Mega Man ZX

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
Goal

Goal

Goal of the seed.
25
0

Goal Requirements

What you need before the gate to Slither Inc., the final area, opens. Biometals: own the models chosen in required_models. Secret Disks: collect an ammount of Secret Disks. Missions: complete a number of story missions.

Required Models

Models that count for the Biometals goal requirement: Model X, Model ZX, Model HX, Model FX, Model LX, Model PX, Model OX. Only used with Biometals in goal_requirements.

Required Models Count

How many of the models in required_models you need: 6 by default (the six main biometals), any other number, or all for every model in the list. A number above the size of the list means all of them.
This is a range option.

Accepted values:
Normal range: 1 - 7

The following values have special meanings, and may fall outside the normal range.
  • 7: All
0 ❌
25 ❌
0 ❌
0
0
0
0

Require Full Models

For the Biometals goal requirement, a progressive model counts only with both halves (its level 2 charge). Off: the first half is enough. Ignored without progressive_models.
25
0
0

Required Secret Disks

How many Secret Disks you need for the Secret Disks goal requirement. Only used with Secret Disks in goal_requirements. Depending on your configuration, generation may fail if the number of required disks is too high
This is a range option.

Accepted values:
Normal range: 1 - 95
0 ❌
25 ❌
0 ❌
0
0
0
0

Total Secret Disks

How many Secret Disks go into the pool. A total below required_secret_disks is raised to match it, and one that does not fit in the pool is lowered.
This is a range option.

Accepted values:
Normal range: 1 - 95
0 ❌
25 ❌
0 ❌
0
0
0
0

Required Missions

How many story missions you need to complete for the Missions goal requirement: 8 by default, any other number, or all. Every mission counts except the skipped intro and the final one (14). Only used with Missions in goal_requirements.
This is a range option.

Accepted values:
Normal range: 1 - 14

The following values have special meanings, and may fall outside the normal range.
  • 14: All
0 ❌
25 ❌
0 ❌
0
0
0
0
Start

Character

Playable character: Vent or Aile.
25
0
0

Starting Model

The model you start with
0
0
25
0
0
0
0
0
0

Starting Transerver

Transerver floor of the hub where a new game starts. Only that area's Transerver Access is yours from the start; every other destination is an item like the rest.
25
0
0
Items and Logic

Progressive Models

Biometals H, F, L and P come as two Progressive Model items each: the first half makes the form usable, the second unlocks its level 2 charged attack. Off: each is a single Model item that gives the whole biometal at once.
0
25
0

Human Form (Hu) In Pool

The human form (Hu) becomes an item of the pool instead of being always available. Ignored when starting_model is none.
25
0
0

Boss Logic

Per-boss difficulty, your call: what you must be carrying before the logic considers you able to beat each story boss. It only restricts the logic: in game you can fight with whatever you have. What it guarantees is that the seed never forces you through a boss you are not equipped for by your own standard. The eight Pseudoroids are fought twice (their own area and the boss rush of the D-4 tower, which the game requires before D-5): the requirement applies to both encounters (unless skip_boss_rush is on). Bosses: Rayfly (B-2), Model Z (D-2), Hivolt (E-7), Lurerre (F-5), Fistleo (G-5), Purprill (H-4), Hurricaune (I-3), Leganchor (J-5), Flammole (K-4), Protectos (L-4), Prometheus (X-3), Pandora (M-3), Prometheus & Pandora (O-2), Serpent (D-5), Omega Zero (N-1). The room code works as a key too ("E-7"). Bosses you leave out ask just for any model; the gate to Serpent's area follows goal_requirements. Requirements: models (X ZX HX FX LX PX OX; "HX2" or "Model HX (full)" = both halves of the progressive item, i.e. the level-2 charge), ALL6 (the six main biometals), "Life Up x2" (or LIFEUP>=2), "Sub Tank x1" (or SUBTANK>=1) and ITEM B chips by name ("Absorber Chip"), combined with & (and), | (or) and parentheses. A required chip is promoted from useful to progression automatically. Example: boss_logic: Hivolt: "HX & Life Up x2" Flammole: "Model FX (full) & Absorber Chip" Serpent: "ALL6 & Sub Tank x2 & Life Up x4" Omega Zero: "OX | (ALL6 & SUBTANK>=2)"
This option cannot be modified here. Please edit your .yaml file manually.
Pickup Checks

Pickup Checks: 1-Ups

The 1-Ups placed in the world (7) count as checks: the first time you pick each one up it sends its location; afterwards it keeps respawning and giving a life as usual.
25
0
0

Pickup Checks: Energy Capsules

The energy capsules placed in the world (45) count as checks: the first pickup of each one sends its location; afterwards they keep respawning and healing.
25
0
0

Pickup Checks: Weapon Energy

The weapon energy refills placed in the world (25) count as checks: the first pickup of each one sends its location; afterwards they keep respawning.
25
0
0

Pickup Checks: E-Crystals

The E-Crystal pickups placed in the world (56) count as checks: the first pickup of each one sends its location; afterwards they keep respawning and giving crystals.
25
0
0
Quality of Life

Skip Boss Rush

Skips the boss rush of the Slither Inc. tower: you do not have to beat the 8 Pseudoroids again before Serpent. As you climb the tower, the rooms of each pair of bosses appear as already cleared.
25
0
0

Skip Mini-Bosses

QoL change so that you don't have to fight the mini bosses in each area every time. - after_first_defeat: Only have to fight them once. Next time you leave and come back to the area, the boss stays defeated. - always: all of them count as beaten from the start, so their fights never start.
25
0
0
0
Notifications

On-screen Notifications: Received Items

On-screen notifications (the game's small popup) when you receive an item: which item classes are shown. off: none; progression: progression only; useful: progression and useful; all: also filler (E-Crystals, 1-Up). Can be changed in game with /mmzx_notify.
0
0
25
0
0

On-screen Notifications: Sent Items

On-screen notifications when you send an item to another player (one of your checks holds their item): which classes are shown (off, progression, useful, all). Can be changed in game with /mmzx_notify.
0
0
25
0
0

On-screen Notifications: Style

Format of the on-screen notification. short: a single line of 30 characters (the player name is dropped and the item name cut if it does not fit). full: the whole text ("Got <item> from <player>") split by words into pages the same popup shows one after another. Can be changed in game with /mmzx_notify short|full.
0
25
0
Death Link

death_link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
25
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 the specified amount of these items. Example: {Bomb: 1, Arrow: 3}

Start Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: {Bomb: 1, Arrow: 3} 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.