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Update template yaml
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hesto2 committed Nov 24, 2024
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Showing 1 changed file with 89 additions and 81 deletions.
170 changes: 89 additions & 81 deletions Metroid Prime.yaml
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,7 @@ requires:
version: 0.5.0 # Version of Archipelago required for this yaml to work as expected.

Metroid Prime:
# General
required_artifacts:
# Determines the amount of Artifacts needed to begin the endgame sequence.
#
Expand All @@ -19,11 +20,6 @@ Metroid Prime:
random-low: 0
random-high: 0

exclude_items:
# Replaces the following items with filler. INPUT AT YOUR OWN RISK. I cannot promise that removing
# progression items will not break logic. (for now please leave the default starting items in)
{}

final_bosses:
# Determines the final bosses required to beat the seed. Choose from Meta Ridley, Metroid Prime,
# both, or neither.
Expand All @@ -37,6 +33,28 @@ Metroid Prime:
"false": 0
"true": 50

starting_room:
# Determines the starting room of the game. This will change your starting loadout depending on the room
# normal: Start at the Talon Overworld Landing Site. If elevator randomization is enabled, or Shuffle Scan Visor + Don't Pre Scan Elevators and the player does not have tricks or mix it up blast shield randomization enabled, this will switch to Save Station 1 in Chozo Ruins.
# safe: Start in rooms that will not require a significant combat challenge to progress from. Without disable_starting_room_bk_prevention enabled, this may assign you a new beam and an item in order to make the seed feasible
# buckle_up: Start in rooms that will pose a significant challenge to players with no energy tanks or suit upgrades. Fun for the aspiring masochist (less fun for their friends in BK).
normal: 50
safe: 0
buckle_up: 0

disable_starting_room_bk_prevention:
# Normally, starting rooms will give you a minimum set of items in order to have access to several checks immediately. This option disables that behavior as well as any pre filled items that would have been set. This will automatically get set to true if starting room is normal and tricks or blast shield rando is enabled
# WARNING: This will possibly require multiple attempts to generate, especially in solo worlds
"false": 50
"true": 0

combat_logic_difficulty:
# When enabled, the game will include energy tanks and the charge beam as requirements for certain combat heavy rooms
no_logic: 0
normal_logic: 50
minimal_logic: 0

# Gameplay Tweaks
missile_launcher:
# If enabled, the missile launcher will be added to the item pool. This will only allow you to use missiles once the missile launcher is found (regardless of missile expansions received).
"false": 50
Expand All @@ -53,48 +71,79 @@ Metroid Prime:
"true": 0

pre_scan_elevators:
# Pre scans the elevators in the game, allowing for faster transitions between regions. Makes for more interesting gameplay if disabled when the scan visor is shuffled.
# Pre scans the elevators in the game, allowing for faster transitions between regions. Makes for more interesting gameply if disabled when the scan visor is shuffled.
"false": 0
"true": 50

randomize_starting_beam:
# If enabled, the starting beam will be randomized to a random beam that is not the Power Beam. Note that if vanilla start is used, the hive mecha boss will be disabled.
# Note that if you don't randomize door colors, this can lead to you getting BK'd immediately
"false": 50
"true": 0

progressive_beam_upgrades:
# If enabled, 3 progressive beam items will be added into the item pool per beam. The first unlocks the beam, the second unlocks the ability to charge the beam, and the third unlocks the missile combo for it. Progressive items share the same model as the associated beam combo model(all progressive wave beams will look like the wavebuster)
"false": 50
"true": 0

non_varia_heat_damage:
# If enabled, the gravity suit and phazon suit will not protect against heat damage which will change the required logic of the game
"false": 0
"true": 50

staggered_suit_damage:
# Configure how suit damage reduction is calculated
# Default: based on the strongest suit you have
# Progressive: based on the number of suits you have
# Additive: Individual suits provide their added damage reduction
default: 0
progressive: 50
additive: 0

spring_ball:
# Enables the spring ball when you receive Morph Ball Bombs. This will allow you to jump while in morph ball form by pressing up on the c stick, reducing the complexity of double bomb jumps.
"false": 0
"true": 50

# Door Randomization
elevator_randomization:
# Randomizes the elevators between regions
"false": 50
"true": 0

door_color_randomization:
# Determine if/how door colors are randomized.
# None: No door colors will be randomized
# Global: All door colors of a given color will be randomized to another color
# Regional: Each Region will have its door colors randomized to another color
# None: No door colors will be randomized
# Global: All door colors of a given color will be randomized to another color
# Regional: Each Region will have its door colors randomized to another color
none: 50
global: 0
regional: 0

blast_shield_randomization:
# Determine if/how blast shields are randomized. Note that this will have a difficult time generating in solo worlds with no tricks enabled.
# None: No blast shields will be randomized
# Replace Existing: Each existing Missile Blast Shield will be replaced with a different Blast Shield type
# Mix it up: Each Region will remove all existing blast shields and instead add a specified number to new doors
# None: No blast shields will be randomized
# Replace Existing: Each existing Missile Blast Shield will be replaced with a different Blast Shield type
# Mix it up: Each Region will remove all existing blast shields and instead add a specified number to new doors
none: 50
replace_existing: 0
mix_it_up: 0

blast_shield_frequency:
# If using 'Mix it up' for blast shield randomization,, how many blast shields should be added per region? These are added using a percentage of total possible placements so exact numbers will vary by region. Higher numbers will have more difficulty genning in solo worlds with less tricks.
# Low: 10%
# Medium: 30%
# High: 50%
# A whole lotta blast shields: 80% (This may have a hard time generating in solo worlds)
# Low: 10%
# Medium: 30%
# High: 50%
# A whole lotta blast shields: 80% (This may have a hard time generating in solo worlds)
low: 0
medium: 50
high: 0
a_whole_lotta_blast_shields: 0

blast_shield_available_types:
# Which blast shield types are available for randomization.
# All: All blast shield types are available, including beam combos, bomb, power bomb, charge beam, and super missiles
# No beam combos: Flamethrower, Wavebuster, and Ice Spreader will not be included as blast shield types (Super Missiles will still be included)
# All: All blast shield types are available, including beam combos, bomb, power bomb, charge beam, and super missiles
# No beam combos: Flamethrower, Wavebuster, and Ice Spreader will not be included as blast shield types (Super Missiles will still be included)
all: 0
no_beam_combos: 50

Expand All @@ -119,52 +168,7 @@ Metroid Prime:
"false": 50
"true": 0

randomize_starting_beam:
# If enabled, the starting beam will be randomized to a random beam that is not the Power Beam. Note that if vanilla start is used, the hive mecha boss will be disabled.
# Note that if you don't randomize door colors, this can lead to you getting BK'd immediately
"false": 50
"true": 0

starting_room:
# Determines the starting room of the game. This will change your starting loadout depending on the room
# normal: Start at the Talon Overworld Landing Site. If elevator randomization is enabled, or Shuffle Scan Visor + Don't Pre Scan Elevators, this will switch to Save Station 1 in Chozo Ruins
# safe: Start in rooms that will not require a significant combat challenge to progress from. Without disable_starting_room_bk_prevention enabled, this may assign you a new beam and an item in order to make the seed feasible
# buckle_up: Start in rooms that will pose a significant challenge to players with no energy tanks or suit upgrades. Fun for the aspiring masochist (less fun for their friends in BK).
normal: 50
safe: 0
buckle_up: 0

disable_starting_room_bk_prevention:
# Normally, starting rooms will give you a minimum set of items in order to have access to several checks immediately. This option disables that behavior as well as any pre filled items that would have been set.
# WARNING: This will possibly require multiple attempts to generate, especially in solo worlds
"false": 50
"true": 0

progressive_beam_upgrades:
# If enabled, 3 progressive beam items will be added into the item pool per beam. The first unlocks the beam, the second unlocks the ability to charge the beam, and the third unlocks the missile combo for it. Progressive items share the same model as the associated beam combo model(all progressive wave beams will look like the wavebuster)
"false": 50
"true": 0

non_varia_heat_damage:
# If enabled, the gravity suit and phazon suit will not protect against heat damage which will change the required logic of the game
"false": 0
"true": 50

staggered_suit_damage:
# Configure how suit damage reduction is calculated
# Default: based on the strongest suit you have
# Progressive: based on the number of suits you have
# Additive: Individual suits provide their added damage reduction
default: 0
progressive: 50
additive: 0

combat_logic_difficulty:
# When enabled, the game will include energy tanks and the charge beam as requirements for certain combat heavy rooms
no_logic: 0
normal_logic: 50
minimal_logic: 0

# Tricks
trick_difficulty:
# Determines which tricks, if any, are required to complete the seed. This will affect the logic of the game.
no_tricks: 50
Expand All @@ -174,7 +178,7 @@ Metroid Prime:

trick_allow_list:
# A list of tricks to explicitly allow in logic, regardless of selected difficulty. Values should match the trick name found here: https://github.com/Electro1512/MetroidAPrime/blob/main/data/Tricks.py#L55
# For example, "Crashed Frigate Scan Dash" or "Alcove Escape"
# For example, "Crashed Frigate Scan Dash" or "Alcove Escape"
[]

trick_deny_list:
Expand All @@ -192,25 +196,29 @@ Metroid Prime:
"true": 0

remove_xray_requirements:
# If enabled, removes xray visor requirements for everything but omega pirate and metroid prime
"false": 50
"true": 0
# Determines the xray visor requirements
# remove_none: No xray visor requirements are removed.
# remove_most: All xray visor requirements are removed except for metroid prime, chozo ghosts (normal/minimal combat difficulty), and omega pirate.
# remove_all_but_omega_pirate: All xray visor requirements are removed except for omega pirate.
remove_none: 50
remove_most: 0
remove_all_but_omega_pirate: 0

remove_thermal_requirements:
# If enabled, removes thermal visor requirements for everything but metroid prime (note this means wave beam panels will be in logic without the visor to see them)
"false": 50
"true": 0
# Determines the thermal visor requirements
# remove_none: No thermal visor requirements are removed.
# remove_most: All thermal visor requirements are removed except for metroid prime (note this means wave beam panels will be in logic without the visor to see them).
# remove_all: All thermal visor requirements are removed (note this means wave beam panels will be in logic without the visor to see them).
remove_none: 50
remove_most: 0
remove_all: 0

remove_hive_mecha:
# If enabled, the trigger for the Hive Mecha boss will be removed from the game
"false": 50
"true": 0

spring_ball:
# Enables the spring ball when you receive Morph Ball Bombs. This will allow you to jump while in morph ball form by pressing up on the c stick, reducing the complexity of double bomb jumps.
"false": 0
"true": 50

# Cosmetic
fusion_suit:
# Whether to use the fusion suit or not
"false": 50
Expand Down Expand Up @@ -314,11 +322,6 @@ Metroid Prime:
random-low: 0
random-high: 0

death_link:
# When you die, everyone dies. Of course the reverse is true too.
"false": 50
"true": 0

# Item & Location Options
local_items:
# Forces these items to be in their native world.
Expand Down Expand Up @@ -383,3 +386,8 @@ Metroid Prime:
locations: 0
items: 50
minimal: 0

death_link:
# When you die, everyone dies. Of course the reverse is true too.
"false": 50
"true": 0

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