# 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_Silk_DBFH discord: Newt # Used to describe your yaml. Useful if you have multiple files. description: 'Default Hollow Knight: Silksong Template' game: 'Hollow Knight: Silksong' requires: version: 0.6.7 # Version of Archipelago required for this yaml to work as expected. game: 'Hollow Knight: Silksong': 0.5.2 # Version of the world required for this yaml to work as expected. 'Hollow Knight: Silksong': ################ # Game Options # ################ ######################## # General/Goal 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 game_mode: # Choose Classic or Steel Soul. Steel Soul changes some checks and ends the save on death. classic: 50 steel_soul: 0 goal: # Act 1-3 require beating the chosen act, Cursed Ending is self # explanatory, Flea Hunt is getting the set amount of fleas and Spelling Bee # is getting every unique letter in the chosen phrase with Alphabet Rando on. act_1: 0 act_2: 0 act_3: 50 flea_hunt: 0 cursed_ending: 0 spelling_bee: 0 spelling_bee_phrase: # The word or phrase used by the Spelling Bee goal. # # A-Z letters, spaces, commas, periods, question marks and exclamation marks # are supported. At least one letter is required. Other characters change the goal to # Act 2 and do not automatically enable Alphabet Mode. Hornet: 50 bellway_access: # Choose whether Bell Beast must be defeated before using Bellways. bell_beast_required: 0 randomized_stations: 50 flea_hunt_count: # Number of distinct AP Fleas received for Flea Hunt victory. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 30 30: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-30: 0 # random value between 1 and 30 silk_and_soul_points: # Wish points required for Silk and Soul for the Act 3 goal. Other goals # keep the vanilla 17-point requirement. Mandatory wishes and story # requirements remain unchanged. Nuu's wish does not count in logic. # Values above 23 are treated as 23, or 22 in Steel Soul. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 23 17: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-23: 0 # random value between 0 and 23 trails_end_requirement: # Choose whether Trail's End uses 14 Shakra map-stock purchases or received maps. shakra_stock: 50 owned_maps: 0 #################### # Starting Options # #################### starting_location: # Use the vanilla opening or experimental Bone Bottom start. # # With Ledge Grab randomization, Vanilla uses Bone Bottom instead. vanilla: 50 bone_bottom: 0 starting_crest: # Choose Hornet's starting Crest when Crests are randomized. # # random selects one of the seven Crests. hunter: 0 wanderer: 0 reaper: 0 beast: 0 architect: 0 witch: 0 shaman: 0 random: 50 start_with_maps: # Start with every eligible map. 'false': 0 'true': 50 start_fully_mapped: # Start with the full world map drawn, regardless of map ownership. # This does not grant map items. Use Start With Maps to receive them. 'false': 50 'true': 0 automatic_compass: # Always show Hornet on maps without granting or equipping Compass. 'false': 50 'true': 0 location_map_markers: # Show enabled, unchecked Archipelago checks on the in-game map. 'off': 0 mapped_rooms: 50 owned_maps: 0 all: 0 ############################ # Proficiency/Skip Options # ############################ platforming_capability: # Normal uses ordinary platforming routes. Proficient Movement allows # precise inputs and advanced uses of movement abilities. # Elite Ball Knowledge also includes routes marked for that setting. normal: 50 proficient_movement: 0 elite_ball_knowledge: 0 proficient_combat: # Choose the preferred combat requirements settings. # # Off: use the normal combat requirements. # Goated: lower Needle, DPS and Crafting Kit requirements by one tier and Mask Shard requirements by four fragments. # Hell: bypass combat requirements including combat movement. 'off': 50 goated: 0 hell: 0 damage_boost_logic: # Take a hit to cross an obstacle using knockback or invulnerability. # None disables these routes. Higher settings also allow easier boosts. none: 50 easy: 0 moderate: 0 difficult: 0 flea_brew_jump_logic: # Use Flea Brew's extra jump height to reach ledges and cross gaps. # # Its speed boost for the Weavenest Cindril secret room remains in logic # with this option disabled. # # Requires Flea Brew and a crest with a usable red tool slot. 'false': 50 'true': 0 red_tool_stall_logic: # Use Flea Brew, Flintslate, Plasmium Phial or Voltvessels in midair # to briefly delay your fall and extend a jump. # # None disables these techniques. Higher settings also allow easier uses. none: 50 easy: 0 moderate: 0 difficult: 0 drill_crystal_pogo_logic: # Take damage to create a Memory Crystal, then use Delver's Drill # to gain height from it. Both tools must fit on the same owned crest. # # None disables this technique. Higher settings also allow easier uses. none: 50 easy: 0 moderate: 0 difficult: 0 enemy_pogo_logic: # Use enemy pogo tricks to gain height or cross gaps beyond ordinary traversal. # # Normal enemy pogos remain available with this option set to None. # # Higher settings also allow easier tricks. none: 50 easy: 0 moderate: 0 difficult: 0 crest_pogo_logic: # Use crest-specific pogo techniques to gain height or extend jumps. # Covers pogo skips for every crest. # # None disables these techniques. Higher settings also allow easier uses. none: 50 easy: 0 moderate: 0 difficult: 0 needle_strike_logic: # Use Needle Strike stalls and crest-specific charged attacks # to delay your fall, extend jumps or gain height. # # None disables these techniques. # # Higher settings also allow easier uses. none: 50 easy: 0 moderate: 0 difficult: 0 sharpdart_logic: # Use Sharpdart to cross gaps and extend jumps. # # When disabled, traversal never requires Sharpdart. 'false': 50 'true': 0 scuttlebrace_logic: # Use Scuttlebrace dodges to extend jumps and reach ledges. # # None disables this technique. Higher settings also allow easier uses. none: 50 easy: 0 moderate: 0 difficult: 0 heal_stall_logic: # Start binding in midair to briefly delay your fall and extend a jump. # # None disables this technique. Higher settings also allow easier uses. none: 50 easy: 0 moderate: 0 difficult: 0 hazard_respawn_logic: # Deliberately touch a hazard to return to a useful respawn point, # allowing shortcuts across gaps or obstacles. # # None disables this technique. Higher settings also allow easier uses. none: 50 easy: 0 moderate: 0 difficult: 0 ######################### # Randomization Options # ######################### randomized_bell_markers: # Move the five Grand Gate Bell markers to their randomized local checks. 'false': 0 'true': 50 randomized_melody_markers: # Move Threefold Melody markers to their randomized local checks. 'false': 0 'true': 50 quill_randomization: # Keep Quill at Shakra's shop or mix it into the global item pool. # # Independent of Skill Randomization. Start Fully Mapped removes the need for Quill. vanilla: 50 anywhere: 0 compass_randomization: # Keep Compass at Shakra's shop or mix it into the global item pool. # # Independent of Tool Randomization. Automatic Compass supplies the position marker without the tool. vanilla: 0 anywhere: 50 skill_randomization: # Randomizes the 8 traversal skills in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 tool_randomization: # Randomizes tools other than Compass in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 silk_skill_randomization: # Randomizes the 6 Silk Skills in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 silk_soar_begone: # Removes Silk Soar from runs without Act 3 areas. When Act 3 areas are included, # Silk Soar stays at its vanilla shrine, even with skill randomization enabled. 'false': 0 'true': 50 crest_randomization: # Randomizes the 7 Crests in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 eva_randomization: # Randomizes Eva's two Hunter evolutions, two Vesticrests and Sylphsong. # # vanilla: Eva gives her normal rewards # anywhere: mixes her rewards into the global item pool vanilla: 0 anywhere: 50 soul_randomization: # Randomizes Maiden Soul, Hermit Soul and Seeker Soul for Act 2, Cursed and Act 3 goals. vanilla: 0 anywhere: 50 old_heart_randomization: # Randomizes Pollen Heart, Hunter's Heart, Encrusted Heart and Conjoined Heart for the Act 3 goal. vanilla: 0 anywhere: 50 everbloom_randomization: # Randomizes Everbloom for Act 3 goals. # The final Abyss route still requires the three-heart ritual and Red Memory to be completed. vanilla: 0 anywhere: 50 memento_randomization: # Randomizes Mementos available for your goal. # Hunter's Memento stays vanilla. Hearts follow Old Heart Randomization. vanilla: 0 anywhere: 50 twisted_bud_randomization: # Randomizes Twisted Bud. vanilla: 0 anywhere: 50 flea_randomization: # Randomizes the 30 Fleas in the game, including Kratt, Vog and the Huge Flea. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 crest_slot_randomization: # Randomizes the 20 Crest Slots in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool # # If needed, filler rewards become extra Memory Lockets so every randomized # slot has enough Lockets available. Native pickups stay unchanged. vanilla: 0 anywhere: 50 mask_shard_randomization: # Randomizes the 20 Mask Shards in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 spool_fragment_randomization: # Randomizes the 18 Spool Fragments in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 silk_heart_randomization: # Randomizes the 3 Silk Hearts in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 silk_heart_logic: # Places logical routes for abilities that require silk behind the # acquisition of at least one Silk Heart. These include Needolin, # Clawline and Silk Soar. # # Turning this option off may cause more frequent soft locks as you # may get stuck in a location where you can't get more silk. 'false': 0 'true': 50 bellway_randomization: # Randomizes the 10 Bellways in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 ventrica_randomization: # Randomizes the 6 Ventricas in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 map_randomization: # Randomizes the 28 Maps in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 needle_upgrade_randomization: # Randomizes Plinney's four Needle upgrades. # # vanilla: leaves them at Plinney # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 pale_oil_randomization: # Randomizes the three Pale Oils in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 melody_randomization: # Randomizes the 5 Melodies in the game: # the three required to finish Act 2, # Beastling Call and Elegy of the Deep. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 pin_randomization: # Randomizes the 4 map-pin types in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 relic_randomization: # Randomizes the 21 Relics in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 crafting_kit_randomization: # Randomizes the 4 Crafting Kits in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 major_key_randomization: # Randomizes Key of Indolent, Key of Heretic, Key of Apostate, White Key, # Surgeon's Key, Architect's Key and Craw Summons. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 simple_key_randomization: # Randomize four destination-specific keys without fungible spending. # # anywhere: mixes them into the global item pool # shuffle: mixes them up between one another anywhere: 50 shuffle: 0 diving_bell_key_randomization: # Adds a Diving Bell Key to the item pool. Repairing the Diving Bell requires # this key as well as accepting the shaman's The Dark Below quest. 'false': 50 'true': 0 memory_locket_randomization: # Randomizes the 20 Memory Lockets in the game. # # If Crest Slots are randomized, using a Memory Locket will not unlock the # slot for use, but whatever took its place in that slot remains its AP check. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 craftmetal_randomization: # Randomizes the 8 Craftmetals in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 mossberry_randomization: # Randomizes the 7 Mossberries in the game. # # Three are required for the Moss Druid's quest, # while giving her the remaining four earns another check. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 pollip_heart_randomization: # Randomizes the 6 finite Pollip Hearts in the game. # # They are required for Greyroot's quest in Shellwood. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 silkeater_randomization: # Randomizes the 9 Silkeaters in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 tool_pouch_randomization: # Randomizes the 4 Tool Pouch upgrades in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 lore_tablet_randomization: # Randomizes the 38 Lore Tablets in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 50 anywhere: 0 frayed_rosary_string_randomization: # Randomizes the 19 Frayed Rosary Strings in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 rosary_string_randomization: # Randomizes the 4 Rosary Strings in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 rosary_necklace_randomization: # Randomizes Rosary Necklaces, including wish rewards. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 heavy_rosary_necklace_randomization: # Randomizes Heavy Rosary Necklaces, including wish rewards and Loddie's second pin challenge. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 pale_rosary_necklace_randomization: # Randomizes the 2 Pale Rosary Necklaces in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 rosary_cache_randomization: # Randomizes the 200 Rosary Caches in the game. # # These are the Rosaries usually seen strung up and out in the open while exploring. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 shard_bundle_randomization: # Randomizes the 12 Shard Bundles in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 beast_shard_randomization: # Randomizes the 7 Beast Shard upgrades in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 pristine_core_randomization: # Randomizes the 2 Pristine Cores in the game. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 shell_shard_cache_randomization: # Randomizes the 153 Shell Shard Caches in the game. # # These are the Shards found in fossils that must be hit several times. # # vanilla: leaves them where they normally are # anywhere: mixes them into the global item pool vanilla: 0 anywhere: 50 journal_randomization: # Randomizes the Hunter's Journal and boss journal entries. # Entries that need multiple kills have separate completion checks and items. # # vanilla: keeps the usual journal # anywhere: mixes journal items into the multiworld vanilla: 50 anywhere: 0 boss_sanity: # Adds boss checks and replaces their filler with boss credit items. # Receiving a credit grants that boss's story unlocks. # Items dropped by bosses follow their own randomization settings. # # Fight difficulty and arena exits stay with the boss you face. # Act transitions still require their original fights. # # vanilla: keeps the usual boss progression without extra checks # anywhere: boss credits can appear anywhere in the multiworld vanilla: 0 anywhere: 50 bell_shrine_sanity: # Randomizes the 5 Judge Bell Shrines. vanilla: 50 anywhere: 0 wish_sanity: # Adds completion checks for wishes without a separately randomized item reward. # Items earned from bosses and wishes follow their own randomization settings. # # vanilla: no additional wish completion checks # anywhere: fills wish completion checks from the global item pool vanilla: 0 anywhere: 50 shuffle_wish_offers: # EXPERIMENTAL FEATURE, should be fine but please don't bring to syncs # # Shuffles supported wishes between boards and NPCs independently of Wish-Sanity. # Each wish keeps its tasks and story effects. Linked NPC follow-ups stay with # their original NPCs. 'false': 50 'true': 0 individual_relic_turn_ins: # Make Scrounge's 15 relic and Cardinius's 6 cylinder deposits # individual AP checks instead of paying Rosaries. 'false': 50 'true': 0 alphabet_mode: # Add Letter A through Letter Z to the item pool and hide unowned letters in game text. # # Text filtering only runs while the game language is English. # This needs at least 26 randomized filler rewards. 'false': 50 'true': 0 ############################### # Split/Directional Abilities # ############################### ledgegrab_ability_rando: # Randomizes Hornet's ability to grab ledges. 'false': 50 'true': 0 directional_ledge_grab: # Split Ledge Grab into Left and Right items. Automatically enables Ledge Grab Rando. 'false': 50 'true': 0 swim_ability_rando: # Randomizes Hornet's ability to swim. 'false': 0 'true': 50 directional_cling_grip: # Split Cling Grip into Left and Right wall-clinging items with Skills set to anywhere. 'false': 0 'true': 50 directional_swift_step: # Split Swift Step into Left and Right items with Skills set to anywhere. # Each item grants dash and sprint only in its direction. With Split Dash And Sprint enabled, # three Progressive Swift Steps grant sprint in both directions first, # then one dash direction chosen by the seed, then the other direction. 'false': 0 'true': 50 directional_clawline: # Split Clawline into Left and Right items with Skills set to anywhere. 'false': 0 'true': 50 split_dash_and_sprint: # With Skills set to anywhere, the first Progressive Swift Step grants sprint # and the second grants dash. With Directional Swift Step enabled, three # Progressive Swift Steps grant sprint, one dash direction chosen by the seed # then the other dash direction. 'false': 50 'true': 0 ############## # Costsanity # ############## normal_shop_prices: # Randomize prices for ShopItem purchases other than maps and pins. vanilla: 0 free: 0 shuffle: 50 cheap: 0 expensive: 0 bellway_prices: # Randomize prices charged by Bellway toll machines. vanilla: 0 free: 0 shuffle: 50 cheap: 0 expensive: 0 ventrica_prices: # Randomize prices charged by Ventrica toll machines. vanilla: 0 free: 0 shuffle: 50 cheap: 0 expensive: 0 bench_prices: # Randomize bench unlock tolls and Underworks bench fees. vanilla: 0 free: 0 shuffle: 50 cheap: 0 expensive: 0 miscellaneous_prices: # Randomize Pilgrim's Rest admission and pin gallery entry fees. vanilla: 0 free: 0 shuffle: 50 cheap: 0 expensive: 0 map_prices: # Randomize prices for Shakra's area maps and Citadel map machines. vanilla: 0 free: 0 shuffle: 50 cheap: 0 expensive: 0 pin_prices: # Randomize prices for Shakra's permanent map pins. vanilla: 0 free: 0 shuffle: 50 cheap: 0 expensive: 0 upgrade_prices: # Randomize the two paid Needle-upgrade service prices. vanilla: 0 free: 0 shuffle: 50 cheap: 0 expensive: 0 donation_prices: # Randomize Rosary and Shell Shard Wish donation requirements. vanilla: 0 free: 0 shuffle: 50 cheap: 0 expensive: 0 vog_hint_prices: # Randomize the price of Vog's area reports. vanilla: 50 free: 0 shuffle: 0 cheap: 0 expensive: 0 ################# # BETA Features # ################# ################ # Link Options # ################ death_link: # Share deaths with other death link enabled players. 'false': 50 'true': 0 death_link_cocoon: # Choose how received DeathLinks affect your death cocoon and Rosaries. # # vanilla: Received DeathLinks replace an existing cocoon and move your # carried Rosaries into the new cocoon. # cocoonless: Received DeathLinks leave your carried Rosaries and any # existing cocoon untouched. # cocoon: The first received DeathLink can create a normal cocoon. Later # received DeathLinks leave that cocoon and your carried Rosaries untouched. # # Your own deaths always use the normal game behavior. # This option has no effect when Death Link is disabled. vanilla: 0 cocoonless: 0 cocoon: 50 silk_link: # Share only the base Spool's current Silk with other enabled Silksong players. 'false': 50 'true': 0 rosary_link: # Share loose Rosary gains and costs with other enabled Silksong players. 'false': 50 'true': 0 shell_shard_link: # Share base-pouch Shell Shard gains and costs with enabled Silksong players. 'false': 50 'true': 0 knockback_link: # Share hit and Stagger Trap knockback with other enabled players. # # Incoming impacts use their direction at normal Stagger Trap strength. 'false': 50 'true': 0 ################# # Miscellaneous # ################# early_dash: # Place Dash early when Skills are randomized. 'false': 0 'true': 50 vog_area_hints: # Number of area reports Vog can sell. Reports count remaining progression # items for any player without revealing their names and update as you complete checks. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 30 0: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-30: 0 # random value between 0 and 30 enemy_rosary_multiplier: # Multiply Rosaries dropped by defeated enemies only. x1: 0 x1_5: 0 x2: 50 x3: 0 x5: 0 x10: 0 enemy_shard_multiplier: # Multiply Shell Shards dropped by defeated enemies only. x1: 0 x1_5: 0 x2: 50 x3: 0 x5: 0 x10: 0 faster_dialogue: # Speed up ordinary NPC dialogue without skipping conversations. 'false': 0 'true': 50 faster_silkheart_animation: # Collect boss Silkhearts on contact. # # False keeps the vanilla pickup animation but skips the dream sequence. 'false': 50 'true': 0 trap_disguises: # Disguise traps as major items in shops, wishes and crest slots. # # Shop and wish icons are mirrored. Shop and crest-slot names contain small typos. 'false': 0 'true': 50 trap_percentage: # Percent of eligible filler items in the random pool replaced by traps. # # If every trap weight is zero, no traps are added. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 0: 0 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 stagger_trap_weight: # Relative frequency of Stagger Traps, zero disables them. # # When staggered, Hornet receives knockback but takes no damage. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 25: 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 rosary_spill_trap_weight: # Relative frequency of Rosary Spill Traps, zero disables them. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 25: 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 darkness_trap_weight: # Relative frequency of Darkness Traps, zero disables them. # # The screen is darkened to a small area of light around Hornet for 20 seconds. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 25: 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 cursed_crest_trap_weight: # Relative frequency of Cursed Crest Traps, zero disables them. # # Hornet is inflicted with the Cursed Crest for 90 seconds, as if she had done # the Rite of Rebirth quest with Greyroot. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 25: 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 muckmaggot_status_trap_weight: # Relative frequency of Muckmaggot Status Traps, zero disables them. # # Hornet is afflicted with Muckmaggots as if she fell into Bilewater. Binding # or using a bench removes them. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 0: 50 25: 0 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 naked_trap_weight: # Relative frequency of 90-second Naked Traps, zero disables them. # # Hornet is left naked as if she were in the Slab escape sequence for 90 seconds. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 10: 50 25: 0 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 literacy_trap_weight: # Relative frequency of Literacy Traps, zero disables them. # # Interrupts with a randomly selected passage of pre-written text. # Advance each dialogue box to regain control while the action continues around you. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 25: 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 shader_trap_weight: # Relative frequency of Shader Traps, zero disables them. # # Applies a shader to the game camera with the potential shaders: # Oil Painting, Grayscale # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 25: 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 ########################### # 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, Arrow: 3} {} start_inventory_from_pool: # Start with the specified amount of these items and don't place them in the world. Example: {Bomb: 1, Arrow: 3} # # The game decides what the replacement items will be. {} 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. []