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- # 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: Teaspoon
- # Used to describe your yaml. Useful if you have multiple files.
- description: Default Final Fantasy Tactics Advance Template
- game: Final Fantasy Tactics Advance
- requires:
- version: 0.5.0 # Version of Archipelago required for this yaml to work as expected.
- Final Fantasy Tactics Advance:
- # 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
- goal:
- # Sets the unlock condition for the final mission
- #
- # All mission gates: The final mission is unlocked after going through every mission gate.
- # Totema Gauntlet: A series of the five Totema battles must be cleared to unlock the final mission. These are
- # unlocked alongside the mission gates. An additional five items are added to unlock them.
- mission_gates: 50
- totema: 0
- starting_units:
- # Sets the option for your starting units
- #
- # Vanilla: The same starting units as the original game
- # Shuffle: Jobs are randomized within the original starting races of the game.
- # Random: Jobs and race of the starting units are randomized
- # Balanced: Ensures two attacker jobs, two magic jobs, and two support jobs. Excludes morphers, beastmasters, and gadgeteers.
- # Random Monster: Starting units jobs and race are randomized with monster units also in the pool
- #
- # Note: Monsters are unable to change jobs, equip anything or use items.
- starting_vanilla: 50
- starting_shuffle: 0
- starting_random: 0
- starting_balanced: 0
- random_monster: 0
- starting_unit_equip:
- # Sets the equipment option for your starting units
- #
- # Basic: Units will always start with their most basic equipment
- # Randomized: The equipment load out will be random within the job's equipment
- equip_basic: 50
- equip_random: 0
- starting_special_chance:
- # Percent chance of any unit besides Marche and Montblanc to be a special unit such as Ritz or Cid.
- # 1 = 10% and 10 = 100% chance that all units are a special unit
- #
- # You can define additional values between the minimum and maximum values.
- # Minimum value is 0
- # Maximum value is 10
- 0: 50
- random: 0
- random-low: 0
- random-high: 0
- starting_abilities:
- # Sets the amount of mastered abilities for each starting unit's job. Based on percentage. 1 = 10% and 10 = 100% of abilities mastered
- #
- # You can define additional values between the minimum and maximum values.
- # Minimum value is 0
- # Maximum value is 10
- 0: 50
- random: 0
- random-low: 0
- random-high: 0
- ability_ap:
- # Sets a standardized amount of AP needed for job abilities. Set to 0 to have every ability already learned.
- # This also applies to recruits, enemy units etc. Every number goes up by 10, for example 1 = 10 and 64 = 999.
- # Use 65 for vanilla AP values
- #
- # You can define additional values between the minimum and maximum values.
- # Minimum value is 0
- # Maximum value is 65
- 65: 50
- random: 0
- random-low: 0
- random-high: 0
- randomize_abilities:
- # Randomize the abilities each job can use.
- # WARNING: Currently certain combinations may result in softlocks.
- #
- # Vanilla: Jobs have their original abilities
- # Random within race: Abilities are randomized between jobs in the same race. No duplicate abilities within jobs
- # Random: Abilities are randomized throughout all jobs. Jobs may contain duplicate abilities.
- # Random with monster and special unit abilities: Abilities are randomized throughout all jobs and most duplicates
- # are replaced with abilities from monsters, special units, and Totema.
- vanilla: 50
- race: 0
- randomized: 0
- random_with_special: 0
- stat_growth:
- # Stat growth options for all the jobs
- #
- # Vanilla: Stat growth will be the same as vanilla
- # Average: Stat growth will be average across all stats in every job
- vanilla: 50
- average: 0
- job_unlock_req:
- # Sets the unlock requirements for every unit's job
- #
- # Vanilla: Job unlock requirements are the same as vanilla
- # All Unlocked: All jobs are unlocked from the start
- # All Locked: All jobs are locked. The unit must use their assigned job and cannot change
- req_vanilla: 50
- all_unlocked: 0
- all_locked: 0
- job_items: 0
- laws:
- # Enable or disable the law and judge system found in the game. JP will rarely be awarded with laws turned off.
- #
- # No Laws: Judges and laws are disabled.
- # Laws: Laws are vanilla but are enabled.
- # Random laws: Laws are enabled and are randomized among law sets.
- disable_laws: 0
- enable_laws: 50
- random_laws: 0
- law_cards:
- # Add Law cards to the pool.
- # Optionally also unlock law cards and the law card shop from the start.
- # (Using cards and trading with the card shop are normally unlocked after the Antilaws mission.)
- #
- # Disabled: No law cards in the pool.
- # Enabled: Law cards are added to the pool.
- # Unlock Cards: As Enabled and law cards are usable from the start.
- # Unlock Cards and Shop: As Unlock Cards and the law card shop is unlocked from the start.
- disabled: 50
- enabled: 0
- unlock_cards: 0
- unlock_cards_and_shop: 0
- randomize_enemies:
- # Randomizes the enemy units. Special units such as bosses currently are not randomized.
- #
- # Vanilla: Enemies aren't changed
- # Randomized: Enemies are randomized
- enemy_vanilla: 50
- enemy_random: 0
- scaling:
- # Sets the level scaling for enemies.
- #
- # Average Level: Enemies are scaled to the average level of your units.
- # Highest Level: Enemies are scaled to your highest level unit.
- average_level: 50
- highest_level: 0
- exp_multiplier:
- # Multiplies all exp gained.
- one: 50
- two: 0
- four: 0
- eight: 0
- sixteen: 0
- starting_gil:
- # Sets the amount of gil you will start with.
- #
- # You can define additional values between the minimum and maximum values.
- # Minimum value is 0
- # Maximum value is 99999999
- 5000: 50
- random: 0
- random-low: 0
- random-high: 0
- gil_rewards:
- # Sets the amount of gil you get for completing a mission.
- # Must be a multiple of 200. Will be rounded down to the nearest 200 if not.
- # individually-randomized(-low/-middle/-high): Sets a random value for each mission (with optional bias)
- #
- # You can define additional values between the minimum and maximum values.
- # Minimum value is 0
- # Maximum value is 51000
- 1000: 50
- random: 0
- random-low: 0
- random-high: 0
- individually-randomized: 0 # equivalent to individually-randomized
- individually-randomized-low: 0 # equivalent to individually-randomized-low
- individually-randomized-middle: 0 # equivalent to individually-randomized-middle
- individually-randomized-high: 0 # equivalent to individually-randomized-high
- gate_num:
- # Sets the number of mission gates. Each gate contains four missions each. Expect an hour or more added for every gate.
- # Royal Valley or Decision Time will always be the last mission depending on options.
- #
- # Amount of locations per gate depends on number of item rewards and dispatch missions added
- #
- # You can define additional values between the minimum and maximum values.
- # Minimum value is 1
- # Maximum value is 27
- 6: 50
- random: 0
- random-low: 0
- random-high: 0
- gate_paths:
- # Sets the number of branching mission gates paths. Each must currently still
- # be progressed through to unlock the final mission.
- # Useful for higher mission gate counts.
- #
- # You can define additional values between the minimum and maximum values.
- # Minimum value is 1
- # Maximum value is 3
- 1: 50
- random: 0
- random-low: 0
- random-high: 0
- dispatch:
- # Sets the number of dispatch missions per gate. Each dispatch mission adds two locations for each gate.
- #
- # You can define additional values between the minimum and maximum values.
- # Minimum value is 0
- # Maximum value is 6
- 0: 50
- random: 0
- random-low: 0
- random-high: 0
- randomize_dispatch:
- # Randomizes the order of the dispatch mission. Setting only has effect is dispatch missions setting is more than 0.
- 'false': 50
- 'true': 0
- gate_items:
- # Sets how the mission gates are unlocked
- # One Mission item: Mission gates are unlocked by one mission item. Gate unlocks both encounter and dispatch missions.
- # Two Mission items: Mission gates are unlocked by two mission items. Gate unlocks both encounter and dispatch missions.
- # Dispatch mission gate: Dispatch missions are separated into their own gate sequence which each require an item.
- # Dispatch missions must be more than 0 for this setting or it will be ignored
- #
- # (Adds 1 or 2 progression items to the pool for each gate depending on the setting)
- one: 50
- two: 0
- dispatch_gate: 0
- mission_order:
- # Sets the option for the order of missions
- #
- # Linear: Missions are in order, with the first 26 being story.
- # Story as gate unlocks: The story missions in linear order will be the gate unlock mission for the first 23 gates. Every other mission is random.
- # Randomized: Missions are completely randomized
- linear: 50
- story_gate: 0
- randomized: 0
- final_mission:
- # Sets what the final mission will be between the two missions that play the credits.
- # Royal Valley: The final mission will be Royal Valley. This mission is three phases. Original final mission.
- # Decision Time: The final mission will be Decision Time. This mission is one phase.
- royal_valley: 50
- decision_time: 0
- quick_options:
- # Enables quick options by default which turn off attack names, exp popups, and turns on
- # fast text and fast cursor. All of these can be tweaked in the game options.
- 'false': 50
- 'true': 0
- fast_receive:
- # Skip most of the animations and text when receiving items
- 'false': 0
- 'true': 50
- force_recruitment:
- # Forces every mission to give a new recruit.
- # Disabled: Recruit chances are vanilla
- # Enabled: Every mission will give a new recruit, special recruit missions such as Mortal Snow will still
- # give their vanilla unit which is Ritz in this example.
- # Enabled Secret: Every mission will give a new recruit, special recruit missions will be random and there is a
- # chance to receive a special unit such as Ritz, Babus and Cid from any mission.
- # Enabled Monster: Every mission will give a new recruit and there is a chance to receive a monster unit.
- disabled: 50
- enabled: 0
- enabled_secret: 0
- enabled_monster: 0
- mission_reward_num:
- # Sets the number of rewards received from each mission. Must be between 2 and 6.
- #
- # You can define additional values between the minimum and maximum values.
- # Minimum value is 2
- # Maximum value is 6
- 2: 50
- random: 0
- random-low: 0
- random-high: 0
- progressive_gates:
- # Always receive gate items in order.
- # If multiple gate paths are enabled each path will have a separate progressive item.
- # Enabled: Gate items are always received in order for each path.
- 'false': 0
- 'true': 50
- progressive_item_num:
- # Sets how many additional progressive items are added to the pool.
- # If multiple gate paths are enabled this amount is added for each path.
- # 0: There is exactly the amount of progressive items in the pool that is needed to reach the goal.
- # 1 to 10: This amount of extra progressive items is added to the pool.
- #
- # You can define additional values between the minimum and maximum values.
- # Minimum value is 0
- # Maximum value is 10
- 3: 50
- random: 0
- random-low: 0
- random-high: 0
- progressive_excess:
- # Sets what progressive items past the ones needed to reach the goal are replaced with.
- # Nothing (or 0): Excess progressive items don't give anything.
- # Random Equipment: Excess progressive items give a random non-consumable item.
- # Number between 1 and 375: Excess progressive items give the item with the corresponding id.
- #
- # You can define additional values between the minimum and maximum values.
- # Minimum value is 0
- # Maximum value is 375
- random: 0
- random-low: 0
- random-high: 0
- nothing: 50 # equivalent to 0
- random_equipment: 0 # equivalent to 768
- progressive_shop:
- # Adds shop upgrades to the item pool
- 'false': 50
- 'true': 0
- progressive_shop_battle_unlock:
- # Enables unlocking 2 shop upgrades by fighting 10 and 20 battles total.
- # Enabled: This progress does not stack with other upgrades. 10 battles + 1 upgrade = 1 upgrade total.
- # Stacking: This progress stacks with other upgrades. 10 battles + 1 upgrade = 2 upgrades total.
- # Replacing: As stacking but also removes 2 shop upgrades from the pool.
- # Fighting 20 battles and finding all shop upgrades will be required to unlock the highest shop tier.
- disabled: 0
- enabled: 0
- stacking: 50
- replacing: 0
- progressive_shop_tiers:
- # Sets how many shop upgrades there are and what items they unlock.
- # If an item's price is changed its sell value is set to half its price (like most items in vanilla).
- #
- # named options:
- # four_tiers: 3 shop upgrades. Starting items and first two upgrades are vanilla.
- # The items normally unlocked by freeing some number of turfs are all in tier 3.
- # four_tiers_random: four_tiers but with random prices
- # five_tiers: 4 shop upgrades. Starting items and first two upgrades are vanilla.
- # The items normally unlocked by freeing some number of turfs are split between tier 3 and 4.
- # five_tiers_random: five_tiers but with random prices
- # vanilla: 13 shop upgrades. Starting items and first two upgrades are vanilla.
- # The rest have 1 item each, unlocked in the same order as freeing turfs.
- # vanilla_random: vanilla but with random prices
- # default: Same as five_tiers.
- #
- # Custom option syntax:
- # [[<Tier>], [<Tier>], [<Tier>], ...]
- #
- # <Tier> syntax:
- # [<Item>, <Item>, <Item>, ...]
- #
- # <Item> syntax:
- # [<Name>, <Price>] or <Name>
- #
- # <Price> may be a number between 1-65535, "default", "random", "random-high",
- # "random-middle", "random-low", "random-range-low-<min>-<max>", "random-range-middle-<min>-<max>",
- # "random-range-high-<min>-<max>", or "random-range-<min>-<max>".
- #
- # <Name> may be the name of any equipment or consumable item, an <ItemGroup>, or a <Random> value.
- # If only <Name> is specified, <Price> will be "default".
- #
- # <Random> may be: "random-<Groups>", "random-<Groups>-<number>", or "random-<Groups>-<min>-<max>".
- #
- # <Groups> syntax:
- # <ItemGroup>-<ItemGroup>-<ItemGroup> ...
- #
- # <ItemGroup> may be: "vanillashoptier0", "vanillashoptier1", "vanillashoptier2", "all", "weapons", "otherequipment",
- # "swords", "blades", "sabers", "knightswords", "greatswords", "broadswords", "knives", "rapiers", "katanas",
- # "staves", "rods", "maces", "bows", "greatbows", "spears", "instruments", "knuckles", "souls", "guns", "shields",
- # "helmets", "gloves", "hats", "armor", "rings", "clothing", "robes", "shoes", "consumables"
- #
- # If the same item appears more than once, only the first processed entry takes effect.
- # Entries are processed in 3 steps. Each step starts from the lowest tier:
- # 1. Directly named items.
- # 2. Items that are added as part of a group
- # 3. Random items. (Will never pick an item already added in previous steps)
- #
- # Example:
- # [
- # [
- # ["vanillashoptier0", "random-range-low-100-10000"],
- # ["Elixir", "random-high"],
- # ["Potion", "default"],
- # ],
- # [
- # ["vanillashoptier1", "default"],
- # ["random-otherequipment-20", "random-range-200-20000"],
- # ["random-weapons-10-20", "random-range-500-50000"],
- # ],
- # [
- # "vanillashoptier2",
- # ["random-katanas-knightswords-staves-6-12", "random-range-5000-50000"],
- # ]
- # ]
- # Before upgrades the shop will have:
- # Vanilla items at random prices between 100 and 10000, biased towards 100.
- # Elixirs at a random price between 1 and 65535, biased towards high numbers.
- # Potions at default price (higher priority than the potion in vanillashoptier0).
- # The first upgrade will add:
- # Vanilla items unlocked at 10 battles.
- # 20 non-weapon equipment at random prices between 200 and 20000.
- # A random amount between 10 and 20 of random weapons at random prices between 500 and 50000.
- # The second upgrade will add:
- # Vanilla items unlocked at 20 battles.
- # A random amount between 6 and 12 of random katanas, knightswords,
- # and staffs at random prices between 500 and 50000.
- [[['vanillashoptier0', 'default']], [['vanillashoptier1', 'default']], [['vanillashoptier2', 'default']], [['Cureall', 'default'], ['Star Armlet', 'default'], ['Bracers', 'default'], ['Hunt Bow', 'default'], ['Estreledge', 'default']], [['Temple Cloth', 'default'], ['Masamune', 'default'], ['Princess Rod', 'default'], ['Tiptaptwo', 'default'], ['Seventh Heaven', 'default'], ['Elixir', 'default']]]
- unit_names:
- # Random unit names are named after players in the multiworld.
- 'false': 0
- 'true': 50
- # 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.
- []
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