# 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: bob_mmx3 # Used to describe your yaml. Useful if you have multiple files. description: Default Mega Man X3 Template game: Mega Man X3 requires: version: 0.6.1 # Version of Archipelago required for this yaml to work as expected. Mega Man X3: # 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. # # **Full:** ensure everything can be reached and acquired. # # **Minimal:** ensure what is needed to reach your goal can be acquired. full: 50 minimal: 0 death_link: # When you die, everyone who enabled death link dies. Of course, the reverse is true too. 'false': 50 'true': 0 energy_link: # Enable EnergyLink support. # # EnergyLink in MMX2 works as a big HP and Weapon Energy pool that the players can use to request HP # or Weapon Energy whenever they need to. # # You make use of this feature by typing /heal or /refill in the client. 'false': 0 'true': 50 button_configuration: # Default buttons for every action. DASH: A JUMP: B MENU: START SELECT_L: L SELECT_R: R SHOT: Y pickupsanity: # Whether collecting freestanding 1ups, HP and Weapon Energy capsules will grant a check. 'false': 0 'true': 50 # Gameplay Options starting_life_count: # How many lives to start the game with. # # Note: This number becomes the new default life count, meaning that it will persist after a game over. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 99 2: 50 random: 0 random-low: 0 random-high: 0 starting_hp: # How much HP X will have at the start of the game. # # Notes: Going over 32 HP may cause visual bugs in either gameplay or the pause menu. The max HP is capped at 56. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 32 16: 50 random: 0 random-low: 0 random-high: 0 heart_tank_effectiveness: # How many units of HP each Heart tank will provide to the user. # # Note: Going over 32 HP may cause visual bugs in either gameplay or the pause menu. The max HP is capped at 56. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 8 2: 50 random: 0 random-low: 0 random-high: 0 jammed_buster: # Jams X's buster making it only able to shoot lemons. # Note: This adds another Arms Upgrade into the item pool. 'false': 50 'true': 0 disable_charge_freeze: # Allows X and Zero to move while shooting a level 3 charged shot. 'false': 0 'true': 50 long_jumps: # Allows X to perform longer jumps when holding down the Dash button. Only works after getting a Legs Upgrade. 'false': 50 'true': 0 zsaber_in_pool: # Adds Z-Saber to the item pool. # # Z-Saber melee attack will deal 100% HP as DMG, ranged attack will deal 50% HP and its DoT will deal 4x2 DMG. # On strict weakness settings Z-Saber will deal half the DMG (doesn't affect DoT from ranged attack) 'false': 0 'true': 50 logic_helmet_checkpoints: # Makes the "Use Any Checkpoint" feature from the Helmet Upgrade be in logic 'false': 50 'true': 0 # Boss Weakness Options boss_weakness_rando: # Every main boss will have its weakness randomized. # # vanilla: Bosses retain their original weaknesses # shuffled: Bosses have their weaknesses shuffled # chaotic_double: Bosses will have two random weaknesses under the chaotic set # chaotic_single: Bosses will have one random weakness under the chaotic set # # The chaotic set makes every weapon charge level a separate weakness instead of keeping # them together, meaning that a boss can be weak to Charged Frost Shield but not its # uncharged version. vanilla: 50 shuffled: 0 chaotic_double: 0 chaotic_single: 0 boss_weakness_plando: # Forces bosses to have a specific weakness. Uses the names that appear on the chaotic weakness set. # # Format: # Boss Name: Weakness Name {} boss_weakness_strictness: # How strict boss weaknesses will be. # # not_strict: Allow every weapon to deal damage to the bosses # weakness_and_buster: Only allow the weakness and buster to deal damage to the bosses # weakness_and_upgraded_buster: Only allow the weakness and buster charge levels 3 & 4 to deal damage to the bosses # only_weakness: Only the weakness will deal damage to the bosses not_strict: 0 weakness_and_buster: 50 weakness_and_upgraded_buster: 0 only_weakness: 0 boss_randomize_hp: # Wheter to randomize the boss' hp or not. # # off: Bosses' HP will not be randomized # weak: Bosses will have [1,32] HP # regular: Bosses will have [16,48] HP # strong: Bosses will have [32,64] HP # chaotic: Bosses will have [1,64] HP 'off': 50 weak: 0 regular: 0 strong: 0 chaotic: 0 logic_boss_weakness: # Most bosses will logically expect you to have its weakness. # # This option will be forced if the Boss Weakness Strictness setting is set to require only the weakness or # the upgraded buster option. 'false': 0 'true': 50 # Dr. Doppler's Lab Options doppler_open: # Under which conditions will Dr. Doppler's lab open. # If no options are selected a multiworld item granting access to the lab will be created. # # Medals: Consider Maverick medals to get access to the lab. # Weapons: Consider weapons to get access to the lab. # Armor Upgrades: Consider upgrades to get access to the lab. # Heart Tanks: Consider heart tanks to get access to the lab. # Sub Tanks: Consider sub tanks to get access to the lab. ['Medals'] doppler_medal_count: # How many Maverick Medals are required to access Dr. Doppler's Lab. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 8 8: 50 random: 0 random-low: 0 random-high: 0 doppler_weapon_count: # How many weapons are required to access Dr. Doppler's Lab. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 6 6: 50 random: 0 random-low: 0 random-high: 0 doppler_upgrade_count: # How many armor upgrades are required to access Dr. Doppler's Lab. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 5 4: 50 random: 0 random-low: 0 random-high: 0 doppler_heart_tank_count: # How many Heart Tanks are required to access Dr. Doppler's Lab. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 6 6: 50 random: 0 random-low: 0 random-high: 0 doppler_sub_tank_count: # How many Sub Tanks are required to access Dr. Doppler's Lab. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 2 2: 50 random: 0 random-low: 0 random-high: 0 doppler_lab_2_boss: # Which boss will appear in the second Dr Doppler's Lab stage. # # Note: Also affects the stage variation. volt_kurageil: 50 vile: 0 doppler_lab_3_boss_rematch_count: # How many boss rematches are needed in the third Dr. Doppler's Lab stage. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 8 8: 50 random: 0 random-low: 0 random-high: 0 doppler_all_labs: # Whether to unlock Dr. Doppler's Lab 1-3 levels as a group or not. # # Unlocking level 4 requires getting all Lab levels cleared. 'false': 50 'true': 0 logic_vile_required: # Adds a logic check for Dr. Doppler's Lab access so that it expects Vile to be defeated before accessing it. # # Note: It does not affect the actual Dr. Doppler's Lab access options. 'false': 0 'true': 50 # Vile's Stage Options vile_open: # Under which conditions will Vile's Stage open. # If no options are selected a multiworld item granting access to the stage will be created. # # Medals: Consider Maverick medals to get access to the lab. # Weapons: Consider weapons to get access to the lab. # Armor Upgrades: Consider upgrades to get access to the lab. # Heart Tanks: Consider heart tanks to get access to the lab. # Sub Tanks: Consider sub tanks to get access to the lab. ['Medals'] vile_medal_count: # How many Maverick Medals are required to access Vile's Stage. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 8 2: 50 random: 0 random-low: 0 random-high: 0 vile_weapon_count: # How many weapons are required to access Vile's Stage. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 6 2: 50 random: 0 random-low: 0 random-high: 0 vile_upgrade_count: # How many armor upgrades are required to access Vile's Stage. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 5 4: 50 random: 0 random-low: 0 random-high: 0 vile_heart_tank_count: # How many Heart Tanks are required to access Vile's Stage. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 6 4: 50 random: 0 random-low: 0 random-high: 0 vile_sub_tank_count: # How many Sub Tanks are required to access Vile's Stage. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 2 2: 50 random: 0 random-low: 0 random-high: 0 # Bit & Byte Options bit_medal_count: # How many Maverick Medals are required to access Bit's fight. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 5 2: 50 random: 0 random-low: 0 random-high: 0 byte_medal_count: # How many Maverick Medals are required to access Byte's fight. # # Note: If Byte's medal count is less than or equal to Bit's, the value will be adjusted to Bit's + 1. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 6 5: 50 random: 0 random-low: 0 random-high: 0 # Enemy Tweaks volt_catfish_tweaks: # Behavior options for Volt Catfish. Everything can be stacked. ["Can't receive damage during Volt Shower", 'Bounces after landing #4', 'Leap random horizontal speed', 'Spawns a spark after landing #3', 'Spawns a spark after landing #4', 'Halve barrier HP #1', 'Halve barrier HP #2', 'Halve barrier HP #3', 'Spawns a spark after landing #1', 'Spawn a volt sphere #1', "Can't be stunned with incoming damage", 'Bounces after landing #3', 'Leap random vertical speed', 'Spawn a volt sphere #2', 'Spawns a spark after landing #2', 'Bounces after landing #2', 'Bounces after landing #1'] # Aesthetic player_palettes: # Allows you to create colors for each weapon X has. Includes charge levels and Gold Armor customization. # This will override the option preset # # Each one expects 16 values which are mapped to X's colors. # The values can be in SNES RGB (bgr555) with the $ prefix or PC RGB (rgb888) with the # prefix. Acid Burst: [] Charge Blue: [] Charge Green: [] Charge Pink: [] Charge Red: [] Default: [] Frost Shield: [] Gold Armor: [] Gravity Well: [] Parasitic Bomb: [] Ray Splasher: [] Spinning Blade: [] Tornado Fang: [] Triad Thunder: [] palette_default: # Which color to use for X's default color blue: 50 gold_armor: 0 charge_blue: 0 charge_pink: 0 charge_red: 0 charge_green: 0 acid_burst: 0 parasitic_bomb: 0 triad_thunder: 0 spinning_blade: 0 ray_splasher: 0 gravity_well: 0 frost_shield: 0 tornado_fang: 0 crystal_hunter: 0 bubble_splash: 0 silk_shot: 0 spin_wheel: 0 spnic_slicer: 0 strike_chain: 0 magnet_mine: 0 speed_burner: 0 homing_torpedo: 0 chameleon_sting: 0 rolling_shield: 0 fire_wave: 0 storm_tornado: 0 electric_spark: 0 boomerang_cutter: 0 shotgun_ice: 0 x4_default_armor: 0 x4_ultimate_armor: 0 x5_ultimate_armor: 0 x6_shadow_armor: 0 x6_blade_armor: 0 classic_blue: 0 smw_mario: 0 smw_luigi: 0 salvager_rex: 0 master_driver_rex_2: 0 master_driver_rex_3: 0 grand_marshall_shulk: 0 lifesage_nia: 0 royal_summoner_melia: 0 youmu: 0 yohane: 0 okayu: 0 palette_gold_armor: # Which color to use for X's Gold Armor blue: 0 gold_armor: 50 charge_blue: 0 charge_pink: 0 charge_red: 0 charge_green: 0 acid_burst: 0 parasitic_bomb: 0 triad_thunder: 0 spinning_blade: 0 ray_splasher: 0 gravity_well: 0 frost_shield: 0 tornado_fang: 0 crystal_hunter: 0 bubble_splash: 0 silk_shot: 0 spin_wheel: 0 spnic_slicer: 0 strike_chain: 0 magnet_mine: 0 speed_burner: 0 homing_torpedo: 0 chameleon_sting: 0 rolling_shield: 0 fire_wave: 0 storm_tornado: 0 electric_spark: 0 boomerang_cutter: 0 shotgun_ice: 0 x4_default_armor: 0 x4_ultimate_armor: 0 x5_ultimate_armor: 0 x6_shadow_armor: 0 x6_blade_armor: 0 classic_blue: 0 smw_mario: 0 smw_luigi: 0 salvager_rex: 0 master_driver_rex_2: 0 master_driver_rex_3: 0 grand_marshall_shulk: 0 lifesage_nia: 0 royal_summoner_melia: 0 youmu: 0 yohane: 0 okayu: 0 palette_charge_blue: # Which color to use for X's Level 1 & 2 Charge blue: 0 gold_armor: 0 charge_blue: 50 charge_pink: 0 charge_red: 0 charge_green: 0 acid_burst: 0 parasitic_bomb: 0 triad_thunder: 0 spinning_blade: 0 ray_splasher: 0 gravity_well: 0 frost_shield: 0 tornado_fang: 0 crystal_hunter: 0 bubble_splash: 0 silk_shot: 0 spin_wheel: 0 spnic_slicer: 0 strike_chain: 0 magnet_mine: 0 speed_burner: 0 homing_torpedo: 0 chameleon_sting: 0 rolling_shield: 0 fire_wave: 0 storm_tornado: 0 electric_spark: 0 boomerang_cutter: 0 shotgun_ice: 0 x4_default_armor: 0 x4_ultimate_armor: 0 x5_ultimate_armor: 0 x6_shadow_armor: 0 x6_blade_armor: 0 classic_blue: 0 smw_mario: 0 smw_luigi: 0 salvager_rex: 0 master_driver_rex_2: 0 master_driver_rex_3: 0 grand_marshall_shulk: 0 lifesage_nia: 0 royal_summoner_melia: 0 youmu: 0 yohane: 0 okayu: 0 palette_charge_pink: # Which color to use for X's Level 3 Charge blue: 0 gold_armor: 0 charge_blue: 0 charge_pink: 50 charge_red: 0 charge_green: 0 acid_burst: 0 parasitic_bomb: 0 triad_thunder: 0 spinning_blade: 0 ray_splasher: 0 gravity_well: 0 frost_shield: 0 tornado_fang: 0 crystal_hunter: 0 bubble_splash: 0 silk_shot: 0 spin_wheel: 0 spnic_slicer: 0 strike_chain: 0 magnet_mine: 0 speed_burner: 0 homing_torpedo: 0 chameleon_sting: 0 rolling_shield: 0 fire_wave: 0 storm_tornado: 0 electric_spark: 0 boomerang_cutter: 0 shotgun_ice: 0 x4_default_armor: 0 x4_ultimate_armor: 0 x5_ultimate_armor: 0 x6_shadow_armor: 0 x6_blade_armor: 0 classic_blue: 0 smw_mario: 0 smw_luigi: 0 salvager_rex: 0 master_driver_rex_2: 0 master_driver_rex_3: 0 grand_marshall_shulk: 0 lifesage_nia: 0 royal_summoner_melia: 0 youmu: 0 yohane: 0 okayu: 0 palette_charge_red: # Which color to use for X's Level 4 Charge blue: 0 gold_armor: 0 charge_blue: 0 charge_pink: 0 charge_red: 50 charge_green: 0 acid_burst: 0 parasitic_bomb: 0 triad_thunder: 0 spinning_blade: 0 ray_splasher: 0 gravity_well: 0 frost_shield: 0 tornado_fang: 0 crystal_hunter: 0 bubble_splash: 0 silk_shot: 0 spin_wheel: 0 spnic_slicer: 0 strike_chain: 0 magnet_mine: 0 speed_burner: 0 homing_torpedo: 0 chameleon_sting: 0 rolling_shield: 0 fire_wave: 0 storm_tornado: 0 electric_spark: 0 boomerang_cutter: 0 shotgun_ice: 0 x4_default_armor: 0 x4_ultimate_armor: 0 x5_ultimate_armor: 0 x6_shadow_armor: 0 x6_blade_armor: 0 classic_blue: 0 smw_mario: 0 smw_luigi: 0 salvager_rex: 0 master_driver_rex_2: 0 master_driver_rex_3: 0 grand_marshall_shulk: 0 lifesage_nia: 0 royal_summoner_melia: 0 youmu: 0 yohane: 0 okayu: 0 palette_charge_green: # Which color to use for X's Z-Saber Charge blue: 0 gold_armor: 0 charge_blue: 0 charge_pink: 0 charge_red: 0 charge_green: 50 acid_burst: 0 parasitic_bomb: 0 triad_thunder: 0 spinning_blade: 0 ray_splasher: 0 gravity_well: 0 frost_shield: 0 tornado_fang: 0 crystal_hunter: 0 bubble_splash: 0 silk_shot: 0 spin_wheel: 0 spnic_slicer: 0 strike_chain: 0 magnet_mine: 0 speed_burner: 0 homing_torpedo: 0 chameleon_sting: 0 rolling_shield: 0 fire_wave: 0 storm_tornado: 0 electric_spark: 0 boomerang_cutter: 0 shotgun_ice: 0 x4_default_armor: 0 x4_ultimate_armor: 0 x5_ultimate_armor: 0 x6_shadow_armor: 0 x6_blade_armor: 0 classic_blue: 0 smw_mario: 0 smw_luigi: 0 salvager_rex: 0 master_driver_rex_2: 0 master_driver_rex_3: 0 grand_marshall_shulk: 0 lifesage_nia: 0 royal_summoner_melia: 0 youmu: 0 yohane: 0 okayu: 0 palette_acid_burst: # Which color to use for X's Acid Burst blue: 0 gold_armor: 0 charge_blue: 0 charge_pink: 0 charge_red: 0 charge_green: 0 acid_burst: 50 parasitic_bomb: 0 triad_thunder: 0 spinning_blade: 0 ray_splasher: 0 gravity_well: 0 frost_shield: 0 tornado_fang: 0 crystal_hunter: 0 bubble_splash: 0 silk_shot: 0 spin_wheel: 0 spnic_slicer: 0 strike_chain: 0 magnet_mine: 0 speed_burner: 0 homing_torpedo: 0 chameleon_sting: 0 rolling_shield: 0 fire_wave: 0 storm_tornado: 0 electric_spark: 0 boomerang_cutter: 0 shotgun_ice: 0 x4_default_armor: 0 x4_ultimate_armor: 0 x5_ultimate_armor: 0 x6_shadow_armor: 0 x6_blade_armor: 0 classic_blue: 0 smw_mario: 0 smw_luigi: 0 salvager_rex: 0 master_driver_rex_2: 0 master_driver_rex_3: 0 grand_marshall_shulk: 0 lifesage_nia: 0 royal_summoner_melia: 0 youmu: 0 yohane: 0 okayu: 0 palette_parasitic_bomb: # Which color to use for X's Parasitic Bomb blue: 0 gold_armor: 0 charge_blue: 0 charge_pink: 0 charge_red: 0 charge_green: 0 acid_burst: 0 parasitic_bomb: 50 triad_thunder: 0 spinning_blade: 0 ray_splasher: 0 gravity_well: 0 frost_shield: 0 tornado_fang: 0 crystal_hunter: 0 bubble_splash: 0 silk_shot: 0 spin_wheel: 0 spnic_slicer: 0 strike_chain: 0 magnet_mine: 0 speed_burner: 0 homing_torpedo: 0 chameleon_sting: 0 rolling_shield: 0 fire_wave: 0 storm_tornado: 0 electric_spark: 0 boomerang_cutter: 0 shotgun_ice: 0 x4_default_armor: 0 x4_ultimate_armor: 0 x5_ultimate_armor: 0 x6_shadow_armor: 0 x6_blade_armor: 0 classic_blue: 0 smw_mario: 0 smw_luigi: 0 salvager_rex: 0 master_driver_rex_2: 0 master_driver_rex_3: 0 grand_marshall_shulk: 0 lifesage_nia: 0 royal_summoner_melia: 0 youmu: 0 yohane: 0 okayu: 0 palette_triad_thunder: # Which color to use for X's Triad Thunder blue: 0 gold_armor: 0 charge_blue: 0 charge_pink: 0 charge_red: 0 charge_green: 0 acid_burst: 0 parasitic_bomb: 0 triad_thunder: 50 spinning_blade: 0 ray_splasher: 0 gravity_well: 0 frost_shield: 0 tornado_fang: 0 crystal_hunter: 0 bubble_splash: 0 silk_shot: 0 spin_wheel: 0 spnic_slicer: 0 strike_chain: 0 magnet_mine: 0 speed_burner: 0 homing_torpedo: 0 chameleon_sting: 0 rolling_shield: 0 fire_wave: 0 storm_tornado: 0 electric_spark: 0 boomerang_cutter: 0 shotgun_ice: 0 x4_default_armor: 0 x4_ultimate_armor: 0 x5_ultimate_armor: 0 x6_shadow_armor: 0 x6_blade_armor: 0 classic_blue: 0 smw_mario: 0 smw_luigi: 0 salvager_rex: 0 master_driver_rex_2: 0 master_driver_rex_3: 0 grand_marshall_shulk: 0 lifesage_nia: 0 royal_summoner_melia: 0 youmu: 0 yohane: 0 okayu: 0 palette_spinning_blade: # Which color to use for X's Spinning Blade blue: 0 gold_armor: 0 charge_blue: 0 charge_pink: 0 charge_red: 0 charge_green: 0 acid_burst: 0 parasitic_bomb: 0 triad_thunder: 0 spinning_blade: 50 ray_splasher: 0 gravity_well: 0 frost_shield: 0 tornado_fang: 0 crystal_hunter: 0 bubble_splash: 0 silk_shot: 0 spin_wheel: 0 spnic_slicer: 0 strike_chain: 0 magnet_mine: 0 speed_burner: 0 homing_torpedo: 0 chameleon_sting: 0 rolling_shield: 0 fire_wave: 0 storm_tornado: 0 electric_spark: 0 boomerang_cutter: 0 shotgun_ice: 0 x4_default_armor: 0 x4_ultimate_armor: 0 x5_ultimate_armor: 0 x6_shadow_armor: 0 x6_blade_armor: 0 classic_blue: 0 smw_mario: 0 smw_luigi: 0 salvager_rex: 0 master_driver_rex_2: 0 master_driver_rex_3: 0 grand_marshall_shulk: 0 lifesage_nia: 0 royal_summoner_melia: 0 youmu: 0 yohane: 0 okayu: 0 palette_ray_splasher: # Which color to use for X's Ray Splasher blue: 0 gold_armor: 0 charge_blue: 0 charge_pink: 0 charge_red: 0 charge_green: 0 acid_burst: 0 parasitic_bomb: 0 triad_thunder: 0 spinning_blade: 0 ray_splasher: 50 gravity_well: 0 frost_shield: 0 tornado_fang: 0 crystal_hunter: 0 bubble_splash: 0 silk_shot: 0 spin_wheel: 0 spnic_slicer: 0 strike_chain: 0 magnet_mine: 0 speed_burner: 0 homing_torpedo: 0 chameleon_sting: 0 rolling_shield: 0 fire_wave: 0 storm_tornado: 0 electric_spark: 0 boomerang_cutter: 0 shotgun_ice: 0 x4_default_armor: 0 x4_ultimate_armor: 0 x5_ultimate_armor: 0 x6_shadow_armor: 0 x6_blade_armor: 0 classic_blue: 0 smw_mario: 0 smw_luigi: 0 salvager_rex: 0 master_driver_rex_2: 0 master_driver_rex_3: 0 grand_marshall_shulk: 0 lifesage_nia: 0 royal_summoner_melia: 0 youmu: 0 yohane: 0 okayu: 0 palette_gravity_well: # Which color to use for X's Gravity Well blue: 0 gold_armor: 0 charge_blue: 0 charge_pink: 0 charge_red: 0 charge_green: 0 acid_burst: 0 parasitic_bomb: 0 triad_thunder: 0 spinning_blade: 0 ray_splasher: 0 gravity_well: 50 frost_shield: 0 tornado_fang: 0 crystal_hunter: 0 bubble_splash: 0 silk_shot: 0 spin_wheel: 0 spnic_slicer: 0 strike_chain: 0 magnet_mine: 0 speed_burner: 0 homing_torpedo: 0 chameleon_sting: 0 rolling_shield: 0 fire_wave: 0 storm_tornado: 0 electric_spark: 0 boomerang_cutter: 0 shotgun_ice: 0 x4_default_armor: 0 x4_ultimate_armor: 0 x5_ultimate_armor: 0 x6_shadow_armor: 0 x6_blade_armor: 0 classic_blue: 0 smw_mario: 0 smw_luigi: 0 salvager_rex: 0 master_driver_rex_2: 0 master_driver_rex_3: 0 grand_marshall_shulk: 0 lifesage_nia: 0 royal_summoner_melia: 0 youmu: 0 yohane: 0 okayu: 0 palette_frost_shield: # Which color to use for X's Frost Shield blue: 0 gold_armor: 0 charge_blue: 0 charge_pink: 0 charge_red: 0 charge_green: 0 acid_burst: 0 parasitic_bomb: 0 triad_thunder: 0 spinning_blade: 0 ray_splasher: 0 gravity_well: 0 frost_shield: 50 tornado_fang: 0 crystal_hunter: 0 bubble_splash: 0 silk_shot: 0 spin_wheel: 0 spnic_slicer: 0 strike_chain: 0 magnet_mine: 0 speed_burner: 0 homing_torpedo: 0 chameleon_sting: 0 rolling_shield: 0 fire_wave: 0 storm_tornado: 0 electric_spark: 0 boomerang_cutter: 0 shotgun_ice: 0 x4_default_armor: 0 x4_ultimate_armor: 0 x5_ultimate_armor: 0 x6_shadow_armor: 0 x6_blade_armor: 0 classic_blue: 0 smw_mario: 0 smw_luigi: 0 salvager_rex: 0 master_driver_rex_2: 0 master_driver_rex_3: 0 grand_marshall_shulk: 0 lifesage_nia: 0 royal_summoner_melia: 0 youmu: 0 yohane: 0 okayu: 0 palette_tornado_fang: # Which color to use for X's Tornado Fang blue: 0 gold_armor: 0 charge_blue: 0 charge_pink: 0 charge_red: 0 charge_green: 0 acid_burst: 0 parasitic_bomb: 0 triad_thunder: 0 spinning_blade: 0 ray_splasher: 0 gravity_well: 0 frost_shield: 0 tornado_fang: 50 crystal_hunter: 0 bubble_splash: 0 silk_shot: 0 spin_wheel: 0 spnic_slicer: 0 strike_chain: 0 magnet_mine: 0 speed_burner: 0 homing_torpedo: 0 chameleon_sting: 0 rolling_shield: 0 fire_wave: 0 storm_tornado: 0 electric_spark: 0 boomerang_cutter: 0 shotgun_ice: 0 x4_default_armor: 0 x4_ultimate_armor: 0 x5_ultimate_armor: 0 x6_shadow_armor: 0 x6_blade_armor: 0 classic_blue: 0 smw_mario: 0 smw_luigi: 0 salvager_rex: 0 master_driver_rex_2: 0 master_driver_rex_3: 0 grand_marshall_shulk: 0 lifesage_nia: 0 royal_summoner_melia: 0 youmu: 0 yohane: 0 okayu: 0 # 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_inventory_from_pool: # Start with these items and don't place them in the world. # # The game decides what the replacement items will be. {} 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. []