Archipelago/playerSettings.yaml

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# What is this file?
# This file contains options which allow you to configure your multiworld experience while allowing others
# to play how they want as well.
# How do I use it?
# The options in this file are weighted. This means the higher number you assign to a value, the more
# chances you have for that option to be chosen. For example, an option like this:
#
# map_shuffle:
# on: 5
# off: 15
#
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# Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned off
# I've never seen a file like this before. What characters am I allowed to use?
# This is a .yaml file. You are allowed to use most characters.
# To test if your yaml is valid or not, you can use this website:
# http://www.yamllint.com/
description: Template Name # Used to describe your yaml. Useful if you have multiple files
name: YourName{number} # Your name in-game. Spaces will be replaced with underscores and there is a 16 character limit
#{player} will be replaced with the player's slot number.
#{PLAYER} will be replaced with the player's slot number if that slot number is greater than 1.
#{number} will be replaced with the counter value of the name.
#{NUMBER} will be replaced with the counter value of the name if the counter value is greater than 1.
game: # Pick a game to play
A Link to the Past: 0
Factorio: 0
Minecraft: 0
Subnautica: 0
Slay the Spire: 0
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Ocarina of Time: 0
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requires:
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version: 0.1.7 # Version of Archipelago required for this yaml to work as expected.
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# Shared Options supported by all games:
accessibility:
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.
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# The following 4 options can be uncommented and moved into a game's section they should affect
# start_inventory: # Begin the file with the listed items/upgrades
# Please only use items for the correct game, use triggers if need to be have seperated lists.
# Pegasus Boots: on
# Bomb Upgrade (+10): 4
# Arrow Upgrade (+10): 4
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# start_hints: # Begin the game with these items' locations revealed to you at the start of the game. Get the info via !hint in your client.
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# - Moon Pearl
# local_items: # Force certain items to appear in your world only, not across the multiworld. Recognizes some group names, like "Swords"
# - "Moon Pearl"
# - "Small Keys"
# - "Big Keys"
# non_local_items: # Force certain items to appear outside your world only, unless in single-player. Recognizes some group names, like "Swords"
# - "Progressive Weapons"
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# exclude_locations: # Force certain locations to never contain progression items, and always be filled with junk.
# - "Master Sword Pedestal"
Subnautica: {}
Slay the Spire:
character: # Pick What Character you wish to play with.
ironclad: 50
silent: 50
defect: 50
watcher: 50
ascension: # What Ascension do you wish to play with.
# you can add additional values between minimum and maximum
0: 50 # minimum value
20: 0 # maximum value
random: 0
random-low: 0
random-high: 0
heart_run: # Whether or not you will need to collect they 3 keys to unlock the final act
# and beat the heart to finish the game.
false: 50
true: 0
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Factorio:
tech_tree_layout:
single: 1
small_diamonds: 1
medium_diamonds: 1
large_diamonds: 1
small_pyramids: 1
medium_pyramids: 1
large_pyramids: 1
small_funnels: 1
medium_funnels: 1
large_funnels: 1
recipe_time: # randomize the time it takes for any recipe to craft, this includes smelting, chemical lab, hand crafting etc.
vanilla: 1
fast: 0 # 25% to 100% of original time
normal: 0 # 50 % to 200% of original time
slow: 0 # 100% to 400% of original time
chaos: 0 # 25% to 400% of original time
recipe_ingredients:
rocket: 1 # only randomize rocket part recipe
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science_pack: 1 # also randomize science pack ingredients
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max_science_pack:
automation_science_pack: 0
logistic_science_pack: 0
military_science_pack: 0
chemical_science_pack: 0
production_science_pack: 0
utility_science_pack: 0
space_science_pack: 1
tech_cost:
very_easy : 0
easy : 0
kind : 0
normal : 1
hard : 0
very_hard : 0
insane : 0
silo:
vanilla: 1
randomize_recipe: 0
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spawn: 0 # spawn silo near player spawn point
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free_samples:
none: 1
single_craft: 0
half_stack: 0
stack: 0
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progressive:
on: 1
off: 0
grouped_random: 0
tech_tree_information:
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none: 0
advancement: 0 # show which items are a logical advancement
full: 1 # show full info on each tech node
imported_blueprints: # can be turned off to prevent access to blueprints created outside the current world
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on: 1
off: 0
starting_items:
burner-mining-drill: 19
stone-furnace: 19
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# Note: Total amount of traps cannot exceed 4, if the sum of them is higher it will get automatically capped.
evolution_traps:
# Trap items that when received increase the enemy evolution.
0: 1
1: 0
2: 0
3: 0
4: 0
random: 0
random-low: 0
random-middle: 0
random-high: 0
evolution_trap_increase:
# If present, % increase of Evolution with each trap received.
5: 0
10: 1
15: 0
20: 0
100: 0
random: 0
random-low: 0
random-middle: 0
random-high: 0
attack_traps:
# Trap items that when received trigger an attack on your base.
0: 1
1: 0
2: 0
3: 0
4: 0
random: 0
random-low: 0
random-middle: 0
random-high: 0
world_gen:
# frequency, size, richness, terrain segmentation, starting area and water are all of https://wiki.factorio.com/Types/MapGenSize
# inverse of water scale
terrain_segmentation: 0.5
water: 1.5
autoplace_controls:
# set size to 0 to disable
coal:
frequency: 1
size: 3
richness: 6
copper-ore:
frequency: 1
size: 3
richness: 6
crude-oil:
frequency: 1
size: 3
richness: 6
enemy-base:
frequency: 1
size: 1
richness: 1
iron-ore:
frequency: 1
size: 3
richness: 6
stone:
frequency: 1
size: 3
richness: 6
trees:
frequency: 1
size: 1
richness: 1
uranium-ore:
frequency: 1
size: 3
richness: 6
seed: null # turn into positive number to create specific seed
starting_area: 1
peaceful_mode: 0
cliff_settings:
name: cliff
cliff_elevation_0: 10 # base elevation, can't be changed in GUI
cliff_elevation_interval: 40 # 40/frequency
richness: 1 # 0: off, >0: continuity
property_expression_names:
"control-setting:moisture:bias": 0 # grass bias -0.5 to +0.5
"control-setting:moisture:frequency:multiplier": 1 # 1/scale in GUI
"control-setting:aux:bias": 0 # -sand/+red desert bias -0.5 to +0.5
"control-setting:aux:frequency:multiplier": 1 # 1/scale in GUI
pollution:
enabled: true
diffusion_ratio: 0.02
ageing: 1 # GUI dissipation factor
enemy_attack_pollution_consumption_modifier: 1
min_pollution_to_damage_trees: 60
pollution_restored_per_tree_damage: 10
enemy_evolution:
enabled: true
time_factor: 40.0e-7 # GUI value * 0.0000001
destroy_factor: 200.0e-5 # GUI value * 0.00001
pollution_factor: 9.0e-7 # GUI value * 0.0000001
enemy_expansion:
enabled: true
max_expansion_distance: 7
settler_group_min_size: 5
settler_group_max_size: 20
min_expansion_cooldown: 14400 # 1 to 60 min in ticks
max_expansion_cooldown: 216000 # 5 to 180 min in ticks
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Minecraft:
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advancement_goal: 50 # Number of advancements required (87 max) to spawn the Ender Dragon and complete the game.
egg_shards_required: # Number of dragon egg shards to collect (30 max) before the Ender Dragon will spawn.
0: 1
5: 0
10: 0
20: 0
egg_shards_available: # Number of egg shards available in the pool (30 max).
0: 1
5: 0
10: 0
20: 0
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combat_difficulty: # Modifies the level of items logically required for exploring dangerous areas and fighting bosses.
easy: 0
normal: 1
hard: 0
include_hard_advancements: # Junk-fills certain RNG-reliant or tedious advancements.
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on: 0
off: 1
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.
on: 0
off: 1
shuffle_structures: # Enables shuffling of villages, outposts, fortresses, bastions, and end cities.
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on: 0
off: 1
structure_compasses: # Adds structure compasses to the item pool, which point to the nearest indicated structure.
on: 0
off: 1
bee_traps: # Replaces a percentage of junk items with bee traps, which spawn multiple angered bees around every player when received.
0: 1
25: 0
50: 0
75: 0
100: 0
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send_defeated_mobs: # Send killed mobs to other Minecraft worlds which have this option enabled.
on: 0
off: 1
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A Link to the Past:
### Logic Section ###
glitches_required: # Determine the logic required to complete the seed
none: 50 # No glitches required
minor_glitches: 0 # Puts fake flipper, waterwalk, super bunny shenanigans, and etc into logic
overworld_glitches: 0 # Assumes the player has knowledge of both overworld major glitches (boots clips, mirror clips) and minor glitches
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hybrid_major_glitches: 0 # In addition to overworld glitches, also requires underworld clips between dungeons.
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no_logic: 0 # Your own items are placed with no regard to any logic; such as your Fire Rod can be on your Trinexx.
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# Other players items are placed into your world under HMG logic
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dark_room_logic: # Logic for unlit dark rooms
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 ###
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bigkey_shuffle: # Big Key Placement
original_dungeon: 50
own_dungeons: 0
own_world: 0
any_world: 0
different_world: 0
smallkey_shuffle: # Small Key Placement
original_dungeon: 50
own_dungeons: 0
own_world: 0
any_world: 0
different_world: 0
universal: 0
compass_shuffle: # Compass Placement
original_dungeon: 50
own_dungeons: 0
own_world: 0
any_world: 0
different_world: 0
map_shuffle: # Map Placement
original_dungeon: 50
own_dungeons: 0
own_world: 0
any_world: 0
different_world: 0
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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)
on: 50 # All items are progressive
off: 0 # No items are progressive
grouped_random: 0 # Randomly decides for all items. Swords could be progressive, shields might not be
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entrance_shuffle:
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
0: 0
1: 0
2: 0
3: 0
4: 0
5: 0
6: 0
7: 0
random: 0
random-low: 0
random-middle: 0
random-high: 50
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mode:
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standard: 50 # Begin the game by rescuing Zelda from her cell and escorting her to the Sanctuary
open: 50 # Begin the game from your choice of Link's House or the Sanctuary
inverted: 0 # Begin in the Dark World. The Moon Pearl is required to avoid bunny-state in Light World, and the Light World game map is altered
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retro:
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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
'off': 0 # Hint tiles provide gameplay tips
swordless:
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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: 14 hearts, blue mail, tempered sword, fire shield, no silvers unless swordless)
expert: 0 # Minimum upgrade availability (max: 8 hearts, 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
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full: 0 # 3 bosses can occur twice
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chaos: 0 # Any boss can appear any amount of times
singularity: 0 # Picks a boss, tries to put it everywhere that works, if there's spaces remaining it picks a boss to fill those
enemy_shuffle: # Randomize enemy placement
on: 0
off: 50
killable_thieves: # Make thieves killable
on: 0 # Usually turned on together with enemy_shuffle to make annoying thief placement more manageable
off: 50
bush_shuffle: # Randomize the chance that bushes have enemies and the enemies under said bush
on: 0
off: 50
enemy_damage:
default: 50 # Vanilla enemy damage
shuffled: 0 # Enemies deal 0 to 4 hearts and armor helps
chaos: 0 # Enemies deal 0 to 8 hearts and armor just reshuffles the damage
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enemy_health:
default: 50 # Vanilla enemy HP
easy: 0 # Enemies have reduced health
hard: 0 # Enemies have increased health
expert: 0 # Enemies have greatly increased health
pot_shuffle:
'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 ###
# can add weights for any whole number between 0 and 100
beemizer_total_chance: # Remove items from the global item pool and replace them with single bees (fill bottles) and bee traps
0: 50 # No junk fill items are replaced (Beemizer is off)
25: 0 # 25% chance for each junk fill item (rupees, bombs and arrows) to be replaced with bees
50: 0 # 50% chance for each junk fill item (rupees, bombs and arrows) to be replaced with bees
75: 0 # 75% chance for each junk fill item (rupees, bombs and arrows) to be replaced with bees
100: 0 # All junk fill items (rupees, bombs and arrows) are replaced with bees
beemizer_trap_chance:
60: 50 # 60% chance for each beemizer replacement to be a trap, 40% chance to be a single bee
70: 0 # 70% chance for each beemizer replacement to be a trap, 30% chance to be a single bee
80: 0 # 80% chance for each beemizer replacement to be a trap, 20% chance to be a single bee
90: 0 # 90% chance for each beemizer replacement to be a trap, 10% chance to be a single bee
100: 0 # All beemizer replacements are traps
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### 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
off: 0
# rom options section
random_sprite_on_event: # An alternative to specifying randomonhit / randomonexit / etc... in sprite down below.
enabled: # If enabled, sprite down below is ignored completely, (although it may become the sprite pool)
on: 0
off: 1
on_hit: # Random sprite on hit. Being hit by things that cause 0 damage still counts.
on: 1
off: 0
on_enter: # Random sprite on underworld entry. Note that entering hobo counts.
on: 0
off: 1
on_exit: # Random sprite on underworld exit. Exiting hobo does not count.
on: 0
off: 1
on_slash: # Random sprite on sword slash. Note, it still counts if you attempt to slash while swordless.
on: 0
off: 1
on_item: # Random sprite on getting an item. Anything that causes you to hold an item above your head counts.
on: 0
off: 1
on_bonk: # Random sprite on bonk.
on: 0
off: 1
on_everything: # Random sprite on ALL currently implemented events, even if not documented at present time.
on: 0
off: 1
use_weighted_sprite_pool: # Always on if no sprite_pool exists, otherwise it controls whether to use sprite as a weighted sprite pool
on: 0
off: 1
#sprite_pool: # When specified, limits the pool of sprites used for randomon-event to the specified pool. Uncomment to use this.
# - link
# - pride link
# - penguin link
# - random # You can specify random multiple times for however many potentially unique random sprites you want in your pool.
sprite: # Enter the name of your preferred sprite and weight it appropriately
random: 0
randomonhit: 0 # Random sprite on hit
randomonenter: 0 # Random sprite on entering the underworld.
randomonexit: 0 # Random sprite on exiting the underworld.
randomonslash: 0 # Random sprite on sword slashes
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randomonitem: 0 # Random sprite on getting items.
randomonbonk: 0 # Random sprite on bonk.
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# You can combine these events like this. randomonhit-enter-exit if you want it on hit, enter, exit.
randomonall: 0 # Random sprite on any and all currently supported events. Refer to above for the supported events.
Link: 50 # To add other sprites: open the gui/Creator, go to adjust, select a sprite and write down the name the gui calls it
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music: # If "off", all in-game music will be disabled
on: 50
off: 0
quickswap: # Enable switching items by pressing the L+R shoulder buttons
on: 50
off: 0
triforcehud: # Disable visibility of the triforce hud unless collecting a piece or speaking to Murahadala
normal: 0 # original behavior (always visible)
hide_goal: 50 # hide counter until a piece is collected or speaking to Murahadala
hide_required: 0 # Always visible, but required amount is invisible until determined by Murahadala
hide_both: 0 # Hide both under above circumstances
reduceflashing: # Reduces instances of flashing such as lightning attacks, weather, ether and more.
on: 50
off: 0
menuspeed: # Controls how fast the item menu opens and closes
2020-08-27 03:38:13 +00:00
normal: 50
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instant: 0
double: 0
triple: 0
quadruple: 0
2020-01-16 17:55:43 +00:00
half: 0
heartcolor: # Controls the color of your health hearts
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red: 50
blue: 0
green: 0
yellow: 0
2020-01-16 17:55:43 +00:00
random: 0
heartbeep: # Controls the frequency of the low-health beeping
2020-04-02 09:30:47 +00:00
double: 0
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normal: 50
2020-04-02 09:30:47 +00:00
half: 0
quarter: 0
off: 0
ow_palettes: # Change the colors of the overworld
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default: 50 # No changes
good: 0 # Shuffle the colors, with harmony in mind
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blackout: 0 # everything black / blind mode
grayscale: 0
negative: 0
classic: 0
dizzy: 0
sick: 0
puke: 0
uw_palettes: # Change the colors of caves and dungeons
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default: 50 # No changes
good: 0 # Shuffle the colors, with harmony in mind
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blackout: 0 # everything black / blind mode
grayscale: 0
negative: 0
classic: 0
dizzy: 0
sick: 0
puke: 0
hud_palettes: # Change the colors of the hud
default: 50 # No changes
good: 0 # Shuffle the colors, with harmony in mind
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blackout: 0 # everything black / blind mode
grayscale: 0
negative: 0
classic: 0
dizzy: 0
sick: 0
puke: 0
sword_palettes: # Change the colors of swords
default: 50 # No changes
good: 0 # Shuffle the colors, with harmony in mind
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blackout: 0 # everything black / blind mode
grayscale: 0
negative: 0
classic: 0
dizzy: 0
sick: 0
puke: 0
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shield_palettes: # Change the colors of shields
default: 50 # No changes
good: 0 # Shuffle the colors, with harmony in mind
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blackout: 0 # everything black / blind mode
grayscale: 0
negative: 0
classic: 0
dizzy: 0
sick: 0
puke: 0
2021-06-15 12:11:46 +00:00
# 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
Ocarina of Time (#64) * first commit (not including OoT data files yet) * added some basic options * rule parser works now at least * make sure to commit everything this time * temporary change to BaseClasses for oot * overworld location graph builds mostly correctly * adding oot data files * commenting out world options until later since they only existed to make the RuleParser work * conversion functions between AP ids and OOT ids * world graph outputs * set scrub prices * itempool generates, entrances connected, way too many options added * fixed set_rules and set_shop_rules * temp baseclasses changes * Reaches the fill step now, old event-based system retained in case the new way breaks * Song placements and misc fixes everywhere * temporary changes to make oot work * changed root exits for AP fill framework * prevent infinite recursion due to OoT sharing usage of the address field * age reachability works hopefully, songs are broken again * working spoiler log generation on beatable-only * Logic tricks implemented * need this for logic tricks * fixed map/compass being placed on Serenade location * kill unreachable events before filling the world * add a bunch of utility functions to prepare for rom patching * move OptionList into generic options * fixed some silly bugs with OptionList * properly seed all random behavior (so far) * ROM generation working * fix hints trying to get alttp dungeon hint texts * continue fixing hints * add oot to network data package * change item and location IDs to 66000 and 67000 range respectively * push removed items to precollected items * fixed various issues with cross-contamination with multiple world generation * reenable glitched logic (hopefully) * glitched world files age-check fix * cleaned up some get_locations calls * added token shuffle and scrub shuffle, modified some options slightly to make the parsing work * reenable MQ dungeons * fix forest mq exception * made targeting style an option for now, will be cosmetic later * reminder to move targeting to cosmetics * some oot option maintenance * enabled starting time of day * fixed issue breaking shop slots in multiworld generation * added "off" option for text shuffle and hints * shopsanity functionality restored * change patch file extension * remove unnecessary utility functions + imports * update MIT license * change option to "patch_uncompressed_rom" instead of "compress_rom" * compliance with new AutoWorld systems * Kill only internal events, remove non-internal big poe event in code * re-add the big poe event and handle it correctly * remove extra method in Range option * fix typo * Starting items, starting with consumables option * do not remove nonexistent item * move set_shop_rules to after shop items are placed * some cleanup * add retries for song placement * flagged Skull Mask and Mask of Truth as advancement items * update OoT to use LogicMixin * Fixed trying to assign starting items from the wrong players * fixed song retry step * improved option handling, comments, and starting item replacements * DefaultOnToggle writes Yes or No to spoiler * enable compression of output if Compress executable is present * clean up compression * check whether (de)compressor exists before running the process * allow specification of rom path in host.yaml * check if decompressed file already exists before decompressing again * fix triforce hunt generation * rename all the oot state functions with prefix * OoT: mark triforce pieces as completion goal for triforce hunt * added overworld and any-dungeon shuffle for dungeon items * Hide most unshuffled locations and events from the list of locations in spoiler * build oot option ranges with a generic function instead of defining each separately * move oot output-type control to host.yaml instead of individual yamls * implement dungeon song shuffle * minor improvements to overworld dungeon item shuffle * remove random ice trap names in shops, mostly to avoid maintaining a massive censor list * always output patch file to folder, remove option to generate ROM in preparation for removal * re-add the fix for infinite recursion due to not being light or dark world * change AP-sendable to Ocarina of Time model, since the triforce piece has some extra code apparently * oot: remove item_names and location_names * oot: minor fixes * oot: comment out ROM patching * oot: only add CollectionState objects on creation if actually needed * main entrance shuffle method and entrances-based rules * fix entrances based rules * disable master quest and big poe count options for client compatibility * use get_player_name instead of get_player_names * fix OptionList * fix oot options for new option system * new coop section in oot rom: expand player names to 16 bytes, write AP_PLAYER_NAME at end of PLAYER_NAMES * fill AP player name in oot rom with 0 instead of 0xDF * encode player name with ASCII for fixed-width * revert oot player name array to 8 bytes per name * remove Pierre location if fast scarecrow is on * check player name length * "free_scarecrow" not "fast_scarecrow" * OoT locations now properly store the AP ID instead of the oot internal ID * oot __version__ updates in lockstep with AP version * pull in unmodified oot cosmetic files * also grab JSONDump since it's needed apparently * gather extra needed methods, modify imports * delete cosmetics log, replace all instances of SettingsList with OOTWorld * cosmetic options working, except for sound effects (due to ear-safe issues) * SFX, Music, and Fanfare randomization reenabled * move OoT data files into the worlds folder * move Compress and Decompress into oot data folder * Replace get_all_state with custom method to avoid the cache * OoT ROM: increment item counter before setting incoming item/player values to 0, preventing desync issues * set data_version to 0 * make Kokiri Sword shuffle off by default * reenable "Random Choice" for various cosmetic options * kill Ruto's Letter turnin if open fountain also fix for shopsanity * place Buy Goron/Zora Tunic first in shop shuffle * make ice traps appear as other items instead of breaking generation * managed to break ice traps on non-major-only * only handle ice traps if they are on * fix shopsanity for non-oot games, and write player name instead of player number * light arrows hint uses player name instead of player number * Reenable "skip child zelda" option * fix entrances_based_rules * fix ganondorf hint if starting with light arrows * fix dungeonitem shuffle and shopsanity interaction * remove has_all_of, has_any_of, count_of in BaseClasses, replace usage with has_all, has_any, has_group * force local giveable item on ZL if skip_child_zelda and shuffle_song_items is any * keep bosses and bombchu bowling chus out of data package * revert workaround for infinite recursion and fix it properly * fix shared shop id caches during patching process * fix shop text box overflows, as much as possible * add default oot host.yaml option * add .apz5, .n64, .z64 to gitignore * Properly document and name all (functioning) OOT options * clean up some imports * remove unnecessary files from oot's data * fix typo in gitignore * readd the Compress and Decompress utilities, since they are needed for generation * cleanup of imports and some minor optimizations * increase shop offset for item IDs to 0xCB * remove shop item AP ids entirely * prevent triforce pieces for other players from being received by yourself * add "excluded" property to Location * Hint system adapted and reenabled; hints still unseeded * make hints deterministic with lists instead of sets * do not allow hints to point to Light Arrows on non-vanilla bridge * foreign locations hint as their full name in OoT rather than their region * checkedLocations now stores hint names by player ID, so that the same location in different worlds can have hints associated * consolidate versioning in Utils * ice traps appear as major items rather than any progression item * set prescription and claim check as defaults for adult trade item settings * add oot options to playerSettings * allow case-insensitive logic tricks in yaml * fix oot shopsanity option formatting * Write OoT override info even if local item, enabling local checks to show up immediately in the client * implement CollectionState.can_live_dmg for oot glitched logic * filter item names for invalid characters when patching shops * make ice traps appear according to the settings of the world they are shuffled into, rather than the original world * set hidden-spoiler items and locations with Shop items to events * make GF carpenters, Gerudo Card, Malon, ZL, and Impa events if the relevant settings are enabled, preventing them from appearing in the client on game start * Fix oot Glitched and No Logic generation * fix indenting * Greatly reduce displayed cosmetic options * Change oot data version to 1 * add apz5 distribution to webhost * print player name if an ALttP dungeon contains a good item for OoT world * delete unneeded commented code * remove OcarinaSongs import to satisfy lint
2021-09-02 12:35:05 +00:00
Ocarina of Time:
logic_rules: # Set the logic used for the generator.
glitchless: 50
glitched: 0
no_logic: 0
logic_no_night_tokens_without_suns_song: # Nighttime skulltulas will logically require Sun's Song.
false: 50
true: 0
open_forest: # Set the state of Kokiri Forest and the path to Deku Tree.
open: 50
closed_deku: 0
closed: 0
open_kakariko: # Set the state of the Kakariko Village gate.
open: 50
zelda: 0
closed: 0
open_door_of_time: # Open the Door of Time by default, without the Song of Time.
false: 0
true: 50
zora_fountain: # Set the state of King Zora, blocking the way to Zora's Fountain.
open: 0
adult: 0
closed: 50
gerudo_fortress: # Set the requirements for access to Gerudo Fortress.
normal: 0
fast: 50
open: 0
bridge: # Set the requirements for the Rainbow Bridge.
open: 0
vanilla: 0
stones: 0
medallions: 50
dungeons: 0
tokens: 0
trials: # Set the number of required trials in Ganon's Castle.
# you can add additional values between minimum and maximum
0: 0 # minimum value
6: 0 # maximum value
random: 50
random-low: 0
random-high: 0
starting_age: # Choose which age Link will start as.
child: 50
adult: 0
triforce_hunt: # Gather pieces of the Triforce scattered around the world to complete the game.
false: 50
true: 0
triforce_goal: # Number of Triforce pieces required to complete the game.
Ocarina of Time (#64) * first commit (not including OoT data files yet) * added some basic options * rule parser works now at least * make sure to commit everything this time * temporary change to BaseClasses for oot * overworld location graph builds mostly correctly * adding oot data files * commenting out world options until later since they only existed to make the RuleParser work * conversion functions between AP ids and OOT ids * world graph outputs * set scrub prices * itempool generates, entrances connected, way too many options added * fixed set_rules and set_shop_rules * temp baseclasses changes * Reaches the fill step now, old event-based system retained in case the new way breaks * Song placements and misc fixes everywhere * temporary changes to make oot work * changed root exits for AP fill framework * prevent infinite recursion due to OoT sharing usage of the address field * age reachability works hopefully, songs are broken again * working spoiler log generation on beatable-only * Logic tricks implemented * need this for logic tricks * fixed map/compass being placed on Serenade location * kill unreachable events before filling the world * add a bunch of utility functions to prepare for rom patching * move OptionList into generic options * fixed some silly bugs with OptionList * properly seed all random behavior (so far) * ROM generation working * fix hints trying to get alttp dungeon hint texts * continue fixing hints * add oot to network data package * change item and location IDs to 66000 and 67000 range respectively * push removed items to precollected items * fixed various issues with cross-contamination with multiple world generation * reenable glitched logic (hopefully) * glitched world files age-check fix * cleaned up some get_locations calls * added token shuffle and scrub shuffle, modified some options slightly to make the parsing work * reenable MQ dungeons * fix forest mq exception * made targeting style an option for now, will be cosmetic later * reminder to move targeting to cosmetics * some oot option maintenance * enabled starting time of day * fixed issue breaking shop slots in multiworld generation * added "off" option for text shuffle and hints * shopsanity functionality restored * change patch file extension * remove unnecessary utility functions + imports * update MIT license * change option to "patch_uncompressed_rom" instead of "compress_rom" * compliance with new AutoWorld systems * Kill only internal events, remove non-internal big poe event in code * re-add the big poe event and handle it correctly * remove extra method in Range option * fix typo * Starting items, starting with consumables option * do not remove nonexistent item * move set_shop_rules to after shop items are placed * some cleanup * add retries for song placement * flagged Skull Mask and Mask of Truth as advancement items * update OoT to use LogicMixin * Fixed trying to assign starting items from the wrong players * fixed song retry step * improved option handling, comments, and starting item replacements * DefaultOnToggle writes Yes or No to spoiler * enable compression of output if Compress executable is present * clean up compression * check whether (de)compressor exists before running the process * allow specification of rom path in host.yaml * check if decompressed file already exists before decompressing again * fix triforce hunt generation * rename all the oot state functions with prefix * OoT: mark triforce pieces as completion goal for triforce hunt * added overworld and any-dungeon shuffle for dungeon items * Hide most unshuffled locations and events from the list of locations in spoiler * build oot option ranges with a generic function instead of defining each separately * move oot output-type control to host.yaml instead of individual yamls * implement dungeon song shuffle * minor improvements to overworld dungeon item shuffle * remove random ice trap names in shops, mostly to avoid maintaining a massive censor list * always output patch file to folder, remove option to generate ROM in preparation for removal * re-add the fix for infinite recursion due to not being light or dark world * change AP-sendable to Ocarina of Time model, since the triforce piece has some extra code apparently * oot: remove item_names and location_names * oot: minor fixes * oot: comment out ROM patching * oot: only add CollectionState objects on creation if actually needed * main entrance shuffle method and entrances-based rules * fix entrances based rules * disable master quest and big poe count options for client compatibility * use get_player_name instead of get_player_names * fix OptionList * fix oot options for new option system * new coop section in oot rom: expand player names to 16 bytes, write AP_PLAYER_NAME at end of PLAYER_NAMES * fill AP player name in oot rom with 0 instead of 0xDF * encode player name with ASCII for fixed-width * revert oot player name array to 8 bytes per name * remove Pierre location if fast scarecrow is on * check player name length * "free_scarecrow" not "fast_scarecrow" * OoT locations now properly store the AP ID instead of the oot internal ID * oot __version__ updates in lockstep with AP version * pull in unmodified oot cosmetic files * also grab JSONDump since it's needed apparently * gather extra needed methods, modify imports * delete cosmetics log, replace all instances of SettingsList with OOTWorld * cosmetic options working, except for sound effects (due to ear-safe issues) * SFX, Music, and Fanfare randomization reenabled * move OoT data files into the worlds folder * move Compress and Decompress into oot data folder * Replace get_all_state with custom method to avoid the cache * OoT ROM: increment item counter before setting incoming item/player values to 0, preventing desync issues * set data_version to 0 * make Kokiri Sword shuffle off by default * reenable "Random Choice" for various cosmetic options * kill Ruto's Letter turnin if open fountain also fix for shopsanity * place Buy Goron/Zora Tunic first in shop shuffle * make ice traps appear as other items instead of breaking generation * managed to break ice traps on non-major-only * only handle ice traps if they are on * fix shopsanity for non-oot games, and write player name instead of player number * light arrows hint uses player name instead of player number * Reenable "skip child zelda" option * fix entrances_based_rules * fix ganondorf hint if starting with light arrows * fix dungeonitem shuffle and shopsanity interaction * remove has_all_of, has_any_of, count_of in BaseClasses, replace usage with has_all, has_any, has_group * force local giveable item on ZL if skip_child_zelda and shuffle_song_items is any * keep bosses and bombchu bowling chus out of data package * revert workaround for infinite recursion and fix it properly * fix shared shop id caches during patching process * fix shop text box overflows, as much as possible * add default oot host.yaml option * add .apz5, .n64, .z64 to gitignore * Properly document and name all (functioning) OOT options * clean up some imports * remove unnecessary files from oot's data * fix typo in gitignore * readd the Compress and Decompress utilities, since they are needed for generation * cleanup of imports and some minor optimizations * increase shop offset for item IDs to 0xCB * remove shop item AP ids entirely * prevent triforce pieces for other players from being received by yourself * add "excluded" property to Location * Hint system adapted and reenabled; hints still unseeded * make hints deterministic with lists instead of sets * do not allow hints to point to Light Arrows on non-vanilla bridge * foreign locations hint as their full name in OoT rather than their region * checkedLocations now stores hint names by player ID, so that the same location in different worlds can have hints associated * consolidate versioning in Utils * ice traps appear as major items rather than any progression item * set prescription and claim check as defaults for adult trade item settings * add oot options to playerSettings * allow case-insensitive logic tricks in yaml * fix oot shopsanity option formatting * Write OoT override info even if local item, enabling local checks to show up immediately in the client * implement CollectionState.can_live_dmg for oot glitched logic * filter item names for invalid characters when patching shops * make ice traps appear according to the settings of the world they are shuffled into, rather than the original world * set hidden-spoiler items and locations with Shop items to events * make GF carpenters, Gerudo Card, Malon, ZL, and Impa events if the relevant settings are enabled, preventing them from appearing in the client on game start * Fix oot Glitched and No Logic generation * fix indenting * Greatly reduce displayed cosmetic options * Change oot data version to 1 * add apz5 distribution to webhost * print player name if an ALttP dungeon contains a good item for OoT world * delete unneeded commented code * remove OcarinaSongs import to satisfy lint
2021-09-02 12:35:05 +00:00
# you can add additional values between minimum and maximum
1: 0 # minimum value
50: 0 # maximum value
random: 50
random-low: 0
random-high: 0
extra_triforce_percentage: # Percentage of additional Triforce pieces in the pool, separate from the item pool setting.
# you can add additional values between minimum and maximum
0: 0 # minimum value
100: 0 # maximum value
random: 50
random-low: 0
random-high: 0
Ocarina of Time (#64) * first commit (not including OoT data files yet) * added some basic options * rule parser works now at least * make sure to commit everything this time * temporary change to BaseClasses for oot * overworld location graph builds mostly correctly * adding oot data files * commenting out world options until later since they only existed to make the RuleParser work * conversion functions between AP ids and OOT ids * world graph outputs * set scrub prices * itempool generates, entrances connected, way too many options added * fixed set_rules and set_shop_rules * temp baseclasses changes * Reaches the fill step now, old event-based system retained in case the new way breaks * Song placements and misc fixes everywhere * temporary changes to make oot work * changed root exits for AP fill framework * prevent infinite recursion due to OoT sharing usage of the address field * age reachability works hopefully, songs are broken again * working spoiler log generation on beatable-only * Logic tricks implemented * need this for logic tricks * fixed map/compass being placed on Serenade location * kill unreachable events before filling the world * add a bunch of utility functions to prepare for rom patching * move OptionList into generic options * fixed some silly bugs with OptionList * properly seed all random behavior (so far) * ROM generation working * fix hints trying to get alttp dungeon hint texts * continue fixing hints * add oot to network data package * change item and location IDs to 66000 and 67000 range respectively * push removed items to precollected items * fixed various issues with cross-contamination with multiple world generation * reenable glitched logic (hopefully) * glitched world files age-check fix * cleaned up some get_locations calls * added token shuffle and scrub shuffle, modified some options slightly to make the parsing work * reenable MQ dungeons * fix forest mq exception * made targeting style an option for now, will be cosmetic later * reminder to move targeting to cosmetics * some oot option maintenance * enabled starting time of day * fixed issue breaking shop slots in multiworld generation * added "off" option for text shuffle and hints * shopsanity functionality restored * change patch file extension * remove unnecessary utility functions + imports * update MIT license * change option to "patch_uncompressed_rom" instead of "compress_rom" * compliance with new AutoWorld systems * Kill only internal events, remove non-internal big poe event in code * re-add the big poe event and handle it correctly * remove extra method in Range option * fix typo * Starting items, starting with consumables option * do not remove nonexistent item * move set_shop_rules to after shop items are placed * some cleanup * add retries for song placement * flagged Skull Mask and Mask of Truth as advancement items * update OoT to use LogicMixin * Fixed trying to assign starting items from the wrong players * fixed song retry step * improved option handling, comments, and starting item replacements * DefaultOnToggle writes Yes or No to spoiler * enable compression of output if Compress executable is present * clean up compression * check whether (de)compressor exists before running the process * allow specification of rom path in host.yaml * check if decompressed file already exists before decompressing again * fix triforce hunt generation * rename all the oot state functions with prefix * OoT: mark triforce pieces as completion goal for triforce hunt * added overworld and any-dungeon shuffle for dungeon items * Hide most unshuffled locations and events from the list of locations in spoiler * build oot option ranges with a generic function instead of defining each separately * move oot output-type control to host.yaml instead of individual yamls * implement dungeon song shuffle * minor improvements to overworld dungeon item shuffle * remove random ice trap names in shops, mostly to avoid maintaining a massive censor list * always output patch file to folder, remove option to generate ROM in preparation for removal * re-add the fix for infinite recursion due to not being light or dark world * change AP-sendable to Ocarina of Time model, since the triforce piece has some extra code apparently * oot: remove item_names and location_names * oot: minor fixes * oot: comment out ROM patching * oot: only add CollectionState objects on creation if actually needed * main entrance shuffle method and entrances-based rules * fix entrances based rules * disable master quest and big poe count options for client compatibility * use get_player_name instead of get_player_names * fix OptionList * fix oot options for new option system * new coop section in oot rom: expand player names to 16 bytes, write AP_PLAYER_NAME at end of PLAYER_NAMES * fill AP player name in oot rom with 0 instead of 0xDF * encode player name with ASCII for fixed-width * revert oot player name array to 8 bytes per name * remove Pierre location if fast scarecrow is on * check player name length * "free_scarecrow" not "fast_scarecrow" * OoT locations now properly store the AP ID instead of the oot internal ID * oot __version__ updates in lockstep with AP version * pull in unmodified oot cosmetic files * also grab JSONDump since it's needed apparently * gather extra needed methods, modify imports * delete cosmetics log, replace all instances of SettingsList with OOTWorld * cosmetic options working, except for sound effects (due to ear-safe issues) * SFX, Music, and Fanfare randomization reenabled * move OoT data files into the worlds folder * move Compress and Decompress into oot data folder * Replace get_all_state with custom method to avoid the cache * OoT ROM: increment item counter before setting incoming item/player values to 0, preventing desync issues * set data_version to 0 * make Kokiri Sword shuffle off by default * reenable "Random Choice" for various cosmetic options * kill Ruto's Letter turnin if open fountain also fix for shopsanity * place Buy Goron/Zora Tunic first in shop shuffle * make ice traps appear as other items instead of breaking generation * managed to break ice traps on non-major-only * only handle ice traps if they are on * fix shopsanity for non-oot games, and write player name instead of player number * light arrows hint uses player name instead of player number * Reenable "skip child zelda" option * fix entrances_based_rules * fix ganondorf hint if starting with light arrows * fix dungeonitem shuffle and shopsanity interaction * remove has_all_of, has_any_of, count_of in BaseClasses, replace usage with has_all, has_any, has_group * force local giveable item on ZL if skip_child_zelda and shuffle_song_items is any * keep bosses and bombchu bowling chus out of data package * revert workaround for infinite recursion and fix it properly * fix shared shop id caches during patching process * fix shop text box overflows, as much as possible * add default oot host.yaml option * add .apz5, .n64, .z64 to gitignore * Properly document and name all (functioning) OOT options * clean up some imports * remove unnecessary files from oot's data * fix typo in gitignore * readd the Compress and Decompress utilities, since they are needed for generation * cleanup of imports and some minor optimizations * increase shop offset for item IDs to 0xCB * remove shop item AP ids entirely * prevent triforce pieces for other players from being received by yourself * add "excluded" property to Location * Hint system adapted and reenabled; hints still unseeded * make hints deterministic with lists instead of sets * do not allow hints to point to Light Arrows on non-vanilla bridge * foreign locations hint as their full name in OoT rather than their region * checkedLocations now stores hint names by player ID, so that the same location in different worlds can have hints associated * consolidate versioning in Utils * ice traps appear as major items rather than any progression item * set prescription and claim check as defaults for adult trade item settings * add oot options to playerSettings * allow case-insensitive logic tricks in yaml * fix oot shopsanity option formatting * Write OoT override info even if local item, enabling local checks to show up immediately in the client * implement CollectionState.can_live_dmg for oot glitched logic * filter item names for invalid characters when patching shops * make ice traps appear according to the settings of the world they are shuffled into, rather than the original world * set hidden-spoiler items and locations with Shop items to events * make GF carpenters, Gerudo Card, Malon, ZL, and Impa events if the relevant settings are enabled, preventing them from appearing in the client on game start * Fix oot Glitched and No Logic generation * fix indenting * Greatly reduce displayed cosmetic options * Change oot data version to 1 * add apz5 distribution to webhost * print player name if an ALttP dungeon contains a good item for OoT world * delete unneeded commented code * remove OcarinaSongs import to satisfy lint
2021-09-02 12:35:05 +00:00
bombchus_in_logic: # Bombchus are properly considered in logic. The first found pack will have 20 chus; Kokiri Shop and Bazaar sell refills; bombchus open Bombchu Bowling.
false: 50
true: 0
bridge_stones: # Set the number of Spiritual Stones required for the rainbow bridge.
# you can add additional values between minimum and maximum
0: 0 # minimum value
3: 0 # maximum value
random: 50
random-low: 0
random-high: 0
bridge_medallions: # Set the number of medallions required for the rainbow bridge.
# you can add additional values between minimum and maximum
0: 0 # minimum value
6: 0 # maximum value
random: 50
random-low: 0
random-high: 0
bridge_rewards: # Set the number of dungeon rewards required for the rainbow bridge.
# you can add additional values between minimum and maximum
0: 0 # minimum value
9: 0 # maximum value
random: 50
random-low: 0
random-high: 0
bridge_tokens: # Set the number of Gold Skulltula Tokens required for the rainbow bridge.
# you can add additional values between minimum and maximum
0: 0 # minimum value
100: 0 # maximum value
random: 50
random-low: 0
random-high: 0
shuffle_mapcompass: # Control where to shuffle dungeon maps and compasses.
remove: 0
startwith: 50
vanilla: 0
dungeon: 0
overworld: 0
any_dungeon: 0
keysanity: 0
shuffle_smallkeys: # Control where to shuffle dungeon small keys.
remove: 0
vanilla: 0
dungeon: 50
overworld: 0
any_dungeon: 0
keysanity: 0
shuffle_fortresskeys: # Control where to shuffle the Gerudo Fortress small keys.
vanilla: 50
overworld: 0
any_dungeon: 0
keysanity: 0
shuffle_bosskeys: # Control where to shuffle boss keys, except the Ganon's Castle Boss Key.
remove: 0
vanilla: 0
dungeon: 50
overworld: 0
any_dungeon: 0
keysanity: 0
shuffle_ganon_bosskey: # Control where to shuffle the Ganon's Castle Boss Key.
remove: 50
vanilla: 0
dungeon: 0
overworld: 0
any_dungeon: 0
keysanity: 0
on_lacs: 0
enhance_map_compass: # Map tells if a dungeon is vanilla or MQ. Compass tells what the dungeon reward is.
false: 50
true: 0
lacs_condition: # Set the requirements for the Light Arrow Cutscene in the Temple of Time.
vanilla: 50
stones: 0
medallions: 0
dungeons: 0
tokens: 0
lacs_stones: # Set the number of Spiritual Stones required for LACS.
# you can add additional values between minimum and maximum
0: 0 # minimum value
3: 0 # maximum value
random: 50
random-low: 0
random-high: 0
lacs_medallions: # Set the number of medallions required for LACS.
# you can add additional values between minimum and maximum
0: 0 # minimum value
6: 0 # maximum value
random: 50
random-low: 0
random-high: 0
lacs_rewards: # Set the number of dungeon rewards required for LACS.
# you can add additional values between minimum and maximum
0: 0 # minimum value
9: 0 # maximum value
random: 50
random-low: 0
random-high: 0
lacs_tokens: # Set the number of Gold Skulltula Tokens required for LACS.
# you can add additional values between minimum and maximum
0: 0 # minimum value
100: 0 # maximum value
random: 50
random-low: 0
random-high: 0
shuffle_song_items: # Set where songs can appear.
song: 50
dungeon: 0
any: 0
2021-09-06 04:40:09 +00:00
shopsanity: # Randomizes shop contents. "fixed_number" randomizes a specific number of items per shop; "random_number" randomizes the value for each shop.
Ocarina of Time (#64) * first commit (not including OoT data files yet) * added some basic options * rule parser works now at least * make sure to commit everything this time * temporary change to BaseClasses for oot * overworld location graph builds mostly correctly * adding oot data files * commenting out world options until later since they only existed to make the RuleParser work * conversion functions between AP ids and OOT ids * world graph outputs * set scrub prices * itempool generates, entrances connected, way too many options added * fixed set_rules and set_shop_rules * temp baseclasses changes * Reaches the fill step now, old event-based system retained in case the new way breaks * Song placements and misc fixes everywhere * temporary changes to make oot work * changed root exits for AP fill framework * prevent infinite recursion due to OoT sharing usage of the address field * age reachability works hopefully, songs are broken again * working spoiler log generation on beatable-only * Logic tricks implemented * need this for logic tricks * fixed map/compass being placed on Serenade location * kill unreachable events before filling the world * add a bunch of utility functions to prepare for rom patching * move OptionList into generic options * fixed some silly bugs with OptionList * properly seed all random behavior (so far) * ROM generation working * fix hints trying to get alttp dungeon hint texts * continue fixing hints * add oot to network data package * change item and location IDs to 66000 and 67000 range respectively * push removed items to precollected items * fixed various issues with cross-contamination with multiple world generation * reenable glitched logic (hopefully) * glitched world files age-check fix * cleaned up some get_locations calls * added token shuffle and scrub shuffle, modified some options slightly to make the parsing work * reenable MQ dungeons * fix forest mq exception * made targeting style an option for now, will be cosmetic later * reminder to move targeting to cosmetics * some oot option maintenance * enabled starting time of day * fixed issue breaking shop slots in multiworld generation * added "off" option for text shuffle and hints * shopsanity functionality restored * change patch file extension * remove unnecessary utility functions + imports * update MIT license * change option to "patch_uncompressed_rom" instead of "compress_rom" * compliance with new AutoWorld systems * Kill only internal events, remove non-internal big poe event in code * re-add the big poe event and handle it correctly * remove extra method in Range option * fix typo * Starting items, starting with consumables option * do not remove nonexistent item * move set_shop_rules to after shop items are placed * some cleanup * add retries for song placement * flagged Skull Mask and Mask of Truth as advancement items * update OoT to use LogicMixin * Fixed trying to assign starting items from the wrong players * fixed song retry step * improved option handling, comments, and starting item replacements * DefaultOnToggle writes Yes or No to spoiler * enable compression of output if Compress executable is present * clean up compression * check whether (de)compressor exists before running the process * allow specification of rom path in host.yaml * check if decompressed file already exists before decompressing again * fix triforce hunt generation * rename all the oot state functions with prefix * OoT: mark triforce pieces as completion goal for triforce hunt * added overworld and any-dungeon shuffle for dungeon items * Hide most unshuffled locations and events from the list of locations in spoiler * build oot option ranges with a generic function instead of defining each separately * move oot output-type control to host.yaml instead of individual yamls * implement dungeon song shuffle * minor improvements to overworld dungeon item shuffle * remove random ice trap names in shops, mostly to avoid maintaining a massive censor list * always output patch file to folder, remove option to generate ROM in preparation for removal * re-add the fix for infinite recursion due to not being light or dark world * change AP-sendable to Ocarina of Time model, since the triforce piece has some extra code apparently * oot: remove item_names and location_names * oot: minor fixes * oot: comment out ROM patching * oot: only add CollectionState objects on creation if actually needed * main entrance shuffle method and entrances-based rules * fix entrances based rules * disable master quest and big poe count options for client compatibility * use get_player_name instead of get_player_names * fix OptionList * fix oot options for new option system * new coop section in oot rom: expand player names to 16 bytes, write AP_PLAYER_NAME at end of PLAYER_NAMES * fill AP player name in oot rom with 0 instead of 0xDF * encode player name with ASCII for fixed-width * revert oot player name array to 8 bytes per name * remove Pierre location if fast scarecrow is on * check player name length * "free_scarecrow" not "fast_scarecrow" * OoT locations now properly store the AP ID instead of the oot internal ID * oot __version__ updates in lockstep with AP version * pull in unmodified oot cosmetic files * also grab JSONDump since it's needed apparently * gather extra needed methods, modify imports * delete cosmetics log, replace all instances of SettingsList with OOTWorld * cosmetic options working, except for sound effects (due to ear-safe issues) * SFX, Music, and Fanfare randomization reenabled * move OoT data files into the worlds folder * move Compress and Decompress into oot data folder * Replace get_all_state with custom method to avoid the cache * OoT ROM: increment item counter before setting incoming item/player values to 0, preventing desync issues * set data_version to 0 * make Kokiri Sword shuffle off by default * reenable "Random Choice" for various cosmetic options * kill Ruto's Letter turnin if open fountain also fix for shopsanity * place Buy Goron/Zora Tunic first in shop shuffle * make ice traps appear as other items instead of breaking generation * managed to break ice traps on non-major-only * only handle ice traps if they are on * fix shopsanity for non-oot games, and write player name instead of player number * light arrows hint uses player name instead of player number * Reenable "skip child zelda" option * fix entrances_based_rules * fix ganondorf hint if starting with light arrows * fix dungeonitem shuffle and shopsanity interaction * remove has_all_of, has_any_of, count_of in BaseClasses, replace usage with has_all, has_any, has_group * force local giveable item on ZL if skip_child_zelda and shuffle_song_items is any * keep bosses and bombchu bowling chus out of data package * revert workaround for infinite recursion and fix it properly * fix shared shop id caches during patching process * fix shop text box overflows, as much as possible * add default oot host.yaml option * add .apz5, .n64, .z64 to gitignore * Properly document and name all (functioning) OOT options * clean up some imports * remove unnecessary files from oot's data * fix typo in gitignore * readd the Compress and Decompress utilities, since they are needed for generation * cleanup of imports and some minor optimizations * increase shop offset for item IDs to 0xCB * remove shop item AP ids entirely * prevent triforce pieces for other players from being received by yourself * add "excluded" property to Location * Hint system adapted and reenabled; hints still unseeded * make hints deterministic with lists instead of sets * do not allow hints to point to Light Arrows on non-vanilla bridge * foreign locations hint as their full name in OoT rather than their region * checkedLocations now stores hint names by player ID, so that the same location in different worlds can have hints associated * consolidate versioning in Utils * ice traps appear as major items rather than any progression item * set prescription and claim check as defaults for adult trade item settings * add oot options to playerSettings * allow case-insensitive logic tricks in yaml * fix oot shopsanity option formatting * Write OoT override info even if local item, enabling local checks to show up immediately in the client * implement CollectionState.can_live_dmg for oot glitched logic * filter item names for invalid characters when patching shops * make ice traps appear according to the settings of the world they are shuffled into, rather than the original world * set hidden-spoiler items and locations with Shop items to events * make GF carpenters, Gerudo Card, Malon, ZL, and Impa events if the relevant settings are enabled, preventing them from appearing in the client on game start * Fix oot Glitched and No Logic generation * fix indenting * Greatly reduce displayed cosmetic options * Change oot data version to 1 * add apz5 distribution to webhost * print player name if an ALttP dungeon contains a good item for OoT world * delete unneeded commented code * remove OcarinaSongs import to satisfy lint
2021-09-02 12:35:05 +00:00
off: 50
2021-09-06 04:40:09 +00:00
fixed_number: 0
random_number: 0
shop_slots: # Number of items per shop to be randomized into the main itempool. Only active if Shopsanity is set to "fixed_number."
# you can add additional values between minimum and maximum
0: 0 # minimum value
4: 0 # maximum value
random: 50
random-low: 0
random-high: 0
Ocarina of Time (#64) * first commit (not including OoT data files yet) * added some basic options * rule parser works now at least * make sure to commit everything this time * temporary change to BaseClasses for oot * overworld location graph builds mostly correctly * adding oot data files * commenting out world options until later since they only existed to make the RuleParser work * conversion functions between AP ids and OOT ids * world graph outputs * set scrub prices * itempool generates, entrances connected, way too many options added * fixed set_rules and set_shop_rules * temp baseclasses changes * Reaches the fill step now, old event-based system retained in case the new way breaks * Song placements and misc fixes everywhere * temporary changes to make oot work * changed root exits for AP fill framework * prevent infinite recursion due to OoT sharing usage of the address field * age reachability works hopefully, songs are broken again * working spoiler log generation on beatable-only * Logic tricks implemented * need this for logic tricks * fixed map/compass being placed on Serenade location * kill unreachable events before filling the world * add a bunch of utility functions to prepare for rom patching * move OptionList into generic options * fixed some silly bugs with OptionList * properly seed all random behavior (so far) * ROM generation working * fix hints trying to get alttp dungeon hint texts * continue fixing hints * add oot to network data package * change item and location IDs to 66000 and 67000 range respectively * push removed items to precollected items * fixed various issues with cross-contamination with multiple world generation * reenable glitched logic (hopefully) * glitched world files age-check fix * cleaned up some get_locations calls * added token shuffle and scrub shuffle, modified some options slightly to make the parsing work * reenable MQ dungeons * fix forest mq exception * made targeting style an option for now, will be cosmetic later * reminder to move targeting to cosmetics * some oot option maintenance * enabled starting time of day * fixed issue breaking shop slots in multiworld generation * added "off" option for text shuffle and hints * shopsanity functionality restored * change patch file extension * remove unnecessary utility functions + imports * update MIT license * change option to "patch_uncompressed_rom" instead of "compress_rom" * compliance with new AutoWorld systems * Kill only internal events, remove non-internal big poe event in code * re-add the big poe event and handle it correctly * remove extra method in Range option * fix typo * Starting items, starting with consumables option * do not remove nonexistent item * move set_shop_rules to after shop items are placed * some cleanup * add retries for song placement * flagged Skull Mask and Mask of Truth as advancement items * update OoT to use LogicMixin * Fixed trying to assign starting items from the wrong players * fixed song retry step * improved option handling, comments, and starting item replacements * DefaultOnToggle writes Yes or No to spoiler * enable compression of output if Compress executable is present * clean up compression * check whether (de)compressor exists before running the process * allow specification of rom path in host.yaml * check if decompressed file already exists before decompressing again * fix triforce hunt generation * rename all the oot state functions with prefix * OoT: mark triforce pieces as completion goal for triforce hunt * added overworld and any-dungeon shuffle for dungeon items * Hide most unshuffled locations and events from the list of locations in spoiler * build oot option ranges with a generic function instead of defining each separately * move oot output-type control to host.yaml instead of individual yamls * implement dungeon song shuffle * minor improvements to overworld dungeon item shuffle * remove random ice trap names in shops, mostly to avoid maintaining a massive censor list * always output patch file to folder, remove option to generate ROM in preparation for removal * re-add the fix for infinite recursion due to not being light or dark world * change AP-sendable to Ocarina of Time model, since the triforce piece has some extra code apparently * oot: remove item_names and location_names * oot: minor fixes * oot: comment out ROM patching * oot: only add CollectionState objects on creation if actually needed * main entrance shuffle method and entrances-based rules * fix entrances based rules * disable master quest and big poe count options for client compatibility * use get_player_name instead of get_player_names * fix OptionList * fix oot options for new option system * new coop section in oot rom: expand player names to 16 bytes, write AP_PLAYER_NAME at end of PLAYER_NAMES * fill AP player name in oot rom with 0 instead of 0xDF * encode player name with ASCII for fixed-width * revert oot player name array to 8 bytes per name * remove Pierre location if fast scarecrow is on * check player name length * "free_scarecrow" not "fast_scarecrow" * OoT locations now properly store the AP ID instead of the oot internal ID * oot __version__ updates in lockstep with AP version * pull in unmodified oot cosmetic files * also grab JSONDump since it's needed apparently * gather extra needed methods, modify imports * delete cosmetics log, replace all instances of SettingsList with OOTWorld * cosmetic options working, except for sound effects (due to ear-safe issues) * SFX, Music, and Fanfare randomization reenabled * move OoT data files into the worlds folder * move Compress and Decompress into oot data folder * Replace get_all_state with custom method to avoid the cache * OoT ROM: increment item counter before setting incoming item/player values to 0, preventing desync issues * set data_version to 0 * make Kokiri Sword shuffle off by default * reenable "Random Choice" for various cosmetic options * kill Ruto's Letter turnin if open fountain also fix for shopsanity * place Buy Goron/Zora Tunic first in shop shuffle * make ice traps appear as other items instead of breaking generation * managed to break ice traps on non-major-only * only handle ice traps if they are on * fix shopsanity for non-oot games, and write player name instead of player number * light arrows hint uses player name instead of player number * Reenable "skip child zelda" option * fix entrances_based_rules * fix ganondorf hint if starting with light arrows * fix dungeonitem shuffle and shopsanity interaction * remove has_all_of, has_any_of, count_of in BaseClasses, replace usage with has_all, has_any, has_group * force local giveable item on ZL if skip_child_zelda and shuffle_song_items is any * keep bosses and bombchu bowling chus out of data package * revert workaround for infinite recursion and fix it properly * fix shared shop id caches during patching process * fix shop text box overflows, as much as possible * add default oot host.yaml option * add .apz5, .n64, .z64 to gitignore * Properly document and name all (functioning) OOT options * clean up some imports * remove unnecessary files from oot's data * fix typo in gitignore * readd the Compress and Decompress utilities, since they are needed for generation * cleanup of imports and some minor optimizations * increase shop offset for item IDs to 0xCB * remove shop item AP ids entirely * prevent triforce pieces for other players from being received by yourself * add "excluded" property to Location * Hint system adapted and reenabled; hints still unseeded * make hints deterministic with lists instead of sets * do not allow hints to point to Light Arrows on non-vanilla bridge * foreign locations hint as their full name in OoT rather than their region * checkedLocations now stores hint names by player ID, so that the same location in different worlds can have hints associated * consolidate versioning in Utils * ice traps appear as major items rather than any progression item * set prescription and claim check as defaults for adult trade item settings * add oot options to playerSettings * allow case-insensitive logic tricks in yaml * fix oot shopsanity option formatting * Write OoT override info even if local item, enabling local checks to show up immediately in the client * implement CollectionState.can_live_dmg for oot glitched logic * filter item names for invalid characters when patching shops * make ice traps appear according to the settings of the world they are shuffled into, rather than the original world * set hidden-spoiler items and locations with Shop items to events * make GF carpenters, Gerudo Card, Malon, ZL, and Impa events if the relevant settings are enabled, preventing them from appearing in the client on game start * Fix oot Glitched and No Logic generation * fix indenting * Greatly reduce displayed cosmetic options * Change oot data version to 1 * add apz5 distribution to webhost * print player name if an ALttP dungeon contains a good item for OoT world * delete unneeded commented code * remove OcarinaSongs import to satisfy lint
2021-09-02 12:35:05 +00:00
tokensanity: # Token rewards from Gold Skulltulas are shuffled into the pool.
off: 50
dungeons: 0
overworld: 0
all: 0
shuffle_scrubs: # Shuffle the items sold by Business Scrubs, and set the prices.
off: 50
low: 0
affordable: 0
expensive: 0
shuffle_cows: # Cows give items when Epona's Song is played.
false: 50
true: 0
shuffle_kokiri_sword: # Shuffle Kokiri Sword into the item pool.
false: 50
true: 0
shuffle_ocarinas: # Shuffle the Fairy Ocarina and Ocarina of Time into the item pool.
false: 50
true: 0
shuffle_weird_egg: # Shuffle the Weird Egg from Malon at Hyrule Castle.
false: 50
true: 0
shuffle_gerudo_card: # Shuffle the Gerudo Membership Card into the item pool.
false: 50
true: 0
shuffle_beans: # Adds a pack of 10 beans to the item pool and changes the bean salesman to sell one item for 60 rupees.
false: 50
true: 0
shuffle_medigoron_carpet_salesman: # Shuffle the items sold by Medigoron and the Haunted Wasteland Carpet Salesman.
false: 50
true: 0
skip_child_zelda: # Game starts with Zelda's Letter, the item at Zelda's Lullaby, and the relevant events already completed.
false: 50
true: 0
no_escape_sequence: # Skips the tower collapse sequence between the Ganondorf and Ganon fights.
false: 0
true: 50
no_guard_stealth: # The crawlspace into Hyrule Castle skips straight to Zelda.
false: 0
true: 50
no_epona_race: # Epona can always be summoned with Epona's Song.
false: 0
true: 50
skip_some_minigame_phases: # Dampe Race and Horseback Archery give both rewards if the second condition is met on the first attempt.
false: 0
true: 50
complete_mask_quest: # All masks are immediately available to borrow from the Happy Mask Shop.
false: 50
true: 0
useful_cutscenes: # Reenables the Poe cutscene in Forest Temple, Darunia in Fire Temple, and Twinrova introduction. Mostly useful for glitched.
false: 50
true: 0
fast_chests: # All chest animations are fast. If disabled, major items have a slow animation.
false: 0
true: 50
free_scarecrow: # Pulling out the ocarina near a scarecrow spot spawns Pierre without needing the song.
false: 50
true: 0
fast_bunny_hood: # Bunny Hood lets you move 1.5x faster like in Majora's Mask.
false: 50
true: 0
chicken_count: # Controls the number of Cuccos for Anju to give an item as child.
# you can add additional values between minimum and maximum
0: 0 # minimum value
7: 0 # maximum value
random: 50
random-low: 0
random-high: 0
2021-09-10 15:31:05 +00:00
correct_chest_sizes: # Changes chests containing progression into large chests, and nonprogression into small chests.
false: 50
true: 0
Ocarina of Time (#64) * first commit (not including OoT data files yet) * added some basic options * rule parser works now at least * make sure to commit everything this time * temporary change to BaseClasses for oot * overworld location graph builds mostly correctly * adding oot data files * commenting out world options until later since they only existed to make the RuleParser work * conversion functions between AP ids and OOT ids * world graph outputs * set scrub prices * itempool generates, entrances connected, way too many options added * fixed set_rules and set_shop_rules * temp baseclasses changes * Reaches the fill step now, old event-based system retained in case the new way breaks * Song placements and misc fixes everywhere * temporary changes to make oot work * changed root exits for AP fill framework * prevent infinite recursion due to OoT sharing usage of the address field * age reachability works hopefully, songs are broken again * working spoiler log generation on beatable-only * Logic tricks implemented * need this for logic tricks * fixed map/compass being placed on Serenade location * kill unreachable events before filling the world * add a bunch of utility functions to prepare for rom patching * move OptionList into generic options * fixed some silly bugs with OptionList * properly seed all random behavior (so far) * ROM generation working * fix hints trying to get alttp dungeon hint texts * continue fixing hints * add oot to network data package * change item and location IDs to 66000 and 67000 range respectively * push removed items to precollected items * fixed various issues with cross-contamination with multiple world generation * reenable glitched logic (hopefully) * glitched world files age-check fix * cleaned up some get_locations calls * added token shuffle and scrub shuffle, modified some options slightly to make the parsing work * reenable MQ dungeons * fix forest mq exception * made targeting style an option for now, will be cosmetic later * reminder to move targeting to cosmetics * some oot option maintenance * enabled starting time of day * fixed issue breaking shop slots in multiworld generation * added "off" option for text shuffle and hints * shopsanity functionality restored * change patch file extension * remove unnecessary utility functions + imports * update MIT license * change option to "patch_uncompressed_rom" instead of "compress_rom" * compliance with new AutoWorld systems * Kill only internal events, remove non-internal big poe event in code * re-add the big poe event and handle it correctly * remove extra method in Range option * fix typo * Starting items, starting with consumables option * do not remove nonexistent item * move set_shop_rules to after shop items are placed * some cleanup * add retries for song placement * flagged Skull Mask and Mask of Truth as advancement items * update OoT to use LogicMixin * Fixed trying to assign starting items from the wrong players * fixed song retry step * improved option handling, comments, and starting item replacements * DefaultOnToggle writes Yes or No to spoiler * enable compression of output if Compress executable is present * clean up compression * check whether (de)compressor exists before running the process * allow specification of rom path in host.yaml * check if decompressed file already exists before decompressing again * fix triforce hunt generation * rename all the oot state functions with prefix * OoT: mark triforce pieces as completion goal for triforce hunt * added overworld and any-dungeon shuffle for dungeon items * Hide most unshuffled locations and events from the list of locations in spoiler * build oot option ranges with a generic function instead of defining each separately * move oot output-type control to host.yaml instead of individual yamls * implement dungeon song shuffle * minor improvements to overworld dungeon item shuffle * remove random ice trap names in shops, mostly to avoid maintaining a massive censor list * always output patch file to folder, remove option to generate ROM in preparation for removal * re-add the fix for infinite recursion due to not being light or dark world * change AP-sendable to Ocarina of Time model, since the triforce piece has some extra code apparently * oot: remove item_names and location_names * oot: minor fixes * oot: comment out ROM patching * oot: only add CollectionState objects on creation if actually needed * main entrance shuffle method and entrances-based rules * fix entrances based rules * disable master quest and big poe count options for client compatibility * use get_player_name instead of get_player_names * fix OptionList * fix oot options for new option system * new coop section in oot rom: expand player names to 16 bytes, write AP_PLAYER_NAME at end of PLAYER_NAMES * fill AP player name in oot rom with 0 instead of 0xDF * encode player name with ASCII for fixed-width * revert oot player name array to 8 bytes per name * remove Pierre location if fast scarecrow is on * check player name length * "free_scarecrow" not "fast_scarecrow" * OoT locations now properly store the AP ID instead of the oot internal ID * oot __version__ updates in lockstep with AP version * pull in unmodified oot cosmetic files * also grab JSONDump since it's needed apparently * gather extra needed methods, modify imports * delete cosmetics log, replace all instances of SettingsList with OOTWorld * cosmetic options working, except for sound effects (due to ear-safe issues) * SFX, Music, and Fanfare randomization reenabled * move OoT data files into the worlds folder * move Compress and Decompress into oot data folder * Replace get_all_state with custom method to avoid the cache * OoT ROM: increment item counter before setting incoming item/player values to 0, preventing desync issues * set data_version to 0 * make Kokiri Sword shuffle off by default * reenable "Random Choice" for various cosmetic options * kill Ruto's Letter turnin if open fountain also fix for shopsanity * place Buy Goron/Zora Tunic first in shop shuffle * make ice traps appear as other items instead of breaking generation * managed to break ice traps on non-major-only * only handle ice traps if they are on * fix shopsanity for non-oot games, and write player name instead of player number * light arrows hint uses player name instead of player number * Reenable "skip child zelda" option * fix entrances_based_rules * fix ganondorf hint if starting with light arrows * fix dungeonitem shuffle and shopsanity interaction * remove has_all_of, has_any_of, count_of in BaseClasses, replace usage with has_all, has_any, has_group * force local giveable item on ZL if skip_child_zelda and shuffle_song_items is any * keep bosses and bombchu bowling chus out of data package * revert workaround for infinite recursion and fix it properly * fix shared shop id caches during patching process * fix shop text box overflows, as much as possible * add default oot host.yaml option * add .apz5, .n64, .z64 to gitignore * Properly document and name all (functioning) OOT options * clean up some imports * remove unnecessary files from oot's data * fix typo in gitignore * readd the Compress and Decompress utilities, since they are needed for generation * cleanup of imports and some minor optimizations * increase shop offset for item IDs to 0xCB * remove shop item AP ids entirely * prevent triforce pieces for other players from being received by yourself * add "excluded" property to Location * Hint system adapted and reenabled; hints still unseeded * make hints deterministic with lists instead of sets * do not allow hints to point to Light Arrows on non-vanilla bridge * foreign locations hint as their full name in OoT rather than their region * checkedLocations now stores hint names by player ID, so that the same location in different worlds can have hints associated * consolidate versioning in Utils * ice traps appear as major items rather than any progression item * set prescription and claim check as defaults for adult trade item settings * add oot options to playerSettings * allow case-insensitive logic tricks in yaml * fix oot shopsanity option formatting * Write OoT override info even if local item, enabling local checks to show up immediately in the client * implement CollectionState.can_live_dmg for oot glitched logic * filter item names for invalid characters when patching shops * make ice traps appear according to the settings of the world they are shuffled into, rather than the original world * set hidden-spoiler items and locations with Shop items to events * make GF carpenters, Gerudo Card, Malon, ZL, and Impa events if the relevant settings are enabled, preventing them from appearing in the client on game start * Fix oot Glitched and No Logic generation * fix indenting * Greatly reduce displayed cosmetic options * Change oot data version to 1 * add apz5 distribution to webhost * print player name if an ALttP dungeon contains a good item for OoT world * delete unneeded commented code * remove OcarinaSongs import to satisfy lint
2021-09-02 12:35:05 +00:00
hints: # Gossip Stones can give hints about item locations.
none: 0
mask: 0
agony: 0
always: 50
false: 0
hint_dist: # Choose the hint distribution to use. Affects the frequency of strong hints, which items are always hinted, etc.
balanced: 50
ddr: 0
league: 0
mw2: 0
scrubs: 0
strong: 0
tournament: 0
useless: 0
very_strong: 0
text_shuffle: # Randomizes text in the game for comedic effect.
none: 50
except_hints: 0
complete: 0
damage_multiplier: # Controls the amount of damage Link takes.
half: 0
normal: 50
double: 0
quadruple: 0
ohko: 0
no_collectible_hearts: # Hearts will not drop from enemies or objects.
false: 50
true: 0
starting_tod: # Change the starting time of day.
default: 50
sunrise: 0
morning: 0
noon: 0
afternoon: 0
sunset: 0
evening: 0
midnight: 0
witching_hour: 0
start_with_consumables: # Start the game with full Deku Sticks and Deku Nuts.
false: 50
true: 0
start_with_rupees: # Start with a full wallet. Wallet upgrades will also fill your wallet.
false: 50
true: 0
item_pool_value: # Changes the number of items available in the game.
plentiful: 0
balanced: 50
scarce: 0
minimal: 0
junk_ice_traps: # Adds ice traps to the item pool.
off: 0
normal: 50
extra: 0
mayhem: 0
onslaught: 0
ice_trap_appearance: # Changes the appearance of ice traps as freestanding items.
major_only: 50
junk_only: 0
anything: 0
logic_earliest_adult_trade: # Earliest item that can appear in the adult trade sequence.
pocket_egg: 0
pocket_cucco: 0
cojiro: 0
odd_mushroom: 0
poachers_saw: 0
broken_sword: 0
prescription: 50
eyeball_frog: 0
eyedrops: 0
claim_check: 0
logic_latest_adult_trade: # Latest item that can appear in the adult trade sequence.
pocket_egg: 0
pocket_cucco: 0
cojiro: 0
odd_mushroom: 0
poachers_saw: 0
broken_sword: 0
prescription: 0
eyeball_frog: 0
eyedrops: 0
claim_check: 50
default_targeting: # Default targeting option.
hold: 50
switch: 0
display_dpad: # Show dpad icon on HUD for quick actions (ocarina, hover boots, iron boots).
false: 0
true: 50
correct_model_colors: # Makes in-game models match their HUD element colors.
false: 0
true: 50
background_music: # Randomize or disable background music.
normal: 50
off: 0
randomized: 0
fanfares: # Randomize or disable item fanfares.
normal: 50
off: 0
randomized: 0
ocarina_fanfares: # Enable ocarina songs as fanfares. These are longer than usual fanfares. Does nothing without fanfares randomized.
false: 50
true: 0
kokiri_color: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
random_choice: 0
completely_random: 0
kokiri_green: 50
goron_red: 0
zora_blue: 0
black: 0
white: 0
azure_blue: 0
vivid_cyan: 0
light_red: 0
fuchsia: 0
purple: 0
majora_purple: 0
twitch_purple: 0
purple_heart: 0
persian_rose: 0
dirty_yellow: 0
blush_pink: 0
hot_pink: 0
rose_pink: 0
orange: 0
gray: 0
gold: 0
silver: 0
beige: 0
teal: 0
blood_red: 0
blood_orange: 0
royal_blue: 0
sonic_blue: 0
nes_green: 0
dark_green: 0
lumen: 0
goron_color: # Choose a color. Uses the same options as "kokiri_color".
random_choice: 0
completely_random: 0
goron_red: 50
zora_color: # Choose a color. Uses the same options as "kokiri_color".
random_choice: 0
completely_random: 0
zora_blue: 50
silver_gauntlets_color: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
random_choice: 0
completely_random: 0
silver: 50
gold: 0
black: 0
green: 0
blue: 0
bronze: 0
red: 0
sky_blue: 0
pink: 0
magenta: 0
orange: 0
lime: 0
purple: 0
golden_gauntlets_color: # Choose a color. Uses the same options as "silver_gauntlets_color".
random_choice: 0
completely_random: 0
gold: 50
mirror_shield_frame_color: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
random_choice: 0
completely_random: 0
red: 50
green: 0
blue: 0
yellow: 0
cyan: 0
magenta: 0
orange: 0
gold: 0
purple: 0
pink: 0
navi_color_default_inner: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
random_choice: 0
completely_random: 0
rainbow: 0
gold: 0
white: 50
green: 0
light_blue: 0
yellow: 0
red: 0
magenta: 0
black: 0
tatl: 0
tael: 0
fi: 0
ciela: 0
epona: 0
ezlo: 0
king_of_red_lions: 0
linebeck: 0
loftwing: 0
midna: 0
phantom_zelda: 0
navi_color_default_outer: # Choose a color. Uses the same options as "navi_color_default_inner" plus "match_inner".
random_choice: 0
completely_random: 0
match_inner: 50
navi_color_enemy_inner: # Choose a color. Uses the same options as "navi_color_default_inner".
random_choice: 0
completely_random: 0
yellow: 50
navi_color_enemy_outer: # Choose a color. Uses the same options as "navi_color_default_inner" plus "match_inner".
random_choice: 0
completely_random: 0
match_inner: 50
navi_color_npc_inner: # Choose a color. Uses the same options as "navi_color_default_inner".
random_choice: 0
completely_random: 0
light_blue: 50
navi_color_npc_outer: # Choose a color. Uses the same options as "navi_color_default_inner" plus "match_inner".
random_choice: 0
completely_random: 0
match_inner: 50
navi_color_prop_inner: # Choose a color. Uses the same options as "navi_color_default_inner".
random_choice: 0
completely_random: 0
green: 50
navi_color_prop_outer: # Choose a color. Uses the same options as "navi_color_default_inner" plus "match_inner".
random_choice: 0
completely_random: 0
match_inner: 50
sword_trail_duration: # Set the duration for sword trails.
# you can add additional values between minimum and maximum
4: 50 # minimum value
20: 0 # maximum value
random: 0
random-low: 0
random-high: 0
sword_trail_color_inner: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
random_choice: 0
completely_random: 0
rainbow: 0
white: 50
red: 0
green: 0
blue: 0
cyan: 0
magenta: 0
orange: 0
gold: 0
purple: 0
pink: 0
sword_trail_color_outer: # Uses the same options as "sword_trail_color_inner" plus "match_inner".
random_choice: 0
completely_random: 0
match_inner: 50
bombchu_trail_color_inner: # Uses the same options as "sword_trail_color_inner".
random_choice: 0
completely_random: 0
red: 50
bombchu_trail_color_outer: # Uses the same options as "sword_trail_color_inner" plus "match_inner".
random_choice: 0
completely_random: 0
match_inner: 50
boomerang_trail_color_inner: # Uses the same options as "sword_trail_color_inner".
random_choice: 0
completely_random: 0
yellow: 50
boomerang_trail_color_outer: # Uses the same options as "sword_trail_color_inner" plus "match_inner".
random_choice: 0
completely_random: 0
match_inner: 50
heart_color: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
random_choice: 0
completely_random: 0
red: 50
green: 0
blue: 0
yellow: 0
magic_color: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
random_choice: 0
completely_random: 0
green: 50
red: 0
blue: 0
purple: 0
pink: 0
yellow: 0
white: 0
a_button_color: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
random_choice: 0
completely_random: 0
n64_blue: 50
n64_green: 0
n64_red: 0
gamecube_green: 0
gamecube_red: 0
gamecube_grey: 0
yellow: 0
black: 0
white: 0
magenta: 0
ruby: 0
sapphire: 0
lime: 0
cyan: 0
purple: 0
orange: 0
b_button_color: # Choose a color. Uses the same options as "a_button_color".
random_choice: 0
completely_random: 0
n64_green: 50
c_button_color: # Choose a color. Uses the same options as "a_button_color".
random_choice: 0
completely_random: 0
yellow: 50
start_button_color: # Choose a color. Uses the same options as "a_button_color".
random_choice: 0
completely_random: 0
n64_red: 50
sfx_navi_overworld: # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound.
default: 50
completely_random: 0
random_ear_safe: 0
random_choice: 0
none: 0
sfx_navi_enemy: # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound.
default: 50
completely_random: 0
random_ear_safe: 0
random_choice: 0
none: 0
sfx_low_hp: # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound.
default: 50
completely_random: 0
random_ear_safe: 0
random_choice: 0
none: 0
sfx_menu_cursor: # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound.
default: 50
completely_random: 0
random_ear_safe: 0
random_choice: 0
none: 0
sfx_menu_select: # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound.
default: 50
completely_random: 0
random_ear_safe: 0
random_choice: 0
none: 0
sfx_nightfall: # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound.
default: 50
completely_random: 0
random_ear_safe: 0
random_choice: 0
none: 0
sfx_horse_neigh: # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound.
default: 50
completely_random: 0
random_ear_safe: 0
random_choice: 0
none: 0
sfx_hover_boots: # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound.
default: 50
completely_random: 0
random_ear_safe: 0
random_choice: 0
sfx_ocarina: # Change the sound of the ocarina.
ocarina: 50
malon: 0
whistle: 0
harp: 0
grind_organ: 0
flute: 0
# Uncomment this section to enable logical tricks for Ocarina of Time.
# Add logic tricks keyed by "nice" name rather than internal name: "Hidden Grottos without Stone of Agony", not "logic_grottos_without_agony"
# The following is the typical set of racing tricks, though you can add or remove them as desired.
# logic_tricks:
# - Fewer Tunic Requirements
# - Hidden Grottos without Stone of Agony
# - Child Deadhand without Kokiri Sword
# - Man on Roof without Hookshot
# - Dodongo's Cavern Spike Trap Room Jump without Hover Boots
# - Hammer Rusted Switches Through Walls
# - Windmill PoH as Adult with Nothing
# - Crater's Bean PoH with Hover Boots
# - Forest Temple East Courtyard Vines with Hookshot
# - Bottom of the Well without Lens of Truth
# - Ganon's Castle without Lens of Truth
# - Gerudo Training Grounds without Lens of Truth
# - Shadow Temple before Invisible Moving Platform without Lens of Truth
# - Shadow Temple beyond Invisible Moving Platform without Lens of Truth
# - Spirit Temple without Lens of Truth
Ocarina of Time (#64) * first commit (not including OoT data files yet) * added some basic options * rule parser works now at least * make sure to commit everything this time * temporary change to BaseClasses for oot * overworld location graph builds mostly correctly * adding oot data files * commenting out world options until later since they only existed to make the RuleParser work * conversion functions between AP ids and OOT ids * world graph outputs * set scrub prices * itempool generates, entrances connected, way too many options added * fixed set_rules and set_shop_rules * temp baseclasses changes * Reaches the fill step now, old event-based system retained in case the new way breaks * Song placements and misc fixes everywhere * temporary changes to make oot work * changed root exits for AP fill framework * prevent infinite recursion due to OoT sharing usage of the address field * age reachability works hopefully, songs are broken again * working spoiler log generation on beatable-only * Logic tricks implemented * need this for logic tricks * fixed map/compass being placed on Serenade location * kill unreachable events before filling the world * add a bunch of utility functions to prepare for rom patching * move OptionList into generic options * fixed some silly bugs with OptionList * properly seed all random behavior (so far) * ROM generation working * fix hints trying to get alttp dungeon hint texts * continue fixing hints * add oot to network data package * change item and location IDs to 66000 and 67000 range respectively * push removed items to precollected items * fixed various issues with cross-contamination with multiple world generation * reenable glitched logic (hopefully) * glitched world files age-check fix * cleaned up some get_locations calls * added token shuffle and scrub shuffle, modified some options slightly to make the parsing work * reenable MQ dungeons * fix forest mq exception * made targeting style an option for now, will be cosmetic later * reminder to move targeting to cosmetics * some oot option maintenance * enabled starting time of day * fixed issue breaking shop slots in multiworld generation * added "off" option for text shuffle and hints * shopsanity functionality restored * change patch file extension * remove unnecessary utility functions + imports * update MIT license * change option to "patch_uncompressed_rom" instead of "compress_rom" * compliance with new AutoWorld systems * Kill only internal events, remove non-internal big poe event in code * re-add the big poe event and handle it correctly * remove extra method in Range option * fix typo * Starting items, starting with consumables option * do not remove nonexistent item * move set_shop_rules to after shop items are placed * some cleanup * add retries for song placement * flagged Skull Mask and Mask of Truth as advancement items * update OoT to use LogicMixin * Fixed trying to assign starting items from the wrong players * fixed song retry step * improved option handling, comments, and starting item replacements * DefaultOnToggle writes Yes or No to spoiler * enable compression of output if Compress executable is present * clean up compression * check whether (de)compressor exists before running the process * allow specification of rom path in host.yaml * check if decompressed file already exists before decompressing again * fix triforce hunt generation * rename all the oot state functions with prefix * OoT: mark triforce pieces as completion goal for triforce hunt * added overworld and any-dungeon shuffle for dungeon items * Hide most unshuffled locations and events from the list of locations in spoiler * build oot option ranges with a generic function instead of defining each separately * move oot output-type control to host.yaml instead of individual yamls * implement dungeon song shuffle * minor improvements to overworld dungeon item shuffle * remove random ice trap names in shops, mostly to avoid maintaining a massive censor list * always output patch file to folder, remove option to generate ROM in preparation for removal * re-add the fix for infinite recursion due to not being light or dark world * change AP-sendable to Ocarina of Time model, since the triforce piece has some extra code apparently * oot: remove item_names and location_names * oot: minor fixes * oot: comment out ROM patching * oot: only add CollectionState objects on creation if actually needed * main entrance shuffle method and entrances-based rules * fix entrances based rules * disable master quest and big poe count options for client compatibility * use get_player_name instead of get_player_names * fix OptionList * fix oot options for new option system * new coop section in oot rom: expand player names to 16 bytes, write AP_PLAYER_NAME at end of PLAYER_NAMES * fill AP player name in oot rom with 0 instead of 0xDF * encode player name with ASCII for fixed-width * revert oot player name array to 8 bytes per name * remove Pierre location if fast scarecrow is on * check player name length * "free_scarecrow" not "fast_scarecrow" * OoT locations now properly store the AP ID instead of the oot internal ID * oot __version__ updates in lockstep with AP version * pull in unmodified oot cosmetic files * also grab JSONDump since it's needed apparently * gather extra needed methods, modify imports * delete cosmetics log, replace all instances of SettingsList with OOTWorld * cosmetic options working, except for sound effects (due to ear-safe issues) * SFX, Music, and Fanfare randomization reenabled * move OoT data files into the worlds folder * move Compress and Decompress into oot data folder * Replace get_all_state with custom method to avoid the cache * OoT ROM: increment item counter before setting incoming item/player values to 0, preventing desync issues * set data_version to 0 * make Kokiri Sword shuffle off by default * reenable "Random Choice" for various cosmetic options * kill Ruto's Letter turnin if open fountain also fix for shopsanity * place Buy Goron/Zora Tunic first in shop shuffle * make ice traps appear as other items instead of breaking generation * managed to break ice traps on non-major-only * only handle ice traps if they are on * fix shopsanity for non-oot games, and write player name instead of player number * light arrows hint uses player name instead of player number * Reenable "skip child zelda" option * fix entrances_based_rules * fix ganondorf hint if starting with light arrows * fix dungeonitem shuffle and shopsanity interaction * remove has_all_of, has_any_of, count_of in BaseClasses, replace usage with has_all, has_any, has_group * force local giveable item on ZL if skip_child_zelda and shuffle_song_items is any * keep bosses and bombchu bowling chus out of data package * revert workaround for infinite recursion and fix it properly * fix shared shop id caches during patching process * fix shop text box overflows, as much as possible * add default oot host.yaml option * add .apz5, .n64, .z64 to gitignore * Properly document and name all (functioning) OOT options * clean up some imports * remove unnecessary files from oot's data * fix typo in gitignore * readd the Compress and Decompress utilities, since they are needed for generation * cleanup of imports and some minor optimizations * increase shop offset for item IDs to 0xCB * remove shop item AP ids entirely * prevent triforce pieces for other players from being received by yourself * add "excluded" property to Location * Hint system adapted and reenabled; hints still unseeded * make hints deterministic with lists instead of sets * do not allow hints to point to Light Arrows on non-vanilla bridge * foreign locations hint as their full name in OoT rather than their region * checkedLocations now stores hint names by player ID, so that the same location in different worlds can have hints associated * consolidate versioning in Utils * ice traps appear as major items rather than any progression item * set prescription and claim check as defaults for adult trade item settings * add oot options to playerSettings * allow case-insensitive logic tricks in yaml * fix oot shopsanity option formatting * Write OoT override info even if local item, enabling local checks to show up immediately in the client * implement CollectionState.can_live_dmg for oot glitched logic * filter item names for invalid characters when patching shops * make ice traps appear according to the settings of the world they are shuffled into, rather than the original world * set hidden-spoiler items and locations with Shop items to events * make GF carpenters, Gerudo Card, Malon, ZL, and Impa events if the relevant settings are enabled, preventing them from appearing in the client on game start * Fix oot Glitched and No Logic generation * fix indenting * Greatly reduce displayed cosmetic options * Change oot data version to 1 * add apz5 distribution to webhost * print player name if an ALttP dungeon contains a good item for OoT world * delete unneeded commented code * remove OcarinaSongs import to satisfy lint
2021-09-02 12:35:05 +00:00
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# 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
basic: 1
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full: 1
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chaos: 1
singularity: 1
enemy_damage:
shuffled: 1
chaos: 1
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enemy_health:
easy: 1
hard: 1
expert: 1
percentage: 0 # Set this to the percentage chance you want enemizer
triggers:
# trigger block for legacy weapons mode, to enable these add weights to legacy_weapons
- option_name: legacy_weapons
option_result: randomized
option_category: A Link to the Past
options:
A Link to the Past:
swordless: off
- option_name: legacy_weapons
option_result: assured
option_category: A Link to the Past
options:
A Link to the Past:
swordless: off
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start_inventory:
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Progressive Sword: 1
- option_name: legacy_weapons
option_result: vanilla
option_category: A Link to the Past
options:
A Link to the Past:
swordless: off
plando_items:
- items:
Progressive Sword: 4
locations:
- Master Sword Pedestal
- Pyramid Fairy - Left
- Blacksmith
- Link's Uncle
- option_name: legacy_weapons
option_result: swordless
option_category: A Link to the Past
options:
A Link to the Past:
swordless: on
# end of legacy weapons block
- option_name: enemy_damage # targets enemy_damage
option_category: A Link to the Past
option_result: shuffled # if it rolls shuffled
percentage: 0 # AND has a 0 percent chance (meaning this is default disabled, just to show how it works)
options: # then inserts these options
A Link to the Past:
swordless: off