# 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 your Archipelago settings are valid at this site: # https://archipelago.gg/check # Your name in-game. Spaces will be replaced with underscores and there is a 16-character limit. # {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: Spooky # Used to describe your yaml. Useful if you have multiple files. description: Default Minit Template game: Minit requires: version: 0.4.4 # Version of Archipelago required for this yaml to work as expected. Minit: 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: 50 items: 0 minimal: 0 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. {} starting_sword: # Start With a Sword in vanilla Sword Location. # or with Entrance Rando on puts one accessible from spawn false: 50 true: 0 darkrooms: # Puts Darkroom navigation without FlashLight in logic. # off: makes any darkness out of logic without flashlight # minor: only regions where the majority of travel is lit are in logic # on: common darkrooms that require precise movement or specific map knowledge will be in logic # insane: darkness will never be considered out of logic off: 0 minor: 50 on: 0 insane: 0 obscure: # Adds Obscure logic like using only swim to access Island Shack. false: 50 true: 0 progressive_sword: # Sets the Broken, Basic, and Mega swords to be Progressive Items. # If set to reverse they will increment from Mega to Basic to Broken, # expected to be used with Toilet Goal. forward_progressive: 0 reverse_progressive: 0 off: 50 chosen_goal: # Forces the player to win via a specific Goal condition. # Boss is use the Mega Sword to destroy the factory machine # and beat the boss. Toilet is to aquire the Broken Sword # and drop it into the Factory toilet. boss_fight: 50 toilet_goal: 0 any_goal: 0 death_link: # When you die, everyone dies. Of course the reverse is true too. false: 50 true: 0 death_amnisty_total: # Amount of deaths before a deathlink is sent. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 20 10: 50 random: 0 random-low: 0 random-high: 0 er_option: # Choose if the room entrances are randomized as well. off: 50 on: 0 min_hp: # If on replaces all Health Pieces with bonus coins, # keeping the player at 2 HP false: 50 true: 0 damage_boosts: # Enables high damage routes through poisoned water # note: this does not exclude taking one damage # to cross the rivers before factory and camera house # Multi-hit damages boosts are not currently in ER false: 50 true: 0