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Jozrael

tea-ffta.yaml

Feb 13th, 2025
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  1. # Q. What is this file?
  2. # A. This file contains options which allow you to configure your multiworld experience while allowing
  3. # others to play how they want as well.
  4. #
  5. # Q. How do I use it?
  6. # A. The options in this file are weighted. This means the higher number you assign to a value, the
  7. # more chances you have for that option to be chosen. For example, an option like this:
  8. #
  9. # map_shuffle:
  10. # on: 5
  11. # off: 15
  12. #
  13. # Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned
  14. # off.
  15. #
  16. # Q. I've never seen a file like this before. What characters am I allowed to use?
  17. # A. This is a .yaml file. You are allowed to use most characters.
  18. # To test if your yaml is valid or not, you can use this website:
  19. # http://www.yamllint.com/
  20. # You can also verify that your Archipelago options are valid at this site:
  21. # https://archipelago.gg/check
  22.  
  23. # Your name in-game, limited to 16 characters.
  24. # {player} will be replaced with the player's slot number.
  25. # {PLAYER} will be replaced with the player's slot number, if that slot number is greater than 1.
  26. # {number} will be replaced with the counter value of the name.
  27. # {NUMBER} will be replaced with the counter value of the name, if the counter value is greater than 1.
  28. name: Teaspoon
  29.  
  30. # Used to describe your yaml. Useful if you have multiple files.
  31. description: Default Final Fantasy Tactics Advance Template
  32.  
  33. game: Final Fantasy Tactics Advance
  34. requires:
  35. version: 0.5.0 # Version of Archipelago required for this yaml to work as expected.
  36.  
  37. Final Fantasy Tactics Advance:
  38. # Game Options
  39. progression_balancing:
  40. # A system that can move progression earlier, to try and prevent the player from getting stuck and bored early.
  41. #
  42. # A lower setting means more getting stuck. A higher setting means less getting stuck.
  43. #
  44. # You can define additional values between the minimum and maximum values.
  45. # Minimum value is 0
  46. # Maximum value is 99
  47. random: 0
  48. random-low: 0
  49. random-high: 0
  50. disabled: 0 # equivalent to 0
  51. normal: 50 # equivalent to 50
  52. extreme: 0 # equivalent to 99
  53.  
  54. accessibility:
  55. # Set rules for reachability of your items/locations.
  56. #
  57. # - **Locations:** ensure everything can be reached and acquired.
  58. # - **Items:** ensure all logically relevant items can be acquired.
  59. # - **Minimal:** ensure what is needed to reach your goal can be acquired.
  60. locations: 0
  61. items: 50
  62. minimal: 0
  63.  
  64. goal:
  65. # Sets the unlock condition for the final mission
  66. #
  67. # All mission gates: The final mission is unlocked after going through every mission gate.
  68. # Totema Gauntlet: A series of the five Totema battles must be cleared to unlock the final mission. These are
  69. # unlocked alongside the mission gates. An additional five items are added to unlock them.
  70. mission_gates: 50
  71. totema: 0
  72.  
  73. starting_units:
  74. # Sets the option for your starting units
  75. #
  76. # Vanilla: The same starting units as the original game
  77. # Shuffle: Jobs are randomized within the original starting races of the game.
  78. # Random: Jobs and race of the starting units are randomized
  79. # Balanced: Ensures two attacker jobs, two magic jobs, and two support jobs. Excludes morphers, beastmasters, and gadgeteers.
  80. # Random Monster: Starting units jobs and race are randomized with monster units also in the pool
  81. #
  82. # Note: Monsters are unable to change jobs, equip anything or use items.
  83. starting_vanilla: 50
  84. starting_shuffle: 0
  85. starting_random: 0
  86. starting_balanced: 0
  87. random_monster: 0
  88.  
  89. starting_unit_equip:
  90. # Sets the equipment option for your starting units
  91. #
  92. # Basic: Units will always start with their most basic equipment
  93. # Randomized: The equipment load out will be random within the job's equipment
  94. equip_basic: 50
  95. equip_random: 0
  96.  
  97. starting_special_chance:
  98. # Percent chance of any unit besides Marche and Montblanc to be a special unit such as Ritz or Cid.
  99. # 1 = 10% and 10 = 100% chance that all units are a special unit
  100. #
  101. # You can define additional values between the minimum and maximum values.
  102. # Minimum value is 0
  103. # Maximum value is 10
  104. 0: 50
  105. random: 0
  106. random-low: 0
  107. random-high: 0
  108.  
  109. starting_abilities:
  110. # Sets the amount of mastered abilities for each starting unit's job. Based on percentage. 1 = 10% and 10 = 100% of abilities mastered
  111. #
  112. # You can define additional values between the minimum and maximum values.
  113. # Minimum value is 0
  114. # Maximum value is 10
  115. 0: 50
  116. random: 0
  117. random-low: 0
  118. random-high: 0
  119.  
  120. ability_ap:
  121. # Sets a standardized amount of AP needed for job abilities. Set to 0 to have every ability already learned.
  122. # This also applies to recruits, enemy units etc. Every number goes up by 10, for example 1 = 10 and 64 = 999.
  123. # Use 65 for vanilla AP values
  124. #
  125. # You can define additional values between the minimum and maximum values.
  126. # Minimum value is 0
  127. # Maximum value is 65
  128. 65: 50
  129. random: 0
  130. random-low: 0
  131. random-high: 0
  132.  
  133. randomize_abilities:
  134. # Randomize the abilities each job can use.
  135. # WARNING: Currently certain combinations may result in softlocks.
  136. #
  137. # Vanilla: Jobs have their original abilities
  138. # Random within race: Abilities are randomized between jobs in the same race. No duplicate abilities within jobs
  139. # Random: Abilities are randomized throughout all jobs. Jobs may contain duplicate abilities.
  140. # Random with monster and special unit abilities: Abilities are randomized throughout all jobs and most duplicates
  141. # are replaced with abilities from monsters, special units, and Totema.
  142. vanilla: 50
  143. race: 0
  144. randomized: 0
  145. random_with_special: 0
  146.  
  147. stat_growth:
  148. # Stat growth options for all the jobs
  149. #
  150. # Vanilla: Stat growth will be the same as vanilla
  151. # Average: Stat growth will be average across all stats in every job
  152. vanilla: 50
  153. average: 0
  154.  
  155. job_unlock_req:
  156. # Sets the unlock requirements for every unit's job
  157. #
  158. # Vanilla: Job unlock requirements are the same as vanilla
  159. # All Unlocked: All jobs are unlocked from the start
  160. # All Locked: All jobs are locked. The unit must use their assigned job and cannot change
  161. req_vanilla: 50
  162. all_unlocked: 0
  163. all_locked: 0
  164. job_items: 0
  165.  
  166. laws:
  167. # Enable or disable the law and judge system found in the game. JP will rarely be awarded with laws turned off.
  168. #
  169. # No Laws: Judges and laws are disabled.
  170. # Laws: Laws are vanilla but are enabled.
  171. # Random laws: Laws are enabled and are randomized among law sets.
  172. disable_laws: 0
  173. enable_laws: 50
  174. random_laws: 0
  175.  
  176. law_cards:
  177. # Add Law cards to the pool.
  178. # Optionally also unlock law cards and the law card shop from the start.
  179. # (Using cards and trading with the card shop are normally unlocked after the Antilaws mission.)
  180. #
  181. # Disabled: No law cards in the pool.
  182. # Enabled: Law cards are added to the pool.
  183. # Unlock Cards: As Enabled and law cards are usable from the start.
  184. # Unlock Cards and Shop: As Unlock Cards and the law card shop is unlocked from the start.
  185. disabled: 50
  186. enabled: 0
  187. unlock_cards: 0
  188. unlock_cards_and_shop: 0
  189.  
  190. randomize_enemies:
  191. # Randomizes the enemy units. Special units such as bosses currently are not randomized.
  192. #
  193. # Vanilla: Enemies aren't changed
  194. # Randomized: Enemies are randomized
  195. enemy_vanilla: 50
  196. enemy_random: 0
  197.  
  198. scaling:
  199. # Sets the level scaling for enemies.
  200. #
  201. # Average Level: Enemies are scaled to the average level of your units.
  202. # Highest Level: Enemies are scaled to your highest level unit.
  203. average_level: 50
  204. highest_level: 0
  205.  
  206. exp_multiplier:
  207. # Multiplies all exp gained.
  208. one: 50
  209. two: 0
  210. four: 0
  211. eight: 0
  212. sixteen: 0
  213.  
  214. starting_gil:
  215. # Sets the amount of gil you will start with.
  216. #
  217. # You can define additional values between the minimum and maximum values.
  218. # Minimum value is 0
  219. # Maximum value is 99999999
  220. 5000: 50
  221. random: 0
  222. random-low: 0
  223. random-high: 0
  224.  
  225. gil_rewards:
  226. # Sets the amount of gil you get for completing a mission.
  227. # Must be a multiple of 200. Will be rounded down to the nearest 200 if not.
  228. # individually-randomized(-low/-middle/-high): Sets a random value for each mission (with optional bias)
  229. #
  230. # You can define additional values between the minimum and maximum values.
  231. # Minimum value is 0
  232. # Maximum value is 51000
  233. 1000: 50
  234. random: 0
  235. random-low: 0
  236. random-high: 0
  237. individually-randomized: 0 # equivalent to individually-randomized
  238. individually-randomized-low: 0 # equivalent to individually-randomized-low
  239. individually-randomized-middle: 0 # equivalent to individually-randomized-middle
  240. individually-randomized-high: 0 # equivalent to individually-randomized-high
  241.  
  242. gate_num:
  243. # Sets the number of mission gates. Each gate contains four missions each. Expect an hour or more added for every gate.
  244. # Royal Valley or Decision Time will always be the last mission depending on options.
  245. #
  246. # Amount of locations per gate depends on number of item rewards and dispatch missions added
  247. #
  248. # You can define additional values between the minimum and maximum values.
  249. # Minimum value is 1
  250. # Maximum value is 27
  251. 6: 50
  252. random: 0
  253. random-low: 0
  254. random-high: 0
  255.  
  256. gate_paths:
  257. # Sets the number of branching mission gates paths. Each must currently still
  258. # be progressed through to unlock the final mission.
  259. # Useful for higher mission gate counts.
  260. #
  261. # You can define additional values between the minimum and maximum values.
  262. # Minimum value is 1
  263. # Maximum value is 3
  264. 1: 50
  265. random: 0
  266. random-low: 0
  267. random-high: 0
  268.  
  269. dispatch:
  270. # Sets the number of dispatch missions per gate. Each dispatch mission adds two locations for each gate.
  271. #
  272. # You can define additional values between the minimum and maximum values.
  273. # Minimum value is 0
  274. # Maximum value is 6
  275. 0: 50
  276. random: 0
  277. random-low: 0
  278. random-high: 0
  279.  
  280. randomize_dispatch:
  281. # Randomizes the order of the dispatch mission. Setting only has effect is dispatch missions setting is more than 0.
  282. 'false': 50
  283. 'true': 0
  284.  
  285. gate_items:
  286. # Sets how the mission gates are unlocked
  287. # One Mission item: Mission gates are unlocked by one mission item. Gate unlocks both encounter and dispatch missions.
  288. # Two Mission items: Mission gates are unlocked by two mission items. Gate unlocks both encounter and dispatch missions.
  289. # Dispatch mission gate: Dispatch missions are separated into their own gate sequence which each require an item.
  290. # Dispatch missions must be more than 0 for this setting or it will be ignored
  291. #
  292. # (Adds 1 or 2 progression items to the pool for each gate depending on the setting)
  293. one: 50
  294. two: 0
  295. dispatch_gate: 0
  296.  
  297. mission_order:
  298. # Sets the option for the order of missions
  299. #
  300. # Linear: Missions are in order, with the first 26 being story.
  301. # 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.
  302. # Randomized: Missions are completely randomized
  303. linear: 50
  304. story_gate: 0
  305. randomized: 0
  306.  
  307. final_mission:
  308. # Sets what the final mission will be between the two missions that play the credits.
  309. # Royal Valley: The final mission will be Royal Valley. This mission is three phases. Original final mission.
  310. # Decision Time: The final mission will be Decision Time. This mission is one phase.
  311. royal_valley: 50
  312. decision_time: 0
  313.  
  314. quick_options:
  315. # Enables quick options by default which turn off attack names, exp popups, and turns on
  316. # fast text and fast cursor. All of these can be tweaked in the game options.
  317. 'false': 50
  318. 'true': 0
  319.  
  320. fast_receive:
  321. # Skip most of the animations and text when receiving items
  322. 'false': 0
  323. 'true': 50
  324.  
  325. force_recruitment:
  326. # Forces every mission to give a new recruit.
  327. # Disabled: Recruit chances are vanilla
  328. # Enabled: Every mission will give a new recruit, special recruit missions such as Mortal Snow will still
  329. # give their vanilla unit which is Ritz in this example.
  330. # Enabled Secret: Every mission will give a new recruit, special recruit missions will be random and there is a
  331. # chance to receive a special unit such as Ritz, Babus and Cid from any mission.
  332. # Enabled Monster: Every mission will give a new recruit and there is a chance to receive a monster unit.
  333. disabled: 50
  334. enabled: 0
  335. enabled_secret: 0
  336. enabled_monster: 0
  337.  
  338. mission_reward_num:
  339. # Sets the number of rewards received from each mission. Must be between 2 and 6.
  340. #
  341. # You can define additional values between the minimum and maximum values.
  342. # Minimum value is 2
  343. # Maximum value is 6
  344. 2: 50
  345. random: 0
  346. random-low: 0
  347. random-high: 0
  348.  
  349. progressive_gates:
  350. # Always receive gate items in order.
  351. # If multiple gate paths are enabled each path will have a separate progressive item.
  352. # Enabled: Gate items are always received in order for each path.
  353. 'false': 0
  354. 'true': 50
  355.  
  356. progressive_item_num:
  357. # Sets how many additional progressive items are added to the pool.
  358. # If multiple gate paths are enabled this amount is added for each path.
  359. # 0: There is exactly the amount of progressive items in the pool that is needed to reach the goal.
  360. # 1 to 10: This amount of extra progressive items is added to the pool.
  361. #
  362. # You can define additional values between the minimum and maximum values.
  363. # Minimum value is 0
  364. # Maximum value is 10
  365. 3: 50
  366. random: 0
  367. random-low: 0
  368. random-high: 0
  369.  
  370. progressive_excess:
  371. # Sets what progressive items past the ones needed to reach the goal are replaced with.
  372. # Nothing (or 0): Excess progressive items don't give anything.
  373. # Random Equipment: Excess progressive items give a random non-consumable item.
  374. # Number between 1 and 375: Excess progressive items give the item with the corresponding id.
  375. #
  376. # You can define additional values between the minimum and maximum values.
  377. # Minimum value is 0
  378. # Maximum value is 375
  379. random: 0
  380. random-low: 0
  381. random-high: 0
  382. nothing: 50 # equivalent to 0
  383. random_equipment: 0 # equivalent to 768
  384.  
  385. progressive_shop:
  386. # Adds shop upgrades to the item pool
  387. 'false': 50
  388. 'true': 0
  389.  
  390. progressive_shop_battle_unlock:
  391. # Enables unlocking 2 shop upgrades by fighting 10 and 20 battles total.
  392. # Enabled: This progress does not stack with other upgrades. 10 battles + 1 upgrade = 1 upgrade total.
  393. # Stacking: This progress stacks with other upgrades. 10 battles + 1 upgrade = 2 upgrades total.
  394. # Replacing: As stacking but also removes 2 shop upgrades from the pool.
  395. # Fighting 20 battles and finding all shop upgrades will be required to unlock the highest shop tier.
  396. disabled: 0
  397. enabled: 0
  398. stacking: 50
  399. replacing: 0
  400.  
  401. progressive_shop_tiers:
  402. # Sets how many shop upgrades there are and what items they unlock.
  403. # If an item's price is changed its sell value is set to half its price (like most items in vanilla).
  404. #
  405. # named options:
  406. # four_tiers: 3 shop upgrades. Starting items and first two upgrades are vanilla.
  407. # The items normally unlocked by freeing some number of turfs are all in tier 3.
  408. # four_tiers_random: four_tiers but with random prices
  409. # five_tiers: 4 shop upgrades. Starting items and first two upgrades are vanilla.
  410. # The items normally unlocked by freeing some number of turfs are split between tier 3 and 4.
  411. # five_tiers_random: five_tiers but with random prices
  412. # vanilla: 13 shop upgrades. Starting items and first two upgrades are vanilla.
  413. # The rest have 1 item each, unlocked in the same order as freeing turfs.
  414. # vanilla_random: vanilla but with random prices
  415. # default: Same as five_tiers.
  416. #
  417. # Custom option syntax:
  418. # [[<Tier>], [<Tier>], [<Tier>], ...]
  419. #
  420. # <Tier> syntax:
  421. # [<Item>, <Item>, <Item>, ...]
  422. #
  423. # <Item> syntax:
  424. # [<Name>, <Price>] or <Name>
  425. #
  426. # <Price> may be a number between 1-65535, "default", "random", "random-high",
  427. # "random-middle", "random-low", "random-range-low-<min>-<max>", "random-range-middle-<min>-<max>",
  428. # "random-range-high-<min>-<max>", or "random-range-<min>-<max>".
  429. #
  430. # <Name> may be the name of any equipment or consumable item, an <ItemGroup>, or a <Random> value.
  431. # If only <Name> is specified, <Price> will be "default".
  432. #
  433. # <Random> may be: "random-<Groups>", "random-<Groups>-<number>", or "random-<Groups>-<min>-<max>".
  434. #
  435. # <Groups> syntax:
  436. # <ItemGroup>-<ItemGroup>-<ItemGroup> ...
  437. #
  438. # <ItemGroup> may be: "vanillashoptier0", "vanillashoptier1", "vanillashoptier2", "all", "weapons", "otherequipment",
  439. # "swords", "blades", "sabers", "knightswords", "greatswords", "broadswords", "knives", "rapiers", "katanas",
  440. # "staves", "rods", "maces", "bows", "greatbows", "spears", "instruments", "knuckles", "souls", "guns", "shields",
  441. # "helmets", "gloves", "hats", "armor", "rings", "clothing", "robes", "shoes", "consumables"
  442. #
  443. # If the same item appears more than once, only the first processed entry takes effect.
  444. # Entries are processed in 3 steps. Each step starts from the lowest tier:
  445. # 1. Directly named items.
  446. # 2. Items that are added as part of a group
  447. # 3. Random items. (Will never pick an item already added in previous steps)
  448. #
  449. # Example:
  450. # [
  451. # [
  452. # ["vanillashoptier0", "random-range-low-100-10000"],
  453. # ["Elixir", "random-high"],
  454. # ["Potion", "default"],
  455. # ],
  456. # [
  457. # ["vanillashoptier1", "default"],
  458. # ["random-otherequipment-20", "random-range-200-20000"],
  459. # ["random-weapons-10-20", "random-range-500-50000"],
  460. # ],
  461. # [
  462. # "vanillashoptier2",
  463. # ["random-katanas-knightswords-staves-6-12", "random-range-5000-50000"],
  464. # ]
  465. # ]
  466. # Before upgrades the shop will have:
  467. # Vanilla items at random prices between 100 and 10000, biased towards 100.
  468. # Elixirs at a random price between 1 and 65535, biased towards high numbers.
  469. # Potions at default price (higher priority than the potion in vanillashoptier0).
  470. # The first upgrade will add:
  471. # Vanilla items unlocked at 10 battles.
  472. # 20 non-weapon equipment at random prices between 200 and 20000.
  473. # A random amount between 10 and 20 of random weapons at random prices between 500 and 50000.
  474. # The second upgrade will add:
  475. # Vanilla items unlocked at 20 battles.
  476. # A random amount between 6 and 12 of random katanas, knightswords,
  477. # and staffs at random prices between 500 and 50000.
  478. [[['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']]]
  479.  
  480. unit_names:
  481. # Random unit names are named after players in the multiworld.
  482. 'false': 0
  483. 'true': 50
  484.  
  485. # Item & Location Options
  486. local_items:
  487. # Forces these items to be in their native world.
  488. []
  489.  
  490. non_local_items:
  491. # Forces these items to be outside their native world.
  492. []
  493.  
  494. start_inventory:
  495. # Start with these items.
  496. {}
  497.  
  498. start_hints:
  499. # Start with these item's locations prefilled into the ``!hint`` command.
  500. []
  501.  
  502. start_location_hints:
  503. # Start with these locations and their item prefilled into the ``!hint`` command.
  504. []
  505.  
  506. exclude_locations:
  507. # Prevent these locations from having an important item.
  508. []
  509.  
  510. priority_locations:
  511. # Prevent these locations from having an unimportant item.
  512. []
  513.  
  514. item_links:
  515. # Share part of your item pool with other players.
  516. []
  517.  
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