Black Market of Bulletphilia ~ 100th Black Market

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
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0

Completion Goal

A goal to reach. 1. Full Story Clear - Defeat Chimata Tenkyuu, Nitori Kawashiro, Takane Yamashiro. 2. Minimum Story Clear - Defeat Takane Yamashiro. 3. All Ability Cards Owned. 4. All Bosses Defeated - Challenge Market does not count. 5. Challenge Market Clear. 6. Clear everything except Challenge Market. 7. Clear everything. 8. Dragon Gem Hunt - Collect a certain number of Dragon Gem items randomly placed throughout the game.
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0
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0

Trap Chance

Percentage chance that any given filler Item will be replaced by a trap item.
This is a range option.

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

Trap Blacklist

Which Trap items will not be generated if Trap Chance is higher than 0. Remove any of these entries if you want those traps to appear.
 

Temporary Trap Durations

How much time should any of the Temporary traps last (in seconds, max 900). If not set, the game will assume default values as follows: Extreme Speed Trap/"aya_speed" - 5 seconds Magic Circle Disable Trap/"circle_disable" - 15 seconds Freeze Trap/"freeze" - 3 seconds Powerless Shot Trap/"powerless" - 6 seconds

Include Non-Money Filler

Whether filler items that are not Funds or Bullet Money will appear during generation. Also affects Traps.
0
25
0
Death Link & Energy Link Options

death_link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
25
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0

Death Link Trigger

Determines when a Death Link would be sent. Only takes effect if Death Link is enabled. Can be temporarily changed during gameplay. 0. Upon losing a life. This means Life Explosion Elixir will also trigger Death Link. 1. Upon failing a stage attempt. All lives must be lost before this triggers.
25
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0

Anti-Death Link Invincibility

Determines whether invincibility can protect against incoming Death Links.
0
25
0

Energy Link

Allows usage of the EnergyLink pool. Funds can be deposited and withdrawn at a certain exchange rate. However, undeposited and withdrawn Funds will not be automatically saved.
25
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0

Energy Link Bullet Money Exchanges

If enabled, EnergyLink exchanges permit exchanging energy for Bullet Money as well. Conversion rates for Bullet Money differ from that for Funds. Bullet Money cannot be deposited nor withdrawn outside of stages.
25
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0
Generation Options

Starting Market

Choose which stage to have unlocked at the start of the game. If Progressive Markets is enabled: - Unlock items for stages preceding the Starting Market will not appear. - Any stages preceding the Starting Market will be unlocked.
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0
0
0
0
0
0
0
0

Boss and Stage Locations

Whether boss encounters and defeats will count as locations, and whether stage clears will count as locations.
25
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0

Progressive Market

Stages will be unlocked in order as the game progresses.
0
25
0

Enable Music Room Checks

Whether soundtrack unlocks in the Music Room also counts as checks.
25
0
0

Enable Achievement Checks

Whether Achievements also counts as checks.
25
0
0
Equipment Upgrade Options

Itemize Equipment Upgrades

Whether starting card slots and equip cost will be upgraded according to the number of bosses defeated or via items received. The game begins with 1 starting card slot and 100% equip cost. 1. Disabled - Slots and cost will be unlocked according to the number of bosses defeated (vanilla). 2. Simultaneous - Both slots and cost will be upgraded at the same time. 3. Separate - Slots and cost will only be upgraded with the appropriate items received.
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Simultaneous - Equipment Upgrades Count

Only used if "Itemize Equipment Upgrades" is set to Simultaneous. This will determine how many of them will be in the item pool. Minimum of +6 items because of one of the Achievements. Can technically go up to +33, but it is recommended to only go up to +15 at most.
This is a range option.

Accepted values:
Normal range: 6 - 33
25
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0
0
0
0

Separate - Starting Card Slot Upgrades Count

Only used if "Itemize Equipment Upgrades" is set to Separate. This determines how many starting card slot upgrades will be in the item pool. Minimum of +6 slots because of one of the Achievements. Can technically go up to +33, but it is recommended to only go up to +15 at most.
This is a range option.

Accepted values:
Normal range: 6 - 33
25
0
0
0
0
0

Separate - Equip Cost Upgrades Count

Only used if "Itemize Equipment Upgrades" is set to Separate. This will determine how many equip cost upgrades will be in the item pool. Equip cost maxes out at +900%, and each upgrade is worth 50%.
This is a range option.

Accepted values:
Normal range: 0 - 18
0
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0
0
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0
Gameplay Handicap Options

Anti-Grinding Item Toggle

Toggles whether generation logic should consider anti-grinding placements.
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Anti-Grinding Item Placements

Which items should be prioritized for placement during early game to reduce grinding as much as possible. Four cards and 1000 Funds are on the list by default, but you can choose to remove them.
 

Allow Permanent Player Upgrades

Whether items for permanently upgrading player initial stats (starting lives, starting shot attack, etc.) will appear. These permanent upgrades were never part of the original game, and will not be required for progression. However, they will be prioritized for filler before other filler items can be placed (e.g. Funds filler, one-time Shot Attack bonuses).
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Starting Upgrades: Lives

How many upgrades for additional starting lives? Cannot exceed 3 upgrades (4 starting lives). Note that you begin with 1 life by default in every stage.
This is a range option.

Accepted values:
Normal range: 0 - 3
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0
0
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0

Starting Upgrades: Bullet Money (70 Bullet Money/upgrade)

How many upgrades for additional starting Bullet Money? Each upgrade is worth 70 Bullet Money. Note that you begin with 0 Bullet Money by default in every stage.
This is a range option.

Accepted values:
Normal range: 0 - 8
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0
0
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0

Starting Upgrades: Power

How many upgrades for additional starting Power? Cannot exceed 3 upgrades (4 starting Power). Note that you begin with 1 Power by default in every stage.
This is a range option.

Accepted values:
Normal range: 0 - 3
25
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0
0
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0

Starting Upgrades: Shot Attack (5%/upgrade)

How many upgrades for additional starting shot attack? Each upgrade is worth 5%. Note that you begin with 100% shot attack by default in every stage.
This is a range option.

Accepted values:
Normal range: 0 - 8
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0
0
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0

Starting Upgrades: Magic Circle Attack (5%/upgrade)

How many upgrades for additional starting magic circle strength? Each upgrade is worth 5%. Note that you begin with 100% magic circle strength by default in every stage.
This is a range option.

Accepted values:
Normal range: 0 - 10
25
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0
Logic Handicap Options

Lock Challenge Market in Logic

Generation logic will consider Challenge Market inaccessible if all other stages have not been unlocked yet. Disable this option to turn off the above handicap.
0
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Recommended Loadout in Logic

Whether the generation logic should include certain Ability Cards as compulsory before challenging late-game stages. 0. Disabled. 1. Stage 4 requires only 2 of them, stage 5 requires 4, etc. 2. All late-game stages logically require all cards below. * 4th-6th Market + Challenge Market: Life Explosion Elixir, Princess Kaguya's Secret Stash, Soot-covered Uchiwa, Esteemed Authority, Gluttonous Centipede, and Money Is The Best Lawyer In Hell. * End of Market: Life Explosion Elixir, Esteemed Authority * Takane: + Lucky Cat with Good Business Skills * Nitori: + 1 card loadout slot progression
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Recommended Equipment Upgrades in Logic

Whether generation logic should also consider placing itemized equipment upgrades before late-game stages. This only works if "Itemize Equipment Upgrades" and "Recommended Loadout in Logic" are enabled. This will scale based on "Recommended Loadout in Logic".
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Dragon Gem Hunt Options

Dragon Gems Required

Only effective if the Completion Type is set to Dragon Gem Hunt. This will determine how many Dragon Gem items are required for goal. If there are not enough locations for the required count, the count will be adjusted accordingly.
This is a range option.

Accepted values:
Normal range: 1 - 100
0
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0
0
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0

Dragon Gems in Pool

Only effective if the Completion Type is set to Dragon Gem Hunt. This will determine how many Dragon Gem items would be in the item pool. If this number is less than the victory condition number, the number in the item pool will be randomized with a minimum the same as the victory condition.
This is a range option.

Accepted values:
Normal range: 1 - 100
0
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0
0
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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 the specified amount of these items. Example: "Bomb: 1"

Start Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1" 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 cannot be modified here. Please edit your .yaml file manually.