--- # Q. What is this file? # A. This file contains options which allow you to configure your multiworld experience while allowing # others to play how they want as well. # # Q. How do I use it? # A. The options in this file are weighted. This means the higher number you assign to a value, the # more chances you have for that option to be chosen. For example, an option like this: # # map_shuffle: # on: 5 # off: 15 # # Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned # off. # # Q. I've never seen a file like this before. What characters am I allowed to use? # A. This is a .yaml file. You are allowed to use most characters. # To test if your yaml is valid or not, you can use this website: # http://www.yamllint.com/ # You can also verify that your Archipelago options are valid at this site: # https://archipelago.gg/check # Your name in-game, limited to 16 characters. # {player} will be replaced with the player's slot number. # {PLAYER} will be replaced with the player's slot number, if that slot number is greater than 1. # {number} will be replaced with the counter value of the name. # {NUMBER} will be replaced with the counter value of the name, if the counter value is greater than 1. name: PuzzlerWindy # Used to describe your yaml. Useful if you have multiple files. description: Default The Wind Waker Template game: The Wind Waker requires: version: 0.6.1 # Version of Archipelago required for this yaml to work as expected. The Wind Waker: # Game Options progression_balancing: # A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. # # A lower setting means more getting stuck. A higher setting means less getting stuck. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 99 random: 0 random-low: 0 random-high: 0 disabled: 0 # equivalent to 0 normal: 50 # equivalent to 50 extreme: 0 # equivalent to 99 accessibility: # Set rules for reachability of your items/locations. # # **Full:** ensure everything can be reached and acquired. # # **Minimal:** ensure what is needed to reach your goal can be acquired. full: 50 minimal: 0 death_link: # When you die, everyone who enabled death link dies. Of course, the reverse is true too. 'false': 50 'true': 0 # Progression Locations progression_dungeons: # This controls whether dungeon locations are randomized. 'false': 0 'true': 50 progression_dungeon_secrets: # DRC, FW, TotG, ET, and WT each contain 2-3 secret items (11 in total). This controls whether these are randomized. # # The items are relatively well-hidden (they aren't in chests), so don't select this option unless you're prepared to # search each dungeon high and low! 'false': 50 'true': 0 progression_tingle_chests: # Tingle Chests are hidden in dungeons and must be bombed to make them appear. (2 in DRC, 1 each in FW, TotG, ET, and # WT). This controls whether they are randomized. 'false': 50 'true': 0 progression_puzzle_secret_caves: # This controls whether the rewards from puzzle-focused secret caves are randomized locations. 'false': 0 'true': 50 progression_combat_secret_caves: # This controls whether the rewards from combat-focused secret caves (besides Savage Labyrinth) are randomized # locations. 'false': 0 'true': 50 progression_savage_labyrinth: # This controls whether the two locations in Savage Labyrinth are randomized. 'false': 0 'true': 50 progression_island_puzzles: # This controls whether various island puzzles are randomized (e.g., chests hidden in unusual places). 'false': 0 'true': 50 progression_great_fairies: # This controls whether the items given by Great Fairies are randomized. 'false': 0 'true': 50 progression_submarines: # This controls whether submarines are randomized. 'false': 0 'true': 50 progression_platforms_rafts: # This controls whether lookout platforms and rafts are randomized. 'false': 0 'true': 50 progression_short_sidequests: # This controls whether sidequests that can be completed quickly are randomized. 'false': 0 'true': 50 progression_long_sidequests: # This controls whether long sidequests (e.g., Lenzo's assistant, withered trees, goron trading) are randomized. 'false': 50 'true': 0 progression_spoils_trading: # This controls whether the items you get by trading in spoils to NPCs are randomized. 'false': 50 'true': 0 progression_eye_reef_chests: # This controls whether the chests that appear after clearing out the eye reefs are randomized. 'false': 0 'true': 50 progression_big_octos_gunboats: # This controls whether the items dropped by Big Octos and Gunboats are randomized. 'false': 0 'true': 50 progression_misc: # Miscellaneous locations that don't fit into any of the above categories (outdoors chests, wind shrine, Cyclos, etc). # This controls whether these are randomized. 'false': 0 'true': 50 progression_minigames: # This controls whether most minigames are randomized (auctions, mail sorting, barrel shooting, bird-man contest). 'false': 0 'true': 50 progression_battlesquid: # This controls whether the Windfall battleship minigame is randomized. 'false': 0 'true': 50 progression_free_gifts: # This controls whether gifts freely given by NPCs are randomized (Tott, Salvage Corp, imprisoned Tingle). 'false': 0 'true': 50 progression_mail: # This controls whether items received from the mail are randomized. 'false': 0 'true': 50 progression_expensive_purchases: # This controls whether items that cost many Rupees are randomized (Rock Spire shop, auctions, Tingle's letter, # trading quest). 'false': 0 'true': 50 progression_triforce_charts: # This controls whether the sunken treasure chests marked on Triforce Charts are randomized. 'false': 0 'true': 50 progression_treasure_charts: # This controls whether the sunken treasure chests marked on Treasure Charts are randomized. 'false': 0 'true': 50 # Item Randomizer Modes sword_mode: # Controls whether you start with the Hero's Sword, the Hero's Sword is randomized, or if there are no swords in the # entire game. # # - **Start with Hero's Sword:** You will start the game with the basic Hero's Sword already in your inventory. # - **No Starting Sword:** You will start the game with no sword, and have to find it somewhere in the world like # other randomized items. # - **Swords Optional:** You will start the game with no sword, but they'll still be randomized. However, they are not # necessary to beat the game. The Hyrule Barrier will be gone, Phantom Ganon in FF is vulnerable to Skull Hammer, # and the logic does not expect you to have a sword. # - **Swordless:** You will start the game with no sword, and won't be able to find it anywhere. You have to beat the # entire game using other items as weapons instead of the sword. (Note that Phantom Ganon in FF becomes vulnerable # to Skull Hammer in this mode.) start_with_sword: 0 no_starting_sword: 50 swords_optional: 0 swordless: 0 randomize_mapcompass: # Controls how dungeon maps and compasses are randomized. # # - **Start With Maps & Compasses:** You will start the game with the dungeon maps and compasses for all dungeons. # - **Vanilla Maps & Compasses:** Dungeon maps and compasses will be kept in their vanilla location (non-randomized). # - **Own Dungeon Maps & Compasses:** Dungeon maps and compasses will be randomized locally within their own dungeon. # - **Any Dungeon Maps & Compasses:** Dungeon maps and compasses will be randomized locally within any dungeon. # - **Local Maps & Compasses:** Dungeon maps and compasses will be randomized locally anywhere. # - **Key-Lunacy:** Dungeon maps and compasses can be found anywhere, without restriction. startwith: 0 vanilla: 0 dungeon: 0 any_dungeon: 0 local: 0 keylunacy: 50 randomize_smallkeys: # Controls how small keys are randomized. # # - **Start With Small Keys:** You will start the game with the small keys for all dungeons. # - **Vanilla Small Keys:** Small keys will be kept in their vanilla location (non-randomized). # - **Own Dungeon Small Keys:** Small keys will be randomized locally within their own dungeon. # - **Any Dungeon Small Keys:** Small keys will be randomized locally within any dungeon. # - **Local Small Keys:** Small keys will be randomized locally anywhere. # - **Key-Lunacy:** Small keys can be found in any progression location, if dungeons are randomized. startwith: 0 vanilla: 0 dungeon: 0 any_dungeon: 0 local: 0 keylunacy: 50 randomize_bigkeys: # Controls how big keys are randomized. # # - **Start With Big Keys:** You will start the game with the big keys for all dungeons. # - **Vanilla Big Keys:** Big keys will be kept in their vanilla location (non-randomized). # - **Own Dungeon Big Keys:** Big keys will be randomized locally within their own dungeon. # - **Any Dungeon Big Keys:** Big keys will be randomized locally within any dungeon. # - **Local Big Keys:** Big keys will be randomized locally anywhere. # - **Key-Lunacy:** Big keys can be found in any progression location, if dungeons are randomized. startwith: 0 vanilla: 0 dungeon: 0 any_dungeon: 0 local: 0 keylunacy: 50 chest_type_matches_contents: # Changes the chest type to reflect its contents. A metal chest has a progress item, a wooden chest has a non-progress # item or a consumable, and a green chest has a potentially required dungeon key. 'false': 0 'true': 50 # Entrance Randomizer Options randomize_dungeon_entrances: # Shuffles around which dungeon entrances take you into which dungeons. # # (No effect on Forsaken Fortress or Ganon's Tower.) 'false': 50 'true': 0 randomize_boss_entrances: # Allows dungeon boss doors to act as entrances to be randomized. # # If on with random dungeon entrances, dungeons may nest within each other, forming chains of connected dungeons. 'false': 50 'true': 0 randomize_miniboss_entrances: # Allows dungeon miniboss doors to act as entrances to be randomized. # # If on with random dungeon entrances, dungeons may nest within each other, forming chains of connected dungeons. 'false': 50 'true': 0 randomize_secret_cave_entrances: # Shuffles around which secret cave entrances take you into which secret caves. 'false': 50 'true': 0 randomize_secret_cave_inner_entrances: # Allows the pit in Ice Ring Isle's secret cave and the rear exit out of Cliff Plateau Isles' secret cave to act as # entrances to be randomized. 'false': 50 'true': 0 randomize_fairy_fountain_entrances: # Allows the pits that lead down into Fairy Fountains to act as entrances to be randomized. 'false': 50 'true': 0 mix_entrances: # Controls how the different types (pools) of randomized entrances should be shuffled. # # - **Separate Pools:** Each pool of randomized entrances will shuffle into itself (e.g., dungeons into dungeons). # - **Mix Pools:** All pools of randomized entrances will be combined into one pool to be shuffled. separate_pools: 50 mix_pools: 0 # Other Randomizers randomize_starting_island: # Randomizes which island you start the game on. 'false': 50 'true': 0 randomize_charts: # Randomizes which sector is drawn on each Triforce/Treasure Chart. 'false': 50 'true': 0 # Convenience Tweaks swift_sail: # Sailing speed is doubled and the direction of the wind is always at your back as long as the sail is out. 'false': 0 'true': 50 instant_text_boxes: # Text appears instantly. Also, the B button is changed to instantly skip through text as long as you hold it down. 'false': 0 'true': 50 reveal_full_sea_chart: # Start the game with the sea chart fully drawn out. 'false': 0 'true': 50 skip_rematch_bosses: # Removes the door in Ganon's Tower that only unlocks when you defeat the rematch versions of Gohma, Kalle Demos, # Jalhalla, and Molgera. 'false': 0 'true': 50 add_shortcut_warps_between_dungeons: # Adds new warp pots that act as shortcuts connecting dungeons to each other directly. (DRC, FW, TotG, and separately # FF, ET, WT.) # # Each pot must be unlocked before it can be used, so you cannot use them to access dungeons # you wouldn't already have access to. 'false': 0 'true': 50 remove_music: # Mutes all ingame music. 'false': 50 'true': 0 # Required Bosses required_bosses: # In this mode, you will not be allowed to beat the game until certain randomly-chosen bosses are defeated. Nothing in # dungeons for other bosses will ever be required. # # You can see which islands have the required bosses on them by opening the sea chart and checking which islands have # blue quest markers. 'false': 50 'true': 0 num_required_bosses: # Select the number of randomly-chosen bosses that are required in Required Bosses Mode. # # The door to Puppet Ganon will not unlock until you've defeated all of these bosses. Nothing in dungeons for other # bosses will ever be required. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 6 4: 50 random: 0 random-low: 0 random-high: 0 included_dungeons: # A list of dungeons that should always be included when required bosses mode is on. [] excluded_dungeons: # A list of dungeons that should always be excluded when required bosses mode is on. [] # Difficulty Options hero_mode: # In Hero Mode, you take four times more damage than normal and heart refills will not drop. 'false': 50 'true': 0 logic_obscurity: # Obscure tricks are ways of obtaining items that are not obvious and may involve thinking outside the box. # # This option controls the maximum difficulty of obscure tricks the randomizer will require you to do to beat the # game. none: 50 normal: 0 hard: 0 very_hard: 0 logic_precision: # Precise tricks are ways of obtaining items that involve difficult inputs such as accurate aiming or perfect timing. # # This option controls the maximum difficulty of precise tricks the randomizer will require you to do to beat the # game. none: 50 normal: 0 hard: 0 very_hard: 0 enable_tuner_logic: # If enabled, the randomizer can logically expect the Tingle Tuner for Tingle Chests. # # The randomizer behavior of logically expecting Bombs/bomb flowers to spawn in Tingle Chests remains unchanged. 'false': 50 'true': 0 # Work-in-Progress Options randomize_enemies: # Randomizes the placement of non-boss enemies. # # This option is an *incomplete* option from the base randomizer and **may result in unbeatable seeds! Use at your own # risk!** 'false': 50 'true': 0 # Item & Location Options local_items: # Forces these items to be in their native world. [] non_local_items: # Forces these items to be outside their native world. [] start_inventory: # Start with these items. {} start_inventory_from_pool: # Start with these items and don't place them in the world. # # The game decides what the replacement items will be. {} start_hints: # Start with these item's locations prefilled into the ``!hint`` command. [] start_location_hints: # Start with these locations and their item prefilled into the ``!hint`` command. [] exclude_locations: # Prevent these locations from having an important item. [] priority_locations: # Prevent these locations from having an unimportant item. [] item_links: # Share part of your item pool with other players. []