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Advanced Game Options Guide
The Archipelago system generates games using player configuration files as input. Generally these are going to be YAML files and each player will have one of these containing their custom settings for the randomized game they want to play. On the website when you customize your settings from one of the game player settings pages which you can reach from the supported games page. Clicking on the export settings button at the bottom will provide you with a pre-filled out YAML with your options. The player settings page also has an option to download a fully filled out yaml containing every option with every available setting for the available options.
YAML Formatting?
YAML files are a format of human-readable markup config files. The basic syntax
of a yaml file will have root and then different levels of nested text that the generator "reads" in order to determine
your settings. To nest text, the correct syntax is two spaces over from its root option. A YAML file can be edited
with whatever text editor you choose to use though I personally recommend that you use Sublime Text.
This program out of the box supports the correct formatting for the YAML file, so you will be able to tab and get proper
highlighting for any potential errors made while editing the file. If using any other text editor such as Notepad or
Notepad++ whenever you move to nest an option that it is done with two spaces and not tabs.
Typical YAML format will look as follows:
root_option:
nested_option_one:
option_one_setting_one: 1
option_one_setting_two: 0
nested_option_two:
option_two_setting_one: 14
option_two_setting_two: 43
In Archipelago YAML options are always written out in full lowercase with underscores separating any words. The numbers
following the colons here are weights. The generator will read the weight of every option the roll that option that many
times, the next option as many times as its numbered and so forth. For the above example nested_option_one will have
option_one_setting_one 1 time and option_one_setting_two 0 times so option_one_setting_one is guaranteed to occur.
For nested_option_two, option_two_setting_one will be rolled 14 times and option_two_setting_two will be rolled 43
times against each other. This means option_two_setting_two will be more likely to occur but it isn't guaranteed adding
more randomness and "mystery" to your settings. Every configurable setting supports weights.
Root Options
Currently there are only a few options that are root options. Everything else should be nested within one of these root
options or in some cases nested within other nested options. The only options that should exist in root are description,
name, game, requires, accessibility, progression_balancing, triggers, and the name of the games you want
settings for.
descriptionis ignored by the generator and is simply a good way for you to organize if you have multiple files using this to detail the intention of the file.nameis the player name you would like to use and is used for your slot data to connect with most games. This can also be filled with multiple names each having a weight to it.gameis where either your chosen game goes or if you would like can be filled with multiple games each with different weights.requiresdetails different requirements from the generator for the YAML to work as you expect it to. Generally this is good for detailing the version of Archipelago this YAML was prepared for as if it is rolled on an older version may be missing settings and as such will not work as expected. If any plando is used in the file then requiring it here to ensure it will be used is good practice.accessibilitydetermines the level of access to the game the generation will expect you to have in order to reach your completion goal. This supportsitems,locations, andnoneand is set tolocationsby default.itemswill guarantee you can acquire all items in your world but may not be able to access all locations. This mostly comes into play if there is any entrance shuffle in the seed as locations without items in them can be placed in areas that make them unreachable.nonewill only guarantee that the seed is beatable. You will be guaranteed able to finish the seed logically but may not be able to access all locations or acquire all items. A good example of this is having a big key in the big chest in a dungeon in ALTTP making it impossible to get and finish the dungeon.
progression_balancingis a system the Archipelago generator uses to try and reduce "BK mode" as much as possible. This primarily involves moving necessary progression items into earlier logic spheres to make the games more accessible so that players almost always have something to do. This can be turnedonoroffand isonby default.triggersis one of the more advanced options that allows you to create conditional adjustments. You can read more about this here.
Game Options
One of your root settings will be the name of the game you would like to populate with settings in the format
GameName. since it is possible to 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 game you'll play. For these cases you'll want to fill the game options for every game
that can be rolled by these settings. If a game can be rolled it must have a settings section even if it is empty.
Universal Game Options
Some options in Archipelago can be used by every game but must still be placed within the relevant game's section.
Currently, these options are start_inventory, start_hints, local_items, non_local_items, start_location_hints,
and exclude_locations.
start_inventorywill give any items defined here to you at the beginning of your game. The format for this must be the name as it appears in the game files and the amount you would like to start with. For exampleRupees(5): 6which will give you 30 rupees.start_hintsgives you free server hints for the defined item/s at the beginning of the game allowing you to hint for the location without using any hint points.local_itemswill force any items you want to be in your world instead of being in another world.non_local_itemsis the inverse oflocal_itemsforcing any items you want to be in another world and won't be located in your own.start_location_hintsallows you to define a location which you can then hint for to find out what item is located in it to see how important the location is.exclude_locationslets you define any locations that you don't want to do and during generation will force a "junk" item which isn't necessary for progression to go in these locations.