# 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: Newt_HK_DBFH discord: Newt # Used to describe your yaml. Useful if you have multiple files. description: Default Hollow Knight Template game: Hollow Knight requires: version: 0.6.7 # Version of Archipelago required for this yaml to work as expected. Hollow Knight: ################ # 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 RandomizeDreamers: # Allow for Dreamers to be randomized into the item pool and opens their locations for randomization. # This option adds approximately 4 locations. 'false': 0 'true': 50 RandomizeSkills: # Allow for Skills, such as Mantis Claw or Shade Soul, to be randomized into the item pool. Also opens their locations # for receiving randomized items. # This option adds approximately 18 locations. 'false': 0 'true': 50 RandomizeFocus: # Removes the ability to focus and randomizes it into the item pool. # This option adds approximately 1 location. 'false': 50 'true': 0 RandomizeSwim: # Removes the ability to swim in water and randomizes it into the item pool. # This option adds approximately 0 locations. 'false': 0 'true': 50 RandomizeCharms: # Allow for Charms to be randomized into the item pool and open their locations for randomization. Includes Charms # sold in shops. # This option adds approximately 45 locations. 'false': 0 'true': 50 RandomizeKeys: # Allow for Keys to be randomized into the item pool. Includes those sold in shops. # This option adds approximately 13 locations. 'false': 0 'true': 50 RandomizeMaskShards: # Allow for Mask Shard to be randomized into the item pool and open their locations for randomization. # This option adds approximately 16 locations. 'false': 0 'true': 50 RandomizeVesselFragments: # Allow for Vessel Fragments to be randomized into the item pool and open their locations for randomization. # This option adds approximately 9 locations. 'false': 0 'true': 50 RandomizeCharmNotches: # Allow for Charm Notches to be randomized into the item pool. Includes those sold by Salubra. # This option adds approximately 9 locations. 'false': 0 'true': 50 RandomizePaleOre: # Randomize Pale Ores into the item pool and open their locations for randomization. # This option adds approximately 6 locations. 'false': 0 'true': 50 RandomizeGeoChests: # Allow for Geo Chests to contain randomized items, as well as their Geo reward being randomized into the item pool. # This option adds approximately 8 locations. 'false': 0 'true': 50 RandomizeJunkPitChests: # Randomize the contents of junk pit chests into the item pool and open their locations for randomization. # This option adds approximately 5 locations. 'false': 0 'true': 50 RandomizeRancidEggs: # Randomize Rancid Eggs into the item pool and open their locations for randomization # This option adds approximately 20 locations. 'false': 0 'true': 50 RandomizeRelics: # Randomize Relics (King's Idol, et al.) into the item pool and open their locations for randomization. # This option adds approximately 43 locations. 'false': 0 'true': 50 RandomizeWhisperingRoots: # Randomize the essence rewards from Whispering Roots into the item pool. Whispering Roots will now grant a randomized # item when completed. This can be previewed by standing on the root. # This option adds approximately 15 locations. 'false': 0 'true': 50 RandomizeBossEssence: # Randomize boss essence drops, such as those for defeating Warrior Dreams, into the item pool and open their locations # for randomization. # This option adds approximately 12 locations. 'false': 0 'true': 50 RandomizeGrubs: # Randomize Grubs into the item pool and open their locations for randomization. # This option adds approximately 46 locations. 'false': 0 'true': 50 RandomizeMimics: # Randomize Mimic Grubs into the item pool and open their locations for randomization. # This option adds approximately 4 locations. 'false': 0 'true': 50 RandomizeMaps: # Randomize Maps into the item pool. This causes Cornifer to give you a message allowing you to see and buy an item # that is randomized into that location as well. # This option adds approximately 15 locations. 'false': 50 'true': 0 RandomizeStags: # Randomize Stag Stations unlocks into the item pool as well as placing randomized items on the stag station bell/toll. # This option adds approximately 11 locations. 'false': 0 'true': 50 RandomizeLifebloodCocoons: # Randomize Lifeblood Cocoon grants into the item pool and open their locations for randomization. # This option adds approximately 8 locations. 'false': 0 'true': 50 RandomizeGrimmkinFlames: # Randomize Grimmkin Flames into the item pool and open their locations for randomization. # This option adds approximately 10 locations. 'false': 0 'true': 50 RandomizeJournalEntries: # Randomize the Hunter's Journal as well as the findable journal entries into the item pool, and open their locations # for randomization. Does not include journal entries gained by killing enemies. # This option adds approximately 6 locations. 'false': 50 'true': 0 RandomizeNail: # Removes the ability to swing the nail left, right and up, and shuffles these into the item pool. # This option adds approximately 0 locations. 'false': 0 'true': 50 RandomizeGeoRocks: # Randomize Geo Rock rewards into the item pool and open their locations for randomization. # This option adds approximately 207 locations. 'false': 0 'true': 50 RandomizeBossGeo: # Randomize boss Geo drops into the item pool and open those locations for randomization. # This option adds approximately 8 locations. 'false': 0 'true': 50 RandomizeSoulTotems: # Randomize Soul Refill items into the item pool and open the Soul Totem locations for randomization. # This option adds approximately 59 locations. 'false': 0 'true': 50 RandomizeLoreTablets: # Randomize Lore items into the itempool, one per Lore Tablet, and place randomized item grants on the tablets themselves. # You must still read the tablet to get the item. # This option adds approximately 33 locations. 'false': 0 'true': 50 RandomizeElevatorPass: # Adds an Elevator Pass item to the item pool, which is then required to use the large elevators connecting # City of Tears to the Forgotten Crossroads and Resting Grounds. 'false': 0 'true': 50 PreciseMovement: # Places skips into logic which require extremely precise player movement, possibly without movement skills such as # dash or claw. 'false': 50 'true': 0 ProficientCombat: # Places skips into logic which require proficient combat, possibly with limited items. 'false': 50 'true': 0 BackgroundObjectPogos: # Places skips into logic for locations which are reachable via pogoing off of background objects. 'false': 50 'true': 0 EnemyPogos: # Places skips into logic for locations which are reachable via pogos off of enemies. 'false': 50 'true': 0 ObscureSkips: # Places skips into logic which are considered obscure enough that a beginner is not expected to know them. 'false': 50 'true': 0 ShadeSkips: # Places shade skips into logic which utilize the player's shade for pogoing or damage boosting. 'false': 50 'true': 0 InfectionSkips: # Places skips into logic which are only possible after the crossroads become infected. 'false': 50 'true': 0 FireballSkips: # Places skips into logic which require the use of spells to reset fall speed while in mid-air. 'false': 50 'true': 0 SpikeTunnels: # Places skips into logic which require the navigation of narrow tunnels filled with spikes. 'false': 50 'true': 0 AcidSkips: # Places skips into logic which require crossing a pool of acid without Isma's Tear, or water if swim is disabled. 'false': 50 'true': 0 DamageBoosts: # Places skips into logic which require you to take damage from an enemy or hazard to progress. 'false': 50 'true': 0 DangerousSkips: # Places skips into logic which contain a high risk of taking damage. 'false': 50 'true': 0 DarkRooms: # Places skips into logic which require navigating dark rooms without the use of the Lumafly Lantern. 'false': 50 'true': 0 ComplexSkips: # Places skips into logic which require intense setup or are obscure even beyond advanced skip standards. 'false': 50 'true': 0 DifficultSkips: # Places skips into logic which are considered more difficult than typical. 'false': 50 'true': 0 RemoveSpellUpgrades: # Removes the second level of all spells from the item pool. 'false': 50 'true': 0 StartLocation: # Choose your start location. This is currently only locked to King's Pass. king's_pass: 50 Goal: # The goal required of you in order to complete your run in Archipelago. any: 50 hollowknight: 0 siblings: 0 radiance: 0 godhome: 0 godhome_flower: 0 grub_hunt: 0 GrubHuntGoal: # The amount of grubs required to finish Grub Hunt. # On 'All' any grubs from item links replacements etc. will be counted # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 46 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-46: 0 # random value between 1 and 46 all: 0 # equivalent to -1 forty_six: 50 # equivalent to 46 WhitePalace: # Whether or not to include White Palace or not. Note: Even if excluded, the King Fragment check may still be # required if charms are vanilla. exclude: 50 kingfragment: 0 nopathofpain: 0 include: 0 ExtraPlatforms: # Places additional platforms to make traveling throughout Hallownest more convenient. 'false': 0 'true': 50 AddUnshuffledLocations: # Adds non-randomized locations to the location pool, which allows syncing # of location state with co-op or automatic collection via collect. # # Note: This will increase the number of location checks required to purchase # hints to the total maximum. 'false': 50 'true': 0 StartingGeo: # The amount of starting geo you have. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 1000 0: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-1000: 0 # random value between 0 and 1000 DeathLink: # When you die, everyone who enabled death link dies. Of course, the reverse is true too. 'false': 50 'true': 0 DeathLinkShade: # Sets whether to create a shade when you are killed by a DeathLink and how to handle your existing shade, if any. # # vanilla: DeathLink deaths function like any other death and overrides your existing shade (including geo), if any. # shadeless: DeathLink deaths do not spawn shades. Your existing shade (including geo), if any, is untouched. # shade: DeathLink deaths spawn a shade if you do not have an existing shade. Otherwise, it acts like shadeless. # # * This option has no effect if DeathLink is disabled. # ** Self-death shade behavior is not changed; if a self-death normally creates a shade in vanilla, it will override # your existing shade, if any. vanilla: 0 shadeless: 0 shade: 50 DeathLinkBreaksFragileCharms: # Sets if fragile charms break when you are killed by a DeathLink. # # * This option has no effect if DeathLink is disabled. # ** Self-death fragile charm behavior is not changed; if a self-death normally breaks fragile charms in vanilla, it # will continue to do so. 'false': 50 'true': 0 MinimumGeoPrice: # The minimum geo price for items in geo shops. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 200 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-200: 0 # random value between 1 and 200 MaximumGeoPrice: # The maximum geo price for items in geo shops. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 2000 400: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-2000: 0 # random value between 1 and 2000 MinimumGrubPrice: # The minimum grub price in the range of prices that an item should cost from Grubfather. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 46 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-46: 0 # random value between 1 and 46 MaximumGrubPrice: # The maximum grub price in the range of prices that an item should cost from Grubfather. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 46 23: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-46: 0 # random value between 1 and 46 MinimumEssencePrice: # The minimum essence price in the range of prices that an item should cost from Seer. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 2800 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-2800: 0 # random value between 1 and 2800 MaximumEssencePrice: # The maximum essence price in the range of prices that an item should cost from Seer. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 2800 1400: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-2800: 0 # random value between 1 and 2800 MinimumCharmPrice: # The minimum charm price in the range of prices that an item should cost for Salubra's shop item which also # carry a charm cost. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 40 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-40: 0 # random value between 1 and 40 MaximumCharmPrice: # The maximum charm price in the range of prices that an item should cost for Salubra's shop item which also # carry a charm cost. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 40 20: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-40: 0 # random value between 1 and 40 RandomCharmCosts: # Total Notch Cost of all Charms together. Vanilla sums to 90. # This value is distributed among all charms in a random fashion. # Special Cases: # Set to -1 or vanilla for vanilla costs. # Set to -2 or shuffle to shuffle around the vanilla costs to different charms. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 240 random: 50 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-240: 0 # random value between 0 and 240 vanilla: 0 # equivalent to -1 shuffle: 0 # equivalent to -2 PlandoCharmCosts: # Allows setting a Charm's Notch costs directly, mapping {name: cost}. # This is set after any random Charm Notch costs, if applicable. {} MinimumEggPrice: # The minimum rancid egg price in the range of prices that an item should cost from Jiji. # Only takes effect if the EggSlotShops option is greater than 0. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 20 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-20: 0 # random value between 1 and 20 MaximumEggPrice: # The maximum rancid egg price in the range of prices that an item should cost from Jiji. # Only takes effect if the EggSlotShops option is greater than 0. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 20 10: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-20: 0 # random value between 1 and 20 EggShopSlots: # For each slot, add a location to the Egg Shop and a filler item to the item pool. # # 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 value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-16: 0 # random value between 0 and 16 SlyShopSlots: # For each extra slot, add a location to the Sly Shop and a filler item to the item pool. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 16 8: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-16: 0 # random value between 0 and 16 SlyKeyShopSlots: # For each extra slot, add a location to the Sly Shop (requiring Shopkeeper's Key) and a filler item to the item # pool. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 16 6: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-16: 0 # random value between 0 and 16 IseldaShopSlots: # For each extra slot, add a location to the Iselda Shop and a filler item to the item pool. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 16 2: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-16: 0 # random value between 0 and 16 SalubraShopSlots: # For each extra slot, add a location to the Salubra Shop, and a filler item to the item pool. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 16 5: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-16: 0 # random value between 0 and 16 SalubraCharmShopSlots: # For each extra slot, add a location to the Salubra Shop (requiring Charms), and a filler item to the item # pool. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 16 5: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-16: 0 # random value between 0 and 16 LegEaterShopSlots: # For each extra slot, add a location to the Leg Eater Shop and a filler item to the item pool. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 16 3: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-16: 0 # random value between 0 and 16 GrubfatherRewardSlots: # For each extra slot, add a location to the Grubfather and a filler item to the item pool. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 16 7: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-16: 0 # random value between 0 and 16 SeerRewardSlots: # For each extra slot, add a location to the Seer and a filler item to the item pool. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 16 8: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-16: 0 # random value between 0 and 16 ExtraShopSlots: # For each extra slot, add a location to a randomly chosen shop a filler item to the item pool. # # The Egg Shop will be excluded from this list unless it has at least one item. # # Shops are capped at 16 items each. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 144 0: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-144: 0 # random value between 0 and 144 SplitCrystalHeart: # Splits the Crystal Heart into left- and right-only versions of the item. 'false': 0 'true': 50 SplitMothwingCloak: # Splits the Mothwing Cloak into left- and right-only versions of the item. Randomly adds a second left or # right Mothwing cloak item which functions as the upgrade to Shade Cloak. 'false': 0 'true': 50 SplitMantisClaw: # Splits the Mantis Claw into left- and right-only versions of the item. 'false': 0 'true': 50 CostSanity: # If enabled, most locations with costs (like stag stations) will have randomly determined costs. # If set to shopsonly, CostSanity will only apply to shops (including Grubfather, Seer and Egg Shop). # If set to notshops, CostSanity will only apply to non-shops (e.g. Stag stations and Cornifer locations) # # These costs can be in Geo (except Grubfather, Seer and Eggshop), Grubs, Charms, Essence and/or Rancid Eggs 'off': 50 'on': 0 shopsonly: 0 notshops: 0 CostSanityHybridChance: # The chance that a CostSanity cost will include two components instead of one, e.g. Grubs + Essence # # 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 CostSanityEggWeight: # The likelihood of Costsanity choosing a Egg cost. Chosen as a sum of all weights from other types. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 1000 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-1000: 0 # random value between 0 and 1000 CostSanityGrubWeight: # The likelihood of Costsanity choosing a Grub cost. Chosen as a sum of all weights from other types. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 1000 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-1000: 0 # random value between 0 and 1000 CostSanityEssenceWeight: # The likelihood of Costsanity choosing a Essence cost. Chosen as a sum of all weights from other types. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 1000 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-1000: 0 # random value between 0 and 1000 CostSanityCharmWeight: # The likelihood of Costsanity choosing a Charm cost. Chosen as a sum of all weights from other types. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 1000 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-1000: 0 # random value between 0 and 1000 CostSanityGeoWeight: # The likelihood of Costsanity choosing a Geo cost. Chosen as a sum of all weights from other types. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 1000 8: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-1000: 0 # random value between 0 and 1000 ########################### # 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. []