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async_weights.yaml
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async_weights.yaml
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description: Main Async Weights
name: Player{number}
game:
A Link to the Past: 150
Factorio: 30
Minecraft: 40
Slay the Spire: 20
Risk of Rain 2: 50
Subnautica: 5
Ocarina of Time: 30
Timespinner: 40
Secret of Evermore: 10
Super Metroid: 20
Timespinner:
StartWithJewelryBox: # Start with Jewelry Box unlocked
false: 0
true: 1
DownloadableItems: # With the tablet you will be able to download items at terminals
false: 0
true: 1
FacebookMode: # With the tablet you will be able to download items at terminals
false: 50
true: 0
StartWithMeyef: # Start with Meyef, ideal for when you want to play multiplayer.
false: 50
true: 0
QuickSeed: # Start with Talaria Attachment, Nyoom!
false: 50
true: 0
SpecificKeycards: # Keycards can only open corresponding doors
false: 50
true: 0
Inverted: # Start in the past
false: 50
true: 50
start_hints: []
Ocarina of Time:
logic_rules: # Determine the logic used to place items.
glitchless: 1 # No glitches are required, but may require some minor tricks (can be set under logic_tricks)
glitched: 0 # Movement-oriented glitches are required. Entrance randomization of any kind is not compatible with glitched logic.
no_logic: 0 # All locations considered available with no items. May be impossible to beat.
logic_no_night_tokens_without_suns_song: # Skulltulas that only spawn at night will logically require Sun's Song.
on: 0
off: 1
# Open Options: controls the state of certain pathways in the world
open_forest:
open: 0 # Deku Tree and Kokiri Forest exit are not blocked.
closed_deku: 1 # Kokiri Forest exit is not blocked. Deku Tree access is blocked until you have Kokiri Sword and Deku Shield.
closed: 0 # Kokiri Forest exit is blocked until you finish Deku Tree. This setting will override Starting Age: Adult.
open_kakariko: # also controls Happy Mask Shop behavior
open: 1 # Kakariko Gate is always open as child. Happy Mask Shop opens when you get Zelda's Letter.
zelda: 0 # Kakariko Gate and Mask Shop are closed until you obtain Zelda's Letter; don't need to show to guard.
closed: 0 # Kakariko Gate and Mask Shop are closed until you show Zelda's Letter to the guard.
open_door_of_time:
on: 1 # Can freely swap ages at the Temple of Time.
off: 0 # Requires an Ocarina and the Song of Time to open the door. Does not require the 3 spiritual stones.
zora_fountain:
closed: 1 # King Zora blocks the way to Zora's Fountain until you show him Ruto's Letter as child.
adult: 0 # King Zora is always moved for adult, but still blocks the way as child.
open: 0 # King Zora starts moved for both child and adult. Ruto's Letter is removed from the pool.
gerudo_fortress:
normal: 0 # Free all 4 carpenters
fast: 1 # Free only 1 carpenter (the far left one)
open: 0 # No carpenters needed to open the fortress.
trials: 0 # Number of trials to open the barrier inside Ganons Castle. Anywhere from 0 to 6, or random.
bridge: # Controls Rainbow Bridge requirement
medallions: 1 # Obtain N medallions
stones: 0 # Obtain N spiritual stones
dungeons: 0 # Obtain any N dungeon rewards (stones and medallions)
vanilla: 0 # Shadow Medallion, Spirit Medallion, and Light Arrows. Note that you can't get the Light Arrows hint if you do this.
open: 0 # Bridge requires nothing
tokens: 0 # Obtain N gold skulltula tokens
# Bridge options: controls Rainbow Bridge numbers
bridge_medallions: random # 0-6
bridge_stones: 3 # 0-3
bridge_rewards: 9 # dungeon rewards; 0-9
bridge_tokens: 40 # 0-100
# World Options: controls the configuration of the world
starting_age: # Choose which age you want to start as. Cannot start as adult with Closed Forest.
child: 1
adult: 1
triforce_hunt: # Collect N Triforce pieces to win. The game is saved upon winning so you can reenter.
on: 0
off: 1
triforce_goal: 30 # Number of required pieces for Triforce Hunt. May be up to 100.
bombchus_in_logic: # Bombchus properly considered in logic.
on: 0 # First chu pack will always be 20. Chus can be purchased at Kokiri Shop and Bazaar. Bombchu Bowling opens with chus.
off: 1
spawn_positions:
on: 2
off: 3
shuffle_dungeon_entrances:
on: 2
off: 3
# Shuffle Options: controls which items are shuffled into the world
shuffle_song_items:
song: 3 # Songs remain at song locations within a player's own world.
dungeon: 0 # Songs are placed at the end of dungeons (also at Song from Impa)
any: 2 # Songs are shuffled into the itempool. Song locations receive regular items.
shopsanity: # Shuffle items in shops
off: 3 # All shop items are vanilla.
fixed_number: 0
random_number: 2
shop_slots: 4
tokensanity:
off: 3 # All 100 gold skulltulas have their tokens.
dungeons: 2 # Skulltulas in dungeons will have their tokens randomized into the main item pool.
overworld: 0 # Skulltulas in the overworld will have their tokens randomized into the main item pool.
all: 0 # All skulltulas will have their tokens randomized into the main item pool.
shuffle_scrubs: # This setting shuffles business scrubs that ordinarily sell renewable items.
off: 3 # Only the 3 business scrubs that sell unique items are shuffled.
affordable: 2 # All scrub prices are reduced to 10 rupees.
expensive: 0 # Scrub prices are vanilla. This will require spending over 1000 rupees on scrubs.
random_prices: 0 # Scrub prices are randomly set between 0-99 rupees.
shuffle_cows: # Playing Epona's Song for a cow will cause it to give you an item.
on: 0
off: 1
shuffle_kokiri_sword: # Shuffles the Kokiri Sword chest in Kokiri Forest. Shuffling this will require child to manage Deku Sticks as a weapon.
on: 2
off: 3
shuffle_ocarinas: # Shuffles the Fairy Ocarina and Ocarina of Time into the item pool. Restricts the ability to play songs.
on: 0
off: 1
shuffle_weird_egg: # Shuffles the Weird Egg from Malon at Hyrule Castle. Restricts access to Zelda's Letter, Lon Lon Ranch checks, and more.
on: 0
off: 1
shuffle_gerudo_card: # Shuffles the Gerudo Membership Card, which allows access to Gerudo Training Grounds and makes the guards friendly.
on: 0
off: 1
shuffle_beans: # Adds a pack of 10 beans to the pool; the bean salesman sells one item for 60 rupees.
on: 0
off: 1
shuffle_medigoron_carpet_salesman: # Adds Giant's Knife and a 20 chu pack to the pool; these locations sell one item for 200 rupees.
on: 0
off: 1
# Dungeon Items Options
enhance_map_compass: # Map tells if a dungeon is MQ. Compass tells what the prize is. Temple of Time altar won't say what prizes are.
on: 0
off: 1
shuffle_mapcompass:
startwith: 1 # Start with map/compass for every dungeon in your inventory.
dungeon: 0 # Item type remains in its associated dungeon.
remove: 0 # Item type is removed. Key doors are automatically opened.
keysanity: 0 # Item type may be shuffled anywhere in the multiworld.
vanilla: 0 # Item type remains in its vanilla location.
shuffle_smallkeys:
dungeon: 1
remove: 0
keysanity: 0
vanilla: 0
shuffle_fortresskeys:
vanilla: 1
keysanity: 0
shuffle_bosskeys:
dungeon: 1
remove: 0
keysanity: 0
vanilla: 0
shuffle_ganon_bosskey:
dungeon: 0
remove: 0
keysanity: 0
vanilla: 0
on_lacs: 1 # Puts the Ganon BK on LACS. Use to allow early Ganons Castle access without beating the game.
# Light Arrow Cutscene (LACS) Options
lacs_condition: # Sets trigger condition for LACS. Use these options plus triggers to replicate "Ganon Boss Key On LACS" options.
vanilla: 0 # Shadow and Spirit Medallions
stones: 0
medallions: 3
dungeons: 2
tokens: 0
lacs_medallions: random-high # 0-6
lacs_stones: 3 # 0-3
lacs_rewards: random-high # 0-9
lacs_tokens: 40 # 0-100
# Timesaver Options
skip_child_zelda: off
no_escape_sequence: on # Skips the tower collapse sequence between the Ganondorf and Ganon fights.
no_guard_stealth: on # The crawlspace into Hyrule Castle skips straight to Zelda.
no_epona_race: on # Epona can always be summoned with Epona's Song.
skip_some_minigame_phases: on # Dampe Race and Horseback Archery give both rewards if the second condition is met on the first attempt.
complete_mask_quest: off # All masks are immediately available to borrow from the Happy Mask Shop.
useful_cutscenes: off # Reenables the Poe cutscene in Forest Temple, Darunia in Fire Temple, and Twinrova introduction. Mostly useful for glitched.
fast_chests: on # All chest animations are fast. If disabled, major items have a slow animation.
free_scarecrow: off # Pulling out the ocarina near a scarecrow spot spawns Pierre without needing the song.
fast_bunny_hood: on # Bunny Hood lets you move 1.5x faster like in Majora's Mask.
chicken_count: 7 # Controls the number of Cuccos for Anju to give an item as child. 0 to 7
# Miscellaneous Options
hints: always
hint_dist: async
text_shuffle: # Randomizes text in the game for comedic effect.
none: 1
except_hints: 0 # Hints, key text, and shop item text are not shuffled to preserve gameplay.
complete: 0 # No regard is made for playability.
damage_multiplier: # Controls the amount of damage Link takes.
normal: 1
half: 0
double: 0
quadruple: 0
ohko: 0 # Link dies in one hit.
no_collectible_hearts: off # Also known as "Hero Mode." Hearts will not drop from enemies or objects.
starting_tod: # Starting time of day
default: 1 # 10:00
sunrise: 0 # 06:30
morning: 0 # 09:00
noon: 0 # 12:00
afternoon: 0 # 15:00
sunset: 0 # 18:00
evening: 0 # 21:00
midnight: 0 # 00:00
witching_hour: 0 # 03:00
start_with_consumables: off # Start the game with full Deku Sticks and Deku Nuts.
start_with_rupees: off # Start with a full wallet. Wallet upgrades will also fill your wallet.
# Item Pool Options
item_pool_value: # Changes the amount of bonus items that are available
plentiful: 0 # Extra major items are added.
balanced: 1 # Original item pool.
scarce: 0 # Some excess items are removed, including health upgrades.
minimal: 0 # Most excess items are removed.
junk_ice_traps:
off: 1 # All ice traps are removed.
normal: 0 # Only ice traps from the base item pool are placed.
extra: 0 # Chance to add extra ice traps when junk items are added to the pool.
mayhem: 0 # All added junk items will be ice traps.
onslaught: 0 # All junk items will be replaced by ice traps, even those in the base pool.
ice_trap_appearance:
major_only: 0 # Ice traps appear as major items.
junk_only: 0 # Ice traps appear as junk items.
anything: 1 # Ice traps may appear as anything.
# Choose the earliest and latest possible items given for the adult trade sequence.
# Options: pocket_egg, pocket_cucco, cojiro, odd_mushroom, poachers_saw, broken_sword, prescription, eyeball_frog, eyedrops, claim_check
logic_earliest_adult_trade: claim_check
logic_latest_adult_trade: claim_check
exclude_locations:
- GF HBA 1500 Points
Subnautica: {}
# Shared Options supported by all games:
accessibility:
items: 0 # Guarantees you will be able to acquire all items, but you may not be able to access all locations
locations: 1 # Guarantees you will be able to access all locations, and therefore all items
none: 0 # Guarantees only that the game is beatable. You may not be able to access all locations or acquire all items
progression_balancing:
on: 0 # A system to reduce BK, as in times during which you can't do anything by moving your items into an earlier access sphere to make it likely you have stuff to do
off: 50 # Turn this off if you don't mind a longer multiworld, or can glitch/sequence break around missing items.
Risk of Rain 2:
total_locations: # Number of location checks which are added to the Risk of Rain playthrough.
# you can add additional values between minimum and maximum
10: 0 # minimum value
100: 50 # maximum value
random: 0
random-low: 0
random-high: 0
total_revivals: # Number of `Dio's Best Friend` item put in the item pool.
# you can add additional values between minimum and maximum
0: 1 # minimum value
10: 0 # maximum value
random: 0
random-low: 0
random-high: 0
4: 0
start_with_revive: # Start the game with a `Dio's Best Friend` item.
false: 1
true: 0
item_pickup_step: # Number of items to pick up before an AP Check is completed.
# Setting to 1 means every other pickup.
# Setting to 2 means every third pickup. So on...
# you can add additional values between minimum and maximum
0: 0 # minimum value
5: 0 # maximum value
random: 0
random-low: 0
random-high: 0
1: 50
enable_lunar: # Allows Lunar items in the item pool.
false: 0
true: 50
Slay the Spire:
character: # Pick What Character you wish to play with.
ironclad: 50
silent: 50
defect: 50
watcher: 50
ascension: # What Ascension do you wish to play with.
# you can add additional values between minimum and maximum
0: 50 # minimum value
20: 0 # maximum value
random: 0
random-low: 0
random-high: 0
heart_run: # Whether or not you will need to collect they 3 keys to unlock the final act
# and beat the heart to finish the game.
false: 50
true: 0
Factorio:
tech_tree_layout:
single: 1
small_diamonds: 1
medium_diamonds: 1
large_diamonds: 1
small_pyramids: 1
medium_pyramids: 1
large_pyramids: 1
small_funnels: 1
medium_funnels: 1
large_funnels: 1
choices: 1
recipe_time: # randomize the time it takes for any recipe to craft, this includes smelting, chemical lab, hand crafting etc.
vanilla: 0
fast: 0 # 25% to 100% of original time
normal: 10 # 50 % to 200% of original time
slow: 0 # 100% to 400% of original time
chaos: 0 # 25% to 400% of original time
progressive:
on: 1
max_science_pack:
automation_science_pack: 0
logistic_science_pack: 0
military_science_pack: 0
chemical_science_pack: 0
production_science_pack: 0
utility_science_pack: 0
space_science_pack: 1
tech_cost: normal
free_samples: stack
tech_tree_information: none
recipe_ingredients:
rocket: 0 # only randomize rocket part recipe
science_pack: 1 # also randomize science pack ingredients
starting_items:
burner-mining-drill: 19
stone-furnace: 19
lab: 1
Minecraft:
advancement_goal: 40
combat_difficulty: normal
include_hard_advancements: on
include_insane_advancements: off
include_postgame_advancements: off
shuffle_structures: on
A Link to the Past:
### Logic Section ###
# Warning: overworld_glitches is not available and minor_glitches is only partially implemented on the door-rando version
glitches_required: # Determine the logic required to complete the seed
none: 50 # No glitches required
minor_glitches: 0 # Puts fake flipper, waterwalk, super bunny shenanigans, and etc into logic
overworld_glitches: 0 # Assumes the player has knowledge of both overworld major glitches (boots clips, mirror clips) and minor glitches
no_logic: 0 # Your own items are placed with no regard to any logic; such as your Fire Rod can be on your Trinexx.
# Other players items are placed into your world under OWG logic
dark_room_logic: # Logic for unlit dark rooms
lamp: 50 # require the Lamp for these rooms to be considered accessible.
torches: 0 # in addition to lamp, allow the fire rod and presence of easily accessible torches for access
none: 0 # all dark rooms are always considered doable, meaning this may force completion of rooms in complete darkness
restrict_dungeon_item_on_boss: # aka ambrosia boss items
on: 0 # prevents unshuffled compasses, maps and keys to be boss drops, they can still drop keysanity and other players' items
off: 50
### End of Logic Section ###
bigkey_shuffle: # Big Key Placement
original_dungeon: 50
own_dungeons: 5
own_world: 15
any_world: 0
different_world: 0
smallkey_shuffle: # Small Key Placement
original_dungeon: 50
own_dungeons: 5
own_world: 15
any_world: 0
different_world: 0
universal: 10
compass_shuffle: # Compass Placement
original_dungeon: 50
own_dungeons: 0
own_world: 0
any_world: 20
different_world: 0
map_shuffle: # Map Placement
original_dungeon: 50
own_dungeons: 0
own_world: 0
any_world: 20
different_world: 0
# you can add more combos of these letters here
dungeon_counters: pickup
progressive: # Enable or disable progressive items (swords, shields, bow)
on: 50 # All items progressive
off: 25 # No items progressive
grouped_random: 25 # Randomly decides for all items. Swords could be progressive, shields might not be
entrance_shuffle:
none: 60 # Vanilla game map. All entrances and exits lead to their original locations. You probably want this option
dungeonssimple: 20 # shuffle just dungeons amongst each other, swapping dungeons entirely, so Hyrule Castle is always 1 dungeon
dungeonsfull: 15 # shuffle any dungeon entrance with any dungeon interior, so Hyrule Castle can be 4 different dungeons
dungeonscrossed: 10
simple: 1 # Entrances are grouped together before being randomized. Simple uses the most strict grouping rules
restricted: 1 # Less strict than simple
full: 2 # Less strict than restricted
crossed: 10 # Less strict than full
insanity: 3 # Very few grouping rules and entrances <-> insides are uncoupled. Good luck.
goals:
ganon: 30 # Climb GT, defeat Agahnim 2, then kill Ganon
crystals: 30 # Only killing Ganon is required. The hole is always open. Items may still be placed in GT, however
bosses: 10 # Defeat the boss of all dungeons, including Agahnim's tower and GT (Aga 2)
pedestal: 30 # Pull the Triforce from the Master Sword pedestal
triforce_hunt: 0 # Collect 20 of 30 Triforce pieces spread throughout the world, then turn them in to Murahadala in front of Hyrule Castle
local_triforce_hunt: 5
ganon_triforce_hunt: 0 # Collect 20 of 30 Triforce pieces spread throughout the worlds, then kill Ganon
local_ganon_triforce_hunt: 15 # Collect 20 of 30 Triforce pieces spread throughout your world, then kill Ganon
ganon_pedestal: 15 # Pull the Master Sword pedestal, then kill Ganon
open_pyramid:
goal: 50 # Opens the pyramid if the goal requires you to kill Ganon, unless the goal is Slow Ganon or All Dungeons
auto: 0 # Same as Goal, but also is closed if holes are shuffled and ganon is part of the shuffle pool
yes: 0 # Pyramid hole is always open. Ganon's vulnerable condition is still required before he can he hurt
no: 0 # Pyramid hole is always closed until you defeat Agahnim atop Ganon's Tower
triforce_pieces_required:
25: 1
26: 1
27: 1
28: 1
29: 1
30: 1
triforce_pieces_available:
30: 1
31: 1
32: 1
33: 1
34: 1
35: 1
crystals_needed_for_gt: random-low
crystals_needed_for_ganon: random-high
mode:
standard: 10 # Begin the game by rescuing Zelda from her cell and escorting her to the Sanctuary.
open: 70 # Begin the game from your choice of Link's House or the Sanctuary
inverted: 20 # Begin in the Dark World. The Moon Pearl is required to avoid bunny-state in Light World, and the Light World game map is altered
hints: 'on'
swordless:
on: 0 # Your swords are replaced by rupees. Gameplay changes have been made to accommodate this change
off: 25
item_pool:
easy: 2
normal: 10 # Item availability remains unchanged from the vanilla game
hard: 2 # Reduced upgrade availability (max: 14 hearts, green mail, tempered sword, fire shield, no silvers unless swordless)
expert: 1 # Minimum upgrade availability (max: 8 hearts, green mail, master sword, fighter shield, no silvers unless swordless)
item_functionality:
easy: 2
normal: 10 # Vanilla game item functionality
hard: 2 # Reduced helpfulness of items (potions less effective, can't catch faeries, cape uses double magic, byrna does not grant invulnerability, boomerangs do not stun, silvers disabled outside ganon)
expert: 1 # Vastly helpfulness of items (potions barely effective, can't catch faeries, cape uses double magic, byrna does not grant invulnerability, boomerangs and hookshot do not stun, silvers disabled outside ganon)
tile_shuffle: # Randomize the tile layouts in flying tile rooms
on: 50
off: 0
misery_mire_medallion: # required medallion to open Misery Mire front entrance
random: 50
Ether: 0
Bombos: 0
Quake: 0
turtle_rock_medallion: # required medallion to open Turtle Rock front entrance
random: 50
Ether: 0
Bombos: 0
Quake: 0
### Enemizer Section ###
boss_shuffle:
none: 70 # No boss shuffle
basic: 10 # Existing bosses except Ganon and Agahnim are shuffled throughout dungeons
full: 10 # Replace GT bosses with random bosses, then follow simple logic
chaos: 10 # Any boss can appear any amount of times
singularity: 20
enemy_shuffle: # Randomize enemy placement
on: 10
off: 50
killable_thieves: # Make thieves killable
on: 50 # Usually turned on together with enemy_shuffle to make annoying thief placement more manageable
off: 0
bush_shuffle: # Randomize the chance that bushes have enemies and the enemies under said bush
on: 0
off: 50
enemy_damage:
default: 50 # Vanilla enemy damage
shuffled: 0 # Enemies deal 0 to 4 hearts and armor helps
random: 0 # Enemies deal 0 to 8 hearts and armor just reshuffles the damage
enemy_health:
default: 50 # Vanilla enemy HP
easy: 0 # Enemies have reduced health
hard: 0 # Enemies have increased health
expert: 0 # Enemies have greatly increased health
pot_shuffle:
'on': 0 # Keys, items, and buttons hidden under pots in dungeons are shuffled with other pots in their supertile
'off': 100 # Default pot item locations
### End of Enemizer Section ###
### Shop Settings ###
shop_shuffle_slots: # Maximum amount of shop slots to be filled with regular item pool items (such as Moon Pearl)
0: 50
5: 0
15: 0
30: 0
random: 0 # 0 to 30 evenly distributed
shop_shuffle:
none: 5
g: 1 # Generate new default inventories for overworld/underworld shops, and unique shops
f: 1 # Generate new default inventories for every shop independently
i: 1 # Shuffle default inventories of the shops around
p: 1 # Randomize the prices of the items in shop inventories
u: 1 # Shuffle capacity upgrades into the item pool (and allow them to traverse the multiworld)
w: 0 # Consider witch's hut like any other shop and shuffle/randomize it too
ip: 1 # Shuffle inventories and randomize prices
fpu: 1 # Generate new inventories, randomize prices and shuffle capacity upgrades into item pool
uip: 1 # Shuffle inventories, randomize prices and shuffle capacity upgrades into the item pool
uipP: 1
ipP: 1
pP: 1
# You can add more combos
### End of Shop Section ###
shuffle_prizes: g
start_inventory: {"Pegasus Boots": 1}
local_items: ["Moon Pearl", "Pegasus Boots"]
glitch_boots:
on: 50 # Start with Pegasus Boots in any glitched logic mode that makes use of them
off: 0
Super Metroid:
start_inventory_removes_from_pool:
false: 50
true: 0
preset: # choose one of the preset or specify "varia_custom" to use varia_custom_preset option or specify "custom" to use custom_preset option
newbie: 0
casual: 50
regular: 30
veteran: 20
expert: 10
master: 0
samus: 0
season_races: 0
smrat2021: 0
solution: 0
custom: 0
varia_custom: 0
start_location:
ceres: 0
landing_site: 20
gauntlet_top: 1
green_brinstar_elevator: 1
big_pink: 1
etecoons_supers: 1
wrecked_ship_main: 1
firefleas_top: 1
business_center: 1
bubble_mountain: 1
mama_turtle: 1
watering_hole: 1
aqueduct: 1
red_brinstar_elevator: 1
golden_four: 1
death_link: # When you die, everyone dies. Of course the reverse is true too.
false: 50
true: 0
max_difficulty:
easy: 0
medium: 50
hard: 40
harder: 30
hardcore: 20
mania: 0
infinity: 0
morph_placement:
early: 50
normal: 0
suits_restriction:
false: 0
true: 50
strict_minors:
false: 50
true: 0
missile_qty:
# you can add additional values between minimum and maximum
10: 0 # minimum value
90: 0 # maximum value
random: 0
random-low: 10
random-high: 50
30: 0
super_qty:
# you can add additional values between minimum and maximum
10: 0 # minimum value
90: 0 # maximum value
random: 0
random-low: 10
random-high: 50
20: 50
power_bomb_qty:
# you can add additional values between minimum and maximum
10: 50 # minimum value
90: 0 # maximum value
random: 0
random-low: 10
random-high: 50
minor_qty:
# you can add additional values between minimum and maximum
7: 0 # minimum value
100: 50 # maximum value
random: 0
random-low: 10
random-high: 50
energy_qty:
ultra_sparse: 0
sparse: 10
medium: 30
vanilla: 50
area_randomization:
off: 50
light: 20
on: 10
area_layout:
false: 50
true: 0
doors_colors_rando:
false: 50
true: 10
allow_grey_doors:
false: 50
true: 0
boss_randomization:
false: 50
true: 10
fun_combat:
false: 50
true: 0
fun_movement:
false: 50
true: 0
fun_suits:
false: 50
true: 0
layout_patches:
false: 0
true: 50
varia_tweaks:
false: 50
true: 0
nerfed_charge:
false: 50
true: 10
gravity_behaviour:
vanilla: 0
balanced: 50
progressive: 10
elevators_doors_speed:
false: 0
true: 50
spin_jump_restart:
false: 50
true: 0
infinite_space_jump:
false: 50
true: 0
refill_before_save:
false: 50
true: 0
hud:
false: 0
true: 50
animals:
false: 50
true: 10
no_music:
false: 50
true: 0
random_music:
false: 50
true: 0
custom_preset: #
# see https://randommetroidsolver.pythonanywhere.com/presets for detailed info on each preset settings
# knows: each skill (know) has a pair [can use, perceived difficulty using one of 1, 5, 10, 25, 50 or 100 each one matching a max_difficulty]
# settings: hard rooms, hellruns and bosses settings
# controller: predefined controller mapping and moon walk setting
#
controller: {}
knows: {}
settings: {}
varia_custom_preset: # use an entry from the preset list on https://randommetroidsolver.pythonanywhere.com/presets
{}
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:
[]
exclude_locations:
[]
Secret of Evermore:
difficulty: # Changes relative spell cost and stuff
easy: 0
normal: 33
hard: 33
mystery: 33
money_modifier:
150: 75
200: 25
exp_modifier:
150: 75
200: 25
fix_sequence: true # Require Leviate for Volcano, Energy Core for Boss Rush
fix_cheats: true # Fix cheats left in by the devs (not desert skip)
fix_infinite_ammo: true # Fix infinite ammo glitch
fix_atlas_glitch: true # Fix atlas underflowing stats
fix_wings_glitch: true # Fix wings making you invincible in some areas
shorter_dialogs: true # Cuts some dialogs
short_boss_rush: # Start boss rush at Magmar, cut HP in half
on: 50
off: 50
ingredienizer: # Shuffles or randomizes spell ingredients
on: 50
full: 50
sniffamizer: # Shuffles or randomizes drops in sniff locations
on: 50
full: 50
callbeadamizer: # Shuffles call bead characters or spells
on: 50
full: 50
musicmizer: false # Randomize music for some rooms
doggomizer: # On shuffles dog per act, Chaos randomizes dog per screen, Pupdunk gives you Everpupper everywhere
off: 30
on: 30
full: 30
pupdunk: 10
turdo_mode: false # Replace offensive spells by Turd Balls with varying strength and make weapons weak
plando_items:
# place Wings in Halls NE to avoid softlock (AP specific fix required)
- items:
- Wings
locations:
- "Halls NE #174"
- "Halls NE #175"
- "Halls NE #176"
- "Halls NE #177"
force: true # should never fail
# place Wings in Pyramid to avoid softlock (fixed in evermizer v041)
- item: Wings
location: "Pyramid bottom #130"
force: true # should never fail
triggers:
# make it less likely to have a hard time with pupdunk
- option_category: Secret of Evermore
option_name: doggomizer
option_result: pupdunk
options:
Secret of Evermore:
difficulty:
normal: 50
pupdunk_hard: 25
pupdunk_mystery: 25
exp_modifier:
150: 50
200: 50
- option_category: Secret of Evermore
option_name: difficulty
option_result: pupdunk_hard
options:
Secret of Evermore:
fix_wings_glitch: false
difficulty: hard
- option_category: Secret of Evermore
option_name: difficulty
option_result: pupdunk_mystery
options:
Secret of Evermore:
fix_wings_glitch: false
difficulty: mystery