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# What is this file?
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# ------------------
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# This file contains options which allow you to configure your multiworld experience while allowing others
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# to play how they want as well.
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#
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# 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 not occur, and 15 chances for map shuffle to be turned on.
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# That means a 1/4 chance of map shuffle.
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#
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# If you want to think of the options as percentages, you can make sure they add up to 100, but it's okay
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# if they don't actually add up to 100.
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#
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# Lines starting with #, like all of these, are comments that get ignored.
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# TABS ARE EVIL!
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#
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# An important thing about yaml files is they completely break if your file contains a "tab" character.
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# All these lines need to be indented with spaces.
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# ================================================================================================
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# Okay here's where we start!
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# First, change your name unless you want to be called 'YourName'.
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# __________|
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# |
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# v
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name: YourName # Your name in-game. Spaces and underscores will be replaced with dashes
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description: Example YAML for door shuffle multiworld # Used to describe your yaml. Useful if you have multiple files
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# Goal settings
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# -------------
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# Remember that in multiworld, unless you're planning to 'forfeit' to release your items,
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# you also need to help everyone else reach their goals before you finish.
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#
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# Non-local triforce hunts are a silly goal in multiworld, because your progress isn't
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# determined by what you do more than anyone else.
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# _Local_ triforce hunts, in contrast, can be a nice short goal for multiworld.
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# What's the goal of your game?
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goals:
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ganon: 3 # Climb GT, defeat Agahnim 2, then kill Ganon
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fast_ganon: 3 # Only killing Ganon is required. The hole is always open. Items may still be placed in GT, however
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dungeons: 0 # Defeat the boss of all dungeons, including Agahnim's tower and GT. Kinda mean in multiworld.
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pedestal: 1 # Collect all pendants and pull the Triforce from the Master Sword pedestal
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ganon_pedestal: 1 # Pull something out of the pedestal, _then_ fight Ganon
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triforce_hunt: 0 # this sucks in multiworld
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local_triforce_hunt: 0 # Collect 20 of 30 Triforce pieces in your world, then give them to Murahdala in front of Hyrule Castle
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local_ganon_triforce_hunt: 1 # Collect 20 of 30 Triforce pieces in your world, then kill Ganon
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# Crystals required to open GT
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tower_open:
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'0': 0
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'1': 0
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'2': 1
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'3': 1
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'4': 1
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'5': 1
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'6': 1
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'7': 1
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# Crystals required to hurt Ganon, if it's a Ganon goal
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ganon_open:
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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': 1
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'5': 2
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'6': 2
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'7': 1
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# Triforce hunt settings
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# ----------------------
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# These of course don't matter if you don't have triforce hunt as a possible goal.
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# First off, there are now multiple ways to set the number of triforce pieces. 'extra' is the one that
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# makes the most sense to me, where a number of required pieces is chosen, then a number of extra pieces
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# are added to it.
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triforce_pieces_mode:
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extra: 1
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# How many triforce pieces do you need to collect to win?
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triforce_pieces_required:
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20: 1
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25: 1
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30: 1
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# How many additional triforce pieces are there that you don't need to find?
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# (You can put any numbers in as the options)
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triforce_pieces_extra:
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3: 1
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5: 1
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10: 1
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# Game setup
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# ----------
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# What does the start of the game look like? This used to be called 'world_state'.
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mode:
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standard: 1 # Begin the game by rescuing Zelda from her cell and escorting her to the Sanctuary.
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open: 1 # Begin the game from your choice of Link's House or the Sanctuary
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inverted: 1 # Begin in the Dark World. You need the moon pearl in the light world. Some map changes.
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# Retro mode changes a bunch of things to be like z1. Small keys are universal, arrows cost money, you must buy a quiver,
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# take-any caves and an old-man cave are added in random previously-useless locations. You may need to find your sword
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# from the old man's cave.
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retro:
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on: 0
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off: 1
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# Dungeon item settings
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# ---------------------
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map_shuffle: # maps are shuffled outside their dungeons, and reveal whether each dungeon is a crystal or pendant
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on: 1
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off: 1
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compass_shuffle: # compasses are shuffled outside their dungeons
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on: 1
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off: 1
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smallkey_shuffle:
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on: 1 # small keys are shuffled outside their dungeons
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universal: 1 # you have one pool of small keys, they work for any key door, you can buy more in a shop
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off: 3
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bigkey_shuffle: # big keys are shuffled outside their dungeons
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on: 1
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off: 1
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local_keys: # your shuffled keys are in your own world, not other worlds in multiworld
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on: 1
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off: 3
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# You know those keys that are under pots or dropped by enemies? Those can be shuffled into the item pool.
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# Key-drop shuffle plus small key shuffle can require _lots_ of dipping into dungeons.
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key_drop_shuffle:
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on: 0
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off: 1
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# When can you see how many item locations are in a dungeon and how many you've checked?
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dungeon_counters:
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on: 1 # always!
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pickup: 0 # when you find the compass
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default: 0 # when you find the compass but only if the compass is shuffled
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off: 0 # never!
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# This setting is part of a mode called 'Ambrosia' that's balanced for racing. When it's on, the boss
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# of a dungeon will always drop an item that 'counts' -- it won't be a dungeon item, like a map,
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# compass, or unshuffled key. It could still be garbage, of course.
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restrict_dungeon_item_on_boss:
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on: 0
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off: 1
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# Entrances and doors
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# -------------------
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# Do overworld doors go where you expect them to go?
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# Documentation: https://alttpr.com/en/options#entrance_shuffle
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entrance_shuffle:
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none: 1 # Vanilla game map. All entrances and exits lead to their original locations. You probably want this option
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dungeonssimple: 0 # shuffle just dungeons amongst each other, swapping dungeons entirely, so Hyrule Castle is always 1 dungeon
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dungeonsfull: 0 # shuffle any dungeon entrance with any dungeon interior
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simple: 0 # Randomizes dungeons with dungeons, connectors with connectors, etc.
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restricted: 0 # Like simple but connectors can be weirder
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full: 0 # Any entrance can lead pretty much anywhere, except connectors have to keep you in the same world
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crossed: 0 # Any entrance can lead pretty much anywhere, and can provide paths between the worlds
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insanity: 0 # Entrances and exits are decoupled, so you can walk in and out the same door and end up somewhere else
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# Door shuffle is the new thing where the insides of dungeons are scrambled. Draw maps!
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door_shuffle:
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vanilla: 1 # dungeons are like they are in vanilla
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basic: 0 # dungeons are shuffled within themselves
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crossed: 0 # dungeons are made of chunks of all the dungeons! Hyrule Castle might have rooms from Tower of Hera and Misery Mire in it.
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experimental:
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on: 1 # Uses the experimental hud for door shuffle, if door shuffle is on. You probably want it
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# When it's not vanilla doors, how shuffled do you want your doors to be?
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intensity:
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1: 0 # open edges and centered stairways go where you expect
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2: 1 # open edges and centered stairways are shuffled
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3: 1 # Lobby shuffle: the entrances to dungeons can be different rooms.
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# When does the logic place items that are inaccessible?
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accessibility:
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items: 1 # Guarantees you will be able to acquire all items, but you may not be able to access all locations. The usual for z3r.
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locations: 1 # Guarantees you will be able to access all item locations, and therefore all items
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none: 0 # Guarantees only that the game is beatable. Some items may be unreachable if you don't need them.
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# Are the sword, shield, and bow a series of progressive upgrades? Change this if you want a throwback to older versions of the randomizer.
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progressive:
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on: 1 # All items progressive, like usual
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off: 0 # No items progressive: maybe your uncle hands you the butter sword right away
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random: 0 # Randomly decides for all items. Swords could be progressive, shields might not be
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# Hint tiles
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hints:
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'on': 1 # Hint tiles sometimes give item location hints
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'off': 0 # Hint tiles provide 'gameplay tips' that are things you already know
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# Where are swords located?
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weapons:
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randomized: 2 # Swords are placed randomly throughout the world
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assured: 2 # Begin with a sword, the rest are placed randomly throughout the world
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vanilla: 1 # Swords are placed in vanilla locations in your own game (Uncle, Pyramid Fairy, Smiths, Pedestal)
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swordless: 0 # Your swords are replaced by rupees. Gameplay changes have been made to accommodate this change.
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# What items are available?
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item_pool:
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easy: 0 # There are more progressive items than necessary, and two lamps
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normal: 1 # Item availability remains unchanged from the 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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# Do you want certain items to kinda suck?
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#
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# In hard functionality:
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# - potions are less effective
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# - you can't catch faeries
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# - cape uses double magic
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# - byrna does not grant invulnerability
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# - boomerangs do not stun
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# - silver arrows are disabled outside ganon
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#
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# In expert functionality, on top of that:
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# - the hookshot also doesn't stun
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# - potions are even less effective
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item_functionality:
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normal: 1 # Vanilla game item functionality
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hard: 0 # Reduced helpfulness of items
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expert: 0 # Vastly reduced helpfulness of items
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# hey. do you like getting stuck in BK mode? or glitching out of BK mode?
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progression_balancing:
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on: 1 # your progression items are found in similar spheres to other players
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off: 0 # maybe your moon pearl is on someone else's Trinexx >_<
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# Provide a chance of starting with certain items
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startinventory:
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"Pegasus Boots":
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on: 1
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off: 1
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"Ocarina":
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on: 1
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off: 3
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# 'Enemizer' settings
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# -------------------
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boss_shuffle:
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none: 1 # No boss shuffle
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simple: 0 # Existing bosses except Ganon and Agahnim are shuffled throughout dungeons
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full: 0 # 3 bosses can occur twice
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random: 0 # Any boss can appear any amount of times
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singularity: 0 # Pick one boss, it appears everywhere it can, other bosses are randomized
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# Enemy shuffle: the main thing you think of when you think "enemizer"
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enemy_shuffle:
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on: 1 # enemies are shuffled
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off: 3
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enemy_damage:
|
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default: 1 # Vanilla enemy damage
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shuffled: 0 # Enemies deal 0 to 4 hearts and armor helps
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random: 0 # Enemies deal 0 to 8 hearts and armor just re-randomizes the damage. WHY WOULD YOU DO THIS
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enemy_health:
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default: 1 # Vanilla enemy HP
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easy: 0 # Randomize enemy HP, and make it less overall
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medium: 0 # Randomize enemy HP, with the same average
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hard: 0 # Randomize enemy HP, and make it more overall
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expert: 0 # Randomize enemy HP, possibly to very high amounts
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killable_thieves:
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on: 1 # Thieves can be killed
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off: 0 # Thieves are invincible, like usual
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tile_shuffle:
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on: 1 # Tile rooms make new shapes
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off: 1 # Tile rooms are always the same space-invader shape
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pot_shuffle:
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on: 0 # pots containing floor switches and small keys are shuffled within their supertile.
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off: 1 # pots are what you expect
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bush_shuffle: # Randomize the chance that bushes have enemies and the enemies under said bush
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on: 1
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off: 1
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|
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# BEES! [oprah.gif]
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# Beemizer replaces some items with bees. Some are 'bee traps' that are swarms of bees that attack you, some are just a
|
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# peaceful bee that goes in a bottle if you have one.
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# Beemizer levels 1 and 2 are great once in a while, for the unexpected fun of sending your friends bees over the Internet.
|
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# Levels 3 and 4 are VERY HARD. You will have a max of 4 hearts.
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beemizer:
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0: 1 # No bee traps are placed
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1: 0 # 25% of the non-essential item pool is replaced with bee traps
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2: 0 # 60% of the non-essential item pool is replaced with bee traps, of which 20% could be single bees
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3: 0 # 100% of the non-essential item pool is replaced with bee traps, of which 50% could be single bees
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4: 0 # 100% of the non-essential item pool is replaced with bee traps
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|
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# 'Shop shuffle' affects the contents of shops. The options are combinations of letters that
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# determine what is shuffled. You can make up new combinations if they aren't contradictory, out
|
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# of these letters:
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#
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# i: shuffle the vanilla shop inventories around
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# f: generate new inventories
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# g: generate an inventory for each "type" of shop (I think)
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# p: randomize the prices
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# w: include the witch shop in the shuffle
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# u: bring back bomb and arrow upgrades, and include those in the item pool
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#
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# To make shops interesting, you probably want to set 'shop_shuffle_slots' also.
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shop_shuffle:
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none: 1 # shops are normal
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ip: 0 # shops sell typical items but with random selections and prices
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f: 0 # shops have new inventories with vanilla prices
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gp: 0 # shops are a little different, but usually have the same inventory
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fp: 0 # shops are unique and randomized
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fpw: 0 # shops are very random, including the witch shop
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ufpw: 0 # all that and also upgrades are back in the item pool
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|
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# Shops can now sell items that come from the item pool, including unique items like the
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# fire rod. These items are marked with a star. After you buy them, their slot is filled by
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# an item from the normal shop pool.
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#
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# There are 30 possible shop slots. How many of them should sell items from the item pool?
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# (10 might be a good choice to experience shop shuffle and not have to farm money)
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shop_shuffle_slots:
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0: 1
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5: 0
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10: 0
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15: 0
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30: 0
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# Another one of those letter-based settings, about when consumable items are dropped.
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shuffle_prizes:
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none: 0 # Vanilla. (I honestly don't remember what the vanilla prizes are)
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g: 1 # 'General' prizes are shuffled: enemy kills, stun kills, tree pulls, digs...
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b: 0 # 'Bonk' prizes are shuffled, like when you bonk a tree and get a fairy
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bg: 0 # Shuffle both 'general' and 'bonk' prizes
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# Cosmetic features of your ROM
|
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# -----------------------------
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rom:
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# This can be a sprite name, or a random setting
|
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sprite:
|
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link: 1
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zelda: 1
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random: 0 # Randomize once for the whole run. Might not use the sprite pool?
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randomonhit: 0 # Re-randomize every time you get hit
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randomonbonk: 0 # Re-randomize every time you bonk
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randomonenter-exit: 0 # Re-randomize when you enter or leave the underworld
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|
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# The list of sprites that are chosen at random, if your sprite setting is random on something.
|
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# You can see these names when you generate a game on https://alttpr.com/en/randomizer
|
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sprite_pool:
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- cadence
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- casual zelda
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- cheep cheep
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- cucco
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- cursor
|
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- goose
|
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- "hoarder (bush)"
|
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- link
|
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- maiden
|
|
- minish link
|
|
- princess peach
|
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- sonic the hedgehog
|
|
- yoshi
|
|
- zelda
|
|
- zero suit samus
|
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|
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disablemusic: # turn on to completely disable music
|
|
on: 0
|
|
off: 1
|
|
|
|
# Enable switching items by pressing the L+R shoulder buttons
|
|
quickswap:
|
|
on: 1
|
|
off: 0
|
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|
|
# Palette randomization
|
|
# ---------------------
|
|
# You can change the colors of the overworld:
|
|
ow_palettes:
|
|
default: 1 # No changes
|
|
random: 0 # Change colors in sensible groups with some kinda nice color theory
|
|
grayscale: 0 # Make everything gray
|
|
dizzy: 0 # Randomize hues only
|
|
sick: 0 # Randomize hue and saturation
|
|
puke: 0 # Completely randomize every color with no "logic". It looks BAD.
|
|
negative: 0 # invert all the colors. Shadows look super wrong
|
|
|
|
# And the colors of the underworld (caves and dungeons):
|
|
uw_palettes:
|
|
default: 1 # No changes
|
|
random: 0 # Change colors in sensible groups with some kinda nice color theory
|
|
grayscale: 0 # Make everything gray
|
|
dizzy: 0 # Randomize hues only
|
|
sick: 0 # Randomize hue and saturation
|
|
puke: 0 # Completely randomize every color with no "logic". It looks BAD.
|
|
negative: 0 # invert all the colors. Shadows look super wrong
|
|
|
|
# Change the colors of the HUD
|
|
hud_palettes:
|
|
default: 1 # You get the idea
|
|
random: 0
|
|
grayscale: 0
|
|
negative: 0
|
|
dizzy: 0
|
|
sick: 0
|
|
puke: 0
|
|
|
|
sword_palettes:
|
|
default: 1
|
|
random: 0
|
|
blackout: 0 # 'Blackout' is a terrible choice for most settings, but sure, turn swords black if you want
|
|
grayscale: 0
|
|
negative: 0
|
|
dizzy: 0
|
|
sick: 0
|
|
puke: 0
|
|
|
|
shield_palettes:
|
|
default: 1
|
|
random: 0
|
|
blackout: 0
|
|
grayscale: 0
|
|
negative: 0
|
|
dizzy: 0
|
|
sick: 0
|
|
puke: 0
|
|
|
|
# Control how fast the item menu opens and closes
|
|
menuspeed:
|
|
normal: 1
|
|
instant: 0
|
|
double: 0
|
|
triple: 0
|
|
quadruple: 0
|
|
half: 0
|
|
|
|
# Control the color of your health hearts
|
|
heartcolor:
|
|
red: 1
|
|
blue: 0
|
|
green: 0
|
|
yellow: 0
|
|
random: 0
|
|
|
|
# Control the frequency of the low-health beeping
|
|
heartbeep:
|
|
double: 0 # BEEBEEBEEBEEBEEBEEBEEBEEP
|
|
normal: 0
|
|
half: 0
|
|
quarter: 1
|
|
off: 0 # blessed peace and quiet
|
|
|
|
|
|
# Options that you don't want to mess with in multiworld
|
|
# ------------------------------------------------------
|
|
|
|
# Determine the glitches required to complete the seed.
|
|
glitches_required:
|
|
none: 1 # No glitches required
|
|
overworld_glitches: 0 # Assumes you know all the overworld glitches, including stuff like screenwraps and downwarps.
|
|
no_logic: 0 # Your fire rod could be on Trinexx
|
|
|
|
# Elia randomized this once. It was bad.
|
|
timer:
|
|
none: 1 # Play the game in a reasonable way
|
|
timed_ohko: 0 # Play a mode that is an impressive technical accomplishment, and also is not fun
|
|
timed_countdown: 0 # like timed OHKO except there's no OHKO and the timer does nothing
|
|
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# 'Glitch boots' mean that if your logic requires major glitches, it will give you boots from the start to do those glitches with.
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glitch_boots:
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on: 1
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off: 0
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