name: Dialga # Used to describe your yaml. Useful if you have multiple files. description: Default CrossCode Template game: CrossCode requires: version: 0.6.6 # Version of Archipelago required for this yaml to work as expected. CrossCode: ################ # 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 value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-99: 0 # random value between 0 and 99 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 goal: # Determines what must be done to complete the game. # [Creator] Ascend Vermillion Tower and fight the Creator. # [Monkey] Ascend the Grand Krys'kajo and defeat the Son of the East. # [Observatory] Complete all five A Promise is a Promise quests and uncover the secret of the Observatory. creator: 0 monkey: 50 observatory: 0 vt_shade_lock: # If set to a non-None value, creates an in-game barrier at the entrance of Vermillion Tower to prevent extremely # quick playthroughs. # [Bosses] Vermillion Tower only opens when the bosses at the end of the first four dungeons have been beaten. # [Shades] Vermillion Tower only opens when the four shades acquired at the end of the first four dungeons have been # acquired. # [Bosses and Shades] Vermillion Tower opens when both of the other conditions have been satisfied. none: 0 bosses_and_shades: 0 shades: 0 bosses: 50 vw_meteor_passage: # If enabled, places a gate between Sapphire Ridge and Vermillion Wasteland unlockable with the meteor shade, 'false': 0 'true': 50 closed_gaia: # If set to a non-None value, adds barriers to each side of Gaia's Garden to decrease the amount of immediate checks # when unlocking the area, openable with East and West Gaia Pass obtained from Apollo duel encounter. # [Minimal] Adds barriers to Left and Right side of Gaia (includes dungeons). # [Full] Besides the Left and Right barriers, also adds gates in Grove and Infested areas which require the dungeon shades. none: 50 minimal: 0 full: 0 vt_skip: # If enabled, Vermillion Tower will not need to be completed; instead, the player will skip through it to the final # boss. 'false': 0 'true': 50 rhombus_hub_unlock: # If enabled, allows traveling to areas out of order from the hub in Rhombus Square. Allows skipping areas such as # Autumn's Fall if you are missing the Red Flame Shade, but have the Green Seed Shade / Star Shade. 'false': 50 'true': 0 progressive_area_unlocks: # If enabled, the items that unlock overworld areas and dungeons (including shades and some passes) will be made # progressive. # [None] no areas are unlocked progressively. # [Dungeons] dungeons are unlocked progressively; overworld areas are not. # [Overworld] overworld areas are unlocked progressively; dungeons are not. # [Split] both dungeons and overworld areas are unlocked progressively in separate progressive chains. # [Combined] both dungeons and overworld areas are unlocked progressively from the same progressive chain. none: 0 dungeons: 50 overworld: 0 split: 0 combined: 0 progressive_equipment: # If enabled, equipment will be progressive, sorted into different categories according to playstyle depending on # which of the other location-adding options are enabled. 'false': 50 'true': 0 keyrings: # If enabled, all keys for each dungeon will be replaced with a singular item that unlocks every door in that dungeon. 'false': 50 'true': 0 ########## # Quests # ########## quest_rando: # If enabled, all quest rewards will be added to the location list. 'false': 50 'true': 0 hidden_quest_reward_mode: # Some quests hide their rewards until they are completed. # [Vanilla] Behavior is unchanged from the base game. # [Show All] Show all rewards regardless of whether they're hidden in the base game. # [Hide All] Hide all rewards regardless of whether they're hidden in the base game. vanilla: 0 show_all: 50 hide_all: 0 hidden_quest_obfuscation_level: # For quests with hidden rewards, this option controls the level to which rewards are obscured. # [Hide Item] Only hides the item name. The icon and receiving player are still accurate. # [Hide Text] Obscures item name and receiving player. The icon will still be accurate. # [Hide All] The item name and receiving player will all be hidden and the icon will be replaced with a generic # Archipelago logo. hide_item: 50 hide_text: 0 hide_all: 0 quest_dialog_hints: # If enabled, upon viewing the quest dialog for a quest with rewards that are not hidden, hints are sent to the # Archipelago server for all non-filler quest rewards. 'false': 0 'true': 50 ######### # Shops # ######### shop_rando: # If enabled, all shops will be added to the location list. 'false': 50 'true': 0 shop_dialog_hints: # If enabled, upon opening the dialog for a shop, corresponding hints are sent to the Archipelago server for all # non-filler shop items. 'false': 0 'true': 50 shop_send_mode: # Controls what exactly counts as a check when shop randomization is enabled. # [Per Item Type] A check is added for each type of item (for example, Sandwich). Therefore, purchasing a sandwich # from any shop in the game clears the same check. # [Per Slot] A check is added for each item slot in each shop. Therefore, purchasing a Sandwich in Rookie Harbor # clears a separate check than purchasing a Sandwich in Bergen Village. per_item_type: 50 per_slot: 0 shop_receive_mode: # Controls how shops are unlocked when shop randomization is enabled. # [None] All shop slots are able to be purchased as soon as the player can access the shop. # [Per Item Type] A check is added for each type of item (for example, Sandwich) which unlocks the ability to purchase # that item from any shop. # [Per Shop] A check is added for each shop (for example, Rookie Harbor Items) which unlocks the ability to purchase # items from that shop. # [Per Slot] A check is added for each item slot in each shop which unlocks the ability to purchase that item from # that shop (this may lead to tedious playthroughs). none: 0 per_item_type: 50 per_shop: 0 per_slot: 0 ###################### # Starting Inventory # ###################### start_with_green_leaf_shade: # If enabled, the player will start with the green leaf shade, unlocking Autumn's Fall. This makes the early game far # more open. 'false': 0 'true': 50 start_with_chest_detector: # If enabled, the player will start with the chest detector item, which will notify them of the chests in the room. 'false': 0 'true': 50 start_with_discs: # If set to a value other than "none", the player will start with the corresponding disc items. # Disc of Insight unlocks the records menu. # Disc of Flora unlocks the botany menu, allowing the player to start collecting plant samples from the beginning. none: 0 insight: 0 flora: 0 both: 50 start_with_pet: # If enabled, the player will start with a random pet. This is just for fun. 'false': 0 'true': 50 ################## # Item Locations # ################## shade_shuffle: # Where shades will appear. own_world: 0 different_world: 0 any_world: 50 element_shuffle: # Where elements will appear. own_world: 0 different_world: 0 any_world: 50 own_dungeons: 0 original_dungeons: 0 small_key_shuffle: # Where small keys will appear. own_world: 0 different_world: 0 any_world: 50 own_dungeons: 0 original_dungeons: 0 master_key_shuffle: # Where master keys will appear. own_world: 0 different_world: 0 any_world: 50 own_dungeons: 0 original_dungeons: 0 chest_key_shuffle: # Where the Thief's Key, White Key, and Radiant Key (the keys that open bronze, silver, and gold chests, respectively) # may appear. own_world: 0 different_world: 0 any_world: 50 own_dungeons: 0 original_dungeons: 0 ############### # Chest Locks # ############### chest_lock_randomization: # If enabled, the lock on all chests (Bronze, Silver, Gold, or None) will be randomized. 'false': 50 'true': 0 no_chest_lock_weight: # Controls the likelihood of giving a chest no lock (if chest lock randomization is enabled). # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 60: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 bronze_chest_lock_weight: # Controls the likelihood of giving a chest bronze lock, requiring Thief's Key to open (if chest lock randomization is enabled). # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 15: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 silver_chest_lock_weight: # Controls the likelihood of giving a chest silver lock, requiring White Key to open (if chest lock randomization is enabled). # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 15: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 gold_chest_lock_weight: # Controls the likelihood of giving a chest gild lock, requiring Radiant Key to open (if chest lock randomization is enabled). # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 10: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 ############# # Locations # ############# exclude_always_quests: # Certain quests are always in the location pool because they hold progression items when playing vanilla CrossCode. # If this option is selected (and quest rando is disabled), this option will ensure that none of those locations are # populated with progression or useful items. It will also prohibit items from being placed on NPC interactions that # give progression items but require working through part of a questline to get to. 'false': 0 'true': 50 ######### # Pools # ######### common_pool_weight: # Controls the likelihood of choosing a common filler item when filling the world. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 38: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 rare_pool_weight: # Controls the likelihood of choosing a rare filler item when filling the world. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 32: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 epic_pool_weight: # Controls the likelihood of choosing a epic filler item when filling the world. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 24: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 legendary_pool_weight: # Controls the likelihood of choosing a legendary filler item when filling the world. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 6: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 consumable_weight: # Controls the likelihood of choosing a consumable item (as opposed to a drop). # # 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 value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 drop_weight: # Controls the likelihood of choosing a drop item (as opposed to a consumable). # # 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 value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 ########################### # 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 the specified amount of these items. Example: "Bomb: 1" {} 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. [] plando_items: # Generic items plando. []