# 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: Melissa{1} # Used to describe your yaml. Useful if you have multiple files. description: Default Fire Emblem Sacred Stones Template game: Fire Emblem Sacred Stones requires: version: 0.6.3 # Version of Archipelago required for this yaml to work as expected. Fire Emblem Sacred Stones: ################ # 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 player_unit_rando: # If enabled, playable units will be randomzied 'false': 0 'true': 50 player_unit_monsters: # Allow playable units to randomize into monsters when enabled 'false': 0 'true': 50 super_demon_king: # Buffs the final boss to have higher stats and to take less damage from # non-holy weapons. # # If enabled, it is strongly recommended to set `Required Usable Holy # Weapons` to at least 2. 'false': 50 'true': 0 smooth_level_caps: # Tie level cap progression roughly against story progression. # # This may cause problems if enabled when `Minimum Endgame Level Cap` is # below 30. 'false': 0 'true': 50 min_endgame_level_cap: # Attempt to place level uncaps such that your level cap will be at least # this high by the time you reach the final boss. Note that this is your # level *cap*, not your actual party level. Rounds to the next highest # multiple of 5. Promoted level caps are treated as 20+n (so promoted level # 10 would be level 30). # # Beware of setting this too low, especially if Super Demon King is enabled. # Setting this too high may lead to level cap checks being placed late into # progression if `Smooth Level Caps` is unset. # # You can define additional values between the minimum and maximum values. # Minimum value is 10 # Maximum value is 40 40: 50 random: 0 random-low: 0 random-high: 0 required_holy_weapons: # The expected number of holy weapons necessary to defeat the final boss. # # If nonzero, attempt to place holy weapons *and* the weapon rank boosts # necessary to use them such that `n` holy weapons are accessible before the # final boss. See also `Exclude Latona from holy weapon pool`. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 9 0: 0 random: 0 random-low: 50 random-high: 0 exclude_latona: # If enabled, don't count Latona as a holy weapon for the sake of # `Required Usable Holy Weapons`. 'false': 0 'true': 50 easier_5x: # Give Ephraim, Forde and Kyle extra base stats. This is recommended to make # chapter 5x significantly less of a slog. 'false': 0 'true': 50 unbreakable_regalia: # Make all holy weapons other than Latona unbreakable. 'false': 0 'true': 50 tower_enabled: # Make each floor of the Tower of Valni a check. This can help balance the # amount of early/lategame checks a bit more. 'false': 0 'true': 50 ruins_enabled: # Make each floor of the Lagdou Ruins a check. 'false': 0 'true': 50 shuffle_skirmish_tables: # Shuffle enemy spawn tables for the Tower, Ruins and skirmishes. 'false': 0 'true': 50 lockpick_usability: # Allow units other than thieves to use lockpicks and the Rogue's Pick # command. # # - Vanilla: Only Thieves, Assassins and Rogues can use lockpicks. # - Global Lockpicks: All characters can use lockpicks. # - Global Rogue pick: In addition to global lockpicks, all characters can use # the Rogue class's "Pick" command. vanilla: 50 globallockpicks: 0 globalroguepick: 0 normalize_genders: # Adjust female classes to have identical base stats and caps to their male # counterparts, if one exists. # # In most cases, this is a buff to those classes. However, some low-turn # strategies may rely on the fact that female mounted units have more Aid. 'false': 0 'true': 50 death_link: # When you die, everyone dies. Of course the reverse is true, too. 'off': 50 ongameover: 0 oneverydeath: 0 growth_rando: # Randomizes growth rates. # # - Redistribute: Preserves growth total, possibly adjusted (positive or negative) # between GrowthRandoMin and GrowthRandoMax. # - Delta: Adjusts vanilla growths by amounts between GrowthRandoMin and GrowthRandoMax # - Full Random: Growths are assigned randomly between GrowthRandoMin and GrowthRandoMax # # GrowthRandoMin and GrowthRandoMax control the min/max of the adjustment. vanilla: 50 redistribute: 0 delta: 0 full: 0 growth_rando_min: # See Growth Rando. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 255 10: 50 random: 0 random-low: 0 random-high: 0 growth_rando_max: # See Growth Rando. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 255 70: 50 random: 0 random-low: 0 random-high: 0 music_rando: # Randomizes music tracks. # # - Context: Music tracks will be shuffled within the same group (battle themes # will be randomized to other battle themes, etc) # - Chaos: Music tracks will be shuffled randomly vanilla: 50 context: 0 chaos: 0 goal: # Set the goal of the game. # # - Defeat Fomortiis: Defeat the usual final boss, which can take a long time. # - Clear Valni: Clear the 8th floor of the Tower of Valni. Implies Enable Tower. # Recommended for short- to medium-length games. # - Defeat Tirado: Clear Chapter 8. Recommended for short games. # - Clear Lagdou: Clear the 10th floor of the Lagdou Ruins. Implies Enable Ruins. # # Note that this option only change which check is considered the goal and # does not affect progression logic at all. defeatformortiis: 0 clearvalni: 30 defeattirado: 30 clearlagdou: 10 ########################### # 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. []