Update Prime settings

This commit is contained in:
2026-04-04 13:14:15 -05:00
parent e0a22ed2e7
commit 4ffa24ad0d

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@@ -59,10 +59,10 @@ Metroid Prime:
final_bosses: final_bosses:
# Determines the final bosses required to beat the seed. Choose from Meta Ridley, Metroid Prime, # Determines the final bosses required to beat the seed. Choose from Meta Ridley, Metroid Prime,
# both, or neither. # both, or neither.
both: 0 both: 5
ridley: 0 ridley: 1
prime: 0 prime: 1
none: 50 none: 100
starting_room: starting_room:
# Determines the starting room of the game. This will change your starting loadout depending on the room. # Determines the starting room of the game. This will change your starting loadout depending on the room.
@@ -70,7 +70,7 @@ Metroid Prime:
# Safe: Start in rooms that will not require a significant combat challenge to progress from. Without disable_starting_room_bk_prevention enabled, this may assign you a new beam and an item in order to make the seed feasible # Safe: Start in rooms that will not require a significant combat challenge to progress from. Without disable_starting_room_bk_prevention enabled, this may assign you a new beam and an item in order to make the seed feasible
# Buckle Up: Start in rooms that will pose a significant challenge to players with no energy tanks or suit upgrades. Fun for the aspiring masochist (less fun for their friends waiting in BK). # Buckle Up: Start in rooms that will pose a significant challenge to players with no energy tanks or suit upgrades. Fun for the aspiring masochist (less fun for their friends waiting in BK).
normal: 50 normal: 50
safe: 0 safe: 10
buckle_up: 0 buckle_up: 0
combat_logic_difficulty: combat_logic_difficulty:
@@ -87,23 +87,23 @@ Metroid Prime:
missile_launcher: missile_launcher:
# If enabled, the missile launcher will be added to the item pool. This will only allow you to use missiles once the missile launcher is found (regardless of missile expansions received). # If enabled, the missile launcher will be added to the item pool. This will only allow you to use missiles once the missile launcher is found (regardless of missile expansions received).
'false': 50 'false': 100
'true': 0 'true': 10
main_power_bomb: main_power_bomb:
# If enabled, the main power bomb will be added to the item pool. This will only allow you to use power bombs once the main power bombs is found (regardless of power bomb expansions received). # If enabled, the main power bomb will be added to the item pool. This will only allow you to use power bombs once the main power bombs is found (regardless of power bomb expansions received).
'false': 50 'false': 100
'true': 0 'true': 10
randomize_starting_beam: randomize_starting_beam:
# If enabled, the starting beam will be randomized to a random beam that is not the Power Beam. # If enabled, the starting beam will be randomized to a random beam that is not the Power Beam.
'false': 50 'false': 100
'true': 0 'true': 10
shuffle_scan_visor: shuffle_scan_visor:
# If enabled, the scan visor will be shuffled into the item pool and will need to be found in order to scan dash and open certain locks. # If enabled, the scan visor will be shuffled into the item pool and will need to be found in order to scan dash and open certain locks.
'false': 50 'false': 100
'true': 0 'true': 1
pre_scan_elevators: pre_scan_elevators:
# Pre scans the elevators in the game, allowing for faster transitions between regions. Makes for more interesting gameplay if disabled when the scan visor is shuffled. # Pre scans the elevators in the game, allowing for faster transitions between regions. Makes for more interesting gameplay if disabled when the scan visor is shuffled.
@@ -141,8 +141,8 @@ Metroid Prime:
# Global: All door colors of a given color will be randomized to another color # Global: All door colors of a given color will be randomized to another color
# Regional: Each Region will have its door colors randomized to another color # Regional: Each Region will have its door colors randomized to another color
none: 50 none: 50
global: 0 global: 5
regional: 0 regional: 5
blast_shield_randomization: blast_shield_randomization:
# Determine if/how blast shields are randomized. Note that this will have a difficult time generating in solo worlds with no tricks enabled. # Determine if/how blast shields are randomized. Note that this will have a difficult time generating in solo worlds with no tricks enabled.
@@ -150,23 +150,23 @@ Metroid Prime:
# Replace Existing: Each existing Missile Blast Shield will be replaced with a different Blast Shield type # Replace Existing: Each existing Missile Blast Shield will be replaced with a different Blast Shield type
# Mix It Up: Each Region will remove all existing blast shields and instead add a specified number to new doors # Mix It Up: Each Region will remove all existing blast shields and instead add a specified number to new doors
none: 50 none: 50
replace_existing: 0 replace_existing: 5
mix_it_up: 0 mix_it_up: 5
blast_shield_frequency: blast_shield_frequency:
# If using 'Mix It Up' for blast shield randomization, how many blast shields should be added per region? These are added using a percentage of total possible placements so exact numbers will vary by region. Higher numbers will have more difficulty genning in solo worlds with less tricks. # If using 'Mix It Up' for blast shield randomization, how many blast shields should be added per region? These are added using a percentage of total possible placements so exact numbers will vary by region. Higher numbers will have more difficulty genning in solo worlds with less tricks.
# Low: 10% # Low: 10%
# Medium: 30% # Medium: 30%
# High: 50% # High: 50%
low: 0 low: 10
medium: 50 medium: 50
high: 0 high: 10
blast_shield_available_types: blast_shield_available_types:
# Which blast shield types are available for randomization. # Which blast shield types are available for randomization.
# All: All blast shield types are available, including beam combos, bomb, power bomb, charge beam, and super missiles # All: All blast shield types are available, including beam combos, bomb, power bomb, charge beam, and super missiles
# No beam combos: Flamethrower, Wavebuster, and Ice Spreader will not be included as blast shield types (Super Missiles will still be included) # No beam combos: Flamethrower, Wavebuster, and Ice Spreader will not be included as blast shield types (Super Missiles will still be included)
all: 0 all: 1
no_beam_combos: 50 no_beam_combos: 50
locked_door_count: locked_door_count:
@@ -194,14 +194,14 @@ Metroid Prime:
trick_difficulty: trick_difficulty:
# Determines which tricks, if any, are required to complete the seed. This will affect the logic of the game # Determines which tricks, if any, are required to complete the seed. This will affect the logic of the game
no_tricks: 50 no_tricks: 50
easy: 0 easy: 1
medium: 0 medium: 0
hard: 0 hard: 0
remove_hive_mecha: remove_hive_mecha:
# If enabled, the trigger for the Hive Mecha boss will be removed from the game. # If enabled, the trigger for the Hive Mecha boss will be removed from the game.
'false': 50 'false': 0
'true': 0 'true': 50
backwards_lower_mines: backwards_lower_mines:
# If enabled, allows you to progress through the lower mines in reverse by removing the locks in the PCA room. # If enabled, allows you to progress through the lower mines in reverse by removing the locks in the PCA room.