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Sonic Heroes.yaml

Jun 1st, 2025
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  1. # Q. What is this file?
  2. # A. This file contains options which allow you to configure your multiworld experience while allowing
  3. #    others to play how they want as well.
  4. #
  5. # Q. How do I use it?
  6. # A. The options in this file are weighted. This means the higher number you assign to a value, the
  7. #    more chances you have for that option to be chosen. For example, an option like this:
  8. #
  9. #    map_shuffle:
  10. #      on: 5
  11. #      off: 15
  12. #
  13. #    Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned
  14. #    off.
  15. #
  16. # Q. I've never seen a file like this before. What characters am I allowed to use?
  17. # A. This is a .yaml file. You are allowed to use most characters.
  18. #    To test if your yaml is valid or not, you can use this website:
  19. #        http://www.yamllint.com/
  20. #    You can also verify that your Archipelago options are valid at this site:
  21. #        https://archipelago.gg/check
  22.  
  23. # Your name in-game, limited to 16 characters.
  24. #     {player} will be replaced with the player's slot number.
  25. #     {PLAYER} will be replaced with the player's slot number, if that slot number is greater than 1.
  26. #     {number} will be replaced with the counter value of the name.
  27. #     {NUMBER} will be replaced with the counter value of the name, if the counter value is greater than 1.
  28. name: Player{number}
  29.  
  30. # Used to describe your yaml. Useful if you have multiple files.
  31. description: Default Sonic Heroes Template
  32.  
  33. game: Sonic Heroes
  34. requires:
  35.   version: 0.5.0 # Version of Archipelago required for this yaml to work as expected.
  36.  
  37. Sonic Heroes:
  38.  # Game Options
  39.   progression_balancing:
  40.    # A system that can move progression earlier, to try and prevent the player from getting stuck and bored early.
  41.     #
  42.     # A lower setting means more getting stuck. A higher setting means less getting stuck.
  43.     #
  44.     # You can define additional values between the minimum and maximum values.
  45.     # Minimum value is 0
  46.     # Maximum value is 99
  47.     random: 0
  48.     random-low: 0
  49.     random-high: 0
  50.     disabled: 0 # equivalent to 0
  51.     normal: 50 # equivalent to 50
  52.     extreme: 0 # equivalent to 99
  53.  
  54.   accessibility:
  55.    # Set rules for reachability of your items/locations.
  56.     #
  57.     # - **Locations:** ensure everything can be reached and acquired.
  58.     # - **Items:** ensure all logically relevant items can be acquired.
  59.     # - **Minimal:** ensure what is needed to reach your goal can be acquired.
  60.     locations: 0
  61.     items: 50
  62.     minimal: 0
  63.  
  64.   # Goal Options
  65.   goal:
  66.    # Determines the goal of the seed
  67.     #
  68.     # Metal Overlord: Beat Metal Overlord
  69.     metal_overlord: 50
  70.  
  71.   goal_unlock_condition:
  72.    # Determines how the Goal level is unlocked
  73.     #
  74.     # Both: Requires all 7 Chaos Emeralds plus the number of Emblems chosen
  75.     #
  76.     # Emblems Only: Only requires the chosen number of Emblems
  77.     #
  78.     # Emeralds Only: Only requires the 7 Chaos Emeralds with no Emblem requirements. Level Gates will still require Emblems to proceed
  79.     both: 50
  80.     emblems_only: 0
  81.     emeralds_only: 0
  82.  
  83.   emerald_stage_location_type:
  84.    # Which Location type should the Emeralds be?
  85.     # Priority is recommended as it gives a reason to do them
  86.     # Excluded requires enough space in the itempool to generate
  87.     priority: 50
  88.     normal: 0
  89.     excluded: 0
  90.  
  91.   skip_metal_madness:
  92.    # Skips Metal Madness when selecting it from level select and goes directly to Metal Overlord (final boss)
  93.     'false': 0
  94.     'true': 50
  95.  
  96.   emblem_pool_size:
  97.    # How many Emblems should be added to the itempool?
  98.     # This is per Mission Act enabled (A and B) and Story
  99.     #
  100.     # You can define additional values between the minimum and maximum values.
  101.     # Minimum value is 0
  102.     # Maximum value is 14
  103.     12: 50
  104.     random: 0
  105.     random-low: 0
  106.     random-high: 0
  107.  
  108.   extra_emblems:
  109.    # How many extra emblems to add to the itempool?
  110.     # These allow for easier unlocking of gates as they are NOT used calculate emblem costs
  111.     # This is capped at available spots in the location pool
  112.     # Very high values can allow for very fast gate and goal unlocks with sanity enabled
  113.     #
  114.     # You can define additional values between the minimum and maximum values.
  115.     # Minimum value is 0
  116.     # Maximum value is 900
  117.     0: 50
  118.     random: 0
  119.     random-low: 0
  120.     random-high: 0
  121.  
  122.   required_emblems_percent:
  123.    # What percent of the Emblem pool size emblems should be required to unlock the Final Goal? (rounded down)
  124.     # This also affects level gates (if enabled)
  125.     # This can be 0 which makes all level gates and the final boss have no emblem cost
  126.     #
  127.     # You can define additional values between the minimum and maximum values.
  128.     # Minimum value is 0
  129.     # Maximum value is 100
  130.     70: 50
  131.     random: 0
  132.     random-low: 0
  133.     random-high: 0
  134.  
  135.   required_rank:
  136.    # Determines what minimum Rank is required to send a check for a mission
  137.     e: 50
  138.     d: 0
  139.     c: 0
  140.     b: 0
  141.     a: 0
  142.  
  143.   dont_lose_bonus_key:
  144.    # Keep the Bonus Key for the rest of the level once you collect it
  145.     'false': 50
  146.     'true': 0
  147.  
  148.   # Level Gates
  149.   number_level_gates:
  150.    # The number emblem-locked gates which lock sets of levels.
  151.     #
  152.     # You can define additional values between the minimum and maximum values.
  153.     # Minimum value is 0
  154.     # Maximum value is 7
  155.     3: 50
  156.     random: 0
  157.     random-low: 0
  158.     random-high: 0
  159.  
  160.   # Story Options
  161.   sonic_story:
  162.    # Should Sonic Story Missions be enabled?
  163.     disabled: 50
  164.     mission_a_only: 0
  165.     mission_b_only: 0
  166.     both_missions_enabled: 0
  167.  
  168.   super_hard_mode_sonic_act_2:
  169.    # Should Sonic Act B Missions be replaced with the Super Hard Mode version?
  170.     # The location names will remain the same
  171.     # You will always go to the bonus stage at the end of the level
  172.     'false': 50
  173.     'true': 0
  174.  
  175.   dark_story:
  176.    # Should Dark Story Missions be enabled?
  177.     # Mission B will allow for Dark Enemy Sanity
  178.     disabled: 50
  179.     mission_a_only: 0
  180.     mission_b_only: 0
  181.     both_missions_enabled: 0
  182.  
  183.   rose_story:
  184.    # Should Rose Story Missions be enabled?
  185.     # Mission B will allow for Rose Ring Sanity
  186.     disabled: 0
  187.     mission_a_only: 50
  188.     mission_b_only: 0
  189.     both_missions_enabled: 0
  190.  
  191.   chaotix_story:
  192.    # Should Chaotix Story Missions be enabled?
  193.     # Either Mission Act, or both, will allow for Chaotix Sanity
  194.     disabled: 50
  195.     mission_a_only: 0
  196.     mission_b_only: 0
  197.     both_missions_enabled: 0
  198.  
  199.   # Sanity
  200.   sonic_key_sanity:
  201.    # Getting a bonus key sends a check.
  202.     # This is separate per team enabled
  203.     # Only 1 Set makes it only 1 set of keys to collect (for the team)
  204.     # Set For Each Act has one set of keys for each Act enabled (requires both Acts enabled to have both sets)
  205.     disabled: 50
  206.     only1set: 0
  207.     setforeachact: 0
  208.  
  209.   dark_sanity:
  210.    # How many enemies are needed for a sanity check?
  211.     # Requires Mission B to be enabled
  212.     # 1 results in 1400 checks
  213.     # 20 results in 70 checks
  214.     disabled: 50
  215.     '1': 0
  216.     '5': 0
  217.     '10': 0
  218.     '20': 0
  219.  
  220.   dark_key_sanity:
  221.    # Getting a bonus key sends a check.
  222.     # This is separate per team enabled
  223.     # Only 1 Set makes it only 1 set of keys to collect (for the team)
  224.     # Set For Each Act has one set of keys for each Act enabled (requires both Acts enabled to have both sets)
  225.     disabled: 50
  226.     only1set: 0
  227.     setforeachact: 0
  228.  
  229.   rose_sanity:
  230.    # How many rings are needed for a sanity check?
  231.     # Requires Mission B to be enabled
  232.     # Each
  233.     # 1 results in 2800 checks
  234.     # 20 results in 140 checks
  235.     disabled: 50
  236.     '1': 0
  237.     '5': 0
  238.     '10': 0
  239.     '20': 0
  240.  
  241.   rose_key_sanity:
  242.    # Getting a bonus key sends a check.
  243.     # This is separate per team enabled
  244.     # Only 1 Set makes it only 1 set of keys to collect (for the team)
  245.     # Set For Each Act has one set of keys for each Act enabled (requires both Acts enabled to have both sets)
  246.     disabled: 50
  247.     only1set: 0
  248.     setforeachact: 0
  249.  
  250.   chaotix_sanity:
  251.    # Should Chaotix Sanity be enabled, and if so, how many rings are needed for a check on Casino Park?
  252.     # Mission A only Check Count: 223 + 200 / value (if enabled)
  253.     # Mission B only Check Count: 266 + 500 / value (if enabled)
  254.     # Both Missions Check Count: 489 + 700 / value (if enabled)
  255.     disabled: 50
  256.     '1': 0
  257.     '5': 0
  258.     '10': 0
  259.     '20': 0
  260.  
  261.   chaotix_key_sanity:
  262.    # Getting a bonus key sends a check.
  263.     # This is separate per team enabled
  264.     # Only 1 Set makes it only 1 set of keys to collect (for the team)
  265.     # Set For Each Act has one set of keys for each Act enabled (requires both Acts enabled to have both sets)
  266.     disabled: 50
  267.     only1set: 0
  268.     setforeachact: 0
  269.  
  270.   sanity_excluded_percent:
  271.    # How much percent of sanity checks should be excluded (only have filler/trap items)?
  272.     # This currently does not affect Key Sanity.
  273.     # This helps with large amounts of sanity checks having all of the progressive items in a sync.
  274.     #
  275.     # You can define additional values between the minimum and maximum values.
  276.     # Minimum value is 0
  277.     # Maximum value is 100
  278.     80: 50
  279.     random: 0
  280.     random-low: 0
  281.     random-high: 0
  282.  
  283.   # Ring Options
  284.   ring_link:
  285.    # Ring Link
  286.     'false': 50
  287.     'true': 0
  288.  
  289.   ring_link_overlord:
  290.    # Should Ring Link be enabled on Metal Overlord?
  291.     # This requires Ring Link to be enabled to have any effect
  292.     'false': 50
  293.     'true': 0
  294.  
  295.   modern_ring_loss:
  296.    # Only lose up to 20 Rings when hit instead of all
  297.     'false': 50
  298.     'true': 0
  299.  
  300.   # Traps
  301.   trap_fill:
  302.    # Determines the percentage of the junk fill which is filled with traps.
  303.     #
  304.     # You can define additional values between the minimum and maximum values.
  305.     # Minimum value is 0
  306.     # Maximum value is 100
  307.     0: 50
  308.     random: 0
  309.     random-low: 0
  310.     random-high: 0
  311.  
  312.   stealth_trap_weight:
  313.    # Determines the weight (not percent) for Stealth Trap.
  314.     # Traps must be enabled for this to have any effect.
  315.     #
  316.     # You can define additional values between the minimum and maximum values.
  317.     # Minimum value is 0
  318.     # Maximum value is 100
  319.     50: 50
  320.     random: 0
  321.     random-low: 0
  322.     random-high: 0
  323.  
  324.   freeze_trap_weight:
  325.    # Determines the weight (not percent) for Freeze Trap.
  326.     # Traps must be enabled for this to have any effect.
  327.     #
  328.     # You can define additional values between the minimum and maximum values.
  329.     # Minimum value is 0
  330.     # Maximum value is 100
  331.     50: 50
  332.     random: 0
  333.     random-low: 0
  334.     random-high: 0
  335.  
  336.   no_swap_trap_weight:
  337.    # Determines the weight (not percent) for No Swap Trap.
  338.     # Traps must be enabled for this to have any effect.
  339.     #
  340.     # You can define additional values between the minimum and maximum values.
  341.     # Minimum value is 0
  342.     # Maximum value is 100
  343.     50: 50
  344.     random: 0
  345.     random-low: 0
  346.     random-high: 0
  347.  
  348.   ring_trap_weight:
  349.    # Determines the weight (not percent) for Ring Trap.
  350.     # Traps must be enabled for this to have any effect.
  351.     #
  352.     # You can define additional values between the minimum and maximum values.
  353.     # Minimum value is 0
  354.     # Maximum value is 100
  355.     50: 50
  356.     random: 0
  357.     random-low: 0
  358.     random-high: 0
  359.  
  360.   charmy_trap_weight:
  361.    # Determines the weight (not percent) for Charmy Trap.
  362.     # Traps must be enabled for this to have any effect.
  363.     #
  364.     # You can define additional values between the minimum and maximum values.
  365.     # Minimum value is 0
  366.     # Maximum value is 100
  367.     50: 50
  368.     random: 0
  369.     random-low: 0
  370.     random-high: 0
  371.  
  372.   # DeathLink
  373.   death_link:
  374.    # When you die, everyone dies. Of course the reverse is true too.
  375.     'false': 50
  376.     'true': 0
  377.  
  378.   # Item & Location Options
  379.   local_items:
  380.    # Forces these items to be in their native world.
  381.     []
  382.  
  383.   non_local_items:
  384.    # Forces these items to be outside their native world.
  385.     []
  386.  
  387.   start_inventory:
  388.    # Start with these items.
  389.     {}
  390.  
  391.   start_hints:
  392.    # Start with these item's locations prefilled into the ``!hint`` command.
  393.     []
  394.  
  395.   start_location_hints:
  396.    # Start with these locations and their item prefilled into the ``!hint`` command.
  397.     []
  398.  
  399.   exclude_locations:
  400.    # Prevent these locations from having an important item.
  401.     []
  402.  
  403.   priority_locations:
  404.    # Prevent these locations from having an unimportant item.
  405.     []
  406.  
  407.   item_links:
  408.    # Share part of your item pool with other players.
  409.     []
  410.  
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