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
This commit is contained in:
Pandatron76 2020-08-09 17:15:09 -04:00
parent 5c447967ab
commit bdf6ccd3e8
1 changed files with 58 additions and 53 deletions

111
easy.yaml
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@ -1,7 +1,7 @@
# What is this file? # What is this file?
# This file contains options which allow you to configure your multiworld experience while allowing others # This file contains options which allow you to configure your multiworld experience while allowing others
# to play how they want as well. # to play how they want as well.
#
# How do I use it? # How do I use it?
# The options in this file are weighted. This means the higher number you assign to a value, the more # 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: # chances you have for that option to be chosen. For example, an option like this:
@ -21,7 +21,7 @@ description: Your Description Here # Used to describe your yaml. Useful if you h
name: YourName # Your name in-game. Spaces and underscores will be replaced with dashes name: YourName # Your name in-game. Spaces and underscores will be replaced with dashes
glitches_required: # Determine the logic required to complete the seed glitches_required: # Determine the logic required to complete the seed
none: 1 # No glitches required none: 1 # No glitches required
minor_glitches: 0 # puts fake flipper and super bunny shenanigans into logic minor_glitches: 0 # Puts fake flipper and super bunny shenanigans into logic
overworld_glitches: 0 # Assumes the player knows how to perform overworld glitches like fake flipper, water walk, etc overworld_glitches: 0 # Assumes the player knows how to perform overworld glitches like fake flipper, water walk, etc
no_logic: 0 # Items are places completely at random and with no regard for logic. Your fire rod could be on Trinexx no_logic: 0 # Items are places completely at random and with no regard for logic. Your fire rod could be on Trinexx
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 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
@ -42,47 +42,47 @@ smallkey_shuffle: # Shuffle small keys into the world and other dungeons, includ
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: 1 off: 1
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: 1 off: 1
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 Compass mc: 0 # Shuffle maps and compasses
none: 1 # shuffle none of the 4 none: 1 # 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
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: 1 # show when compass is picked up pickup: 1 # 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
accessibility: accessibility:
items: 0 # Guarantees you will be able to acquire all items, but you may not be able to access all locations items: 0 # Guarantees you will be able to acquire all items, but you may not be able to access all locations
locations: 1 # Guarantees you will be able to access all locations, and therefore all items locations: 1 # 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 none: 0 # Guarantees only that the game is beatable. You may not be able to access all locations or acquire all items
progressive: # Enable or disable progressive items (swords, shields, bow) progressive: # Enable or disable progressive items (swords, shields, bow)
on: 1 # All items progressive on: 1 # All items are progressive
off: 0 # No items 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: # Documentation: https://alttpr.com/en/options#entrance_shuffle entrance_shuffle: # Documentation: https://alttpr.com/en/options#entrance_shuffle
none: 1 # Vanilla game map. All entrances and exits lead to their original locations. You probably want this option none: 1 # 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 dungeonsfull: 0 # Shuffle any dungeon entrance with any dungeon interior, so Hyrule Castle can be 4 different dungeons
simple: 0 # Entrances are grouped together before being randomized. Simple uses the most strict grouping rules simple: 0 # Entrances are grouped together before being randomized. Simple uses the most strict grouping rules
restricted: 0 # Less strict than simple restricted: 0 # Less strict than simple
full: 0 # Less strict than restricted full: 0 # Less strict than restricted
crossed: 0 # Less strict than full crossed: 0 # Less strict than full
insanity: 0 # Very few grouping rules. Good luck. insanity: 0 # Very few grouping rules. Good luck
goals: goals:
ganon: 1 # Climb GT, defeat Agahnim 2, then kill Ganon ganon: 1 # Climb GT, defeat Agahnim 2, and then kill Ganon
fast_ganon: 0 # Only killing Ganon is required. The hole is always open. Items may still be placed in GT, however fast_ganon: 0 # Only killing Ganon is required. The hole is always open. However, items may still be placed in GT
dungeons: 0 # Defeat the boss of all dungeons, including Agahnim's tower and GT (Aga 2) dungeons: 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 pedestal: 0 # Pull the Triforce from the Master Sword pedestal
triforce_hunt: 0 # Collect 20 of 30 Triforce pieces spread throughout the worlds, then turn them in to Murahadala in front of Hyrule Castle 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 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 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
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. 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: 1 30: 1
31: 0 31: 0
@ -90,8 +90,8 @@ triforce_pieces_available: # set to how many triforces pieces are available to c
33: 0 33: 0
34: 0 34: 0
35: 0 35: 0
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. 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: 1 20: 1
21: 0 21: 0
@ -120,7 +120,7 @@ ganon_open: # Crystals required to hurt Ganon
'7': 1 '7': 1
random: 0 random: 0
world_state: world_state:
standard: 1 # Begin the game by rescuing Zelda from her cell and escorting her to the Sanctuary. standard: 1 # Begin the game by rescuing Zelda from her cell and escorting her to the Sanctuary
open: 1 # Begin the game from your choice of Link's House or the Sanctuary open: 1 # 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: 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 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
@ -131,32 +131,32 @@ weapons: # Specifically, swords
randomized: 0 # Swords are placed randomly throughout the world randomized: 0 # Swords are placed randomly throughout the world
assured: 1 # Begin with a sword, the rest are placed randomly throughout the world assured: 1 # 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) vanilla: 0 # Swords are placed in vanilla locations in your own game (Uncle, Pyramid Fairy, Smiths, Pedestal)
swordless: 0 # Your swords are replaced by rupees. Gameplay changes have been made to accommodate this change. swordless: 0 # Your swords are replaced by rupees. Gameplay changes have been made to accommodate this change
item_pool: item_pool:
easy: 0 # doubled upgrades, progressives etc. easy: 0 # Doubled upgrades, progressives, and etc
normal: 1 # Item availability remains unchanged from the vanilla game normal: 1 # Item availability remains unchanged from vanilla game
hard: 0 # Reduced upgrade availability (max: 14 hearts, green mail, tempered sword, fire shield, no silvers unless swordless) hard: 0 # Reduced upgrade availability (max: 14 hearts, green 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)
crowd_control: 0 # Sets up the item pool for the crowd control extension. Do not use it without crowd control crowd_control: 0 # Sets up the item pool for the crowd control extension. Do not use it without crowd control
item_functionality: item_functionality:
normal: 1 # Vanilla game item functionality normal: 1 # 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 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)
progression_balancing: progression_balancing:
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 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
off: 0 # turn this off if you don't mind a longer multiworld, or can glitch around missing items. off: 0 # Turn this off if you don't mind a longer multiworld, or can glitch around missing items.
boss_shuffle: boss_shuffle:
none: 1 # No boss shuffle none: 1 # Vanilla bosses
simple: 0 # Existing bosses except Ganon and Agahnim are shuffled throughout dungeons simple: 0 # Existing bosses except Ganon and Agahnim are shuffled throughout dungeons
full: 0 # 3 bosses can occur twice full: 0 # 3 bosses can occur twice
random: 0 # Any boss can appear any amount of times random: 0 # Any boss can appear any amount of times
singularity: 0 # picks any boss that can appear anywhere and puts that boss into every arena singularity: 0 # Picks any boss that can appear anywhere and puts that boss into every arena
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 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
enemy_shuffle: enemy_shuffle:
none: 1 # Vanilla enemy placement none: 1 # Vanilla enemy placement
chaos: 0 # Enemies are randomized chaos: 0 # Enemies are randomized
random: 0 # also shuffle bush enemies, random tile rooms and random bush enemy spawn chance random: 0 # Also shuffle bush enemies, random tile rooms, and random bush enemy spawn chance
chaosthieves: 0 # random + thieves may not be killable chaosthieves: 0 # Random + thieves may not be killable
enemy_damage: enemy_damage:
default: 1 # Vanilla enemy damage default: 1 # 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
@ -182,41 +182,46 @@ timer:
ohko: 0 ohko: 0
timed_countdown: 0 timed_countdown: 0
display: 0 display: 0
#can be uncommented to use it # Can be uncommented to use it
#local_items: #force certain items to appear in your world only, not across the multiworld. Recognizes some group names, like "Swords" # local_items: # Force certain items to appear in your world only, not across the multiworld. Recognizes some group names, like "Swords"
# - "Moon Pearl" # - "Moon Pearl"
# - "Small Keys" # - "Small Keys"
# - "Big Keys" # - "Big Keys"
# Can be uncommented to use it
# startinventory: # Begin the file with the listed items/upgrades
# Pegasus Boots: on
# Bomb Upgrade (+10): 4
# Arrow Upgrade (+10): 4
glitch_boots: glitch_boots:
on: 1 # enables that you start with Pegasus Boots in any glitched logic mode that makes use of them on: 1 # Start with Pegasus Boots in any glitched logic mode that makes use of them
off: 0 off: 0
door_shuffle: # Only available if the host uses the doors branch, it is ignored otherwise door_shuffle: # Only available if the host uses the doors branch, it is ignored otherwise
vanilla: 1 # everything should be like in vanilla vanilla: 1 # Everything should be like in vanilla
basic: 0 # dungeons are shuffled within themselves. basic: 0 # Dungeons are shuffled within themselves
crossed: 0 # dungeons are shuffled across each other. crossed: 0 # Dungeons are shuffled across each other
linked_options: linked_options:
- name: crosskeys - name: crosskeys
options: # these overwrite earlier options if the percentage chance triggers options: # These overwrite earlier options if the percentage chance triggers
entrance_shuffle: crossed entrance_shuffle: crossed
bigkey_shuffle: true bigkey_shuffle: true
compass_shuffle: true compass_shuffle: true
map_shuffle: true map_shuffle: true
smallkey_shuffle: true smallkey_shuffle: true
percentage: 0 # set this to the percentage chance you want crosskeys percentage: 0 # Set this to the percentage chance you want crosskeys
- name: localcrosskeys - name: localcrosskeys
options: # these overwrite earlier options if the percentage chance triggers options: # These overwrite earlier options if the percentage chance triggers
entrance_shuffle: crossed entrance_shuffle: crossed
bigkey_shuffle: true bigkey_shuffle: true
compass_shuffle: true compass_shuffle: true
map_shuffle: true map_shuffle: true
smallkey_shuffle: true smallkey_shuffle: true
local_items: #forces keys to be local to your own world local_items: # Forces keys to be local to your own world
- "Small Keys" - "Small Keys"
- "Big Keys" - "Big Keys"
percentage: 0 # set this to the percentage chance you want local crosskeys percentage: 0 # Set this to the percentage chance you want local crosskeys
- name: enemizer - name: enemizer
options: options:
boss_shuffle: # subchances can be injected too, which then get rolled boss_shuffle: # Subchances can be injected too, which then get rolled
simple: 1 simple: 1
full: 1 full: 1
random: 1 random: 1
@ -229,30 +234,30 @@ linked_options:
easy: 1 easy: 1
hard: 1 hard: 1
expert: 1 expert: 1
percentage: 0 # set this to the percentage chance you want enemizer percentage: 0 # Set this to the percentage chance you want enemizer
rom: rom:
sprite: # Enter the name of your preferred sprite and weight it appropriately sprite: # Enter the name of your preferred sprite and weight it appropriately
random: 0 random: 0
randomonhit: 0 randomonhit: 0
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 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
disablemusic: off # If "on", all in-game music will be disabled disablemusic: off # If "on", all in-game music will be disabled
quickswap: # Enable switching items by pressing the L+R shoulder buttons quickswap: # Enable switching items by pressing the L+R shoulder buttons
on: 0 on: 0
off: 1 off: 1
menuspeed: # Control how fast the item menu opens and closes menuspeed: # Controls how fast the item menu opens and closes
normal: 1 normal: 1
instant: 0 instant: 0
double: 0 double: 0
triple: 0 triple: 0
quadruple: 0 quadruple: 0
half: 0 half: 0
heartcolor: # Control the color of your health hearts heartcolor: # Controls the color of your health hearts
red: 1 red: 1
blue: 0 blue: 0
green: 0 green: 0
yellow: 0 yellow: 0
random: 0 random: 0
heartbeep: # Control the frequency of the low-health beeping heartbeep: # Controls the frequency of the low-health beeping
double: 0 double: 0
normal: 1 normal: 1
half: 0 half: 0