More work on the Player Settings page

This commit is contained in:
Chris Wilson 2020-08-26 23:38:13 -04:00
parent 112868b751
commit de93790882
3 changed files with 746 additions and 213 deletions

View File

@ -84,5 +84,620 @@
"defaultValue": 0 "defaultValue": 0
} }
} }
},
"smallkey_shuffle": {
"keyString": "smallkey_shuffle",
"friendlyName": "Small Key Shuffle",
"description": "Shuffle small keys into the world and other dungeons, including other players' worlds.",
"inputType": "range",
"subOptions": {
"on": {
"keyString": "smallkey_shuffle.on",
"friendlyName": "On",
"description": "Enable small key shuffle.",
"defaultValue": 0
},
"off": {
"keyString": "smallkey_shuffle.off",
"friendlyName": "Off",
"description": "Disable small key shuffle.",
"defaultValue": 50
},
"universal": {
"keyString": "smallkey_shuffle.universal",
"friendlyName": "Universal",
"description": "Allows small keys to be used in any dungeon and adds keys to shops so you can buy more.",
"defaultValue": 0
}
}
},
"bigkey_shuffle": {
"keyString": "bigkey_shuffle",
"friendlyName": "Big Key Shuffle",
"description": "Shuffle big keys into the world and other dungeons, including other players' worlds.",
"inputType": "range",
"subOptions": {
"on": {
"keyString": "bigkey_shuffle.on",
"friendlyName": "On",
"description": "Enable big key shuffle.",
"defaultValue": 0
},
"off": {
"keyString": "bigkey_shuffle.off",
"friendlyName": "Off",
"description": "Disable big key shuffle.",
"defaultValue": 50
}
}
},
"local_keys": {
"keyString": "local_keys",
"friendlyName": "Local Keys",
"description": "Keep small keys and big keys local to your world.",
"inputType": "range",
"subOptions": {
"on": {
"keyString": "local_keys.on",
"friendlyName": "On",
"description": "Enable local keys.",
"defaultValue": 0
},
"off": {
"keyString": "local_keys.off",
"friendlyName": "Off",
"description": "Disable local keys.",
"defaultValue": 50
}
}
},
"dungeon_counters": {
"keyString": "dungeon_counters",
"friendlyName": "Dungeon Counters",
"description": "Determines when to show an on-screen counter for dungeon items.",
"inputType": "range",
"subOptions": {
"on": {
"keyString": "dungeon_counters.on",
"friendlyName": "Always On",
"description": "Always display amount of items checked in a dungeon.",
"defaultValue": 0
},
"pickup": {
"keyString": "dungeon_counters.pickup",
"friendlyName": "With Compass",
"description": "Show when compass is picked up.",
"defaultValue": 0
},
"default": {
"keyString": "dungeon_counters.default",
"friendlyName": "With Compass if Shuffled",
"description": "Show when the compass is picked up, if the compass was shuffled.",
"defaultValue": 0
},
"off": {
"keyString": "dungeon_counters.off",
"friendlyName": "Always Off",
"description": "Never show dungeon counters.",
"defaultValue": 50
}
}
},
"accessibility": {
"keyString": "accessibility",
"friendlyName": "Location Access",
"description": "Determines how much of the game is guaranteed to be reachable.",
"inputType": "range",
"subOptions": {
"items": {
"keyString": "accessibility.items",
"friendlyName": "All Items",
"description": "Guarantees you will be able to acquire all items, but you may not be able to access all locations.",
"defaultValue": 0
},
"locations": {
"keyString": "accessibility.locations",
"friendlyName": "All Locations",
"description": "Guarantees you will be able to access all locations, and therefore all items.",
"defaultValue": 50
},
"none": {
"keyString": "accessibility.none",
"friendlyName": "Required Only",
"description": "Guarantees only that the game is beatable. You may not be able to access all locations or acquire all items."
}
}
},
"progressive": {
"keyString": "progressive",
"friendlyName": "Progressive Items",
"description": "Enable or disable the progressive acquisition of certain items (swords, shields, bow).",
"inputType": "range",
"subOptions": {
"on": {
"keyString": "progressive.on",
"friendlyName": "On",
"description": "All relevant items are acquired progressively.",
"defaultValue": 50
},
"off": {
"keyString": "progressive.off",
"friendlyName": "Off",
"description": "All relevant items are acquired non-progressively (tempered sword may be in Link's House).",
"defaultValue": 0
},
"random": {
"keyString": "progressive.random",
"friendlyName": "Random",
"description": "The progressive nature of items is determined per-item pool. Gloves may be progressive, but swords may not be.",
"defaultValue": 0
}
}
},
"entrance_shuffle": {
"keyString": "entrance_shuffle",
"friendlyName": "Entrance Shuffle",
"description": "Determines how often and by what rules entrances are shuffled.",
"inputType": "range",
"subOptions": {
"none": {
"keyString": "entrance_shuffle.none",
"friendlyName": "Vanilla Entrances",
"description": "Vanilla game map. All entrances and exits lead to their original locations.",
"defaultValue": 50
},
"dungeonssimple": {
"keyString": "entrance_shuffle.dungeonssimple",
"friendlyName": "Dungeons Simple",
"description": "Shuffle whole dungeons amongst each other. Hyrule Castle would always be one dungeon.",
"defaultValue": 0
},
"dungeonsfull": {
"keyString": "entrance_shuffle.dungeonsfull",
"friendlyName": "Dungeons Full",
"description": "Shuffle any dungeon entrance with any dungeon interior, so Hyrule Castle could be four different dungeons.",
"defaultValue": 0
},
"simple": {
"keyString": "entrance_shuffle.simple",
"friendlyName": "Simple Shuffle",
"description": "Entrances are grouped together before being randomized. This option uses the most strict grouping rules.",
"defaultValue": 0
},
"restricted": {
"keyString": "entrance_shuffle.restricted",
"friendlyName": "Restricted Shuffle",
"description": "Entrances are grouped together before being randomized. Grouping rules are less strict than Simple Shuffle.",
"defaultValue": 0
},
"full": {
"keyString": "entrance_shuffle.full",
"friendlyName": "Full Shuffle",
"description": "Entrances are grouped before being randomized. Grouping rules are less strict than Restricted Shuffle.",
"defaultValue": 0
},
"crossed": {
"keyString": "entrance_shuffle.crossed",
"friendlyName": "Crossed Shuffle",
"description": "Entrances are grouped before being randomized. Grouping rules are less strict than Full Shuffle.",
"defaultValue": 0
},
"insanity": {
"keyString": "entrance_shuffle.insanity",
"friendlyName": "Insanity Shuffle",
"description": "Very few entrance grouping rules are applied. Good luck.",
"defaultValue": 0
}
}
},
"goals": {
"keyString": "goals",
"friendlyName": "Goals",
"description": "Determines how much work you need to put in to save Hyrule.",
"inputType": "range",
"subOptions": {
"ganon": {
"keyString": "goals.ganon",
"friendlyName": "Defeat Ganon",
"description": "Climb Ganon's Tower, defeat Agahnim, then defeat Ganon in his lair.",
"defaultValue": 50
},
"fast_ganon": {
"keyString": "goals.fast_ganon",
"friendlyName": "Fast Ganon",
"description": "Kill Ganon in his lair. The hole is always open, but you may still require some crystals to damage him.",
"defaultValue": 0
},
"dungeons": {
"keyString": "goals.dungeons",
"friendlyName": "All Dungeons",
"description": "Defeat the boss of all dungeons, defeat Agahnim in both Castle Tower and Ganon's Tower, then defeat Ganon in his lair.",
"defaultValue": 0
},
"pedestal": {
"keyString": "goals.pedestal",
"friendlyName": "Pedestal",
"description": "Acquire all three pendants and pull the Triforce from the Master Sword Pedestal.",
"defaultValue": 0
},
"triforce_hunt": {
"keyString": "goals.triforce_hunt",
"friendlyName": "Triforce Hunt",
"description": "Collect enough pieces of the Triforce of Courage, which has been spread around the world, then turn them in to Murahadala, who is standing outside Hyrule Castle.",
"defaultValue": 0
},
"local_triforce_hunt": {
"keyString": "goals.local_triforce_hunt",
"friendlyName": "Local Triforce Hunt",
"description": "Same as Triforce Hunt, but the Triforce pieces are guaranteed to be in your world.",
"defaultValue": 0
},
"ganon_triforce_hunt": {
"keyString": "goals.ganon_triforce_hunt",
"friendlyName": "Triforce Hunt /w Ganon",
"description": "Same as Triforce Hunt, but you need to defeat Ganon in his lair instead of talking with Murahadala.",
"defaultValue": 0
},
"local_ganon_triforce_hunt": {
"keyString": "goals.local_ganon_triforce_hunt",
"friendlyName": "Local Triforce hunt /w Ganon",
"description": "Same as Local Triforce Hunt, but you need to defeat Ganon in his lair instead of talking with Murahadala."
}
}
},
"triforce_pieces_available": {
"keyString": "triforce_pieces_available",
"friendlyName": "Triforce Pieces Available",
"description": "Determines the total number of Triforce pieces hidden throughout Hyrule",
"inputType": "range",
"subOptions": {
"25": {
"keyString": "triforce_pieces_available.25",
"friendlyName": 25,
"description": "25 Triforce pieces will be hidden throughout Hyrule",
"defaultValue": 0
},
"30": {
"keyString": "triforce_pieces_available.30",
"friendlyName": 30,
"description": "30 Triforce pieces will be hidden throughout Hyrule",
"defaultValue": 50
},
"40": {
"keyString": "triforce_pieces_available.40",
"friendlyName": 40,
"description": "40 Triforce pieces will be hidden throughout Hyrule",
"defaultValue": 50
},
"50": {
"keyString": "triforce_pieces_available.50",
"friendlyName": 50,
"description": "50 Triforce pieces will be hidden throughout Hyrule",
"defaultValue": 50
}
}
},
"triforce_pieces_required": {
"keyString": "triforce_pieces_required",
"friendlyName": "Triforce Pieces Required",
"description": "Determines the total number of Triforce pieces required before speaking with Murahadala",
"inputType": "range",
"subOptions": {
"15": {
"keyString": "triforce_pieces_required.15",
"friendlyName": 15,
"description": "15 Triforce pieces are required before speaking with Murahadala.",
"defaultValue": 0
},
"20": {
"keyString": "triforce_pieces_required.20",
"friendlyName": 20,
"description": "20 Triforce pieces are required before speaking with Murahadala.",
"defaultValue": 50
},
"30": {
"keyString": "triforce_pieces_required.30",
"friendlyName": 30,
"description": "30 Triforce pieces are required before speaking with Murahadala.",
"defaultValue": 50
},
"40": {
"keyString": "triforce_pieces_required.40",
"friendlyName": 40,
"description": "40 Triforce pieces are required before speaking with Murahadala.",
"defaultValue": 50
},
"50": {
"keyString": "triforce_pieces_required.50",
"friendlyName": 50,
"description": "50 Triforce pieces are required before speaking with Murahadala.",
"defaultValue": 50
}
}
},
"tower_open": {
"keyString": "tower_open",
"friendlyName": "GT Crystals",
"description": "Determines the number of crystals required to open Ganon's Tower.",
"inputType": "range",
"subOptions": {
"0": {
"keyString": "tower_open.0",
"friendlyName": 0,
"description": "0 Crystals are required to open Ganon's Tower.",
"defaultValue": 80
},
"1": {
"keyString": "tower_open.1",
"friendlyName": 1,
"description": "1 Crystal is required to open Ganon's Tower.",
"defaultValue": 70
},
"2": {
"keyString": "tower_open.2",
"friendlyName": 2,
"description": "2 Crystals are required to open Ganon's Tower.",
"defaultValue": 60
},
"3": {
"keyString": "tower_open.3",
"friendlyName": 3,
"description": "3 Crystals are required to open Ganon's Tower.",
"defaultValue": 50
},
"4": {
"keyString": "tower_open.4",
"friendlyName": 4,
"description": "4 Crystals are required to open Ganon's Tower.",
"defaultValue": 40
},
"5": {
"keyString": "tower_open.5",
"friendlyName": 5,
"description": "5 Crystals are required to open Ganon's Tower.",
"defaultValue": 30
},
"6": {
"keyString": "tower_open.6",
"friendlyName": 6,
"description": "6 Crystals are required to open Ganon's Tower.",
"defaultValue": 20
},
"7": {
"keyString": "tower_open.7",
"friendlyName": 7,
"description": "7 Crystals are required to open Ganon's Tower.",
"defaultValue": 10
},
"random": {
"keyString": "tower_open.random",
"friendlyName": "Random",
"description": "Randomly determine the number of crystals necessary to open Ganon's Tower.",
"defaultValue": 0
}
}
},
"ganon_open": {
"keyString": "ganon_open",
"friendlyName": "Ganon Crystals",
"description": "Determines the number of crystals required before you are able to damage Ganon.",
"inputType": "range",
"subOptions": {
"0": {
"keyString": "ganon_open.0",
"friendlyName": 0,
"description": "0 Crystals are required to damage Ganon.",
"defaultValue": 80
},
"1": {
"keyString": "ganon_open.1",
"friendlyName": 1,
"description": "1 Crystal is required to damage Ganon.",
"defaultValue": 70
},
"2": {
"keyString": "ganon_open.2",
"friendlyName": 2,
"description": "2 Crystals are required to damage Ganon.",
"defaultValue": 60
},
"3": {
"keyString": "ganon_open.3",
"friendlyName": 3,
"description": "3 Crystals are required to damage Ganon.",
"defaultValue": 50
},
"4": {
"keyString": "ganon_open.4",
"friendlyName": 4,
"description": "4 Crystals are required to damage Ganon.",
"defaultValue": 40
},
"5": {
"keyString": "ganon_open.5",
"friendlyName": 5,
"description": "5 Crystals are required to damage Ganon.",
"defaultValue": 30
},
"6": {
"keyString": "ganon_open.6",
"friendlyName": 6,
"description": "6 Crystals are required to damage Ganon.",
"defaultValue": 20
},
"7": {
"keyString": "ganon_open.7",
"friendlyName": 7,
"description": "7 Crystals are required to damage Ganon.",
"defaultValue": 10
},
"random": {
"keyString": "ganon_open.random",
"friendlyName": "Random",
"description": "Randomly determine the number of crystals necessary to damage Ganon.",
"defaultValue": 0
}
}
},
"mode": {
"keyString": "mode",
"friendlyName": "Game Mode",
"description": "Determines the mode, or world state, for your game.",
"inputType": "range",
"subOptions": {
"standard": {
"keyString": "mode.standard",
"friendlyName": "Standard Mode",
"description": "Begin the game by rescuing Zelda from her cell and escorting her to the Sanctuary.",
"defaultValue": 50
},
"open": {
"keyString": "mode.open",
"friendlyName": "Open Mode",
"description": "Begin the game from your choice of Link's House or the Sanctuary.",
"defaultValue": 50
},
"inverted": {
"keyString": "mode.inverted",
"friendlyName": "Inverted Mode",
"description": "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.",
"defaultValue": 0
}
}
},
"retro": {
"keyString": "retro",
"friendlyName": "Retro Mode",
"description": "Makes the game similar to the first Legend of Zelda. You must buy a quiver to use the bow, take-any caves and an old-man cave are added to the world, and you may need to find your sword from the old man's cave.",
"inputType": "range",
"subOptions": {
"on": {
"keyString": "retro.on",
"friendlyName": "On",
"description": "Enable retro mode.",
"defaultValue": 0
},
"off": {
"keyString": "retro.off",
"friendlyName": "Off",
"description": "Disable retro mode.",
"defaultValue": 50
}
}
},
"hints": {
"keyString": "hints",
"friendlyName": "Hint Type",
"description": "Determines the behavior of hint tiles in dungeons",
"inputType": "range",
"subOptions": {
"on": {
"keyString": "hints.on",
"friendlyName": "Item Locations",
"description": "Hint tiles sometimes give item location hints.",
"defaultValue": 50
},
"off": {
"keyString": "hints.off",
"friendlyName": "Gameplay Tips",
"description": "Hint tiles provide gameplay tips.",
"defaultValue": 0
}
}
},
"weapons": {
"keyString": "weapons",
"friendlyName": "Sword Placement",
"description": "Determines how swords are placed throughout the world.",
"inputType": "range",
"subOptions": {
"randomized": {
"keyString": "weapons.randomized",
"friendlyName": "Randomized",
"description": "Swords are placed randomly throughout the world.",
"defaultValue": 0
},
"assured": {
"keyString": "weapons.assured",
"friendlyName": "Assured",
"description": "Begin the game with a sword. Other swords are placed randomly throughout the game world.",
"defaultValue": 50
},
"vanilla": {
"keyString": "weapons.vanilla",
"friendlyName": "Vanilla Locations",
"description": "Swords are placed in vanilla locations in your own game (uncle, pedestal, smiths, pyramid fairy).",
"defaultValue": 0
},
"swordless": {
"keyString": "weapons.swordless",
"friendlyName": "Swordless",
"description": "Your swords are replaced with rupees. Gameplay changes are made to accommodate this change."
}
}
},
"item_pool": {
"keyString": "item_pool",
"friendlyName": "Item Pool",
"description": "Determines the availability of upgrades, progressive items, and convenience items.",
"inputType": "range",
"subOptions": {
"easy": {
"keyString": "item_pool.easy",
"friendlyName": "Easy",
"description": "Double the number of available upgrades and progressive items.",
"defaultValue": 0
},
"normal": {
"keyString": "item_pool.normal",
"friendlyName": "Normal",
"description": "Item availability remains unchanged from the vanilla game.",
"defaultValue": 50
},
"hard": {
"keyString": "item_pool.hard",
"friendlyName": "Hard",
"description": "Reduced upgrade availability (max: 14 hearts, blue mail, tempered sword, fire shield, no silvers unless swordless).",
"defaultValue": 0
},
"expert": {
"keyString": "item_pool.expert",
"friendlyName": "Expert",
"description": "Minimum upgrade availability (max: 8 hearts, green mail, master sword, fighter shield, no silvers unless swordless).",
"defaultValue": 0
},
"crowd_control": {
"keyString": "item_pool.crowd_control",
"friendlyName": "Crowd Control",
"description": "Configures the item pool for the crowd control extension. Do not use this unless you are using crowd control.",
"defaultValue": 0
}
}
},
"item_functionality": {
"keyString": "item_functionality",
"friendlyName": "Item Functionality",
"description": "Alters the usefulness of various items in the game.",
"inputType": "range",
"subOptions": {
"normal": {
"keyString": "item_functionality.normal",
"friendlyName": "Normal",
"description": "Item functionality remains unchanged from the vanilla game.",
"defaultValue": 50
},
"hard": {
"keyString": "item_functionality.hard",
"friendlyName": "Hard",
"description": "Reduced helpfulness of items. Potions are less effective, you can't catch faeries, the Magic Cape uses double magic, the Cane of Byrna does not grant invulnerability, boomerangs do not stun, and silver arrows are disabled outside ganon.",
"defaultValue": 0
},
"expert": {
"keyString": "item_functionality.expert",
"friendlyName": "Expert",
"description": "Vastly reduces the helpfulness of items. Potions are barely effective, you can't catch faeries, the Magic Cape uses double magic, the Cane of Byrna does not grant invulnerability, boomerangs and hookshot do not stun, and the silver arrows are disabled outside ganon.",
"defaultValue": 0
}
}
} }
} }

View File

@ -20,7 +20,7 @@
description: Template Name # Used to describe your yaml. Useful if you have multiple files description: Template Name # Used to describe your yaml. Useful if you have multiple files
name: YourName # Your name in-game. Spaces will be replaced with underscores and there is a 16 character limit name: YourName # Your name in-game. Spaces will be replaced with underscores and there is a 16 character limit
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: 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 (fake flipper, super bunny shenanigans, water walk and etc.) overworld_glitches: 0 # Assumes the player has knowledge of both overworld major glitches (boots clips, mirror clips) and minor glitches (fake flipper, super bunny shenanigans, water walk and etc.)
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.
@ -34,42 +34,42 @@ meta_ignore: # Nullify options specified in the meta.yaml file. Adding an option
- swordless # Never play a swordless seed - swordless # Never play a swordless seed
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: 1 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: 1 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: 1 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: 1 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: 1 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: 1 # 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: 1 # 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
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: 50 # Guarantees you will be able to access all locations, and therefore all items
none: 0 # Guarantees only that the game is beatable. You may not be able to access all locations or acquire all items 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 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: # 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: 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 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
@ -78,7 +78,7 @@ entrance_shuffle: # Documentation: https://alttpr.com/en/options#entrance_shuffl
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, and then kill Ganon ganon: 50 # Climb GT, defeat Agahnim 2, and then kill Ganon
fast_ganon: 0 # Only killing Ganon is required. The hole is always open. However, items may still be placed in GT 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
@ -89,109 +89,104 @@ goals:
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: 1 30: 50
31: 0 40: 0
32: 0 50: 0
33: 0
34: 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. 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: 1 20: 50
21: 0 30: 0
22: 0 40: 0
23: 0 50: 0
24: 0
25: 0
tower_open: # Crystals required to open GT tower_open: # Crystals required to open GT
'0': 8 '0': 80
'1': 7 '1': 70
'2': 6 '2': 60
'3': 5 '3': 50
'4': 4 '4': 40
'5': 3 '5': 30
'6': 2 '6': 20
'7': 1 '7': 10
random: 0 random: 0
ganon_open: # Crystals required to hurt Ganon ganon_open: # Crystals required to hurt Ganon
'0': 8 '0': 80
'1': 7 '1': 70
'2': 6 '2': 60
'3': 5 '3': 50
'4': 4 '4': 40
'5': 3 '5': 30
'6': 2 '6': 20
'7': 1 '7': 10
random: 0 random: 0
mode: mode:
standard: 1 # 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: 1 # 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: 1 off: 50
hints: hints:
'on': 1 # 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
weapons: # Specifically, swords 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: 50 # 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, and etc easy: 0 # Doubled upgrades, progressives, and etc
normal: 1 # 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)
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 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)
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 an earlier access sphere to make it likely you have stuff to do on: 50 # A system to reduce BK, as in times during which you can't do anything by moving your items into an earlier access sphere to make it likely you have stuff to do
off: 0 # Turn this off if you don't mind a longer multiworld, or can glitch around missing items. off: 0 # Turn this off if you don't mind a longer multiworld, or can glitch around missing items.
### Enemizer Section ### ### Enemizer Section ###
boss_shuffle: boss_shuffle:
none: 1 # Vanilla bosses none: 50 # 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 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: 1 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: 1 off: 50
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: 1 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: 1 off: 50
enemy_damage: enemy_damage:
default: 1 # 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: 1 # 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': 1 # 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 and bee traps beemizer: # Remove items from the global item pool and replace them with single bees and bee traps
0: 1 # No bee traps are placed 0: 50 # No bee traps are placed
1: 0 # 25% of the non-essential item pool is replaced with bee traps 1: 0 # 25% of the non-essential item pool is replaced with bee traps
2: 0 # 60% of the non-essential item pool is replaced with bee traps, of which 20% could be single bees 2: 0 # 60% of the non-essential item pool is replaced with bee traps, of which 20% could be single bees
3: 0 # 100% of the non-essential item pool is replaced with bee traps, of which 50% could be single bees 3: 0 # 100% of the non-essential item pool is replaced with bee traps, of which 50% could be single bees
4: 0 # 100% of the non-essential item pool is replaced with bee traps 4: 0 # 100% of the non-essential item pool is replaced with bee traps
shop_shuffle: shop_shuffle:
none: 1 none: 50
i: 0 # shuffle the inventories of the shops around i: 0 # shuffle the inventories of the shops around
p: 0 # randomize the prices of the items in shop inventories p: 0 # randomize the prices of the items in shop inventories
u: 0 # shuffle capacity upgrades into the item pool (and allow them to traverse the multiworld) u: 0 # shuffle capacity upgrades into the item pool (and allow them to traverse the multiworld)
@ -199,7 +194,7 @@ shop_shuffle:
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
timer: timer:
none: 1 # 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.
@ -216,82 +211,47 @@ timer:
# Bomb Upgrade (+10): 4 # Bomb Upgrade (+10): 4
# Arrow Upgrade (+10): 4 # Arrow Upgrade (+10): 4
glitch_boots: glitch_boots:
on: 1 # 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
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: 50 # 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:
- 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
simple: 1
full: 1
random: 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
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: 50 # To add other sprites: open the gui/Creator, go to adjust, select a sprite and write down the name the gui calls it
disablemusic: # If "on", all in-game music will be disabled disablemusic: # If "on", all in-game music will be disabled
on: 1 on: 50
off: 0 off: 0
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: 50
menuspeed: # Controls how fast the item menu opens and closes menuspeed: # Controls how fast the item menu opens and closes
normal: 1 normal: 50
instant: 0 instant: 0
double: 0 double: 0
triple: 0 triple: 0
quadruple: 0 quadruple: 0
half: 0 half: 0
heartcolor: # Controls the color of your health hearts heartcolor: # Controls the color of your health hearts
red: 1 red: 50
blue: 0 blue: 0
green: 0 green: 0
yellow: 0 yellow: 0
random: 0 random: 0
heartbeep: # Controls the frequency of the low-health beeping heartbeep: # Controls the frequency of the low-health beeping
double: 0 double: 0
normal: 1 normal: 50
half: 0 half: 0
quarter: 0 quarter: 0
off: 0 off: 0
ow_palettes: # Change the colors of the overworld ow_palettes: # Change the colors of the overworld
default: 1 # No changes default: 50 # No changes
random: 0 # Shuffle the colors random: 0 # Shuffle the colors
blackout: 0 # Never use this blackout: 0 # Never use this
uw_palettes: # Change the colors of caves and dungeons uw_palettes: # Change the colors of caves and dungeons
default: 1 # No changes default: 50 # No changes
random: 0 # Shuffle the colors random: 0 # Shuffle the colors
blackout: 0 # Never use this blackout: 0 # Never use this

View File

@ -10,7 +10,7 @@
# on: 5 # on: 5
# off: 15 # off: 15
# #
# Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned off # Means you have 5 chances for map shuffle to not occur, and 15 chances for map shuffle to be turned on
# I've never seen a file like this before. What characters am I allowed to use? # I've never seen a file like this before. What characters am I allowed to use?
# This is a .yaml file. You are allowed to use most characters. # This is a .yaml file. You are allowed to use most characters.
@ -20,7 +20,7 @@
description: Template Name # Used to describe your yaml. Useful if you have multiple files description: Template Name # Used to describe your yaml. Useful if you have multiple files
name: YourName # Your name in-game. Spaces will be replaced with underscores and there is a 16 character limit name: YourName # Your name in-game. Spaces will be replaced with underscores and there is a 16 character limit
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: 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 (fake flipper, super bunny shenanigans, water walk and etc.) overworld_glitches: 0 # Assumes the player has knowledge of both overworld major glitches (boots clips, mirror clips) and minor glitches (fake flipper, super bunny shenanigans, water walk and etc.)
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.
@ -34,42 +34,42 @@ meta_ignore: # Nullify options specified in the meta.yaml file. Adding an option
- swordless # Never play a swordless seed - swordless # Never play a swordless seed
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: 1 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: 1 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: 1 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: 1 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: 1 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: 1 # 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: 1 # 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
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: 50 # Guarantees you will be able to access all locations, and therefore all items
none: 0 # Guarantees only that the game is beatable. You may not be able to access all locations or acquire all items 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 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: # 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: 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 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
@ -78,7 +78,7 @@ entrance_shuffle: # Documentation: https://alttpr.com/en/options#entrance_shuffl
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, and then kill Ganon ganon: 50 # Climb GT, defeat Agahnim 2, and then kill Ganon
fast_ganon: 0 # Only killing Ganon is required. The hole is always open. However, items may still be placed in GT 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
@ -86,114 +86,107 @@ goals:
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. 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
# Default is 30. Max is 90, Min is 1
# should more be required than available, then available is raised to match required automatically.
# Format "pieces: chance" # Format "pieces: chance"
25: 0 25: 0
30: 1 30: 50
31: 0 40: 0
32: 0 50: 0
33: 0
34: 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. 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: 1 20: 50
21: 0 30: 0
22: 0 40: 0
23: 0 50: 0
24: 0
25: 0
tower_open: # Crystals required to open GT tower_open: # Crystals required to open GT
'0': 8 '0': 80
'1': 7 '1': 70
'2': 6 '2': 60
'3': 5 '3': 50
'4': 4 '4': 40
'5': 3 '5': 30
'6': 2 '6': 20
'7': 1 '7': 10
random: 0 random: 0
ganon_open: # Crystals required to hurt Ganon ganon_open: # Crystals required to hurt Ganon
'0': 8 '0': 80
'1': 7 '1': 70
'2': 6 '2': 60
'3': 5 '3': 50
'4': 4 '4': 40
'5': 3 '5': 30
'6': 2 '6': 20
'7': 1 '7': 10
random: 0 random: 0
mode: mode:
standard: 1 # 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: 1 # 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: 1 off: 50
hints: hints:
'on': 1 # 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
weapons: # Specifically, swords 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: 50 # 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, and etc easy: 0 # Doubled upgrades, progressives, and etc
normal: 1 # 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)
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 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)
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 an earlier access sphere to make it likely you have stuff to do on: 50 # A system to reduce BK, as in times during which you can't do anything by moving your items into an earlier access sphere to make it likely you have stuff to do
off: 0 # Turn this off if you don't mind a longer multiworld, or can glitch around missing items. off: 0 # Turn this off if you don't mind a longer multiworld, or can glitch around missing items.
### Enemizer Section ### ### Enemizer Section ###
boss_shuffle: boss_shuffle:
none: 1 # Vanilla bosses none: 50 # 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 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: 1 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: 1 off: 50
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: 1 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: 1 off: 50
enemy_damage: enemy_damage:
default: 1 # 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: 1 # 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': 1 # 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 and bee traps beemizer: # Remove items from the global item pool and replace them with single bees and bee traps
0: 1 # No bee traps are placed 0: 50 # No bee traps are placed
1: 0 # 25% of the non-essential item pool is replaced with bee traps 1: 0 # 25% of the non-essential item pool is replaced with bee traps
2: 0 # 60% of the non-essential item pool is replaced with bee traps, of which 20% could be single bees 2: 0 # 60% of the non-essential item pool is replaced with bee traps, of which 20% could be single bees
3: 0 # 100% of the non-essential item pool is replaced with bee traps, of which 50% could be single bees 3: 0 # 100% of the non-essential item pool is replaced with bee traps, of which 50% could be single bees
4: 0 # 100% of the non-essential item pool is replaced with bee traps 4: 0 # 100% of the non-essential item pool is replaced with bee traps
shop_shuffle: shop_shuffle:
none: 1 none: 50
i: 0 # shuffle the inventories of the shops around i: 0 # shuffle the inventories of the shops around
p: 0 # randomize the prices of the items in shop inventories p: 0 # randomize the prices of the items in shop inventories
u: 0 # shuffle capacity upgrades into the item pool (and allow them to traverse the multiworld) u: 0 # shuffle capacity upgrades into the item pool (and allow them to traverse the multiworld)
@ -201,7 +194,7 @@ shop_shuffle:
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
timer: timer:
none: 1 # 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.
@ -218,82 +211,47 @@ timer:
# Bomb Upgrade (+10): 4 # Bomb Upgrade (+10): 4
# Arrow Upgrade (+10): 4 # Arrow Upgrade (+10): 4
glitch_boots: glitch_boots:
on: 1 # 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
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: 50 # 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:
- 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
simple: 1
full: 1
random: 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
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: 50 # To add other sprites: open the gui/Creator, go to adjust, select a sprite and write down the name the gui calls it
disablemusic: # If "on", all in-game music will be disabled disablemusic: # If "on", all in-game music will be disabled
on: 0 on: 50
off: 1 off: 0
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: 50
menuspeed: # Controls how fast the item menu opens and closes menuspeed: # Controls how fast the item menu opens and closes
normal: 1 normal: 50
instant: 0 instant: 0
double: 0 double: 0
triple: 0 triple: 0
quadruple: 0 quadruple: 0
half: 0 half: 0
heartcolor: # Controls the color of your health hearts heartcolor: # Controls the color of your health hearts
red: 1 red: 50
blue: 0 blue: 0
green: 0 green: 0
yellow: 0 yellow: 0
random: 0 random: 0
heartbeep: # Controls the frequency of the low-health beeping heartbeep: # Controls the frequency of the low-health beeping
double: 0 double: 0
normal: 1 normal: 50
half: 0 half: 0
quarter: 0 quarter: 0
off: 0 off: 0
ow_palettes: # Change the colors of the overworld ow_palettes: # Change the colors of the overworld
default: 1 # No changes default: 50 # No changes
random: 0 # Shuffle the colors random: 0 # Shuffle the colors
blackout: 0 # Never use this blackout: 0 # Never use this
uw_palettes: # Change the colors of caves and dungeons uw_palettes: # Change the colors of caves and dungeons
default: 1 # No changes default: 50 # No changes
random: 0 # Shuffle the colors random: 0 # Shuffle the colors
blackout: 0 # Never use this blackout: 0 # Never use this