Table of Contents

Randomizer Options:

WIP! All of this is still in the making, and is bound to have a lot of mistakes.

Listing all the Randomizer options, and trying to gather information on how they actually work.

Thanks to all the guys in the Modding Discord for answering my questions about this, since I don't really know all that much about the randomizer.


Randomizer Specifics

Differences from the normal Miriam mode:

Notes regarding Drops

Having an entry in dropMaster seems unrelated to if an enemy gets drops or not. I assume everything is read into memory along with other tables and then logic is applied on it afterwards from there. We know that there must be a lot of hardcoded IDs being used for how shuffling is done. No bosses ever get items assigned to them, even though they are all in dropmaster.

Key Items


Gating

Key Items have some built in logic to try to prevent from trapping them behind things you need them for. Like trying not to put Zangetsuto in Den/Glacial Tomb, which you need the sword to access.

NonCSV\PB_DT_RandomizerRoomCheck
Note: Supposedly this file can't be edited through the normal .json and must be hex edited.

Disable

A way to bypass this, is to put the items in the “ShardId” slot instead of the “RareItemId” slot. And leave Enemy Drops: Shards untouched. This will keep the Plot items in their place despite the “Key Items” settings.


Key Items: Shuffled

Key Items are mixed among themselves only

Key Items Shuffled: Items

The first thing that happens in Randomizer is that it shuffles these six Containers among themselves, ignoring all other checks/options.

Key Items Shuffled: Shards

These shards should then be randomized among themselves, no matter what container they're put in.

Questions:


Key Items: Anywhere

Key Items may be found anywhere in the game

Basically, this will skip the logic system that tries to keep key items together. And just follow the other rules, especially the “Items” options.

Notes

Questions:


Items


For this and really any other setting, it only applies if you've chose to randomize that particular aspect (i.e. setting crafting to shuffle). Otherwise that aspect is untouched. The only thing you cannot keep completely untouched is chest and wall contents. That will always be shuffled in some way.

Items: Retain Type

Retain Type Item locations will be shuffled among items of the same type

This will use the Containers type entry to group different containers together, and then randomize between themselves.

For example:

“ItemType”: “EItemType::Key”

These are the default tags used in the DropRateMaster file:

You can make 1 more tag, or basically anything that isn't tagged with one of those 13, will just be grouped together.


Items: Retain Method

Retain Method Items will be obtained via the same method as the normal game

Items: Total Random

Total Random Items are shuffled entirely at random
For this and really any other setting, it only applies if you've chose to randomize that particular aspect (i.e. setting crafting to shuffle). Otherwise that aspect is untouched. The only thing you cannot keep completely untouched is chest and wall contents. That will always be shuffled in some way.

Enemy Drops


Unchanged

Drops remain consistent with the normal game

Mixed Shards

Enemy shards are randomized, but the item drops remain as normal

Mixed Items

Item drops are randomizer, but enemy shards remain as normal

Assumption:


Chaos

Enemy shards and item drops are both randomized

List of Options


Goal
Defeat Gebel Gebel
Defeat True Evil Last Boss
Defeat All Evil Gebel+Last Boss
Key Items
Shuffled Key Items are mixed among themselves only
Anywhere Key Items may be found anywhere in the game
Save/Warp Rooms
Unchanged Save and Warp rooms appear in the same locations as the normal game
Mixed Save and Warp rooms are randomized
Items
Retain Type Item locations will be shuffled among items of the same type
Retain Method Items will be obtained via the same method as the normal game
Total Random Items are shuffled entirely at random
Enemy Drops
Unchanged Drops remain consistent with the normal game
Mixed Shards Enemy shards are randomized, but the item drops remain as normal
Mixed Items Item drops are randomizer, but enemy shards remain as normal
Chaos Enemy shards and item drops are both randomized
Crafting
Unchanged Crafting remains unchanged from the normal game
Shuffled Crafting becomes randomized, as dictated by the ITEMS setting
Shops
Unchanged The shop's stock is unchanged from the normal game
Shuffled The shop's stock is randomized, as dictated by the ITEMS setting
Quests
Unchanged Quests are unchanged from the normal game
Shuffled Quests become randomized, as dictated by the ITEMS setting.