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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. | ||
# | ||
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 | ||
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||
# 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' | ||
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||
# 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' | ||
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||
# 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 | ||
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||
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: [] | ||
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||
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 | ||
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start_with_sword: | ||
# Start with a sword in the player's inventory. Does not count towards Sword Progression. | ||
'false': 50 | ||
'true': 0 | ||
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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 | ||
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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 | ||
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||
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 | ||
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||
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 | ||
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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 | ||
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grass_randomizer: | ||
# Turns all 6,227 pieces of grass and bushes in the game into checks. | ||
'false': 50 | ||
'true': 0 | ||
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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 | ||
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||
# 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 | ||
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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 | ||
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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 | ||
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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 | ||
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||
# 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 | ||
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||
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 | ||
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||
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 | ||
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||
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 | ||
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||
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 | ||
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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 | ||
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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 | ||
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||
# 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 | ||
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||
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 | ||
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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 | ||
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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. | ||
[] | ||
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# Item & Location Options | ||
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. | ||
[] | ||
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start_inventory: | ||
# Start with these items. | ||
{} | ||
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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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||
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. | ||
{} |
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