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variable-progression-balancing (#356)
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@@ -62,9 +62,11 @@ accessibility:
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items: 0 # Guarantees you will be able to acquire all items, but you may not be able to access all locations
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locations: 50 # Guarantees you will be able to access all locations, and therefore all items
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none: 0 # Guarantees only that the game is beatable. You may not be able to access all locations or acquire all items
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progression_balancing:
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on: 50 # A system to reduce BK, as in times during which you can't do anything by moving your items into an earlier access sphere to make it likely you have stuff to do
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off: 0 # Turn this off if you don't mind a longer multiworld, or can glitch/sequence break around missing items.
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progression_balancing: # A system to reduce BK, as in times during which you can't do anything, by moving your items into an earlier access sphere
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0: 0 # Choose a lower number if you don't mind a longer multiworld, or can glitch/sequence break around missing items.
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25: 0
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50: 50 # Make it likely you have stuff to do.
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99: 0 # Get important items early, and stay at the front of the progression.
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Ocarina of Time:
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logic_rules: # Set the logic used for the generator.
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glitchless: 50
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@@ -52,9 +52,11 @@ accessibility:
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items: 0 # Garantiza que puedes obtener todos los objetos pero no todas las localizaciones
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locations: 50 # Garantiza que puedes obtener todas las localizaciones
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none: 0 # Solo garantiza que el juego pueda completarse.
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progression_balancing:
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on: 50 # Un sistema para reducir tiempos de espera en una partida multiworld
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off: 0
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progression_balancing: # Un sistema para reducir tiempos de espera en una partida multiworld
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0: 0 # Con un número más bajo, es más probable esperar objetos de otros jugadores.
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25: 0
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50: 50
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99: 0 # Objetos importantes al principio del juego, para no esperar
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Ocarina of Time:
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logic_rules: # Logica usada por el randomizer.
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glitchless: 50
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