Flags:Items

From Worlds Collide Wiki - Final Fantasy VI Randomizer
Starting Gold/Items

Starting Gold (-gp)
Amount of GP between 0 and 999999 to start the game with.

Starting Moogle Charms (-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.

Starting Warp Stones (-sws)
Number of Warp Stones between 0 and 10 to start the game with.

Starting Fenix Downs (-sfd)
Number of Fenix Downs between 0 and 10 to start the game with. The Permadeath option does not apply to this setting.


Shops

Contents

Original
Shop inventories are unmodified.

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...).

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...).

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...).
For more details: Shop Item Tiers

Empty (-sie)
Shops do not sell any items or equipment.

Price

Original
Item and equipment prices are unmodified.

Random Value (-sprv)
Item and equipment prices set to random value within given range using a uniform distribution.

Random Percent (-sprp)
Item and equipment prices set to random percent of original value within given range using a uniform distribution.

Sell Price (-ssf4, -ssf8, -ssf0)
Fraction of price items and equipment sell for. Original (no flag) results in everything selling for 1/2 of its base price. Zero results in everything selling for zero GP.

Dried Meat (-sdm)
Number of shops which sell Dried Meat. Item and vendor shops are selected at random using a uniform distribution.
Note: Selecting zero will require players to find a Dried Meat through other means for the Veldt check which may potentially be difficult or impossible in some seeds.

No Breakable Rods (-snbr)
If enabled, Poison, Fire, Ice, Thunder, Gravity, and Pearl Rods will not be sold in any shops. Otherwise, their appearance will be decided by the Inventory option.

Expensive Breakable Rods (-sebr)
If enabled, the base prices of Poison, Fire, Ice, Thunder, Gravity, and Pearl Rods are increased. Otherwise, the prices of these items are unmodified.

Item Revised Price
Poison Rod 4500
Fire/Ice/Thunder Rod 12000
Gravity Rod 15600
Pearl Rod 14400

No Super Balls (-snsb)
If enabled, Super Balls will not be sold in any shops. Otherwise, their appearance will be decided by the Inventory option.

Expensive Super Balls (-sesb)
If enabled, the base price of Super Balls is doubled to 20000. Otherwise, the price of Super Balls is unmodified.

No Priceless Items (-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 have a value of 2 GP. This option is recommended when random items may appear in shops.

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)

No Elemental Shields (-snes)
If enabled, Flame, Ice, and Thunder shields will not be sold in any shops. Otherwise, their appearance will be decided by the Inventory option.

No Exp. Eggs (-snee)
If enabled, Exp. Eggs will not be sold in any shops. Otherwise, their appearance will be decided by the Inventory option.

No Illuminas (-snil)
If enabled, Illuminas will not be sold in any shops. Otherwise, their appearance will be decided by the Inventory option.


Chests

Contents

Original
Chest contents are unmodified.

Shuffle + Random (-ccsr)
Original chest contents are randomly assigned to chests using a uniform distribution.

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.

Random Tiered (-ccrt)
Chest contents are categorized by tier and chosen at random. Higher tier contents are less likely to be chosen. Items and GP values not originally found in chests may be selected. Chest types are shuffled.

For more details: Chest Item Tiers

Random Scaled (-ccrs)
Chest contents are categorized by tier and chosen at random. The 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. Items are no longer placed in specific chests, but rather all players will receive the same item for the 1st chest opened, then the 2nd chest opened, then the 3rd chest opened, etc. regardless of which locations those chests were opened.

Empty (-cce)
All chests are empty.

Monsters-In-A-Box Shuffled (-cms)
Original monsters found in chests are randomly assigned to monster-in-a-box locations using a uniform distribution.

Random Monsters (-chrm)
Chest contents will contain 0-100% enemy encounters, and of those encounters, 0-100% bosses. For example, the flagstring "-chrm 20 10" means that 20% of all chests in the game will have enemy encounters, and 10% of those encounters will be from the boss pool.



Equipable Items

Equipment
Relics

Original
Equipment/relics characters can wear are unmodified.

Random (-ier, -ierr)
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.

Original + Random (-ieor, -ieror)
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.

Shuffle + Random (-iesr, -iersr)
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.
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.

Balanced Random (-iebr, -ierbr)
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.

Tiered Random (-ietr, -iertr)
Equipment/relics are categorized by tiers, and chance of being equipable by a character is chosen at random using a uniform distribution. Higher tier equipment is less likely to be equipable.

Tiers Eligible Chars per Seed Chance to Equip
S 1-4 17.9%
A 4-7 39.3%
B 7-10 60.7%
C 10-13 82.1%
D 13-14 96.4%

As Cursed Shld is not included in the tiering list, Cursed Shld equipment permissions are set to match the Paladin Shld's permissions (e.g. if only Sabin and Cyan can equip the Paladin Shld, then only Sabin and Cyan can equip the Cursed Shld).

Additional code is present to prevent scenarios where the Paladin/Cursed Shld is only equipable by Gogo/Umaro to avoid situations where the Cursed Shld cannot be decursed.

Moogle Charm All (-mca)
If enabled, moogle charms may be equipped by all characters regardless of the chosen Equipable Relics setting. Otherwise, which characters can equip the Moogle Charm is decided by the Equipable Relics option.


Restrictions

No Exp. Eggs (-nee)
If enabled, Exp. Eggs will not be obtainable through randomized coliseum rewards and randomized chests/shops/check rewards. They still may be found in Coliseum rewards, depending on those settings. They also may be found from completing Objectives.

No Illuminas (-nil)
If enabled, Illuminas will not be obtainable through randomized coliseum rewards and randomized chests/shops/check rewards. They still may be found in Coliseum rewards, depending on those settings. They also may be found from completing Objectives.

No Moogle Charms (-nmc)
If enabled, Moogle Charms will not be obtainable through any means other than the Start Moogle Charms option. Otherwise, Moogle Charms may be found depending on other settings.

No Sprint Shoes (-noshoes)
If enabled, Sprint Shoes will not be obtainable through randomized coliseum rewards and randomized chests/shops/check rewards. They may be found from completing Objectives. Otherwise, Sprint Shoes may be found depending on other settings.

No Free Paladin Shields (-nfps)
If enabled, the Paladin Shield may only be obtained by uncursing the shield received in WOR Narshe. Otherwise, Paladin Shields and Cursed Shields may be found depending on other settings.


Other

Cursed Shield Battles (-csb)
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.

Stronger Atma Weapon (-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.