name: bob description: Mega Man X2 Template from the Developer game: Mega Man X2 requires: version: 0.6.0 # Version of Archipelago required for this yaml to work as expected. Mega Man X2: # 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 death_link: # When you die, everyone 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 long_jumps: # Allows X to perform longer jumps when holding down the Dash button. 'false': 50 'true': 0 shoryuken_in_pool: # Adds Shoryuken to the item pool. 'false': 0 'true': 50 shoryuken_use_hadouken_input: # Makes Shoryuken use the Hadouken input. 'false': 50 'true': 0 quick_charge_in_pool: # Adds Quick Charge Chip from Mega Man X5 into the item pool. # # Halves charge time for X-Buster and Special Weapon shots. 'false': 0 'true': 50 speedster_in_pool: # Adds Speedster Chip from Mega Man X5 into the item pool. # # Increases walking speed by 50% 'false': 0 'true': 50 super_recover_in_pool: # Adds Super Recover Chip from Mega Man X5 into the item pool. # # Increases recovery from items by 25%. Also affects EnergyLink deposit rate. Doesn't affect Sub Tanks. 'false': 0 'true': 50 x_hunters_medal_count: # How many Maverick Medals are required to allow X-Hunters to spawn on the main map. # # 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 # 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 Silk Shot 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 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 # X-Hunter's Base Options base_boss_rematch_count: # How many boss rematches are needed in the fourth X-Hunter's Base 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 base_all_levels: # Whether to unlock X-Hunter's Base 1-4 levels as a group or not. # # Unlocking level 5 requires getting all X-Hunter's Base levels cleared. 'false': 50 'true': 0 base_open: # Under which conditions will X-Hunter's Base 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'] base_medal_count: # How many Maverick Medals are required to access X-Hunter's 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 base_weapon_count: # How many weapons are required to access X-Hunter's Stage. # # 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 base_upgrade_count: # How many armor upgrades are required to access X-Hunter's Stage. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 4 4: 50 random: 0 random-low: 0 random-high: 0 base_heart_tank_count: # How many Heart Tanks are required to access X-Hunter's Stage. # # 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 base_sub_tank_count: # How many Sub Tanks are required to access X-Hunter'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 # Aesthetic # Valid presets: # blue # gold_armor # acid_burst # parasitic_bomb # triad_thunder # spinning_blade # ray_splasher # gravity_well # frost_shield # tornado_fang # crystal_hunter # bubble_splash # silk_shot # spin_wheel # spnic_slicer # strike_chain # magnet_mine # speed_burner # homing_torpedo # chameleon_sting # rolling_shield # fire_wave # storm_tornado # electric_spark # boomerang_cutter # shotgun_ice # Which color to use for X's default color palette_default: blue # Which color to use for X's Crystal Hunter palette_crystal_hunter: crystal_hunter # Which color to use for X's Bubble Splash palette_bubble_splash: bubble_splash # Which color to use for X's Silk Shot palette_silk_shot: silk_shot # Which color to use for X's Spin Wheel palette_spin_wheel: spin_wheel # Which color to use for X's Sonic Slicer palette_sonic_slicer: sonic_slicer # Which color to use for X's Strike Chain palette_strike_chain: strike_chain # Which color to use for X's Magnet Mine palette_magnet_mine: magnet_mine # Which color to use for X's Speed Burner palette_speed_burner: speed_burner 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. # # Uncomment the ones you want to modify # If you happen to uncomment any, please remove the braces next to player_palettes # Default: [] # Crystal Hunter: [] # Bubble Splash: [] # Silk Shot: [] # Spin Wheel: [] # Sonic Slicer: [] # Strike Chain: [] # Magnet Mine: [] # Speed Burner: [] # 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. {}