diff --git a/easy.yaml b/easy.yaml index 72229d95..af4f47c8 100644 --- a/easy.yaml +++ b/easy.yaml @@ -1,36 +1,36 @@ -description: Easy/Open/Normal -glitches_required: none -item_placement: basic -map_shuffle: +description: Easy/Open/Normal #please describe your options. Especially useful when you have multiple yamls for different occasions +glitches_required: none #there is also no_logic. +item_placement: basic #this is based on Entrance Randomizer, which does not (yet?) support advanced +map_shuffle: #to shuffle dungeon maps into the outside world and other dungeons, as well as other player's worlds in multiworld on: 0 off: 1 -compass_shuffle: +compass_shuffle: #same for compass on: 0 off: 1 -smallkey_shuffle: +smallkey_shuffle: #same for small keys on: 0 off: 1 -bigkey_shuffle: +bigkey_shuffle: #same for big keys on: 0 off: 1 accessibility: - items: 0 - locations: 1 - none: 0 + items: 0 # item accessibility means you can get all inventory items. So a key could lock itself, but you can fill your inventory + locations: 1 # location accessibility means you can access every location in your seed and get all 216 checks + none: 0 # no accessibility means your seed is "beatable only", meaning any items you do not need to beat the game can be unreachable. This can mean you have to defeat ganon with a lamp and master sword. entrance_shuffle: - none: 1 - simple: 0 - restricted: 0 - full: 0 - crossed: 0 - insanity: 0 + none: 1 # no entrance shuffle + simple: 0 #dungeons are shuffled with each other and the other entrances are shuffled with each other + restricted: 0 #dungeons still shuffle along each other but connects other entrances more feely with each other while keeping entrances in one world + full: 0 # mixes caves and dungeons freely, except for confining all entrances to one world + crossed: 0 #introduces cross world connectors + insanity: 0 #any entrance can lead to any other entrance goals: - ganon: 5 - fast_ganon: 4 - dungeons: 1 - pedestal: 0 - triforce-hunt: 0 -tower_open: + ganon: 5 #beat GT and then Ganon + fast_ganon: 4 # Just kill Ganon + dungeons: 1 # All Dungeons, including GT, and Agahnims Tower + pedestal: 0 # Pull the win out of the Pedestal + triforce-hunt: 0 # Collect 20 of 30 Triforce pieces then hand them in in front of Hyrule Castle +tower_open: # Crystals required to open GT '0': 0 '1': 0 '2': 0 @@ -40,7 +40,7 @@ tower_open: '6': 0 '7': 0 random: 1 -ganon_open: +ganon_open: # Crystals required to hurt Ganon '0': 0 '1': 0 '2': 0 @@ -51,18 +51,18 @@ ganon_open: '7': 0 random: 1 world_state: - standard: 1 - open: 9 - inverted: 0 - retro: 0 + standard: 1 # Do standard escape to bring Zelda to Sanctuary + open: 9 # Start with the ability to skip the standard opening and go where you want + inverted: 0 # You start in the Dark World, the Light World has changes to it's Map and requires a Moon Pearl to not be Bunny + retro: 0 # Keys are universal, you have to buy a quiver, there are take any caves and some other changes. Makes it more like Z1 hints: - 'on': 1 - 'off': 0 -weapons: - randomized: 5 - assured: 2 - vanilla: 3 - swordless: 0 + 'on': 1 # Hint tiles can give useful item location hints on occasion + 'off': 0 # You get gameplay hints, but not location/item hints +weapons: # this means swords + randomized: 5 # Your swords can be anywhere + assured: 2 # You start with a sword, the rest are anywhere + vanilla: 3 # Your swords are in vanilla locations in your own game (Uncle, Pyramid Fairy, Smiths, Pedestal) + swordless: 0 # You don't have a sword. A hammer can be used like a Master Sword in certain situations item_pool: normal: 1 hard: 0