Mega Man X3

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
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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.
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Death Link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
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Energy Link

Enable EnergyLink support. EnergyLink in MMX2 works as a big HP and Weapon Energy pool that the players can use to request HP or Weapon Energy whenever they need to. You make use of this feature by typing /heal <amount> or /refill <amount> in the client.
0
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Button Configuration

Default buttons for every action.
This option needs to be configured manually in the YAML file.

Pickupsanity

Whether collecting freestanding 1ups, HP and Weapon Energy capsules will grant a check.
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0
Gameplay Options

Starting Life Count

How many lives to start the game with. Note: This number becomes the new default life count, meaning that it will persist after a game over.
This is a range option.

Accepted values:
Normal range: 0 - 99
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Starting HP

How much HP X will have at the start of the game. Notes: Going over 32 HP may cause visual bugs in either gameplay or the pause menu. The max HP is capped at 56.
This is a range option.

Accepted values:
Normal range: 1 - 32
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Heart Tank Effectiveness

How many units of HP each Heart tank will provide to the user. Note: Going over 32 HP may cause visual bugs in either gameplay or the pause menu. The max HP is capped at 56.
This is a range option.

Accepted values:
Normal range: 1 - 8
0
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0

Jammed Buster

Jams X's buster making it only able to shoot lemons. Note: This adds another Arms Upgrade into the item pool.
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Disable Level 3 Charge freeze after shooting

Allows X and Zero to move while shooting a level 3 charged shot.
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Long Jumps

Allows X to perform longer jumps when holding down the Dash button. Only works after getting a Legs Upgrade.
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Z-Saber In Pool

Adds Z-Saber to the item pool. Z-Saber melee attack will deal 100% HP as DMG, ranged attack will deal 50% HP and its DoT will deal 4x2 DMG. On strict weakness settings Z-Saber will deal half the DMG (doesn't affect DoT from ranged attack)
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Quick Charge In Pool

Adds Quick Charge Chip from Mega Man X5 into the item pool. Halves charge time for X-Buster and Special Weapon shots.
0
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Speedster In Pool

Adds Speedster Chip from Mega Man X5 into the item pool. Increases walking speed by 50%
0
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Super Recover In Pool

Adds Super Recover Chip from Mega Man X5 into the item pool. Increases recovery from items by 25%. Also affects EnergyLink deposit rate. Doesn't affect Sub Tanks.
0
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Rapid Five In Pool

Adds Super Recover Chip from Mega Man X5 into the item pool. Increases the amount of buster shots on screen to 5.
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Speed Shot In Pool

Adds Speed Shot Chip from Mega Man X5 into the item pool. Increases X's buster shots (lemons) horizontal speed by 50%.
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Buster Plus In Pool

Adds Buster Plus Chip from Mega Man X5 into the item pool. Increases Buster (lemon) damage by 1.
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Weapon Plus In Pool

Adds Weapon Plus Chip from Mega Man X6 into the item pool. Increases Weapon damage by 1.
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Item Plus In Pool

Adds Item Plus Chip from Mega Man X7 into the item pool. Increases item drop rates by roughly 33%.
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Boss Weakness Options

Boss Weakness Randomization

Every main boss will have its weakness randomized. vanilla: Bosses retain their original weaknesses shuffled: Bosses have their weaknesses shuffled chaotic_double: Bosses will have two random weaknesses under the chaotic set chaotic_single: Bosses will have one random weakness under the chaotic set The chaotic set makes every weapon charge level a separate weakness instead of keeping them together, meaning that a boss can be weak to Charged Frost Shield but not its uncharged version.
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Button Configuration

Forces bosses to have a specific weakness. Uses the names that appear on the chaotic weakness set. Format: Boss Name: Weakness Name
This option needs to be configured manually in the YAML file.

Boss Weakness Strictness

How strict boss weaknesses will be. not_strict: Allow every weapon to deal damage to the bosses weakness_and_buster: Only allow the weakness and buster to deal damage to the bosses weakness_and_upgraded_buster: Only allow the weakness and buster charge levels 3 & 4 to deal damage to the bosses only_weakness: Only the weakness will deal damage to the bosses
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0

Boss Randomize HP

Wheter to randomize the boss' hp or not. off: Bosses' HP will not be randomized weak: Bosses will have [1,32] HP regular: Bosses will have [16,48] HP strong: Bosses will have [32,64] HP chaotic: Bosses will have [1,64] HP
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Boss Weakness Logic

Most bosses will logically expect you to have its weakness. This option will be forced if the Boss Weakness Strictness setting is set to require only the weakness or the upgraded buster option.
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Dr. Doppler's Lab Options

Doppler Lab rules

Under which conditions will Dr. Doppler's lab open. If no options are selected a multiworld item granting access to the lab will be created. Medals: Consider Maverick medals to get access to the lab. Weapons: Consider weapons to get access to the lab. Armor Upgrades: Consider upgrades to get access to the lab. Heart Tanks: Consider heart tanks to get access to the lab. Sub Tanks: Consider sub tanks to get access to the lab.

Doppler Medal Count

How many Maverick Medals are required to access Dr. Doppler's Lab.
This is a range option.

Accepted values:
Normal range: 0 - 8
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Doppler Weapon Count

How many weapons are required to access Dr. Doppler's Lab.
This is a range option.

Accepted values:
Normal range: 0 - 6
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Doppler Armor Upgrade Count

How many armor upgrades are required to access Dr. Doppler's Lab.
This is a range option.

Accepted values:
Normal range: 0 - 5
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Doppler Heart Tank Count

How many Heart Tanks are required to access Dr. Doppler's Lab.
This is a range option.

Accepted values:
Normal range: 0 - 6
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Doppler Sub Tank Count

How many Sub Tanks are required to access Dr. Doppler's Lab.
This is a range option.

Accepted values:
Normal range: 0 - 2
0
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Doppler Lab 2 Boss

Which boss will appear in the second Dr Doppler's Lab stage. Note: Also affects the stage variation.
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Doppler Lab 3 Rematch count

How many boss rematches are needed in the third Dr. Doppler's Lab stage.
This is a range option.

Accepted values:
Normal range: 0 - 8
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Doppler Lab Levels Bundle Unlock

Whether to unlock Dr. Doppler's Lab 1-3 levels as a group or not. Unlocking level 4 requires getting all Lab levels cleared.
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Vile in logic for Lab Access

Adds a logic check for Dr. Doppler's Lab access so that it expects Vile to be defeated before accessing it. Note: It does not affect the actual Dr. Doppler's Lab access options.
0
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Vile's Stage Options

Vile Stage rules

Under which conditions will Vile's Stage open. If no options are selected a multiworld item granting access to the stage will be created. Medals: Consider Maverick medals to get access to the lab. Weapons: Consider weapons to get access to the lab. Armor Upgrades: Consider upgrades to get access to the lab. Heart Tanks: Consider heart tanks to get access to the lab. Sub Tanks: Consider sub tanks to get access to the lab.

Vile Medal Count

How many Maverick Medals are required to access Vile's Stage.
This is a range option.

Accepted values:
Normal range: 0 - 8
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Vile Weapon Count

How many weapons are required to access Vile's Stage.
This is a range option.

Accepted values:
Normal range: 0 - 6
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Vile Armor Upgrade Count

How many armor upgrades are required to access Vile's Stage.
This is a range option.

Accepted values:
Normal range: 0 - 5
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Vile Heart Tank Count

How many Heart Tanks are required to access Vile's Stage.
This is a range option.

Accepted values:
Normal range: 0 - 6
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Vile Sub Tank Count

How many Sub Tanks are required to access Vile's Stage.
This is a range option.

Accepted values:
Normal range: 0 - 2
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Bit & Byte Options

Bit Medal Count

How many Maverick Medals are required to access Bit's fight.
This is a range option.

Accepted values:
Normal range: 0 - 5
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Byte Medal Count

How many Maverick Medals are required to access Byte's fight. Note: If Byte's medal count is less than or equal to Bit's, the value will be adjusted to Bit's + 1.
This is a range option.

Accepted values:
Normal range: 1 - 6
0
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Aesthetic

Set Custom Palettes

Allows you to create colors for each weapon X has. Includes charge levels and Gold Armor customization. This will override the option preset Each one expects 16 values which are mapped to X's colors. The values can be in SNES RGB (bgr555) with the $ prefix or PC RGB (rgb888) with the # prefix.
This option needs to be configured manually in the YAML file.

X Palette

Which color to use for X's default color
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Gold Armor Palette

Which color to use for X's Gold Armor
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Level 1 & 2 Charge Palette

Which color to use for X's Level 1 & 2 Charge
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Level 3 Charge Palette

Which color to use for X's Level 3 Charge
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Level 4 Charge Palette

Which color to use for X's Level 4 Charge
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Z-Saber Charge Palette

Which color to use for X's Z-Saber Charge
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Acid Burst Palette

Which color to use for X's Acid Burst
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Parasitic Bomb Palette

Which color to use for X's Parasitic Bomb
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Triad Thunder Palette

Which color to use for X's Triad Thunder
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Spinning Blade Palette

Which color to use for X's Spinning Blade
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Ray Splasher Palette

Which color to use for X's Ray Splasher
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Gravity Well Palette

Which color to use for X's Gravity Well
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Frost Shield Palette

Which color to use for X's Frost Shield
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Tornado Fang Palette

Which color to use for X's Tornado Fang
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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 Inventory from Pool

Start with these items and don't place them in the world. The game decides what the replacement items will be.

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 needs to be configured manually in the YAML file.

Plando Items

Generic items plando.
This option needs to be configured manually in the YAML file.