Pokemon Crystal

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

Select one or more goals. All selected goals must be completed to win. - Elite Four: Defeat the Champion and enter the Hall of Fame - Red: Defeat Red in Mt. Silver - Diploma: Catch all logically available Pokemon and receive the diploma in Celadon City - Rival: Win all possible rival battles - Defeat Team Rocket: Vanquish Team Rocket in Slowpoke Well, Mahogany Town, Radio Tower and defeat the grunt on Route 24 (if Kanto is accessible) - Unown Hunt: Catch all 26 Unown forms that are attached to signs across the region(s) and show the completed Unown dex to the scientist in Ruins of Alph. In order to encounter the Unown you'll need to solve their corresponding tile puzzle. Each puzzle requires 16 pieces which must be found first. - Battle Tower: Beat all 10 Battle Tower tiers (7 trainers each).
Map

Randomize Starting Town

Randomly chooses a town to start in. Any Pokemon Center except Indigo Plateau, Cinnabar Island and Silver Cave can be chosen. The Pokemon Centers at Union Cave and Rock Tunnel can also be chosen. Lake of Rage will start you at its flypoint and cannot be chosen if gate entrances are randomized. Pallet Town will start you in front of Red's House. When Pokemon Center entrances are randomized, the Pokemon Centers of Cherrygrove City, Viridian City, and Mahogany Town will be vanilla when the starting town is New Bark Town, Pallet Town, or Lake of Rage respectively. Other settings may additionally restrict which Pokemon Centers can be chosen. WARNING: Some starting towns without level scaling may produce difficult starts.
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0

Starting Town Blocklist

Specify places which cannot be chosen as a starting town. If you block every valid option, this list will do nothing. Indigo Plateau, Cinnabar Island and Silver Cave cannot be chosen as starting towns and are not valid options. "_Johto" and "_Kanto" are shortcuts for all Johto and Kanto towns respectively. "Union Cave" and "Rock Tunnel" are valid starting towns.

Johto Only

Excludes Kanto and disables Kanto access. Include Silver Cave keeps Silver Cave and Mt. Silver available. - The Diploma goal is removed; the Red goal is also removed unless Silver Cave is included (Elite Four is used if no goals remain) - Gym count requirements are capped at 8 (7 for Radio Tower) - Badge count requirements are capped at 8 (7 for Radio Tower and Route 44) unless badges are completely random, in which case extra Kanto badges are added to the pool
25
0
0
0

Randomize Entrances

Categories of entrances to include in the entrance randomization pool. Leave empty (default) to disable entrance randomization. Categories: - Dungeon: Entrances to multi-floor areas with trainers/items (towers, caves, hideouts). Gyms excluded. - Dungeon Interior: Entrances between two interior regions of a dungeon (internal stairs/ladders/warps). - Gym: Entrances to gyms. - Gym Interior: Entrances between two interior regions of a gym (Blackthorn Gym and Saffron Gym). - Mart: Entrances to Pokemarts, department stores, and other shop-like buildings. - Mart Interior: Entrances between two interior regions of a department store (inter-floor stairs). - Building: Entrances to generic buildings. - Building Interior: Entrances between two interior regions of a building. - Gate: Entrances to route gates. - Pokecenter: Entrances to pokecenters. - Elevator: Entrances to elevators for each floor. - Pokemon League: Entrances involving Elite Four chambers. - One-Way: One-way entrances. Will not be shuffled with other entrances. _All includes all categories. _Random has a 50% chance to include each category not already included.

Mix Entrances

Categories that shuffle together in a single combined pool. Defaults to all categories (everything mixes). Any category removed from this set becomes its own isolated pool and shuffles only among itself. Has no effect on categories not also present in randomize_entrances. One-Ways are always isolated regardless of this setting. _All includes all categories (the default).

Coupled Entrances

If enabled, entrance randomization is coupled: if door A leads to location B, then the exit of location B leads back to door A. Recommended for navigation. If disabled, exits are randomized independently. Has no effect on one way entrances.
0
25
0

Randomize Fly Destinations

Randomizes the destinations of the game's flypoints If Randomize Fly Unlocks is on "Exclude Silver Cave", Silver Cave / Route 28 are not included and the flypoint remains vanilla.
25
0
0

Fly Destination Blocklist

Prevents a specific warp or map from being selected as a random flypoint. You can find a complete list of accepted values at: https://github.com/gerbiljames/Archipelago-Crystal/blob/pokecrystal/worlds/pokemon_crystal/docs/fly_plando.md

Fly Destination Plando

Pins one or more fly unlock to a specific warp or map. You can find a guide to accepted values and formatting at: https://github.com/gerbiljames/Archipelago-Crystal/blob/pokecrystal/worlds/pokemon_crystal/docs/fly_plando.md
This option cannot be modified here. Please edit your .yaml file manually.

Plando Connections

Force specific entrance randomization pairings before randomization. Accepts friendly connection names (e.g. "Azalea Gym Entrance") or internal connection names of the form "REGION_A -> REGION_B" from entrance_data.json. The "entrance" is the door walked through. The "exit" is the connection at the arrival side: the player ends up on the far side of that door. Direction "both" forces the reverse pairing too; "entrance" forces only one direction. With coupled_entrances enabled every pairing is forced to "both", since coupling already makes the return trip mirror the way in. Requires randomize_entrances to include the relevant categories. Example (cafe door leads to the elevator room): plando_connections: - entrance: "Celadon Cafe Entrance" exit: "Celadon Dept. Store 1F Elevator Entrance" direction: both To pin an entrance to its vanilla destination, use the same connection name for both "entrance" and "exit": plando_connections: - entrance: "Silver Cave Entrance" exit: "Silver Cave Entrance" direction: both You can find a list of all entrance and exit names at: https://github.com/gerbiljames/Archipelago-Crystal/blob/pokecrystal-develop/worlds/pokemon_crystal/data/friendly_connection_names.json
This option cannot be modified here. Please edit your .yaml file manually.

Flooded Mine

Adds the Flooded Mine, a small cave connecting Cherrygrove City and Route 32, with new wild encounters, three hidden items, and a TM.
25
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0

Route 23 Restored

Inserts a restored Route 23 (the cut Kanto area) between Victory Road's southern exit and Victory Road Gate. Adds new wild encounters, a berry tree, and two hidden items.
25
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0
Roadblocks

Victory Road Requirement

Sets the requirement to pass the Victory Road badge check
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0
0
0

Victory Road Count

Sets the number of badges/gyms required to pass the Victory Road badge check This will be limited to 8 if the requirement is Johto Badges
This is a range option.

Accepted values:
Normal range: 0 - 16
0 ❌
25 ❌
0 ❌
0
0
0
0

Victory Road Strength

If enabled, Strength is required to pass through Victory Road to Indigo Plateau.
25
0
0

Elite Four Requirement

Sets the requirement go between Indigo Pokecenter 1F and Will's room
25
0
0
0

Elite Four Count

Sets the number of badges/gyms required to go between Indigo Pokecenter 1F and Will's room This will be limited to 8 if the requirement is Johto Badges
This is a range option.

Accepted values:
Normal range: 0 - 16
0 ❌
25 ❌
0 ❌
0
0
0
0

Lance Requires Elite Four

Lance's room kicks you out unless you have beaten all four Elite Four members. Has no effect if Skip Elite Four is enabled.
25
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0

Red Requirement

Sets the requirement to battle Red
25
0
0

Red Count

Number of badges/gyms required to battle Red
This is a range option.

Accepted values:
Normal range: 0 - 16
0 ❌
25 ❌
0
0
0
0

Dark Areas

Sets which areas are dark until Flash is used - _All includes all areas - _Random has a 50% chance to include each area that is not already included Allowed areas: Burned Tower, Dark Cave, Digletts Cave, Dragons Den, Flooded Mine, Goldenrod Underground, Ice Path, Ilex Forest, Mount Moon, Mount Mortar, Olivine Lighthouse, Rock Tunnel, Silver Cave, Slowpoke Well, Tohjo Falls, Union Cave, Victory Road, Whirl Islands

Magnet Train Access

Sets the requirement to ride the Magnet Train - Pass requires only the Pass - Pass and Power requires the Pass and restoring power to Kanto by returning the Machine Part
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0

S.S. Aqua Access

Sets the requirement to sail on the S.S. Aqua - Vanilla: S.S. Ticket is required - Lighthouse and Ticket: Healing Amphy in the Olivine lighthouse and the S.S Ticket are required
25
0
0

Vanilla Event Chains

Restores the selected vanilla event chains instead of the streamlined Archipelago behaviour. Misty: Misty is not in her gym at the start. You must meet the Power Plant manager, witness the Rocket flee the Cerulean Gym, then find Misty on her date on Route 25 before she returns to her gym. The Cerulean Gym Machine Part cannot be picked up until the Power Plant manager step. Clair: Clair refuses to give you the Rising Badge until you prove your worth to the Elders in the Dragon's Den Shrine, which requires Whirlpool to access. Jasmine: the Cianwood Pharmacy only hands over the SecretPotion after you've visited Jasmine tending her sick Amphy atop the Olivine Lighthouse. (Curing Amphy to bring Jasmine back to her gym is always required; this just gates the SecretPotion behind meeting her first.) Copycat: the guy in the Vermilion Pokemon Fan Club only gives you the Lost Item after you've spoken to the Copycat in Saffron and learned she lost it. - _All includes all event chains - _Random has a 50% chance to include each event chain that is not already included
Johto Roadblocks

Mt. Silver Requirement

Sets the requirement to access Mt. Silver and Silver Cave
25
0
0

Mt. Silver Count

Number of badges/gyms required to access Mt. Silver and Silver Cave
This is a range option.

Accepted values:
Normal range: 0 - 16
0 ❌
25 ❌
0
0
0
0

Radio Tower Requirement

Sets the requirement for Team Rocket to take over the Goldenrod Radio Tower
25
0
0

Radio Tower Count

Number of badges/gyms at which Team Rocket takes over the Goldenrod Radio Tower
This is a range option.

Accepted values:
Normal range: 0 - 16
0 ❌
25 ❌
0 ❌
0
0
0
0

Route 44 Access Requirement

Sets the requirement to pass between Mahogany Town and Route 44
25
0
0

Route 44 Access Count

Sets the number of badges/gyms required to pass between Mahogany Town and Route 44
This is a range option.

Accepted values:
Normal range: 0 - 16
0 ❌
25 ❌
0 ❌
0
0
0
0

Route 32 Access Condition

Sets the condition required to pass between the north and south parts of Route 32 - Egg from aide: Collect the Egg from the aide in the Violet City Pokemon Center after beating Falkner - Any badge: Obtain any badge - Any gym: Beat any gym - Zephyr Badge: Obtain the Zephyr Badge - None: No requirement
25
0
0
0
0
0

Route 42 Access

Sets the requirement to traverse the water on Route 42 - Vanilla: Route 42 can be traversed with Surf - Whirlpool: Access to Central Route 42 is blocked by a whirlpool - Blocked: Access to Central Route 42 is completely blocked, requiring going through Mount Mortar instead. Mount Mortar 1F gets an extra map connection between the Inside and Central Outside - Whirlpool Open Mortar: Route 42 has whirlpools and Mount Mortar 1F has the extra map connection.
25
0
0
0
0

Mount Mortar Access

Sets the requirement to pass through Mount Mortar east <> west - Vanilla: No requirement - Rock Smash: Rock Smash is required
25
0
0

Red Gyarados Access

Sets the access requirement for the red Gyarados - Vanilla requires Surf - Whirlpool requires Surf and Whirlpool - Shore requires nothing
25
0
0
0

Blackthorn Dark Cave Access

Sets the roadblock for travelling from Route 31 to Blackthorn City through Dark Cave - Vanilla: Traversal is not possible - Waterfall: A waterfall is added to the Violet side of Dark Cave and a ledge is removed on the Blackthorn side, allowing passage with Flash, Surf and Waterfall
25
0
0

National Park Access

Sets the requirement to enter National Park - Vanilla: No requirement - Bicycle: The Bicycle is required
25
0
0

Remove Ilex Forest Cut Tree

Removes the Cut tree in Ilex Forest
25
0
0

Route 30 Access

Sets the requirement to end the Pokemon battle on Route 30 - Mr. Pokemon: Visit Mr. Pokemon in his house - Mystery Egg: Return the Mystery Egg to Professor Elm
25
0
0

Route 30 Battle

Sets which directions the battle on Route 30 blocks
25
0
0
Kanto Roadblocks

Route 22 Access Requirement

Sets the requirement to pass between Victory Road gate and Kanto - Wake Snorlax: Wake the Snorlax outside of Diglett's Cave - Badges: Requires the number of badges specified by route_22_access_count - Gyms: Requires beating the number of gyms specified by route_22_access_count - Become Champion: Defeat Lance and enter the Hall of Fame This setting does nothing if Johto Only is enabled
25
0
0
0
0

Route 22 Access Count

Sets the number of badges/gyms required to pass between Victory Road gate and Kanto Only applies if Route 22 Access Requirement is set to badges or gyms
This is a range option.

Accepted values:
Normal range: 0 - 16
0 ❌
25 ❌
0 ❌
0
0
0
0

Route 2 Access

Sets the roadblock for moving between the west of Route 2 and Diglett's cave - Vanilla: Cut is required - Ledge: A ledge is added north of Diglett's cave allowing east -> west access without Cut - Open: No requirement
0
25
0
0

Route 3 Access

Sets the roadblock for moving between Pewter City and Route 3 - Vanilla: No requirement - Boulder Badge: The Boulder Badge is required to pass
25
0
0

Saffron Gatehouse Tea

Sets which Saffron City gatehouses require Tea to pass. Obtaining the Tea will unlock them all. If any gatehouses are enabled, adds a new location in Celadon Mansion 1F and adds Tea to the item pool. Valid options are: North, East, South and West in any combination. _Random gives each gate that is not already included a 50% chance to be included. _All is shorthand for all valid options except _Random of course.

Undergrounds Require Power

Specifies which of the Kanto Underground Passes require the Machine Part to be returned to access.
25
0
0
0
0

East - West Underground

Adds an Underground Pass between Route 7 and Route 8 in Kanto.
25
0
0

Route 12 Access

Sets the requirement to pass between the north and south parts of Route 12 - Vanilla: No requirement - Weird Tree: Requires Squirtbottle, but can be bypassed with Surf - Weird Tree Surf Block: Requires Squirtbottle and adds boulders to prevent surfing around The roadblock is north of the path to Route 11
25
0
0
0

South Kanto Access

Sets where the landslide that is normally south of Fuchsia City is located Both can only be used if the condition is power restored.
25
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0
0
0

South Kanto Condition

Sets the condition which clears the south Kanto landslide
25
0
0
Items

Randomize Badges

Shuffles gym badge locations into the pool - Vanilla: Does not randomize gym badges - Shuffle: Randomizes gym badges between gym leaders - Completely Random: Randomizes badges with all other items
0
0
25
0

Randomize Pokegear

Shuffles the Pokegear and cards into the pool
25
0
0

Randomize Hidden Items

Shuffles hidden item locations into the pool
25
0
0

Randomize Berry Trees

Shuffles berry tree locations into the pool
25
0
0

Randomize Pokedex

Sets whether the Pokedex is shuffled into the pool The Pokedex is required for Dexsanity, Dexcountsanity, trades and Pokemon request locations.
25
0
0
0

Randomize Pokemon Requests

Shuffles the items given by Bill's Grandpa after showing him specific Pokemon into the pool, as well as the reward for showing a Magikarp to the fisher in the house at Lake of Rage Optionally also randomizes the requested Pokemon, except the Magikarp Trainers which need you to show them a Pokemon to get their phone number require both this option and Randomize Phone Call Items to be enabled.
25
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0
0
0

Randomize Fly Unlocks

Shuffles Fly destination unlocks into the pool
25
0
0
0

Randomize Bug Catching Contest

Shuffles the bug catching contest prizes into the pool - All: shuffles all prizes into the pool. WARNING: It can be very difficult to get second or third place. - Combine second and third: Combines second and third place into a single prize. Shuffles 1st, 2nd+3rd and 4th. - Participate: Shuffles a single participation award into the pool, which is obtained by completing the contest.
25
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0
0
0

Randomize Phone Call Items

Shuffles gift items from phone trainers into the item pool. You need the Pokegear to register phone numbers and the Phone Card to make and receive calls. Trainers that ask to see a Pokemon to exchange numbers are only included if Randomize Pokemon Requests is also on.
25
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0

Momsanity

Adds 10 locations for the items Mom buys you at different money thresholds while she's saving your money. Logically requires access to Mom, and either giving the Mystery Egg to Elm or reaching Route 31 (where Mom calls you). Each item logically requires an increasing number of accessible gyms, starting at zero. Items that go in your bag will be deposited into the PC. Items which do not go in your bag will be in the BANK OF MOM collection box in the PC. You can deposit money into the BANK OF MOM by talking to Mom after giving Elm the Mystery Egg or her having called you on Route 31.
25
0
0

Require Itemfinder

Hidden items require Itemfinder in logic - Not Required: Hidden items do not require the Itemfinder at all - Logically Required: Hidden items will expect you to have Itemfinder for logic but can be picked up without it - Hard Required: Hidden items cannot be picked up without the Itemfinder
0
25
0
0

Remote Items

Instead of placing your own items directly into the ROM, all items are received from the server, including items you find for yourself. This enables co-op of a single slot and recovering more items after a lost save file (if you're so unlucky). But it changes pickup behavior slightly and requires connection to the server to receive any items.
25
0
0

Item Pool Fill

Changes the weight of non-progression items in the pool. - Vanilla: weighted similarly to vanilla. - Balanced: all weighted equally. - Youngster: weighted to reflect a young trainer (weak items). - Cooltrainer: weighted to reflect a cooltrainer (strong items). - Shuckle: weighted to reflect a Shuckle (🐢).
25
0
0
0
0
0

Add Missing Useful Items

Adds useful items which are unobtainable to the pool, these replace filler
25
0
0

Exclude Post Goal Locations

Excludes locations which require becoming champion when goal is becoming champion
0
25
0

Grasssanity

Adds Cutting grass tiles as locations, each one adds a Grass to the item pool, Grass smells good and sells for ¥1 Long grass tiles in National Park must be Cut twice and as such contribute two locations - One Per Area: Selects a random grass tile in each Route or Area to be a location - Full: Every grass tile is a location WARNING: This option is dumb, it can add over 800 locations and over 800 useless filler items
25
0
0
0

Randomize Item Values

Randomizes the base value of items, this affects sell price and can affect buy price depending on other options
25
0
0

Minimum Item Value

Sets the minimum value of items when Randomize Item Values is enabled
This is a range option.

Accepted values:
Normal range: 0 - 10000
25 ❌
0 ❌
0
0
0
0

Maximum Item Value

Sets the maximum value of items when Randomize Item Values is enabled
This is a range option.

Accepted values:
Normal range: 0 - 10000
0 ❌
25 ❌
0
0
0
0

Item Value Plando

Specify the base value of individual items. This applies even when Randomize Item Values is off, and takes priority over randomized values. Values must be between 0 and 10000. A single value or a weighted dict of values can be provided per item: item_value_plando: Poke Ball: 150 Rare Candy: 5000: 50 10000: 50
This option cannot be modified here. Please edit your .yaml file manually.
Shopsanity

Shopsanity

Adds shop purchases as locations, items in shops are added to the item pool - Johto Marts: Adds Johto Poke Marts, including the Goldenrod Dept. Store. - Kanto Marts: Adds Kanto Poke Marts, including the Celadon Dept. Store. - Blue Card: Adds the Blue Card prize shop, accessing this shop requires the Blue Card and buying items requires points. Five Blue Card Points are added to the item pool. Points are not spent when purchasing. - Game Corners: The Game Corner TM shops are added. - Apricorns: Kurt's Apricorn Ball shop is added, each slot requires a different Apricorn. Apricorns are progression. - _All: Includes all valid options. - _Random: Each option that is not included has a 50% chance to be additionally included. IMPORTANT NOTE: There is a non-randomized shop on Pokecenter 2F, you can always buy Poke Balls and Escape Ropes there.

Shopsanity Prices

Sets how shop item prices are determined when Shopsanity is enabled - Vanilla: Shop prices are unchanged - Item Price: Shop prices are determined by the value of the item being sold - Spheres: Shop prices are determined by sphere access - Classification: Shop prices are determined by item classifications (Progression, Useful, Filler/Trap) - Spheres and Classifications: Shop prices are determined by both sphere access and item classifications - Completely Random: Shop prices will be completely random
25
0
0
0
0
0
0

Minimum Shopsanity Price

Sets the minimum cost of shop items when Shopsanity is enabled
This is a range option.

Accepted values:
Normal range: 0 - 10000
0 ❌
25 ❌
0 ❌
0
0
0
0

Maximum Shopsanity Price

Sets the maximum cost of shop items when Shopsanity is enabled
This is a range option.

Accepted values:
Normal range: 0 - 10000
0 ❌
25 ❌
0 ❌
0
0
0
0

Provide Shop Hints

Sends out hints when a randomized shop is accessed
25
0
0
0
0

Shopsanity Restrict Rare Candies

Makes Rare Candies in shops only purchasable once
25
0
0

Shopsanity X Items

Determines how Shopsanity treats X Items - Anywhere: X Items will be shuffled into the multiworld pool - Any Shop: At least one of each X Item will be available for purchase in a local shop NOTE: You cannot purchase any shop item repeatedly when Remote Items is active
25
0
0
HMs

HM Same Type Compatibility

Percent chance for Pokemon to be compatible with each HM whose move type matches one of the Pokemon's types. Headbutt and Rock Smash are considered HMs when applying compatibility. You can look up HM compatible Pokemon in the Pokedex using the search function.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • -1: Vanilla
  • 0: None
  • 100: Fully Compatible
0 ❌
0 ❌
0
0
0
0

HM Other Type Compatibility

Percent chance for Pokemon to be compatible with each HM whose move type does not match any of the Pokemon's types. Headbutt and Rock Smash are considered HMs when applying compatibility. You can look up HM compatible Pokemon in the Pokedex using the search function.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • -1: Vanilla
  • 0: None
  • 100: Fully Compatible
0 ❌
0 ❌
0
0
0
0

HM Compatibility Override

Allows overriding compatibility percentage for specific HMs Uses the following format: hm_compatibility_override: Headbutt: 10 Fly: 100 Flash: 0 Headbutt and Rock Smash are considered HMs for this setting.
This option cannot be modified here. Please edit your .yaml file manually.

HM Badge Requirements

- Vanilla: HMs require their vanilla badges - No Badges: HMs do not require a badge to use - Add Kanto: HMs can be used with the Johto or Kanto badge - Regional: HMs can be used in Johto with the Johto badge or in Kanto with the Kanto badge This does not apply to Fly which will accept either badge Routes 26, 27, 28 and Tohjo Falls are in Johto for HM purposes
25
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0

Remove Badge Requirement

Specify which HMs do not require a badge to use. This overrides the HM Badge Requirements setting. _Random has a 50% chance to include HMs which are not already included _All will include all HMs HMs should be provided in the form: "Fly".

Require Flash

Determines if the ability to use Flash is required to traverse dark areas - Not Required: Dark areas do not require Flash at all - Logically Required: Dark areas will expect you to be able to use Flash for logic, but you can traverse them without - Hard Required: You will not be able to traverse dark areas without the ability to use Flash there
0
25
0
0

Field Moves Always Usable

Decouples TM/HM Compatibility for Battle Moves and Field Moves. If enabled, Field Moves will always be considered usable, regardless of TM or HM compatibility. Badge requirements still apply.
25
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Free Fly Location

- Free Fly: Unlocks a random Fly destination when Fly is obtained. - Free Fly and Map Card: Additionally unlocks a random Fly destination after obtaining both the Pokegear and Map Card. - Map Card: Unlocks a single random Fly destination only after obtaining both the Pokegear and Map card.
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0

Fly Location Blocklist

These locations won't be given to you as fly locations, either as your free one or from receiving the map card. Locations should be provided in the form: "Ecruteak City" If you blocklist enough locations that there aren't enough locations left for your total number of free fly locations, the blocklist will simply do nothing "_Johto" and "_Kanto" are shortcuts for all Johto and Kanto towns respectively

Early Fly

HM02 Fly will be placed early in the game If this option is enabled, you will be able to Fly before being forced to use an item to progress Early Fly is a best effort setting, if Fly and its badge cannot be placed early, then they will be placed randomly
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Pokemon

Randomize Wilds

Randomizes species of wild Pokemon - Base Forms: Ensures that at least every Pokemon that cannot be obtained through evolution is available in the wild - Evolution Lines: Ensures that at least one Pokemon from each evolutionary line can be obtained in the wild - Catch 'em All: Ensures that every Pokemon will be obtainable in the wild If this setting is anything other than vanilla, bug catching contest encounters will be completely random.
25
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0
0
0

Shared Wild Encounters

Requires Wild Match Mode to be None, and has no effect otherwise or if wild Pokemon are not randomized. Wild and bug catching contest encounters are generated from the multiworld seed instead of your own slot, so every player who enables this will have identical wild encounters. For identical tables, players must also match on: Randomize Wilds, Wild Encounter Blocklist, Encounter Grouping, Time of Day Encounters, Encounter Slot Distribution and Dexsanity Starters, and all must have or lack the Unown Hunt goal. Unique Static Pokemon must be disabled, and type shortcuts in the blocklist require Randomize Types to be off. Pokemon required by a player's own logic (for example trade requests or Ditto) may still differ.
25
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0

Wild Encounter Blocklist

These Pokemon will not appear in the wild Does nothing if wild Pokemon are not randomized Blocklists are best effort, other constraints may cause them to be ignored This setting also applies to bug catching contest encounters You can use _Legendaries or _Non-Legendaries as shortcuts, or _<Type> (e.g. _Fire, _Water) to include all Pokemon of that type.

Wild Match Mode

Controls how randomized wild Pokemon are matched to the vanilla encounters they replace. - None: Wild Pokemon are replaced with no regard for the encounter they replace - Match Types: Wild Pokemon are replaced with Pokemon of the same type - Match Base Stats: Wild Pokemon are replaced with Pokemon of similar base stat totals - Match Types and Base Stats: Wild Pokemon are replaced with Pokemon of the same type and similar base stat totals This setting has no effect if wild Pokemon are not randomized.
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0

Time of Day Encounters

When enabled, land encounters vary by time of day (morning/day/night), and fishing encounters that vary by time of day in vanilla vary by day/night. Each time period is randomized independently. When disabled, all time periods use the same encounters.
25
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Randomize Static Pokemon

Randomizes species of static Pokemon encounters This includes overworld Pokemon, gift Pokemon and gift egg Pokemon Match Types: Pokemon are replaced with Pokemon of the same type Match Base Stats: Pokemon are replaced with Pokemon of similar base stat totals Match Types and Base Stats: Pokemon are replaced with Pokemon of the same type and similar base stat totals Completely Random: Pokemon are replaced with completely random Pokemon NOTE: If this setting is disabled, the Odd Egg will still be fixed to a single possible Pokemon
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0
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0

Static Blocklist

These Pokemon will not appear as static overworld encounters, gift eggs, gift Pokemon or received trade Pokemon Only applies to static Pokemon or received trade Pokemon that are randomized Blocklists are best effort, other constraints may cause them to be ignored You can use _Legendaries or _Non-Legendaries as shortcuts, or _<Type> (e.g. _Fire, _Water) to include all Pokemon of that type.

Unique Static Pokemon

Makes static encounter species globally unique. A species rolled into a static slot will not appear in another static slot, and will be excluded from wild encounters. If evolution methods are logically required, pre-evolutions of the static species (along logically-required evolution paths) are also excluded from wilds. If breeding methods are logically required, any Pokemon whose egg produces a static species is also excluded from wilds. Only applies to static slots that are in logic. Does nothing if static Pokemon are not randomized or not required. - Legendaries Only: only applies to the four legendary static slots (Suicune, Lugia, Ho-Oh, Celebi) - Legendaries and Uniques: the legendary slots plus the unique overworld encounters (Sudowoodo, Red Gyarados, Snorlax, Lapras) - All: applies to every static slot
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Randomize Base Stats

- Vanilla: Vanilla base stats - Keep BST: Random base stats, but base stat total is preserved - Completely Random: Base stats and BST are completely random
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Make Random Base Stats Multiples of 5

When randomizing base stats, aim to make the new base stats multiples of 5. When using Keep BST, any remainder will be added to one stat.
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Base Stats Evolution Mode

- Independent: Base stats are randomized separately for every Pokemon, so evolving can be a downgrade - Follow Evolutions: Pokemon inherit their pre-evolution's stat spread, and evolving always increases BST Has no effect when Randomize Evolution is enabled, as random evolutions already increase base stat total.
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Randomize Types

- Vanilla: Vanilla Pokemon types - Follow Evolutions: Types are randomized but preserved when evolved - Completely Random: Types are completely random
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Shared Primary Type

If types are randomized, all Pokemon will share this type
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Randomize Evolution

- Vanilla: Pokemon evolve into the same Pokemon they do in vanilla - Match a Type: Pokemon evolve into a random Pokemon with a higher base stat total, that shares at least one type with it. - Increase BST: Pokemon evolve into a random Pokemon with a higher base stat total. Note: If random BST, random types, or the evolution blocklist cause a Pokemon to have no valid evolution within your chosen setting here, it will evolve into the closest available thing to a valid evolution. Note: All Pokemon will be standardized to the medium-fast EXP curve when any evolution randomization is enabled.
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Convergent Evolution

Random evolution can cause multiple Pokemon to evolve into the same Pokemon. - Avoid: Each Pokemon can only evolve from one Pokemon. - Allow: Multiple Pokemon can evolve into the same Pokemon.
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Evolution Blocklist

No Pokemon will evolve into these Pokemon. Does nothing if evolution is not randomized. Blocklists are best effort, other constraints may cause them to be ignored. You can use _Legendaries or _Non-Legendaries as shortcuts, or _<Type> (e.g. _Fire, _Water) to include all Pokemon of that type.

Maximum Evolution Level

Reduces all level-based evolution levels to at most the specified level.
This is a range option.

Accepted values:
Normal range: 1 - 100

The following values have special meanings, and may fall outside the normal range.
  • 100: Disabled
0 ❌
25 ❌
0
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0
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Randomize Breeding

- Vanilla: Breeding is unchanged - Random Line Base: Each Pokemon will produce eggs for a random base Pokemon that evolves into it - Random Any Base: Each Pokemon will produce eggs for a random base Pokemon - Random Lower BST: Each Pokemon will produce eggs for a random Pokemon with equal or lower BST - Completely Random: Each Pokemon will produce eggs for a random Pokemon
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Breeding Blocklist

No Pokemon will produce eggs containing these Pokemon. Blocklists are best effort, other constraints may cause them to be ignored. You can use _Legendaries or _Non-Legendaries as shortcuts, or _<Type> (e.g. _Fire, _Water) to include all Pokemon of that type.

Randomize Trades

Randomizes species of in-game trades Received species respect the Static Blocklist
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Encounter Grouping

Determines how randomized wild Pokemon are grouped in encounter tables. - All Split: Each encounter area will have each slot randomized separately. For example, grass areas will have seven randomized encounter slots. - One to One: Each encounter area will retain its vanilla slot grouping. For example, if an area has two encounters in vanilla, it will be randomized as two slots. - One per Method: Each encounter method on a route will be treated as a single slot. For example, the grass on a route will contain only a single encounter. Each rod is a separate encounter. This setting has no effect if wild Pokemon are not randomized. This setting does not affect the bug catching contest.
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Unlockable Time of Day

When enabled, the player must find Morn, Day and Nite items to access land and fishing encounters for those time periods. You start with one of these at random. Requires Time of Day Encounters to be enabled. Time of day can be adjusted using the Pokegear.
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Encounter Slot Distribution

Sets how the Pokemon encounter slots in an area are distributed. Remove 1%'s modifies grass/cave encounters to 30%/25%/20%/10%/5%/5%/5% and does not modify any others. Balanced sets the following: Grass/Cave: 20%/20%/15%/15%/10%/10%/10% Surf (unchanged): 60%/30%/10% Headbutt: 20%/20%/20%/15%/15%/10% Rock Smash: 70%/30% Fishing (unchanged): Old Rod: 70%/15%/15% Good Rod: 35%/35%/20%/10% Super Rod: 40%/30%/20%/10% Bug Catching Contest (unchanged): 20%/20%/10%/10%/10%/10%/5%/5%/5%/5% Equal sets all encounter slots to have (almost) equal probability.
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Starters

Randomize Starters

Randomizes species of starter Pokemon
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Starter BST Range

If you chose Base Stat Mode for your starters, what is the average base stat total you want your available starters to be?
This is a range option.

Accepted values:
Normal range: 195 - 680

The following values have special meanings, and may fall outside the normal range.
  • 310: Normal Starters
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25 ❌
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0
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0
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Starter Blocklist

These Pokemon will not be chosen as starter Pokemon Does nothing if starter Pokemon are not randomized Blocklists are best effort, other constraints may cause them to be ignored You can use _Legendaries or _Non-Legendaries as shortcuts, or _<Type> (e.g. _Fire, _Water) to include all Pokemon of that type.
Moves

Randomize Learnsets

- Vanilla: Vanilla learnsets - Randomize: Random learnsets - Start With Four Moves: Random learnsets with 4 starting moves
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Move Learnset Type Bias

This option will have an effect only if Randomize Learnset option is enabled. Percentage chance of each move in a Pokemon's learnset to match one of its types. Default value is none (-1). This means there will be no bias. The lowest possible type matching value is 0. This means there will be no STAB moves in a Pokemon's learnset. If set to 100 all moves that a Pokemon will learn by levelling up will match one of its types.
This is a range option.

Accepted values:
Normal range: -1 - 100

The following values have special meanings, and may fall outside the normal range.
  • -1: None
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0 ❌
0
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Metronome Only

Only Metronome is usable in battle, PP is infinite You can still teach HMs and useful TMs
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Randomize Moves

Randomizes the properties of moves. The following options can be provided: - Power Restricted: Multiplies the power of each move by a random number between 0.5 and 1.5 - PP Restricted: Adds or subtracts 0, 5 or 10 from original move PP. Base PP is limited to 5-40. - Power Full: Randomizes the power of each move in the range 20-150. Multi hit moves have their power divided by average hit count. - PP Full: Randomizes the PP of each move in the range 5-40. - Accuracy: Randomizes the accuracy of each move. Accuracy has a 70% chance to be 100% for each move, otherwise it is linearly distributed in the range 30-100. - Type: Randomizes the type of each move. - _All includes all options. - _Random has a 50% chance to include each option that is not already included. - _RandomExcludingAccuracy has a 50% chance to include each option except Accuracy. Full options override Restricted options.

Randomize Type Chart

Randomizes the type matchup chart - Vanilla: Type matchups are unchanged - Shuffle: Shuffles type matchups around, keeping the same number of each possible matchup - Completely Random: Generates a random matchup for each type pair. WARNING: This can result in a lot of immunities
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Physical/Special Split

Sets how moves are determined to be Physical or Special - Vanilla: Determined by move type, for example: all Fire moves are Special - Modern: Determined by the move, for example: Flame Wheel is Physical and Ember is Special - Random by type: Vanilla, but shuffled randomly for each type - Random by move: Modern, but shuffled randomly for each move
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HM Power Cap

Lowers the power of damaging HM moves that exceed the set power down to match it. Headbutt and Rock Smash are considered HMs for this setting.
This is a range option.

Accepted values:
Normal range: 20 - 255

The following values have special meanings, and may fall outside the normal range.
  • 255: None
0 ❌
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0
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0
0

Randomize TM Moves

Randomizes the moves available as TMs
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TM Plando

Specify what move a TM will contain. TMs 02 and 08 can never be plandoed. This also means Headbutt and Rock Smash cannot be plandoed onto other TMs. If Dexsanity or Dexcountsanity are enabled, and Sweet Scent hasn't been plandoed, it will be forced to TM12. This option takes priority over the TM Blocklist and vanilla TMs, and is ignored in Metronome Only mode. A single move or a weighted dict of moves can be provided per TM: tm_plando: 1: Dynamicpunch 3: Curse 10: Ice Beam: 50 Blizzard: 50
This option cannot be modified here. Please edit your .yaml file manually.

TM Same Type Compatibility

Percent chance for Pokemon to be compatible with each TM whose move type matches one of the Pokemon's types. Headbutt and Rock Smash are considered HMs when applying compatibility.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • -1: Vanilla
  • 0: None
  • 100: Fully Compatible
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0 ❌
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TM Other Type Compatibility

Percent chance for Pokemon to be compatible with each TM whose move type does not match any of the Pokemon's types. Headbutt and Rock Smash are considered HMs when applying compatibility.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • -1: Vanilla
  • 0: None
  • 100: Fully Compatible
0 ❌
0 ❌
0
0
0
0

Reusable TMs

TMs can be used an infinite number of times
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Move Blocklist

Pokemon won't learn these moves via learnsets. Moves should be provided in the form: "Ice Beam" Does not apply to vanilla learnsets

TM Blocklist

No TM will contain these moves. Moves should be provided in the form: "Ice Beam" Does not apply to vanilla TMs

Modernise Moves

Selects the generation to update moves to. This affects power, PP and accuracy only and is applied before any randomization.
This is a range option.

Accepted values:
Normal range: 3 - 9

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 9: Newest
0 ❌
0 ❌
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Modernise Moves Type

Selects whether generational buffs, nerfs or both are applied to moves. Only has an effect if a generation is selected to modernise moves to.
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Trainers

Randomize Trainer Parties

Randomizes Pokemon in enemy trainer parties - Match Types: Pokemon are replaced with Pokemon of the same type - Match Base Stats: Pokemon are replaced with Pokemon of similar base stat totals - Match Types and Base Stats: Pokemon are replaced with Pokemon of the same type and similar base stat totals - Completely Random: Pokemon are replaced with completely random Pokemon
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Trainer Party Blocklist

These Pokemon will not appear in enemy trainer parties Does nothing if trainer parties are not randomized Blocklists are best effort, other constraints may cause them to be ignored You can use _Legendaries or _Non-Legendaries as shortcuts, or _<Type> (e.g. _Fire, _Water) to include all Pokemon of that type.

Boost Trainer Pokemon Levels

Boost levels of every trainer's Pokemon. There are 2 different boost modes: Percentage Boost: Increases every trainer Pokemon's level by the boost percentage. Set Min Level: Trainer Pokemon will be the specified level or higher.
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Trainer Level Boost Value

This Value only works if Boost Trainer Pokemon Levels is being used. The meaning of this value depends on Trainer Boost Mode. Percentage Boost: This value represents the boost amount percentage Set Min Level: Trainer Pokemon will never be lower than this level
This is a range option.

Accepted values:
Normal range: 1 - 100
25 ❌
0 ❌
0
0
0
0

Force Fully Evolved

When an opponent uses a Pokemon of the specified level or higher, restricts the species to only fully evolved Pokemon. Evolution Level instead evolves each opponent Pokemon into the species it would naturally have become at its level, so a species is never used at or above the level it would evolve at. Species that do not evolve by level are unaffected. Only applies when trainer parties are randomized.
This is a range option.

Accepted values:
Normal range: 0 - 100

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • -1: Evolution Level
25 ❌
0 ❌
0
0
0
0
Dexsanities

Dexsanity

Adds checks for catching Pokemon Pokemon that cannot be logically obtained will never be included
This is a range option.

Accepted values:
Normal range: 0 - 251

The following values have special meanings, and may fall outside the normal range.
  • 0: None
  • 251: Full
25 ❌
0 ❌
0
0
0
0

Dexsanity Logic

Restricts which encounter sources may provide Pokemon for Dexsanity and Dexcountsanity locations. Only applies when Dexsanity or Dexcountsanity is enabled. Selected sources are further restricted by their own logic settings (e.g. Wild Encounter Methods Required). If no Pokemon are available from the selected sources, falls back to the full logically available pool. _Random has a 50% chance to include types which are not already included _All will include all types

Dexcountsanity

Adds checks for completing Pokedex milestones This setting specifies number of caught Pokemon on which you'll get your last check
This is a range option.

Accepted values:
Normal range: 0 - 251

The following values have special meanings, and may fall outside the normal range.
  • 0: None
  • 251: Full
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0 ❌
0
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Dexcountsanity Step

If Dexcountsanity is enabled, specifies the step interval at which your checks are placed. For example, if you have Dexcountsanity 50 and Dexcountsanity Step 10, you will have checks at 10, 20, 30, 40 and 50 total Pokemon caught.
This is a range option.

Accepted values:
Normal range: 1 - 251
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0 ❌
0
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Dexcountsanity Leniency

If Dexcountsanity is enabled, specifies the logic leniency for checks. For example, if you set Dexcountsanity Leniency to 5 and have a Dexcountsanity check at 10, you will not be logically required to obtain this check until you can obtain 15 Pokemon Checks that would go over the total number of logically available Pokemon will be clamped to that limit
This is a range option.

Accepted values:
Normal range: 0 - 251
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0 ❌
0
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0
0

Dexsanity Starters

Controls how Dexsanity treats starter Pokemon - Allow: Starter Pokemon will be allowed as Dexsanity checks - Block: Starter Pokemon will not be allowed as Dexsanity Checks - Available Early: Starter Pokemon will all be obtainable in the wild immediately, unless there is nowhere to obtain wild Pokemon immediately
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Trainersanity

Johto Trainersanity

Adds checks for defeating Johto trainers. You can turn trainers that have checks grayscale by setting the "trainersanity_indication" in-game option. Trainers are no longer missable. Each trainer will add a random filler item into the pool.
This is a range option.

Accepted values:
Normal range: 0 - 243

The following values have special meanings, and may fall outside the normal range.
  • 0: None
  • 243: Full
25 ❌
0 ❌
0
0
0
0

Kanto Trainersanity

Adds checks for defeating Kanto trainers. You can turn trainers that have checks grayscale by setting the "trainersanity_indication" in-game option. Trainers are no longer missable. Each trainer will add a random filler item into the pool.
This is a range option.

Accepted values:
Normal range: 0 - 131

The following values have special meanings, and may fall outside the normal range.
  • 0: None
  • 131: Full
25 ❌
0 ❌
0
0
0
0

Rematchsanity

Adds the phone-trainer rematch fights as checks. Rematches unlock in order as you hit story milestones (visiting Goldenrod / Olivine / etc., clearing the Radio Tower, beating the Elite Four, restoring power to Kanto). All rematches need the Pokegear and a Phone Card. Picnicker Tiffany's rematches only count if Randomize Pokemon Requests is also on. Joey's HP Up is given after his last rematch.
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Battle Tower

Battle Tower Sanity

Adds locations in the Battle Tower. - off: no Battle Tower locations. - tiers: 10 locations, one for completing each tier. - tiers_and_trainers: the 10 tier locations plus one location per Battle Tower trainer (70 extra). Tier N is logically gated behind access to N of the following: gyms, E4 and Red. Trainer locations share the gate of whichever tier they are shuffled into for the seed. WARNING: The Battle Tower is legit. Your team will be levelled down to match your tier, if needed. You cannot use items from your bag, held items must all be different and the trainers have the best possible AI. Bringing in Pokemon with >= 600 BST requires the Battle Tower Uber Pass, which will be shuffled into the item pool.
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Battle Tower Progressive Tier Unlocks

Locks Battle Tower tiers behind progressive unlock items. Each item received unlocks the next tier in order; without them, all tiers are immediately accessible. Only takes effect when battle_tower_sanity is on or the Battle Tower goal is selected.
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Pokemon Logic

Wild Encounter Methods Required

Sets which wild encounter types may be logically required - Land: Pokemon encountered in grass and caves - Surfing: Pokemon encountered while surfing - Fishing: Pokemon encountered with any rod - Headbutt: Pokemon encountered by headbutting trees - Rock Smash: Pokemon encountered by smashing rocks - Bug Catching Contest: Pokemon encountered in the National Park contest - Swarm: Pokemon encountered during a swarm _Random has a 50% chance to include types which are not already included _All will include all types Swarm encounters require Randomize Phone Calls to be enabled. Roamers are NEVER in logic.

Enforce Wild Encounter Methods Logic

Sets whether the game will prevent capture of Pokemon found through disabled wild encounter methods Statics, roamers and contest encounters can always be caught You can always re-catch Pokemon you have already caught
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Static Pokemon Required

Sets whether static Pokemon may be logically required
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0

Trades Required

Specifies if in-game trades may be logically required
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Randomize Lucky Number Show

Adds the Radio Tower Lucky Number Show as three locations. Three in-game trades are chosen at random; obtaining each traded Pokemon wins the matching prize (1st/2nd/3rd).
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Evolution Methods Required

Sets which types of evolutions may be logically required _Random has a 50% chance to include types which are not already included _All will include all types

Evolution Gym Levels

Sets how many levels each accessible gym puts into logic for level (and Tyrogue) evolutions For example, if you set this to 4 and have access to 5 gyms, evolutions up to level 20 would be in logic. If Johto only is enabled the minimum for this setting is 8.
This is a range option.

Accepted values:
Normal range: 4 - 69
0 ❌
25 ❌
0 ❌
0
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0
0

Breeding Method Required

Specifies which breeding methods may be logically required.
0
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Enforce Breeding Methods Logic

Sets whether the game will prevent the breeding of Pokemon that do not match the selected breeding logic
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Pokemon Request Logic

Restricts which encounter sources may provide Pokemon for randomized requests and trades (Bill's Grandpa, phone call trainers, in-game trades, etc.) Only applies when Pokemon requests or trades are randomized. Selected sources are further restricted by their own logic settings (e.g. Wild Encounter Methods Required). If no Pokemon are available from the selected sources, falls back to the full logically available pool. _Random has a 50% chance to include types which are not already included _All will include all types
Traps

Filler Trap Percentage

Percentage chance each filler item is replaced with a trap If no traps have any weight, this option does nothing NOTE: This option has a maximum of 20 by default, this can be changed by setting maximum_filler_trap_percentage in host.yaml
This is a range option.

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

trap_weights

Specifies the weights at which traps become each trap type - Burn, Paralysis, Sleep, Poison and Freeze traps afflict the corresponding status on your party - Phone Traps trigger random Pokegear calls (NOTE: Phone Traps loop after you receive 32 of them) - Tutorial Traps trigger the catch tutorial - Teleport Traps use the move Teleport (both in battle and out of battle) - Whirlpool Traps spin you around in the overworld or trap you in Whirlpool for 99 turns in battle - Ice Traps make the overworld slippery for 40-60 steps - Explosion Traps faint a party member in the overworld or use Explosion in battle - Sandstorm Traps slow you in the overworld for 20-40 steps or activate Sandstorm for 99 turns in battle - Metronome Traps trigger a random other move trap in the overworld or use Metronome in battle - Shuffle Traps randomize the order of items in your Items and Balls pockets
This option cannot be modified here. Please edit your .yaml file manually.

Trap Link

Games that support traplink will all receive similar traps when a matching trap is sent from another traplink game This only applies to traps you have enabled
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Quality of Life

Game Options

Presets in-game options. These can be changed in-game later. Any omitted options will use their default. Allowed options and values, with default first: ap_item_notification: popup_sound/popup/sound/none - Sets how items received from AP are announced (popup_sound shows the popup and plays the sound) auto_hms: off/on - HMs will be used automatically where possible, if their usage conditions are met auto_run: off/on - Sets whether run activates automatically, if on you can hold B to walk battle_always_run: off/on - Sets whether running from wild battles always succeeds, including through trapping moves like Mean Look and Wrap battle_animations: all/no_scene/no_bars/speedy - Sets which battle animations are played: all: All animations play, including entry and moves no_scene: Entry and move animations do not play no_bars: Entry, move and HP/EXP bar animations do not play speedy: No battle animations play and many delays are removed to make battles faster battle_move_stats: off/on - Sets whether or not to display power and accuracy of moves in battle battle_shift: shift/set - Sets whether you are asked to switch between trainer Pokemon bike_music: on/off - Sets whether the bike music will play blind_trainers: off/on - Sets whether trainers will see you without talking to them directly catch_exp: off/on - Sets whether or not you get EXP for catching a Pokemon dex_area_beep: off/on - Sets whether the Pokedex beeps for land and Surf encounters in the current area exp_distribution: gen2/gen6/gen8/no_exp - Sets the EXP distribution method: gen2: EXP is split evenly among battle participants, Exp All splits evenly between participants and non-participants gen6: Participants earn 100% of EXP, non-participants earn 50% of EXP when Exp All is enabled gen8: Participants earn 100% of EXP, non-participants earn 100% of EXP when Exp All is enabled no_exp: EXP is disabled fast_egg_hatch: off/on - Sets whether eggs take a single cycle to hatch fast_egg_make: off/on - Sets whether eggs are guaranteed after one cycle at the day care guaranteed_catch: off/on - Sets whether balls have a 100% success rate hms_require_teaching: on/off - Sets whether it is required to teach field moves to use them in the field local_item_notification: text/sound/none - Sets how Trainersanity, Dex(count)sanity and Grasssanity locations show item notifications low_hp_beep: on/off - Sets whether the low HP beep is played in battle menu_account: on/off - Sets whether extra information is shown on the Start menu more_uncaught_encounters: off/on - Sets whether wild encounters of Pokemon you have not caught are more likely music: on/off - Sets whether music will play poison_flicker: on/off - Sets whether the overworld poison flash effect is played rods_always_work: off/on - Sets whether the fishing rods always succeed scaling_exp: off/on - Sets whether EXP scales based on level difference as in Generation 5 short_fanfares: off/on - Sets whether item receive fanfares are shortened skip_dex_registration: off/on - Sets whether the Pokedex registration screen is skipped skip_nicknames: off/on - Sets whether you are asked to nickname a Pokemon upon receiving it sound: mono/stereo - Sets the sound mode spinners: normal/rotators/heck/hell - Sets the overworld behaviour of trainers normal: Trainers will behave as they do in vanilla rotators: Trainers that spin randomly will rotate consistently heck: All trainers with vision rotate consistently, they have their original vision range but can spot you through obstacles hell: All trainers with vision will spin randomly, have max vision and can spot you through obstacles surf_music: on/off - Sets whether the surf music will play text_frame: 1-8 - Sets the textbox frame, "random" will pick a random frame text_speed: mid/slow/fast/instant - Sets the speed at which text advances time_of_day: auto/morn/day/nite - Sets a time of day override, auto follows the clock, "random" will pick a random time tracker_slot: 0-255 - Sets which tracker slot is used for map tracking, used for co-op seeds trainersanity_indication: off/on - Sets whether Trainersanity trainers have grayscale sprites until they are beaten turbo_button: none/a/b/a_or_b - Sets which buttons auto advance text when held
This option cannot be modified here. Please edit your .yaml file manually.

Level Scaling

Sets whether Trainer, Wild Pokemon and Static Pokemon levels are scaled based on sphere access. - Off: Vanilla levels are used. - Spheres: Levels are scaled based on sphere access only. - Spheres and Distance: Levels are scaled based on both sphere access and distance from starting town.
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Level Curve

When level scaling is enabled, use a custom level curve instead of deriving levels from vanilla data. The curve distributes levels from min to max across all scaled levels (trainers, statics, and wild encounters). - Vanilla: Use vanilla levels as the basis for scaling. - Linear: Levels increase at a constant rate from min to max. - Sqrt: Levels rise quickly early then taper off. Harder early game, compressed late game. - Quadratic: Levels stay low early then rise steeply. Easier early game, rapid late-game growth. - S Curve: Slow start, fast middle, slow finish.
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0
0
0
0

Level Curve Min Level

The starting level for the custom level curve. Only used when Level Curve is not vanilla.
This is a range option.

Accepted values:
Normal range: 1 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Level Curve Max Level

The ending level for the custom level curve. Only used when Level Curve is not vanilla. Red will be scaled so his lowest level matches this value. Wilds and statics will be scaled up to 2/3 of this value. NOTE: Trainers are scaled based on their lowest level party member, so they can have levels above this value.
This is a range option.

Accepted values:
Normal range: 1 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Lock Kanto Gyms

Logically lock entering all Kanto gyms, Mt. Moon and Trainer House behind access to a high level Pokemon, included locations: - Snorlax - Ho-oh - Lugia - Suicune - Silver Cave entrance - Victory Road You can still enter gyms, Mt. Moon and Trainer House without access to any of these. NOTE: This option is automatically disabled when Level Scaling is enabled.
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0

All Pokemon Seen

Start with all Pokemon seen in your Pokedex. This allows you to see where the Pokemon can be encountered in the wild.
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0
0

Starting Money

Sets your starting money.
This is a range option.

Accepted values:
Normal range: 0 - 999999

The following values have special meanings, and may fall outside the normal range.
  • 3000: Vanilla
0 ❌
25 ❌
0 ❌
0
0
0
0

Better Marts

If this option is enabled then the Pokcenter 2F mart will not upgrade as you beat gyms. Instead, it will always be the final upgrade.
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Build-a-Mart

Create a custom shop in place of the final upgraded Pokecenter 2F mart. The first two shop items will always be Poke Ball and Escape Rope. Maximum of 14 items, any extra items will be discarded. Available items: Antidote, Awakening, Burn Heal, Calcium, Carbos, Dire Hit, Dragon Scale, Elixer, Ether, Fast Ball, Fire Stone, Fresh Water, Friend Ball, Full Heal, Full Restore, Great Ball, Guard Spec, Heavy Ball, HP Up, Hyper Potion, Ice Heal, Iron, Kings Rock, Leaf Stone, Lemonade, Level Ball, Link Cable, Love Ball, Lure Ball, Master Ball, Max Elixer, Max Ether, Max Potion, Max Repel, Max Revive, Metal Coat, Moon Ball, Moon Stone, Park Ball, Parlyz Heal, Potion, Protein, PP Up, Rare Candy, Repel, Revive, Soda Pop, Sun Stone, Super Potion, Super Repel, Thunderstone, Ultra Ball, Up-Grade, Water Stone, X Accuracy, X Attack, X Defend, X Special, X Speed.

Growth Rates

Controls the experience growth rate curves for Pokemon. - Vanilla: Use the original growth rate for each Pokemon species. - Normalized: Legendary Pokemon use the Slow growth rate. All other Pokemon use Medium Fast. This option is ignored when evolution randomization is enabled; all Pokemon will use Medium Fast in that case.
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Experience Modifier

Scale the amount of Experience Points given in battle Default is 20, for double set to 40, for half set to 10, etc You can modify this value in-game, the CUSTOM option will use the value provided here.
This is a range option.

Accepted values:
Normal range: 1 - 255

The following values have special meanings, and may fall outside the normal range.
  • 10: Half
  • 20: Normal
  • 40: Double
  • 60: Triple
  • 80: Quadruple
  • 100: Quintuple
  • 120: Sextuple
  • 140: Septuple
  • 160: Octuple
0 ❌
25 ❌
0 ❌
0
0
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0

Exp Share Type

Sets which experience-sharing item is placed in the multiworld. - Exp Share: The vanilla Exp Share. - Exp All: A key item that toggles on/off. When on, all non-participating party Pokemon earn experience.
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Skip Elite Four

Go straight to Lance when challenging the Elite Four
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Minimum Catch Rate

Sets a minimum catch rate for wild Pokemon
This is a range option.

Accepted values:
Normal range: 0 - 255
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0 ❌
0
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0

Always Unlock Fly Destinations

Always unlock Fly destinations when entering a town, even if Randomize Fly Unlocks is enabled. This does not work with Randomize Fly Destinations and is not considered by logic.
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Field Move Menu Order

Defines which order the entries of the Field Move Menu (accessible if hms_require_teaching is set to 'off') appear in. Provided values will appear on top of the menu in the given order. Omitted values will appear below in the following order: Cut, Fly, Surf, Strength, Flash, Whirlpool, Waterfall, Rock Smash, Headbutt, Dig, Teleport, Sweet Scent. Duplicates will be omitted.

Default Pokedex Mode

Sets the default Pokedex mode
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Progressive Rods

Sets whether fishing rods are always received in order (Old -> Good -> Super)
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Require Pokegear for Phone Numbers

Sets whether the Pokegear is required to register trainer phone numbers and whether the Pokegear and Phone Card are required to receive calls The Pokegear and Phone Card will always be logically required for phone call locations
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Phone Call Mode

Controls how in-game phone calls work. - Vanilla: Calling a trainer only does something useful at the right day and time of day. Trainers calling you is random. WARNING: triggering specific phone calls this way can require resetting the clock, toggling DST, and a lot of patience. - Simple: Calling any trainer always does something useful if available. Trainers calling you skip the random roll and offer their action directly.
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Wonder Trading

Allows participation in wonder trading with other players in your current multiworld. Speak with the wonder trade receptionist on the second floor of any Pokemon Center. Wonder trading NEVER affects logic. Pokemon traded this way may come from other Pokemon games. Stat experience, DVs, and similar species-specific data may not survive the trip perfectly across generations. Received Pokemon are not marked as caught in your Pokedex.
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death_link

When you die, everyone who enabled death link dies. Of course, the reverse is true too. In Pokemon Crystal, whiting out sends a death and receiving a death causes you to white out. Being seen by a trainer when spinner heck or hell is enabled will send a deathlink.
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Intro Presets

Trainer Gender

Preset your trainer's gender, this skips the in-game prompt.
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Trainer Name

Preset your trainer name, this skips the name prompt. Only the first seven characters will be used, unsupported characters will be replaced with '?'.
This option allows custom values only. Please enter your desired values below.

Rival Name

Preset your rival's name, this skips the name prompt in Elm's Lab. Only the first seven characters will be used, unsupported characters will be replaced with '?'. Alternatively (only at Multiworld generation), you can enter the values "random_player" and "random_crystal" to use the name of a random player in the multiworld, respectively from any game and from Pokemon Crystal specifically.
This option allows custom values only. Please enter your desired values below.

Start Time

Preset the game's start time, this skips the introduction's prompt. Must have the format "HH:MM", with hours going from 0 to 23. Alternatively, you can enter the value "now", which will automatically use the multiworld generation time (or patch time when using option overrides)
This option allows custom values only. Please enter your desired values below.
Cosmetic

Modify Palettes

- Vanilla: Vanilla Pokemon color palettes - Match Types: Color palettes match Pokemon Type - Randomize: Color palettes are completely random - Swap Shiny: Regular Pokemon use shiny palettes and vice versa - Gold and Silver: For the Pokemon whose palettes changed between Gold/Silver and Crystal, restores their old palette
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Randomize Music

Randomize all music - Shuffle will map each music track to a new track - Completely Random will map each music area to a new track
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Trainer Palette

Sets the palette used for the player character. Can also be set to a hex color code (e.g. #FF8040) for a custom palette.
Custom values are also allowed for this option. To create one, enter it into the input box below.
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Colored Item Balls

Tints overworld item ball sprites by the AP classification of the item they hold: green for progression, blue for useful, red for filler, and a random one of the three for traps. Remote items are colored by their classification in the receiving slot's world.
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:3

Enable Mischief

If I told you what this does, it would ruin the surprises :)
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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 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.