Skip to content

Commit

Permalink
Add updated apworld and yaml
Browse files Browse the repository at this point in the history
  • Loading branch information
silent-destroyer committed Oct 24, 2024
1 parent 1623f0a commit b124b40
Show file tree
Hide file tree
Showing 2 changed files with 308 additions and 72 deletions.
380 changes: 308 additions & 72 deletions Tunic.yaml
Original file line number Diff line number Diff line change
@@ -1,81 +1,317 @@
# _________ ___ ___ ________ ________
#|\___ ___\\ \|\ \|\ ___ \|\ ____\
#\|___ \ \_\ \ \\\ \ \ \\ \ \ \ \___|
# \ \ \ \ \ \\\ \ \ \\ \ \ \ \
# \ \ \ \ \ \\\ \ \ \\ \ \ \ \____
# \ \__\ \ \_______\ \__\\ \__\ \_______\
# \|__| \|_______|\|__| \|__|\|_______|
# 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.
#
name: Ruin Seeker
description: tunc
# 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 TUNIC Template

game: TUNIC
requires:
version: 0.4.4
version: 0.5.0 # Version of Archipelago required for this yaml to work as expected.

TUNIC:
# Play with sword upgrades enabled.
sword_progression: 'true'
# Start with a sword.
start_with_sword: 'false'
# Place the three hexagons behind their respective bosses in your world.
keys_behind_bosses: 'false'
# Lock the ability to use prayer, holy cross, and ice rod until their corresponding manual page is found.
# If playing with Hexagon Quest, abilities are instead unlocked after finding 25%, 50%, and 75% of your required Gold Hexagons.
ability_shuffling: 'false'
# Alternate goal akin to Triforce Hunt. Find the required amount of Gold Hexagons to win.
hexagon_quest: 'false'
# The required amount of Gold Hexagons needed to win Hexagon Quest. Goal can be anywhere between 15 and 50.
hexagon_goal: 20
# The amount of extra Gold Hexagons in the item pool in Hexagon Quest.
# Calculated as a percentage of the required goal amount (50 = 50%, so if hexagon_goal is 20 and extra_hexagon_percentage = 50, there will be 30 hexagons total in the item pool)
extra_hexagon_percentage: 50
progression_balancing: 50
# Replaces low-to-medium value money rewards in the item pool with fool traps, which cause random negative
# effects to the player. Options are off (0), normal (15), double (32), and onslaught (50).
fool_traps: normal

# Randomize the connections between scenes.
# A small, very lost fox on a big adventure.
entrance_rando: 'false'
# Forces the Windmill entrance to lead to a shop, and places only one other shop in the pool.
# Has no effect if Entrance Rando is not enabled.
fixed_shop: 'false'

# Set which logic rules to use for your world.
# Restricted: Standard logic, no glitches.
# No Major Glitches: Ice grapples through doors, shooting the west bell, and boss quick kills are included in logic.
# Unrestricted: Logic in No Major Glitches, as well as ladder storage to get to certain places early.
# *Special Shop is not in logic without the Hero's Laurels in Unrestricted due to soft lock potential.
# *Using Ladder Storage to get to individual chests is not in logic to avoid tedium.
# *Getting knocked out of the air by enemies during Ladder Storage to reach places is not in logic, except for in
# Rooted Ziggurat Lower. This is so you're not punished for playing with enemy rando on.
# Options are restricted, no_major_glitches, unrestricted
logic_rules: restricted
# Force the Hero's Laurels to be placed at a location in your world.
# For if you want to avoid or specify early or late Laurels.
# If you use the 10 Fairies option in Entrance Rando, Secret Gathering Place will be at its vanilla entrance.
# Options are anywhere, 6_coins, 10_coins, 10_fairies
laurels_location: anywhere
# Choose whether you require the Scavenger's Mask for Lower Quarry.
# When enabled, the Scavenger's Mask is marked as Useful instead of Progression.
maskless: 'false'
# Choose whether you require the Lantern for dark areas.
# When enabled, the Lantern is marked as Useful instead of Progression.
lanternless: 'false'

# Turns several ladders in the game into items that must be found before they can be climbed on.
# Adds more layers of progression to the game by blocking access to many areas early on.
# "Ladders were a mistake." —Andrew Shouldice
shuffle_ladders: 'false'
# 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
local_items: []
non_local_items: []
start_inventory: {}
start_inventory_from_pool: {}
start_hints: []
start_location_hints: []
exclude_locations: []
priority_locations: []

sword_progression:
# Adds four sword upgrades to the item pool that will progressively grant stronger melee weapons, including two new swords with increased range and attack power.
'false': 0
'true': 50

start_with_sword:
# Start with a sword in the player's inventory. Does not count towards Sword Progression.
'false': 50
'true': 0

keys_behind_bosses:
# Places the three hexagon keys behind their respective boss fight in your world.
# If playing Hexagon Quest, it will place three gold hexagons at the boss locations.
'false': 50
'true': 0

ability_shuffling:
# Locks the usage of Prayer, Holy Cross*, and the Icebolt combo until the relevant pages of the manual have been found.
# If playing Hexagon Quest, abilities are instead randomly unlocked after obtaining 25%, 50%, and 75% of the required
# Hexagon goal amount, unless the option is set to have them unlock via pages instead.
# * Certain Holy Cross usages are still allowed, such as the free bomb codes, the seeking spell, and other player-facing codes.
'false': 50
'true': 0

shuffle_ladders:
# Turns several ladders in the game into items that must be found before they can be climbed on.
# Adds more layers of progression to the game by blocking access to many areas early on.
# "Ladders were a mistake."
# —Andrew Shouldice
'false': 50
'true': 0

fool_traps:
# Replaces low-to-medium value money rewards in the item pool with fool traps, which cause random negative effects to the player.
'off': 0
normal: 50
double: 0
onslaught: 0

laurels_location:
# Force the Hero's Laurels to be placed at a location in your world.
# For if you want to avoid or specify early or late Laurels.
anywhere: 50
6_coins: 0
10_coins: 0
10_fairies: 0

grass_randomizer:
# Turns all 6,227 pieces of grass and bushes in the game into checks.
'false': 50
'true': 0

grass_fill:
# Choose what percentage of your filler/trap items are distributed to TUNIC players with Grass Randomizer enabled.
# Vanilla TUNIC has 302 locations. Grass randomizer adds 6,227 locations. Therefore, grass makes up ~95% of your items with Grass Randomizer on.
# If you are playing with people who don't have ridiculous options like Grass Randomizer, we recommend you set this option to at least 95.
# Setting this to 95 gives you approximately 500 checks (actual amount depends on your other options) that can have progression or useful items.
# If there are other TUNIC players with Grass Randomizer enabled, this filler will be shuffled among their checks as well.
# This option ignores items placed in your local_items or non_local_items.
# There is a host.yaml setting that must be enabled to use values below 95.
# This option does nothing if Grass Randomizer is not enabled.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
95: 50
random: 0
random-low: 0
random-high: 0

# Hexagon Quest
hexagon_quest:
# An alternate goal that shuffles Gold "Questagon" items into the item pool and allows the game to be completed after collecting the required number of them.
'false': 50
'true': 0

hexagon_goal:
# How many Gold Questagons are required to complete the game on Hexagon Quest.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 100
20: 50
random: 0
random-low: 0
random-high: 0

extra_hexagon_percentage:
# How many extra Gold Questagons are shuffled into the item pool, taken as a percentage of the goal amount.
# The max number of Gold Questagons that can be in the item pool is 100, so this option may be overridden and/or
# reduced if the Hexagon Goal amount is greater than 50.
#
# 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

hexagon_quest_ability_type:
# Determines how abilities are unlocked when playing Hexagon Quest with Shuffled Abilities enabled.
#
# Hexagons: A new ability is randomly unlocked after obtaining 25%, 50%, and 75% of the required Hexagon goal amount. Requires at least 3 Gold Hexagons in the item pool, or 15 if Keys Behind Bosses is enabled.
# Pages: Abilities are unlocked by finding specific pages in the manual.
#
# This option does nothing if Shuffled Abilities is not enabled.
hexagons: 50
pages: 0

# Logic
combat_logic:
# If enabled, the player will logically require a combination of stat upgrade items and equipment to get some checks or navigate to some areas, with a goal of matching the vanilla combat difficulty.
# The player may still be expected to run past enemies, reset aggro (by using a checkpoint or doing a scene transition), or find sneaky paths to checks.
# This option marks many more items as progression and may force weapons much earlier than normal.
# Bosses Only makes it so that additional combat logic is only added to the boss fights and the Gauntlet.
# If disabled, the standard, looser logic is used. The standard logic does not include stat upgrades, just minimal weapon requirements, such as requiring a Sword or Magic Wand for Quarry, or not requiring a weapon for Swamp.
'off': 50
bosses_only: 0
'on': 0

lanternless:
# Choose whether you require the Lantern for dark areas.
# When enabled, the Lantern is marked as Useful instead of Progression.
'false': 50
'true': 0

maskless:
# Choose whether you require the Scavenger's Mask for Lower Quarry.
# When enabled, the Scavenger's Mask is marked as Useful instead of Progression.
'false': 50
'true': 0

laurels_zips:
# Choose whether to include using the Hero's Laurels to zip through gates, doors, and tricky spots.
# Notable inclusions are the Monastery gate, Ruined Passage door, Old House gate, Forest Grave Path gate, and getting from the Back of Swamp to the Middle of Swamp.
'false': 50
'true': 0

ice_grappling:
# Choose whether grappling frozen enemies is in logic.
# Easy includes ice grappling enemies that are in range without luring them. May include clips through terrain.
# Medium includes using ice grapples to push enemies through doors or off ledges without luring them. Also includes bringing an enemy over to the Temple Door to grapple through it.
# Hard includes luring or grappling enemies to get to where you want to go.
# The Medium and Hard options will give the player the Torch to return to the Overworld checkpoint to avoid softlocks. Using the Torch is considered in logic.
# Note: You will still be expected to ice grapple to the slime in East Forest from below with this option off.
'off': 50
easy: 0
medium: 0
hard: 0

ladder_storage:
# Choose whether Ladder Storage is in logic.
# Easy includes uses of Ladder Storage to get to open doors over a long distance without too much difficulty. May include convenient elevation changes (going up Mountain stairs, stairs in front of Special Shop, etc.).
# Medium includes the above as well as changing your elevation using the environment and getting knocked down by melee enemies mid-LS.
# Hard includes the above as well as going behind the map to enter closed doors from behind, shooting a fuse with the magic wand to knock yourself down at close range, and getting into the Cathedral Secret Legend room mid-LS.
# Enabling any of these difficulty options will give the player the Torch item to return to the Overworld checkpoint to avoid softlocks. Using the Torch is considered in logic.
# Opening individual chests while doing ladder storage is excluded due to tedium.
# Knocking yourself out of LS with a bomb is excluded due to the problematic nature of consumables in logic.
'off': 50
easy: 0
medium: 0
hard: 0

ladder_storage_without_items:
# If disabled, you logically require Stick, Sword, or Magic Orb to perform Ladder Storage.
# If enabled, you will be expected to perform Ladder Storage without progression items.
# This can be done with the plushie code, a Golden Coin, Prayer, and many other options.
#
# This option has no effect if you do not have Ladder Storage Logic enabled.
'false': 50
'true': 0

# Entrance Randomizer
entrance_rando:
# Randomize the connections between scenes.
# A small, very lost fox on a big adventure.
#
# If you set this option's value to a string, it will be used as a custom seed.
# Every player who uses the same custom seed will have the same entrances, choosing the most restrictive settings among these players for the purpose of pairing entrances.
'no': 50
'yes': 0

entrance_layout:
# Decide how the Entrance Randomizer chooses how to pair the entrances.
# Standard: Entrances are randomly connected. There are 6 shops in the pool with this option.
# Fixed Shop: Forces the Windmill entrance to lead to a shop, and removes the other shops from the pool.
# Adds another entrance in Rooted Ziggurat Lower to keep an even number of entrances.
# Direction Pairs: Entrances facing opposite directions are paired together. There are 8 shops in the pool with this option.
# Note: For seed groups, if one player in a group chooses Fixed Shop and another chooses Direction Pairs, it will error out.
# Either of these options will override Standard within a seed group.
standard: 50
fixed_shop: 0
direction_pairs: 0

decoupled:
# Decouple the entrances, so that when you go from one entrance to another, the return trip won't necessarily bring you back to the same place.
# Note: For seed groups, all players in the group must have this option enabled or disabled.
'false': 50
'true': 0

plando_connections:
# Generic connection plando. Format is:
# - entrance: Entrance Name
# exit: Exit Name
# direction: Direction
# percentage: 100
# Direction must be one of entrance, exit, or both, and defaults to both if omitted.
# Direction entrance means the entrance leads to the exit. Direction exit means the exit leads to the entrance.
# If you do not have Decoupled enabled, you do not need the direction line, as it will only use both.
# Percentage is an integer from 0 to 100 which determines whether that connection will be made. Defaults to 100 if omitted.
# If the Entrance Layout option is set to Standard or Fixed Shop, you can plando multiple shops.
# If the Entrance Layout option is set to Direction Pairs, your plando connections must be facing opposite directions.
# Shop Portal 1-6 are South portals, and Shop Portal 7-8 are West portals.
[]

# 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.
[]

start_inventory_from_pool:
# Start with these items and don't place them in the world.
#
# The game decides what the replacement items will be.
{}
Binary file modified tunic.apworld
Binary file not shown.

0 comments on commit b124b40

Please sign in to comment.