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Final Fantasy VI Randomizer

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flags:items [2020/11/19 07:35]
127.0.0.1 external edit
flags:items [2022/11/05 03:07] (current)
franklin
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 <wrap flag_group>Start Moogle Charms</wrap> **(-smc)**\\ <wrap flag_group>Start Moogle Charms</wrap> **(-smc)**\\
 Number of Moogle Charms between 0 and 3 to start the game with. The No Moogle Charms option does not apply to this setting. Number of Moogle Charms between 0 and 3 to start the game with. The No Moogle Charms option does not apply to this setting.
 +
 +<wrap flag_group>Start Warp Stones</wrap> **(-sws)**\\
 +Number of Warp Stones between 0 and 10 to start the game with.
 +
 +<wrap flag_group>Start Fenix Downs</wrap> **(-sfd)**\\
 +Number of Fenix Downs between 0 and 10 to start the game with. The Permadeath option does not apply to this setting.
 +
 +<wrap flag_group>Start Tools</wrap> **(-sto)**\\
 +Number of different random Tools between 0 and 8 to start the game with.
  
 \\ \\
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 **Original**\\ **Original**\\
 Equipment/relics characters can wear are unmodified. Equipment/relics characters can wear are unmodified.
- 
-**All (-iea, -iera)**\\ 
-Characters can wear all equipment/relics. 
  
 **Random (-ier, -ierr)**\\ **Random (-ier, -ierr)**\\
-Equipment/relics are equipable by a random number of characters between 1 and 14 selected using a uniform distribution.+Equipment/relics are equipable by a random number of characters within given range selected using a uniform distribution. This option can potentially result in large variations in the number of items each character can equip.
  
-**Random Unique (-ieru, -ierru)**\\ +**Balanced Random (-iebr, -ierbr)**\\ 
-Equipment/relics are equipable by a single random character selected using a uniform distribution. Though unlikely, this option can result in some characters unable to equip anything or a single character able to equip everything+Equipment/relics are equipable by given number of random characters selected using a uniform distribution. The total number of items equipable by each character is balanced.
  
 **Original + Random (-ieor, -ieror)**\\ **Original + Random (-ieor, -ieror)**\\
-Characters can wear their original equipment/relics. Additionally, random number of characters between 1 and  14 is selected using uniform distribution for each equipment/relic.+Characters have given percent chance of being able to equip each item they could not previously equip. If given percent is negative, characters have given percent chance of not being able to equip each item they could previously equip.
  
-<wrap flag_group>Cursed Shield Battles</wrap>\\ +**Shuffle + Random (-iesr, -iersr)**\\ 
-Note: Gogo/Umaro cannot remove the curse.+Shuffles the inherent equipability pool of each character between the characters. After shuffling, characters have a given percent chance of being able to equip each item they could not previously equip. If given percent is negative, characters have a given percent chance of not being able to equip each item they could previously equip.
  
-**Original**\\ +For example, Locke's equippability may be assigned to Setzer, and Setzer's to Relm, allowing only Setzer to equip Wing Edge (in vanilla only Locke can equip Wing Edge). However, Setzer will no longer be able to equip Fixed Dice, but Relm will be able to (in vanilla only Setzer can equip Fixed Dice). Equippability is applied on a per-character basis.
-Number of required battles to uncurse the shield remains 256.+
  
-**Random (1-32), (1-64), (1-128), (1-256) (-csb32, -csb64, -csb128, -csb256)**\\ +<wrap flag_group>Cursed Shield Battles</wrap> **(-csb)**\\ 
-Random number of battles required to uncurse the shield between 1 and n selected using a uniform distribution.+Number of battles required to uncurse the Cursed Shield randomly selected within given range using a uniform distribution
 + 
 +Note: Gogo/Umaro cannot remove the curse.
  
 <wrap flag_group>Moogle Charm All</wrap> **(-mca)**\\ <wrap flag_group>Moogle Charm All</wrap> **(-mca)**\\
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 <wrap flag_group>SwdTech Runic All</wrap> **(-stra)**\\ <wrap flag_group>SwdTech Runic All</wrap> **(-stra)**\\
 If enabled, all weapons enable the use of SwdTech and Runic. Otherwise, which weapons enable SwdTech/Runic is unmodified. If enabled, all weapons enable the use of SwdTech and Runic. Otherwise, which weapons enable SwdTech/Runic is unmodified.
 +
 +<wrap flag_group>Stronger Atma Weapon</wrap> **(-saw)**\\
 +If enabled, Atma Weapon's damage divisor is reduced from 64 to 32, it is moved to a higher tier, and it is added to the list of possible item check rewards.
  
 \\ \\
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 Shop inventories are unmodified. Shop inventories are unmodified.
  
-**Shuffle (-sis)**\\+**Shuffle + Random (-sisr)**\\
 The items and equipment originally offered in shops are shuffled between shops. Shop inventory sizes are also shuffled. Shops are shuffled by type (i.e. weapon shops are shuffled, armor shops are shuffled, etc...). The items and equipment originally offered in shops are shuffled between shops. Shop inventory sizes are also shuffled. Shops are shuffled by type (i.e. weapon shops are shuffled, armor shops are shuffled, etc...).
  
-**Random (-sir)**\\ +After shuffling, given percent of randomly selected items and equipment are replaced using a uniform distribution. Random replacements may include items and equipment not originally found in shops. Item and equipment types are preserved (i.e. weapons replaced by weapons, armor by armor, etc...).
-Items and equipment in shops are selected at random using a uniform distribution. Items and equipment not originally found in shops may be selected. Shop inventory sizes are shuffled. Item and equipment types are preserved (i.e. weapons replaced by weapons, armor by armor, etc...).+
  
 **Random Tiered (-sirt)**\\ **Random Tiered (-sirt)**\\
 Items and equipment in shops are categorized by tier and chosen at random. Higher tier items and equipment are less likely to be chosen. Items and equipment not originally found in shops may be selected. Shop inventory sizes are shuffled. Item and equipment types are preserved (i.e. weapons replaced by weapons, armor by armor, etc...).\\ Items and equipment in shops are categorized by tier and chosen at random. Higher tier items and equipment are less likely to be chosen. Items and equipment not originally found in shops may be selected. Shop inventory sizes are shuffled. Item and equipment types are preserved (i.e. weapons replaced by weapons, armor by armor, etc...).\\
 For more details: [[flags:ShopItemTiers|Shop Item Tiers]] For more details: [[flags:ShopItemTiers|Shop Item Tiers]]
- 
-**Shuffle + 20% Random (-sis20r)**\\ 
-Shops are shuffled. 20% of all items and equipment are replaced at random using a uniform distribution. Items and equipment not originally found in shops may be selected. Item and equipment types are preserved (i.e. weapons replaced by weapons, armor by armor, etc...). 
  
 **Empty (-sie)**\\ **Empty (-sie)**\\
 Shops do not sell any items or equipment. Shops do not sell any items or equipment.
  
-<wrap flag_group>Buy/Sell Price</wrap>\\+<wrap flag_group>Price</wrap>\\
  
 **Original**\\ **Original**\\
 Item and equipment prices are unmodified. Item and equipment prices are unmodified.
  
-**Random Distortion (-sprd)**\\ +**Random Value (-sprv)**\\ 
-Item and equipment prices are randomly selected using a uniform distribution within 25% of the original value with min = 1, max = 65535.+Item and equipment prices set to random value within given range using a uniform distribution.
  
-**Random (-spr)**\\ +**Random Percent (-sprp)**\\ 
-Item and equipment prices are randomly selected using a uniform distribution with min = 1, max = 65535.+Item and equipment prices set to random percent of original value within given range using a uniform distribution.
  
-**Zero (-spz)**\\ +<wrap flag_group>Sell Fraction</wrap> **(-ssf4, -ssf8, -ssf0)**\\ 
-Items and equipment can be bought and sold for zero GP.+Fraction of price items and equipment sell for. Zero results in everything selling for zero GP.
  
 <wrap flag_group>Dried Meat</wrap> **(-sdm)**\\ <wrap flag_group>Dried Meat</wrap> **(-sdm)**\\
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 <wrap flag_group>No Priceless Items</wrap> **(-npi)**\\ <wrap flag_group>No Priceless Items</wrap> **(-npi)**\\
-If enabled, items and equipment which originally sell for 1 GP will instead be given a custom value. Otherwise, items and equipment not originally available in shops will be sold and bought for 1 GP. This option is recommended when random items may appear in shops.\\ +If enabled, items and equipment which originally sell for 1 GP will instead be given a custom value. Otherwise, items and equipment not originally available in shops will be sold and bought for 1 GP. This option is recommended when random items may appear in shops. [[item_custom_prices|Full list of item price changes]]\\ 
-For more details: [[flags:NoPricelessItems|No Priceless Items]]+ 
 +This flag also adjusts 3 item values from vanilla that did not sell for 1 GP: Bone Club (20000 to 7000), Magical Brsh (10000 to 9000), and Tempest (8000 to 12000)
  
 <wrap flag_group>No Breakable Rods</wrap> **(-snbr)**\\ <wrap flag_group>No Breakable Rods</wrap> **(-snbr)**\\
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 If enabled, Flame, Ice, and Thunder shields will not be sold in any shops. Otherwise, their appearance will be decided by the Inventory option. If enabled, Flame, Ice, and Thunder shields will not be sold in any shops. Otherwise, their appearance will be decided by the Inventory option.
  
-<wrap flag_group>No Super Balls</wrap> **(-snes)**\\+<wrap flag_group>No Super Balls</wrap> **(-snsb)**\\
 If enabled, Super Balls will not be sold in any shops. Otherwise, their appearance will be decided by the Inventory option. If enabled, Super Balls will not be sold in any shops. Otherwise, their appearance will be decided by the Inventory option.
 +
 +<wrap flag_group>No Exp. Eggs</wrap> **(-snee)**\\
 +If enabled, Exp. Eggs will not be sold in any shops. Otherwise, their appearance will be decided by the Inventory option.
 +
 +<wrap flag_group>No Illuminas</wrap> **(-snil)**\\
 +If enabled, Illuminas will not be sold in any shops. Otherwise, their appearance will be decided by the Inventory option.
  
 \\ \\
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 Chest contents are unmodified. Chest contents are unmodified.
  
-**Shuffle (-ccs)**\\+**Shuffle + Random (-ccsr)**\\
 Original chest contents are randomly assigned to chests using a uniform distribution. Original chest contents are randomly assigned to chests using a uniform distribution.
  
-**Random (-ccr)**\\ +After shuffling, given percent of randomly selected chest contents are replaced using a uniform distribution. Random replacements may include items and GP values not originally found in chests.
-Chest contents are selected at random using a uniform distribution. Items and GP values not originally found in chests may be selected. Chest types are shuffled.+
  
 **Random Tiered (-ccrt)**\\ **Random Tiered (-ccrt)**\\
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 For more details: [[flags:ChestItemTiers|Chest Item Tiers]] For more details: [[flags:ChestItemTiers|Chest Item Tiers]]
  
-**Shuffle + 20% Random (-ccs20r)**\\ + 
-Chests are shuffled20% of all contents are replaced at random using a uniform distribution. Items and GP values not originally found in chests may be selected.+**Random Scaled (-ccrs)**\\ 
 +Chest contents are categorized by tier and chosen at randomThe odds of higher tier contents increases as more chests are opened. Items and GP values not originally found in chests may be selected. Chest types are shuffled.
  
 **Empty (-cce)**\\ **Empty (-cce)**\\