Pokemon Black and White

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
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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.
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Game Version

Select your game version.
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Goal

Determines what your goal is to consider the game beaten. - **Ghetsis** - Clear the main story by defeating Ghetsis - **Champion** - Become the champion by defeating Alder - **Cynthia** - Defeat Cynthia in Undella Town - **Cobalion** - Reach and defeat/catch Cobalion in Mistralton Cave - **TM/HM hunt** - Get all TMs and HMs and show them to a scientist at Castelia City's Central Plaza - **Seven Sages hunt** - Find the Seven Sages - **Legendary hunt** - Find and defeat/catch all (stationary available) legendary encounters, including Volcarona - **Pokemon master** - Complete the requirements of all other goals combined
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Randomize Wild Pokemon

Randomizes wild pokemon encounters. You can add as many of the following modifiers as you want. The following is an example for how options like this can look like: ``` randomize_wild_pokemon: ["Randomize", "Prevent rare encounters"] ``` Here is an alternative way to format it: ``` randomize_wild_pokemon: - Randomize - Prevent rare encounters ``` - **Randomize** - Toggles wild pokemon being randomized. Required for any other modifier below. - **Ensure all obtainable** - Ensures that every pokemon species is obtainable by either catching or evolving. - **Similar base stats** - Tries to keep every randomized pokemon at a similar base stat total as the replaced encounter. - **Type themed areas** - Tries to make every pokemon in an area have a certain same type. - **Area 1-to-1** - Keeps the amount of different encounters and their encounter rate in every area. - **Merge phenomenons** - Makes rustling grass, rippling water spots, dust clouds, and flying shadows in the same area have only one encounter. Takes priority over **Area 1-to-1**. - **Prevent rare encounters** - Randomizes the encounter slots with the lowest chance in each area to the same pokemon. Takes priority over **Area 1-to-1**. It is **highly recommended** to include **Prevent rare encounters** if you want to randomize wild pokemon, else you might find yourself searching for two 1% encounters on every route.

Randomize Trainer Pokemon

Randomizes trainer pokemon. You can add as many of the following modifiers as you want. - **Randomize** - Toggles trainer pokemon being randomized. Required for any modifier below. - **Similar base stats** - Tries to keep the randomized pokemon at a similar base stat total as the replaced one.

Pokemon Randomization Adjustments

Adjust various parameters in various pokemon randomization options (with individual ranges). Every parameter can be specified as unweighted/weighted lists, "random", and "random-range-x-y" like usual range options. - **Stats leniency** (0-1530) - The starting maximum difference between base stat totals of vanilla and randomized species (for options with **Similar base stats** activated). - **Rare encounters threshold** (1-100) - If **Prevent rare encounters** is included, this will become the minimum encounter chance (in percent) for each species.

Encounter Plando

Places specific pokemon species at specific locations. Every entry follows the following format: ``` - map: Name of map seasons: Season name(s), optional method: Grass/Dark grass/... slots: Slot number(s) (0-11), optional species: Name(s) of species, random if multiple ``` Encounter Plando requires the corresponding host setting to be enabled, else it will be ignored for all players. Be aware that this can lead to generation failures when combined with other restrictive options. Refer to the Encounter Plando guide of this game for further information.
This option cannot be modified here. Please edit your .yaml file manually.

Shuffle Badge Rewards

Determines how gym badges are randomized and what items gym badge locations can have. - **Vanilla** - Gym badges will stay at their vanilla locations. - **Shuffle** - Gym badges are shuffled between the gym leaders. - **Anything** - Gym badges can be anywhere and gym leaders can give any item.
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Shuffle TM Rewards

Determines what items NPCs, who would normally give TMs or HMs, can have. - **Shuffle** - These NPCs will always give a TM or HM from the same world. - **HM with Badge** - Like "Shuffle", but puts each HM (and TM70 Flash) at a gym leader's badge reward (including the TM from Clay on route 6). - **Anything** - No restrictions.
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Dexsanity

Adds a number of locations that can be checked by catching a certain pokemon species and registering it in the pokedex. The actual maximum number of added checks depends on what pokemon species are actually obtainable in the wild. If you want to have all 649 possible checks, then you need to randomize wild encounters and add the **Ensure all obtainable** modifier.
This is a range option.

Accepted values:
Normal range: 0 - 649
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Season Control

Determines how seasons are handled by the game. - **Vanilla** - Seasons are not randomized and change based on real time. Locations that depend on the season will only contain filler items. - **Changeable** - The current season can be changed by an NPC next to the Pokemon Center in Nimbasa City. - **Randomized** - All seasons are unlockable by items that get shuffled into the item pool. They can as well be changed by an NPC in Nimbasa City, with one season being unlocked from the beginning.
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Adjust levels

Adjusts the levels of wild and trainer pokemon in areas that are in AP earlier accessible than in vanilla to not be significantly higher than in surrounding areas (regardless of randomization). You can add as many of the following modifiers as you want. - **Wild** - Normalizes wild pokemon levels, including surfing and fishing encounters. - **Trainer** - Normalizes trainer pokemon levels, excluding Cynthia.

Modify Encounter Rates

Modifies the encounter slot rates for wild encounters. - **Vanilla** - Keeps the vanilla encounter slot rates. - **Try normalized** - Normalizes the rates for the 12 grass method slots to 8-9% each and the rates for surfing and fishing method slots to 20% each. - **Try normalized alternative** - Same as **Try normalized**, but sets 9 slots to 10% each and 3 slots to 3-4% each for grass methods. - **Invasive** - Sets one slot to 65-80%, one slot to 10-15%, and the remaining slots to 5% or less each for all encounter methods. - **Randomized (12)** - Distributes the encounter rates randomly between all 12 grass methods slots, 5 surfing methods slots, and 5 fishing methods slots. All slots will still have at least a 1% rate. Expect multiple 1% slot rates. Alternatively, you can provide a list of custom encounter rates. See the option guides for more information.
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Experience Multiplier

Multiplies the experience points received from defeating wild and trainer pokemon.
This is a range option.

Accepted values:
Normal range: 1 - 100
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All Pokemon Seen

Start will all pokemon seen in your Pokedex. This allows you to see where the pokemon can be encountered in the wild.
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Master Ball Seller

Adds the possibility to buy or obtain an unlimited amount of Master Balls. You can select multiple sellers. If multiple cost modifiers are added, a random cost in range between them (snapped to 500-steps) gets selected. Adding no cost modifier defaults to 3000. - **Ns Castle** - Repurposes an NPC in N's Castle, who can be found in the same room as the grunt giving Ultra Balls to the player, to give/sell Master Balls to the player. - **PC** - Adds an option to every PC in Pokemon Centers to buy/obtain Master Balls. - **Cherens Mom** - Repurposes Cheren's Mom in Nuvema Town to give/sell Master Balls. - **Undella Mansion seller** - Adds the Master Ball to the pool of items that you can buy from the evolution items seller in the Undella Mansion for a random price. His offers are not affected by any cost modifier. - **Cost Free** - Makes Master Balls (potentially) cost nothing. - **Cost x** - Makes Master Balls (potentially) cost x Pokedollars. x can be any number in range of 0 to 30000.

Modify Item Pool

Modifies what items your world puts into the item pool. You can add as many of the following modifiers as you want. - **Useless key items** - Adds one of each unused key item with filler classification. - **Useful filler** - Main bag items that would normally occur only once can be generated multiple times. - **Ban bad filler** - Bans niche berries and mail from being generated as filler items.

Modify Logic

Modifies parts of what's logically required for various locations. You can add as many of the following modifiers as you want. - **Require Dowsing Machine** - Makes the Dowsing Machine a logical requirement to find hidden items. - **Require Flash** - Makes Mistralton Cave, Challenger's Cave, and the basement of Wellspring Cave logically require TM70 Flash. - **Consider <feature X>** - Toggles whether <feature X> is considered in logic to get access to some pokemon species. The available features are **evolutions**, **static pokemon**, **trades**, and **form change**. However, do note that trades are automatically excluded if evolutions are excluded and wild pokemon are not randomized.

Reusable TMs

Enables reusable TMs, allowing for the reuse of TMs.
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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"

Start Inventory from Pool

Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1" The game decides what the replacement items will be.

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.
 

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.
 

Excluded Locations

Prevent these locations from having an important item.
 

Priority Locations

Prevent these locations from having an unimportant item.
 

Item Links

Share part of your item pool with other players.
This option cannot be modified here. Please edit your .yaml file manually.