286 lines
8.8 KiB
YAML
286 lines
8.8 KiB
YAML
# Q. What is this file?
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# A. This file contains options which allow you to configure your multiworld experience while allowing
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# others to play how they want as well.
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#
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# Q. How do I use it?
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# A. The options in this file are weighted. This means the higher number you assign to a value, the
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# more chances you have for that option to be chosen. For example, an option like this:
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#
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# map_shuffle:
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# on: 5
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# off: 15
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#
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# Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned
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# off.
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#
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# Q. I've never seen a file like this before. What characters am I allowed to use?
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# A. This is a .yaml file. You are allowed to use most characters.
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# To test if your yaml is valid or not, you can use this website:
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# http://www.yamllint.com/
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# You can also verify that your Archipelago options are valid at this site:
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# https://archipelago.gg/check
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# Your name in-game, limited to 16 characters.
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# {player} will be replaced with the player's slot number.
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# {PLAYER} will be replaced with the player's slot number, if that slot number is greater than 1.
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# {number} will be replaced with the counter value of the name.
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# {NUMBER} will be replaced with the counter value of the name, if the counter value is greater than 1.
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name: Melissa{1}
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# Used to describe your yaml. Useful if you have multiple files.
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description: Default Fire Emblem Sacred Stones Template
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game: Fire Emblem Sacred Stones
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requires:
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version: 0.6.3 # Version of Archipelago required for this yaml to work as expected.
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Fire Emblem Sacred Stones:
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################
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# Game Options #
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################
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progression_balancing:
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# A system that can move progression earlier, to try and prevent the player from getting stuck and bored early.
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#
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# A lower setting means more getting stuck. A higher setting means less getting stuck.
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#
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# You can define additional values between the minimum and maximum values.
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# Minimum value is 0
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# Maximum value is 99
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random: 0
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random-low: 0
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random-high: 0
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disabled: 0 # equivalent to 0
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normal: 50 # equivalent to 50
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extreme: 0 # equivalent to 99
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accessibility:
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# Set rules for reachability of your items/locations.
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#
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# **Full:** ensure everything can be reached and acquired.
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#
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# **Minimal:** ensure what is needed to reach your goal can be acquired.
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full: 50
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minimal: 0
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player_unit_rando:
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# If enabled, playable units will be randomzied
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'false': 0
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'true': 50
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player_unit_monsters:
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# Allow playable units to randomize into monsters when enabled
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'false': 0
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'true': 50
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super_demon_king:
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# Buffs the final boss to have higher stats and to take less damage from
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# non-holy weapons.
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#
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# If enabled, it is strongly recommended to set `Required Usable Holy
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# Weapons` to at least 2.
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'false': 50
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'true': 0
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smooth_level_caps:
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# Tie level cap progression roughly against story progression.
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#
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# This may cause problems if enabled when `Minimum Endgame Level Cap` is
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# below 30.
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'false': 0
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'true': 50
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min_endgame_level_cap:
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# Attempt to place level uncaps such that your level cap will be at least
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# this high by the time you reach the final boss. Note that this is your
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# level *cap*, not your actual party level. Rounds to the next highest
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# multiple of 5. Promoted level caps are treated as 20+n (so promoted level
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# 10 would be level 30).
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#
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# Beware of setting this too low, especially if Super Demon King is enabled.
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# Setting this too high may lead to level cap checks being placed late into
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# progression if `Smooth Level Caps` is unset.
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#
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# You can define additional values between the minimum and maximum values.
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# Minimum value is 10
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# Maximum value is 40
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40: 50
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random: 0
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random-low: 0
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random-high: 0
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required_holy_weapons:
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# The expected number of holy weapons necessary to defeat the final boss.
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#
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# If nonzero, attempt to place holy weapons *and* the weapon rank boosts
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# necessary to use them such that `n` holy weapons are accessible before the
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# final boss. See also `Exclude Latona from holy weapon pool`.
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#
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# You can define additional values between the minimum and maximum values.
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# Minimum value is 0
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# Maximum value is 9
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0: 0
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random: 0
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random-low: 50
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random-high: 0
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exclude_latona:
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# If enabled, don't count Latona as a holy weapon for the sake of
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# `Required Usable Holy Weapons`.
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'false': 0
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'true': 50
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easier_5x:
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# Give Ephraim, Forde and Kyle extra base stats. This is recommended to make
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# chapter 5x significantly less of a slog.
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'false': 0
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'true': 50
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unbreakable_regalia:
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# Make all holy weapons other than Latona unbreakable.
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'false': 0
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'true': 50
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tower_enabled:
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# Make each floor of the Tower of Valni a check. This can help balance the
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# amount of early/lategame checks a bit more.
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'false': 0
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'true': 50
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ruins_enabled:
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# Make each floor of the Lagdou Ruins a check.
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'false': 0
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'true': 50
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shuffle_skirmish_tables:
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# Shuffle enemy spawn tables for the Tower, Ruins and skirmishes.
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'false': 0
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'true': 50
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lockpick_usability:
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# Allow units other than thieves to use lockpicks and the Rogue's Pick
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# command.
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#
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# - Vanilla: Only Thieves, Assassins and Rogues can use lockpicks.
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# - Global Lockpicks: All characters can use lockpicks.
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# - Global Rogue pick: In addition to global lockpicks, all characters can use
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# the Rogue class's "Pick" command.
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vanilla: 50
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globallockpicks: 0
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globalroguepick: 0
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normalize_genders:
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# Adjust female classes to have identical base stats and caps to their male
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# counterparts, if one exists.
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#
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# In most cases, this is a buff to those classes. However, some low-turn
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# strategies may rely on the fact that female mounted units have more Aid.
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'false': 0
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'true': 50
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death_link:
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# When you die, everyone dies. Of course the reverse is true, too.
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'off': 50
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ongameover: 0
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oneverydeath: 0
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growth_rando:
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# Randomizes growth rates.
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#
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# - Redistribute: Preserves growth total, possibly adjusted (positive or negative)
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# between GrowthRandoMin and GrowthRandoMax.
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# - Delta: Adjusts vanilla growths by amounts between GrowthRandoMin and GrowthRandoMax
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# - Full Random: Growths are assigned randomly between GrowthRandoMin and GrowthRandoMax
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#
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# GrowthRandoMin and GrowthRandoMax control the min/max of the adjustment.
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vanilla: 50
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redistribute: 0
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delta: 0
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full: 0
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growth_rando_min:
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# See Growth Rando.
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#
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# You can define additional values between the minimum and maximum values.
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# Minimum value is 0
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# Maximum value is 255
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10: 50
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random: 0
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random-low: 0
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random-high: 0
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growth_rando_max:
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# See Growth Rando.
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#
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# You can define additional values between the minimum and maximum values.
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# Minimum value is 0
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# Maximum value is 255
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70: 50
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random: 0
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random-low: 0
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random-high: 0
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music_rando:
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# Randomizes music tracks.
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#
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# - Context: Music tracks will be shuffled within the same group (battle themes
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# will be randomized to other battle themes, etc)
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# - Chaos: Music tracks will be shuffled randomly
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vanilla: 50
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context: 0
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chaos: 0
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goal:
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# Set the goal of the game.
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#
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# - Defeat Fomortiis: Defeat the usual final boss, which can take a long time.
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# - Clear Valni: Clear the 8th floor of the Tower of Valni. Implies Enable Tower.
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# Recommended for short- to medium-length games.
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# - Defeat Tirado: Clear Chapter 8. Recommended for short games.
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# - Clear Lagdou: Clear the 10th floor of the Lagdou Ruins. Implies Enable Ruins.
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#
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# Note that this option only change which check is considered the goal and
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# does not affect progression logic at all.
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defeatformortiis: 0
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clearvalni: 30
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defeattirado: 30
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clearlagdou: 10
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###########################
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# Item & Location Options #
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###########################
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local_items:
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# Forces these items to be in their native world.
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[]
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non_local_items:
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# Forces these items to be outside their native world.
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[]
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start_inventory:
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# Start with these items.
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{}
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start_hints:
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# Start with these item's locations prefilled into the ``!hint`` command.
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[]
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start_location_hints:
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# Start with these locations and their item prefilled into the ``!hint`` command.
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[]
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exclude_locations:
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# Prevent these locations from having an important item.
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[]
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priority_locations:
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# Prevent these locations from having an unimportant item.
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[]
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item_links:
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# Share part of your item pool with other players.
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[]
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plando_items:
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# Generic items plando.
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[]
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