# 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: NiallMario64 discord: Niall # Used to describe your yaml. Useful if you have multiple files. description: 'Default SM64: Spicy Mycena 64 Template' game: 'SM64: Spicy Mycena 64' requires: version: 0.6.7 # Version of Archipelago required for this yaml to work as expected. game: 'SM64: Spicy Mycena 64': 1.0.4 # Version of the world required for this yaml to work as expected. 'SM64: Spicy Mycena 64': ################ # 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: full: 50 minimal: 0 items: 0 death_link: # When you die, everyone who enabled death link dies. Of course, the reverse is true too. 'false': 50 'true': 0 completion_type: # Set goal for game completion last_bowser_stage: 0 all_bowser_stages: 50 ##################### # Item Pool Options # ##################### combined_progressive_keys: # Off - Use grouped castle keys: Dark World Key, Progressive Basement Key x2, Progressive Upstairs Key x3. # # On - Use a single combined Progressive Key with six tiers for all castle key doors. 'false': 0 'true': 50 level_unlocks: # Choose which level entrances require unlock items. # # Disabled - Start with every level entrance unlocked. # # Special Only - Shuffle level unlocks for Tower of the Wing Cap, Big Boo's Haunt, Bowser in the Fire Sea, # and Vanish Cap Under the Moat. # # Full - Also shuffle every course entrance, Rainbow Ride, Wing Mario Over the Rainbow, The Princess's Secret Slide, # The Secret Aquarium, and Cavern of the Metal Cap. # # A locked entrance will reject Mario. Entrance Randomization may change the level reached through that entrance. disabled: 0 special_only: 0 full: 50 cap_items: # Choose how cap items are handled. # # Global - Shuffle one item for each cap type that unlocks that cap everywhere. # # Per Level - Shuffle separate cap items for each level that can require a cap. # # Both - Shuffle both the global cap items and every applicable level-specific cap item. global: 0 per_level: 0 both: 50 marios_hat: # Add Mario's Hat as a useful item. If disabled, the game starts with it unlocked. 'false': 50 'true': 0 level_features: # Choose how level features are handled. # # Not Shuffled - Start with every level feature unlocked. # # Per Act Only - Shuffle only features that were tied to specific selected Stars in vanilla Super Mario 64. # # Global - Shuffle the full suite of Spicy Mycena 64 level feature items. Features with global forms, including # platforms, switches, treasure chests, warp pipes, wind, freestanding Stars, Star Blocks, Koopa Shell Blocks, # Star Secrets, and Jet Streams, use global items. # # Per Level - Shuffle the full suite of Spicy Mycena 64 level feature items using separate level-specific items. # # Both - Shuffle both global and level-specific items for features that support both forms. not_shuffled: 0 per_act_only: 0 global: 0 per_level: 50 both: 0 bobomb_buddies: # Choose how all Bob-omb Buddy spawns are handled. # # Not Shuffled - Start with every Bob-omb Buddy unlocked. # # Per Act Only - Shuffle the Bob-omb Battlefield, Whomp's Fortress, and Jolly Roger Bay buddies. Start with the # remaining buddies unlocked. # # Global - Shuffle one Bob-omb Buddies item that unlocks every buddy. # # Per Level - Shuffle a separate item for every level's Bob-omb Buddy. # # Both - Shuffle the global Bob-omb Buddies item and every level-specific Bob-omb Buddy item. not_shuffled: 0 per_act_only: 0 global: 0 per_level: 50 both: 0 coin_object_unlocks: # Choose how placed coins, coin formations, and coin-producing object unlocks are handled. # # Not Shuffled - The game starts with every coin object unlocked. # # Global - Shuffle one item for each object type. Object types without a global item use their level-specific item. # # Per Level - Shuffle separate level-specific items for every applicable coin object type. # # Both - Shuffle both global and level-specific items for every applicable coin object type. not_shuffled: 0 global: 0 per_level: 50 both: 0 enemy_unlocks: # Choose how unlocks are handled for most enemies. # # Not Shuffled - The game starts with every affected enemy unlocked. # # Global - Shuffle one item for each enemy type. Enemy types without a global item use their level-specific item. # # Per Level - Shuffle separate level-specific items for every applicable enemy type. # # Both - Shuffle both global and level-specific items for every applicable enemy type. not_shuffled: 0 global: 0 per_level: 50 both: 0 one_up_unlocks: # Choose how 1-Up source unlocks and Monty Moles are handled. # # Not Shuffled - Start with freestanding, triggered, block-spawned, butterfly 1-Ups and Monty Moles unlocked. # # Global - Shuffle one global item for each of those five 1-Up source types. # # Per Level - Shuffle separate source-type unlock items for each level that contains matching 1-Up checks. # # Both - Shuffle both global and level-specific items for every applicable 1-Up source type. not_shuffled: 0 global: 0 per_level: 50 both: 0 sign_unlocks: # Choose how signposts and wall-mounted signs are unlocked. Signs may contain hints. # # Not Shuffled - Start with every sign unlocked. # # Global - Shuffle one Signs item that unlocks every sign. # # Per Level - Shuffle separate Signs items for each area containing signs. Castle - Signs controls all signs in the # Castle Grounds, castle interior, and courtyard. # # Both - Shuffle the global Signs item and every level-specific Signs item. not_shuffled: 0 global: 0 per_level: 50 both: 0 bowser_bombs: # Choose how Bowser Arena Bombs are handled. # # Not Shuffled - The game starts with all Bowser Arena Bombs available. # # Global - Shuffle Bowser Arena Bombs 1 through 4, which unlock the matching bomb in every arena, and Bowser in the # Sky - Bowser Arena Bomb 5. # # Per Level - Shuffle separately named bombs for each arena: four each for Bowser in the Dark World and Bowser in # the Fire Sea, and five for Bowser in the Sky. # # Both - Shuffle global bombs 1 through 4 in addition to all level-specific bombs. Bowser in the Sky Bomb 5 is shared. not_shuffled: 0 global: 0 per_level: 50 both: 0 bowser_stage_1ups: # Choose how Bowser stage 1-Up objects that normally depend on Bowser key flags are handled. # # Vanilla - Two 1-Ups in Bowser in the Dark World require the Basement Key, and one 1-Up in Bowser in the Dark World # plus two in Bowser in the Fire Sea require the Second Floor Key. # # Global - Shuffle one Bowser Stage Extra 1-Ups item that spawns all affected Bowser in the Dark World and Bowser in the # Fire Sea 1-Ups. # # Per Level - Shuffle separate Bowser in the Dark World - Extra 1-Ups and Bowser in the Fire Sea - Extra 1-Ups items. # # Both - Shuffle the global Bowser Stage Extra 1-Ups item and both level-specific items. # # Always Spawn - All 1-Ups always spawn in the Bowser stages. vanilla: 50 global: 0 per_level: 0 always_spawn: 0 both: 0 combined_castle_and_secret_stage_move_items: # Controls per-level move items for the castle and secret stages. # # On - Castle, castle grounds, courtyard, the Princess's Secret Slide, Secret Aquarium, cap stages, Bowser stages, # and Wing Mario Over the Rainbow share ten Misc move items. # # Off - Castle uses Castle move items, while Bowser stages, cap stages, and Wing Mario Over the Rainbow use their # own level-specific move items. Princess's Secret Slide and Secret Aquarium continue to use Castle move items. # # This option only affects moves set to Per Level or Both. 'false': 0 'true': 50 triple_jump: # Choose how Triple Jump is handled. # # Not Shuffled - The game starts with Triple Jump unlocked. # # Global - Shuffle one Triple Jump item that unlocks the move everywhere. # # Per Level - Shuffle separate Triple Jump items for each applicable area. The Combined Castle and Secret Stage # Move Items option determines whether Castle and secret stages share a Misc item or use separate items. # # Both - Shuffle the global Triple Jump item and every applicable level-specific Triple Jump item. not_shuffled: 0 global: 0 per_level: 50 both: 0 long_jump: # Choose how Long Jump is handled. # # Not Shuffled - The game starts with Long Jump unlocked. # # Global - Shuffle one Long Jump item that unlocks the move everywhere. # # Per Level - Shuffle separate Long Jump items for each applicable area. The Combined Castle and Secret Stage # Move Items option determines whether Castle and secret stages share a Misc item or use separate items. # # Both - Shuffle the global Long Jump item and every applicable level-specific Long Jump item. not_shuffled: 0 global: 0 per_level: 50 both: 0 backflip: # Choose how Backflip is handled. # # Not Shuffled - The game starts with Backflip unlocked. # # Global - Shuffle one Backflip item that unlocks the move everywhere. # # Per Level - Shuffle separate Backflip items for each applicable area. The Combined Castle and Secret Stage # Move Items option determines whether Castle and secret stages share a Misc item or use separate items. # # Both - Shuffle the global Backflip item and every applicable level-specific Backflip item. not_shuffled: 0 global: 0 per_level: 50 both: 0 side_flip: # Choose how Side Flip is handled. # # Not Shuffled - The game starts with Side Flip unlocked. # # Global - Shuffle one Side Flip item that unlocks the move everywhere. # # Per Level - Shuffle separate Side Flip items for each applicable area. The Combined Castle and Secret Stage # Move Items option determines whether Castle and secret stages share a Misc item or use separate items. # # Both - Shuffle the global Side Flip item and every applicable level-specific Side Flip item. not_shuffled: 0 global: 0 per_level: 50 both: 0 wall_kick: # Choose how Wall Kick is handled. # # Not Shuffled - The game starts with Wall Kick unlocked. # # Global - Shuffle one Wall Kick item that unlocks the move everywhere. # # Per Level - Shuffle separate Wall Kick items for each applicable area. The Combined Castle and Secret Stage # Move Items option determines whether Castle and secret stages share a Misc item or use separate items. # # Both - Shuffle the global Wall Kick item and every applicable level-specific Wall Kick item. not_shuffled: 0 global: 0 per_level: 50 both: 0 dive: # Choose how Dive is handled. # # Not Shuffled - The game starts with Dive unlocked. # # Global - Shuffle one Dive item that unlocks the move everywhere. # # Per Level - Shuffle separate Dive items for each applicable area. The Combined Castle and Secret Stage # Move Items option determines whether Castle and secret stages share a Misc item or use separate items. # # Both - Shuffle the global Dive item and every applicable level-specific Dive item. not_shuffled: 0 global: 0 per_level: 50 both: 0 ground_pound: # Choose how Ground Pound is handled. # # Not Shuffled - The game starts with Ground Pound unlocked. # # Global - Shuffle one Ground Pound item that unlocks the move everywhere. # # Per Level - Shuffle separate Ground Pound items for each applicable area. The Combined Castle and Secret Stage # Move Items option determines whether Castle and secret stages share a Misc item or use separate items. # # Both - Shuffle the global Ground Pound item and every applicable level-specific Ground Pound item. not_shuffled: 0 global: 0 per_level: 50 both: 0 kick: # Choose how Kick is handled. # # Not Shuffled - The game starts with Kick unlocked. # # Global - Shuffle one Kick item that unlocks the move everywhere. # # Per Level - Shuffle separate Kick items for each applicable area. The Combined Castle and Secret Stage # Move Items option determines whether Castle and secret stages share a Misc item or use separate items. # # Both - Shuffle the global Kick item and every applicable level-specific Kick item. not_shuffled: 0 global: 0 per_level: 50 both: 0 climb: # Choose how Climb is handled. # # Not Shuffled - The game starts with Climb unlocked. # # Global - Shuffle one Climb item that unlocks the move everywhere. # # Per Level - Shuffle separate Climb items for each applicable area. Big Boo's Haunt, Bowser in the Dark World, # Vanish Cap Under the Moat, Cavern of the Metal Cap, and Tower of the Wing Cap have no climbable objects and do not # add Climb items. The Combined Castle and Secret Stage Move Items option determines whether the remaining Castle # and secret-stage areas share a Misc item or use separate items. # # Both - Shuffle the global Climb item and every applicable level-specific Climb item. not_shuffled: 0 global: 0 per_level: 50 both: 0 ledge_grab: # Choose how Ledge Grab is handled. # # Not Shuffled - The game starts with Ledge Grab unlocked. # # Global - Shuffle one Ledge Grab item that unlocks the move everywhere. # # Per Level - Shuffle separate Ledge Grab items for each applicable area. The Combined Castle and Secret Stage # Move Items option determines whether Castle and secret stages share a Misc item or use separate items. # # Both - Shuffle the global Ledge Grab item and every applicable level-specific Ledge Grab item. not_shuffled: 0 global: 0 per_level: 50 both: 0 ######################### # Location Pool Options # ######################### buddy_checks: # Bob-omb Buddies are checks, cannon unlocks are items 'false': 0 'true': 50 one_up_checks: # Include 1-Up mushrooms, including 1-Ups spawned from blocks, as Archipelago location checks. 'false': 0 'true': 50 blocksanity: # Include coin blocks, cap blocks, shell blocks, and star blocks as Archipelago location checks. 'false': 0 'true': 50 visit_checks: # Include a location check for entering each distinct game zone. 'false': 0 'true': 50 coin_checks: # Adds checks to individual physical coins. The percentage is applied independently to every level's complete # set of coin objects and enemy/object coin outputs. Zero disables individual coin checks; 100 makes every coin # output a check. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 5: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 coin_check_types: # Choose which coin types are allowed to become Coin Checks locations. # **Yellow Coins:** Every yellow coin in a stage can be a location # **Red Coins:** Every red coin in a stage can be a location # **Blue Coins:** Every blue coin in a stage can be a location # **Enemy Coins:** Every coin from an enemy can be a location ['Enemy Coins', 'Yellow Coins', 'Red Coins', 'Blue Coins'] coin_count_checks: # Adds extra location checks for collecting coins. # # The value is a percentage from 0 to 100. For each main course, the game looks at every possible coin count below # that course's Coin Star requirement, then creates that percentage of them as checks, rounded up. The checks are # spread evenly below the Coin Star requirement and never duplicate the Coin Star check itself. # # Number of checks per main course: # ceil((Coin Star Requirement - 1) * Coin Count Checks / 100) # # Example: if Bob-omb Battlefield requires 50 coins for its Coin Star, there are 49 possible count checks # from 1 to 49 coins. A value of 2 creates 1 check, at 25 coins. A value of 50 creates 25 checks. A value of 100 # creates all 49 checks. # # Secret stages use the same percentage based on their Coin Count Max Coins option. At 100, every coin count # from 1 through that stage's maximum is a check. # # Some Coin Count Check locations may be created regardless of this option if there are too many items in the item # pool. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 5: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 global_coin_count_checks: # Adds checks for cumulative permanent coins across all coin-bearing areas. # # The percentage selects evenly distributed thresholds from one through the # configured global maximum. The global total includes the current course's # live coin counter and stored permanent coins from every other course. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 4: 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 counts_coins_beyond_coin_stars: # Counts every collected coin toward Global Coin Count Checks. # # When disabled, each main course contributes at most its Coin Star # Requirement. 'false': 50 'true': 0 bob_omb_battlefield_coin_star_requirement: # Coins needed for the Coin Star in Bob-omb Battlefield. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 146 100: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-146: 0 # random value between 1 and 146 whomps_fortress_coin_star_requirement: # Coins needed for the Coin Star in Whomp's Fortress. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 141 100: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-141: 0 # random value between 1 and 141 jolly_roger_bay_coin_star_requirement: # Coins needed for the Coin Star in Jolly Roger Bay. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 104 100: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-104: 0 # random value between 1 and 104 cool_cool_mountain_coin_star_requirement: # Coins needed for the Coin Star in Cool, Cool Mountain. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 154 100: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-154: 0 # random value between 1 and 154 big_boos_haunt_coin_star_requirement: # Coins needed for the Coin Star in Big Boo's Haunt. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 151 100: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-151: 0 # random value between 1 and 151 hazy_maze_cave_coin_star_requirement: # Coins needed for the Coin Star in Hazy Maze Cave. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 139 100: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-139: 0 # random value between 1 and 139 lethal_lava_land_coin_star_requirement: # Coins needed for the Coin Star in Lethal Lava Land. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 133 100: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-133: 0 # random value between 1 and 133 shifting_sand_land_coin_star_requirement: # Coins needed for the Coin Star in Shifting Sand Land. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 136 100: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-136: 0 # random value between 1 and 136 dire_dire_docks_coin_star_requirement: # Coins needed for the Coin Star in Dire, Dire Docks. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 106 100: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-106: 0 # random value between 1 and 106 snowmans_land_coin_star_requirement: # Coins needed for the Coin Star in Snowman's Land. With Full Accessibility, this is capped at 126 unless the # Snowman's Land Impossible Coin trick is enabled. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 127 100: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-127: 0 # random value between 1 and 127 wet_dry_world_coin_star_requirement: # Coins needed for the Coin Star in Wet-Dry World. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 152 100: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-152: 0 # random value between 1 and 152 tall_tall_mountain_coin_star_requirement: # Coins needed for the Coin Star in Tall, Tall Mountain. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 137 100: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-137: 0 # random value between 1 and 137 tiny_huge_island_coin_star_requirement: # Coins needed for the Coin Star in Tiny-Huge Island. With Full Accessibility, this is capped at 191 unless the # Tiny Island Impossible Coin trick is enabled. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 192 100: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-192: 0 # random value between 1 and 192 tick_tock_clock_coin_star_requirement: # Coins needed for the Coin Star in Tick Tock Clock. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 128 100: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-128: 0 # random value between 1 and 128 rainbow_ride_coin_star_requirement: # Coins needed for the Coin Star in Rainbow Ride. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 146 100: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-146: 0 # random value between 1 and 146 ############################ # Entrance Shuffle Options # ############################ main_course_shuffle: # Shuffle the fifteen main-course entrances and their water/time/size variants. vanilla: 0 separate: 0 mixed: 50 secret_course_shuffle: # Shuffle Castle entrances to secret courses and Bowser stages. vanilla: 0 separate: 0 mixed: 50 sub_area_shuffle: # Shuffle entrances inside courses, such as the Cool, Cool Mountain chimney, # Shifting Sand Land pyramid entrances, and Bowser-stage arena entrances. # # Separate keeps sub-areas separate from Castle course entrances. Sub-areas # with a usable exit are paired so leaving returns through the corresponding # exit in the source course. # # Mixed joins the same pool as every other entrance category set to Mixed, # while keeping sub-areas with exits coupled to the return point belonging # to the entrance that led into them. # # Mixed Decoupled joins that pool without preserving those return pairs. vanilla: 50 separate: 0 mixed: 0 mixed_decoupled: 0 castle_return_shuffle: # Controls course exits that normally return to the Castle Lobby or Castle Grounds. # # Vanilla leaves them unchanged. Mixed joins them with every entrance category set to Mixed. # Death makes them return through the entrance used to reach the current course as a death. vanilla: 50 mixed: 0 death: 0 ########################### # Quality of Life Options # ########################### easy_butterflies: # Butterflies turn into 1-Up mushrooms regardless of Mario's distance from the butterfly, and one of the three # always has a 1-Up. 'false': 0 'true': 50 trigger_sparkles: # Display sparkles at available invisible trigger locations. Green marks Trigger 1-Ups, purple marks 1-Up # butterflies, blue marks warps, and yellow marks Star Secrets and the Shifting Sand Land pyramid triggers. 'false': 0 'true': 50 no_despawns: # Prevent coins and 1-Ups from despawning over time. Coins and 1-Ups that fall into a void, quicksand, or lava are # granted automatically. Bookends and small goombas drop their coins when they attack. 'false': 0 'true': 50 ################# # Logic Options # ################# logic_tricks: # Choose specific advanced techniques to include in logic. Each All [Tag] Tricks entry enables every trick carrying # that tag. The available tag options are All Easy Tricks, All Medium Tricks, All Hard Tricks, All Pro Tricks, # All Cannon Precision Tricks, and All Metal Cap Skip Tricks.Details and tags for each individual trick are documented # at https://github.com/Alchav/Archipelago/blob/spicy-mycena-64/worlds/sm64ex_spicy/LogicTricks.py [] universal_tracker_glitched_logic: # Choose tricks that the Universal Tracker should show as glitched logic. [] ######################### # Bowser Battle Options # ######################### bowser_in_the_dark_world_health: # Number of Bowser Bomb hits required to defeat Bowser in the Dark World. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 4 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-4: 0 # random value between 1 and 4 bowser_in_the_fire_sea_health: # Number of Bowser Bomb hits required to defeat Bowser in the Fire Sea. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 4 1: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-4: 0 # random value between 1 and 4 bowser_in_the_sky_health: # Number of Bowser Bomb hits required to defeat Bowser in the Sky. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 5 3: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-5: 0 # random value between 1 and 5 bowser_in_the_sky_stage_collapse_hits: # Number of hits Bowser must take before parts of the Bowser in the Sky arena fall off. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 5 2: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-1-5: 0 # random value between 1 and 5 ################ # Trap Options # ################ traps_filler_percentage: # Replaces this percentage of filler items with trap items. # Trap types are selected according to their configured weights. # It is recommended to keep this at a low percentage so the majority of the pool aren't all traps. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 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 disabled: 50 # equivalent to 0 light: 0 # equivalent to 10 normal: 0 # equivalent to 25 extreme: 0 # equivalent to 50 bonk_trap_weight: # Relative weight for Bonk Traps. # # Higher values make this trap appear more often. # A weight of 0 disables this trap. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 50: 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 fire_trap_weight: # Relative weight for Burn Traps. # # Higher values make this trap appear more often. # A weight of 0 disables this trap. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 50: 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 electric_trap_weight: # Relative weight for Shock Traps. # # Higher values make this trap appear more often. # A weight of 0 disables this trap. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 50: 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 chuckya_trap_weight: # Relative weight for Chuckya Traps. # # Higher values make this trap appear more often. # A weight of 0 disables this trap. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 50: 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 spin_trap_weight: # Relative weight for Spin Traps. # # Higher values make this trap appear more often. # A weight of 0 disables this trap. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 50: 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 gust_trap_weight: # Relative weight for Gust Traps. # # Higher values make this trap appear more often. # A weight of 0 disables this trap. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 50: 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 uncollect_random_coin_trap_weight: # Relative weight for Uncollect Random Coin Traps. # # This trap randomly selects one previously collected coin and makes it collectible again. The reduced course total # takes effect the next time the course is entered. # # Higher values make this trap appear more often. # A weight of 0 disables this trap. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 0: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-100: 0 # random value between 0 and 100 #################### # Cosmetic Options # #################### mario_hat_color: # Mario's hat color. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 16777215 random: 50 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-16777215: 0 # random value between 0 and 16777215 black: 0 # equivalent to 0 white: 0 # equivalent to 16777215 gray: 0 # equivalent to 8421504 red: 0 # equivalent to 16711680 green: 0 # equivalent to 65280 blue: 0 # equivalent to 255 yellow: 0 # equivalent to 16776960 cyan: 0 # equivalent to 65535 magenta: 0 # equivalent to 16711935 purple: 0 # equivalent to 16711935 orange: 0 # equivalent to 16753920 pink: 0 # equivalent to 16761035 brown: 0 # equivalent to 10824234 mario_shirt_color: # Mario's shirt color. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 16777215 random: 50 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-16777215: 0 # random value between 0 and 16777215 black: 0 # equivalent to 0 white: 0 # equivalent to 16777215 gray: 0 # equivalent to 8421504 red: 0 # equivalent to 16711680 green: 0 # equivalent to 65280 blue: 0 # equivalent to 255 yellow: 0 # equivalent to 16776960 cyan: 0 # equivalent to 65535 magenta: 0 # equivalent to 16711935 purple: 0 # equivalent to 16711935 orange: 0 # equivalent to 16753920 pink: 0 # equivalent to 16761035 brown: 0 # equivalent to 10824234 mario_overalls_color: # Mario's overalls color. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 16777215 random: 50 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-16777215: 0 # random value between 0 and 16777215 black: 0 # equivalent to 0 white: 0 # equivalent to 16777215 gray: 0 # equivalent to 8421504 red: 0 # equivalent to 16711680 green: 0 # equivalent to 65280 blue: 0 # equivalent to 255 yellow: 0 # equivalent to 16776960 cyan: 0 # equivalent to 65535 magenta: 0 # equivalent to 16711935 purple: 0 # equivalent to 16711935 orange: 0 # equivalent to 16753920 pink: 0 # equivalent to 16761035 brown: 0 # equivalent to 10824234 mario_gloves_color: # Mario's gloves color. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 16777215 random: 50 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-16777215: 0 # random value between 0 and 16777215 black: 0 # equivalent to 0 white: 0 # equivalent to 16777215 gray: 0 # equivalent to 8421504 red: 0 # equivalent to 16711680 green: 0 # equivalent to 65280 blue: 0 # equivalent to 255 yellow: 0 # equivalent to 16776960 cyan: 0 # equivalent to 65535 magenta: 0 # equivalent to 16711935 purple: 0 # equivalent to 16711935 orange: 0 # equivalent to 16753920 pink: 0 # equivalent to 16761035 brown: 0 # equivalent to 10824234 mario_shoes_color: # Mario's shoes color. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 16777215 random: 50 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-16777215: 0 # random value between 0 and 16777215 black: 0 # equivalent to 0 white: 0 # equivalent to 16777215 gray: 0 # equivalent to 8421504 red: 0 # equivalent to 16711680 green: 0 # equivalent to 65280 blue: 0 # equivalent to 255 yellow: 0 # equivalent to 16776960 cyan: 0 # equivalent to 65535 magenta: 0 # equivalent to 16711935 purple: 0 # equivalent to 16711935 orange: 0 # equivalent to 16753920 pink: 0 # equivalent to 16761035 brown: 0 # equivalent to 10824234 default_brown: 0 # equivalent to 7478286 mario_skin_color: # Mario's skin color. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 16777215 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-16777215: 0 # random value between 0 and 16777215 black: 0 # equivalent to 0 white: 0 # equivalent to 16777215 gray: 0 # equivalent to 8421504 red: 0 # equivalent to 16711680 green: 0 # equivalent to 65280 blue: 0 # equivalent to 255 yellow: 0 # equivalent to 16776960 cyan: 0 # equivalent to 65535 magenta: 0 # equivalent to 16711935 purple: 0 # equivalent to 16711935 orange: 0 # equivalent to 16753920 pink: 0 # equivalent to 16761035 brown: 0 # equivalent to 10824234 default_skin: 50 # equivalent to 16695673 mario_hair_color: # Mario's hair color. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 16777215 random: 50 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-16777215: 0 # random value between 0 and 16777215 black: 0 # equivalent to 0 white: 0 # equivalent to 16777215 gray: 0 # equivalent to 8421504 red: 0 # equivalent to 16711680 green: 0 # equivalent to 65280 blue: 0 # equivalent to 255 yellow: 0 # equivalent to 16776960 cyan: 0 # equivalent to 65535 magenta: 0 # equivalent to 16711935 purple: 0 # equivalent to 16711935 orange: 0 # equivalent to 16753920 pink: 0 # equivalent to 16761035 brown: 0 # equivalent to 10824234 default_brown: 0 # equivalent to 7538176 music_shuffle: # Control in-game background music. # # Off - Use vanilla music. # # Shuffle - Archipelago sends a deterministic per-area music map. # # Random on Load - The game picks a random song each time an area loads. 'off': 50 shuffle: 0 random_on_load: 0 skybox_shuffle: # Control the textured skybox used by each outdoor area. # # Off - Use vanilla skyboxes. # # Shuffle - Archipelago sends a deterministic per-area skybox map. # # Random on Load - The game picks a random skybox each time an area loads. 'off': 0 shuffle: 50 random_on_load: 0 ########################### # 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. []