categorize game options

This commit is contained in:
Fabian Dill 2021-06-15 14:11:46 +02:00
parent 883ebbf267
commit 503c844971
3 changed files with 518 additions and 543 deletions

View File

@ -23,7 +23,9 @@ from worlds.alttp.Items import item_name_groups, item_table
from worlds.alttp import Bosses from worlds.alttp import Bosses
from worlds.alttp.Text import TextTable from worlds.alttp.Text import TextTable
from worlds.alttp.Regions import location_table, key_drop_data from worlds.alttp.Regions import location_table, key_drop_data
from worlds.AutoWorld import AutoWorldRegister
categories = set(AutoWorldRegister.world_types)
def mystery_argparse(): def mystery_argparse():
parser = argparse.ArgumentParser(add_help=False) parser = argparse.ArgumentParser(add_help=False)
@ -61,9 +63,11 @@ def mystery_argparse():
args.plando: typing.Set[str] = {arg.strip().lower() for arg in args.plando.split(",")} args.plando: typing.Set[str] = {arg.strip().lower() for arg in args.plando.split(",")}
return args return args
def get_seed_name(random): def get_seed_name(random):
return f"{random.randint(0, pow(10, seeddigits) - 1)}".zfill(seeddigits) return f"{random.randint(0, pow(10, seeddigits) - 1)}".zfill(seeddigits)
def main(args=None, callback=ERmain): def main(args=None, callback=ERmain):
if not args: if not args:
args = mystery_argparse() args = mystery_argparse()
@ -79,14 +83,14 @@ def main(args=None, callback=ERmain):
weights_cache = {} weights_cache = {}
if args.weights: if args.weights:
try: try:
weights_cache[args.weights] = get_weights(args.weights) weights_cache[args.weights] = read_weights_yaml(args.weights)
except Exception as e: except Exception as e:
raise ValueError(f"File {args.weights} is destroyed. Please fix your yaml.") from e raise ValueError(f"File {args.weights} is destroyed. Please fix your yaml.") from e
print(f"Weights: {args.weights} >> " print(f"Weights: {args.weights} >> "
f"{get_choice('description', weights_cache[args.weights], 'No description specified')}") f"{get_choice('description', weights_cache[args.weights], 'No description specified')}")
if args.meta: if args.meta:
try: try:
weights_cache[args.meta] = get_weights(args.meta) weights_cache[args.meta] = read_weights_yaml(args.meta)
except Exception as e: except Exception as e:
raise ValueError(f"File {args.meta} is destroyed. Please fix your yaml.") from e raise ValueError(f"File {args.meta} is destroyed. Please fix your yaml.") from e
meta_weights = weights_cache[args.meta] meta_weights = weights_cache[args.meta]
@ -99,7 +103,7 @@ def main(args=None, callback=ERmain):
if path: if path:
try: try:
if path not in weights_cache: if path not in weights_cache:
weights_cache[path] = get_weights(path) weights_cache[path] = read_weights_yaml(path)
print(f"P{player} Weights: {path} >> " print(f"P{player} Weights: {path} >> "
f"{get_choice('description', weights_cache[path], 'No description specified')}") f"{get_choice('description', weights_cache[path], 'No description specified')}")
@ -254,7 +258,7 @@ def main(args=None, callback=ERmain):
callback(erargs, seed) callback(erargs, seed)
def get_weights(path): def read_weights_yaml(path):
try: try:
if urllib.parse.urlparse(path).scheme: if urllib.parse.urlparse(path).scheme:
yaml = str(urllib.request.urlopen(path).read(), "utf-8") yaml = str(urllib.request.urlopen(path).read(), "utf-8")
@ -342,19 +346,6 @@ goals = {
'ice_rod_hunt': 'icerodhunt', 'ice_rod_hunt': 'icerodhunt',
} }
# remove sometime before 1.0.0, warn before
legacy_boss_shuffle_options = {
# legacy, will go away:
'simple': 'basic',
'random': 'full',
'normal': 'full'
}
legacy_goals = {
'dungeons': 'bosses',
'fast_ganon': 'crystals',
}
def roll_percentage(percentage: typing.Union[int, float]) -> bool: def roll_percentage(percentage: typing.Union[int, float]) -> bool:
"""Roll a percentage chance. """Roll a percentage chance.
@ -382,13 +373,12 @@ def roll_linked_options(weights: dict) -> dict:
try: try:
if roll_percentage(option_set["percentage"]): if roll_percentage(option_set["percentage"]):
logging.debug(f"Linked option {option_set['name']} triggered.") logging.debug(f"Linked option {option_set['name']} triggered.")
if "options" in option_set: new_options = option_set["options"]
weights = update_weights(weights, option_set["options"], "Linked", option_set["name"]) for category_name, category_options in new_options.items():
if "rom_options" in option_set: currently_targeted_weights = weights
rom_weights = weights.get("rom", dict()) if category_name:
rom_weights = update_weights(rom_weights, option_set["rom_options"], "Linked Rom", currently_targeted_weights = currently_targeted_weights[category_name]
option_set["name"]) update_weights(currently_targeted_weights, category_options, "Linked", option_set["name"])
weights["rom"] = rom_weights
else: else:
logging.debug(f"linked option {option_set['name']} skipped.") logging.debug(f"linked option {option_set['name']} skipped.")
except Exception as e: except Exception as e:
@ -402,36 +392,32 @@ def roll_triggers(weights: dict) -> dict:
weights["_Generator_Version"] = "Archipelago" # Some means for triggers to know if the seed is on main or doors. weights["_Generator_Version"] = "Archipelago" # Some means for triggers to know if the seed is on main or doors.
for i, option_set in enumerate(weights["triggers"]): for i, option_set in enumerate(weights["triggers"]):
try: try:
currently_targeted_weights = weights
category = option_set.get("option_category", None)
if category:
currently_targeted_weights = currently_targeted_weights[category]
key = get_choice("option_name", option_set) key = get_choice("option_name", option_set)
if key not in weights: if key not in currently_targeted_weights:
logging.warning(f'Specified option name {option_set["option_name"]} did not ' logging.warning(f'Specified option name {option_set["option_name"]} did not '
f'match with a root option. ' f'match with a root option. '
f'This is probably in error.') f'This is probably in error.')
trigger_result = get_choice("option_result", option_set) trigger_result = get_choice("option_result", option_set)
result = get_choice(key, weights) result = get_choice(key, currently_targeted_weights)
weights[key] = result currently_targeted_weights[key] = result
if result == trigger_result and roll_percentage(get_choice("percentage", option_set, 100)): if result == trigger_result and roll_percentage(get_choice("percentage", option_set, 100)):
if "options" in option_set: for category_name, category_options in option_set["options"].items():
weights = update_weights(weights, option_set["options"], "Triggered", option_set["option_name"]) currently_targeted_weights = weights
if category_name:
if "rom_options" in option_set: currently_targeted_weights = currently_targeted_weights[category_name]
rom_weights = weights.get("rom", dict()) update_weights(currently_targeted_weights, category_options, "Triggered", option_set["option_name"])
rom_weights = update_weights(rom_weights, option_set["rom_options"], "Triggered Rom",
option_set["option_name"])
weights["rom"] = rom_weights
except Exception as e: except Exception as e:
raise ValueError(f"Your trigger number {i+1} is destroyed. " raise ValueError(f"Your trigger number {i + 1} is destroyed. "
f"Please fix your triggers.") from e f"Please fix your triggers.") from e
return weights return weights
def get_plando_bosses(boss_shuffle: str, plando_options: typing.Set[str]) -> str: def get_plando_bosses(boss_shuffle: str, plando_options: typing.Set[str]) -> str:
if boss_shuffle in legacy_boss_shuffle_options:
new_boss_shuffle = legacy_boss_shuffle_options[boss_shuffle]
logging.warning(f"Boss shuffle {boss_shuffle} is deprecated, "
f"please use {new_boss_shuffle} instead")
return new_boss_shuffle
if boss_shuffle in boss_shuffle_options: if boss_shuffle in boss_shuffle_options:
return boss_shuffle_options[boss_shuffle] return boss_shuffle_options[boss_shuffle]
elif "bosses" in plando_options: elif "bosses" in plando_options:
@ -439,10 +425,6 @@ def get_plando_bosses(boss_shuffle: str, plando_options: typing.Set[str]) -> str
remainder_shuffle = "none" # vanilla remainder_shuffle = "none" # vanilla
bosses = [] bosses = []
for boss in options: for boss in options:
if boss in legacy_boss_shuffle_options:
remainder_shuffle = legacy_boss_shuffle_options[boss_shuffle]
logging.warning(f"Boss shuffle {boss} is deprecated, "
f"please use {remainder_shuffle} instead")
if boss in boss_shuffle_options: if boss in boss_shuffle_options:
remainder_shuffle = boss_shuffle_options[boss] remainder_shuffle = boss_shuffle_options[boss]
elif "-" in boss: elif "-" in boss:
@ -543,26 +525,28 @@ def roll_settings(weights: dict, plando_options: typing.Set[str] = frozenset(("b
startitems.append(item) startitems.append(item)
ret.startinventory = startitems ret.startinventory = startitems
ret.start_hints = set(weights.get('start_hints', [])) ret.start_hints = set(weights.get('start_hints', []))
if ret.game not in weights:
raise Exception(f"No game options for selected game \"{ret.game}\" found.")
game_weights = weights[ret.game]
if ret.game == "A Link to the Past": if ret.game == "A Link to the Past":
roll_alttp_settings(ret, weights, plando_options) roll_alttp_settings(ret, game_weights, plando_options)
elif ret.game == "Hollow Knight": elif ret.game == "Hollow Knight":
hk_weights = ret.game
for option_name, option in Options.hollow_knight_options.items(): for option_name, option in Options.hollow_knight_options.items():
setattr(ret, option_name, option.from_any(get_choice(option_name, weights, True))) setattr(ret, option_name, option.from_any(get_choice(option_name, game_weights, True)))
elif ret.game == "Factorio": elif ret.game == "Factorio":
for option_name, option in Options.factorio_options.items(): for option_name, option in Options.factorio_options.items():
if option_name in weights: if option_name in game_weights:
if issubclass(option, Options.OptionDict): # get_choice should probably land in the Option class if issubclass(option, Options.OptionDict): # get_choice should probably land in the Option class
setattr(ret, option_name, option.from_any(weights[option_name])) setattr(ret, option_name, option.from_any(game_weights[option_name]))
else: else:
setattr(ret, option_name, option.from_any(get_choice(option_name, weights))) setattr(ret, option_name, option.from_any(get_choice(option_name, game_weights)))
else: else:
setattr(ret, option_name, option(option.default)) setattr(ret, option_name, option(option.default))
elif ret.game == "Minecraft": elif ret.game == "Minecraft":
for option_name, option in Options.minecraft_options.items(): for option_name, option in Options.minecraft_options.items():
if option_name in weights: if option_name in game_weights:
setattr(ret, option_name, option.from_any(get_choice(option_name, weights))) setattr(ret, option_name, option.from_any(get_choice(option_name, game_weights)))
else: else:
setattr(ret, option_name, option(option.default)) setattr(ret, option_name, option(option.default))
# bad hardcoded behavior to make this work for now # bad hardcoded behavior to make this work for now
@ -630,9 +614,6 @@ def roll_alttp_settings(ret: argparse.Namespace, weights, plando_options):
goal = get_choice('goals', weights, 'ganon') goal = get_choice('goals', weights, 'ganon')
if goal in legacy_goals:
logging.warning(f"Goal {goal} is depcrecated, please use {legacy_goals[goal]} instead.")
goal = legacy_goals[goal]
ret.goal = goals[goal] ret.goal = goals[goal]
# TODO consider moving open_pyramid to an automatic variable in the core roller, set to True when # TODO consider moving open_pyramid to an automatic variable in the core roller, set to True when
@ -649,7 +630,8 @@ def roll_alttp_settings(ret: argparse.Namespace, weights, plando_options):
ret.triforce_pieces_available = int(round(ret.triforce_pieces_required * percentage, 0)) ret.triforce_pieces_available = int(round(ret.triforce_pieces_required * percentage, 0))
# vanilla mode (specify how many pieces are) # vanilla mode (specify how many pieces are)
elif extra_pieces == 'available': elif extra_pieces == 'available':
ret.triforce_pieces_available = Options.TriforcePieces.from_any(get_choice('triforce_pieces_available', weights, 30)) ret.triforce_pieces_available = Options.TriforcePieces.from_any(
get_choice('triforce_pieces_available', weights, 30))
# required pieces + fixed extra # required pieces + fixed extra
elif extra_pieces == 'extra': elif extra_pieces == 'extra':
extra_pieces = max(0, int(get_choice('triforce_pieces_extra', weights, 10))) extra_pieces = max(0, int(get_choice('triforce_pieces_extra', weights, 10)))
@ -678,7 +660,6 @@ def roll_alttp_settings(ret: argparse.Namespace, weights, plando_options):
ret.enemy_shuffle = bool(get_choice('enemy_shuffle', weights, False)) ret.enemy_shuffle = bool(get_choice('enemy_shuffle', weights, False))
ret.killable_thieves = get_choice('killable_thieves', weights, False) ret.killable_thieves = get_choice('killable_thieves', weights, False)
ret.tile_shuffle = get_choice('tile_shuffle', weights, False) ret.tile_shuffle = get_choice('tile_shuffle', weights, False)
ret.bush_shuffle = get_choice('bush_shuffle', weights, False) ret.bush_shuffle = get_choice('bush_shuffle', weights, False)

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@ -11,11 +11,13 @@
# inverted # inverted
# This means, if mode is meta-rolled and the result happens to be inverted, then defer to the player's yaml instead. # This means, if mode is meta-rolled and the result happens to be inverted, then defer to the player's yaml instead.
meta_description: Meta-Mystery file with the intention of having similar-length completion times for a hopefully better experience meta_description: Meta-Mystery file with the intention of having similar-length completion times for a hopefully better experience
progression_balancing: # Progression balancing tries to make sure that the player has *something* towards any players goal in each "sphere" null:
progression_balancing: # Progression balancing tries to make sure that the player has *something* towards any players goal in each "sphere"
on: 0 # Force every player into progression balancing on: 0 # Force every player into progression balancing
off: 0 # Force every player out of progression balancing, then prepare for a lot of logical BK off: 0 # Force every player out of progression balancing, then prepare for a lot of logical BK
null: 1 # Let players decide via their own progression_balancing flag in their yaml, defaulting to on null: 1 # Let players decide via their own progression_balancing flag in their yaml, defaulting to on
goals: A Link to the Past:
goals:
ganon: 100 # Climb GT, defeat Agahnim 2, and then kill Ganon ganon: 100 # Climb GT, defeat Agahnim 2, and then kill Ganon
fast_ganon: 250 # Only killing Ganon is required. The hole is always open. However, items may still be placed in GT fast_ganon: 250 # Only killing Ganon is required. The hole is always open. However, items may still be placed in GT
dungeons: 50 # Defeat the boss of all dungeons, including Agahnim's tower and GT (Aga 2) dungeons: 50 # Defeat the boss of all dungeons, including Agahnim's tower and GT (Aga 2)
@ -26,12 +28,12 @@ goals:
local_ganon_triforce_hunt: 10 # Collect 20 of 30 Triforce pieces spread throughout your world, then kill Ganon local_ganon_triforce_hunt: 10 # Collect 20 of 30 Triforce pieces spread throughout your world, then kill Ganon
ganon_pedestal: 10 # Pull the Master Sword pedestal, then kill Ganon ganon_pedestal: 10 # Pull the Master Sword pedestal, then kill Ganon
null: 0 # Maintain individual goals null: 0 # Maintain individual goals
mode: mode:
standard: 10 standard: 10
open: 60 open: 60
inverted: 10 inverted: 10
null: 10 # Maintain individual world states null: 10 # Maintain individual world states
tower_open: tower_open:
'0': 8 '0': 8
'1': 7 '1': 7
'2': 6 '2': 6
@ -41,7 +43,7 @@ tower_open:
'6': 2 '6': 2
'7': 1 '7': 1
random: 10 # A different GT open time should not usually result in a vastly different completion time, unless ganon goal and tower_open > ganon_open random: 10 # A different GT open time should not usually result in a vastly different completion time, unless ganon goal and tower_open > ganon_open
ganon_open: ganon_open:
'0': 3 '0': 3
'1': 4 '1': 4
'2': 5 '2': 5
@ -51,14 +53,13 @@ ganon_open:
'6': 9 '6': 9
'7': 10 '7': 10
random: 5 # This will mean differing completion times. But leaving it for that surprise effect random: 5 # This will mean differing completion times. But leaving it for that surprise effect
triforce_pieces_mode: #Determine how to calculate the extra available triforce pieces. triforce_pieces_mode: #Determine how to calculate the extra available triforce pieces.
extra: 0 # available = triforce_pieces_extra + triforce_pieces_required extra: 0 # available = triforce_pieces_extra + triforce_pieces_required
percentage: 0 # available = (triforce_pieces_percentage /100) * triforce_pieces_required percentage: 0 # available = (triforce_pieces_percentage /100) * triforce_pieces_required
available: 50 # available = triforce_pieces_available available: 50 # available = triforce_pieces_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 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" # Format "pieces: chance"
30: 50 30: 50
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 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" # Format "pieces: chance"
25: 50 25: 50
# Do not use meta rom options at this time

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@ -50,8 +50,8 @@ progression_balancing:
# non_local_items: # Force certain items to appear outside your world only, unless in single-player. Recognizes some group names, like "Swords" # non_local_items: # Force certain items to appear outside your world only, unless in single-player. Recognizes some group names, like "Swords"
# - "Progressive Weapons" # - "Progressive Weapons"
# Factorio options: Factorio:
tech_tree_layout: tech_tree_layout:
single: 1 single: 1
small_diamonds: 1 small_diamonds: 1
medium_diamonds: 1 medium_diamonds: 1
@ -62,13 +62,13 @@ tech_tree_layout:
small_funnels: 1 small_funnels: 1
medium_funnels: 1 medium_funnels: 1
large_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. recipe_time: # randomize the time it takes for any recipe to craft, this includes smelting, chemical lab, hand crafting etc.
vanilla: 1 vanilla: 1
fast: 0 # 25% to 100% of original time fast: 0 # 25% to 100% of original time
normal: 0 # 50 % to 200% of original time normal: 0 # 50 % to 200% of original time
slow: 0 # 100% to 400% of original time slow: 0 # 100% to 400% of original time
chaos: 0 # 25% to 400% of original time chaos: 0 # 25% to 400% of original time
max_science_pack: max_science_pack:
automation_science_pack: 0 automation_science_pack: 0
logistic_science_pack: 0 logistic_science_pack: 0
military_science_pack: 0 military_science_pack: 0
@ -76,7 +76,7 @@ max_science_pack:
production_science_pack: 0 production_science_pack: 0
utility_science_pack: 0 utility_science_pack: 0
space_science_pack: 1 space_science_pack: 1
tech_cost: tech_cost:
very_easy : 0 very_easy : 0
easy : 0 easy : 0
kind : 0 kind : 0
@ -84,91 +84,90 @@ tech_cost:
hard : 0 hard : 0
very_hard : 0 very_hard : 0
insane : 0 insane : 0
free_samples: free_samples:
none: 1 none: 1
single_craft: 0 single_craft: 0
half_stack: 0 half_stack: 0
stack: 0 stack: 0
visibility: visibility:
none: 0 none: 0
sending: 1 sending: 1
random_tech_ingredients: random_tech_ingredients:
on: 1 on: 1
off: 0 off: 0
starting_items: starting_items:
burner-mining-drill: 19 burner-mining-drill: 19
stone-furnace: 19 stone-furnace: 19
# Minecraft options: Minecraft:
advancement_goal: # Number of advancements required (out of 92 total) to spawn the Ender Dragon and complete the game. advancement_goal: # Number of advancements required (out of 92 total) to spawn the Ender Dragon and complete the game.
few: 0 # 30 advancements few: 0 # 30 advancements
normal: 1 # 50 normal: 1 # 50
many: 0 # 70 many: 0 # 70
combat_difficulty: # Modifies the level of items logically required for exploring dangerous areas and fighting bosses. combat_difficulty: # Modifies the level of items logically required for exploring dangerous areas and fighting bosses.
easy: 0 easy: 0
normal: 1 normal: 1
hard: 0 hard: 0
include_hard_advancements: # Junk-fills certain RNG-reliant or tedious advancements with XP rewards. include_hard_advancements: # Junk-fills certain RNG-reliant or tedious advancements with XP rewards.
on: 0 on: 0
off: 1 off: 1
include_insane_advancements: # Junk-fills extremely difficult advancements; this is only How Did We Get Here? and Adventuring Time. include_insane_advancements: # Junk-fills extremely difficult advancements; this is only How Did We Get Here? and Adventuring Time.
on: 0 on: 0
off: 1 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. 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 on: 0
off: 1 off: 1
shuffle_structures: # CURRENTLY DISABLED; enables shuffling of villages, outposts, fortresses, bastions, and end cities. shuffle_structures: # CURRENTLY DISABLED; enables shuffling of villages, outposts, fortresses, bastions, and end cities.
on: 0 on: 0
off: 1 off: 1
# A Link to the Past options: A Link to the Past:
### Logic Section ### ### Logic Section ###
# Warning: overworld_glitches is not available and minor_glitches is only partially implemented on the door-rando version glitches_required: # Determine the logic required to complete the seed
glitches_required: # Determine the logic required to complete the seed
none: 50 # No glitches required none: 50 # No glitches required
minor_glitches: 0 # Puts fake flipper, waterwalk, super bunny shenanigans, and etc into logic 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 overworld_glitches: 0 # Assumes the player has knowledge of both overworld major glitches (boots clips, mirror clips) and minor glitches
no_logic: 0 # Your own items are placed with no regard to any logic; such as your Fire Rod can be on your Trinexx. no_logic: 0 # Your own items are placed with no regard to any logic; such as your Fire Rod can be on your Trinexx.
# Other players items are placed into your world under OWG logic # Other players items are placed into your world under OWG logic
dark_room_logic: # Logic for unlit dark rooms dark_room_logic: # Logic for unlit dark rooms
lamp: 50 # require the Lamp for these rooms to be considered accessible. 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 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 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 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 on: 0 # prevents unshuffled compasses, maps and keys to be boss drops, they can still drop keysanity and other players' items
off: 50 off: 50
### End of Logic Section ### ### End of Logic Section ###
map_shuffle: # Shuffle dungeon maps into the world and other dungeons, including other players' worlds map_shuffle: # Shuffle dungeon maps into the world and other dungeons, including other players' worlds
on: 0 on: 0
off: 50 off: 50
compass_shuffle: # Shuffle compasses into the world and other dungeons, including other players' worlds compass_shuffle: # Shuffle compasses into the world and other dungeons, including other players' worlds
on: 0 on: 0
off: 50 off: 50
smallkey_shuffle: # Shuffle small keys into the world and other dungeons, including other players' worlds smallkey_shuffle: # Shuffle small keys into the world and other dungeons, including other players' worlds
on: 0 on: 0
universal: 0 # allows small keys to be used in any dungeon and adds shops to buy more universal: 0 # allows small keys to be used in any dungeon and adds shops to buy more
off: 50 off: 50
bigkey_shuffle: # Shuffle big keys into the world and other dungeons, including other players' worlds bigkey_shuffle: # Shuffle big keys into the world and other dungeons, including other players' worlds
on: 0 on: 0
off: 50 off: 50
local_keys: # Keep small keys and big keys local to your world local_keys: # Keep small keys and big keys local to your world
on: 0 on: 0
off: 50 off: 50
dungeon_items: # Alternative to the 4 shuffles and local_keys above this, does nothing until the respective 4 shuffles and local_keys above are deleted dungeon_items: # Alternative to the 4 shuffles and local_keys above this, does nothing until the respective 4 shuffles and local_keys above are deleted
mc: 0 # Shuffle maps and compasses mc: 0 # Shuffle maps and compasses
none: 50 # Shuffle none of the 4 none: 50 # Shuffle none of the 4
mcsb: 0 # Shuffle all of the 4, any combination of m, c, s and b will shuffle the respective item, or not if it's missing, so you can add more options here mcsb: 0 # Shuffle all of the 4, any combination of m, c, s and b will shuffle the respective item, or not if it's missing, so you can add more options here
lmcsb: 0 # Like mcsb above, but with keys kept local to your world. l is what makes your keys local, or not if it's missing lmcsb: 0 # Like mcsb above, but with keys kept local to your world. l is what makes your keys local, or not if it's missing
ub: 0 # universal small keys and shuffled big keys ub: 0 # universal small keys and shuffled big keys
# you can add more combos of these letters here # you can add more combos of these letters here
dungeon_counters: dungeon_counters:
on: 0 # Always display amount of items checked in a dungeon on: 0 # Always display amount of items checked in a dungeon
pickup: 50 # Show when compass is picked up pickup: 50 # Show when compass is picked up
default: 0 # Show when compass is picked up if the compass itself is shuffled default: 0 # Show when compass is picked up if the compass itself is shuffled
off: 0 # Never show item count in dungeons off: 0 # Never show item count in dungeons
progressive: # Enable or disable progressive items (swords, shields, bow) progressive: # Enable or disable progressive items (swords, shields, bow)
on: 50 # All items are progressive on: 50 # All items are progressive
off: 0 # No items are progressive off: 0 # No items are progressive
random: 0 # Randomly decides for all items. Swords could be progressive, shields might not be random: 0 # Randomly decides for all items. Swords could be progressive, shields might not be
entrance_shuffle: entrance_shuffle:
none: 50 # Vanilla game map. All entrances and exits lead to their original locations. You probably want this option 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 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 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
@ -182,7 +181,7 @@ entrance_shuffle:
crossed-1000: 0 # using this method, you can have the same layout as another player and share entrance information 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. # 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 crossed-group-myfriends: 0 # using this method, everyone with "group-myfriends" will share the same seed
goals: goals:
ganon: 50 # Climb GT, defeat Agahnim 2, and then kill Ganon 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 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) bosses: 0 # Defeat the boss of all dungeons, including Agahnim's tower and GT (Aga 2)
@ -193,41 +192,41 @@ goals:
ganon_triforce_hunt: 0 # Collect 20 of 30 Triforce pieces spread throughout the worlds, then kill Ganon 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 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. 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: open_pyramid:
goal: 50 # Opens the pyramid if the goal requires you to kill Ganon, unless the goal is Slow Ganon or All Dungeons 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 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 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 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. triforce_pieces_mode: #Determine how to calculate the extra available triforce pieces.
extra: 0 # available = triforce_pieces_extra + triforce_pieces_required extra: 0 # available = triforce_pieces_extra + triforce_pieces_required
percentage: 0 # available = (triforce_pieces_percentage /100) * triforce_pieces_required percentage: 0 # available = (triforce_pieces_percentage /100) * triforce_pieces_required
available: 50 # available = triforce_pieces_available available: 50 # available = triforce_pieces_available
triforce_pieces_extra: # Set to how many extra triforces pieces are available to collect in the world. triforce_pieces_extra: # Set to how many extra triforces pieces are available to collect in the world.
# Format "pieces: chance" # Format "pieces: chance"
0: 0 0: 0
5: 50 5: 50
10: 50 10: 50
15: 0 15: 0
20: 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. 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" # Format "pieces: chance"
100: 0 #No extra 100: 0 #No extra
150: 50 #Half the required will be added as extra 150: 50 #Half the required will be added as extra
200: 0 #There are the double of the required ones available. 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 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" # Format "pieces: chance"
25: 0 25: 0
30: 50 30: 50
40: 0 40: 0
50: 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 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" # Format "pieces: chance"
15: 0 15: 0
20: 50 20: 50
30: 0 30: 0
40: 0 40: 0
50: 0 50: 0
crystals_needed_for_gt: # Crystals required to open GT crystals_needed_for_gt: # Crystals required to open GT
0: 0 0: 0
1: 0 1: 0
2: 0 2: 0
@ -240,7 +239,7 @@ crystals_needed_for_gt: # Crystals required to open GT
random-low: 50 # any valid number, weighted towards the lower end random-low: 50 # any valid number, weighted towards the lower end
random-middle: 0 # any valid number, weighted towards the central range random-middle: 0 # any valid number, weighted towards the central range
random-high: 0 # any valid number, weighted towards the higher end random-high: 0 # any valid number, weighted towards the higher end
crystals_needed_for_ganon: # Crystals required to hurt Ganon crystals_needed_for_ganon: # Crystals required to hurt Ganon
0: 0 0: 0
1: 0 1: 0
2: 0 2: 0
@ -253,86 +252,86 @@ crystals_needed_for_ganon: # Crystals required to hurt Ganon
random-low: 0 random-low: 0
random-middle: 0 random-middle: 0
random-high: 50 random-high: 50
mode: mode:
standard: 50 # Begin the game by rescuing Zelda from her cell and escorting her to the Sanctuary 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 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 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
retro: retro:
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 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 off: 50
hints: hints:
'on': 50 # Hint tiles sometimes give item location hints 'on': 50 # Hint tiles sometimes give item location hints
'off': 0 # Hint tiles provide gameplay tips 'off': 0 # Hint tiles provide gameplay tips
swordless: swordless:
on: 0 # Your swords are replaced by rupees. Gameplay changes have been made to accommodate this change on: 0 # Your swords are replaced by rupees. Gameplay changes have been made to accommodate this change
off: 1 off: 1
item_pool: item_pool:
easy: 0 # Doubled upgrades, progressives, and etc easy: 0 # Doubled upgrades, progressives, and etc
normal: 50 # Item availability remains unchanged from vanilla game 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) 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) expert: 0 # Minimum upgrade availability (max: 8 hearts, green mail, master sword, fighter shield, no silvers unless swordless)
item_functionality: item_functionality:
easy: 0 # Allow Hammer to damage ganon, Allow Hammer tablet collection, Allow swordless medallion use everywhere. easy: 0 # Allow Hammer to damage ganon, Allow Hammer tablet collection, Allow swordless medallion use everywhere.
normal: 50 # Vanilla item functionality 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) 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) 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 tile_shuffle: # Randomize the tile layouts in flying tile rooms
on: 0 on: 0
off: 50 off: 50
misery_mire_medallion: # required medallion to open Misery Mire front entrance misery_mire_medallion: # required medallion to open Misery Mire front entrance
random: 50 random: 50
Ether: 0 Ether: 0
Bombos: 0 Bombos: 0
Quake: 0 Quake: 0
turtle_rock_medallion: # required medallion to open Turtle Rock front entrance turtle_rock_medallion: # required medallion to open Turtle Rock front entrance
random: 50 random: 50
Ether: 0 Ether: 0
Bombos: 0 Bombos: 0
Quake: 0 Quake: 0
### Enemizer Section ### ### Enemizer Section ###
boss_shuffle: boss_shuffle:
none: 50 # Vanilla bosses none: 50 # Vanilla bosses
basic: 0 # Existing bosses except Ganon and Agahnim are shuffled throughout dungeons basic: 0 # Existing bosses except Ganon and Agahnim are shuffled throughout dungeons
normal: 0 # 3 bosses can occur twice normal: 0 # 3 bosses can occur twice
chaos: 0 # Any boss can appear any amount of times 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 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 enemy_shuffle: # Randomize enemy placement
on: 0 on: 0
off: 50 off: 50
killable_thieves: # Make thieves killable killable_thieves: # Make thieves killable
on: 0 # Usually turned on together with enemy_shuffle to make annoying thief placement more manageable on: 0 # Usually turned on together with enemy_shuffle to make annoying thief placement more manageable
off: 50 off: 50
bush_shuffle: # Randomize the chance that bushes have enemies and the enemies under said bush bush_shuffle: # Randomize the chance that bushes have enemies and the enemies under said bush
on: 0 on: 0
off: 50 off: 50
enemy_damage: enemy_damage:
default: 50 # Vanilla enemy damage default: 50 # Vanilla enemy damage
shuffled: 0 # Enemies deal 0 to 4 hearts and armor helps shuffled: 0 # Enemies deal 0 to 4 hearts and armor helps
random: 0 # Enemies deal 0 to 8 hearts and armor just reshuffles the damage random: 0 # Enemies deal 0 to 8 hearts and armor just reshuffles the damage
enemy_health: enemy_health:
default: 50 # Vanilla enemy HP default: 50 # Vanilla enemy HP
easy: 0 # Enemies have reduced health easy: 0 # Enemies have reduced health
hard: 0 # Enemies have increased health hard: 0 # Enemies have increased health
expert: 0 # Enemies have greatly increased health expert: 0 # Enemies have greatly increased health
pot_shuffle: pot_shuffle:
'on': 0 # Keys, items, and buttons hidden under pots in dungeons are shuffled with other pots in their supertile '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 'off': 50 # Default pot item locations
### End of Enemizer Section ### ### End of Enemizer Section ###
beemizer: # Remove items from the global item pool and replace them with single bees (fill bottles) and bee traps beemizer: # Remove items from the global item pool and replace them with single bees (fill bottles) and bee traps
0: 50 # No bee traps are placed 0: 50 # No bee traps are placed
1: 0 # 25% of rupees, bombs and arrows are replaced with bees, of which 60% are traps and 40% single bees 1: 0 # 25% of rupees, bombs and arrows are replaced with bees, of which 60% are traps and 40% single bees
2: 0 # 50% of rupees, bombs and arrows are replaced with bees, of which 70% are traps and 30% single bees 2: 0 # 50% of rupees, bombs and arrows are replaced with bees, of which 70% are traps and 30% single bees
3: 0 # 75% of rupees, bombs and arrows are replaced with bees, of which 80% are traps and 20% single bees 3: 0 # 75% of rupees, bombs and arrows are replaced with bees, of which 80% are traps and 20% single bees
4: 0 # 100% of rupees, bombs and arrows are replaced with bees, of which 90% are traps and 10% single bees 4: 0 # 100% of rupees, bombs and arrows are replaced with bees, of which 90% are traps and 10% single bees
5: 0 # 100% of rupees, bombs and arrows are replaced with bees, of which 100% are traps and 0% single bees 5: 0 # 100% of rupees, bombs and arrows are replaced with bees, of which 100% are traps and 0% single bees
### Shop Settings ### ### Shop Settings ###
shop_item_slots: # Maximum amount of shop slots to be filled with regular item pool items (such as Moon Pearl) shop_item_slots: # Maximum amount of shop slots to be filled with regular item pool items (such as Moon Pearl)
0: 50 0: 50
5: 0 5: 0
15: 0 15: 0
30: 0 30: 0
random: 0 # 0 to 30 evenly distributed random: 0 # 0 to 30 evenly distributed
shop_shuffle: shop_shuffle:
none: 50 none: 50
g: 0 # Generate new default inventories for overworld/underworld shops, and unique shops g: 0 # Generate new default inventories for overworld/underworld shops, and unique shops
f: 0 # Generate new default inventories for every shop independently f: 0 # Generate new default inventories for every shop independently
@ -344,147 +343,39 @@ shop_shuffle:
fpu: 0 # Generate new inventories, randomize prices and shuffle capacity upgrades into item pool 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 uip: 0 # Shuffle inventories, randomize prices and shuffle capacity upgrades into the item pool
# You can add more combos # You can add more combos
### End of Shop Section ### ### End of Shop Section ###
shuffle_prizes: # aka drops shuffle_prizes: # aka drops
none: 0 # do not shuffle prize packs none: 0 # do not shuffle prize packs
g: 50 # shuffle "general" prize packs, as in enemy, tree pull, dig etc. g: 50 # shuffle "general" prize packs, as in enemy, tree pull, dig etc.
b: 0 # shuffle "bonk" prize packs b: 0 # shuffle "bonk" prize packs
bg: 0 # shuffle both bg: 0 # shuffle both
timer: timer:
none: 50 # No timer will be displayed. 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: 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. 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. 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. 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. 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 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 0: 0 # For timed_ohko, starts in OHKO mode when starting the game
10: 50 10: 50
20: 0 20: 0
30: 0 30: 0
60: 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 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 -2: 50
1: 0 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 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 1: 0
2: 50 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 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 4: 50
10: 0 10: 0
15: 0 15: 0
glitch_boots: glitch_boots:
on: 50 # Start with Pegasus Boots in any glitched logic mode that makes use of them on: 50 # Start with Pegasus Boots in any glitched logic mode that makes use of them
off: 0 off: 0
# meta_ignore, linked_options and triggers work for any game # rom options section
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
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
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:
boss_shuffle: # Subchances can be injected too, which then get rolled
basic: 1
full: 1
chaos: 1
singularity: 1
enemy_damage:
shuffled: 1
random: 1
enemy_health:
easy: 1
hard: 1
expert: 1
percentage: 0 # Set this to the percentage chance you want enemizer
# 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
triggers:
# trigger block for legacy weapons mode, to enable these add weights to legacy_weapons
- option_name: legacy_weapons
option_result: randomized
options:
swordless: off
- option_name: legacy_weapons
option_result: assured
options:
swordless: off
startinventory:
Progressive Sword: 1
- option_name: legacy_weapons
option_result: vanilla
options:
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
options:
swordless: on
# end of legacy weapons block
- option_name: enemy_damage # targets enemy_damage
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
swordless: off
### door rando only options (not supported at all yet on this branch) ###
door_shuffle: # Only available if the host uses the doors branch, it is ignored otherwise
vanilla: 50 # Everything should be like in vanilla
basic: 0 # Dungeons are shuffled within themselves
crossed: 0 # Dungeons are shuffled across each other
# you can also define door shuffle seed, like so:
crossed-1000: 0 # using this method, you can have the same dungeon layout as another player and share dungeon layout information.
# however, other settings like intensity, universal keys, etc. may affect the shuffle result as well.
crossed-group-myfriends: 0 # using this method, everyone with "group-myfriends" will share the same seed
intensity: # Only available if the host uses the doors branch, it is ignored otherwise
1: 50 # Shuffles normal doors and spiral staircases
2: 0 # And shuffles open edges and straight staircases
3: 0 # And shuffles dungeon lobbies
random: 0 # Picks one of those at random
key_drop_shuffle: # Only available if the host uses the doors branch, it is ignored otherwise
on: 0 # Enables the small keys dropped by enemies or under pots, and the big key dropped by the Ball & Chain guard to be shuffled into the pool. This extends the number of checks to 249.
off: 50
experimental: # Only available if the host uses the doors branch, it is ignored otherwise
on: 0 # Enables experimental features.
off: 50
debug: # Only available if the host uses the doors branch, it is ignored otherwise
on: 0 # Enables debugging features. Currently, these are the Item collection counter. (overwrites total triforce pieces) and Castle Gate closed indicator.
off: 50
### end of door rando only options ###
rom:
random_sprite_on_event: # An alternative to specifying randomonhit / randomonexit / etc... in sprite down below. 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) enabled: # If enabled, sprite down below is ignored completely, (although it may become the sprite pool)
on: 0 on: 0
@ -612,3 +503,105 @@ rom:
dizzy: 0 dizzy: 0
sick: 0 sick: 0
puke: 0 puke: 0
# triggers that replace options upon rolling certain options
legacy_weapons: # this is not an actual option, just a set of weights to trigger from
trigger_disabled: 50
randomized: 0 # Swords are placed randomly throughout the world
assured: 0 # Begin with a sword, the rest are placed randomly throughout the world
vanilla: 0 # Swords are placed in vanilla locations in your own game (Uncle, Pyramid Fairy, Smiths, Pedestal)
swordless: 0 # swordless mode
# meta_ignore, linked_options and triggers work for any game
meta_ignore: # Nullify options specified in the meta.yaml file. Adding an option here guarantees it will not occur in your seed, even if the .yaml file specifies it
mode:
- inverted # Never play inverted seeds
retro:
- on # Never play retro seeds
swordless:
- on # Never play a swordless seed
linked_options:
- name: crosskeys
options: # These overwrite earlier options if the percentage chance triggers
A Link to the Past:
entrance_shuffle: crossed
bigkey_shuffle: true
compass_shuffle: true
map_shuffle: true
smallkey_shuffle: true
percentage: 0 # Set this to the percentage chance you want crosskeys
- name: localcrosskeys
options: # These overwrite earlier options if the percentage chance triggers
A Link to the Past:
entrance_shuffle: crossed
bigkey_shuffle: true
compass_shuffle: true
map_shuffle: true
smallkey_shuffle: true
null:
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
normal: 1
chaos: 1
singularity: 1
enemy_damage:
shuffled: 1
random: 1
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
null:
startinventory:
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
null:
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