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# Advanced YAML Guide
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This guide covers more the more advanced options available in YAML files. This guide is intended for the user who plans
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to edit their YAML file manually. This guide should take about 10 minutes to read.
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If you would like to generate a basic, fully playable YAML without editing a file, then visit the options page for the
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game you intend to play. The weighted settings page can also handle most of the advanced settings discussed here.
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The options page can be found on the supported games page, just click the "Options Page" link under the name of the
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game you would like.
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* Supported games page: [Archipelago Games List](/games)
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* Weighted settings page: [Archipelago Weighted Settings](/weighted-settings)
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Clicking on the "Export Options" button at the bottom-left will provide you with a pre-filled YAML with your options.
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The player options page also has a link to download a full template file for that game which will have every option
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possible for the game including some that don't display correctly on the site.
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## YAML Overview
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The Archipelago system generates games using player configuration files as input. These are going to be YAML files and
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each world will have one of these containing their custom options for the game that world will play.
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## YAML Formatting
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YAML files are a format of human-readable config files. The basic syntax of a yaml file will have a `root` node and then
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different levels of `nested` nodes that the generator reads in order to determine your options.
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To nest text, the correct syntax is to indent **two spaces over** from its root option. A YAML file can be edited with
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whatever text editor you choose to use though I personally recommend that you use Sublime Text. Sublime text
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website: [SublimeText Website](https://www.sublimetext.com)
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This program out of the box supports the correct formatting for the YAML file, so you will be able to use the tab key
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and get proper highlighting for any potential errors made while editing the file. If using any other text editor you
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should ensure your indentation is done correctly with two spaces. After editing your YAML file, you can validate it at
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the website's [validation page](/check).
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A typical YAML file will look like:
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```yaml
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root_option:
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nested_option_one:
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option_one_setting_one: 1
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option_one_setting_two: 0
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nested_option_two:
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option_two_setting_one: 14
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option_two_setting_two: 43
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```
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In Archipelago, YAML options are always written out in full lowercase with underscores separating any words. The numbers
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following the colons here are weights. The generator will read the weight of every option, then roll that option that
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many times, the next option as many times as its numbered and so forth.
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For the above example `nested_option_one` will have `option_one_setting_one` 1 time and `option_one_setting_two` 0 times
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so `option_one_setting_one` is guaranteed to occur.
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For `nested_option_two`, `option_two_setting_one` will be rolled 14 times and `option_two_setting_two` will be rolled 43
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times against each other. This means `option_two_setting_two` will be more likely to occur, but it isn't guaranteed,
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adding more randomness and "mystery" to your options. Every configurable setting supports weights.
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## Root Options
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Currently, there are only a few options that are root options. Everything else should be nested within one of these root
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options or in some cases nested within other nested options. The only options that should exist in root
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are `description`, `name`, `game`, `requires`, and the name of the games you want options for.
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* `description` is ignored by the generator and is simply a good way for you to organize if you have multiple files
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using this to detail the intention of the file.
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* `name` is the player name you would like to use and is used for your slot data to connect with most games. This can
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also be filled with multiple names each having a weight to it. Names can also contain certain keywords, surrounded by
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curly-braces, which will be replaced on generation with a number:
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* `{player}` will be replaced with the player's slot number.
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* `{PLAYER}` will be replaced with the player's slot number if that slot number is greater than 1, otherwise blank.
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* `{number}` will be replaced with the counter value of the name.
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* `{NUMBER}` will be replaced with the counter value of the name if the counter value is greater than 1, otherwise
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blank.
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* `game` is where either your chosen game goes or, if you would like, can be filled with multiple games each with
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different weights.
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* `requires` details different requirements from the generator for the YAML to work as you expect it to. Generally this
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is good for detailing the version of Archipelago this YAML was prepared for as, if it is rolled on an older version,
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options may be missing and as such it will not work as expected. If any plando is used in the file then requiring it
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here to ensure it will be used is good practice.
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## Game Options
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One of your root options will be the name of the game you would like to populate with options. Since it is possible to
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give a weight to any option, it is possible to have one file that can generate a seed for you where you don't know which
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game you'll play. For these cases you'll want to fill the game options for every game that can be rolled by these
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settings. If a game can be rolled it **must** have an options section even if it is empty.
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### Universal Game Options
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Some options in Archipelago can be used by every game but must still be placed within the relevant game's section.
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Currently, these options are `accessibility`, `progression_balancing`, `triggers`, `local_items`, `non_local_items`,
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`start_inventory`, `start_hints`, `start_location_hints`, `exclude_locations`, `priority_locations`, `item_links`, and
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various plando options.
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See the plando guide for more info on plando options. Plando
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guide: [Archipelago Plando Guide](/tutorial/Archipelago/plando/en)
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* `accessibility` determines the level of access to the game the generation will expect you to have in order to reach
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your completion goal. This supports `items`, `locations`, and `minimal` and is set to `locations` by default.
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* `locations` will guarantee all locations are accessible in your world.
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* `items` will guarantee you can acquire all logically relevant items in your world. Some items, such as keys, may
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be self-locking.
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* `minimal` will only guarantee that the seed is beatable. You will be guaranteed able to finish the seed logically
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but may not be able to access all locations or acquire all items. A good example of this is having a big key in
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the big chest in a dungeon in ALTTP making it impossible to get and finish the dungeon.
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* `progression_balancing` is a system the Archipelago generator uses to try and reduce
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["BK mode"](/glossary/en/#burger-king-/-bk-mode)
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as much as possible.
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This primarily involves moving necessary progression items into earlier logic spheres to make the games more
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accessible so that players almost always have something to do. This can be in a range from 0 to 99, and is 50 by
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default. This number represents a percentage of the furthest progressible player.
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* For example: With the default of 50%, if the furthest player can access 40% of their items, the randomizer tries
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to let you access at least 20% of your items. 50% of 40% is 20%.
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* Note that it is not always guaranteed that it will be able to bring you up to this threshold.
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* `triggers` is one of the more advanced options that allows you to create conditional adjustments. You can read
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more triggers in the triggers guide. Triggers
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guide: [Archipelago Triggers Guide](/tutorial/Archipelago/triggers/en)
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* `local_items` will force any items you want to be in your world instead of being in another world.
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* `non_local_items` is the inverse of `local_items`, forcing any items you want to be in another world instead of
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your own.
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* `start_inventory` will give any items defined here to you at the beginning of your game. The format for this must be
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the name as it appears in the game files and the amount you would like to start with. For example `Rupees(5): 6` which
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will give you 30 rupees.
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* `start_hints` gives you free server hints for the defined items at the beginning of the game, allowing you to hint for
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the location without using any hint points.
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* `start_location_hints` is the same as `start_hints` but for locations, allowing you to hint for the item contained
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there without using any hint points.
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* `exclude_locations` lets you define any locations that you don't want to do and forces a filler or trap item which
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isn't necessary for progression into these locations.
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* `priority_locations` lets you define any locations that you want to do and forces a progression item into these
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locations.
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* `item_links` allows players to link their items into a group with the same item link name and game. The items declared
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in `item_pool` get combined and when an item is found for the group, all players in the group receive it. Item links
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can also have local and non local items, forcing the items to either be placed within the worlds of the group or in
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worlds outside the group. If players have a varying amount of a specific item in the link, the lowest amount from the
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players will be the amount put into the group.
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### Random numbers
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Options taking a choice of a number can also use a variety of `random` options to choose a number randomly.
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* `random` will choose a number allowed for the setting at random
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* `random-low` will choose a number allowed for the setting at random, but will be weighted towards lower numbers
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* `random-middle` will choose a number allowed for the setting at random, but will be weighted towards the middle of the
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range
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* `random-high` will choose a number allowed for the setting at random, but will be weighted towards higher numbers
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* `random-range-#-#` will choose a number at random from between the specified numbers. For example `random-range-40-60`
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will choose a number between 40 and 60
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* `random-range-low-#-#`, `random-range-middle-#-#`, and `random-range-high-#-#` will choose a number at random from the
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specified numbers, but with the specified weights
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### Example
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```yaml
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description: An example using various advanced options
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name: Example Player
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game:
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A Link to the Past: 10
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Timespinner: 10
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requires:
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version: 0.4.1
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A Link to the Past:
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accessibility: minimal
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progression_balancing: 50
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smallkey_shuffle:
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original_dungeon: 1
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any_world: 1
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crystals_needed_for_gt:
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random-low: 1
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crystals_needed_for_ganon:
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random-range-high-1-7: 1
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local_items:
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- Bombos
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- Ether
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- Quake
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non_local_items:
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- Moon Pearl
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start_inventory:
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Pegasus Boots: 1
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Bombs (3): 2
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start_hints:
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- Hammer
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start_location_hints:
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- Spike Cave
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exclude_locations:
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- Cave 45
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priority_locations:
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- Link's House
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item_links:
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- name: rods
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item_pool:
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- Fire Rod
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- Ice Rod
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replacement_item: "Rupee (1)"
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link_replacement: true
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triggers:
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- option_category: A Link to the Past
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option_name: smallkey_shuffle
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option_result: any_world
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options:
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A Link to the Past:
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bigkey_shuffle: any_world
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map_shuffle: any_world
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compass_shuffle: any_world
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Timespinner:
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accessibility: minimal
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progression_balancing: 50
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item_links: # Share part of your item pool with other players.
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- name: TSAll
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item_pool:
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- Everything
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local_items:
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- Twin Pyramid Key
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- Timespinner Wheel
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replacement_item: null
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```
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#### This is a fully functional yaml file that will do all the following things:
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* `description` gives us a general overview so if we pull up this file later we can understand the intent.
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* `name` is `Example Player` and this will be used in the server console when sending and receiving items.
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* `game` has an equal chance of being either `A Link to the Past` or `Timespinner` with a 10/20 chance for each. This is
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because each game has a weight of 10 and the total of all weights is 20.
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* `requires` is set to required release version 0.3.2 or higher.
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* `accessibility` for both games is set to `minimal` which will set this seed to beatable only, so some locations and
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items may be completely inaccessible but the seed will still be completable.
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* `progression_balancing` for both games is set to 50, the default value, meaning we will likely receive important items
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earlier, increasing the chance of having things to do.
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* `A Link to the Past` defines a location for us to nest all the game options we would like to use for our
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game `A Link to the Past`.
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* `smallkey_shuffle` is an option for A Link to the Past which determines how dungeon small keys are shuffled. In this
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example we have a 1/2 chance for them to either be placed in their original dungeon and a 1/2 chance for them to be
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placed anywhere amongst the multiworld.
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* `crystals_needed_for_gt` determines the number of crystals required to enter the Ganon's Tower entrance. In this
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example a random number will be chosen from the allowed range for this setting (0 through 7) but will be weighted
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towards a lower number.
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* `crystals_needed_for_ganon` determines the number of crystals required to beat Ganon. In this example a number between
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1 and 7 will be chosen at random, weighted towards a high number.
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* `local_items` forces the `Bombos`, `Ether`, and `Quake` medallions to all be placed within our own world, meaning we
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have to find it ourselves.
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* `non_local_items` forces the `Moon Pearl` to be placed in someone else's world, meaning we won't be able to find it.
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* `start_inventory` defines an area for us to determine what items we would like to start the seed with. For this
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example we have:
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* `Pegasus Boots: 1` which gives us 1 copy of the Pegasus Boots
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* `Bombs (3): 2` gives us 2 packs of 3 bombs or 6 total bombs
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* `start_hints` gives us a starting hint for the hammer available at the beginning of the multiworld which we can use
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with no cost.
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* `start_location_hints` gives us a starting hint for the `Spike Cave` location available at the beginning of the
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multiworld that can be used for no cost.
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* `exclude_locations` forces a not important item to be placed on the `Cave 45` location.
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* `priority_locations` forces a progression item to be placed on the `Link's House` location.
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* `item_links`
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* For `A Link to the Past` all players in the `rods` item link group will share their fire and ice rods and the player
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items will be replaced with single rupees. The rupee will also be shared among those players.
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* For `Timespinner` all players in the `TSAll` item link group will share their entire item pool and the `Twin Pyramid
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Key` and `Timespinner Wheel` will be forced among the worlds of those in the group. The `null` replacement item
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will, instead of forcing a specific chosen item, allow the generator to randomly pick a filler item to replace the
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player items.
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* `triggers` allows us to define a trigger such that if our `smallkey_shuffle` option happens to roll the `any_world`
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result it will also ensure that `bigkey_shuffle`, `map_shuffle`, and `compass_shuffle` are also forced to the
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`any_world` result. More information on triggers can be found in the
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[triggers guide](/tutorial/Archipelago/triggers/en).
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2022-06-08 22:15:47 +00:00
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2022-07-06 21:06:32 +00:00
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## Generating Multiple Worlds
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YAML files can be configured to generate multiple worlds using only one file. This is mostly useful if you are playing
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an asynchronous multiworld (shortened to async) and are wanting to submit multiple worlds as they can be condensed into
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one file, removing the need to manage separate files if one chooses to do so.
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As a precautionary measure, before submitting a multi-game yaml like this one in a synchronous/sync multiworld, please
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confirm that the other players in the multi are OK with what you are submitting, and please be fairly reasonable about
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the submission. (ie. Multiple long games (SMZ3, OoT, HK, etc.) for a game intended to be <2 hrs is not likely considered
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reasonable, but submitting a ChecksFinder alongside another game OR submitting multiple Slay the Spire runs is likely
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OK)
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2023-06-02 03:33:12 +00:00
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To configure your file to generate multiple worlds, use 3 dashes `---` on an empty line to separate the ending of one
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world and the beginning of another world. You can also combine multiple files by uploading them to the
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[validation page](/check).
|
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### Example
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```yaml
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description: Example of generating multiple worlds. World 1 of 3
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name: Mario
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game: Super Mario 64
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requires:
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version: 0.3.2
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Super Mario 64:
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progression_balancing: 50
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accessibilty: items
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EnableCoinStars: false
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StrictCapRequirements: true
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StrictCannonRequirements: true
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StarsToFinish: 70
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AmountOfStars: 70
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DeathLink: true
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BuddyChecks: true
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AreaRandomizer: true
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ProgressiveKeys:
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true: 1
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false: 1
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---
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description: Example of generating multiple worlds. World 2 of 3
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|
name: Minecraft
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game: Minecraft
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Minecraft:
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progression_balancing: 50
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accessibilty: items
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advancement_goal: 40
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|
combat_difficulty: hard
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|
include_hard_advancements: false
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|
include_unreasonable_advancements: false
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|
include_postgame_advancements: false
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|
shuffle_structures: true
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|
structure_compasses: true
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send_defeated_mobs: true
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|
bee_traps: 15
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egg_shards_required: 7
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egg_shards_available: 10
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|
required_bosses:
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|
none: 0
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ender_dragon: 1
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wither: 0
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both: 0
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|
---
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|
|
description: Example of generating multiple worlds. World 3 of 3
|
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|
|
name: ExampleFinder
|
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game: ChecksFinder
|
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|
ChecksFinder:
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|
progression_balancing: 50
|
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|
accessibilty: items
|
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|
```
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|
The above example will generate 3 worlds - one Super Mario 64, one Minecraft, and one ChecksFinder.
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