name: PETAHatesHer discord: weagle_ # Used to describe your yaml. Useful if you have multiple files. description: Default Pokemon Black and White Template game: Pokemon Black and White requires: version: 0.6.7 # Version of Archipelago required for this yaml to work as expected. game: Pokemon Black and White: 0.4.1 # Version of the world required for this yaml to work as expected. Pokemon Black and White: ################ # 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 version: # Select your game version. # # **Dynamic** lets you choose any of the two versions, # but logic will be a bit restricted to account for that. black: 50 white: 0 dynamic: 0 goal: # Determines what your goal is to consider the game beaten. # # - **Ghetsis** - Clear the main story by defeating Ghetsis # - **Champion** - Become the champion by defeating Alder # - **Cynthia** - Defeat Cynthia in Undella Town # - **Cobalion** - Reach and defeat/catch Cobalion in Mistralton Cave # - **TM/HM hunt** - Get all TMs and HMs and show them to a scientist at # Castelia City's Central Plaza # - **Seven Sages hunt** - Find the Seven Sages # - **Legendary hunt** - Find and defeat/catch all (stationary available) # legendary encounters, including Volcarona # - **Pokemon master** - Complete the requirements of all other goals combined # # You can also combine multiple goals by providing a list of multiple option # names. See the options guides for more information. ghetsis: 0 champion: 0 cynthia: 0 cobalion: 0 tmhm_hunt: 0 seven_sages_hunt: 0 legendary_hunt: 0 pokemon_master: 50 ############# # Encounter # ############# randomize_wild_pokemon: # Randomizes wild pokemon encounters. You can add as many of the following modifiers as you want. # # The following is an example for how options like this can look like (when edited in a yaml): # # randomize_wild_pokemon: # ["Randomize", "Prevent rare encounters"] # # - **Randomize** - Toggles wild pokemon being randomized. Automatically added if any other modifier is added. # - **Ensure all obtainable** - Ensures that every pokemon species is obtainable in some way. # - **Similar base stats** - Tries to keep every randomized pokemon at a similar base stat total as before. # - **Prevent overpowered pokemon** - Tries to prevent pokemon with a very high base stat total in wild randomization. # - **Prevent bad early pokemon** - Tries to prevent encountering pokemon with Wonder Guard or fixed HP attacks # in areas not far from home. # - **Type themed areas** - Tries to make all pokemon in an area have a common type. # - **Area 1 to 1** - Keeps the amount of different encounters and their encounter rate in every area. # - **Dungeon 1 to 1** - The same as **Area 1 to 1**, but works across all areas of a dungeon. # Ignored when **Ensure all obtainable** is added. # - **Global 1 to 1** - The same as **Dungeon 1 to 1**, but works across all areas in the game. # - **Merge phenomena** - Makes rustling grass, rippling water spots (surfing and fishing # separate), dust clouds, and flying shadows in the same area have only one encounter. # - **Prevent rare encounters** - Randomizes the encounter slots with the lowest chance in each area to the same pokemon. # # It is **highly recommended** to include **Prevent rare encounters** or one of the **... 1 to 1** modifiers if you # want to randomize wild pokemon, else you might find yourself searching for multiple 1% encounters on every route. # Some modifiers might not be fully enforced due to conflicts with other modifiers or options. ["Randomize", "Prevent rare encounters", "Type themed areas", "Prevent bad early pokemon", "Merge phenomena"] randomize_trainer_pokemon: # Randomizes trainer pokemon. # You can add as many of the following modifiers as you want. # # - **Randomize** - Toggles trainer pokemon being randomized. Automatically added if any other # modifier is added. # - **Similar base stats** - Tries to keep the randomized pokemon at a similar base stats # total as the replaced one. # - **Prevent overpowered pokemon** - Prevents trainers from having pokemon with a base stats # total above an adjustable threshold. Takes priority over most other modifiers. # - **Evolve when possible** - Tries to evolve pokemon if they are able to (based on their # level). Pokémon that evolve independently of their level are evolved at level 25. # - **Force fully evolved** - Always fully evolves pokemon above a certain (adjustable) level. # - **Force not underpowered** - Prevents pokemon above a certain (adjustable) level from # having base stats below a certain (adjustable) total. # - **Type themed** - All pokemon of a trainer will share at least one randomly chosen type. # - **Shuffle gym leader types** - Assigns a (unique) random type to each gym leader and elite 4 # member instead of using their vanilla type. Do note that they always have type themed teams. # - **Themed gym trainers** - All pokemon of gym trainers will share the type of their gym leader. # - **Rivals keep starter** - Makes all Bianca/Cheren fights have one pokemon # in common, which will always evolve when possible. # - **Exclude boss trainers** - Excludes certain strong trainers like gym leaders and the champion. # # Combining multiple modifiers that affect all trainer pokémon (i.e. not just gym trainers, ...) # might massively increase generation time. Also in that case, most options tend to be less # strict in order to reduce generation time. ["Randomize", "Similar base stats", "Themed gym trainers", "Exclude boss trainers", "Rivals keep starter"] randomize_starter_pokemon: # Randomizes the starter pokemon you receive at the start of the game. # You can add as many of the following modifiers as you want. # # - **Randomize** - Toggles starter pokemon being randomized. # Automatically added if any other modifier is added. # - **Any base** - Only use unevolved/baby pokemon. # - **Base with 2 evolutions** - Only use unevolved/baby pokemon # that can evolve twice (or more, if evolutions are randomized). # Supersedes **Any base**. # - **Only official starters** - Only use pokemon that have been # a starter in any mainline game. Overrides **Any base** and # **Base with 2 evolutions**. # - **Similar base stats** - Tries to keep the randomized pokemon # at a similar base stats total as the replaced one. # - **Type variety** - Every starter will have types that are # different from the other two. # - **Vanilla types** - Every starter will have one of the vanilla # types, i.e. Grass, Fire, and Water. ["Randomize", "Base with 2 evolutions", "Type variety"] randomize_static_pokemon: # Randomizes static encounters you can battle and catch throughout # the game, e.g. Volcarona in Relic Castle. # You can add as many of the following modifiers as you want. # # - **Randomize** - Toggles static pokemon being randomized. # Automatically added if any other modifier is added. # - **Similar base stats** - Tries to keep the randomized pokemon # at a similar base stat total as the replaced one. # - **No legendaries** - Exclude legendaries from being placed # into static encounters. # - **Split statues** - Splits the statues in Desert Resort into # 5 different species. # - **Split mimics** - Splits the fake pokeballs on routes 6 and # 10 into more than just two different pokemon. [] randomize_gift_pokemon: # Randomizes gift pokemon that you receive for free, e.g. the # Larvesta egg on route 18. # You can add as many of the following modifiers as you want. # # - **Randomize** - Toggles gift pokemon being randomized. # Automatically added if any other modifier is added. # - **Similar base stats** - Tries to keep the randomized # pokemon at a similar base stat total as the replaced one. # - **Any base** - Only use unevolved/baby pokemon. # - **No legendaries** - Exclude legendaries from being placed # into gift encounters. # - **Split monkeys** - Makes the gift encounter in Dreamyard # depend on which starter you picked (like in vanilla), # else it will always give you the same species. ["Randomize"] randomize_legendary_pokemon: # Randomizes legendary and mythical encounters. # You can add as many of the following modifiers as you want. # # - **Randomize** - Toggles legendary pokemon being randomized. # Automatically added if any other modifier is added. # - **Keep legendary** - Randomized pokemon will all still be # legendaries or mythicals. # - **No legendaries** - Exclude legendaries and mythicals from # being placed into these encounters. # - **Similar base stats** - Tries to keep the randomized # pokemon at a similar base stat total as the replaced one. # Overrides **Keep legendary**. # - **Same type** - Tries to keep at least one type of every encounter. # # Including **Keep legendary** AND **No legendaries** will instead # only put pseudo legendaries (and Rotom) into these encounters. [] pokemon_randomization_adjustments: # Adjust various parameters in various pokemon randomization # options (with individual ranges). # Every parameter can be specified as unweighted/weighted lists, # "random", and "random-range-x-y" like usual range options. # # - **Stats leniency** (0-1530) - The starting maximum difference # between base stat totals of vanilla and randomized species # (for options with **Similar base stats** activated). # - **Rare encounters threshold** (1-100) - If **Prevent rare encounters** # is included, this will be the minimum encounter chance (in percent) # for each species. # - **Overpowered threshold** (200, 1530) - The maximum base stat total # (for options with **Prevent overpowered pokemon** activated). # - **Underpowered threshold** (200, 1530) - The minimum base stat total # (for options with **Force not underpowered** activated). # - **Force threshold** (1, 100) - The minimum level at which trainer # pokemon are forced to be fully evolved (if **Force fully evolved** # is included) or not be underpowered (if **Force not underpowered** # is included). Force threshold: 40 Overpowered threshold: 500 Rare encounters threshold: 8 Stats leniency: 10 Underpowered threshold: 400 encounter_plando: # Places specific pokemon species at specific locations. # Every entry follows the following format: # # - map: Name of map # seasons: Season name(s), optional # method: Grass/Dark grass/... # slots: Slot number(s) (0-11), optional # species: Name(s) of species, random if multiple # # Encounter Plando requires the corresponding host setting to be enabled, # else it will be ignored for all players. Be aware that this can lead to # generation failures when combined with other restrictive options. # Refer to the options guides of this game for further information. [] wild_randomization_blacklist: # Excludes a list of pokemon from being used in wild randomization. # Be aware that certain pokemon still have to be encountered somewhere, # especially with **Ensure all obtainable** enabled. Also, a big list # can lead to generation failures. [] trainer_randomization_blacklist: # Excludes a list of pokemon from being used in trainer randomization. # Be aware that a big list can lead to generation failures. ["Shedinja"] ######### # Stats # ######### randomize_base_stats: # Randomizes the base stats of every pokemon species. # You can add as many of the following modifiers as you want. # # - **Randomize** - Toggles base stats being randomized. Automatically # added if any other modifier is added. # - **Random total** - Allows the base stats of a species to be entirely # random. Otherwise, the species will be roughly as strong as before. # - **Follow evolutions** - Evolved species will use their pre-evolution's # base stats and add on top of that. # # If evolutions are randomized and **Follow evolutions** is included, # then not including **Random total** might not be followed consistently. ["Random total", "Follow evolutions"] randomize_evolutions: # Randomizes the evolutions of every pokemon species. # You can add as many of the following modifiers as you want. # # - **Randomize** - Toggles evolutions being randomized. Automatically added # if any other modifier is added. # - **Random methods** - Allows the method (e.g. levelup, evolution stone, # ...) of every evolution to be randomized as well. # - **Common type** - Pre- and post-evolution pokemon always share at least # one type. # - **Follow type** - Whole evolution lines will share at least one type. # - **Multiple pre-evolutions** - Different pokemon species can evolve into # the same species. # - **More or less branches** - All species can evolve into more or less # different species than before. Requires **Random methods**. # - **Looping evolution lines** - Allows all species to evolve into one of # their pre-evolutions. # - **Every level** - Makes all species have (at least) one levelup # evolution on level 2. This potentially ignores some other modifiers and # disables **Consider evolutions** from the **Modify Logic** option. # - **Pair stats** - Always makes the stats-dependent methods of Tyrogue be # randomized together. # - **Pair 50 50** - Always makes the PID-dependent methods of Wurmple be # randomized together. # - **Increasing stats** - Evolved pokemon will always have an equal or # higher base stat total than their pre-evolutions. [] randomize_types: # Randomizes the type(s) of every pokemon species. # You can add as many of the following modifiers as you want. # # - **Shuffle** - Replaces each type with a fixed other type, e.g. all Water # types might be replaced with Flying types. Automatically added if any # other modifier is added. # - **Randomize** - Fully randomizes the type(s) of every pokemon species. # - **Mono only** - All species will only get a single type. # - **Dual only** - All species will only get two distinct types. # - **Follow evolutions** - Evolved species will share at least one type with # (one of) their pre-evolutions. Might not be fully ensured if combined # with plando. # - **Force evolutions** - Evolved species will have the exact same type(s) # as (one of) their pre-evolutions. Might not be fully ensured if # combined with plando. Supersedes **Follow evolutions**. # - **Usual combinations** - Usual combinations in vanilla (e.g. # Normal/Flying, Rock/Ground, ...) and more prominent mono types are more # likely to show up. # # Including both **Mono only** and **Dual only** will cancel each other out, # i.e. it will be the same as including none of them. ["Randomize", "Follow evolutions"] randomize_level_up_movesets: # Randomizes the moves a pokemon species learns by leveling up. # You can add as many of the following modifiers as you want. # # - **Randomize** - Toggles level up movesets being randomized. # Automatically added if any other modifier is added. # - **Match types** - Randomized moves have either a matching or normal type. # - **Progressive power** - If a move is learned after another one (and # it's not a status move), it will have an equal or higher base power. # - **Keep levels and amount** - Tries to keep the vanilla levels and amount # of learned moves. # - **Follow evolutions** - Evolved species will have a large portion of the # levelup moveset(s) of their pre-evolution(s). Has priority over some # other modifiers. Might not be applied to all species if plando is used. # - **Start with 4** - Ensures that each species learns at least 4 moves at # level 1. Has priority over other modifiers. ["Progressive power", "Start with 4","Match types","Follow evolutions"] randomize_tm_hm_compatibility: # Randomizes the TM and HM compatibility of every pokemon species. # You can add as many of the following modifiers as you want. # # - **Force all TMs** - Forces all TMs (not HMs) to be # compatible with every pokemon species. # - **Force all HMs** - Forces all HMs (and TM70 Flash) to # be compatible with every pokemon species. # - **Randomize** - Toggles TM and HM compatibility being randomized. # Automatically added if any other modifier is added. # - **Match types** - Compatible TM moves have either a # matching or normal type. # - **Follow evolutions** - Evolved species will be able # to learn all TMs/HMs of their pre-evolution(s). ["Force all HMs", "Match types", "Follow evolutions"] randomize_catch_rates: # Randomizes the catch rate of every pokemon species. # You can add as many of the following modifiers as you want. # # - **Shuffle** - Gives every species a commonly used catch rate (e.g. 255, # 45, 3, ...). Automatically added if any other modifier is added. # - **Randomize** - Gives every species a completely random catch rate # in range 3-255. Supersedes **Shuffle**. # - **Follow evolutions** - Evolved species will have a catch rate equal # to or lower than their pre-evolution(s). # - **Correlate with base stats** - Species with a higher base stat # total are more likely to have a lower catch rate. [] randomize_egg_groups: # Randomizes the egg groups of every pokemon species. # You can add as many of the following modifiers as you want. # # - **Randomize** - Toggles egg groups being randomized. Automatically added # if any other modifier is added. # - **Mono only** - Gives every species only one egg group. # - **Dual only** - Gives every species exactly two egg group. # - **Correlate with types** - Prevents unreasonable combinations of types # and egg groups. Best effect if combined with randomized types. # - **Follow evolutions** - Evolved pokemon will have the same egg groups as # their pre-evolution(s). Takes priority over **Correlate with types**. # - **Allow baby stages** - If **Follow evolutions** is included, # pre-evolutions of non-Unknown pokemon are allowed to have the Unknown # egg group (which is the case for most vanilla baby pokemon). # - **Allow baby stages** - Allows custom, player-submitted groups to be used # in multiworld generation. Those can also be used in plando without # having this modifier included. # # **Mono only** and **Dual only** will cancel each other out. # Note that Ditto and its egg group cannot be randomized at the moment. [] randomize_egg_species: # Randomizes the pokemon species that results from breeding specific other # species. Note that the resulting species is always either the mother's egg # species or whatever was bred with Ditto. Also, certain special conditions # that lead to non-standard egg species (e.g. baby stages, Nidoran, ...) will # be removed. You can add as many of the following modifiers as you want. # # - **Fix evolutions** - Makes all species have an unevolved pre-evolution as # their egg species. Intended for evolution randomization and plando. # Looping evolution lines with no unevolved species will result in the # same egg species as the breeding species. # - **Randomize** - Toggles egg species being randomized. Automatically added # if any other of the modifiers below is added. Supersedes **Fix evolutions**. # - **Base stages only** - Only allows species with no pre-evolutions to be # egg species. # - **Common type** - Breeding species and egg species always share at least # one type. # - **Follow evolutions** - Evolved pokemon will have the same egg species as # their pre-evolution(s). Takes priority over **Common type**. [] stats_randomization_adjustments: # Adjust various parameters in various randomization options. # Any minimum parameter cannot be higher than its corresponding maximum # parameter. Every parameter can be specified as unweighted/weighted lists, # "random", and "random-range-x-y" like usual range options. # # - **Stats total minimum/maximum** (6-1530) - The minimum/maximum base stats # total, if randomized. # - **Levelup evo weight** (0-99) - If evolutions are randomized and # **Random methods** is included, this will determine how likely it is to # roll the levelup method. The lower this value, the more likely it is to # get special methods (like using a stone, high friendship, ...). Setting # this to -1 disables other methods. # - **Maximum evo level** (10-100) - The maximum level at which levelup # evolutions can occur. # - **Catch rates minimum/maximum** (3-255) - The minimum/maximum catch # rates, if randomized. # - **Levelup moves amount minimum/maximum** (1-22) - The minimum/maximum # amount of levelup moves a species can get, if randomized. Catch rates maximum: 255 Catch rates minimum: 3 Level up evo weight: 10 Levelup moves amount maximum: 15 Levelup moves amount minimum: 10 Maximum evo level: 100 Stats total maximum: 800 Stats total minimum: 200 stats_plando: # Here you can change certain stats of a pokemon species to your liking. # Here's an example of how this would look like: # # stats_plando: # Bulbasaur: # base_hp: 5 # base_attack: 5 # types: [Fire, Electric] # evolutions: # - species: Squirtle # method: Stone # stone: Water Stone # - species: Eevee # method: Friendship # levelup_moveset: # - move: Earthquake # level: 1 # - move: Pound # level: 100 # ... # (There are even more values than listed here) # # Stats Plando requires the corresponding host setting to be enabled, else it # will be ignored for all players. Be aware that this can lead to generation # failures when combined with other restrictive options or potential softlocks. # Refer to the options guides of this game for further information. {} ############# # Move Data # ############# randomize_move_data: # Randomizes various move data. # You can add as many of the following modifiers as you want. # # - **Shuffle power** - Gives every damaging move a commonly used power value # (e.g. 50, 75, 100, ...). Ignores moves with a unique damage calculation. # - **Randomize power** - Supersedes **Shuffle power** with arbitrary power values. # - **Randomize type** - Randomizes the type of each move, with the Normal # type having an adjustable chance. # - **Shuffle accuracy** - Gives every move a commonly used accuracy # (e.g. 100, 95, 50, ...). ignores moves with a guaranteed hit chance. # - **Randomize accuracy** - Supersedes **Shuffle accuracy** with arbitrary # accuracy values. # - **Randomize category** - Randomizes the category of all physical and # special moves. Ignores status moves. # - **Shuffle PP** - Gives every move a commonly used maximum PP count # (e.g. 10, 15, 25, ...). # - **Randomize PP** - Supersedes **Shuffle PP** with arbitrary pp counts. # # - **Correlate power and PP** - Moves with a higher PP count are more likely # to be less powerful, if any of the two are randomized. # - **Correlate power and accuracy** - Moves with a lower accuracy are more # likely to be more powerful, if any of the two are randomized. # - **Correlate PP and accuracy** - Moves with a lower PP count are more # likely to have a higher accuracy, if any of the two are randomized. ["Randomize accuracy", "Randomize power", "Randomize PP", "Randomize type"] randomize_type_chart: # Randomizes the type effectiveness chart. # You can add as many of the following modifiers as you want. # # - **Shuffle** - Shuffles all type effectiveness, thereby keeping the # overall amount of weaknesses, resistances, and immunities. # Automatically added if any other modifier is added. # - **Randomize** - Completely randomizes all type effectiveness. # Supersedes **Shuffle**. # - **Disable weaknesses/resistances/immunities** - Prevents all type # matchups from being a weakness/resistance/immunity (respectively). [] move_data_randomization_adjustments: # Adjust various parameters in various randomization options. Any minimum # parameter cannot be higher than its corresponding maximum parameter. # Every parameter can be specified as unweighted/weighted lists, "random", # and "random-range-x-y" like usual range options. # # - **Move power minimum/maximum** (5-250) - The minimum/maximum move power, # if randomized. # - **Accuracy minimum/maximum** (5-100) - The minimum/maximum accuracy, # if randomized. # - **PP minimum/maximum** (1-250) - The minimum/maximum PP, if randomized. # - **Normal type probability** (10-90) - The chance of a move becoming a # normal type, if randomized. Accuracy maximum: 100 Accuracy minimum: 100 Move power maximum: 100 Move power minimum: 40 Normal type probability: 10 PP maximum: 40 PP minimum: 35 move_data_plando: # Here you can change the data of moves and type effectiveness to your liking, # regardless of whether they're randomized or not. # # Here's an example of how this would look like: # # move_data_plando: # Tackle: # power: 120 # type: Dragon # accuracy: 30 # category: Special # pp: 250 # ThunderShock: # power: 5 # pp: 1 # Normal_Ice: # effectiveness: 4 # Psychic_Bug: # effectiveness: 0 # # Move Data Plando requires the corresponding host setting to be enabled, # else it will be ignored for all players. Be aware that this can lead to # generation failures or potential softlocks when combined with other # restrictive options. Refer to the Move Data Plando guide of this game for # further information. {} ##################################### # Items, locations, and progression # ##################################### shuffle_badges: # Determines how gym badges are randomized and what items gym badge locations # can have. # # - **Vanilla** - Gym badges will stay at their vanilla locations. # - **Shuffle** - Gym badges are shuffled between the gym leaders. # - **Anything** - Gym badges can be anywhere and gym leaders can give any item. vanilla: 0 shuffle: 0 anything: 50 shuffle_tm_hm: # Determines what items NPCs, who would normally give TMs or HMs, can have. # # - **Shuffle** - These NPCs will always give a TM or HM from the same world. # - **HM with Badge** - Like "Shuffle", but puts each HM (and TM70 Flash) at # a gym leader's badge reward (including the TM from Clay on route 6). # - **Anything** - No restrictions. shuffle: 0 hm_with_badge: 0 anything: 50 dexsanity: # Adds a number of locations that can be checked by catching a certain # pokemon species and registering it in the pokedex. The actual maximum # number of added checks depends on what pokemon species are actually # obtainable in the wild. # # If you want to have all 649 possible checks, then you need to randomize # wild encounters and add the **Ensure all obtainable** modifier. # # Alternatively, you can put in a list of dex numbers, names, ranges, lists, # and weighted lists in order to plando what pokemon you want to have # locations for. # See the options guides for more information. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 649 0: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-649: 0 # random value between 0 and 649 dexcountsanity: # Adds a number of locations that can be checked by catching a certain total # number of species. This option consists of more than just one value: # # - **Maximum** (0-649) - The highest number of pokemon that will have a check. # - **Steps** (1-649) - Excludes all locations with a count that is not # dividable by this value, except **Maximum** (but only if there are # actually **** pokemon species catchable). # - **Leniency** (0-648) - Makes all checks logically require this many more # pokemon species being available. # # Every parameter can be specified as unweighted/weighted lists, "random", # and "random-range-x-y" like usual range options. # # The actual maximum number of added checks depends on how many different # species are actually obtainable in the wild. # If you want to have all 649 possible checks, then you need to randomize # wild encounters and add the **Ensure all obtainable** modifier. Leniency: 0 Maximum: 200 Steps: 1 seensanity: # Adds a number of locations that can be checked by seeing a certain Pokemon # species, which is marked in the pokedex. The actual maximum number of added # checks depends on what pokemon species are actually observable in the wild # or in trainer battles. # # If you want to have all 649 possible checks, then you need to randomize # wild encounters and add the **Ensure all obtainable** modifier. # # Alternatively, you can plando your Seensanity checks the same way as in # Dexsanity. # See the options guides for more information. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 649 0: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-649: 0 # random value between 0 and 649 formsanity: # Adds a number of locations that can be checked by seeing a specific form of # certain pokemon species. The actual maximum number of added checks depends # on what pokemon species are actually obtainable in the wild and in trainer # battles. # # If you want to have all 72 possible checks, then you need to randomize wild # encounters and add the **Ensure all obtainable** modifier. # # Alternatively, you can put in a list of form names and (weighted or # unweighted) form name lists in order to plando what forms you want to have # locations for. # See the options guides for more information. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 72 0: 50 random: 0 random-low: 0 # random value weighted towards lower values random-high: 0 # random value weighted towards higher values random-range-0-72: 0 # random value between 0 and 72 shinysanity: # Adds a location for a randomly picked pokemon species to be seen in its # shiny form. # # By editing your yaml with a text editor, you can set this option to any # value in range 0-649 in order to have more than just one location. # Otherwise, this option will be shown as a simple toggle. This also supports # random-range-x-y. Adding at least one location enables an ingame option in # the portable menu to change the shiny rate up to (almost) guaranteed. # If you want to have all 649 possible checks, then you need to randomize # wild encounters and add the **Ensure all obtainable** modifier. # # Alternatively, you can plando your Shinysanity checks the same way as in # Dexsanity. # See the options guides for more information. 'false': 0 'true': 50 season_control: # Determines how seasons are handled by the game. # # - **Vanilla** - Seasons are not randomized and change based on real time. # Locations that depend on the season will only contain filler items. # - **Changeable** - The current season can be changed by an NPC next to the # Pokemon Center in Nimbasa City. # - **Randomized** - All seasons are unlockable by items that get shuffled # into the item pool. They can as well be changed by an NPC in Nimbasa # City, with one season being unlocked from the beginning. vanilla: 50 changeable: 0 randomized: 0 modify_item_pool: # Modifies what items your world puts into the item pool. # You can add as many of the following modifiers as you want. # # - **Useless key items** - Adds one of each unused key item with # filler classification. # - **Useful filler** - Main bag items that would normally occur only once # can be generated multiple times. # - **Ban bad filler** - Bans niche berries and mail from being generated as # filler items. ["Ban bad filler", "Useful filler"] modify_logic: # Modifies parts of what's logically required for various locations. # You can add as many of the following modifiers as you want. # # - **Require Dowsing Machine** - Makes the Dowsing Machine a logical # requirement to find hidden items. # - **Require Flash** - Makes Mistralton Cave, Challenger's Cave, and the # basement of Wellspring Cave logically require TM70 Flash. # - **Consider ** - Toggles whether is considered in # logic to get access to some pokemon species. The available features # are **evolutions**, **static pokemon**, **trades**, **form change**, # and **trainers**. However, do note that trades are automatically # excluded if evolutions are excluded and wild pokemon are not # randomized. Also, evolutions are automatically excluded if evolutions # are randomized with the **Every level** modifier. ['Require Dowsing Machine', 'Require flash', 'Consider evolutions', 'Consider static pokemon', 'Consider form change', 'Consider trainers'] filler_items_blacklist: # Excludes these items from being thrown into the item pool as filler items. [] ################# # Miscellaneous # ################# adjust_levels: # Adjusts the levels of wild and trainer pokemon to have a consistent level # curve in all areas, including vanilla post-game areas (regardless of # randomization). # You can add as many of the following modifiers as you want. # # - **Wild by distance** - Normalizes wild pokemon levels by distance from # home, including all encounter methods. # - **Trainer by distance** - Normalizes trainer pokemon levels by distance # from home, excluding Elite Four rematches, Alder, and Cynthia. # - **Wild by sphere** - Normalizes wild pokemon levels by the spheres in # multiworld generation, including all encounter methods. This is ignored # by logic, only applied in patching, and doesn't fully lower the # logical levels. # - **Trainer by sphere** - Normalizes trainer pokemon levels by the spheres # in multiworld generation, excluding Elite Four rematches, Alder, and # Cynthia. This is ignored by logic, only applied in patching, and # doesn't fully lower the logical levels. # - **Tolerance X** - The percentage of how much a logical level can be # lowered by sphere normalizing. Allowed values for **X** are (currently) # 0, 20, 50, and 100. Including multiple percentages always takes the # highest one. Including none defaults to 20. ['Wild by distance', 'Trainer by distance', 'Wild by sphere', 'Trainer by sphere', 'Tolerance 20'] modify_levels: # Modifies the level of all wild and trainer pokemon. You can choose a # certain mode for each type of encounter. This is applied AFTER adjusting # levels by distance and BEFORE adjusting them by sphere. # # The mode decides how to apply the value to every pokemon. You can write # either the name of the mode or the corresponding number: # - **Multiply** or **0** - Multiply each level with the value being seen as # a percentage, i.e. 100 means no modifying. Allowed values are in range # 1 to 10000. # - **Add** or **1** - Add the value directly to each level (with negative # values being allowed), i.e. 0 means no modifying. Allowed values are in # range -99 to 99. # - **Power** or **2** - Raise each level to the power of the value (which is # seen as a percentage), i.e. 100 means no modifying. Allowed values are # in range 1 to 700. # # An alternative way with more capabilities is to write this as a list with # multiple entries (similar to most plando options). # See the options guides for more information Trainer mode: 0 Trainer value: 100 Wild mode: 0 Wild value: 100 modify_encounter_rates: # Modifies the encounter slot rates for wild encounters. # # - **Vanilla** - Keeps the vanilla encounter slot rates. # - **Try normalized** - Normalizes the rates for the 12 grass method slots # to 8-9% each and the rates for surfing and fishing method slots to # 20% each. # - **Try normalized alternative** - Same as **Try normalized**, but sets 9 # slots to 10% each and 3 slots to 3-4% each for grass methods. # - **Invasive** - Sets one slot to 65-80%, one slot to 10-15%, and the # remaining slots to 5% or less each for all encounter methods. # - **One per method** - Sets all slots (except one) to 1%. Best in # combination with **Prevent rare encounters** and **Rare encounters threshold** # set to at least 12. # - **Dexsanity friendly** - Sets two slots to 33-34%, one slot to 24%, and # the remaining slots to 1% for grass methods. For surfing and fishing # methods, all slots (except one) are set to 1%. Best in combination with # **Prevent rare encounters** and **Rare encounters threshold** set to # at least 12. # - **Randomized (12)** - Distributes the encounter rates randomly between # all 12 grass methods slots, 5 surfing methods slots, and 5 fishing # methods slots. All slots will still have at least a 1% rate. Expect # multiple 1% slot rates. # # Alternatively, you can provide a list of custom encounter rates. # See the option guides for more information. vanilla: 0 try_normalized: 50 try_normalized_alt: 0 invasive: 0 one_per_method: 0 dexsanity_friendly: 0 randomized_12: 0 exp_multiplier: # Multiplies the experience points received from defeating wild and trainer # pokemon. This can also be changed ingame afterwards. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # 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-1-100: 0 # random value between 1 and 100 all_pokemon_seen: # Start with all pokemon seen in your Pokedex. # This allows you to see where the pokemon can be encountered in the wild. # # However, pokemon species with a Seensanity location will be excluded from # this option and having any Seencountsanity location disables this # option entirely. 'false': 50 'true': 0 replace_evo_methods: # Replaces certain vanilla evolution methods with other methods that are # easier to achieve. This also excludes them from randomized evolutions. # Trade and time based evolutions are always replaced/excluded. # You can add as many of the following modifiers as you want. # # - **Locations** - Replaces evolutions requiring a magnetic place, the mossy # rock, or the ice rock with using a thunder stone, leaf stone, and shiny # stone (respectively). # - **Friendship** - Replaces friendship based evolutions with level up evolutions. # - **PID** - Replaces personality value based evolutions. Gender dependant # evolutions lose their gender dependency, Wurmple's random evolutions # will require a Butterfree/Venomoth in your party, and Burmy will also # evolve into Mothim while having a Venomoth in your party. Be aware that # this can lead to affected pokemon changing their gender when evolved. # - **Stats** - Replaces Tyrogue's stat based evolutions with level up while # holding a protein, iron, or carbos. ["Locations"] master_ball_seller: # Adds the possibility to buy or obtain an unlimited amount of Master Balls. # You can select multiple sellers. # If multiple cost modifiers are added, a random cost in range between them # (in steps of 500) gets selected. Adding no cost modifier defaults to 3000. # # - **Ns Castle** - Repurposes an NPC in N's Castle, who can be found in the # same room as the grunt giving Ultra Balls to the player, to give/sell # Master Balls to the player. # - **AP Menu** - Adds an option to the portable AP menu, which you can open # by pressing the Start button, to buy/obtain Master Balls. # - **Cherens Mom** - Repurposes Cheren's Mom in Nuvema Town to give/sell # Master Balls. # - **Undella Mansion seller** - Adds the Master Ball to the pool of items # that you can buy from the evolution items seller in the Undella Mansion # for a random price. His offers are not affected by any cost modifier. # - **Cost Free** - Makes Master Balls (potentially) cost nothing. # - **Cost X** - Makes Master Balls (potentially) cost X Pokedollars. X can # be any number in range of 0 to 30000. ["AP Menu", "Cost Free"] funny_dialog: # Adds humorous dialog submitted by the folks in the Pokemon Black and White # channel on the Archipelago Discord server. # # This option requires Text Plando being enabled in the host settings. 'false': 0 'true': 50 text_plando: # Replaces specified text lines. Every entry follows the following format: # # - text: 'This is your text' # at: text_key # percentage: 100 # # Refer to the Text Plando guide of this game for further information. [] plugin_options: # This can be used to define certain options that are used by plugins. # The main apworld will ignore this option entirely. {} reusable_tms: # Enables reusable TMs, allowing for the reuse of TMs. 'on': 50 yes_please: 0 of_course: 0 im_not_a_masochist: 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_inventory_from_pool: # Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1" # # 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. []