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