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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 your Archipelago settings are valid at this site: | ||
# https://archipelago.gg/check | ||
|
||
# Your name in-game. Spaces will be replaced with underscores and there is a 16-character limit. | ||
# {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 A Hat in Time Template | ||
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||
game: A Hat in Time | ||
requires: | ||
version: 0.4.1 # Version of Archipelago required for this yaml to work as expected. | ||
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||
A Hat in Time: | ||
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 | ||
|
||
local_items: | ||
# Forces these items to be in their native world. | ||
[] | ||
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||
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. | ||
[] | ||
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||
start_location_hints: | ||
# Start with these locations and their item prefilled into the !hint command | ||
[] | ||
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||
exclude_locations: | ||
# Prevent these locations from having an important item | ||
[] | ||
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||
priority_locations: | ||
# Prevent these locations from having an unimportant item | ||
[] | ||
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item_links: | ||
# Share part of your item pool with other players. | ||
[] | ||
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||
ActRandomizer: | ||
# If enabled, shuffle the game's Acts between each other. | ||
false: 0 | ||
true: 50 | ||
|
||
ShuffleAlpineZiplines: | ||
# If enabled, Alpine's zipline paths leading to the peaks will be locked behind items. | ||
false: 50 | ||
true: 0 | ||
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||
VanillaAlpine: | ||
# If enabled, force Alpine (and optionally its finale) onto their vanilla locations in act shuffle. | ||
no: 50 | ||
yes: 0 | ||
finale: 0 | ||
|
||
LogicDifficulty: | ||
# Choose the difficulty setting for logic. Note that Hard or above will force SDJ logic on. | ||
normal: 50 | ||
hard: 0 | ||
expert: 0 | ||
|
||
RandomizeHatOrder: | ||
# Randomize the order that hats are stitched in. | ||
false: 0 | ||
true: 50 | ||
|
||
UmbrellaLogic: | ||
# Makes Hat Kid's default punch attack do absolutely nothing, making the Umbrella much more relevant and useful | ||
false: 50 | ||
true: 0 | ||
|
||
StartWithCompassBadge: | ||
# If enabled, start with the Compass Badge. In Archipelago, the Compass Badge will track all items in the world | ||
# (instead of just Relics). Recommended if you're not familiar with where item locations are. | ||
false: 0 | ||
true: 50 | ||
|
||
CompassBadgeMode: | ||
# closest - Compass Badge points to the closest item regardless of classification | ||
# important_only - Compass Badge points to progression/useful items only | ||
# important_first - Compass Badge points to progression/useful items first, then it will point to junk items | ||
closest: 50 | ||
important_only: 0 | ||
important_first: 0 | ||
|
||
ShuffleStorybookPages: | ||
# If enabled, each storybook page in the purple Time Rifts is an item check. | ||
# The Compass Badge can track these down for you. | ||
false: 0 | ||
true: 50 | ||
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||
ShuffleActContracts: | ||
# If enabled, shuffle Snatcher's act contracts into the pool as items | ||
false: 0 | ||
true: 50 | ||
|
||
StartingChapter: | ||
# Determines which chapter you will be guaranteed to be able to enter at the beginning of the game. | ||
# Please note that in act randomizer, only 1 and 2 are allowed. | ||
1: 50 | ||
2: 0 | ||
3: 0 | ||
4: 0 | ||
|
||
SDJLogic: | ||
# Allow the SDJ (Sprint Double Jump) technique to be considered in logic. | ||
false: 50 | ||
true: 0 | ||
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||
CTRWithSprint: | ||
# If enabled, clearing Cheating the Race with just Sprint Hat can be in logic. | ||
false: 50 | ||
true: 0 | ||
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||
EnableDLC1: | ||
# NOT IMPLEMENTED Shuffle content from The Arctic Cruise (Chapter 6) into the game. | ||
# DO NOT ENABLE THIS OPTION IF YOU DO NOT HAVE THE DLC INSTALLED!!! | ||
false: 50 | ||
true: 0 | ||
|
||
EnableDeathWish: | ||
# NOT IMPLEMENTED Shuffle Death Wish contracts into the game. | ||
# Each contract by default will have a single check granted upon completion. | ||
# DO NOT ENABLE THIS OPTION IF YOU DO NOT HAVE THE DLC INSTALLED!!! | ||
false: 50 | ||
true: 0 | ||
|
||
EnableDLC2: | ||
# NOT IMPLEMENTED Shuffle content from Nyakuza Metro (Chapter 7) into the game. | ||
# DO NOT ENABLE THIS OPTION IF YOU DO NOT HAVE THE DLC INSTALLED!!! | ||
false: 50 | ||
true: 0 | ||
|
||
LowestChapterCost: | ||
# Value determining the lowest possible cost for a chapter. | ||
# Chapter costs will, progressively, be calculated based on this value (except for Chapter 5). | ||
# | ||
# You can define additional values between the minimum and maximum values. | ||
# Minimum value is 0 | ||
# Maximum value is 10 | ||
5: 50 | ||
random: 0 | ||
random-low: 0 | ||
random-high: 0 | ||
|
||
HighestChapterCost: | ||
# Value determining the highest possible cost for a chapter. | ||
# Chapter costs will, progressively, be calculated based on this value (except for Chapter 5). | ||
# | ||
# You can define additional values between the minimum and maximum values. | ||
# Minimum value is 15 | ||
# Maximum value is 35 | ||
25: 50 | ||
random: 0 | ||
random-low: 0 | ||
random-high: 0 | ||
|
||
ChapterCostIncrement: | ||
# Lower values mean chapter costs increase slower. Higher values make the cost differences more steep. | ||
# | ||
# You can define additional values between the minimum and maximum values. | ||
# Minimum value is 1 | ||
# Maximum value is 8 | ||
5: 50 | ||
random: 0 | ||
random-low: 0 | ||
random-high: 0 | ||
|
||
ChapterCostMinDifference: | ||
# The minimum difference between chapter costs. | ||
# | ||
# You can define additional values between the minimum and maximum values. | ||
# Minimum value is 1 | ||
# Maximum value is 8 | ||
5: 50 | ||
random: 0 | ||
random-low: 0 | ||
random-high: 0 | ||
|
||
Chapter5MinCost: | ||
# Minimum Time Pieces required to enter Chapter 5 (Time's End). This is your goal. | ||
# | ||
# You can define additional values between the minimum and maximum values. | ||
# Minimum value is 0 | ||
# Maximum value is 40 | ||
25: 50 | ||
random: 0 | ||
random-low: 0 | ||
random-high: 0 | ||
|
||
Chapter5MaxCost: | ||
# Maximum Time Pieces required to enter Chapter 5 (Time's End). This is your goal. | ||
# | ||
# You can define additional values between the minimum and maximum values. | ||
# Minimum value is 0 | ||
# Maximum value is 40 | ||
35: 50 | ||
random: 0 | ||
random-low: 0 | ||
random-high: 0 | ||
|
||
YarnCostMin: | ||
# The minimum possible yarn needed to stitch each hat. | ||
# | ||
# You can define additional values between the minimum and maximum values. | ||
# Minimum value is 1 | ||
# Maximum value is 12 | ||
4: 50 | ||
random: 0 | ||
random-low: 0 | ||
random-high: 0 | ||
|
||
YarnCostMax: | ||
# The maximum possible yarn needed to stitch each hat. | ||
# | ||
# You can define additional values between the minimum and maximum values. | ||
# Minimum value is 1 | ||
# Maximum value is 12 | ||
8: 50 | ||
random: 0 | ||
random-low: 0 | ||
random-high: 0 | ||
|
||
YarnAvailable: | ||
# How much yarn is available to collect in the item pool. | ||
# | ||
# You can define additional values between the minimum and maximum values. | ||
# Minimum value is 30 | ||
# Maximum value is 75 | ||
45: 50 | ||
random: 0 | ||
random-low: 0 | ||
random-high: 0 | ||
|
||
MinPonCost: | ||
# The minimum amount of Pons that any shop item can cost. | ||
# | ||
# You can define additional values between the minimum and maximum values. | ||
# Minimum value is 10 | ||
# Maximum value is 800 | ||
75: 50 | ||
random: 0 | ||
random-low: 0 | ||
random-high: 0 | ||
|
||
MaxPonCost: | ||
# The maximum amount of Pons that any shop item can cost. | ||
# | ||
# You can define additional values between the minimum and maximum values. | ||
# Minimum value is 10 | ||
# Maximum value is 800 | ||
400: 50 | ||
random: 0 | ||
random-low: 0 | ||
random-high: 0 | ||
|
||
TrapChance: | ||
# The chance for any junk item in the pool to be replaced by a trap. | ||
# | ||
# 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 | ||
|
||
BabyTrapWeight: | ||
# The weight of Baby Traps in the trap pool. | ||
# Baby Traps place a multitude of the Conductor's grandkids into Hat Kid's hands, causing her to lose her balance. | ||
# | ||
# 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 | ||
|
||
LaserTrapWeight: | ||
# The weight of Laser Traps in the trap pool. | ||
# Laser Traps will spawn multiple giant lasers (from Snatcher's boss fight) at Hat Kid's location. | ||
# | ||
# 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 | ||
|
||
ParadeTrapWeight: | ||
# The weight of Parade Traps in the trap pool. | ||
# Parade Traps will summon multiple Express Band owls with knives that chase Hat Kid by mimicking her movement. | ||
# | ||
# You can define additional values between the minimum and maximum values. | ||
# Minimum value is 0 | ||
# Maximum value is 100 | ||
20: 50 | ||
random: 0 | ||
random-low: 0 | ||
random-high: 0 | ||
|
||
death_link: | ||
# When you die, everyone dies. Of course the reverse is true too. | ||
false: 50 | ||
true: 0 |
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