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CookieCat45 committed Jul 24, 2023
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360 changes: 360 additions & 0 deletions A Hat in Time.yaml
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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

game: A Hat in Time
requires:
version: 0.4.1 # Version of Archipelago required for this yaml to work as expected.

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.
[]

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.
[]

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

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

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

CTRWithSprint:
# If enabled, clearing Cheating the Race with just Sprint Hat can be in logic.
false: 50
true: 0

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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