748 lines
31 KiB
YAML
748 lines
31 KiB
YAML
# 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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# 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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#
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# map_shuffle:
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# on: 5
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# off: 15
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#
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# Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned off
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# I've never seen a file like this before. What characters am I allowed to use?
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# This is a .yaml file. You are allowed to use most characters.
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# To test if your yaml is valid or not, you can use this website:
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# http://www.yamllint.com/
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description: Template Name # Used to describe your yaml. Useful if you have multiple files
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name: YourName{number} # Your name in-game. Spaces will be replaced with underscores and there is a 16 character limit
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#{player} will be replaced with the player's slot number.
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#{PLAYER} will be replaced with the player's slot number if that slot number is greater than 1.
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#{number} will be replaced with the counter value of the name.
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#{NUMBER} will be replaced with the counter value of the name if the counter value is greater than 1.
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game: # Pick a game to play
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A Link to the Past: 0
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Factorio: 0
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Minecraft: 0
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Subnautica: 0
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requires:
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version: 0.1.6 # Version of Archipelago required for this yaml to work as expected.
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# Shared Options supported by all games:
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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: 50 # 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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progression_balancing:
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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
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off: 0 # Turn this off if you don't mind a longer multiworld, or can glitch/sequence break around missing items.
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# The following 4 options can be uncommented and moved into a game's section they should affect
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# start_inventory: # Begin the file with the listed items/upgrades
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# Please only use items for the correct game, use triggers if need to be have seperated lists.
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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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# start_hints: # Begin the game with these items' locations revealed to you at the start of the game. Get the info via !hint in your client.
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# - Moon Pearl
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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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# non_local_items: # Force certain items to appear outside your world only, unless in single-player. Recognizes some group names, like "Swords"
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# - "Progressive Weapons"
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# exclude_locations: # Force certain locations to never contain progression items, and always be filled with junk.
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# - "Master Sword Pedestal"
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Subnautica: {}
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Factorio:
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tech_tree_layout:
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single: 1
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small_diamonds: 1
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medium_diamonds: 1
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large_diamonds: 1
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small_pyramids: 1
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medium_pyramids: 1
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large_pyramids: 1
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small_funnels: 1
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medium_funnels: 1
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large_funnels: 1
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recipe_time: # randomize the time it takes for any recipe to craft, this includes smelting, chemical lab, hand crafting etc.
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vanilla: 1
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fast: 0 # 25% to 100% of original time
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normal: 0 # 50 % to 200% of original time
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slow: 0 # 100% to 400% of original time
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chaos: 0 # 25% to 400% of original time
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recipe_ingredients:
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rocket: 1 # only randomize rocket part recipe
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science_pack: 1 # also randomize science pack ingredients
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max_science_pack:
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automation_science_pack: 0
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logistic_science_pack: 0
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military_science_pack: 0
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chemical_science_pack: 0
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production_science_pack: 0
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utility_science_pack: 0
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space_science_pack: 1
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tech_cost:
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very_easy : 0
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easy : 0
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kind : 0
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normal : 1
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hard : 0
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very_hard : 0
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insane : 0
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silo:
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vanilla: 1
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randomize_recipe: 0
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spawn: 0 # spawn silo near player spawn point
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free_samples:
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none: 1
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single_craft: 0
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half_stack: 0
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stack: 0
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progressive:
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on: 1
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off: 0
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grouped_random: 0
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tech_tree_information:
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none: 0
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advancement: 0 # show which items are a logical advancement
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full: 1 # show full info on each tech node
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imported_blueprints: # can be turned off to prevent access to blueprints created outside the current world
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on: 1
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off: 0
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starting_items:
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burner-mining-drill: 19
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stone-furnace: 19
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# Note: Total amount of traps cannot exceed 4, if the sum of them is higher it will get automatically capped.
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evolution_traps:
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# Trap items that when received increase the enemy evolution.
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0: 1
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1: 0
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2: 0
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3: 0
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4: 0
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random: 0
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random-low: 0
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random-middle: 0
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random-high: 0
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evolution_trap_increase:
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# If present, % increase of Evolution with each trap received.
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5: 0
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10: 1
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15: 0
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20: 0
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100: 0
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random: 0
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random-low: 0
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random-middle: 0
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random-high: 0
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attack_traps:
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# Trap items that when received trigger an attack on your base.
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0: 1
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1: 0
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2: 0
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3: 0
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4: 0
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random: 0
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random-low: 0
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random-middle: 0
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random-high: 0
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world_gen:
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# frequency, size, richness, terrain segmentation, starting area and water are all of https://wiki.factorio.com/Types/MapGenSize
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# inverse of water scale
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terrain_segmentation: 0.5
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water: 1.5
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autoplace_controls:
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# set size to 0 to disable
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coal:
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frequency: 1
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size: 3
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richness: 6
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copper-ore:
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frequency: 1
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size: 3
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richness: 6
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crude-oil:
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frequency: 1
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size: 3
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richness: 6
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enemy-base:
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frequency: 1
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size: 1
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richness: 1
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iron-ore:
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frequency: 1
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size: 3
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richness: 6
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stone:
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frequency: 1
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size: 3
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richness: 6
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trees:
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frequency: 1
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size: 1
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richness: 1
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uranium-ore:
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frequency: 1
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size: 3
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richness: 6
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seed: null # turn into positive number to create specific seed
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starting_area: 1
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peaceful_mode: 0
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cliff_settings:
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name: cliff
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cliff_elevation_0: 10 # base elevation, can't be changed in GUI
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cliff_elevation_interval: 40 # 40/frequency
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richness: 1 # 0: off, >0: continuity
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property_expression_names:
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"control-setting:moisture:bias": 0 # grass bias -0.5 to +0.5
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"control-setting:moisture:frequency:multiplier": 1 # 1/scale in GUI
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"control-setting:aux:bias": 0 # -sand/+red desert bias -0.5 to +0.5
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"control-setting:aux:frequency:multiplier": 1 # 1/scale in GUI
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pollution:
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enabled: true
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diffusion_ratio: 0.02
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ageing: 1 # GUI dissipation factor
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enemy_attack_pollution_consumption_modifier: 1
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min_pollution_to_damage_trees: 60
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pollution_restored_per_tree_damage: 10
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enemy_evolution:
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enabled: true
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time_factor: 40.0e-7 # GUI value * 0.0000001
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destroy_factor: 200.0e-5 # GUI value * 0.00001
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pollution_factor: 9.0e-7 # GUI value * 0.0000001
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enemy_expansion:
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enabled: true
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max_expansion_distance: 7
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settler_group_min_size: 5
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settler_group_max_size: 20
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min_expansion_cooldown: 14400 # 1 to 60 min in ticks
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max_expansion_cooldown: 216000 # 5 to 180 min in ticks
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Minecraft:
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advancement_goal: 50 # Number of advancements required (87 max) to spawn the Ender Dragon and complete the game.
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egg_shards_required: # Number of dragon egg shards to collect (30 max) before the Ender Dragon will spawn.
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0: 1
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5: 0
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10: 0
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20: 0
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egg_shards_available: # Number of egg shards available in the pool (30 max).
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0: 1
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5: 0
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10: 0
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20: 0
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combat_difficulty: # Modifies the level of items logically required for exploring dangerous areas and fighting bosses.
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easy: 0
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normal: 1
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hard: 0
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include_hard_advancements: # Junk-fills certain RNG-reliant or tedious advancements.
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on: 0
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off: 1
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include_insane_advancements: # Junk-fills extremely difficult advancements; this is only How Did We Get Here? and Adventuring Time.
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on: 0
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off: 1
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include_postgame_advancements: # Some advancements require defeating the Ender Dragon; this will junk-fill them so you won't have to finish to send some items.
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on: 0
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off: 1
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shuffle_structures: # Enables shuffling of villages, outposts, fortresses, bastions, and end cities.
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on: 0
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off: 1
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structure_compasses: # Adds structure compasses to the item pool, which point to the nearest indicated structure.
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on: 0
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off: 1
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bee_traps: # Replaces a percentage of junk items with bee traps, which spawn multiple angered bees around every player when received.
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0: 1
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25: 0
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50: 0
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75: 0
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100: 0
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send_defeated_mobs: # Send killed mobs to other Minecraft worlds which have this option enabled.
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on: 0
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off: 1
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A Link to the Past:
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### Logic Section ###
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glitches_required: # Determine the logic required to complete the seed
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none: 50 # No glitches required
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minor_glitches: 0 # Puts fake flipper, waterwalk, super bunny shenanigans, and etc into logic
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overworld_glitches: 0 # Assumes the player has knowledge of both overworld major glitches (boots clips, mirror clips) and minor glitches
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hybrid_major_glitches: 0 # In addition to overworld glitches, also requires underworld clips between dungeons.
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no_logic: 0 # Your own items are placed with no regard to any logic; such as your Fire Rod can be on your Trinexx.
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# Other players items are placed into your world under HMG logic
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dark_room_logic: # Logic for unlit dark rooms
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lamp: 50 # require the Lamp for these rooms to be considered accessible.
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torches: 0 # in addition to lamp, allow the fire rod and presence of easily accessible torches for access
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none: 0 # all dark rooms are always considered doable, meaning this may force completion of rooms in complete darkness
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restrict_dungeon_item_on_boss: # aka ambrosia boss items
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on: 0 # prevents unshuffled compasses, maps and keys to be boss drops, they can still drop keysanity and other players' items
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off: 50
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### End of Logic Section ###
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map_shuffle: # Shuffle dungeon maps into the world and other dungeons, including other players' worlds
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on: 0
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off: 50
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compass_shuffle: # Shuffle compasses into the world and other dungeons, including other players' worlds
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on: 0
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off: 50
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smallkey_shuffle: # Shuffle small keys into the world and other dungeons, including other players' worlds
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on: 0
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universal: 0 # allows small keys to be used in any dungeon and adds shops to buy more
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off: 50
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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: 50
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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: 50
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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: 50 # 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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ub: 0 # universal small keys and shuffled big keys
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# you can add more combos of these letters here
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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: 50 # 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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progressive: # Enable or disable progressive items (swords, shields, bow)
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on: 50 # All items are progressive
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off: 0 # No items are progressive
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grouped_random: 0 # Randomly decides for all items. Swords could be progressive, shields might not be
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entrance_shuffle:
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none: 50 # 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, but keep dungeons to a specific world
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dungeonscrossed: 0 # like dungeonsfull, but allow cross-world traversal through a dungeon. Warning: May force repeated dungeon traversal
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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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# you can also define entrance shuffle seed, like so:
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crossed-1000: 0 # using this method, you can have the same layout as another player and share entrance information
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# however, many other settings like logic, world state, retro etc. may affect the shuffle result as well.
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crossed-group-myfriends: 0 # using this method, everyone with "group-myfriends" will share the same seed
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goals:
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ganon: 50 # Climb GT, defeat Agahnim 2, and then kill Ganon
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crystals: 0 # Only killing Ganon is required. However, items may still be placed in GT
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bosses: 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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ganon_pedestal: 0 # Pull the Master Sword pedestal, then kill Ganon
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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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ice_rod_hunt: 0 # You start with everything needed to 216 the seed. Find the Ice rod, then kill Trinexx at Turtle rock.
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open_pyramid:
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goal: 50 # Opens the pyramid if the goal requires you to kill Ganon, unless the goal is Slow Ganon or All Dungeons
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auto: 0 # Same as Goal, but also is closed if holes are shuffled and ganon is part of the shuffle pool
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yes: 0 # Pyramid hole is always open. Ganon's vulnerable condition is still required before he can he hurt
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no: 0 # Pyramid hole is always closed until you defeat Agahnim atop Ganon's Tower
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triforce_pieces_mode: #Determine how to calculate the extra available triforce pieces.
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extra: 0 # available = triforce_pieces_extra + triforce_pieces_required
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percentage: 0 # available = (triforce_pieces_percentage /100) * triforce_pieces_required
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available: 50 # available = triforce_pieces_available
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triforce_pieces_extra: # Set to how many extra triforces pieces are available to collect in the world.
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# Format "pieces: chance"
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0: 0
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5: 50
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10: 50
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15: 0
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20: 0
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triforce_pieces_percentage: # Set to how many triforce pieces according to a percentage of the required ones, are available to collect in the world.
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# Format "pieces: chance"
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100: 0 #No extra
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150: 50 #Half the required will be added as extra
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200: 0 #There are the double of the required ones available.
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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: 50
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40: 0
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50: 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. 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: 50
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30: 0
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40: 0
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50: 0
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crystals_needed_for_gt: # Crystals required to open GT
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0: 0
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1: 0
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2: 0
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3: 0
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4: 0
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5: 0
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6: 0
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7: 0
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random: 0
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random-low: 50 # any valid number, weighted towards the lower end
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random-middle: 0 # any valid number, weighted towards the central range
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random-high: 0 # any valid number, weighted towards the higher end
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crystals_needed_for_ganon: # Crystals required to hurt Ganon
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0: 0
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1: 0
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2: 0
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3: 0
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4: 0
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5: 0
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6: 0
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7: 0
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random: 0
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random-low: 0
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random-middle: 0
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random-high: 50
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mode:
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standard: 50 # Begin the game by rescuing Zelda from her cell and escorting her to the Sanctuary
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open: 50 # 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:
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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
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off: 50
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hints:
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'on': 50 # Hint tiles sometimes give item location hints
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'off': 0 # Hint tiles provide gameplay tips
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swordless:
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on: 0 # Your swords are replaced by rupees. Gameplay changes have been made to accommodate this change
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off: 1
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item_pool:
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easy: 0 # Doubled upgrades, progressives, and etc
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normal: 50 # Item availability remains unchanged from vanilla game
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hard: 0 # Reduced upgrade availability (max: 14 hearts, blue 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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item_functionality:
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easy: 0 # Allow Hammer to damage ganon, Allow Hammer tablet collection, Allow swordless medallion use everywhere.
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normal: 50 # 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 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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tile_shuffle: # Randomize the tile layouts in flying tile rooms
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on: 0
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off: 50
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misery_mire_medallion: # required medallion to open Misery Mire front entrance
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random: 50
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Ether: 0
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Bombos: 0
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Quake: 0
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turtle_rock_medallion: # required medallion to open Turtle Rock front entrance
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random: 50
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Ether: 0
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Bombos: 0
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Quake: 0
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### Enemizer Section ###
|
|
boss_shuffle:
|
|
none: 50 # Vanilla bosses
|
|
basic: 0 # Existing bosses except Ganon and Agahnim are shuffled throughout dungeons
|
|
full: 0 # 3 bosses can occur twice
|
|
chaos: 0 # Any boss can appear any amount of times
|
|
singularity: 0 # Picks a boss, tries to put it everywhere that works, if there's spaces remaining it picks a boss to fill those
|
|
enemy_shuffle: # Randomize enemy placement
|
|
on: 0
|
|
off: 50
|
|
killable_thieves: # Make thieves killable
|
|
on: 0 # Usually turned on together with enemy_shuffle to make annoying thief placement more manageable
|
|
off: 50
|
|
bush_shuffle: # Randomize the chance that bushes have enemies and the enemies under said bush
|
|
on: 0
|
|
off: 50
|
|
enemy_damage:
|
|
default: 50 # Vanilla enemy damage
|
|
shuffled: 0 # Enemies deal 0 to 4 hearts and armor helps
|
|
chaos: 0 # Enemies deal 0 to 8 hearts and armor just reshuffles the damage
|
|
enemy_health:
|
|
default: 50 # Vanilla enemy HP
|
|
easy: 0 # Enemies have reduced health
|
|
hard: 0 # Enemies have increased health
|
|
expert: 0 # Enemies have greatly increased health
|
|
pot_shuffle:
|
|
'on': 0 # Keys, items, and buttons hidden under pots in dungeons are shuffled with other pots in their supertile
|
|
'off': 50 # Default pot item locations
|
|
### End of Enemizer Section ###
|
|
beemizer: # Remove items from the global item pool and replace them with single bees (fill bottles) and bee traps
|
|
0: 50 # No bee traps are placed
|
|
1: 0 # 25% of rupees, bombs and arrows are replaced with bees, of which 60% are traps and 40% single bees
|
|
2: 0 # 50% of rupees, bombs and arrows are replaced with bees, of which 70% are traps and 30% single bees
|
|
3: 0 # 75% of rupees, bombs and arrows are replaced with bees, of which 80% are traps and 20% single bees
|
|
4: 0 # 100% of rupees, bombs and arrows are replaced with bees, of which 90% are traps and 10% single bees
|
|
5: 0 # 100% of rupees, bombs and arrows are replaced with bees, of which 100% are traps and 0% single bees
|
|
### Shop Settings ###
|
|
shop_item_slots: # Maximum amount of shop slots to be filled with regular item pool items (such as Moon Pearl)
|
|
0: 50
|
|
5: 0
|
|
15: 0
|
|
30: 0
|
|
random: 0 # 0 to 30 evenly distributed
|
|
shop_shuffle:
|
|
none: 50
|
|
g: 0 # Generate new default inventories for overworld/underworld shops, and unique shops
|
|
f: 0 # Generate new default inventories for every shop independently
|
|
i: 0 # Shuffle default inventories of the shops around
|
|
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)
|
|
w: 0 # Consider witch's hut like any other shop and shuffle/randomize it too
|
|
ip: 0 # Shuffle inventories and randomize prices
|
|
fpu: 0 # Generate new inventories, randomize prices and shuffle capacity upgrades into item pool
|
|
uip: 0 # Shuffle inventories, randomize prices and shuffle capacity upgrades into the item pool
|
|
# You can add more combos
|
|
### End of Shop Section ###
|
|
shuffle_prizes: # aka drops
|
|
none: 0 # do not shuffle prize packs
|
|
g: 50 # shuffle "general" prize packs, as in enemy, tree pull, dig etc.
|
|
b: 0 # shuffle "bonk" prize packs
|
|
bg: 0 # shuffle both
|
|
timer:
|
|
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_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.
|
|
timed_countdown: 0 # Starts the clock with forty minutes. Same clocks as timed mode, but if the clock hits zero you lose. You can still keep playing, though.
|
|
display: 0 # Displays a timer, but otherwise does not affect gameplay or the item pool.
|
|
countdown_start_time: # For timed_ohko and timed_countdown timer modes, the amount of time in minutes to start with
|
|
0: 0 # For timed_ohko, starts in OHKO mode when starting the game
|
|
10: 50
|
|
20: 0
|
|
30: 0
|
|
60: 0
|
|
red_clock_time: # For all timer modes, the amount of time in minutes to gain or lose when picking up a red clock
|
|
-2: 50
|
|
1: 0
|
|
blue_clock_time: # For all timer modes, the amount of time in minutes to gain or lose when picking up a blue clock
|
|
1: 0
|
|
2: 50
|
|
green_clock_time: # For all timer modes, the amount of time in minutes to gain or lose when picking up a green clock
|
|
4: 50
|
|
10: 0
|
|
15: 0
|
|
glitch_boots:
|
|
on: 50 # Start with Pegasus Boots in any glitched logic mode that makes use of them
|
|
off: 0
|
|
# rom options section
|
|
random_sprite_on_event: # An alternative to specifying randomonhit / randomonexit / etc... in sprite down below.
|
|
enabled: # If enabled, sprite down below is ignored completely, (although it may become the sprite pool)
|
|
on: 0
|
|
off: 1
|
|
on_hit: # Random sprite on hit. Being hit by things that cause 0 damage still counts.
|
|
on: 1
|
|
off: 0
|
|
on_enter: # Random sprite on underworld entry. Note that entering hobo counts.
|
|
on: 0
|
|
off: 1
|
|
on_exit: # Random sprite on underworld exit. Exiting hobo does not count.
|
|
on: 0
|
|
off: 1
|
|
on_slash: # Random sprite on sword slash. Note, it still counts if you attempt to slash while swordless.
|
|
on: 0
|
|
off: 1
|
|
on_item: # Random sprite on getting an item. Anything that causes you to hold an item above your head counts.
|
|
on: 0
|
|
off: 1
|
|
on_bonk: # Random sprite on bonk.
|
|
on: 0
|
|
off: 1
|
|
on_everything: # Random sprite on ALL currently implemented events, even if not documented at present time.
|
|
on: 0
|
|
off: 1
|
|
use_weighted_sprite_pool: # Always on if no sprite_pool exists, otherwise it controls whether to use sprite as a weighted sprite pool
|
|
on: 0
|
|
off: 1
|
|
#sprite_pool: # When specified, limits the pool of sprites used for randomon-event to the specified pool. Uncomment to use this.
|
|
# - link
|
|
# - pride link
|
|
# - penguin link
|
|
# - random # You can specify random multiple times for however many potentially unique random sprites you want in your pool.
|
|
sprite: # Enter the name of your preferred sprite and weight it appropriately
|
|
random: 0
|
|
randomonhit: 0 # Random sprite on hit
|
|
randomonenter: 0 # Random sprite on entering the underworld.
|
|
randomonexit: 0 # Random sprite on exiting the underworld.
|
|
randomonslash: 0 # Random sprite on sword slashes
|
|
randomonitem: 0 # Random sprite on getting items.
|
|
randomonbonk: 0 # Random sprite on bonk.
|
|
# You can combine these events like this. randomonhit-enter-exit if you want it on hit, enter, exit.
|
|
randomonall: 0 # Random sprite on any and all currently supported events. Refer to above for the supported events.
|
|
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
|
|
music: # If "off", all in-game music will be disabled
|
|
on: 50
|
|
off: 0
|
|
quickswap: # Enable switching items by pressing the L+R shoulder buttons
|
|
on: 50
|
|
off: 0
|
|
triforcehud: # Disable visibility of the triforce hud unless collecting a piece or speaking to Murahadala
|
|
normal: 0 # original behavior (always visible)
|
|
hide_goal: 50 # hide counter until a piece is collected or speaking to Murahadala
|
|
hide_required: 0 # Always visible, but required amount is invisible until determined by Murahadala
|
|
hide_both: 0 # Hide both under above circumstances
|
|
reduceflashing: # Reduces instances of flashing such as lightning attacks, weather, ether and more.
|
|
on: 50
|
|
off: 0
|
|
menuspeed: # Controls how fast the item menu opens and closes
|
|
normal: 50
|
|
instant: 0
|
|
double: 0
|
|
triple: 0
|
|
quadruple: 0
|
|
half: 0
|
|
heartcolor: # Controls the color of your health hearts
|
|
red: 50
|
|
blue: 0
|
|
green: 0
|
|
yellow: 0
|
|
random: 0
|
|
heartbeep: # Controls the frequency of the low-health beeping
|
|
double: 0
|
|
normal: 50
|
|
half: 0
|
|
quarter: 0
|
|
off: 0
|
|
ow_palettes: # Change the colors of the overworld
|
|
default: 50 # No changes
|
|
good: 0 # Shuffle the colors, with harmony in mind
|
|
blackout: 0 # everything black / blind mode
|
|
grayscale: 0
|
|
negative: 0
|
|
classic: 0
|
|
dizzy: 0
|
|
sick: 0
|
|
puke: 0
|
|
uw_palettes: # Change the colors of caves and dungeons
|
|
default: 50 # No changes
|
|
good: 0 # Shuffle the colors, with harmony in mind
|
|
blackout: 0 # everything black / blind mode
|
|
grayscale: 0
|
|
negative: 0
|
|
classic: 0
|
|
dizzy: 0
|
|
sick: 0
|
|
puke: 0
|
|
hud_palettes: # Change the colors of the hud
|
|
default: 50 # No changes
|
|
good: 0 # Shuffle the colors, with harmony in mind
|
|
blackout: 0 # everything black / blind mode
|
|
grayscale: 0
|
|
negative: 0
|
|
classic: 0
|
|
dizzy: 0
|
|
sick: 0
|
|
puke: 0
|
|
sword_palettes: # Change the colors of swords
|
|
default: 50 # No changes
|
|
good: 0 # Shuffle the colors, with harmony in mind
|
|
blackout: 0 # everything black / blind mode
|
|
grayscale: 0
|
|
negative: 0
|
|
classic: 0
|
|
dizzy: 0
|
|
sick: 0
|
|
puke: 0
|
|
shield_palettes: # Change the colors of shields
|
|
default: 50 # No changes
|
|
good: 0 # Shuffle the colors, with harmony in mind
|
|
blackout: 0 # everything black / blind mode
|
|
grayscale: 0
|
|
negative: 0
|
|
classic: 0
|
|
dizzy: 0
|
|
sick: 0
|
|
puke: 0
|
|
|
|
# triggers that replace options upon rolling certain options
|
|
legacy_weapons: # this is not an actual option, just a set of weights to trigger from
|
|
trigger_disabled: 50
|
|
randomized: 0 # Swords are placed randomly throughout the world
|
|
assured: 0 # Begin with a sword, the rest are placed randomly throughout the world
|
|
vanilla: 0 # Swords are placed in vanilla locations in your own game (Uncle, Pyramid Fairy, Smiths, Pedestal)
|
|
swordless: 0 # swordless mode
|
|
# meta_ignore, linked_options and triggers work for any game
|
|
meta_ignore: # Nullify options specified in the meta.yaml file. Adding an option here guarantees it will not occur in your seed, even if the .yaml file specifies it
|
|
mode:
|
|
- inverted # Never play inverted seeds
|
|
retro:
|
|
- on # Never play retro seeds
|
|
swordless:
|
|
- on # Never play a swordless seed
|
|
|
|
linked_options:
|
|
- name: crosskeys
|
|
options: # These overwrite earlier options if the percentage chance triggers
|
|
A Link to the Past:
|
|
entrance_shuffle: crossed
|
|
bigkey_shuffle: true
|
|
compass_shuffle: true
|
|
map_shuffle: true
|
|
smallkey_shuffle: true
|
|
percentage: 0 # Set this to the percentage chance you want crosskeys
|
|
- name: localcrosskeys
|
|
options: # These overwrite earlier options if the percentage chance triggers
|
|
A Link to the Past:
|
|
entrance_shuffle: crossed
|
|
bigkey_shuffle: true
|
|
compass_shuffle: true
|
|
map_shuffle: true
|
|
smallkey_shuffle: true
|
|
local_items: # Forces keys to be local to your own world
|
|
- "Small Keys"
|
|
- "Big Keys"
|
|
percentage: 0 # Set this to the percentage chance you want local crosskeys
|
|
- name: enemizer
|
|
options:
|
|
A Link to the Past:
|
|
boss_shuffle: # Subchances can be injected too, which then get rolled
|
|
basic: 1
|
|
full: 1
|
|
chaos: 1
|
|
singularity: 1
|
|
enemy_damage:
|
|
shuffled: 1
|
|
chaos: 1
|
|
enemy_health:
|
|
easy: 1
|
|
hard: 1
|
|
expert: 1
|
|
percentage: 0 # Set this to the percentage chance you want enemizer
|
|
triggers:
|
|
# trigger block for legacy weapons mode, to enable these add weights to legacy_weapons
|
|
- option_name: legacy_weapons
|
|
option_result: randomized
|
|
option_category: A Link to the Past
|
|
options:
|
|
A Link to the Past:
|
|
swordless: off
|
|
- option_name: legacy_weapons
|
|
option_result: assured
|
|
option_category: A Link to the Past
|
|
options:
|
|
A Link to the Past:
|
|
swordless: off
|
|
start_inventory:
|
|
Progressive Sword: 1
|
|
- option_name: legacy_weapons
|
|
option_result: vanilla
|
|
option_category: A Link to the Past
|
|
options:
|
|
A Link to the Past:
|
|
swordless: off
|
|
plando_items:
|
|
- items:
|
|
Progressive Sword: 4
|
|
locations:
|
|
- Master Sword Pedestal
|
|
- Pyramid Fairy - Left
|
|
- Blacksmith
|
|
- Link's Uncle
|
|
- option_name: legacy_weapons
|
|
option_result: swordless
|
|
option_category: A Link to the Past
|
|
options:
|
|
A Link to the Past:
|
|
swordless: on
|
|
# end of legacy weapons block
|
|
- option_name: enemy_damage # targets enemy_damage
|
|
option_category: A Link to the Past
|
|
option_result: shuffled # if it rolls shuffled
|
|
percentage: 0 # AND has a 0 percent chance (meaning this is default disabled, just to show how it works)
|
|
options: # then inserts these options
|
|
A Link to the Past:
|
|
swordless: off |