Comment clean up of easy.yaml
Corrects capitalization of comments Removes periods at the end of each comment Changes phrasing of some comments Updates tfh comment to say max is 90
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easy.yaml
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easy.yaml
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# What is this file?
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# This file contains options which allow you to configure your multiworld experience while allowing others
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# to play how they want as well.
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#
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# How do I use it?
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# The options in this file are weighted. This means the higher number you assign to a value, the more
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# chances you have for that option to be chosen. For example, an option like this:
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@ -21,7 +21,7 @@ description: Your Description Here # Used to describe your yaml. Useful if you h
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name: YourName # Your name in-game. Spaces and underscores will be replaced with dashes
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glitches_required: # Determine the logic required to complete the seed
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none: 1 # No glitches required
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minor_glitches: 0 # puts fake flipper and super bunny shenanigans into logic
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minor_glitches: 0 # Puts fake flipper and super bunny shenanigans into logic
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overworld_glitches: 0 # Assumes the player knows how to perform overworld glitches like fake flipper, water walk, etc
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no_logic: 0 # Items are places completely at random and with no regard for logic. Your fire rod could be on Trinexx
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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
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@ -42,47 +42,47 @@ smallkey_shuffle: # Shuffle small keys into the world and other dungeons, includ
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bigkey_shuffle: # Shuffle big keys into the world and other dungeons, including other players' worlds
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on: 0
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off: 1
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local_keys: # Keep small keys and big keys local to your world.
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local_keys: # Keep small keys and big keys local to your world
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on: 0
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off: 1
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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
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mc: 0 # shuffle Maps and Compass
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none: 1 # shuffle none of the 4
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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
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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.
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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
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mc: 0 # Shuffle maps and compasses
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none: 1 # Shuffle none of the 4
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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
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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
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dungeon_counters:
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on: 0 # always display amount of items checked in a dungeon
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pickup: 1 # show when compass is picked up
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default: 0 # show when compass is picked up if the compass itself is shuffled
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off: 0 # never show item count in dungeons
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on: 0 # Always display amount of items checked in a dungeon
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pickup: 1 # Show when compass is picked up
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default: 0 # Show when compass is picked up if the compass itself is shuffled
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off: 0 # Never show item count in dungeons
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accessibility:
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items: 0 # Guarantees you will be able to acquire all items, but you may not be able to access all locations
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locations: 1 # Guarantees you will be able to access all locations, and therefore all items
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none: 0 # Guarantees only that the game is beatable. You may not be able to access all locations or acquire all items
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progressive: # Enable or disable progressive items (swords, shields, bow)
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on: 1 # All items progressive
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off: 0 # No items progressive
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on: 1 # All items are progressive
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off: 0 # No items are progressive
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random: 0 # Randomly decides for all items. Swords could be progressive, shields might not be
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entrance_shuffle: # Documentation: https://alttpr.com/en/options#entrance_shuffle
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none: 1 # Vanilla game map. All entrances and exits lead to their original locations. You probably want this option
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dungeonssimple: 0 # shuffle just dungeons amongst each other, swapping dungeons entirely, so Hyrule Castle is always 1 dungeon
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dungeonsfull: 0 # shuffle any dungeon entrance with any dungeon interior, so Hyrule Castle can be 4 different dungeons
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dungeonssimple: 0 # Shuffle just dungeons amongst each other, swapping dungeons entirely, so Hyrule Castle is always 1 dungeon
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dungeonsfull: 0 # Shuffle any dungeon entrance with any dungeon interior, so Hyrule Castle can be 4 different dungeons
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simple: 0 # Entrances are grouped together before being randomized. Simple uses the most strict grouping rules
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restricted: 0 # Less strict than simple
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full: 0 # Less strict than restricted
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crossed: 0 # Less strict than full
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insanity: 0 # Very few grouping rules. Good luck.
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insanity: 0 # Very few grouping rules. Good luck
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goals:
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ganon: 1 # Climb GT, defeat Agahnim 2, then kill Ganon
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fast_ganon: 0 # Only killing Ganon is required. The hole is always open. Items may still be placed in GT, however
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ganon: 1 # Climb GT, defeat Agahnim 2, and then kill Ganon
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fast_ganon: 0 # Only killing Ganon is required. The hole is always open. However, items may still be placed in GT
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dungeons: 0 # Defeat the boss of all dungeons, including Agahnim's tower and GT (Aga 2)
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pedestal: 0 # Pull the Triforce from the Master Sword pedestal
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triforce_hunt: 0 # Collect 20 of 30 Triforce pieces spread throughout the worlds, then turn them in to Murahadala in front of Hyrule Castle
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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
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ganon_triforce_hunt: 0 # Collect 20 of 30 Triforce pieces spread throughout the worlds, then kill Ganon
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local_ganon_triforce_hunt: 0 # Collect 20 of 30 Triforce pieces spread throughout your world, then kill Ganon
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triforce_pieces_available: # set to how many triforces pieces are available to collect in the world. 30 is the default. Max is 112, Min is 1.
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# format "pieces: chance"
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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
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# Format "pieces: chance"
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25: 0
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30: 1
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31: 0
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@ -90,8 +90,8 @@ triforce_pieces_available: # set to how many triforces pieces are available to c
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33: 0
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34: 0
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35: 0
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triforce_pieces_required: # set to how many out of X triforce pieces you need to win the game in a triforce hunt. 20 is the default. Max is 112, Min is 1.
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# format "pieces: chance"
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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
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# Format "pieces: chance"
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15: 0
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20: 1
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21: 0
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@ -120,7 +120,7 @@ ganon_open: # Crystals required to hurt Ganon
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'7': 1
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random: 0
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world_state:
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standard: 1 # Begin the game by rescuing Zelda from her cell and escorting her to the Sanctuary.
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standard: 1 # Begin the game by rescuing Zelda from her cell and escorting her to the Sanctuary
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open: 1 # Begin the game from your choice of Link's House or the Sanctuary
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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: 0 # Small keys are universal, you must buy a quiver, 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
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@ -131,32 +131,32 @@ weapons: # Specifically, swords
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randomized: 0 # Swords are placed randomly throughout the world
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assured: 1 # Begin with a sword, the rest are placed randomly throughout the world
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vanilla: 0 # Swords are placed in vanilla locations in your own game (Uncle, Pyramid Fairy, Smiths, Pedestal)
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swordless: 0 # Your swords are replaced by rupees. Gameplay changes have been made to accommodate this change.
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swordless: 0 # Your swords are replaced by rupees. Gameplay changes have been made to accommodate this change
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item_pool:
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easy: 0 # doubled upgrades, progressives etc.
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normal: 1 # Item availability remains unchanged from the vanilla game
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easy: 0 # Doubled upgrades, progressives, and etc
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normal: 1 # Item availability remains unchanged from vanilla game
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hard: 0 # Reduced upgrade availability (max: 14 hearts, green mail, tempered sword, fire shield, no silvers unless swordless)
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expert: 0 # Minimum upgrade availability (max: 8 hearts, green mail, master sword, fighter shield, no silvers unless swordless)
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crowd_control: 0 # Sets up the item pool for the crowd control extension. Do not use it without crowd control
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item_functionality:
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normal: 1 # Vanilla game item functionality
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normal: 1 # Vanilla item functionality
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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)
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expert: 0 # Vastly 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)
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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)
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progression_balancing:
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on: 1 # a system to reduce BK, as in times during which you can't do anything by moving your items into earler access sphere to make it likely you have stuff to do
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off: 0 # turn this off if you don't mind a longer multiworld, or can glitch around missing items.
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on: 1 # 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
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off: 0 # Turn this off if you don't mind a longer multiworld, or can glitch around missing items.
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boss_shuffle:
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none: 1 # No boss shuffle
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none: 1 # Vanilla bosses
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simple: 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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random: 0 # Any boss can appear any amount of times
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singularity: 0 # picks any boss that can appear anywhere and puts that boss into every arena
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duality: 0 # picks a boss that can only appear in some places and a boss that can appear anywhere, then attempts to put both in that order in every arena
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singularity: 0 # Picks any boss that can appear anywhere and puts that boss into every arena
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duality: 0 # Picks a boss that can only appear in some places and a boss that can appear anywhere, then attempts to put both in that order in every arena
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enemy_shuffle:
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none: 1 # Vanilla enemy placement
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chaos: 0 # Enemies are randomized
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random: 0 # also shuffle bush enemies, random tile rooms and random bush enemy spawn chance
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chaosthieves: 0 # random + thieves may not be killable
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random: 0 # Also shuffle bush enemies, random tile rooms, and random bush enemy spawn chance
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chaosthieves: 0 # Random + thieves may not be killable
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enemy_damage:
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default: 1 # Vanilla enemy damage
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shuffled: 0 # Enemies deal 0 to 4 hearts and armor helps
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@ -182,41 +182,46 @@ timer:
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ohko: 0
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timed_countdown: 0
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display: 0
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#can be uncommented to use it
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#local_items: #force certain items to appear in your world only, not across the multiworld. Recognizes some group names, like "Swords"
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# Can be uncommented to use it
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# local_items: # Force certain items to appear in your world only, not across the multiworld. Recognizes some group names, like "Swords"
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# - "Moon Pearl"
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# - "Small Keys"
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# - "Big Keys"
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# Can be uncommented to use it
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# startinventory: # Begin the file with the listed items/upgrades
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# Pegasus Boots: on
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# Bomb Upgrade (+10): 4
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# Arrow Upgrade (+10): 4
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glitch_boots:
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on: 1 # enables that you start with Pegasus Boots in any glitched logic mode that makes use of them
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on: 1 # Start with Pegasus Boots in any glitched logic mode that makes use of them
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off: 0
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door_shuffle: # Only available if the host uses the doors branch, it is ignored otherwise
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vanilla: 1 # everything should be like in vanilla
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basic: 0 # dungeons are shuffled within themselves.
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crossed: 0 # dungeons are shuffled across each other.
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vanilla: 1 # Everything should be like in vanilla
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basic: 0 # Dungeons are shuffled within themselves
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crossed: 0 # Dungeons are shuffled across each other
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linked_options:
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- name: crosskeys
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options: # these overwrite earlier options if the percentage chance triggers
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options: # These overwrite earlier options if the percentage chance triggers
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entrance_shuffle: crossed
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bigkey_shuffle: true
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compass_shuffle: true
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map_shuffle: true
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smallkey_shuffle: true
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percentage: 0 # set this to the percentage chance you want crosskeys
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percentage: 0 # Set this to the percentage chance you want crosskeys
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- name: localcrosskeys
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options: # these overwrite earlier options if the percentage chance triggers
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options: # These overwrite earlier options if the percentage chance triggers
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entrance_shuffle: crossed
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bigkey_shuffle: true
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compass_shuffle: true
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map_shuffle: true
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smallkey_shuffle: true
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local_items: #forces keys to be local to your own world
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local_items: # Forces keys to be local to your own world
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- "Small Keys"
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- "Big Keys"
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percentage: 0 # set this to the percentage chance you want local crosskeys
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percentage: 0 # Set this to the percentage chance you want local crosskeys
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- name: enemizer
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options:
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boss_shuffle: # subchances can be injected too, which then get rolled
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boss_shuffle: # Subchances can be injected too, which then get rolled
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simple: 1
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full: 1
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random: 1
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easy: 1
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hard: 1
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expert: 1
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percentage: 0 # set this to the percentage chance you want enemizer
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percentage: 0 # Set this to the percentage chance you want enemizer
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rom:
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sprite: # Enter the name of your preferred sprite and weight it appropriately
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random: 0
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randomonhit: 0
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link: 1 # 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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link: 1 # 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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disablemusic: off # If "on", all in-game music will be disabled
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quickswap: # Enable switching items by pressing the L+R shoulder buttons
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on: 0
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off: 1
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menuspeed: # Control how fast the item menu opens and closes
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menuspeed: # Controls how fast the item menu opens and closes
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normal: 1
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instant: 0
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double: 0
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triple: 0
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quadruple: 0
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half: 0
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heartcolor: # Control the color of your health hearts
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heartcolor: # Controls the color of your health hearts
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red: 1
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blue: 0
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green: 0
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yellow: 0
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random: 0
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heartbeep: # Control the frequency of the low-health beeping
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heartbeep: # Controls the frequency of the low-health beeping
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double: 0
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normal: 1
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half: 0
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