items:0# Guarantees you will be able to acquire all items, but you may not be able to access all locations
locations:50# Guarantees you will be able to access all locations, and therefore all items
none:0# Guarantees only that the game is beatable. You may not be able to access all locations or acquire all items
progression_balancing:
on:50# A system to reduce BK, as in times during which you can't do anything by moving your items into an earlier access sphere to make it likely you have stuff to do
off:0# Turn this off if you don't mind a longer multiworld, or can glitch/sequence break around missing items.
include_insane_advancements:# Junk-fills extremely difficult advancements; this is only How Did We Get Here? and Adventuring Time.
on:0
off:1
include_postgame_advancements:# Some advancements require defeating the Ender Dragon; this will junk-fill them so you won't have to finish to send some items.
lamp:50# require the Lamp for these rooms to be considered accessible.
torches:0# in addition to lamp, allow the fire rod and presence of easily accessible torches for access
none:0# all dark rooms are always considered doable, meaning this may force completion of rooms in complete darkness
restrict_dungeon_item_on_boss:# aka ambrosia boss items
on:0# prevents unshuffled compasses, maps and keys to be boss drops, they can still drop keysanity and other players' items
off:50
### End of Logic Section ###
map_shuffle:# Shuffle dungeon maps into the world and other dungeons, including other players' worlds
on:0
off:50
compass_shuffle:# Shuffle compasses into the world and other dungeons, including other players' worlds
on:0
off:50
smallkey_shuffle:# Shuffle small keys into the world and other dungeons, including other players' worlds
on:0
universal:0# allows small keys to be used in any dungeon and adds shops to buy more
off:50
bigkey_shuffle:# Shuffle big keys into the world and other dungeons, including other players' worlds
on:0
off:50
local_keys:# Keep small keys and big keys local to your world
on:0
off:50
dungeon_items:# Alternative to the 4 shuffles and local_keys above this, does nothing until the respective 4 shuffles and local_keys above are deleted
mc:0# Shuffle maps and compasses
none:50# Shuffle none of the 4
mcsb:0# Shuffle all of the 4, any combination of m, c, s and b will shuffle the respective item, or not if it's missing, so you can add more options here
lmcsb:0# Like mcsb above, but with keys kept local to your world. l is what makes your keys local, or not if it's missing
ub:0# universal small keys and shuffled big keys
# you can add more combos of these letters here
dungeon_counters:
on:0# Always display amount of items checked in a dungeon
pickup:50# Show when compass is picked up
default:0# Show when compass is picked up if the compass itself is shuffled
off:0# Never show item count in dungeons
progressive:# Enable or disable progressive items (swords, shields, bow)
none:50# Vanilla game map. All entrances and exits lead to their original locations. You probably want this option
dungeonssimple:0# Shuffle just dungeons amongst each other, swapping dungeons entirely, so Hyrule Castle is always 1 dungeon
dungeonsfull:0# Shuffle any dungeon entrance with any dungeon interior, so Hyrule Castle can be 4 different dungeons, but keep dungeons to a specific world
dungeonscrossed: 0 # like dungeonsfull, but allow cross-world traversal through a dungeon. Warning:May force repeated dungeon traversal
simple:0# Entrances are grouped together before being randomized. Simple uses the most strict grouping rules
restricted:0# Less strict than simple
full:0# Less strict than restricted
crossed:0# Less strict than full
insanity:0# Very few grouping rules. Good luck
# you can also define entrance shuffle seed, like so:
crossed-1000:0# using this method, you can have the same layout as another player and share entrance information
# however, many other settings like logic, world state, retro etc. may affect the shuffle result as well.
crossed-group-myfriends:0# using this method, everyone with "group-myfriends" will share the same seed
goals:
ganon:50# Climb GT, defeat Agahnim 2, and then kill Ganon
crystals:0# Only killing Ganon is required. However, items may still be placed in GT
bosses:0# Defeat the boss of all dungeons, including Agahnim's tower and GT (Aga 2)
pedestal:0# Pull the Triforce from the Master Sword pedestal
ganon_pedestal:0# Pull the Master Sword pedestal, then kill Ganon
triforce_hunt:0# Collect 20 of 30 Triforce pieces spread throughout the worlds, then turn them in to Murahadala in front of Hyrule Castle
local_triforce_hunt:0# Collect 20 of 30 Triforce pieces spread throughout your world, then turn them in to Murahadala in front of Hyrule Castle
ganon_triforce_hunt:0# Collect 20 of 30 Triforce pieces spread throughout the worlds, then kill Ganon
local_ganon_triforce_hunt:0# Collect 20 of 30 Triforce pieces spread throughout your world, then kill Ganon
ice_rod_hunt:0# You start with everything needed to 216 the seed. Find the Ice rod, then kill Trinexx at Turtle rock.
open_pyramid:
goal:50# Opens the pyramid if the goal requires you to kill Ganon, unless the goal is Slow Ganon or All Dungeons
auto:0# Same as Goal, but also is closed if holes are shuffled and ganon is part of the shuffle pool
yes:0# Pyramid hole is always open. Ganon's vulnerable condition is still required before he can he hurt
no:0# Pyramid hole is always closed until you defeat Agahnim atop Ganon's Tower
triforce_pieces_mode:#Determine how to calculate the extra available triforce pieces.
extra:0# available = triforce_pieces_extra + triforce_pieces_required
percentage:0# available = (triforce_pieces_percentage /100) * triforce_pieces_required
available:50# available = triforce_pieces_available
triforce_pieces_extra:# Set to how many extra triforces pieces are available to collect in the world.
# Format "pieces: chance"
0:0
5:50
10:50
15:0
20:0
triforce_pieces_percentage:# Set to how many triforce pieces according to a percentage of the required ones, are available to collect in the world.
# Format "pieces: chance"
100:0#No extra
150:50#Half the required will be added as extra
200:0#There are the double of the required ones available.
triforce_pieces_available:# Set to how many triforces pieces are available to collect in the world. Default is 30. Max is 90, Min is 1
# Format "pieces: chance"
25:0
30:50
40:0
50:0
triforce_pieces_required:# Set to how many out of X triforce pieces you need to win the game in a triforce hunt. Default is 20. Max is 90, Min is 1
# Format "pieces: chance"
15:0
20:50
30:0
40:0
50:0
crystals_needed_for_gt:# Crystals required to open GT
0:0
1:0
2:0
3:0
4:0
5:0
6:0
7:0
random:0
random-low:50# any valid number, weighted towards the lower end
random-middle:0# any valid number, weighted towards the central range
random-high:0# any valid number, weighted towards the higher end
crystals_needed_for_ganon:# Crystals required to hurt Ganon
on:0# you must buy a quiver to use the bow, take-any caves and an old-man cave are added to the world. You may need to find your sword from the old man's cave
off:50
hints:
'on':50# Hint tiles sometimes give item location hints
on:0# Your swords are replaced by rupees. Gameplay changes have been made to accommodate this change
off:1
item_pool:
easy:0# Doubled upgrades, progressives, and etc
normal:50# Item availability remains unchanged from vanilla game
hard: 0 # Reduced upgrade availability (max:14hearts, blue mail, tempered sword, fire shield, no silvers unless swordless)
expert: 0 # Minimum upgrade availability (max:8hearts, green mail, master sword, fighter shield, no silvers unless swordless)
item_functionality:
easy:0# Allow Hammer to damage ganon, Allow Hammer tablet collection, Allow swordless medallion use everywhere.
normal:50# Vanilla item functionality
hard:0# Reduced helpfulness of items (potions less effective, can't catch faeries, cape uses double magic, byrna does not grant invulnerability, boomerangs do not stun, silvers disabled outside ganon)
expert:0# Vastly reduces the helpfulness of items (potions barely effective, can't catch faeries, cape uses double magic, byrna does not grant invulnerability, boomerangs and hookshot do not stun, silvers disabled outside ganon)
tile_shuffle:# Randomize the tile layouts in flying tile rooms
on:0
off:50
misery_mire_medallion:# required medallion to open Misery Mire front entrance
random:50
Ether:0
Bombos:0
Quake:0
turtle_rock_medallion:# required medallion to open Turtle Rock front entrance
random:50
Ether:0
Bombos:0
Quake:0
### Enemizer Section ###
boss_shuffle:
none:50# Vanilla bosses
basic:0# Existing bosses except Ganon and Agahnim are shuffled throughout dungeons
'on':0# Keys, items, and buttons hidden under pots in dungeons are shuffled with other pots in their supertile
'off':50# Default pot item locations
### End of Enemizer Section ###
beemizer:# Remove items from the global item pool and replace them with single bees (fill bottles) and bee traps
0:50# No bee traps are placed
1:0# 25% of rupees, bombs and arrows are replaced with bees, of which 60% are traps and 40% single bees
2:0# 50% of rupees, bombs and arrows are replaced with bees, of which 70% are traps and 30% single bees
3:0# 75% of rupees, bombs and arrows are replaced with bees, of which 80% are traps and 20% single bees
4:0# 100% of rupees, bombs and arrows are replaced with bees, of which 90% are traps and 10% single bees
5:0# 100% of rupees, bombs and arrows are replaced with bees, of which 100% are traps and 0% single bees
### Shop Settings ###
shop_item_slots:# Maximum amount of shop slots to be filled with regular item pool items (such as Moon Pearl)
0:50
5:0
15:0
30:0
random:0# 0 to 30 evenly distributed
shop_shuffle:
none:50
g:0# Generate new default inventories for overworld/underworld shops, and unique shops
f:0# Generate new default inventories for every shop independently
i:0# Shuffle default inventories of the shops around
p:0# Randomize the prices of the items in shop inventories
u:0# Shuffle capacity upgrades into the item pool (and allow them to traverse the multiworld)
w:0# Consider witch's hut like any other shop and shuffle/randomize it too
ip:0# Shuffle inventories and randomize prices
fpu:0# Generate new inventories, randomize prices and shuffle capacity upgrades into item pool
uip:0# Shuffle inventories, randomize prices and shuffle capacity upgrades into the item pool
# You can add more combos
### End of Shop Section ###
shuffle_prizes:# aka drops
none:0# do not shuffle prize packs
g:50# shuffle "general" prize packs, as in enemy, tree pull, dig etc.
b:0# shuffle "bonk" prize packs
bg:0# shuffle both
timer:
none:50# No timer will be displayed.
timed:0# Starts with clock at zero. Green clocks subtract 4 minutes (total 20). Blue clocks subtract 2 minutes (total 10). Red clocks add two minutes (total 10). Winner is the player with the lowest time at the end.
timed_ohko:0# Starts the clock at ten minutes. Green clocks add five minutes (total 25). As long as the clock as at zero, Link will die in one hit.
ohko:0# Timer always at zero. Permanent OHKO.
timed_countdown:0# Starts the clock with forty minutes. Same clocks as timed mode, but if the clock hits zero you lose. You can still keep playing, though.
display:0# Displays a timer, but otherwise does not affect gameplay or the item pool.
countdown_start_time:# For timed_ohko and timed_countdown timer modes, the amount of time in minutes to start with
0:0# For timed_ohko, starts in OHKO mode when starting the game
10:50
20:0
30:0
60:0
red_clock_time:# For all timer modes, the amount of time in minutes to gain or lose when picking up a red clock
-2:50
1:0
blue_clock_time:# For all timer modes, the amount of time in minutes to gain or lose when picking up a blue clock
1:0
2:50
green_clock_time:# For all timer modes, the amount of time in minutes to gain or lose when picking up a green clock
4:50
10:0
15:0
glitch_boots:
on:50# Start with Pegasus Boots in any glitched logic mode that makes use of them
# triggers that replace options upon rolling certain options
legacy_weapons:# this is not an actual option, just a set of weights to trigger from
trigger_disabled:50
randomized:0# Swords are placed randomly throughout the world
assured:0# Begin with a sword, the rest are placed randomly throughout the world
vanilla:0# Swords are placed in vanilla locations in your own game (Uncle, Pyramid Fairy, Smiths, Pedestal)
swordless:0# swordless mode
# meta_ignore, linked_options and triggers work for any game
meta_ignore:# Nullify options specified in the meta.yaml file. Adding an option here guarantees it will not occur in your seed, even if the .yaml file specifies it
mode:
- inverted# Never play inverted seeds
retro:
- on# Never play retro seeds
swordless:
- on# Never play a swordless seed
linked_options:
- name:crosskeys
options:# These overwrite earlier options if the percentage chance triggers
A Link to the Past:
entrance_shuffle:crossed
bigkey_shuffle:true
compass_shuffle:true
map_shuffle:true
smallkey_shuffle:true
percentage:0# Set this to the percentage chance you want crosskeys
- name:localcrosskeys
options:# These overwrite earlier options if the percentage chance triggers
A Link to the Past:
entrance_shuffle:crossed
bigkey_shuffle:true
compass_shuffle:true
map_shuffle:true
smallkey_shuffle:true
local_items:# Forces keys to be local to your own world
- "Small Keys"
- "Big Keys"
percentage:0# Set this to the percentage chance you want local crosskeys
- name:enemizer
options:
A Link to the Past:
boss_shuffle:# Subchances can be injected too, which then get rolled