CrossCode

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


Game Options

Progression Balancing

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0
25
0
0
0
0
0

Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
25
0
0

Logic Mode

Logic mode; in other words, how is the player allowed to access items. [Linear] Progression follows the game's linear path, though sequence breaks are allowed and inevitably will still occur. Makes for a longer, more BK-heavy playthrough with fewer options at each point. [Open] (Default) Progression is based only on whether it is possible to reach area given the current list of received items.
0
25
0

Vermillion Tower Shade Lock

If set to a non-None value, creates an in-game barrier at the entrance of Vermillion Tower to prevent extremely quick playthroughs. [Bosses] Vermillion Tower only opens when the bosses at the end of the first four dungeons have been beaten. [Shades] Vermillion Tower only opens when the four shades acquired at the end of the first four dungeons have been acquired. [Bosses and Shades] Vermillion Tower opens when both of the other conditions have been satisfied.
0
25
0
0
0

Vermillion Wasteland Meteor Passage

If enabled, places a gate between Sapphire Ridge and Vermillion Wasteland unlockable with the meteor shade,
0
25
0

Skip Vermillion Tower

If enabled, Vermillion Tower will not need to be completed; instead, the player will skip through it to the final boss.
0
25
0

Progressive Area Unlocks

If enabled, the items that unlock overworld areas and dungeons (including shades and some passes) will be made progressive. [None] no areas are unlocked progressively. [Dungeons] dungeons are unlocked progressively; overworld areas are not. [Overworld] overworld areas are unlocked progressively; dungeons are not. [Split] both dungeons and overworld areas are unlocked progressively in separate progressive chains. [Combined] both dungeons and overworld areas are unlocked progressively from the same progressive chain.
25
0
0
0
0
0

Progressive Equipment

If enabled, equipment will be progressive, sorted into different categories according to playstyle depending on which of the other location-adding options are enabled.
25
0
0

Keyrings

If enabled, all keys for each dungeon will be replaced with a singular item that unlocks every door in that dungeon.
25
0
0
Quests

Quest Randomization

If enabled, all quest rewards will be added to the location list.
25
0
0

Show Hidden Quest Rewards

Some quests hide their rewards until they are completed. [Vanilla] Behavior is unchanged from the base game. [Show All] Show all rewards regardless of whether they're hidden in the base game. [Hide All] Hide all rewards regardless of whether they're hidden in the base game.
25
0
0
0

Hidden Quest Obfuscation Level

For quests with hidden rewards, this option controls the level to which rewards are obscured. [Hide Item] Only hides the item name. The icon and receiving player are still accurate. [Hide Text] Obscures item name and receiving player. The icon will still be accurate. [Hide All] The item name and receiving player will all be hidden and the icon will be replaced with a generic Archipelago logo.
25
0
0
0

Quest Dialog Hints

If enabled, upon viewing the quest dialog for a quest with rewards that are not hidden, hints are sent to the MultiworldGG server for all non-filler quest rewards.
0
25
0
Shops

Shop Randomization

If enabled, all shops will be added to the location list.
25
0
0

Shop Dialog Hints

If enabled, upon opening the dialog for a shop, corresponding hints are sent to the MultiworldGG server for all non-filler shop items.
0
25
0

Shop Send Mode

Controls what exactly counts as a check when shop randomization is enabled. [Per Item Type] A check is added for each type of item (for example, Sandwich). Therefore, purchasing a sandwich from any shop in the game clears the same check. [Per Slot] A check is added for each item slot in each shop. Therefore, purchasing a Sandwich in Rookie Harbor clears a separate check than purchasing a Sandwich in Bergen Village.
25
0
0

Shop Receive Mode

Controls how shops are unlocked when shop randomization is enabled. [None] All shop slots are able to be purchased as soon as the player can access the shop. [Per Item Type] A check is added for each type of item (for example, Sandwich) which unlocks the ability to purchase that item from any shop. [Per Shop] A check is added for each shop (for example, Rookie Harbor Items) which unlocks the ability to purchase items from that shop. [Per Slot] A check is added for each item slot in each shop which unlocks the ability to purchase that item from that shop (this may lead to tedious playthroughs).
0
25
0
0
0
Starting Inventory

Start with Green Leaf Shade

If enabled, the player will start with the green leaf shade, unlocking Autumn's Fall. This makes the early game far more open.
0
25
0

Start with Chest Detector

If enabled, the player will start with the chest detector item, which will notify them of the chests in the room.
0
25
0

Start with Discs

If set to a value other than "none", the player will start with the corresponding disc items. Disc of Insight unlocks the records menu. Disc of Flora unlocks the botany menu, allowing the player to start collecting plant samples from the beginning.
0
25
0
0
0

Start with Pet

If enabled, the player will start with a random pet. This is just for fun.
0
25
0
Item Locations

Shade Shuffle

Where shades will appear.
0
0
25
0

Element Shuffle

Where elements will appear.
0
0
25
0
0
0

Small Key Shuffle

Where small keys will appear.
0
0
25
0
0
0

Master Key Shuffle

Where master keys will appear.
0
0
25
0
0
0

Chest Key Shuffle

Where the Thief's Key, White Key, and Radiant Key (the keys that open bronze, silver, and gold chests, respectively) may appear.
0
0
25
0
0
0
Chest Locks

Chest Lock Randomization

If enabled, the lock on all chests (Bronze, Silver, Gold, or None) will be randomized.
25
0
0

Unlocked Chest Weight

Controls the likelihood of giving a chest no lock (if chest lock randomization is enabled).
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Bronze Chest Lock Weight

Controls the likelihood of giving a chest bronze lock, requiring Thief's Key to open (if chest lock randomization is enabled).
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Silver Chest Lock Weight

Controls the likelihood of giving a chest silver lock, requiring White Key to open (if chest lock randomization is enabled).
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Gold Chest Lock Weight

Controls the likelihood of giving a chest gild lock, requiring Radiant Key to open (if chest lock randomization is enabled).
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0
Locations

Exclude Always Quests

Certain quests are always in the location pool because they hold progression items when playing vanilla CrossCode. If this option is selected (and quest rando is disabled), this option will ensure that none of those locations are populated with progression or useful items. It will also prohibit items from being placed on NPC interactions that give progression items but require working through part of a questline to get to.
0
25
0
Pools

Force Filler Local

If selected, forces all filler items to be placed in your own world.
25
0
0

Common Pool Weight

Controls the likelihood of choosing a common filler item when filling the world.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Rare Pool Weight

Controls the likelihood of choosing a rare filler item when filling the world.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Epic Pool Weight

Controls the likelihood of choosing a epic filler item when filling the world.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Legendary Pool Weight

Controls the likelihood of choosing a legendary filler item when filling the world.
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Consumable Weight

Controls the likelihood of choosing a consumable item (as opposed to a drop).
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0

Drop Weight

Controls the likelihood of choosing a drop item (as opposed to a consumable).
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0
Item & Location Options

Local Items

Forces these items to be in their native world.
 

Non-local Items

Forces these items to be outside their native world.
 

Start Inventory

Start with these items.

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.
 

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.
 

Excluded Locations

Prevent these locations from having an important item.
 

Priority Locations

Prevent these locations from having an unimportant item.
 

Item Links

Share part of your item pool with other players.
This option cannot be modified here. Please edit your .yaml file manually.