# 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: Player{number} # Used to describe your yaml. Useful if you have multiple files. description: Default Paper Mario Template game: Paper Mario requires: version: 0.4.4 # Version of Archipelago required for this yaml to work as expected. Paper Mario: 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 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. [] keysanity: # If disabled, keys that are used within dungeons can only be found in their respective dungeons. false: 0 true: 50 shuffle_hidden_panels: # Hidden panels can have any item; the star pieces normally hidden under them are added to the item pool. To flip # hidden panels, you need Super Boots or Ultra Hammer. false: 0 true: 50 gear_shuffle_mode: # Vanilla: Gear (Boots and Hammers) appear in their vanilla locations # Gear Location Shuffle: Gear is shuffled amongst the upgrade chests and the bush in Jr. Troopa's playground # Full Shuffle: Gear can be anywhere. vanilla: 0 gear_location_shuffle: 0 full_shuffle: 50 trading_events: # Adds the 3 rewards obtained for doing the Trading Toad quests (started via Koopa Village's radio) into the item # pool. These checks are available with 1, 3, and 5 star spirits saved. false: 50 true: 0 koot_favors: # Koopa Koot's Favors unlock after ridding the village of the Fuzzies, and three more are unlocked per star spirit # saved up to 6 star spirits. # Vanilla: Koopa Koot Favor rewards and quest items are unshuffled. # Shuffle rewards: Shuffle the favor rewards, but not the key items for his quests. # Full Shuffle: Shuffle the rewards AND the quest key items. vanilla: 50 shuffle_rewards: 0 full_shuffle: 0 koot_coins: # Coins from Koopa Koot's favor rewards are included in the item pool. # Only has an effect when Koopa Koot's rewards are shuffled. false: 50 true: 0 overworld_coins: # Overworld coins are included in the item pool false: 50 true: 0 foliage_coins: # Coins from bushes and trees are included in the item pool. # It's recommended to turn on 'Foliage Item Hints' with this setting. false: 50 true: 0 coin_blocks: # Single coin blocks are included in the item pool false: 0 true: 50 include_shops: # Shop items are included in the item pool. # This includes regular item shops, Rowf's badge shop, and Merlow's star piece trade false: 0 true: 50 dojo: # Include Dojo fight rewards in the item pool. The logic can only expect you to do the 2nd fight with 1 star # spirit saved. The three Master fights are only in logic after you have 3, 4, and 5 star spirits saved. false: 50 true: 0 partner_upgrades: # Vanilla: Partners are upgraded through super blocks as usual. # Super Block Locations: Super blocks are replaced by item blocks that give partner specific upgrade items. # Full Shuffle: Super blocks are replaced with item blocks and specific partner upgrades are added as # items in the pool. vanilla: 0 super_block_locations: 0 full_shuffle: 50 letter_rewards: # Vanilla: Letter rewards remain unshuffled. # Vanilla Letter Chain: Shuffle delivery rewards, but don't shuffle anything in the long letter chain. # Final Letter Chain Reward: Shuffle letter delivery rewards and the final reward of the long letter chain. # Full shuffle: Every letter delivery reward is shuffled, effectively removing the letter # chain as each letter in the chain is shuffled. vanilla: 50 vanilla_letter_chain: 0 final_letter_chain_reward: 0 full_shuffle: 0 super_multi_blocks: # Shuffles the locations of the Super Blocks and Multicoin Brick Blocks together. false: 0 true: 50 rowf_items: # Determines whether items sold by Rowf can be required for progression. # He sells 4 items initially, and 3 more for each Star Spirit saved up to 16 total items. # Note: You can talk to him and request he change his offerings. false: 0 true: 50 merlow_items: # Determines whether Merlow's Star Piece rewards can be required for progression. The items that you buy directly # are never progression items. This is specifically for the rewards which are granted after spending X Star Pieces. false: 0 true: 50 cheato_items: # Number of items sold by Rip Cheato that can be required by logic. # Items in logic will always be sold by him before the out of logic ones. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 11 6: 50 random: 0 random-low: 0 random-high: 0 local_consumables: # A percentage of consumable items will remain in the player's world instead of being shuffled into the multiworld. # This can prevent other people from getting too many of your filler items, as well as make it easier to restock your # inventory without farming items from enemies or using a potentially limited variety of consumables. # Note: It's recommended that this stays at 100. There is currently no handling for receiving consumables with a full # inventory. Extra items will disappear into the aether. Change at your own risk. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 100: 50 random: 0 random-low: 0 random-high: 0 partners: # Partners are items in the item pool and you get an item where you would normally get a partner. false: 0 true: 50 partners_always_usable: # All partner field abilities are available to use even before you have unlocked them. false: 50 true: 0 start_random_partners: # Start with a random set of partners. false: 0 true: 50 start_partners: # Number of random partners you start with, from 1 to 8 # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 8 1: 50 random: 0 random-low: 0 random-high: 0 start_with_goombario: # Have Goombario as a starting partner. You must have at least one partner selected or be given a random one. false: 50 true: 0 start_with_kooper: # Have Kooper as a starting partner. You must have at least one partner selected or be given a random one. false: 50 true: 0 start_with_bombette: # Have Bombette as a starting partner. You must have at least one partner selected or be given a random one. false: 50 true: 0 start_with_parakarry: # Have Parakarry as a starting partner. You must have at least one partner selected or be given a random one. false: 50 true: 0 start_with_bow: # Have Bow as a starting partner. You must have at least one partner selected or be given a random one. false: 50 true: 0 start_with_watt: # Have Watt as a starting partner. You must have at least one partner selected or be given a random one. false: 50 true: 0 start_with_sushie: # Have Sushie as a starting partner. You must have at least one partner selected or be given a random one. false: 50 true: 0 start_with_lakilester: # Have Lakilester as a starting partner. You must have at least one partner selected or be given a random one. false: 50 true: 0 badge_bp_shuffle: # Vanilla: Badges have their original Badge Point (BP) costs. # Balanced Random: Random BP costs 1-8, but weighted so most are +/-2 from vanilla. # Shuffled: Original BP costs are shuffled together. # Fully Random: Random BP costs from 1-6, unweighted. vanilla: 50 balanced_random: 0 shuffled: 0 fully_random: 0 badge_fp_shuffle: # Vanilla: Abilities granted by badges have their original Flower Point (FP) costs. # Shuffled: Original FP costs are shuffled together. # Balanced Random: Random FP costs 1-7, but weighted so most are +/-2 from vanilla. # Fully Random: Random FP costs from 1-7, unweighted. vanilla: 50 balanced_random: 0 shuffled: 0 fully_random: 0 partner_fp_shuffle: # Vanilla: Partner special attacks have their original Flower Point (FP) costs. # Shuffled: Original FP values are shuffled together. # Balanced Random: Random FP values 1-8, but weighted so most are +/-2 from vanilla. # Fully Random: Random FP values from 1-8, unweighted. vanilla: 50 balanced_random: 0 shuffled: 0 fully_random: 0 sp_shuffle: # Vanilla: Star Spirit abilities have their original Star Power (SP) costs. # Shuffled: Original SP costs are shuffled together. # Balanced Random: Random SP costs 1-3, but weighted so most are +/-1 from vanilla. # Fully Random: Random SP costs from 1-3, unweighted. vanilla: 50 balanced_random: 0 shuffled: 0 fully_random: 0 mystery_shuffle: # Vanilla: Mystery will pull from the vanilla item pool (one of six basic items). # Random Pick: Mystery will be a random item for the full playthrough. # Random Per Use: Mystery will be a random item on every use. vanilla: 0 random_pick: 0 random_per_use: 50 formation_shuffle: # Shuffles which enemies you encounter and in what number. # Enemies are limited to those that normally appear in the area. false: 50 true: 0 random_puzzles: # Randomizes most of the game's puzzles. # Note: This is not yet implemented and will fail to generate if set to True. false: 50 true: 0 blooper_damage_requirements: # There are 3 Blooper fights. Regardless of what order you visit the fight locations, you always fight Blooper, # then Electro Blooper, then Super Blooper. This setting can add logic such that you are able to deal enough damage # per turn with jump and partner attacks to comfortably defeat all 3 Bloopers before needing to defeat any of them. # Note that damage is calculated only by partners and boot upgrades, not badges or partner upgrades/abilities. # None: No logical requirements to defeat Bloopers # Low: 3 damage per turn required # Medium: 6 damage per turn required # High: 9 damage per turn required none: 50 low: 0 medium: 0 high: 0 enemy_difficulty: # Vanilla: Original enemy stats. # Shuffle Chapter Difficulty: Each chapter is assigned a new number, enemies are scaled accordingly. # Progressive Scaling: Enemies scale as Mario gains more progression items and partners. vanilla: 0 shuffle_chapter_difficulty: 0 progressive_scaling: 50 enemy_damage: # Increases the damage done by enemy attacks. normal: 50 double_pain: 0 quadruple_pain: 0 cap_enemy_xp: # Limits the amount of XP per defeated enemy to 5. false: 50 true: 0 enemy_xp_multiplier: # Increase or decrease the star points gained from enemies. Double the desired value for this setting. # ex: if you want double XP, set this to 4; for vanilla XP, set this to 2 # # 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 no_save_blocks: # Remove save blocks from the game. You can still save at the end of each chapter. false: 50 true: 0 no_heart_blocks: # Remove heart blocks from the game false: 50 true: 0 no_healing_items: # HP/FP restoring items will have no effect. false: 50 true: 0 one_hit_ko: # Mario will die instantly from an enemy attack if a block action command is failed false: 50 true: 0 drop_star_points: # Mario will drop star points when running away from battle. # Equipping the Runaway Pay badge will prevent him from dropping star points. false: 50 true: 0 badge_synergy: # Increases Mario's attack power with boots or hammer attacks the more badges of similar type he wears. false: 50 true: 0 merlow_rewards_pricing: # Cheap: Rewards every 5 star pieces spent, up to 30 total. # Normal: Rewards every 10 star pieces spent, up to 60 total. cheap: 50 vanilla: 0 seed_goal: # Defeat Bowser: The game is complete once you've defeated Bowser to take back the Star Rod. # Open Star Way: The game is complete once you've fulfilled the requirements to open Star Way defeat_bowser: 50 open_star_way: 0 power_star_hunt: # Adds power stars into the item pool. You must collect a certain amount and give them to Eldstar at # Shooting Star Summit to open up Star Way. false: 50 true: 0 star_way_spirits: # Number of star spirits required to open up Star Way and access Chapter 8. # Access requirements will also include power stars if Power Star Hunt is turned on. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 7 5: 50 random: 0 random-low: 0 random-high: 0 require_specific_spirits: # Specific chapters must be completed to open up Chapter 8. # You must visit Shooting Star Summit to see which ones. false: 50 true: 0 limit_chapter_logic: # Progression items will only appear in required chapters, the prologue, and in common areas. You will not need to # check the chapters that are out of logic whatsoever, and the checks in those chapters will not grant you # hint points. You can still visit them for local items (badges, consumables, etc) if you want or need to. false: 50 true: 0 star_way_power_stars: # Number of power stars required to open up Star Way and access Chapter 8. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 120 50: 50 random: 0 random-low: 0 random-high: 0 shuffle_star_beam: # Star Beam becomes an item shuffled in the item pool. Another random item will replace Star Beam in Star Haven. # Upon reaching the first Bowser fight in Peach's Castle, he will tell you where Star Beam is. false: 50 true: 0 star_beam_spirits: # Number of star spirits required to obtain the item in the Star Beam location in Star Sanctuary. # Forced to 0 when Limit Chapter Logic is active. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 7 0: 50 random: 0 random-low: 0 random-high: 0 star_beam_power_stars: # Number of power stars required to be gifted the Star Beam in Star Sanctuary # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 120 50: 50 random: 0 random-low: 0 random-high: 0 total_power_stars: # Number of power stars placed in the game world. Must be more than the "Required Power Stars". # It's recommended that this is around 1.5 times the number of required stars. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 120 70: 50 random: 0 random-low: 0 random-high: 0 starting_boots: # Level of the boots that Mario will start the game with. # Note: While jumpless, you can still climb up some places with Parakarry. # You can also hit floating blocks by using Kooper's ability beneath them. jumpless: 0 normal: 50 super: 0 ultra: 0 starting_hammer: # Level of the hammer that Mario will start the game with. # Note: Without hammer, you can still hit trees and break yellow blocks using Bombette's ability. hammerless: 0 normal: 50 super: 0 ultra: 0 starting_coins: # Amount of coins Mario will start the game with. # Note: You will need to pay 50 coins to get past Kent C Koopa on the way to Koopa Village. It's recommended that you # don't spend all your coins before paying him off. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 999 150: 50 random: 0 random-low: 0 random-high: 0 starting_hp: # Amount of Health Points Mario will start the game with # # You can define additional values between the minimum and maximum values. # Minimum value is 10 # Maximum value is 50 10: 50 random: 0 random-low: 0 random-high: 0 starting_bp: # Amount of Badge Points Mario will start the game with # # You can define additional values between the minimum and maximum values. # Minimum value is 3 # Maximum value is 30 3: 50 random: 0 random-low: 0 random-high: 0 starting_fp: # Amount of Flower Points Mario will start the game with # # You can define additional values between the minimum and maximum values. # Minimum value is 5 # Maximum value is 50 5: 50 random: 0 random-low: 0 random-high: 0 starting_sp: # Amount of Star Power Mario will start the game with. # Starting with SP allows Mario to use star powers, which will be cast by Twink until star spirits are saved. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 7 0: 50 random: 0 random-low: 0 random-high: 0 random_start_items: # Number of random items you want to start with. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 16 0: 50 random: 0 random-low: 0 random-high: 0 consumable_item_pool: # Vanilla: Original consumable items. # Mystery Only: All consumables are replaced by Mystery. # Fully Random: Consumables are completely random. # Balanced Random: Consumables are randomized and balanced according to Balanced Random Item Quality. vanilla: 50 fully_random: 0 balanced_random: 0 mystery_only: 0 consumable_item_quality: # Sets how powerful consumable items should be on average, where a higher % means better items. # 100% is the strength of the vanilla item pool. # # You can define additional values between the minimum and maximum values. # Minimum value is 25 # Maximum value is 125 100: 50 random: 0 random-low: 0 random-high: 0 item_traps: # Replaces some items with fakes that deal 2 damage upon contact. # Note: Traps are not yet implemented, so leave this setting set to No Traps. no_traps: 50 sparse: 0 moderate: 0 plenty: 0 item_pouches: # Adds 5 item pouches into the item pool. Every pouch found increases Mario's inventory size by 2. # This increases total inventory size from 10 items up to a maximum of 20. false: 50 true: 0 unused_badge_dupes: # Adds unused duplicates of badges that can stack into the item pool. false: 50 true: 0 beta_items: # Adds unused beta badges and consumable items into the item pool. false: 50 true: 0 progressive_badges: # Badges that come in different power levels are changed to progressive badges. # This affects jump/hammer charge, power and mega jump/hammer, and quake hammer. # Intermediate beta badges are included for the involved badge families even if beta badges are turned off. false: 50 true: 0 badge_pool_limit: # Sets the max amount of badges that can be in the item pool. There are 80 badges in vanilla. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 128 128: 50 random: 0 random-low: 0 random-high: 0 starting_map: # Sets the town/village where the game starts. # This is also where the Homeward Shroom warps Mario. # You may use the warp shroom from the key items menu in the overworld. toad_town: 50 goomba_village: 0 dry_dry_outpost: 0 yoshi_village: 0 open_prologue: # When enabled, Goomba King starts off defeated and the bridge to reach Goomba Village will be open from the start. # When starting from anywhere other than Goomba Village, this will mean having to reach the village via sewers. false: 50 true: 0 open_mt_rugged: # When enabled, the boulder blocking the train from going to Mt. Rugged will be gone from the start. # When disabled, you will have to use Bombette to blow up the boulder. false: 50 true: 0 open_forest: # When enabled, Oakley allows you through Forever Forest with no requirements. # When disabled, Oakley only allows you through once you have a Forest Pass (added randomizer item), and Fice T's # cutscene will have an item check. false: 50 true: 0 magical_seeds: # The amount of Magical Seeds required to open the gate to Flower Fields. Changing this does not remove the # Bub-ulb checks. # # 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 open_toybox: # When enabled, you can open the door to enter Shy Guy's Toy Box from the start. # When disabled, you will have to use Bow to hide from the Shy Guy to enter Shy Guy's Toy Box for the first time. false: 50 true: 0 open_whale: # When enabled, you can ride the whale to Lavalava Island from the start. # When disabled, you will have to use Watt to catch and defeat Fuzzipede in order to ride the whale. false: 50 true: 0 open_blue_house: # When enabled, the door to the Blue House in Toad Town's Southern District is unlocked from the start # and the Odd Key is removed from the item pool. # When disabled, you will have to use the Odd Key to open the Blue House door. false: 50 true: 0 ch7_bridge_visible: # When enabled, blocks leading to Shiver City are visible and can be hit from above with Super Boots. # When disabled, they will be invisible and you will have to hit them from below with Ultra Boots. false: 50 true: 0 mirror_mode: # Off: The overworld is never mirrored. # Always On: The overworld is always mirrored. # Random On Every Load: Whether the overworld is mirrored or not is random with every screen transition. # Static Random: Some overworld screens are mirrored, some are not, but they won't change within a playthrough. # Note: The Static Random option is not yet implemented and will fail to generate. off: 50 always_on: 0 random_on_every_load: 0 static_random: 0 bowser_castle_mode: # Vanilla: Mario will need to go through the entire castle, requiring 5 keys and most partner abilities. # Shortened: Multiple sections of Bowser's Castle will be skipped. No keys or partner abilities will be required. # Boss Rush: The entire castle will be skipped until the hallway where you fight the Duplighosts. vanilla: 50 shortened: 0 boss_rush: 0 shuffle_dungeon_entrances: # Shuffles the main entrance of every chapter dungeon. # Note: This is not yet implemented and will fail to generate if set to True. false: 50 true: 0 hidden_block_mode: # Vanilla: Hidden blocks are only visible while using Watt's ability. # Watt Out: Hidden blocks are visible when Watt is your active partner, even without using her ability. # Watt Obtained: Hidden blocks are always visible after you have obtained Watt as a partner. # Always Visible: Hidden blocks are always visible. vanilla: 0 watt_out: 0 watt_obtained: 50 always_visible: 0 prevent_ooblzs: # When enabled, prevents out of bound and loading zone storage tricks. This setting does NOT affect logic. # Warning: in some cases, attempting OOB exploits with this enabled can cause softlocks since the game fails to # properly reset Mario's position. false: 50 true: 0 skip_quiz: # When enabled, quiz rewards will be handed out without having to answer questions. false: 0 true: 50 quizmo_always_appears: # When enabled, Chuck Quizmo always appears somewhere in town until his location questions have been answered. false: 0 true: 50 visible_hidden_panels: # When enabled, hidden panels will have an altered appearance to make identifying them easier. # Recommended for players not familiar with every single hidden panel locations when shuffling hidden panels. false: 0 true: 50 always_speedy_spin: # When enabled, Mario will always spin fast when pressing Z without needing to equip the Speedy Spin badge. # The Speedy Spin badge is also removed from the item pool. false: 0 true: 50 always_peekaboo: # When enabled, you will always be able to see enemy's HP bars without needing to equip the Peekaboo badge. # The Peekaboo badge is also removed from the item pool. false: 0 true: 50 always_ispy: # When enabled, you will always get an indicator if you enter a room with a hidden panel without needing to equip # the I Spy badge. The sound effect is removed, so it is only a visual cue. # The I Spy badge is also removed from the item pool. # Recommended for players not familiar with every single hidden panel locations when shuffling hidden panels. false: 0 true: 50 foliage_item_hints: # When enabled, bushes and trees will emit a glow when they are hiding something. false: 0 true: 50 cook_without_frying_pan: # When enabled, allows Tayce T. to cook for you without first finding the frying pan. # When disabled, you will have to find the frying pan before Tayce T. can cook anything for you. false: 50 true: 0 cutscene_mode: # Vanilla: Cutscenes from the original game are preserved. # Shortened: Cutscenes are quicker but preserved with some condensed dialogue. # Minimal: Most cutscenes and dialogues are removed. vanilla: 0 shortened: 0 minimal: 50 skip_epilogue: # When enabled, the game will skip directly to credits once you have acquired the Star Rod. false: 0 true: 50 mario_palette: # Changes the way the sprite looks in-game. default: 0 luigi: 0 wario: 0 waluigi: 0 fire: 0 ice: 0 maker: 0 classic: 0 random_pick: 50 random_pick_no_vanilla: 0 random_on_every_load: 0 goombario_palette: # Changes the way the sprite looks in-game. default: 50 green: 0 red: 0 yellow: 0 blue: 0 grey: 0 random_pick: 0 random_pick_no_vanilla: 0 random_on_every_load: 0 kooper_palette: # Changes the way the sprite looks in-game. default: 50 green: 0 red: 0 purple: 0 grey: 0 random_pick: 0 random_pick_no_vanilla: 0 random_on_every_load: 0 bombette_palette: # Changes the way the sprite looks in-game. default: 50 orange: 0 green: 0 yellow: 0 blue: 0 red: 0 purple: 0 random_pick: 0 random_pick_no_vanilla: 0 random_on_every_load: 0 parakarry_palette: # Changes the way the sprite looks in-game. default: 50 green: 0 red: 0 purple: 0 random_pick: 0 random_pick_no_vanilla: 0 random_on_every_load: 0 bow_palette: # Changes the way the sprite looks in-game. default: 50 red: 0 pink: 0 blue: 0 grey: 0 random_pick: 0 random_pick_no_vanilla: 0 random_on_every_load: 0 watt_palette: # Changes the way the sprite looks in-game. default: 50 blue: 0 pink: 0 green: 0 random_pick: 0 random_pick_no_vanilla: 0 random_on_every_load: 0 sushie_palette: # Changes the way the sprite looks in-game. default: 50 red: 0 yellow: 0 green: 0 blue: 0 random_pick: 0 random_pick_no_vanilla: 0 random_on_every_load: 0 lakilester_palette: # Changes the way the sprite looks in-game. default: 50 blue: 0 dark: 0 red: 0 green: 0 random_pick: 0 random_pick_no_vanilla: 0 random_on_every_load: 0 boss_palette: # Changes the way the sprites look in-game. default: 50 random_pick: 0 random_pick_no_vanilla: 0 random_on_every_load: 0 npc_palette: # Changes the way the sprites look in-game. default: 50 random_pick: 0 random_pick_no_vanilla: 0 random_on_every_load: 0 enemy_palette: # Changes the way the sprites look in-game. default: 50 random_pick: 0 random_pick_no_vanilla: 0 random_on_every_load: 0 hammer_palette: # Changes the way the sprite looks in-game. default: 50 random_pick: 0 random_pick_no_vanilla: 0 random_on_every_load: 0 status_menu_palette: # Changes the way the status menu at the top of the screen looks in-game. default: 50 blue: 0 green: 0 teal: 0 brown: 0 purple: 0 grey: 0 random_pick: 0 animated: 0 coin_palette: # Changes the way the sprites look in-game. default: 50 red: 0 blue: 0 purple: 0 silver: 0 random_text: # When enabled, all text in the game will be randomized. false: 50 true: 0 roman_numerals: # When enabled, enemy HP bars will use roman numerals. false: 50 true: 0 shuffle_music: # Shuffles the different songs in the game. # Shuffle By Mood: Songs will be shuffled within groups of similar moods such as relaxed, upbeat, battle. # Shuffle By Type: Songs will be shuffled within groups of similar types such as overworld, battle, event. # Full Shuffle: Any song can play anywhere in the game. off: 50 shuffle_by_mood: 0 shuffle_by_type: 0 full_shuffle: 0 shuffle_jingles: # When enabled, shuffles the different short music jingles in the game. false: 50 true: 0 random_pitch: # When enabled, randomizes the pitch of the game's music and sounds. false: 50 true: 0 mute_danger_beeps: # When enabled, mutes the sound effect that plays when Mario is in danger. false: 50 true: 0 pmr_settings_string: # Put a value for this if grabbing the settings string from https://pm64randomizer.com/. Keep in mind not to use # settings specific to base PMR, and that AP-specific settings not on the site will keep their default values. # If you aren't using the site to get your settings, leave this as 'None'. None: 50 death_link: # When you die, everyone dies. Of course the reverse is true too. false: 50 true: 0