Yakuza Gaiden

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
Primary Settings

Enable Intro Skip

Sets key fights in the early tutorial section of the game to 1 HP. This goes up until the end of the first dungeon before entering sotenbori.
0
25
0

Enable Progressive Skills

Allows certain skill books to progressively get stronger with each additional copy found. Disabling this causes imbalance with stats and can have weird effects with some skills gotten out of order.
0
25
0

Enable Shop Keys

Locks shops down and hides all items until corresponding shop key unlock item is used. Shop Key items will appear in your consumable section and need to be activated and consumed to add the items back to the shop.
0
25
0

Toggle Progressive Grapple Items

Causes all regional grapple items to be progressive, ie: first Sotenbori grapple item will always come out as grapple_item_1 regardless of which actual grapple was grabbed. Amount of relevant grapples can be set below. Good option for newer players learning where grapple points are.
25
0
0

Randomize All Enemy Stats

Randomizes all enemy health and damage stats between 0.5 and 3.0. WARNING: This can make the playthrough much harder!
25
0
0

Enable Pocket Circuit Items Checks

Enables Pocket Circuit items and related checks. Disabling this also removes all extra pocket circuit items from the world that are outside of the pocket circuit room.
0
25
0

Enable Minigame Reward Rando

Enables the randomization of Minigames. Only randomizes minigames with rewards attached. this excludes pocket circuit as that has its own section. If this is off, all below related settings are off as well.
0
25
0

Trap Chance

Percent of junk items turned into traps. Current traps: Joke healing items
This is a range option.

Accepted values:
Normal range: 0 - 100
0
25
0
0
0
0
0
Win Condition

Max Total Golden Ball Count

The maximum number of the game winning item "Golden Ball". This value must be above or equal to the "Required Golden Ball" count.
This is a range option.

Accepted values:
Normal range: 0 - 30
0
25
0
0
0
0
0

Required Golden Ball Count

The required amount of "Golden Ball"s the player needs to find to trigger thier goal. This number must be below or equal to the "Max Golden Ball" count.
This is a range option.

Accepted values:
Normal range: 0 - 30
0
25
0
0
0
0
0
Shops

Enable Basic Shop Rando

Enables Basic shops into the pool. This changes all shop items to be single purchase, but does not effect conveniance stores, the pharmacy, or any strange one off shops.
0
25
0

Enable Weird Shop Rando

Enables the Weird shops into the pool. This changes all shop items to be single purchase, this only enables weird one off stores like ichiban confections, or take out food places like smile cart.
0
25
0

Enable Consumable Shop Rando

Enables the Consumable shops into the pool. This changes all shop items to be single purchase, this effects all poppo marts and the pharmacy.
25
0
0

Item Cost Minimum

Max potential value of how expensive each item can be in stores. note: this uses a 4 bucket system to try and curve most prices towards the low end, and leave a handfull of high end prices. Use the default as a guide here.
This is a range option.

Accepted values:
Normal range: 0 - 3000000
0
25
0
0
0
0
0

Item Cost Maximum

Minimum potential value of how expensive each item can be in stores. note: this uses a 4 bucket system to try and curve most prices towards the low end, and leave a handfull of high end prices. Use the default as a guide here.
This is a range option.

Accepted values:
Normal range: 0 - 3000000
0
25
0
0
0
0
0
Minigames

Enable Dart Rival Reward Rando

Enables the randomization of Darts. Only randomizes Dart Rival rewards, If "Enable Minigame Reward Rando" is off, this setting is ignored.
0
25
0

Enable Pool Point Shop Rando

Enables the randomization of the Pool Point Shop. Only randomizes Pool Point Shop rewards, If "Enable Minigame Reward Rando" is off, this setting is ignored.
0
25
0

Enable Golf Point Shop Rando

Enables the randomization of the Golf Point Shop. Only randomizes Golf Point Shop rewards, If "Enable Minigame Reward Rando" is off, this setting is ignored.
0
25
0

Enable Casino Point Shop Rando

Enables the randomization of the Casino Point Shops. Only randomizes Casino Point Shop rewards, This includes Yokohama, Sotenbori, and Colossuem. If "Enable Minigame Reward Rando" is off, this setting is ignored.
0
25
0

Enable Shogi Point Shop Rando

Enables the randomization of the Shogi Point Shops. Only randomizes Shogi Point Shop rewards, This includes Yokohama, and Sotenbori. If "Enable Minigame Reward Rando" is off, this setting is ignored.
0
25
0

Item Cost Point Minimum

Max potential value of how expensive each item can be in point stores. note: this uses a 4 bucket system to try and curve most prices towards the low end, and leave a handfull of high end prices. Use the default as a guide here.
This is a range option.

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

Item Cost Point Maximum

Minimum potential value of how expensive each item can be in point stores. note: this uses a 4 bucket system to try and curve most prices towards the low end, and leave a handfull of high end prices. Use the default as a guide here.
This is a range option.

Accepted values:
Normal range: 0 - 10000
0
25
0
0
0
0
0
Skill Options

Skill Cost Minimum

The minimum monetary cost each skill can be in the level up tab. note: this uses a 4 bucket system to try and curve most prices towards the low end, and leave a handfull of high end prices. Use the default as a guide here.
This is a range option.

Accepted values:
Normal range: 0 - 3000000
0
25
0
0
0
0
0

Skill Cost Maximum

The maximum monetary cost each skill can be in the level up tab. note: this uses a 4 bucket system to try and curve most prices towards the low end, and leave a handfull of high end prices. Use the default as a guide here.
This is a range option.

Accepted values:
Normal range: 0 - 3000000
0
25
0
0
0
0
0

Skill Point Cost Minimum

The minimum point cost each skill can be in the level up tab. note: this uses a 4 bucket system to try and curve most prices towards the low end, and leave a handfull of high end prices. Use the default as a guide here.
This is a range option.

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

Skill Point Cost Maximum

The maximum point cost each skill can be in the level up tab. note: this uses a 4 bucket system to try and curve most prices towards the low end, and leave a handfull of high end prices. Use the default as a guide here.
This is a range option.

Accepted values:
Normal range: 0 - 10000
0
25
0
0
0
0
0
Reward Options

Akame Task Monetary Reward Minimum

The max amount of monetary reward that Akame tasks can grant. note: this uses a 4 bucket system to try and curve most prices towards the low end, and leave a handfull of high end prices. Use the default as a guide here.
This is a range option.

Accepted values:
Normal range: 0 - 1000000
0
25
0
0
0
0
0

Akame Task Monetary Reward Maximum

The maximum amount of monetary reward that Akame tasks can grant. note: this uses a 4 bucket system to try and curve most prices towards the low end, and leave a handfull of high end prices. Use the default as a guide here.
This is a range option.

Accepted values:
Normal range: 0 - 1000000
0
25
0
0
0
0
0

Akame Task Point Reward Minimum

The max amount of point reward that Akame tasks can grant. note: this uses a 4 bucket system to try and curve most prices towards the low end, and leave a handfull of high end prices. Use the default as a guide here.
This is a range option.

Accepted values:
Normal range: 0 - 5000
0
25
0
0
0
0
0

Akame Task Point Reward Maximum

The maximum amount of point reward that Akame tasks can grant. note: Setting this higher can make key items less impactful, adjust if you want to play without waiting on others.
This is a range option.

Accepted values:
Normal range: 0 - 5000
0
25
0
0
0
0
0
Equipment Options

Gear Attack and Defense Minimum

The minimum value gear can be given for Attack and Defense. note: I recomend allowing negative values as it can force some decision making based on powerful abilities randomized in.
This is a range option.

Accepted values:
Normal range: -1000 - 1000
0
25
0
0
0
0
0

Gear Attack and Defense Maximum

The maximum value gear can be given for Attack and Defense. note: Most values will fall somewhere in the middle of the two extremes, consider that you can get up to 4 pieces of gear.
This is a range option.

Accepted values:
Normal range: -1000 - 1000
0
25
0
0
0
0
0

Gear Resistance Minimum

Minimum Value for Resistances on gear. note: These cannot go into the negative, but higher values of resistance reduces damage from that type of attack.
This is a range option.

Accepted values:
Normal range: 0 - 500
25
0
0
0
0
0

Gear Resistance Maximum

Maximum Value for Resistances on gear. note: These cannot go into the negative, but higher values of resistance reduces damage from that type of attack.
This is a range option.

Accepted values:
Normal range: 0 - 500
0
25
0
0
0
0
0
Grapple Item Options

Important Grapple Item's Yokohama

The max number of potentially important grapple items within Yokohama. Only in effect if "Progressive Grapple Items" is turned on. note: All grapple items collected after the max set here will be randomized junk items instead.
This is a range option.

Accepted values:
Normal range: 0 - 20
0
25
0
0
0
0

Important Grapple Items Sotenbori

The max number of potentially important grapple items within Sotenbori. Only in effect if "Progressive Grapple Items" is turned on. note: All grapple items collected after the max set here will be randomized junk items instead.
This is a range option.

Accepted values:
Normal range: 0 - 30
0
25
0
0
0
0

Important Grapple Items Colosseum

The max number of potentially important grapple items within the Colosseum. Only in effect if "Progressive Grapple Items" is turned on. note: All grapple items collected after the max set here will be randomized junk items instead.
This is a range option.

Accepted values:
Normal range: 0 - 10
0
25
0
0
0
0
Enemy Options

Enemy HP Multiplier

Determines the multiplier to use for Enemy HP. note: This is overidden by the "Randomize Enemy Stats" option, as this is a single multiplier for all enemies.
This is a range option.

Accepted values:
Normal range: 0 - 300
0
25
0
0
0
0
0

Enemy Attack Multiplier

Determines the multiplier to use for Enemy Attack. ( 100 = 1.0, 50 = .5) note: This is overidden by the "Randomize Enemy Stats" option, as this is a single multiplier for all enemies.
This is a range option.

Accepted values:
Normal range: 0 - 300
0
25
0
0
0
0
0
Point Modifiers

Golf Shop cost modifier

A modifier applied to the cost of items purchased with points from the Golf minigame. Keeping this lower is recomended for a more natural point-to-item ratio. consider 100 = 1.0 or no modifier, 200 = 2.0 or 2x points required per item.
This is a range option.

Accepted values:
Normal range: 0 - 300
0
25
0
0
0
0
0

Pool Shop cost modifier

A modifier applied to the cost of items purchased with points from the Pool minigame. Keeping this lower is recomended for a more natural point-to-item ratio. consider 100 = 1.0 or no modifier, 200 = 2.0 or 2x points required per item.
This is a range option.

Accepted values:
Normal range: 0 - 300
0
25
0
0
0
0
0

Casino Shop cost modifier

A modifier applied to the cost of items purchased with points from the Casino minigame. Keeping this lower is recomended for a more natural point-to-item ratio. consider 100 = 1.0 or no modifier, 200 = 2.0 or 2x points required per item.
This is a range option.

Accepted values:
Normal range: 0 - 300
0
25
0
0
0
0
0

Shogi Shop cost modifier

A modifier applied to the cost of items purchased with points from the Shogi minigame. Keeping this lower is recomended for a more natural point-to-item ratio. consider 100 = 1.0 or no modifier, 200 = 2.0 or 2x points required per item.
This is a range option.

Accepted values:
Normal range: 0 - 300
0
25
0
0
0
0
0

Pocket Circuit Shop cost modifier

A modifier applied to the cost of items purchased with points from the Pocket Circuit minigame. Keeping this lower is recomended for a more natural point-to-item ratio. consider 100 = 1.0 or no modifier, 200 = 2.0 or 2x points required per item.
This is a range option.

Accepted values:
Normal range: 0 - 300
0
25
0
0
0
0
0

Akame Shop cost modifier

A modifier applied to the cost of items purchased with points from the Akame Store. Keeping this lower is recomended for a more natural point-to-item ratio. consider 100 = 1.0 or no modifier, 200 = 2.0 or 2x points required per item.
This is a range option.

Accepted values:
Normal range: 0 - 300
0
25
0
0
0
0
0
Item & Location Options

Local Items

Forces these items to be in their native world.

Non-local Items

Forces these items to be outside their native world.

Start Inventory

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

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.