 + + fast_chests: + # All chest animations are fast. If disabled, major items have a slow animation. + 'false': 0 + 'true': 50 + + free_scarecrow: + # Pulling out the ocarina near a scarecrow spot spawns Pierre without needing the song. + 'false': 50 + 'true': 0 + + fast_bunny_hood: + # Bunny Hood lets you move 1.5x faster like in Majora's Mask. + 'false': 50 + 'true': 0 + + plant_beans: + # Pre-plants all 10 magic beans in the soft soil spots. + 'false': 50 + 'true': 0 + + chicken_count: + # Controls the number of Cuccos for Anju to give an item as child. + # + # 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 + + big_poe_count: + # Number of Big Poes required for the Poe Collector's item. + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 1 + # Maximum value is 10 + 1: 50 + random: 0 + random-low: 0 + random-high: 0 + + fae_torch_count: + # Number of lit torches required to open Shadow Temple. + # Does not affect logic; use the trick Shadow Temple Entry with Fire Arrows if desired. + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 1 + # Maximum value is 24 + 24: 50 + random: 0 + random-low: 0 + random-high: 0 + + ######## + # Misc # + ######## + correct_chest_appearances: + # Changes chest textures and/or sizes to match their contents. + # Off: All chests have their vanilla size/appearance. + # Textures: Chest textures reflect their contents. + # Both: Like Textures, but progression items and boss keys get big chests, and other items get small chests. + # Classic: Old behavior of CSMC; textures distinguish keys from non-keys, and size distinguishes importance. + 'off': 50 + textures: 0 + both: 0 + classic: 0 + + minor_items_as_major_chest: + # Hylian Shield, Deku Shield, and Bombchus appear in big/gold chests. + 'false': 50 + 'true': 0 + + invisible_chests: + # Chests visible only with Lens of Truth. Logic is not changed. + 'false': 50 + 'true': 0 + + correct_potcrate_appearances: + # Changes the appearance of pots, crates, and beehives that contain items. + # Off: Vanilla appearance for all containers. + # Textures (Content): Unchecked pots and crates have a texture reflecting their contents. Unchecked beehives with progression items will wiggle. + # Textures (Unchecked): Unchecked pots and crates are golden. Unchecked beehives will wiggle. + 'off': 0 + textures_content: 0 + textures_unchecked: 50 + + hints: + # Gossip Stones can give hints about item locations. + # None: Gossip Stones do not give hints. + # Mask: Gossip Stones give hints with Mask of Truth. + # Agony: Gossip Stones give hints wtih Stone of Agony. + # Always: Gossip Stones always give hints. + none: 0 + mask: 0 + agony: 0 + always: 50 + + misc_hints: + # The Temple of Time altar hints dungeon rewards, bridge info, and Ganon BK info; Ganondorf hints the Light Arrows; Dampe's diary hints a local Hookshot if one exists; Skulltula House locations hint their item. + 'false': 0 + 'true': 50 + + hint_dist: + # Choose the hint distribution to use. Affects the frequency of strong hints, which items are always hinted, etc. + # Detailed documentation on hint distributions can be found on the Archipelago GitHub or OoTRandomizer.com. + # The Async hint distribution is intended for async multiworlds. It removes Way of the Hero hints to improve generation times, since they are not very useful in asyncs. + balanced: 0 + ddr: 0 + scrubs: 0 + strong: 0 + useless: 0 + very_strong: 0 + async: 50 + + text_shuffle: + # Randomizes text in the game for comedic effect. + # Except Hints: does not randomize important text such as hints, small/boss key information, and item prices. + # Complete: randomizes every textbox, including the useful ones. + none: 50 + except_hints: 0 + complete: 0 + + damage_multiplier: + # Controls the amount of damage Link takes. + half: 0 + normal: 50 + double: 0 + quadruple: 0 + ohko: 0 + + deadly_bonks: + # Bonking on a wall or object will hurt Link. "Normal" is a half heart of damage. + none: 50 + half: 0 + normal: 0 + double: 0 + quadruple: 0 + ohko: 0 + + no_collectible_hearts: + # Hearts will not drop from enemies or objects. + 'false': 50 + 'true': 0 + + starting_tod: + # Change the starting time of day. + # Daytime starts at Sunrise and ends at Sunset. Default is between Morning and Noon. + default: 50 + sunrise: 0 + morning: 0 + noon: 0 + afternoon: 0 + sunset: 0 + evening: 0 + midnight: 0 + witching_hour: 0 + + blue_fire_arrows: + # Ice arrows can melt red ice and break the mud walls in Dodongo's Cavern. + 'false': 50 + 'true': 0 + + fix_broken_drops: + # Fixes two broken vanilla drops: deku shield in child Spirit Temple, and magic drop on GTG eye statue. + 'false': 50 + 'true': 0 + + start_with_consumables: + # Start the game with full Deku Sticks and Deku Nuts. + 'false': 50 + 'true': 0 + + start_with_rupees: + # Start with a full wallet. Wallet upgrades will also fill your wallet. + 'false': 50 + 'true': 0 + + ############# + # Item Pool # + ############# + item_pool_value: + # Changes the number of items available in the game. + # Plentiful: One extra copy of every major item. + # Balanced: Original item pool. + # Scarce: Extra copies of major items are removed. Heart containers are removed. + # Minimal: All major item upgrades not used for locations are removed. All health is removed. + plentiful: 0 + balanced: 50 + scarce: 0 + minimal: 0 + + junk_ice_traps: + # Adds ice traps to the item pool. + # Off: All ice traps are removed. + # Normal: The vanilla quantity of ice traps are placed. + # On/"Extra": There is a chance for some extra ice traps to be placed. + # Mayhem: All added junk items are ice traps. + # Onslaught: All junk items are replaced by ice traps, even those in the base pool. + 'off': 0 + normal: 50 + 'on': 0 + mayhem: 0 + onslaught: 0 + + ice_trap_appearance: + # Changes the appearance of traps, including other games' traps, as freestanding items. + major_only: 50 + junk_only: 0 + anything: 0 + + adult_trade_start: + # Choose the item that starts the adult trade sequence. + pocket_egg: 0 + pocket_cucco: 0 + cojiro: 0 + odd_mushroom: 0 + poachers_saw: 0 + broken_sword: 0 + prescription: 0 + eyeball_frog: 0 + eyedrops: 0 + claim_check: 50 + + ############# + # Cosmetics # + ############# + default_targeting: + # Default targeting option. + hold: 50 + switch: 0 + + display_dpad: + # Show dpad icon on HUD for quick actions (ocarina, hover boots, iron boots, mask). + 'false': 0 + 'true': 50 + + dpad_dungeon_menu: + # Show separated menus on the pause screen for dungeon keys, rewards, and Vanilla/MQ info. + 'false': 0 + 'true': 50 + + correct_model_colors: + # Makes in-game models match their HUD element colors. + 'false': 0 + 'true': 50 + + background_music: + # Randomize or disable background music. + normal: 50 + 'off': 0 + randomized: 0 + + fanfares: + # Randomize or disable item fanfares. + normal: 50 + 'off': 0 + randomized: 0 + + ocarina_fanfares: + # Enable ocarina songs as fanfares. These are longer than usual fanfares. Does nothing without fanfares randomized. + 'false': 50 + 'true': 0 + + kokiri_color: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + random_choice: 0 + completely_random: 0 + kokiri_green: 50 + goron_red: 0 + zora_blue: 0 + black: 0 + white: 0 + azure_blue: 0 + vivid_cyan: 0 + light_red: 0 + fuchsia: 0 + purple: 0 + majora_purple: 50 + twitch_purple: 0 + purple_heart: 0 + persian_rose: 0 + dirty_yellow: 0 + blush_pink: 0 + hot_pink: 0 + rose_pink: 0 + orange: 0 + gray: 0 + gold: 0 + silver: 0 + beige: 0 + teal: 0 + blood_red: 0 + blood_orange: 0 + royal_blue: 0 + sonic_blue: 0 + nes_green: 0 + dark_green: 0 + lumen: 0 + + goron_color: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + random_choice: 0 + completely_random: 0 + kokiri_green: 0 + goron_red: 50 + zora_blue: 0 + black: 0 + white: 0 + azure_blue: 0 + vivid_cyan: 0 + light_red: 0 + fuchsia: 0 + purple: 0 + majora_purple: 0 + twitch_purple: 0 + purple_heart: 0 + persian_rose: 0 + dirty_yellow: 0 + blush_pink: 0 + hot_pink: 0 + rose_pink: 50 + orange: 0 + gray: 0 + gold: 0 + silver: 0 + beige: 0 + teal: 0 + blood_red: 0 + blood_orange: 0 + royal_blue: 0 + sonic_blue: 0 + nes_green: 0 + dark_green: 0 + lumen: 0 + + zora_color: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + random_choice: 0 + completely_random: 0 + kokiri_green: 0 + goron_red: 0 + zora_blue: 50 + black: 0 + white: 0 + azure_blue: 0 + vivid_cyan: 50 + light_red: 0 + fuchsia: 0 + purple: 0 + majora_purple: 0 + twitch_purple: 0 + purple_heart: 0 + persian_rose: 0 + dirty_yellow: 0 + blush_pink: 0 + hot_pink: 0 + rose_pink: 0 + orange: 0 + gray: 0 + gold: 0 + silver: 0 + beige: 0 + teal: 0 + blood_red: 0 + blood_orange: 0 + royal_blue: 0 + sonic_blue: 0 + nes_green: 0 + dark_green: 0 + lumen: 0 + + silver_gauntlets_color: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + random_choice: 0 + completely_random: 0 + silver: 50 + gold: 0 + black: 0 + green: 0 + blue: 0 + bronze: 0 + red: 0 + sky_blue: 0 + pink: 0 + magenta: 0 + orange: 0 + lime: 0 + purple: 0 + + golden_gauntlets_color: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + random_choice: 0 + completely_random: 0 + silver: 0 + gold: 50 + black: 0 + green: 0 + blue: 0 + bronze: 0 + red: 0 + sky_blue: 0 + pink: 0 + magenta: 0 + orange: 0 + lime: 0 + purple: 0 + + mirror_shield_frame_color: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + random_choice: 0 + completely_random: 50 + red: 0 + green: 0 + blue: 0 + yellow: 0 + cyan: 0 + magenta: 0 + orange: 0 + gold: 0 + purple: 0 + pink: 0 + + navi_color_default_inner: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + random_choice: 0 + completely_random: 50 + rainbow: 0 + gold: 0 + white: 0 + green: 0 + light_blue: 0 + yellow: 0 + red: 0 + magenta: 0 + black: 0 + tatl: 0 + tael: 0 + fi: 0 + ciela: 0 + epona: 0 + ezlo: 0 + king_of_red_lions: 0 + linebeck: 0 + loftwing: 0 + midna: 0 + phantom_zelda: 0 + + navi_color_default_outer: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + # "match_inner" copies the inner color for this option. + random_choice: 0 + completely_random: 0 + rainbow: 0 + gold: 0 + white: 0 + green: 0 + light_blue: 0 + yellow: 0 + red: 0 + magenta: 0 + black: 0 + tatl: 0 + tael: 0 + fi: 0 + ciela: 0 + epona: 0 + ezlo: 0 + king_of_red_lions: 0 + linebeck: 0 + loftwing: 0 + midna: 0 + phantom_zelda: 0 + match_inner: 50 + + navi_color_enemy_inner: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + random_choice: 0 + completely_random: 0 + rainbow: 0 + gold: 0 + white: 0 + green: 0 + light_blue: 0 + yellow: 50 + red: 0 + magenta: 0 + black: 0 + tatl: 0 + tael: 0 + fi: 0 + ciela: 0 + epona: 0 + ezlo: 0 + king_of_red_lions: 0 + linebeck: 0 + loftwing: 0 + midna: 0 + phantom_zelda: 0 + + navi_color_enemy_outer: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + # "match_inner" copies the inner color for this option. + random_choice: 0 + completely_random: 0 + rainbow: 0 + gold: 0 + white: 0 + green: 0 + light_blue: 0 + yellow: 0 + red: 0 + magenta: 0 + black: 0 + tatl: 0 + tael: 0 + fi: 0 + ciela: 0 + epona: 0 + ezlo: 0 + king_of_red_lions: 0 + linebeck: 0 + loftwing: 0 + midna: 0 + phantom_zelda: 0 + match_inner: 50 + + navi_color_npc_inner: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + random_choice: 0 + completely_random: 0 + rainbow: 0 + gold: 0 + white: 0 + green: 0 + light_blue: 50 + yellow: 0 + red: 0 + magenta: 0 + black: 0 + tatl: 0 + tael: 0 + fi: 0 + ciela: 0 + epona: 0 + ezlo: 0 + king_of_red_lions: 0 + linebeck: 0 + loftwing: 0 + midna: 0 + phantom_zelda: 0 + + navi_color_npc_outer: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + # "match_inner" copies the inner color for this option. + random_choice: 0 + completely_random: 0 + rainbow: 0 + gold: 0 + white: 0 + green: 0 + light_blue: 0 + yellow: 0 + red: 0 + magenta: 0 + black: 0 + tatl: 0 + tael: 0 + fi: 0 + ciela: 0 + epona: 0 + ezlo: 0 + king_of_red_lions: 0 + linebeck: 0 + loftwing: 0 + midna: 0 + phantom_zelda: 0 + match_inner: 50 + + navi_color_prop_inner: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + random_choice: 0 + completely_random: 0 + rainbow: 0 + gold: 0 + white: 0 + green: 50 + light_blue: 0 + yellow: 0 + red: 0 + magenta: 0 + black: 0 + tatl: 0 + tael: 0 + fi: 0 + ciela: 0 + epona: 0 + ezlo: 0 + king_of_red_lions: 0 + linebeck: 0 + loftwing: 0 + midna: 0 + phantom_zelda: 0 + + navi_color_prop_outer: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + # "match_inner" copies the inner color for this option. + random_choice: 0 + completely_random: 0 + rainbow: 0 + gold: 0 + white: 0 + green: 0 + light_blue: 0 + yellow: 0 + red: 0 + magenta: 0 + black: 0 + tatl: 0 + tael: 0 + fi: 0 + ciela: 0 + epona: 0 + ezlo: 0 + king_of_red_lions: 0 + linebeck: 0 + loftwing: 0 + midna: 0 + phantom_zelda: 0 + match_inner: 50 + + sword_trail_duration: + # Set the duration for sword trails. + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 4 + # Maximum value is 20 + 4: 50 + random: 0 + random-low: 0 + random-high: 0 + + sword_trail_color_inner: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + random_choice: 0 + completely_random: 0 + rainbow: 0 + white: 50 + red: 0 + green: 0 + blue: 0 + cyan: 0 + magenta: 0 + orange: 0 + gold: 0 + purple: 0 + pink: 0 + + sword_trail_color_outer: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + # "match_inner" copies the inner color for this option. + random_choice: 0 + completely_random: 0 + rainbow: 0 + white: 0 + red: 0 + green: 0 + blue: 0 + cyan: 0 + magenta: 0 + orange: 0 + gold: 0 + purple: 0 + pink: 0 + match_inner: 50 + + bombchu_trail_color_inner: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + random_choice: 0 + completely_random: 0 + rainbow: 0 + red: 50 + green: 0 + blue: 0 + cyan: 0 + magenta: 0 + orange: 0 + gold: 0 + purple: 0 + pink: 0 + + bombchu_trail_color_outer: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + # "match_inner" copies the inner color for this option. + random_choice: 0 + completely_random: 0 + rainbow: 0 + red: 0 + green: 0 + blue: 0 + cyan: 0 + magenta: 0 + orange: 0 + gold: 0 + purple: 0 + pink: 0 + match_inner: 50 + + boomerang_trail_color_inner: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + random_choice: 0 + completely_random: 0 + rainbow: 0 + yellow: 50 + red: 0 + green: 0 + blue: 0 + cyan: 0 + magenta: 0 + orange: 0 + gold: 0 + purple: 0 + pink: 0 + + boomerang_trail_color_outer: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + # "match_inner" copies the inner color for this option. + random_choice: 0 + completely_random: 0 + rainbow: 0 + yellow: 0 + red: 0 + green: 0 + blue: 0 + cyan: 0 + magenta: 0 + orange: 0 + gold: 0 + purple: 0 + pink: 0 + match_inner: 50 + + heart_color: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + random_choice: 0 + completely_random: 0 + red: 50 + green: 0 + blue: 0 + yellow: 0 + + magic_color: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + random_choice: 0 + completely_random: 0 + green: 50 + red: 0 + blue: 0 + purple: 0 + pink: 0 + yellow: 0 + white: 0 + + a_button_color: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + random_choice: 0 + completely_random: 0 + n64_blue: 50 + n64_green: 0 + n64_red: 0 + gamecube_green: 0 + gamecube_red: 0 + gamecube_grey: 0 + yellow: 0 + black: 0 + white: 0 + magenta: 0 + ruby: 0 + sapphire: 0 + lime: 0 + cyan: 0 + purple: 0 + orange: 0 + + b_button_color: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + random_choice: 0 + completely_random: 0 + n64_blue: 0 + n64_green: 50 + n64_red: 0 + gamecube_green: 0 + gamecube_red: 0 + gamecube_grey: 0 + yellow: 0 + black: 0 + white: 0 + magenta: 0 + ruby: 0 + sapphire: 0 + lime: 0 + cyan: 0 + purple: 0 + orange: 0 + + c_button_color: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + random_choice: 0 + completely_random: 0 + n64_blue: 0 + n64_green: 0 + n64_red: 0 + gamecube_green: 0 + gamecube_red: 0 + gamecube_grey: 0 + yellow: 50 + black: 0 + white: 0 + magenta: 0 + ruby: 0 + sapphire: 0 + lime: 0 + cyan: 0 + purple: 0 + orange: 0 + + start_button_color: + # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. + random_choice: 0 + completely_random: 0 + n64_blue: 0 + n64_green: 0 + n64_red: 50 + gamecube_green: 0 + gamecube_red: 0 + gamecube_grey: 0 + yellow: 0 + black: 0 + white: 0 + magenta: 0 + ruby: 0 + sapphire: 0 + lime: 0 + cyan: 0 + purple: 0 + orange: 0 + + ####### + # SFX # + ####### + sfx_navi_overworld: + # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. + # "completely_random" selects any random sound. + default: 50 + completely_random: 0 + random_ear_safe: 0 + random_choice: 0 + none: 0 + bark: 0 + business_scrub: 0 + carrot_refill: 0 + cluck: 0 + cockadoodledoo: 0 + dusk_howl: 0 + exploding_crate: 0 + explosion: 0 + great_fairy: 0 + guay: 0 + low_health: 0 + recover_health: 0 + horse_neigh: 0 + shattering_ice: 0 + moo: 0 + mweep: 0 + navi_hello: 0 + notification: 0 + poe: 0 + shattering_pot: 0 + redead_scream: 0 + ribbit: 0 + ruto_giggle: 0 + skulltula: 0 + soft_beep: 0 + tambourine: 0 + timer: 0 + adult_zelda_gasp: 0 + + sfx_navi_enemy: + # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. + # "completely_random" selects any random sound. + default: 50 + completely_random: 0 + random_ear_safe: 0 + random_choice: 0 + none: 0 + bark: 0 + business_scrub: 0 + carrot_refill: 0 + cluck: 0 + cockadoodledoo: 0 + dusk_howl: 0 + exploding_crate: 0 + explosion: 0 + great_fairy: 0 + guay: 0 + low_health: 0 + recover_health: 0 + horse_neigh: 0 + shattering_ice: 0 + moo: 0 + mweep: 0 + navi_hello: 0 + notification: 0 + poe: 0 + shattering_pot: 0 + redead_scream: 0 + ribbit: 0 + ruto_giggle: 0 + skulltula: 0 + soft_beep: 0 + tambourine: 0 + timer: 0 + adult_zelda_gasp: 0 + + sfx_low_hp: + # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. + # "completely_random" selects any random sound. + default: 50 + completely_random: 0 + random_ear_safe: 0 + random_choice: 0 + none: 0 + bark: 0 + bomb_bounce: 0 + bongo_bongo_low: 0 + bow_twang: 0 + business_scrub: 0 + carrot_refill: 0 + cluck: 0 + drawbridge_set: 0 + guay: 0 + recover_health: 0 + horse_trot: 0 + iron_boots: 0 + moo: 0 + mweep: 0 + navi_hey: 0 + navi_random: 0 + notification: 0 + shattering_pot: 0 + ribbit: 0 + silver_rupee: 0 + soft_beep: 0 + switch: 0 + sword_bonk: 0 + tambourine: 0 + timer: 0 + adult_zelda_gasp: 0 + + sfx_menu_cursor: + # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. + # "completely_random" selects any random sound. + default: 50 + completely_random: 0 + random_ear_safe: 0 + random_choice: 0 + none: 0 + bark: 0 + bomb_bounce: 0 + bongo_bongo_high: 0 + bongo_bongo_low: 0 + bottle_cork: 0 + bow_twang: 0 + bubble_laugh: 0 + carrot_refill: 0 + change_item: 0 + child_pant: 0 + cluck: 0 + deku_baba: 0 + drawbridge_set: 0 + dusk_howl: 0 + fanfare_light: 0 + fanfare_medium: 0 + field_shrub: 0 + flare_dancer_startled: 0 + ganondorf_teh: 0 + gohma_larva_croak: 0 + gold_skull_token: 0 + goron_wake: 0 + guay: 0 + gunshot: 0 + low_health: 0 + recover_health: 0 + hammer_bonk: 0 + horse_trot: 0 + iron_boots: 0 + iron_knuckle: 0 + moo: 0 + mweep: 0 + notification: 0 + phantom_ganon_laugh: 0 + plant_explode: 0 + shattering_pot: 0 + redead_moan: 0 + ribbit: 0 + rupee: 0 + silver_rupee: 0 + ruto_crash: 0 + ruto_lift: 0 + ruto_thrown: 0 + scrub_emerge: 0 + shabom_bounce: 0 + shabom_pop: 0 + shellblade: 0 + skulltula: 0 + soft_beep: 0 + spit_nut: 0 + switch: 0 + sword_bonk: 0 + talon_hmm: 0 + talon_snore: 0 + talon_wtf: 0 + tambourine: 0 + target_enemy: 0 + target_neutral: 0 + thunder: 0 + timer: 0 + adult_zelda_gasp: 0 + + sfx_menu_select: + # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. + # "completely_random" selects any random sound. + default: 50 + completely_random: 0 + random_ear_safe: 0 + random_choice: 0 + none: 0 + bark: 0 + bomb_bounce: 0 + bongo_bongo_high: 0 + bongo_bongo_low: 0 + bottle_cork: 0 + bow_twang: 0 + bubble_laugh: 0 + carrot_refill: 0 + change_item: 0 + child_cringe: 0 + child_pant: 0 + child_scream: 0 + cluck: 0 + deku_baba: 0 + drawbridge_set: 0 + dusk_howl: 0 + fanfare_light: 0 + fanfare_medium: 0 + field_shrub: 0 + flare_dancer_startled: 0 + ganondorf_teh: 0 + gohma_larva_croak: 0 + gold_skull_token: 0 + goron_wake: 0 + guay: 0 + gunshot: 0 + low_health: 0 + recover_health: 0 + hammer_bonk: 0 + horse_trot: 0 + iron_boots: 0 + iron_knuckle: 0 + moo: 0 + mweep: 0 + notification: 0 + phantom_ganon_laugh: 0 + plant_explode: 0 + shattering_pot: 0 + redead_moan: 0 + ribbit: 0 + rupee: 0 + silver_rupee: 0 + ruto_crash: 0 + ruto_lift: 0 + ruto_thrown: 0 + scrub_emerge: 0 + shabom_bounce: 0 + shabom_pop: 0 + shellblade: 0 + skulltula: 0 + soft_beep: 0 + spit_nut: 0 + switch: 0 + sword_bonk: 0 + talon_hmm: 0 + talon_snore: 0 + talon_wtf: 0 + tambourine: 0 + target_enemy: 0 + target_neutral: 0 + thunder: 0 + timer: 0 + adult_zelda_gasp: 0 + + sfx_nightfall: + # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. + # "completely_random" selects any random sound. + default: 50 + completely_random: 0 + random_ear_safe: 0 + random_choice: 0 + none: 0 + cockadoodledoo: 0 + gold_skull_token: 0 + great_fairy: 0 + moo: 0 + mweep: 0 + redead_moan: 0 + talon_snore: 0 + thunder: 0 + + sfx_horse_neigh: + # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. + # "completely_random" selects any random sound. + default: 50 + completely_random: 0 + random_ear_safe: 0 + random_choice: 0 + none: 0 + armos: 0 + child_scream: 0 + great_fairy: 0 + moo: 0 + mweep: 0 + redead_scream: 0 + ruto_wiggle: 0 + stalchild_attack: 0 + + sfx_hover_boots: + # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. + # "completely_random" selects any random sound. + default: 50 + completely_random: 0 + random_ear_safe: 0 + random_choice: 0 + none: 0 + bark: 0 + cartoon_fall: 0 + flare_dancer_laugh: 0 + mweep: 0 + shabom_pop: 0 + tambourine: 0 + + sfx_ocarina: + # Change the sound of the ocarina. + ocarina: 50 + malon: 0 + whistle: 0 + harp: 0 + grind_organ: 0 + flute: 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_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. + [] + + plando_items: + # Generic items plando. + [] diff --git a/pkmn-emerald-archipelago-legendaryhunt.yaml b/pkmn-emerald-archipelago-legendaryhunt.yaml new file mode 100644 index 0000000..56c87f4 --- /dev/null +++ b/pkmn-emerald-archipelago-legendaryhunt.yaml @@ -0,0 +1,724 @@ +# 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: rayquissa + +# Used to describe your yaml. Useful if you have multiple files. +description: Emerald Legendary Hunt + +game: Pokemon Emerald +requires: + version: 0.6.3 # Version of Archipelago required for this yaml to work as expected. + +Pokemon Emerald: + ################ + # 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: 0 + minimal: 50 + + goal: + # Determines what your goal is to consider the game beaten. + # + # - Champion: Become the champion and enter the hall of fame + # - Steven: Defeat Steven in Meteor Falls + # - Norman: Defeat Norman in Petalburg Gym + # - Legendary Hunt: Defeat or catch legendary pokemon (or whatever was randomized into their encounters) + champion: 0 + steven: 0 + norman: 0 + legendary_hunt: 50 + + badges: + # Adds Badges to the pool. + # + # - Vanilla: Gym leaders give their own badge + # - Shuffle: Gym leaders give a random badge + # - Completely Random: Badges can be found anywhere + vanilla: 0 + shuffle: 0 + completely_random: 50 + + hms: + # Adds HMs to the pool. + # + # - Vanilla: HMs are at their vanilla locations + # - Shuffle: HMs are shuffled among vanilla HM locations + # - Completely Random: HMs can be found anywhere + vanilla: 0 + shuffle: 0 + completely_random: 50 + + key_items: + # Adds most key items to the pool. + # + # These are usually required to unlock a location or region (e.g. Devon Scope, Letter, Basement Key). + 'false': 0 + 'true': 50 + + bikes: + # Adds the Mach Bike and Acro Bike to the pool. + 'false': 50 + 'true': 0 + + event_tickets: + # Adds the event tickets to the pool, which let you access legendaries by sailing from Lilycove. + 'false': 0 + 'true': 50 + + rods: + # Adds fishing rods to the pool. + 'false': 50 + 'true': 0 + + overworld_items: + # Adds items on the ground with a Pokeball sprite to the pool. + 'false': 0 + 'true': 50 + + hidden_items: + # Adds hidden items to the pool. + 'false': 50 + 'true': 0 + + npc_gifts: + # Adds most gifts received from NPCs to the pool (not including key items or HMs). + 'false': 50 + 'true': 0 + + berry_trees: + # Adds berry trees to the pool. Empty soil patches are converted to locations and contribute Sitrus Berries to the pool. + 'false': 50 + 'true': 0 + + dexsanity: + # Adding a "caught" pokedex entry gives you an item (catching, evolving, trading, etc.). Only wild encounters are considered logical access to a species. + # + # Blacklisting wild encounters removes the dexsanity location. + # + # Defeating gym leaders provides dex info, allowing you to see where on the map you can catch species you need. + # + # Each pokedex entry adds a Poke Ball, Great Ball, or Ultra Ball to the pool. + # + # Warning: This adds a lot of locations and will slow you down significantly. + 'false': 50 + 'true': 0 + + trainersanity: + # Defeating a trainer gives you an item. + # + # Trainers are no longer missable. Trainers no longer give you money for winning. Each trainer adds a valuable item (Nugget, Stardust, etc.) to the pool. + # + # Warning: This adds a lot of locations and will slow you down significantly. + 'false': 50 + 'true': 0 + + item_pool_type: + # Determines which non-progression items get put into the item pool. + # + # - Shuffled: Item pool consists of shuffled vanilla items + # - Diverse Balanced: Item pool consists of random items approximately proportioned according to what they're replacing + # - Diverse: Item pool consists of uniformly random (non-unique) items + shuffled: 0 + diverse_balanced: 0 + diverse: 50 + + require_itemfinder: + # The Itemfinder is logically required to pick up hidden items. + 'false': 0 + 'true': 50 + + require_flash: + # Determines whether HM05 Flash is logically required to navigate a dark cave. + neither: 0 + only_granite_cave: 0 + only_victory_road: 0 + both: 50 + + elite_four_requirement: + # Sets the requirements to challenge the elite four. + # + # - Badges: Obtain some number of badges + # - Gyms: Defeat 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 + + norman_requirement: + # Sets the requirements to challenge the Petalburg Gym. + # + # - Badges: Obtain some number of badges + # - Gyms: Defeat some number of gym leaders + badges: 50 + gyms: 0 + + norman_count: + # Sets the number of badges/gyms required to challenge the Petalburg Gym. + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 0 + # Maximum value is 7 + 4: 50 + random: 0 + random-low: 0 + random-high: 0 + + legendary_hunt_catch: + # Sets whether legendaries need to be caught to satisfy the Legendary Hunt win condition. + # + # Defeated legendaries can be respawned by defeating the Elite 4. + 'false': 50 + 'true': 0 + + legendary_hunt_count: + # Sets the number of legendaries that must be caught/defeated for the Legendary Hunt goal. + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 1 + # Maximum value is 12 + 6: 50 + random: 0 + random-low: 0 + random-high: 0 + + allowed_legendary_hunt_encounters: + # Sets which legendary encounters can contribute to the Legendary Hunt goal. + # + # Latias will always be at Southern Island. Latios will always be the roamer. The TV broadcast describing the roamer gives you "seen" info for Latios. + # + # The braille puzzle in Sealed Chamber gives you "seen" info for Wailord and Relicanth. The move tutor in Fortree City always teaches Dig. + ['Groudon', 'Kyogre', 'Rayquaza', 'Latios', 'Latias', 'Regirock', 'Registeel', 'Regice', 'Ho-Oh', 'Lugia', 'Deoxys', 'Mew'] + + wild_pokemon: + # Randomizes wild pokemon encounters (grass, caves, water, fishing). + # + # Warning: Matching both base stats and type may severely limit the variety for certain pokemon. + # + # - Vanilla: Wild encounters 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_encounter_blacklist: + # Prevents listed species from appearing in the wild when wild encounters 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 Birch's bag. + # + # - 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 starters 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. + [] + + trainer_parties: + # Randomizes the parties of all trainers. + # + # Warning: Matching both base stats and type may severely limit the variety for certain pokemon. + # + # - 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_party_blacklist: + # Prevents listed species from appearing in opponent trainers' parties if opponent 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. + [] + + 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. + # + # Warning: Combining a low value with matched base stats may severely limit the variety for certain pokemon. + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 1 + # Maximum value is 100 + 32: 50 + random: 0 + random-low: 0 + random-high: 0 + + legendary_encounters: + # Randomizes legendary encounters (Rayquaza, Regice, Latias, etc.). The roamer will always be Latios during legendary hunts. + # + # - Vanilla: Legendary encounters are unchanged + # - Shuffle: Legendary encounters are shuffled between each other + # - 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 + shuffle: 0 + match_base_stats: 0 + match_type: 0 + match_base_stats_and_type: 0 + completely_random: 50 + + misc_pokemon: + # Randomizes non-legendary static encounters. May grow to include other pokemon like trades or gifts. + # + # - Vanilla: Species are unchanged + # - Shuffle: Species are shuffled between each other + # - 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 + shuffle: 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: 50 + shuffle: 0 + completely_random: 0 + follow_evolutions: 0 + + 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 if a pokemon would normally retain its ability when evolving, the random ability will also be retained + 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. + [] + + level_up_moves: + # Randomizes the moves a pokemon learns when they reach a level where they would learn a move. 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: 0 + start_with_four_moves: 50 + + move_match_type_bias: + # Sets the probability that a learned move will be forced match one of the types of a pokemon. + # + # If a move is not forced to match type, it will roll for Normal type bias. + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 0 + # Maximum value is 100 + 0: 0 + random: 0 + random-low: 50 + random-high: 0 + + move_normal_type_bias: + # After it has been decided that a move will not be forced to match types, sets the probability that a learned move will be forced to be the Normal type. + # + # If a move is not forced to be Normal, it will be completely random. + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 0 + # Maximum value is 100 + 0: 0 + random: 0 + random-low: 50 + random-high: 0 + + tm_tutor_compatibility: + # Sets the percent chance that a given TM or move tutor is compatible with a species. + # + # Some opponents like gym leaders are allowed to use TMs. This option can affect the moves they know. + # + # 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 + full: 50 # equivalent to 100 + + hm_compatibility: + # Sets the percent chance that a given HM is compatible with a species. + # + # Some opponents like gym leaders are allowed to use HMs. This option can affect the moves they know. + # + # 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 -1 + 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': 0 + 'true': 50 + + reusable_tms_tutors: + # Sets TMs to not break after use (they remain sellable). Sets move tutors to infinite use. + 'false': 0 + 'true': 50 + + move_blacklist: + # Prevents species from learning these moves via learnsets, TMs, and move tutors. + # + # HM moves are already banned. + [] + + min_catch_rate: + # Sets the minimum catch rate a pokemon can have. Any pokemon with a catch rate below this floor will have it raised to this value. + # + # Legendaries are often in the single digits + # Fully evolved pokemon are often double digits + # Pidgey is 255 + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 3 + # Maximum value is 255 + 3: 50 + random: 0 + random-low: 0 + random-high: 0 + + guaranteed_catch: + # Every throw is guaranteed to catch a wild pokemon. + 'false': 0 + 'true': 50 + + normalize_encounter_rates: + # Make every slot on an encounter table approximately equally likely. + # + # This does NOT mean each species is equally likely. In the vanilla game, each species may occupy more than one slot, and slots vary in probability. + # + # Species will still occupy the same slots as vanilla, but the slots will be equally weighted. The minimum encounter rate will be 8% (higher in water). + 'false': 0 + 'true': 50 + + exp_modifier: + # Multiplies gained experience by a percentage. + # + # 100 is default + # 50 is half + # 200 is double + # etc. + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 0 + # Maximum value is 1000 + 100: 50 + random: 0 + random-low: 0 + random-high: 0 + + blind_trainers: + # Trainers will not start a battle with you unless you talk to them. + 'false': 50 + 'true': 0 + + purge_spinners: + # Trainers will rotate in predictable patterns on a set interval instead of randomly and don't turn toward you when you run. + 'false': 50 + 'true': 0 + + match_trainer_levels: + # When you start a battle with a trainer, your party's levels will be automatically set to match that trainer's highest level pokemon. + # + # The experience you receive will match your party's average actual level, and will only be awarded when you win the battle. + # + # This is a pseudo-replacement for a level cap and makes every trainer battle a fair fight while still allowing you to level up. + # + # - Off: The vanilla experience + # - Additive: The modifier you apply to your team is a flat bonus + # - Multiplicative: The modifier you apply to your team is a percent bonus + 'off': 50 + additive: 0 + multiplicative: 0 + + match_trainer_levels_bonus: + # A level bonus (or penalty) to apply to your team when matching an opponent's levels. + # + # When the match trainer levels option is "additive", this value is added to your team's levels during a battle. + # For example, if this value is 5 (+5 levels), you'll have a level 25 team against a level 20 team, and a level 45 team against a level 40 team. + # + # When the match trainer levels option is "multiplicative", this is a percent bonus. + # For example, if this value is 5 (+5%), you'll have a level 21 team against a level 20 team, and a level 42 team against a level 40 team. + # + # 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 + + double_battle_chance: + # The percent chance that a trainer with more than 1 pokemon will be converted into a double battle. + # + # If these trainers would normally approach you, they will only do so if you have 2 unfainted pokemon. + # + # They can be battled by talking to them no matter what. + # + # You can define additional values between the minimum and maximum values. + # Minimum value is 0 + # Maximum value is 100 + 0: 50 + random: 0 + random-low: 0 + random-high: 0 + + better_shops: + # Pokemarts sell every item that can be obtained in a pokemart (except mail, which is still unique to the relevant city). + 'false': 50 + 'true': 0 + + remove_roadblocks: + # Removes specific NPCs that normally stand in your way until certain events are completed. + # + # This can open up the world a bit and make your playthrough less linear, but be careful how many you remove; it may make too much of your world accessible upon receiving Surf. + [] + + extra_boulders: + # Places strength boulders on Route 115 which block access to Meteor Falls from the beach. + # + # This aims to take some power away from Surf by restricting how much it allows you to access. + 'false': 50 + 'true': 0 + + extra_bumpy_slope: + # Adds a bumpy slope to Route 115 which allows access to Meteor Falls if you have the Acro Bike. + # + # This aims to take some power away from Surf by adding a new way to exit the Rustboro area. + 'false': 50 + 'true': 0 + + modify_118: + # Changes the layout of Route 118 so that it must be crossed with the Acro Bike instead of Surf. + # + # This aims to take some power away from Surf by restricting how much it allows you to access. + 'false': 50 + 'true': 0 + + free_fly_location: + # Enables flying to one random location (excluding cities reachable with no items). + 'false': 50 + 'true': 0 + + free_fly_blacklist: + # Disables specific locations as valid free fly locations. + # + # Has no effect if Free Fly Location is disabled. + ['Littleroot Town', 'Oldale Town', 'Petalburg City', 'Rustboro City', 'Dewford Town'] + + hm_requirements: + # Sets the requirements to use HMs outside of battle. + vanilla: 50 + fly_without_badge: 0 + + turbo_a: + # Holding A will advance most text automatically. + 'false': 0 + 'true': 50 + + receive_item_messages: + # Determines whether you receive an in-game notification when receiving an item. Items can still only be received in the overworld. + # + # - All: Every item shows a message + # - Progression: Only progression items show a message + # - None: All items are added to your bag silently (badges will still show). + all: 0 + progression: 50 + none: 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': 50 + 'true': 0 + + music: + # Shuffles music played in any situation where it loops. Includes many FRLG tracks. + 'false': 0 + 'true': 50 + + fanfares: + # Shuffles fanfares for item pickups, healing at the pokecenter, etc. + # + # When this option is enabled, pressing B will interrupt most fanfares. + 'false': 50 + 'true': 0 + + death_link: + # When you die, everyone who enabled death link dies. Of course, the reverse is true too. + # + # In Pokemon Emerald, whiting out sends a death and receiving a death causes you to white out. + 'false': 50 + 'true': 0 + + enable_wonder_trading: + # Allows participation in wonder trading with other players in your current multiworld. Speak with the center receptionist on the second floor of any pokecenter. + # + # Wonder trading NEVER affects logic. + # + # Certain aspects of a pokemon species are per-game, not per-pokemon. As a result, some things are not retained during a trade, including type, ability, level up learnset, and so on. + # + # Receiving a pokemon this way does not mark it as found in your pokedex. + # + # Trade evolutions do not evolve this way; they retain their modified methods (level ups and item use). + 'false': 0 + 'true': 50 + + easter_egg: + # Enter certain phrases and something special might happen. + # + # All secret phrases are something that could be a trendy phrase in Dewford Town. They are case insensitive. + EMERALD SECRET: 50 + + ########################### + # Item & Location Options # + ########################### + start_inventory: + # Start with these items. + # + # They will be in your PC, which you can access from your home or a pokemon center. + {} + + local_items: + # Forces these items to be in their native world. + [] + + non_local_items: + # Forces these items to be outside their native world. + [] + + start_hints: + # Start with these item's locations prefilled into the ``!hint`` command. + ['HMO2', 'HMO3', 'Balance Badge', 'Feather Badge'] + + 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. + [] + + plando_items: + # Generic items plando. + []