Devil May Cry 3

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

Randomize Adjudicators

Randomizes Adjudicators in the game, changing their required weapon type
25
0
0

Max Rando. Adjudicator Rank (Inclusive)

Set the max style rank for randomized adjudicators. Leave at default to not change them (I can't recommend SS or SSS)
25
0
0
0
0
0
0
0

Starting Melee

Set your starting melee weapon
25
0
0
0
0
0

Starting Second Melee

Set your second starting melee weapon
0
0
0
0
0
25
0

Starting Gun

Set your starting gun
25
0
0
0
0
0

Starting Second Gun

Set your starting gun
0
0
0
0
0
25
0

Randomize Skills

Should weapon skills be items?
25
0
0

Randomize Gun Levels

Should gun levels be items?
25
0
0

Death Link

**DeathLink**: Standard DeathLink behavior. **HurtLink**: Sends DeathLink messages out when you die. But any received DeathLink's will cause (Difficulty Dependent) damage rather than insta kill. **None**: No death link features will be enabled
25
0
0
0

Randomize Styles

Add Dante's styles into the world as progressive upgrades. The starting style will be chosen at random unless one is specified via start inventory
25
0
0

Purple Orb Mode

On: 10 Purple orbs will be added to the item pool (DT Item will be worth 0 runes if it is in the item pool) Off: 7 Purple orbs will be added to the item pool as well as the Devil Trigger Item (Worth 3 DT Runes)
25
0
0

Devil Trigger Mode

**On**: Devil Trigger item will be needed to access Devil Trigger (DT Item will be added to the item pool) **Off**: Devil Trigger will be accessible upon reaching 3 runes
25
0
0

Initially Unlocked Difficulties

What difficulties are unlocked when starting a new game (Normal is unlocked by default)

Goal

Which goal setting to use: **Standard**: Beat M20 in linear order M1-M20 **All**: Beat all missions, all are unlocked at start **Random Order**: Beat all missions in a random linear order
25
0
0
0
Shop Options

Orb Checks

Add checks to the store. This includes both Blue and Purple Orbs
25
0
0

Auto Orb Hints

What types of hints should be automatically created * All will auto hint all orb purchases * None will result in no hints
25
0
0

Gun Store Checks

Purchasing gun levels will send out checks You will need the specific gun for the checks
25
0
0

Auto Gun Hints

Gun Level Auto hinting behavior * All: All gun level checks will be auto-hinted * Obtained: Hint all levels when the gun is obtained * None: No automatic hinting
25
0
0
0
Mission Options

Minimum Mission Clear Rank

What minimum rank is needed to give a mission's completed check. **D** will be any and all ranks **C, B, A, S** are self-explanatory **SS** is a perfect S rank, all sub ranks must be S as well. (Only choose this if you are confident in your abilities)
25
0
0
0
0
0
0

Minimum Required Mission Clear Difficulty

What minimum difficulty is needed to give a mission's completed check.
25
0
0
0
0
0
0

Enable SS Rank Checks

If the SS Rank checks are added to the multiworld
25
0
0

Useful SS Rank Goodies

Allow excluded SS Rank Mission Clears to have useful items and not just filler
25
0
0

SS Ranks Check Minimum Difficulty

If SS Rank checks also check to see if you are on the minimum difficulty
25
0
0

Mission Order Setting

**Grouped**: All 20 missions are divided into blocks of N missions. The order of these blocks is then randomized **Pure RNG**: Leave it all up to chance. You may get Mission #1 as your first, or you may get Mission #20. Not recommended for Synchronous games. **Weighted**: Mission order is based on the provided weights
0
25
0
0

Mission Order Weights

Mission weight setting for the weighted mission order option Bigger number means it's more likely to be picked near the beginning. Smaller number means it has less of a chance of being picked. (If you don't know what to do, leave this alone)

Mission Order Group Count

Used for the "Grouped" Mission order setting Set's how many mission "groups" there are I.e 20/N where N is number of groups.
This is a range option.

Accepted values:
Normal range: 4 - 20
0
25
0
0
0
0
0
Item & Location Options

Excluded Locations

Prevent these locations from having an important item.
 

Local Items

Forces these items to be in their native world.
 

Non-local Items

Forces these items to be outside their native world.
 

Start Inventory

Start with the specified amount of these items. Example: "Bomb: 1"

Start 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.
 

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.