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- # 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: Player{number}
- # Used to describe your yaml. Useful if you have multiple files.
- description: Default Sonic Heroes Template
- game: Sonic Heroes
- requires:
- version: 0.5.0 # Version of Archipelago required for this yaml to work as expected.
- Sonic Heroes:
- # 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.
- #
- # - **Locations:** ensure everything can be reached and acquired.
- # - **Items:** ensure all logically relevant items can be acquired.
- # - **Minimal:** ensure what is needed to reach your goal can be acquired.
- locations: 0
- items: 50
- minimal: 0
- # Goal Options
- goal:
- # Determines the goal of the seed
- #
- # Metal Overlord: Beat Metal Overlord
- metal_overlord: 50
- goal_unlock_condition:
- # Determines how the Goal level is unlocked
- #
- # Both: Requires all 7 Chaos Emeralds plus the number of Emblems chosen
- #
- # Emblems Only: Only requires the chosen number of Emblems
- #
- # Emeralds Only: Only requires the 7 Chaos Emeralds with no Emblem requirements. Level Gates will still require Emblems to proceed
- both: 50
- emblems_only: 0
- emeralds_only: 0
- emerald_stage_location_type:
- # Which Location type should the Emeralds be?
- # Priority is recommended as it gives a reason to do them
- # Excluded requires enough space in the itempool to generate
- priority: 50
- normal: 0
- excluded: 0
- skip_metal_madness:
- # Skips Metal Madness when selecting it from level select and goes directly to Metal Overlord (final boss)
- 'false': 0
- 'true': 50
- emblem_pool_size:
- # How many Emblems should be added to the itempool?
- # This is per Mission Act enabled (A and B) and Story
- #
- # You can define additional values between the minimum and maximum values.
- # Minimum value is 0
- # Maximum value is 14
- 12: 50
- random: 0
- random-low: 0
- random-high: 0
- extra_emblems:
- # How many extra emblems to add to the itempool?
- # These allow for easier unlocking of gates as they are NOT used calculate emblem costs
- # This is capped at available spots in the location pool
- # Very high values can allow for very fast gate and goal unlocks with sanity enabled
- #
- # You can define additional values between the minimum and maximum values.
- # Minimum value is 0
- # Maximum value is 900
- 0: 50
- random: 0
- random-low: 0
- random-high: 0
- required_emblems_percent:
- # What percent of the Emblem pool size emblems should be required to unlock the Final Goal? (rounded down)
- # This also affects level gates (if enabled)
- # This can be 0 which makes all level gates and the final boss have no emblem cost
- #
- # You can define additional values between the minimum and maximum values.
- # Minimum value is 0
- # Maximum value is 100
- 70: 50
- random: 0
- random-low: 0
- random-high: 0
- required_rank:
- # Determines what minimum Rank is required to send a check for a mission
- e: 50
- d: 0
- c: 0
- b: 0
- a: 0
- dont_lose_bonus_key:
- # Keep the Bonus Key for the rest of the level once you collect it
- 'false': 50
- 'true': 0
- # Level Gates
- number_level_gates:
- # The number emblem-locked gates which lock sets of levels.
- #
- # You can define additional values between the minimum and maximum values.
- # Minimum value is 0
- # Maximum value is 7
- 3: 50
- random: 0
- random-low: 0
- random-high: 0
- # Story Options
- sonic_story:
- # Should Sonic Story Missions be enabled?
- disabled: 50
- mission_a_only: 0
- mission_b_only: 0
- both_missions_enabled: 0
- super_hard_mode_sonic_act_2:
- # Should Sonic Act B Missions be replaced with the Super Hard Mode version?
- # The location names will remain the same
- # You will always go to the bonus stage at the end of the level
- 'false': 50
- 'true': 0
- dark_story:
- # Should Dark Story Missions be enabled?
- # Mission B will allow for Dark Enemy Sanity
- disabled: 50
- mission_a_only: 0
- mission_b_only: 0
- both_missions_enabled: 0
- rose_story:
- # Should Rose Story Missions be enabled?
- # Mission B will allow for Rose Ring Sanity
- disabled: 0
- mission_a_only: 50
- mission_b_only: 0
- both_missions_enabled: 0
- chaotix_story:
- # Should Chaotix Story Missions be enabled?
- # Either Mission Act, or both, will allow for Chaotix Sanity
- disabled: 50
- mission_a_only: 0
- mission_b_only: 0
- both_missions_enabled: 0
- # Sanity
- sonic_key_sanity:
- # Getting a bonus key sends a check.
- # This is separate per team enabled
- # Only 1 Set makes it only 1 set of keys to collect (for the team)
- # Set For Each Act has one set of keys for each Act enabled (requires both Acts enabled to have both sets)
- disabled: 50
- only1set: 0
- setforeachact: 0
- dark_sanity:
- # How many enemies are needed for a sanity check?
- # Requires Mission B to be enabled
- # 1 results in 1400 checks
- # 20 results in 70 checks
- disabled: 50
- '1': 0
- '5': 0
- '10': 0
- '20': 0
- dark_key_sanity:
- # Getting a bonus key sends a check.
- # This is separate per team enabled
- # Only 1 Set makes it only 1 set of keys to collect (for the team)
- # Set For Each Act has one set of keys for each Act enabled (requires both Acts enabled to have both sets)
- disabled: 50
- only1set: 0
- setforeachact: 0
- rose_sanity:
- # How many rings are needed for a sanity check?
- # Requires Mission B to be enabled
- # Each
- # 1 results in 2800 checks
- # 20 results in 140 checks
- disabled: 50
- '1': 0
- '5': 0
- '10': 0
- '20': 0
- rose_key_sanity:
- # Getting a bonus key sends a check.
- # This is separate per team enabled
- # Only 1 Set makes it only 1 set of keys to collect (for the team)
- # Set For Each Act has one set of keys for each Act enabled (requires both Acts enabled to have both sets)
- disabled: 50
- only1set: 0
- setforeachact: 0
- chaotix_sanity:
- # Should Chaotix Sanity be enabled, and if so, how many rings are needed for a check on Casino Park?
- # Mission A only Check Count: 223 + 200 / value (if enabled)
- # Mission B only Check Count: 266 + 500 / value (if enabled)
- # Both Missions Check Count: 489 + 700 / value (if enabled)
- disabled: 50
- '1': 0
- '5': 0
- '10': 0
- '20': 0
- chaotix_key_sanity:
- # Getting a bonus key sends a check.
- # This is separate per team enabled
- # Only 1 Set makes it only 1 set of keys to collect (for the team)
- # Set For Each Act has one set of keys for each Act enabled (requires both Acts enabled to have both sets)
- disabled: 50
- only1set: 0
- setforeachact: 0
- sanity_excluded_percent:
- # How much percent of sanity checks should be excluded (only have filler/trap items)?
- # This currently does not affect Key Sanity.
- # This helps with large amounts of sanity checks having all of the progressive items in a sync.
- #
- # You can define additional values between the minimum and maximum values.
- # Minimum value is 0
- # Maximum value is 100
- 80: 50
- random: 0
- random-low: 0
- random-high: 0
- # Ring Options
- ring_link:
- # Ring Link
- 'false': 50
- 'true': 0
- ring_link_overlord:
- # Should Ring Link be enabled on Metal Overlord?
- # This requires Ring Link to be enabled to have any effect
- 'false': 50
- 'true': 0
- modern_ring_loss:
- # Only lose up to 20 Rings when hit instead of all
- 'false': 50
- 'true': 0
- # Traps
- trap_fill:
- # Determines the percentage of the junk fill which is filled with traps.
- #
- # 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
- stealth_trap_weight:
- # Determines the weight (not percent) for Stealth Trap.
- # Traps must be enabled for this to have any effect.
- #
- # 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
- freeze_trap_weight:
- # Determines the weight (not percent) for Freeze Trap.
- # Traps must be enabled for this to have any effect.
- #
- # 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
- no_swap_trap_weight:
- # Determines the weight (not percent) for No Swap Trap.
- # Traps must be enabled for this to have any effect.
- #
- # 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
- ring_trap_weight:
- # Determines the weight (not percent) for Ring Trap.
- # Traps must be enabled for this to have any effect.
- #
- # 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
- charmy_trap_weight:
- # Determines the weight (not percent) for Charmy Trap.
- # Traps must be enabled for this to have any effect.
- #
- # 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
- # DeathLink
- death_link:
- # When you die, everyone dies. Of course the reverse is true too.
- 'false': 50
- 'true': 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.
- []
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