|
| 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 your Archipelago settings are valid at this site: |
| 21 | +# https://archipelago.gg/check |
| 22 | + |
| 23 | +# Your name in-game. Spaces will be replaced with underscores and there is a 16-character limit. |
| 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 A Hat in Time Template |
| 32 | + |
| 33 | +game: A Hat in Time |
| 34 | +requires: |
| 35 | + version: 0.4.1 # Version of Archipelago required for this yaml to work as expected. |
| 36 | + |
| 37 | +A Hat in Time: |
| 38 | + progression_balancing: |
| 39 | + # A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. |
| 40 | + # A lower setting means more getting stuck. A higher setting means less getting stuck. |
| 41 | + # |
| 42 | + # You can define additional values between the minimum and maximum values. |
| 43 | + # Minimum value is 0 |
| 44 | + # Maximum value is 99 |
| 45 | + random: 0 |
| 46 | + random-low: 0 |
| 47 | + random-high: 0 |
| 48 | + disabled: 0 # equivalent to 0 |
| 49 | + normal: 50 # equivalent to 50 |
| 50 | + extreme: 0 # equivalent to 99 |
| 51 | + |
| 52 | + accessibility: |
| 53 | + # Set rules for reachability of your items/locations. |
| 54 | + # Locations: ensure everything can be reached and acquired. |
| 55 | + # Items: ensure all logically relevant items can be acquired. |
| 56 | + # Minimal: ensure what is needed to reach your goal can be acquired. |
| 57 | + locations: 0 |
| 58 | + items: 50 |
| 59 | + minimal: 0 |
| 60 | + |
| 61 | + local_items: |
| 62 | + # Forces these items to be in their native world. |
| 63 | + [] |
| 64 | + |
| 65 | + non_local_items: |
| 66 | + # Forces these items to be outside their native world. |
| 67 | + [] |
| 68 | + |
| 69 | + start_inventory: |
| 70 | + # Start with these items. |
| 71 | + {} |
| 72 | + |
| 73 | + start_hints: |
| 74 | + # Start with these item's locations prefilled into the !hint command. |
| 75 | + [] |
| 76 | + |
| 77 | + start_location_hints: |
| 78 | + # Start with these locations and their item prefilled into the !hint command |
| 79 | + [] |
| 80 | + |
| 81 | + exclude_locations: |
| 82 | + # Prevent these locations from having an important item |
| 83 | + [] |
| 84 | + |
| 85 | + priority_locations: |
| 86 | + # Prevent these locations from having an unimportant item |
| 87 | + [] |
| 88 | + |
| 89 | + item_links: |
| 90 | + # Share part of your item pool with other players. |
| 91 | + [] |
| 92 | + |
| 93 | + ActRandomizer: |
| 94 | + # If enabled, shuffle the game's Acts between each other. |
| 95 | + false: 0 |
| 96 | + true: 50 |
| 97 | + |
| 98 | + ShuffleAlpineZiplines: |
| 99 | + # If enabled, Alpine's zipline paths leading to the peaks will be locked behind items. |
| 100 | + false: 50 |
| 101 | + true: 0 |
| 102 | + |
| 103 | + VanillaAlpine: |
| 104 | + # If enabled, force Alpine (and optionally its finale) onto their vanilla locations in act shuffle. |
| 105 | + no: 50 |
| 106 | + yes: 0 |
| 107 | + finale: 0 |
| 108 | + |
| 109 | + LogicDifficulty: |
| 110 | + # Choose the difficulty setting for logic. Note that Hard or above will force SDJ logic on. |
| 111 | + normal: 50 |
| 112 | + hard: 0 |
| 113 | + expert: 0 |
| 114 | + |
| 115 | + RandomizeHatOrder: |
| 116 | + # Randomize the order that hats are stitched in. |
| 117 | + false: 0 |
| 118 | + true: 50 |
| 119 | + |
| 120 | + UmbrellaLogic: |
| 121 | + # Makes Hat Kid's default punch attack do absolutely nothing, making the Umbrella much more relevant and useful |
| 122 | + false: 50 |
| 123 | + true: 0 |
| 124 | + |
| 125 | + StartWithCompassBadge: |
| 126 | + # If enabled, start with the Compass Badge. In Archipelago, the Compass Badge will track all items in the world |
| 127 | + # (instead of just Relics). Recommended if you're not familiar with where item locations are. |
| 128 | + false: 0 |
| 129 | + true: 50 |
| 130 | + |
| 131 | + CompassBadgeMode: |
| 132 | + # closest - Compass Badge points to the closest item regardless of classification |
| 133 | + # important_only - Compass Badge points to progression/useful items only |
| 134 | + # important_first - Compass Badge points to progression/useful items first, then it will point to junk items |
| 135 | + closest: 50 |
| 136 | + important_only: 0 |
| 137 | + important_first: 0 |
| 138 | + |
| 139 | + ShuffleStorybookPages: |
| 140 | + # If enabled, each storybook page in the purple Time Rifts is an item check. |
| 141 | + # The Compass Badge can track these down for you. |
| 142 | + false: 0 |
| 143 | + true: 50 |
| 144 | + |
| 145 | + ShuffleActContracts: |
| 146 | + # If enabled, shuffle Snatcher's act contracts into the pool as items |
| 147 | + false: 0 |
| 148 | + true: 50 |
| 149 | + |
| 150 | + StartingChapter: |
| 151 | + # Determines which chapter you will be guaranteed to be able to enter at the beginning of the game. |
| 152 | + # Please note that in act randomizer, only 1 and 2 are allowed. |
| 153 | + 1: 50 |
| 154 | + 2: 0 |
| 155 | + 3: 0 |
| 156 | + 4: 0 |
| 157 | + |
| 158 | + SDJLogic: |
| 159 | + # Allow the SDJ (Sprint Double Jump) technique to be considered in logic. |
| 160 | + false: 50 |
| 161 | + true: 0 |
| 162 | + |
| 163 | + CTRWithSprint: |
| 164 | + # If enabled, clearing Cheating the Race with just Sprint Hat can be in logic. |
| 165 | + false: 50 |
| 166 | + true: 0 |
| 167 | + |
| 168 | + EnableDLC1: |
| 169 | + # NOT IMPLEMENTED Shuffle content from The Arctic Cruise (Chapter 6) into the game. |
| 170 | + # DO NOT ENABLE THIS OPTION IF YOU DO NOT HAVE THE DLC INSTALLED!!! |
| 171 | + false: 50 |
| 172 | + true: 0 |
| 173 | + |
| 174 | + EnableDeathWish: |
| 175 | + # NOT IMPLEMENTED Shuffle Death Wish contracts into the game. |
| 176 | + # Each contract by default will have a single check granted upon completion. |
| 177 | + # DO NOT ENABLE THIS OPTION IF YOU DO NOT HAVE THE DLC INSTALLED!!! |
| 178 | + false: 50 |
| 179 | + true: 0 |
| 180 | + |
| 181 | + EnableDLC2: |
| 182 | + # NOT IMPLEMENTED Shuffle content from Nyakuza Metro (Chapter 7) into the game. |
| 183 | + # DO NOT ENABLE THIS OPTION IF YOU DO NOT HAVE THE DLC INSTALLED!!! |
| 184 | + false: 50 |
| 185 | + true: 0 |
| 186 | + |
| 187 | + LowestChapterCost: |
| 188 | + # Value determining the lowest possible cost for a chapter. |
| 189 | + # Chapter costs will, progressively, be calculated based on this value (except for Chapter 5). |
| 190 | + # |
| 191 | + # You can define additional values between the minimum and maximum values. |
| 192 | + # Minimum value is 0 |
| 193 | + # Maximum value is 10 |
| 194 | + 5: 50 |
| 195 | + random: 0 |
| 196 | + random-low: 0 |
| 197 | + random-high: 0 |
| 198 | + |
| 199 | + HighestChapterCost: |
| 200 | + # Value determining the highest possible cost for a chapter. |
| 201 | + # Chapter costs will, progressively, be calculated based on this value (except for Chapter 5). |
| 202 | + # |
| 203 | + # You can define additional values between the minimum and maximum values. |
| 204 | + # Minimum value is 15 |
| 205 | + # Maximum value is 35 |
| 206 | + 25: 50 |
| 207 | + random: 0 |
| 208 | + random-low: 0 |
| 209 | + random-high: 0 |
| 210 | + |
| 211 | + ChapterCostIncrement: |
| 212 | + # Lower values mean chapter costs increase slower. Higher values make the cost differences more steep. |
| 213 | + # |
| 214 | + # You can define additional values between the minimum and maximum values. |
| 215 | + # Minimum value is 1 |
| 216 | + # Maximum value is 8 |
| 217 | + 5: 50 |
| 218 | + random: 0 |
| 219 | + random-low: 0 |
| 220 | + random-high: 0 |
| 221 | + |
| 222 | + ChapterCostMinDifference: |
| 223 | + # The minimum difference between chapter costs. |
| 224 | + # |
| 225 | + # You can define additional values between the minimum and maximum values. |
| 226 | + # Minimum value is 1 |
| 227 | + # Maximum value is 8 |
| 228 | + 5: 50 |
| 229 | + random: 0 |
| 230 | + random-low: 0 |
| 231 | + random-high: 0 |
| 232 | + |
| 233 | + Chapter5MinCost: |
| 234 | + # Minimum Time Pieces required to enter Chapter 5 (Time's End). This is your goal. |
| 235 | + # |
| 236 | + # You can define additional values between the minimum and maximum values. |
| 237 | + # Minimum value is 0 |
| 238 | + # Maximum value is 40 |
| 239 | + 25: 50 |
| 240 | + random: 0 |
| 241 | + random-low: 0 |
| 242 | + random-high: 0 |
| 243 | + |
| 244 | + Chapter5MaxCost: |
| 245 | + # Maximum Time Pieces required to enter Chapter 5 (Time's End). This is your goal. |
| 246 | + # |
| 247 | + # You can define additional values between the minimum and maximum values. |
| 248 | + # Minimum value is 0 |
| 249 | + # Maximum value is 40 |
| 250 | + 35: 50 |
| 251 | + random: 0 |
| 252 | + random-low: 0 |
| 253 | + random-high: 0 |
| 254 | + |
| 255 | + YarnCostMin: |
| 256 | + # The minimum possible yarn needed to stitch each hat. |
| 257 | + # |
| 258 | + # You can define additional values between the minimum and maximum values. |
| 259 | + # Minimum value is 1 |
| 260 | + # Maximum value is 12 |
| 261 | + 4: 50 |
| 262 | + random: 0 |
| 263 | + random-low: 0 |
| 264 | + random-high: 0 |
| 265 | + |
| 266 | + YarnCostMax: |
| 267 | + # The maximum possible yarn needed to stitch each hat. |
| 268 | + # |
| 269 | + # You can define additional values between the minimum and maximum values. |
| 270 | + # Minimum value is 1 |
| 271 | + # Maximum value is 12 |
| 272 | + 8: 50 |
| 273 | + random: 0 |
| 274 | + random-low: 0 |
| 275 | + random-high: 0 |
| 276 | + |
| 277 | + YarnAvailable: |
| 278 | + # How much yarn is available to collect in the item pool. |
| 279 | + # |
| 280 | + # You can define additional values between the minimum and maximum values. |
| 281 | + # Minimum value is 30 |
| 282 | + # Maximum value is 75 |
| 283 | + 45: 50 |
| 284 | + random: 0 |
| 285 | + random-low: 0 |
| 286 | + random-high: 0 |
| 287 | + |
| 288 | + MinPonCost: |
| 289 | + # The minimum amount of Pons that any shop item can cost. |
| 290 | + # |
| 291 | + # You can define additional values between the minimum and maximum values. |
| 292 | + # Minimum value is 10 |
| 293 | + # Maximum value is 800 |
| 294 | + 75: 50 |
| 295 | + random: 0 |
| 296 | + random-low: 0 |
| 297 | + random-high: 0 |
| 298 | + |
| 299 | + MaxPonCost: |
| 300 | + # The maximum amount of Pons that any shop item can cost. |
| 301 | + # |
| 302 | + # You can define additional values between the minimum and maximum values. |
| 303 | + # Minimum value is 10 |
| 304 | + # Maximum value is 800 |
| 305 | + 400: 50 |
| 306 | + random: 0 |
| 307 | + random-low: 0 |
| 308 | + random-high: 0 |
| 309 | + |
| 310 | + TrapChance: |
| 311 | + # The chance for any junk item in the pool to be replaced by a trap. |
| 312 | + # |
| 313 | + # You can define additional values between the minimum and maximum values. |
| 314 | + # Minimum value is 0 |
| 315 | + # Maximum value is 100 |
| 316 | + 0: 50 |
| 317 | + random: 0 |
| 318 | + random-low: 0 |
| 319 | + random-high: 0 |
| 320 | + |
| 321 | + BabyTrapWeight: |
| 322 | + # The weight of Baby Traps in the trap pool. |
| 323 | + # Baby Traps place a multitude of the Conductor's grandkids into Hat Kid's hands, causing her to lose her balance. |
| 324 | + # |
| 325 | + # You can define additional values between the minimum and maximum values. |
| 326 | + # Minimum value is 0 |
| 327 | + # Maximum value is 100 |
| 328 | + 40: 50 |
| 329 | + random: 0 |
| 330 | + random-low: 0 |
| 331 | + random-high: 0 |
| 332 | + |
| 333 | + LaserTrapWeight: |
| 334 | + # The weight of Laser Traps in the trap pool. |
| 335 | + # Laser Traps will spawn multiple giant lasers (from Snatcher's boss fight) at Hat Kid's location. |
| 336 | + # |
| 337 | + # You can define additional values between the minimum and maximum values. |
| 338 | + # Minimum value is 0 |
| 339 | + # Maximum value is 100 |
| 340 | + 40: 50 |
| 341 | + random: 0 |
| 342 | + random-low: 0 |
| 343 | + random-high: 0 |
| 344 | + |
| 345 | + ParadeTrapWeight: |
| 346 | + # The weight of Parade Traps in the trap pool. |
| 347 | + # Parade Traps will summon multiple Express Band owls with knives that chase Hat Kid by mimicking her movement. |
| 348 | + # |
| 349 | + # You can define additional values between the minimum and maximum values. |
| 350 | + # Minimum value is 0 |
| 351 | + # Maximum value is 100 |
| 352 | + 20: 50 |
| 353 | + random: 0 |
| 354 | + random-low: 0 |
| 355 | + random-high: 0 |
| 356 | + |
| 357 | + death_link: |
| 358 | + # When you die, everyone dies. Of course the reverse is true too. |
| 359 | + false: 50 |
| 360 | + true: 0 |
0 commit comments