# 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 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 osu! Template game: osu! requires: version: 0.5.0 # Version of Archipelago required for this yaml to work as expected. osu!: # 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 starting_songs: # The number of songs that will be automatically unlocked at the start of a run. # # You can define additional values between the minimum and maximum values. # Minimum value is 3 # Maximum value is 10 5: 50 random: 0 random-low: 0 random-high: 0 additional_songs: # The total number of songs that will be placed in the randomization pool. # - This does not count any starting songs or the goal song. # Not all gamemodes have enough songs for the maximum amount on their own. # # You can define additional values between the minimum and maximum values. # Minimum value is 15 # Maximum value is 400 40: 50 random: 0 random-low: 0 random-high: 0 additional_item_percentage: # The percentage of songs that will have 2 items instead of 1 when completing them. # Starting Songs will always have 2 items. # Locations will be filled with duplicate songs if there are not enough items. # # You can define additional values between the minimum and maximum values. # Minimum value is 50 # Maximum value is 100 80: 50 random: 0 random-low: 0 random-high: 0 disable_difficulty_reduction: # Prevents plays using difficulty reduction mods from sending checks. 'false': 50 'true': 0 maximum_length: # Maximum Length a Song can be, in seconds. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 2200 300: 50 random: 0 random-low: 0 random-high: 0 exclude_standard: # Ignores Standard Difficultys when Generating. 'false': 50 'true': 0 minimum_difficulty_standard: # Atleast 1 difficulty of each included Beatmapset will have a difficulty between the Maximum and Minimum for an included Mode. # Star Ratings are multipled by 100, ie: a Star Rating of 1.23 will be 123. # Has No Effect if the given mode is Excluded. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 1000 0: 50 random: 0 random-low: 0 random-high: 0 maximum_difficulty_standard: # Maximum Difficulty for Standard. Star Ratings are multipled by 100. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 1000 1000: 50 random: 0 random-low: 0 random-high: 0 exclude_catch: # Ignores Catch The Beat Difficultys when Generating. 'false': 50 'true': 0 minimum_difficulty_catch: # Minimum Difficulty for Catch the Beat. Star Ratings are multipled by 100. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 1000 0: 50 random: 0 random-low: 0 random-high: 0 maximum_difficulty_catch: # Maximum Difficulty for Catch the Beat. Star Ratings are multipled by 100. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 1000 1000: 50 random: 0 random-low: 0 random-high: 0 exclude_taiko: # Ignores Taiko Difficultys when Generating. 'false': 50 'true': 0 minimum_difficulty_taiko: # Minimum Difficulty for 4-Key Mania. Star Ratings are multipled by 100. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 1000 0: 50 random: 0 random-low: 0 random-high: 0 maximum_difficulty_taiko: # Maximum Difficulty for Taiko. Star Ratings are multipled by 100. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 1000 1000: 50 random: 0 random-low: 0 random-high: 0 exclude_4k: # Ignores 4-Key Mania Difficultys when Generating. 'false': 50 'true': 0 minimum_difficulty_4k: # Minimum Difficulty for 4-Key Mania. Star Ratings are multipled by 100. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 1000 0: 50 random: 0 random-low: 0 random-high: 0 maximum_difficulty_4k: # Maximum Difficulty for 4-Key Mania. Star Ratings are multipled by 100. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 1000 1000: 50 random: 0 random-low: 0 random-high: 0 exclude_7k: # Ignores 7-Key Mania Difficultys when Generating. 'false': 50 'true': 0 minimum_difficulty_7k: # Minimum Difficulty for 7-Key Mania. Star Ratings are multipled by 100. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 1000 0: 50 random: 0 random-low: 0 random-high: 0 maximum_difficulty_7k: # Maximum Difficulty for 7-Key Mania. Star Ratings are multipled by 100. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 1000 1000: 50 random: 0 random-low: 0 random-high: 0 exclude_other_keys: # Ignores Mania Difficultys of Key Counts other than 4 and 7 when Generating. 'false': 50 'true': 0 minimum_difficulty_other: # Minimum Difficulty for Key Counts other than 4 and 7. Star Ratings are multipled by 100. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 1000 0: 50 random: 0 random-low: 0 random-high: 0 maximum_difficulty_other: # Maximum Difficulty for Key Counts other than 4 and 7. Star Ratings are multipled by 100. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 1000 1000: 50 random: 0 random-low: 0 random-high: 0 performance_points_count_percentage: # Collecting enough 'Performace Points' will unlock the goal song needed for completion. # This option controls how many are in the item pool, based on the total number of songs. # The 'Performance Points' in this multiworld are unrelated to your accounts PP Score. # # You can define additional values between the minimum and maximum values. # Minimum value is 10 # Maximum value is 40 20: 50 random: 0 random-low: 0 random-high: 0 performance_points_win_count_percentage: # The percentage of Performance Points in the item pool required to unlock the winning song. # # You can define additional values between the minimum and maximum values. # Minimum value is 50 # Maximum value is 100 80: 50 random: 0 random-low: 0 random-high: 0 explicit_lyrics: # Allows Songs with 18+ Lyrics to generate. # While this can be played on the main Archipelago Server, Streaming them there is not reccomended. 'false': 50 'true': 0 enable_loved: # Allows Loved Beatmaps to Appear when Generating. Not Reccomended with 'Disable Difficulty Reduction' Enabled. 'false': 50 'true': 0 include_songs: # List of Beatmapset IDs to include. Will add songs in ascending order by ID after the starting songs. # IE: If you have 5 starting songs, the first ID will be song 6. [] exclude_songs: # List of Beatmapset IDs to exclude. Listed Beatmapset IDs cannot appear in the Rando. [] # 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. []