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1229 lines
43 KiB
Python
1229 lines
43 KiB
Python
"""
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Option definitions for Paper Mario 64
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"""
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from Options import Choice, Range, DeathLink, Toggle, DefaultOnToggle, FreeText, PerGameCommonOptions
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from dataclasses import dataclass
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class ShuffleKeys(DefaultOnToggle):
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"""If disabled, keys that are used within dungeons can only be found in their respective dungeons."""
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display_name = "Keysanity"
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class ShuffleTradeEvents(Toggle):
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"""Adds the 3 rewards obtained for doing the Trading Toad quests (started via Koopa Village's radio) into the item
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pool. These checks are available with 1, 3, and 5 star spirits saved."""
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display_name = "Include Trading Event Rewards"
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class ShuffleHiddenPanels(Toggle):
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"""Hidden panels can have any item; the star pieces normally hidden under them are added to the item pool. To flip
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hidden panels, you need Super Boots or Ultra Hammer."""
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display_name = "Include Hidden Panels"
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class ShuffleDojoRewards(Range):
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"""Number of Dojo fights with randomized rewards. The logic can only expect you to do the 2nd fight with 1 star
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spirit saved. The three Master fights are only in logic after you have 3, 4, and 5 star spirits saved."""
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display_name = "Dojo Rewards"
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range_start = 0
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range_end = 5
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default = 0
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class ShuffleSuperMultiBlocks(Choice):
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"""Off: Super Blocks and Multicoin blocks appear in their usual locations
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Shuffle: Shuffles the locations of the Super Blocks and Multicoin Brick Blocks together
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Anywhere: Multi coin blocks can be shuffled into non-block locations, which turns them into 'Coin Bag' items that
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grant you 10 coins."""
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display_name = "Shuffle Super/Multicoin Blocks"
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option_Off = 0
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option_Shuffle = 1
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option_Anywhere = 2
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class GearShuffleMode(Choice):
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"""Vanilla: Gear (Boots and Hammers) appear in their vanilla locations
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Gear Location Shuffle: Gear is shuffled amongst the upgrade chests and the bush in Jr. Troopa's playground
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Full Shuffle: Gear can be anywhere."""
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display_name = "Gear Shuffle"
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option_Vanilla = 0
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option_Gear_Location_Shuffle = 1
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option_Full_Shuffle = 2
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default = 2
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class ShuffleLetters(Choice):
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"""Vanilla: Letter rewards remain unshuffled.
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Vanilla Letter Chain: Shuffle delivery rewards, but don't shuffle anything in the long letter chain.
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Final Letter Chain Reward: Shuffle letter delivery rewards and the final reward of the long letter chain.
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Full shuffle: Every letter delivery reward is shuffled, effectively removing the letter
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chain as each letter in the chain is shuffled."""
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display_name = "Letter Delivery Rewards"
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option_Vanilla = 0
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option_Vanilla_Letter_Chain = 1
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option_Final_Letter_Chain_Reward = 2
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option_Full_Shuffle = 3
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class ShuffleKootFavors(Choice):
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"""Koopa Koot's Favors unlock after ridding the village of the Fuzzies, and three more are unlocked per star spirit
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saved up to 6 star spirits.
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Vanilla: Koopa Koot Favor rewards and quest items are unshuffled.
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Shuffle rewards: Shuffle the favor rewards, but not the key items for his quests.
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Full Shuffle: Shuffle the rewards AND the quest key items."""
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display_name = "Koopa Koot Favors"
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option_Vanilla = 0
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option_Shuffle_Rewards = 1
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option_Full_Shuffle = 2
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class PartnerUpgradeShuffle(Choice):
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"""Vanilla: Partners are upgraded through super blocks as usual.
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Super Block Locations: Super blocks are replaced by item blocks that give partner specific upgrade items.
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Full Shuffle: Super blocks are replaced with item blocks and specific partner upgrades are added as
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items in the pool."""
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display_name = "Partner Upgrades"
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option_Vanilla = 0
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option_Super_Block_Locations = 1
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option_Full_Shuffle = 2
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class IncludeShops(DefaultOnToggle):
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"""Shop items are included in the item pool.
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This includes regular item shops, Rowf's badge shop, and Merlow's star piece trade"""
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display_name = "Shopsanity"
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class LogicRipCheatoItems(Range):
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"""Number of items sold by Rip Cheato that can be required by logic.
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Items in logic will always be sold by him before the out of logic ones."""
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display_name = "Rip Cheato Items In Logic"
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range_start = 0
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range_end = 11
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default = 6
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class LogicRowfItems(Range):
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"""Determines how many sets of items sold by Rowf are candidates for progression items.
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He sells 4 items initially, and 3 more for each Star Spirit up to saved 4 Spirits, up to 16 total items.
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Note: You can talk to him and request he change his offerings."""
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display_name = "Rowf Items in Logic"
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range_start = 0
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range_end = 5
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default = 5
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class LogicMerlowItems(Toggle):
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"""Determines whether Merlow's Star Piece rewards can be required for progression. The items that you buy directly
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are never progression items. This is specifically for the rewards which are granted after spending X Star Pieces."""
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display_name = "Merlow Items in Logic"
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class ShuffleOverworldCoins(Toggle):
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"""Overworld coins are included in the item pool"""
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display_name = "Shuffle Overworld Coins"
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class ShuffleFavorCoins(Toggle):
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"""Coins from Koopa Koot's favor rewards are included in the item pool.
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Only has an effect when Koopa Koot's rewards are shuffled."""
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display_name = "Shuffle Favor Coins"
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class ShuffleCoinBlocks(Toggle):
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"""Single coin blocks are included in the item pool"""
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display_name = "Shuffle Coin Blocks"
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class ShuffleFoliageCoins(Toggle):
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"""Coins from bushes and trees are included in the item pool.
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It's recommended to turn on 'Foliage Item Hints' with this setting."""
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display_name = "Shuffle Foliage Coins"
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class LocalConsumables(Range):
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"""A percentage of consumable items will remain in the player's world instead of being shuffled into the multiworld.
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This can prevent other people from getting too many of your filler items, as well as make it easier to restock your
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inventory without farming items from enemies or using a potentially limited variety of consumables."""
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display_name = "Local Consumables Percentage"
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range_start = 0
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range_end = 100
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default = 100
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# Partners
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class ShufflePartners(Choice):
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"""Partners become items in the item pool, and you get an item where you would normally get a partner."""
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display_name = "Shuffle Partners"
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option_Off = 0
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option_Partner_Locations = 1
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option_Full_Shuffle = 2
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class PartnersAlwaysUsable(Toggle):
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"""All partner field abilities are available to use even before you have unlocked them."""
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display_name = "Partners Always Usable"
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class StartRandomPartners(DefaultOnToggle):
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"""Start with a random set of partners."""
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display_name = "Start With Random Partners"
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class StartPartners(Range):
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"""Number of random partners you start with, from 1 to 8"""
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display_name = "Number of Starting Partners"
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range_start = 1
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range_end = 8
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default = 1
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class StartWithGoombario(Toggle):
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"""Have Goombario as a starting partner. You must have at least one partner selected or be given a random one."""
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display_name = "Start With Goombario"
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class StartWithKooper(Toggle):
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"""Have Kooper as a starting partner. You must have at least one partner selected or be given a random one."""
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display_name = "Start With Kooper"
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class StartWithBombette(Toggle):
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"""Have Bombette as a starting partner. You must have at least one partner selected or be given a random one."""
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display_name = "Start With Bombette"
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class StartWithParakarry(Toggle):
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"""Have Parakarry as a starting partner. You must have at least one partner selected or be given a random one."""
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display_name = "Start With Parakarry"
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class StartWithBow(Toggle):
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"""Have Bow as a starting partner. You must have at least one partner selected or be given a random one."""
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display_name = "Start With Bow"
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class StartWithWatt(Toggle):
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"""Have Watt as a starting partner. You must have at least one partner selected or be given a random one."""
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display_name = "Start With Watt"
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class StartWithSushie(Toggle):
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"""Have Sushie as a starting partner. You must have at least one partner selected or be given a random one."""
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display_name = "Start With Sushie"
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class StartWithLakilester(Toggle):
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"""Have Lakilester as a starting partner. You must have at least one partner selected or be given a random one."""
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display_name = "Start With Lakilester"
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class BadgeBPShuffle(Choice):
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"""Vanilla: Badges have their original Badge Point (BP) costs.
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Balanced Random: Random BP costs 1-8, but weighted so most are +/-2 from vanilla.
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Shuffled: Original BP costs are shuffled together.
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Fully Random: Random BP costs from 1-6, unweighted."""
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display_name = "Badges BP"
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option_Vanilla = 0
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option_Balanced_Random = 1
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option_Shuffled = 2
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option_Fully_Random = 3
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class BadgeFPShuffle(Choice):
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"""Vanilla: Abilities granted by badges have their original Flower Point (FP) costs.
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Shuffled: Original FP costs are shuffled together.
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Balanced Random: Random FP costs 1-7, but weighted so most are +/-2 from vanilla.
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Fully Random: Random FP costs from 1-7, unweighted."""
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display_name = "Badges FP"
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option_Vanilla = 0
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option_Balanced_Random = 1
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option_Shuffled = 2
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option_Fully_Random = 3
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class PartnerFPShuffle(Choice):
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"""Vanilla: Partner special attacks have their original Flower Point (FP) costs.
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Shuffled: Original FP values are shuffled together.
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Balanced Random: Random FP values 1-8, but weighted so most are +/-2 from vanilla.
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Fully Random: Random FP values from 1-8, unweighted."""
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display_name = "Partners FP"
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option_Vanilla = 0
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option_Balanced_Random = 1
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option_Shuffled = 2
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option_Fully_Random = 3
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class SPShuffle(Choice):
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"""Vanilla: Star Spirit abilities have their original Star Power (SP) costs.
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Shuffled: Original SP costs are shuffled together.
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Balanced Random: Random SP costs 1-3, but weighted so most are +/-1 from vanilla.
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Fully Random: Random SP costs from 1-3, unweighted."""
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display_name = "SP Costs"
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option_Vanilla = 0
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option_Balanced_Random = 1
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option_Shuffled = 2
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option_Fully_Random = 3
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class MysteryShuffle(Choice):
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"""Vanilla: Mystery will pull from the vanilla item pool (one of six basic items).
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Random Pick: Mystery will be a random item for the full playthrough.
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Random Per Use: Mystery will be a random item on every use."""
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display_name = "Mystery"
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option_Vanilla = 0
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option_Random_Pick = 1
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option_Random_Per_Use = 2
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class ShuffleBattleFormations(Toggle):
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"""Shuffles which enemies you encounter and in what number.
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Enemies are limited to those that normally appear in the area."""
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display_name = "Shuffle Battle Formations"
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class RandomPuzzles(Toggle):
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"""Randomizes most of the game's puzzles.
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See https://github.com/icebound777/PMR-SeedGenerator/wiki/Random-Puzzles for a full list."""
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display_name = "Randomize Puzzles"
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class BossShuffle(Toggle):
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"""Shuffles end of chapter bosses. While enabled, Mario can run on the first turn of a boss battle.
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Note: This is not yet implemented and will fail to generate if set to True."""
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display_name = "Shuffle Bosses"
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class BlooperDamageRequirements(Choice):
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"""There are 3 Blooper fights. Regardless of what order you visit the fight locations, you always fight Blooper,
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then Electro Blooper, then Super Blooper. This setting can add logic such that you are able to deal enough damage
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per turn with jump and partner attacks to comfortably defeat all 3 Bloopers before needing to defeat any of them.
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Note that damage is calculated only by partners and boot upgrades, not badges or partner upgrades/abilities.
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None: No logical requirements to defeat Bloopers
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Low: 3 damage per turn required
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Medium: 6 damage per turn required
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High: 9 damage per turn required"""
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display_name = "Blooper Damage Requirements"
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option_None = 0
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option_Low = 1
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option_Medium = 2
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option_High = 3
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# Difficulty settings
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class EnemyDifficulty(Choice):
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"""Vanilla: Original enemy stats.
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Shuffle Chapter Difficulty: Each chapter is assigned a new number, enemies are scaled accordingly.
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Progressive Scaling: Enemies scale as Mario gains more progression items and partners."""
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display_name = "Enemy Difficulty"
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option_Vanilla = 0
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option_Shuffle_Chapter_Difficulty = 1
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option_Progressive_Scaling = 2
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default = 2
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class EnemyDamage(Choice):
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"""Increases the damage done by enemy attacks."""
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display_name = "Enemy Difficulty"
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option_Normal = 1
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option_Double_Pain = 2
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option_Quadruple_Pain = 4
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default = option_Normal
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class OneHitKO(Toggle):
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"""Mario will die instantly from an enemy attack if a block action command is failed"""
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display_name = "One Hit KO"
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class XPMultiplier(Range):
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"""Increase or decrease the star points gained from enemies. Double the desired value for this setting.
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ex: if you want double XP, set this to 4; for vanilla XP, set this to 2"""
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display_name = "XP Multiplier"
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range_start = 0
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range_end = 4
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default = 2
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class CapEnemyXP(Toggle):
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"""Limits the amount of XP per defeated enemy to 5."""
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display_name = "Cap Enemy XP"
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class DropStarPoints(Toggle):
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"""Mario will drop star points when running away from battle.
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Equipping the Runaway Pay badge will prevent him from dropping star points."""
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display_name = "Drop Star Points"
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class NoHeartBlocks(Toggle):
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"""Remove heart blocks from the game"""
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display_name = "No Heart Blocks"
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class NoSaveBlocks(Toggle):
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"""Remove save blocks from the game. You can still save at the end of each chapter."""
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display_name = "No Save Blocks"
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class NoHealingItems(Toggle):
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"""HP/FP restoring items will have no effect."""
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display_name = "No Healing Items"
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class BadgeSynergy(Toggle):
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"""Increases Mario's attack power with boots or hammer attacks the more badges of similar type he wears."""
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display_name = "No Healing Items"
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class MerlowRewardsPricing(Choice):
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"""Cheap: Rewards every 5 star pieces spent, up to 30 total.
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Normal: Rewards every 10 star pieces spent, up to 60 total."""
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display_name = "Merlow Rewards Pricing"
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option_Cheap = 0
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option_Vanilla = 1
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class ChetRippoAvailable(Toggle):
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"""Determines if Chet Rippo, the shady NPC who you can pay to reallocate Mario's stats, appears in Toad Town."""
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display_name = "Chet Rippo Available"
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class BowserDoorQuiz(Choice):
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"""Quiz: The second Bowser door in Bowser's castle has a quiz. Pass it or be forced to fight the anti-guy unit.
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Anti Guys Unit: The second Bowser door in Bowser's castle has no quiz; you must fight the anti guys unit.
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Skip: The second Bowser door in Bowser's castle is open as though the quiz has already been completed."""
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display_name = "Bowser Door Quiz"
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option_Quiz = 0
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option_Anti_Guys_Unit = 1
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option_Skip = 2
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class KentCKoopa(Choice):
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"""Blocks Pleasant Path: You must pay 50 coins or defeat him to get into Pleasant Path.
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Must Defeat: You must defeat him to get into Pleasant Path. Expects two chapters completed and a way to flip him.
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Already Paid: Stands on the side of Pleasant Path as if already paid.
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Already Defeated: Removed from Pleasant Path as if already defeated."""
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display_name = "Kent C. Koopa"
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option_Blocks_Pleasant_Path = 0
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option_Must_Defeat = 1
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option_Already_Paid = 2
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option_Already_Defeated = 3
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class SeedGoal(Choice):
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"""Defeat Bowser: The game is complete once you've defeated Bowser to take back the Star Rod.
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Open Star Way: The game is complete once you've fulfilled the requirements to open Star Way"""
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display_name = "Seed Goal"
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option_Defeat_Bowser = 0
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option_Open_Star_Way = 1
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class PowerStarHunt(Toggle):
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"""Adds power stars into the item pool. You must collect a certain amount and give them to Eldstar at
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Shooting Star Summit to open up Star Way. """
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display_name = "Power Star Hunt"
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class StarWaySpiritsRequired(Range):
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"""Number of star spirits required to open up Star Way and access Chapter 8.
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Access requirements will also include power stars if Power Star Hunt is turned on."""
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display_name = "Spirits Required for Star Way"
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range_start = 0
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range_end = 7
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default = 5
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class SpiritRequirements(Choice):
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"""Determines if specific spirits are needed to open star way.
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Any: Any spirits can open Star Way.
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Specific: A set of specific spirits open Star Way. You can find which are required by visiting Shooting Star Summit.
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Specific and Limit Chapter Logic: Progression items will be limited to prologue, common areas, and areas in required
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chapters."""
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display_name = "Required Spirits"
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option_Any = 0
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option_Specific = 1
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option_Specific_And_Limit_Chapter_Logic = 2
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class LimitChapterLogic(Toggle):
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"""Progression items will only appear in required chapters, the prologue, and in common areas. You will not need to
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check the chapters that are out of logic whatsoever, and the checks in those chapters will not grant you
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hint points. You can still visit them for local items (badges, consumables, etc) if you want or need to."""
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display_name = "Limit Chapter Logic"
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class ShuffleStarBeam(Toggle):
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"""Star Beam becomes an item shuffled in the item pool. Another random item will replace Star Beam in Star Haven.
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Upon reaching the first Bowser fight in Peach's Castle, he will tell you where Star Beam is."""
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display_name = "Shuffle Star Beam"
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class StarBeamSpiritsRequired(Range):
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"""Number of star spirits required to obtain the item in the Star Beam location in Star Sanctuary.
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Forced to 0 when Limit Chapter Logic is active."""
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display_name = "Spirits Required for Star Beam"
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range_start = 0
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range_end = 7
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default = 0
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class StarWayPowerStarsRequired(Range):
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"""Number of power stars required to open up Star Way and access Chapter 8."""
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display_name = "Power Stars Required for Star Way"
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range_start = 0
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range_end = 120
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default = 50
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class StarBeamPowerStarsRequired(Range):
|
|
"""Number of power stars required to be gifted the Star Beam in Star Sanctuary"""
|
|
display_name = "Power Stars Required for Star Beam"
|
|
range_start = 0
|
|
range_end = 120
|
|
default = 50
|
|
|
|
|
|
class TotalPowerStars(Range):
|
|
"""Number of power stars placed in the game world. Must be more than the "Required Power Stars".
|
|
It's recommended that this is around 1.5 times the number of required stars."""
|
|
display_name = "Total Power Stars"
|
|
range_start = 0
|
|
range_end = 120
|
|
default = 70
|
|
|
|
|
|
# Difficulty Stats and Gear
|
|
class StartingBoots(Choice):
|
|
"""Level of the boots that Mario will start the game with.
|
|
Note: While jumpless, you can still climb up some places with Parakarry.
|
|
You can also hit floating blocks by using Kooper's ability beneath them."""
|
|
display_name = "Starting Boots"
|
|
option_Jumpless = -1
|
|
option_Normal = 0
|
|
option_Super = 1
|
|
option_Ultra = 2
|
|
|
|
|
|
class StartingHammer(Choice):
|
|
"""Level of the hammer that Mario will start the game with.
|
|
Note: Without hammer, you can still hit trees and break yellow blocks using Bombette's ability."""
|
|
display_name = "Starting Hammer"
|
|
option_Hammerless = -1
|
|
option_Normal = 0
|
|
option_Super = 1
|
|
option_Ultra = 2
|
|
|
|
|
|
class StartingCoins(Range):
|
|
"""Amount of coins Mario will start the game with.
|
|
Note: You will need to pay 50 coins to get past Kent C Koopa on the way to Koopa Village. It's recommended that you
|
|
don't spend all your coins before paying him off."""
|
|
display_name = "Starting Coins"
|
|
range_start = 0
|
|
range_end = 999
|
|
default = 150
|
|
|
|
|
|
class StartingHP(Range):
|
|
"""Amount of Health Points Mario will start the game with
|
|
Note: Mario must have at least one starting stat raised past its initial value (5 for HP and FP, 3 for BP)"""
|
|
display_name = "Starting HP"
|
|
range_start = 5
|
|
range_end = 50
|
|
default = 10
|
|
increment = 5
|
|
|
|
|
|
class StartingFP(Range):
|
|
"""Amount of Flower Points Mario will start the game with
|
|
Note: Mario must have at least one starting stat raised past its initial value (5 for HP and FP, 3 for BP)"""
|
|
display_name = "Starting FP"
|
|
range_start = 5
|
|
range_end = 50
|
|
default = 5
|
|
increment = 5
|
|
|
|
|
|
class StartingBP(Range):
|
|
"""Amount of Badge Points Mario will start the game with
|
|
Note: Mario must have at least one starting stat raised past its initial value (5 for HP and FP, 3 for BP)"""
|
|
display_name = "Starting BP"
|
|
range_start = 3
|
|
range_end = 30
|
|
default = 3
|
|
increment = 3
|
|
|
|
|
|
class RandomStartingStats(Toggle):
|
|
"""Instead of choosing starting stats, you can have them randomized based on a chosen starting level.
|
|
Setting this to true will overwrite the starting BP, HP, and FP stat settings
|
|
Base stats are 5 HP, 5 FP, and 3 BP, with each level raising one of these at random"""
|
|
display_name = "Random Starting Stats"
|
|
|
|
|
|
class RandomStartingStatsLevel(Range):
|
|
"""When random starting stats is true, this changes what level (1-27) Mario starts at.
|
|
Starting stats will be randomly distributed and will overwrite the starting HP, FP, and BP stat settings"""
|
|
display_name = "Random Starting Stats Level"
|
|
range_start = 1
|
|
range_end = 27
|
|
default = 1
|
|
|
|
|
|
class StartingSP(Range):
|
|
"""Amount of Star Power Mario will start the game with.
|
|
Starting with SP allows Mario to use star powers, which will be cast by Twink until star spirits are saved."""
|
|
display_name = "Starting SP"
|
|
range_start = 0
|
|
range_end = 7
|
|
default = 0
|
|
|
|
|
|
# Difficulty Starting Items
|
|
class RandomStartItems(Range):
|
|
"""Number of random items you want to start with."""
|
|
display_name = "Random Starting Items"
|
|
range_start = 0
|
|
range_end = 16
|
|
default = 0
|
|
|
|
|
|
# Difficulty Item Pool
|
|
class ConsumableItemPool(Choice):
|
|
"""Vanilla: Original consumable items.
|
|
Mystery Only: All consumables are replaced by Mystery.
|
|
Fully Random: Consumables are completely random.
|
|
Balanced Random: Consumables are randomized and balanced according to Balanced Random Item Quality."""
|
|
display_name = "Consumable Item Pool"
|
|
option_Vanilla = 0
|
|
option_Fully_Random = 1
|
|
option_Balanced_Random = 2
|
|
option_Mystery_Only = 3
|
|
|
|
|
|
class ConsumableItemQuality(Range):
|
|
"""Sets how powerful consumable items should be on average, where a higher % means better items.
|
|
100% is the strength of the vanilla item pool."""
|
|
display_name = "Consumable Item Quality (%)"
|
|
range_start = 25
|
|
range_end = 125
|
|
default = 100
|
|
increment = 25
|
|
|
|
|
|
class ProgressiveBadges(Toggle):
|
|
"""Badges that come in different power levels are changed to progressive badges.
|
|
This affects jump/hammer charge, power and mega jump/hammer, and quake hammer.
|
|
Intermediate beta badges are included for the involved badge families even if beta badges are turned off."""
|
|
display_name = "Progressive Badges"
|
|
|
|
|
|
class ItemPouches(Toggle):
|
|
"""Adds 5 item pouches into the item pool. Every pouch found increases Mario's inventory size by 2.
|
|
This increases total inventory size from 10 items up to a maximum of 20."""
|
|
display_name = "Add Item Pouches"
|
|
|
|
|
|
class UnusedBadgeDupes(Toggle):
|
|
"""Adds unused duplicates of badges that can stack into the item pool."""
|
|
display_name = "Add Unused Badge Duplicates"
|
|
|
|
|
|
class BetaItems(Toggle):
|
|
"""Adds unused beta badges and consumable items into the item pool."""
|
|
display_name = "Add Beta Items"
|
|
|
|
|
|
class BadgePoolLimit(Range):
|
|
"""Sets the max amount of badges that can be in the item pool. There are 80 badges in vanilla."""
|
|
display_name = "Badge Pool Limit"
|
|
range_start = 0
|
|
range_end = 128
|
|
default = 128
|
|
|
|
|
|
class ItemTraps(Choice):
|
|
"""Replaces some items with fakes that deal 2 damage upon contact."""
|
|
display_name = "Item Traps"
|
|
option_No_Traps = 0
|
|
option_Sparse = 1
|
|
option_Moderate = 2
|
|
option_Plenty = 3
|
|
|
|
|
|
# World settings
|
|
class StartingMap(Choice):
|
|
"""Sets the town/village where the game starts.
|
|
This is also where the Homeward Shroom warps Mario.
|
|
You may use the warp shroom from the key items menu in the overworld."""
|
|
display_name = "Starting Location"
|
|
option_Toad_Town = 0
|
|
option_Goomba_Village = 1
|
|
option_Dry_Dry_Outpost = 2
|
|
option_Yoshi_Village = 5
|
|
|
|
|
|
class OpenPrologue(Toggle):
|
|
"""When enabled, Goomba King starts off defeated and the bridge to reach Goomba Village will be open from the start.
|
|
When starting from anywhere other than Goomba Village, this will mean having to reach the village via sewers."""
|
|
display_name = "Open Prologue"
|
|
|
|
|
|
class OpenMtRugged(Toggle):
|
|
"""When enabled, the boulder blocking the train from going to Mt. Rugged will be gone from the start.
|
|
When disabled, you will have to use Bombette to blow up the boulder."""
|
|
display_name = "Open Mt. Rugged"
|
|
|
|
|
|
class OpenForest(Toggle):
|
|
"""When enabled, Oakley allows you through Forever Forest with no requirements.
|
|
When disabled, Oakley only allows you through once you have a Forest Pass (added randomizer item), and Fice T's
|
|
cutscene will have an item check.
|
|
"""
|
|
display_name = "Open Forest"
|
|
|
|
|
|
class OpenToybox(Toggle):
|
|
"""When enabled, you can open the door to enter Shy Guy's Toy Box from the start.
|
|
When disabled, you will have to use Bow to hide from the Shy Guy to enter Shy Guy's Toy Box for the first time."""
|
|
display_name = "Open Toy Box"
|
|
|
|
|
|
class OpenWhale(Toggle):
|
|
"""When enabled, you can ride the whale to Lavalava Island from the start.
|
|
When disabled, you will have to use Watt to catch and defeat Fuzzipede in order to ride the whale."""
|
|
display_name = "Open Whale"
|
|
|
|
|
|
class MagicalSeedsRequired(Range):
|
|
"""The amount of Magical Seeds required to open the gate to Flower Fields. Changing this does not remove the
|
|
Bub-ulb checks."""
|
|
display_name = "Magical Seeds Required"
|
|
range_start = 0
|
|
range_end = 4
|
|
default = 4
|
|
|
|
|
|
class OpenBlueHouse(Toggle):
|
|
"""When enabled, the door to the Blue House in Toad Town's Southern District is unlocked from the start
|
|
and the Odd Key is removed from the item pool.
|
|
When disabled, you will have to use the Odd Key to open the Blue House door."""
|
|
display_name = "Open Blue House"
|
|
|
|
|
|
class Chapter7BridgeVisible(Toggle):
|
|
"""When enabled, blocks leading to Shiver City are visible and can be hit from above with Super Boots.
|
|
When disabled, they will be invisible and you will have to hit them from below with Ultra Boots."""
|
|
display_name = "Ch.7 Bridge Visible"
|
|
|
|
|
|
class MirrorMode(Choice):
|
|
"""Off: The overworld is never mirrored.
|
|
Always On: The overworld is always mirrored.
|
|
Random On Every Load: Whether the overworld is mirrored or not is random with every screen transition.
|
|
Static Random: Some overworld screens are mirrored, some are not, but they won't change within a playthrough.
|
|
Note: The Static Random option is not yet implemented and will fail to generate."""
|
|
display_name = "Mirror Mode"
|
|
option_Off = 0
|
|
option_Always_On = 1
|
|
option_Random_On_Every_Load = 2
|
|
option_Static_Random = 3
|
|
|
|
|
|
class BowserCastleMode(Choice):
|
|
"""Vanilla: Mario will need to go through the entire castle, requiring 5 keys and most partner abilities.
|
|
Shortened: Multiple sections of Bowser's Castle will be skipped. No keys or partner abilities will be required.
|
|
Boss Rush: The entire castle will be skipped until the hallway where you fight the Duplighosts."""
|
|
display_name = "Bowser's Castle Mode"
|
|
option_Vanilla = 0
|
|
option_Shortened = 1
|
|
option_Boss_Rush = 2
|
|
|
|
|
|
class ShuffleDungeonEntrances(Choice):
|
|
"""Shuffles the main entrance of every chapter dungeon. You can also choose to include Bowser's Castle's entrance.
|
|
Note: This is not yet implemented and will fail to generate if set to True."""
|
|
display_name = "Dungeon Entrance Shuffle"
|
|
option_Off = 0
|
|
option_Only_Spirit_Dungeons = 1
|
|
option_Include_Bowsers_Castle = 2
|
|
|
|
|
|
# QoL settings
|
|
class HiddenBlockMode(Choice):
|
|
"""Vanilla: Hidden blocks are only visible while using Watt's ability.
|
|
Watt Out: Hidden blocks are visible when Watt is your active partner, even without using her ability.
|
|
Watt Obtained: Hidden blocks are always visible after you have obtained Watt as a partner.
|
|
Always Visible: Hidden blocks are always visible."""
|
|
display_name = "Hidden Block Mode"
|
|
option_Vanilla = 0
|
|
option_Watt_Out = 1
|
|
option_Watt_Obtained = 2
|
|
option_Always_Visible = 3
|
|
|
|
|
|
class PreventOOBLZS(Toggle):
|
|
"""When enabled, prevents out of bound and loading zone storage tricks. This setting does NOT affect logic.
|
|
Warning: in some cases, attempting OOB exploits with this enabled can cause softlocks since the game fails to
|
|
properly reset Mario's position."""
|
|
display_name = "Prevent OOB/LZS Tricks"
|
|
|
|
|
|
class SkipQuiz(DefaultOnToggle):
|
|
"""When enabled, quiz rewards will be handed out without having to answer questions."""
|
|
display_name = "Skip Quiz"
|
|
|
|
|
|
class QuizmoAlwaysAppears(DefaultOnToggle):
|
|
"""When enabled, Chuck Quizmo always appears somewhere in town until his location questions have been answered."""
|
|
display_name = "Quizmo Always Appears"
|
|
|
|
|
|
class VisibleHiddenPanels(DefaultOnToggle):
|
|
"""When enabled, hidden panels will have an altered appearance to make identifying them easier.
|
|
Recommended for players not familiar with every single hidden panel locations when shuffling hidden panels."""
|
|
display_name = "Visible Hidden Panels"
|
|
|
|
|
|
class CutsceneMode(Choice):
|
|
"""Vanilla: Cutscenes from the original game are preserved.
|
|
Shortened: Cutscenes are quicker but preserved with some condensed dialogue.
|
|
Minimal: Most cutscenes and dialogues are removed."""
|
|
display_name = "Cutscene Mode"
|
|
option_Vanilla = 0
|
|
option_Shortened = 1
|
|
option_Minimal = 2
|
|
default = 1
|
|
|
|
|
|
class AlwaysSpeedySpin(DefaultOnToggle):
|
|
"""When enabled, Mario will always spin fast when pressing Z without needing to equip the Speedy Spin badge.
|
|
The Speedy Spin badge is also removed from the item pool."""
|
|
display_name = "Always Speedy Spin"
|
|
|
|
|
|
class AlwaysPeekaboo(DefaultOnToggle):
|
|
"""When enabled, you will always be able to see enemy's HP bars without needing to equip the Peekaboo badge.
|
|
The Peekaboo badge is also removed from the item pool."""
|
|
display_name = "Always Peekaboo"
|
|
|
|
|
|
class AlwaysISpy(DefaultOnToggle):
|
|
"""When enabled, you will always get an indicator if you enter a room with a hidden panel without needing to equip
|
|
the I Spy badge. The sound effect is removed, so it is only a visual cue.
|
|
The I Spy badge is also removed from the item pool.
|
|
Recommended for players not familiar with every single hidden panel locations when shuffling hidden panels."""
|
|
display_name = "Always I Spy"
|
|
|
|
|
|
class ISpyPanelHints(Choice):
|
|
"""Off: Don't show panel hints.
|
|
Vague: Display a generic item sprite based on the type of item inside the panel (e.g. badge, star piece, key item).
|
|
Concrete: Display the exact sprite of the item inside the panel."""
|
|
display_name = "I Spy Panel Hints"
|
|
option_Off = 0
|
|
option_Vague = 1
|
|
option_Concrete = 2
|
|
|
|
|
|
class FoliageItemHints(DefaultOnToggle):
|
|
"""When enabled, bushes and trees will emit a glow when they are hiding something."""
|
|
display_name = "Foliage Item Hints"
|
|
|
|
|
|
class CookWithoutFryingPan(Toggle):
|
|
"""When enabled, allows Tayce T. to cook for you without first finding the frying pan.
|
|
When disabled, you will have to find the frying pan before Tayce T. can cook anything for you."""
|
|
display_name = "Cook Without Frying Pan"
|
|
|
|
|
|
class SkipEpilogue(DefaultOnToggle):
|
|
"""When enabled, the game will skip directly to credits once you have acquired the Star Rod."""
|
|
display_name = "Skip Epilogue"
|
|
|
|
|
|
# Cosmetic settings
|
|
class MarioColorPalette(Choice):
|
|
"""Changes the way the sprite looks in-game."""
|
|
display_name = "Mario's Color Palette"
|
|
option_Default = 0
|
|
option_Luigi = 1
|
|
option_Wario = 2
|
|
option_Waluigi = 3
|
|
option_Fire = 4
|
|
option_Ice = 5
|
|
option_Maker = 6
|
|
option_Classic = 7
|
|
option_Random_Pick = 10
|
|
option_Random_Pick_No_Vanilla = 11
|
|
option_Random_On_Every_Load = 12
|
|
|
|
|
|
class GoombarioColorPalette(Choice):
|
|
"""Changes the way the sprite looks in-game."""
|
|
display_name = "Goombario's Color Palette"
|
|
option_Default = 0
|
|
option_Green = 1
|
|
option_Red = 2
|
|
option_Yellow = 3
|
|
option_Blue = 4
|
|
option_Grey = 5
|
|
option_Random_Pick = 10
|
|
option_Random_Pick_No_Vanilla = 11
|
|
option_Random_On_Every_Load = 12
|
|
|
|
|
|
class KooperColorPalette(Choice):
|
|
"""Changes the way the sprite looks in-game."""
|
|
display_name = "Kooper's Color Palette"
|
|
option_Default = 0
|
|
option_Green = 1
|
|
option_Red = 2
|
|
option_Purple = 3
|
|
option_Grey = 4
|
|
option_Random_Pick = 10
|
|
option_Random_Pick_No_Vanilla = 11
|
|
option_Random_On_Every_Load = 12
|
|
|
|
|
|
class BombetteColorPalette(Choice):
|
|
"""Changes the way the sprite looks in-game."""
|
|
display_name = "Bombette's Color Palette"
|
|
option_Default = 0
|
|
option_Orange = 1
|
|
option_Green = 2
|
|
option_Yellow = 3
|
|
option_Blue = 4
|
|
option_Red = 5
|
|
option_Purple = 6
|
|
option_Random_Pick = 10
|
|
option_Random_Pick_No_Vanilla = 11
|
|
option_Random_On_Every_Load = 12
|
|
|
|
|
|
class ParakarryColorPalette(Choice):
|
|
"""Changes the way the sprite looks in-game."""
|
|
display_name = "Parakarry's Color Palette"
|
|
option_Default = 0
|
|
option_Green = 1
|
|
option_Red = 2
|
|
option_Purple = 3
|
|
option_Random_Pick = 10
|
|
option_Random_Pick_No_Vanilla = 11
|
|
option_Random_On_Every_Load = 12
|
|
|
|
|
|
class BowColorPalette(Choice):
|
|
"""Changes the way the sprite looks in-game."""
|
|
display_name = "Bow's Color Palette"
|
|
option_Default = 0
|
|
option_Red = 1
|
|
option_Pink = 2
|
|
option_Blue = 3
|
|
option_Grey = 4
|
|
option_Random_Pick = 10
|
|
option_Random_Pick_No_Vanilla = 11
|
|
option_Random_On_Every_Load = 12
|
|
|
|
|
|
class WattColorPalette(Choice):
|
|
"""Changes the way the sprite looks in-game."""
|
|
display_name = "Watt's Color Palette"
|
|
option_Default = 0
|
|
option_Blue = 1
|
|
option_Pink = 2
|
|
option_Green = 3
|
|
option_Random_Pick = 10
|
|
option_Random_Pick_No_Vanilla = 11
|
|
option_Random_On_Every_Load = 12
|
|
|
|
|
|
class SushieColorPalette(Choice):
|
|
"""Changes the way the sprite looks in-game."""
|
|
display_name = "Sushie's Color Palette"
|
|
option_Default = 0
|
|
option_Red = 1
|
|
option_Yellow = 2
|
|
option_Green = 3
|
|
option_Blue = 4
|
|
option_Random_Pick = 10
|
|
option_Random_Pick_No_Vanilla = 11
|
|
option_Random_On_Every_Load = 12
|
|
|
|
|
|
class LakilesterColorPalette(Choice):
|
|
"""Changes the way the sprite looks in-game."""
|
|
display_name = "Lakilester's Color Palette"
|
|
option_Default = 0
|
|
option_Blue = 1
|
|
option_Dark = 2
|
|
option_Red = 3
|
|
option_Green = 4
|
|
option_Random_Pick = 10
|
|
option_Random_Pick_No_Vanilla = 11
|
|
option_Random_On_Every_Load = 12
|
|
|
|
|
|
class BossColorPalette(Choice):
|
|
"""Changes the way the sprites look in-game."""
|
|
display_name = "Bosses Color Palettes"
|
|
option_Default = 0
|
|
option_Random_Pick = 2
|
|
option_Random_Pick_No_Vanilla = 3
|
|
option_Random_On_Every_Load = 4
|
|
|
|
|
|
class NPCColorPalette(Choice):
|
|
"""Changes the way the sprites look in-game."""
|
|
display_name = "NPC Color Palettes"
|
|
option_Default = 0
|
|
option_Random_Pick = 2
|
|
option_Random_Pick_No_Vanilla = 3
|
|
option_Random_On_Every_Load = 4
|
|
|
|
|
|
class EnemyColorPalette(Choice):
|
|
"""Changes the way the sprites look in-game."""
|
|
display_name = "Enemy Color Palettes"
|
|
option_Default = 0
|
|
option_Random_Pick = 2
|
|
option_Random_Pick_No_Vanilla = 3
|
|
option_Random_On_Every_Load = 4
|
|
|
|
|
|
class HammerColorPalette(Choice):
|
|
"""Changes the way the sprite looks in-game."""
|
|
display_name = "Hammer Color Palette"
|
|
option_Default = 0
|
|
option_Random_Pick = 2
|
|
option_Random_Pick_No_Vanilla = 3
|
|
option_Random_On_Every_Load = 4
|
|
|
|
|
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class StatusMenuColorPalette(Choice):
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"""Changes the way the status menu at the top of the screen looks in-game."""
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display_name = "Status Menu Color Palette"
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option_Default = 0
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option_Blue = 1
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option_Green = 2
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option_Teal = 3
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option_Brown = 4
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option_Purple = 5
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option_Grey = 6
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option_Random_Pick = 7
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option_Animated = 8
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|
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|
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class CoinColorPalette(Choice):
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"""Changes the way the sprites look in-game."""
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display_name = "Coin Color Palette"
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option_Default = 0
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option_Red = 1
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option_Blue = 2
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option_Purple = 3
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option_Silver = 4
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|
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class RandomText(Toggle):
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|
"""When enabled, all text in the game will be randomized."""
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display_name = "Random Text"
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|
|
|
|
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class RomanNumerals(Toggle):
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|
"""When enabled, enemy HP bars will use roman numerals."""
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|
display_name = "Roman Numerals"
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|
|
|
|
|
class ShuffleMusic(Choice):
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|
"""Shuffles the different songs in the game.
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|
Shuffle By Mood: Songs will be shuffled within groups of similar moods such as relaxed, upbeat, battle.
|
|
Shuffle By Type: Songs will be shuffled within groups of similar types such as overworld, battle, event.
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|
Full Shuffle: Any song can play anywhere in the game."""
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|
display_name = "Shuffle Music"
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|
option_Off = -1
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option_Shuffle_By_Mood = 0
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|
option_Shuffle_By_Type = 1
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|
option_Full_Shuffle = 2
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|
default = -1
|
|
|
|
|
|
class ShuffleJingles(Toggle):
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|
"""When enabled, shuffles the different short music jingles in the game."""
|
|
display_name = "Shuffle Jingles"
|
|
|
|
|
|
class RandomPitch(Toggle):
|
|
"""When enabled, randomizes the pitch of the game's music and sounds."""
|
|
display_name = "Random Pitch"
|
|
|
|
|
|
class MuteDangerBeeps(Toggle):
|
|
"""When enabled, mutes the sound effect that plays when Mario is in danger."""
|
|
display_name = "Mute Danger Beeps"
|
|
|
|
|
|
class PMRSiteSettingsString(FreeText):
|
|
"""Put a value for this if grabbing the settings string from https://pm64randomizer.com/. Keep in mind not to use
|
|
settings specific to base PMR, and that AP-specific settings not on the site will keep their default values.
|
|
If you aren't using the site to get your settings, leave this as 'None'."""
|
|
display_name = "PMR Settings String"
|
|
default = "None"
|
|
|
|
|
|
@dataclass
|
|
class PaperMarioOptions(PerGameCommonOptions):
|
|
# Items
|
|
keysanity: ShuffleKeys
|
|
shuffle_hidden_panels: ShuffleHiddenPanels
|
|
gear_shuffle_mode: GearShuffleMode
|
|
trading_events: ShuffleTradeEvents
|
|
koot_favors: ShuffleKootFavors
|
|
koot_coins: ShuffleFavorCoins
|
|
overworld_coins: ShuffleOverworldCoins
|
|
foliage_coins: ShuffleFoliageCoins
|
|
coin_blocks: ShuffleCoinBlocks
|
|
include_shops: IncludeShops
|
|
dojo: ShuffleDojoRewards
|
|
partner_upgrades: PartnerUpgradeShuffle
|
|
letter_rewards: ShuffleLetters
|
|
super_multi_blocks: ShuffleSuperMultiBlocks
|
|
rowf_items: LogicRowfItems
|
|
merlow_items: LogicMerlowItems
|
|
cheato_items: LogicRipCheatoItems
|
|
local_consumables: LocalConsumables
|
|
|
|
# Partner
|
|
partners: ShufflePartners
|
|
partners_always_usable: PartnersAlwaysUsable
|
|
start_random_partners: StartRandomPartners
|
|
start_partners: StartPartners
|
|
start_with_goombario: StartWithGoombario
|
|
start_with_kooper: StartWithKooper
|
|
start_with_bombette: StartWithBombette
|
|
start_with_parakarry: StartWithParakarry
|
|
start_with_bow: StartWithBow
|
|
start_with_watt: StartWithWatt
|
|
start_with_sushie: StartWithSushie
|
|
start_with_lakilester: StartWithLakilester
|
|
|
|
# Gameplay
|
|
badge_bp_shuffle: BadgeBPShuffle
|
|
badge_fp_shuffle: BadgeFPShuffle
|
|
partner_fp_shuffle: PartnerFPShuffle
|
|
sp_shuffle: SPShuffle
|
|
mystery_shuffle: MysteryShuffle
|
|
formation_shuffle: ShuffleBattleFormations
|
|
random_puzzles: RandomPuzzles
|
|
boss_shuffle: BossShuffle
|
|
blooper_damage_requirements: BlooperDamageRequirements
|
|
|
|
# General Difficulty
|
|
enemy_difficulty: EnemyDifficulty
|
|
enemy_damage: EnemyDamage
|
|
cap_enemy_xp: CapEnemyXP
|
|
enemy_xp_multiplier: XPMultiplier
|
|
no_save_blocks: NoSaveBlocks
|
|
no_heart_blocks: NoHeartBlocks
|
|
no_healing_items: NoHealingItems
|
|
one_hit_ko: OneHitKO
|
|
drop_star_points: DropStarPoints
|
|
badge_synergy: BadgeSynergy
|
|
merlow_rewards_pricing: MerlowRewardsPricing
|
|
chet_rippo: ChetRippoAvailable
|
|
bowser_door_quiz: BowserDoorQuiz
|
|
kent_c_koopa: KentCKoopa
|
|
|
|
# Goals
|
|
seed_goal: SeedGoal
|
|
power_star_hunt: PowerStarHunt
|
|
spirit_requirements: SpiritRequirements
|
|
star_way_spirits: StarWaySpiritsRequired
|
|
star_way_power_stars: StarWayPowerStarsRequired
|
|
shuffle_star_beam: ShuffleStarBeam
|
|
star_beam_spirits: StarBeamSpiritsRequired
|
|
star_beam_power_stars: StarBeamPowerStarsRequired
|
|
total_power_stars: TotalPowerStars
|
|
|
|
# Stats and Gear
|
|
starting_boots: StartingBoots
|
|
starting_hammer: StartingHammer
|
|
starting_coins: StartingCoins
|
|
starting_hp: StartingHP
|
|
starting_bp: StartingBP
|
|
starting_fp: StartingFP
|
|
starting_sp: StartingSP
|
|
random_start_items: RandomStartItems
|
|
random_start_stats: RandomStartingStats
|
|
random_start_stats_level: RandomStartingStatsLevel
|
|
|
|
# Item Pool
|
|
consumable_item_pool: ConsumableItemPool
|
|
consumable_item_quality: ConsumableItemQuality
|
|
item_traps: ItemTraps
|
|
item_pouches: ItemPouches
|
|
unused_badge_dupes: UnusedBadgeDupes
|
|
beta_items: BetaItems
|
|
progressive_badges: ProgressiveBadges
|
|
badge_pool_limit: BadgePoolLimit
|
|
|
|
# World Settings
|
|
starting_map: StartingMap
|
|
open_prologue: OpenPrologue
|
|
open_mt_rugged: OpenMtRugged
|
|
open_forest: OpenForest
|
|
magical_seeds: MagicalSeedsRequired
|
|
open_toybox: OpenToybox
|
|
open_whale: OpenWhale
|
|
open_blue_house: OpenBlueHouse
|
|
ch7_bridge_visible: Chapter7BridgeVisible
|
|
mirror_mode: MirrorMode
|
|
bowser_castle_mode: BowserCastleMode
|
|
shuffle_dungeon_entrances: ShuffleDungeonEntrances
|
|
|
|
# Quality of Life Settings
|
|
hidden_block_mode: HiddenBlockMode
|
|
prevent_ooblzs: PreventOOBLZS
|
|
skip_quiz: SkipQuiz
|
|
quizmo_always_appears: QuizmoAlwaysAppears
|
|
visible_hidden_panels: VisibleHiddenPanels
|
|
always_speedy_spin: AlwaysSpeedySpin
|
|
always_peekaboo: AlwaysPeekaboo
|
|
always_ispy: AlwaysISpy
|
|
ispy_panel_hints: ISpyPanelHints
|
|
foliage_item_hints: FoliageItemHints
|
|
cook_without_frying_pan: CookWithoutFryingPan
|
|
cutscene_mode: CutsceneMode
|
|
skip_epilogue: SkipEpilogue
|
|
|
|
# Cosmetics
|
|
mario_palette: MarioColorPalette
|
|
goombario_palette: GoombarioColorPalette
|
|
kooper_palette: KooperColorPalette
|
|
bombette_palette: BombetteColorPalette
|
|
parakarry_palette: ParakarryColorPalette
|
|
bow_palette: BowColorPalette
|
|
watt_palette: WattColorPalette
|
|
sushie_palette: SushieColorPalette
|
|
lakilester_palette: LakilesterColorPalette
|
|
boss_palette: BossColorPalette
|
|
npc_palette: NPCColorPalette
|
|
enemy_palette: EnemyColorPalette
|
|
hammer_palette: HammerColorPalette
|
|
status_menu_palette: StatusMenuColorPalette
|
|
coin_palette: CoinColorPalette
|
|
random_text: RandomText
|
|
roman_numerals: RomanNumerals
|
|
|
|
# Audio
|
|
shuffle_music: ShuffleMusic
|
|
shuffle_jingles: ShuffleJingles
|
|
random_pitch: RandomPitch
|
|
mute_danger_beeps: MuteDangerBeeps
|
|
|
|
pmr_settings_string: PMRSiteSettingsString
|
|
|
|
death_link: DeathLink
|