515 lines
21 KiB
YAML
515 lines
21 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: PuzzlerSeasons
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# Used to describe your yaml. Useful if you have multiple files.
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description: Default The Legend of Zelda - Oracle of Seasons Template
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game: The Legend of Zelda - Oracle of Seasons
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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 Legend of Zelda - Oracle of Seasons:
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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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#
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# **Items:** ensure all logically relevant items can be acquired. Some items, such as keys, may be self-locking, and
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# some locations may be inaccessible.
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full: 0
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minimal: 0
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items: 50
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goal:
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# The goal to accomplish in order to complete the seed.
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# - Beat Onox: beat the usual final boss (same as vanilla)
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# - Beat Ganon: teleport to the Room of Rites after beating Onox, then beat Ganon (same as linked game)
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beat_onox: 50
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beat_ganon: 0
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logic_difficulty:
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# The difficulty of the logic used to generate the seed.
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# - Casual: expects you to know what you would know when playing the game for the first time
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# - Medium: expects you to know well the alternatives on how to do basic things, but won't expect any trick
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# - Hard: expects you to know difficult tricks such as bomb jumps
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casual: 50
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medium: 0
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hard: 0
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required_essences:
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# The amount of essences that need to be obtained in order to get the Maku Seed from the Maku Tree and be able
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# to fight Onox in his castle
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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 8
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8: 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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placed_essences:
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# The amount of essences that will be placed in the world. Removed essences are replaced by filler items instead, and
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# if essences are not shuffled, those filler items will be placed on the pedestal where the essence would have been.
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# If the value for "Placed Essences" is lower than "Required Essences" (which can happen when using random values
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# for both), a new random value is automatically picked in the valid range.
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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 8
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8: 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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shuffle_essences:
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# If enabled, essences will be shuffled anywhere in the multiworld instead of being guaranteed to be found
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# at the end their respective dungeons.
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'false': 0
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'true': 50
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exclude_dungeons_without_essence:
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# If enabled, all dungeons whose essence has been removed because of the "Placed Essences" option will be excluded,
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# which means you can safely ignore them since they cannot contain an item that is required to complete the seed.
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# If "Shuffle Essences" is enabled, this option has no effect.
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# Hero's Cave is not considered to be a dungeon for this option, and therefore is never excluded.
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'false': 0
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'true': 50
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show_dungeons_with_essence:
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# Determines the condition required to highlight dungeons having an essence on their end pedestal
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# (with a sparkle on the in-game map).
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# This is especially useful when using "Exclude Dungeons Without Essence" to know which dungeons you can ignore.
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# If "Shuffle Essences" is enabled, this option has no effect.
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# - Disabled: Dungeons with an essence are never shown on the map
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# - With Compass: Dungeons with an essence can only be highlighted after obtaining their Compass
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# - Always: Dungeons with an essence are always shown on the map
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disabled: 0
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with_compass: 50
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always: 0
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default_seasons:
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# The world of Holodrum is split in regions, each one having its own default season being forced when entering it.
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# This options gives several ways of manipulating those default seasons.
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# - Vanilla: default seasons for each region are the ones from the original game
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# - Randomized: each region has its own random default season picked at generation time
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# - Random Singularity: a single season is randomly picked and put as default season in every region in the game
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# - Specific Singularity: the given season is put as default season in every region in the game
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vanilla: 0
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randomized: 50
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random_singularity: 0
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spring_singularity: 0
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summer_singularity: 0
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winter_singularity: 0
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autumn_singularity: 0
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normalize_horon_village_season:
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# In the vanilla game, Horon Village default season is chaotic: every time you enter it, it sets a random season.
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# This nullifies every condition where a season is required inside Horon Village, since you can leave and re-enter
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# again and again until you get the season that suits you.
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# Enabling this option disables that behavior and makes Horon Village behave like any other region in the game.
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# This means it will have a default season picked at generation time that follows the global behavior defined
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# in the "Default Seasons" option.
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'false': 0
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'true': 50
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animal_companion:
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# Determines which animal companion you can summon using the Flute, as well as the layout of the Natzu region.
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# - Ricky: the kangaroo with boxing skills
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# - Dimitri: the swimming dinosaur who can eat anything
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# - Moosh: the flying blue bear with a passion for Spring Bananas
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ricky: 20
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dimitri: 20
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moosh: 0
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random: 0
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shuffle_portals:
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# - Vanilla: pairs of portals are the same as in the original game
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# - Shuffle Outwards: each portal is connected to a random portal in the opposite dimension picked at generation time
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# - Shuffle: each portal is connected to a random portal, which might be in the same dimension (with the guarantee of
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# having at least one portal going across dimensions)
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vanilla: 50
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shuffle_outwards: 0
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shuffle: 0
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shuffle_dungeons:
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# If enabled, each dungeon entrance will lead to a random dungeon picked at generation time.
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# Otherwise, all dungeon entrances lead to their dungeon as intended.
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'false': 50
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'true': 0
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remove_d0_alt_entrance:
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# If enabled, remove the hole acting as an alternate entrance to Hero’s Cave. Stairs will be added inside the dungeon to make the chest reachable.
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# This is especially useful when shuffling dungeons, since only main dungeon entrances are shuffled.
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# If this option is not set in such a case, you could potentially have two distant entrances leading to the same dungeon.
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'false': 50
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'true': 0
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remove_d2_alt_entrance:
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# If enabled, remove both stairs acting as alternate entrances to Snake’s Remains and connect them together inside the dungeon.
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# This is especially useful when shuffling dungeons, since only main dungeon entrances are shuffled.
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# If this option is not set in such a case, you could potentially have two distant entrances leading to the same dungeon.
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'false': 50
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'true': 0
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default_seed:
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# Determines which of the 5 seed types will be the "default seed type", which is given:
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# - when obtaining Seed Satchel
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# - when obtaining Slingshot
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# - by Horon Seed Tree
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ember: 50
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scent: 0
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pegasus: 0
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gale: 0
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mystery: 0
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duplicate_seed_tree:
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# The game contains 6 seed trees but only 5 seed types, which means two trees
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# must contain the same seed type. This option enables choosing which tree will
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# always contain a duplicate of one of the other 5 trees.
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# It is strongly advised to set this to "Tarm Ruins Tree" since it's by far the hardest tree to reach
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# (and being locked out of a useful seed type can lead to very frustrating situations).
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horon_village: 0
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woods_of_winter: 0
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north_horon: 0
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spool_swamp: 0
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sunken_city: 0
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tarm_ruins: 50
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shuffle_old_men:
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# Determine how the Old Men which give or take rupees are handled by the randomizer.
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# - Vanilla: Each Old Man gives/takes the amount of rupees it usually does in the base game
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# - Shuffled Values: The amount of given/taken rupees are shuffled between Old Men
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# - Random Values: Each Old Man will give or take a random amount of rupees
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# - Random Positive Values: Each Old Man will give a random amount of rupees, but never make you pay
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# - Turn Into Locations: Each Old Man becomes a randomized check, and the total amount of rupees they usually give
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# in vanilla is shuffled into the item pool
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vanilla: 0
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shuffled_values: 0
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random_values: 0
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random_positive_values: 50
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turn_into_locations: 0
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shuffle_business_scrubs:
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# This option adds the 4 accessible business scrubs (Spool Swamp, Samasa Desert, D2, D4) to the pool of randomized
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# locations. Just like any other shop, they ask for rupees in exchange of the randomized item,
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# which can only be purchased once.
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# Please note that scrubs inside dungeons can hold dungeon items, such as keys.
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'false': 0
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'true': 50
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shuffle_golden_ore_spots:
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# This option adds the 7 hidden digging spots in Subrosia (containing 50 Ore Chunks each) to the pool
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# of randomized locations.
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'false': 0
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'true': 50
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deterministic_gasha_locations:
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# When set to a non-zero value, planting a Gasha tree on a unique soil gives a deterministic item which is taken
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# into account by logic. Once an item has been obtained this way, the soil disappears forever to avoid any chance
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# of softlocking by wasting several Gasha Seeds on the same soil.
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# The value of this option is the number of items that can be obtained that way, the maximum value expecting you
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# to plant a tree on each one of the 16 Gasha spots in the game.
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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 16
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16: 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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advance_shop:
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# In the vanilla game, there is a house northwest of Horon Village hosting the secret "Advance Shop" that can only
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# be accessed if the game is being played on a Game Boy Advance console.
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# If enabled, this option makes this shop always open, adding 3 shop locations to the game (and some rupees to the
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# item pool to compensate for the extra purchases that might be required)
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'false': 0
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'true': 50
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secret_locations:
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# When enabled, add the linked game secrets to the list of locations
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'false': 50
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'true': 0
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master_keys:
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# - Disabled: All dungeon keys must be obtained individually, just like in vanilla
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# - All Small Keys: Small Keys are replaced by a single Master Key for each dungeon which is capable of opening
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# every small keydoor for that dungeon
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# - All Dungeon Keys: the Master Key for each dungeon is also capable of opening the boss keydoor,
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# removing Boss Keys from the item pool
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# Master Keys placement is determined following the "Keysanity (Small Keys)" option.
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disabled: 50
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all_small_keys: 0
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all_dungeon_keys: 0
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keysanity_small_keys:
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# If enabled, dungeon Small Keys can be found anywhere instead of being confined in their dungeon of origin.
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'false': 0
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'true': 50
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keysanity_boss_keys:
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# If enabled, dungeon Boss Keys can be found anywhere instead of being confined in their dungeon of origin.
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'false': 0
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'true': 50
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keysanity_maps_compasses:
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# If enabled, Dungeon Maps and Compasses can be found anywhere instead of being confined in their dungeon of origin.
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'false': 0
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'true': 50
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treehouse_old_man_requirement:
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# The amount of essences that you need to bring to the treehouse old man for him to give his item.
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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 8
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5: 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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tarm_gate_required_jewels:
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# The number of jewels that you need to bring to Tarm Ruins gate to be able to open it.
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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 4
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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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golden_beasts_requirement:
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# The amount of golden beasts that need to be beaten for the golden old man to give his item.
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# Golden beasts are 4 unique enemies that appear at specific spots on specific seasons, and beating all four of them
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# requires all seasons and having access to most of the overworld.
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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 4
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1: 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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sign_guy_requirement:
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# In Subrosia, a NPC will "punish" you if you break more than 100 signs in the vanilla game by giving you an item.
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# This option lets you configure how many signs are required to obtain that item, since breaking 100 signs is not
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# everyone's cup of tea.
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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 250
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10: 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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randomize_lost_woods_item_sequence:
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# If enabled, the secret sequence leading to the Noble Sword pedestal will be randomized (both directions to
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# take and seasons to use).
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# To know the randomized combination, you will need to bring the Phonograph to the Deku Scrub near the stump, just
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# like in the vanilla game.
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'false': 0
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'true': 50
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randomize_lost_woods_main_sequence:
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# If enabled, the secret sequence leading to D6 sector will be randomized (both directions to take and
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# seasons to use).
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# To know the randomized combination, you will need to stun the Deku Scrub near the jewel gate using a shield, just
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# like in the vanilla game.
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'false': 50
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'true': 0
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randomize_samasa_gate_code:
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# This option defines if the secret combination which opens the gate to Samasa Desert should be randomized.
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# You can then configure the length of the sequence with the next option.
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'false': 50
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'true': 0
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samasa_gate_code_length:
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# The length of the randomized combination for Samasa Desert gate.
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# This option has no effect if "Randomize Samasa Desert Gate Code" is disabled.
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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 40
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8: 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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shop_prices:
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# Determine the cost of items found in shops of all sorts (including Subrosian Market and Business Scrubs):
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# - Vanilla: shop items have the same cost as in the base game
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# - Free: all shop items can be obtained for free
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# - Cheap: shop prices are randomized with an average cost of 50 Rupees
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# - Reasonable: shop prices are randomized with an average cost of 100 Rupees
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# - Expensive: shop prices are randomized with an average cost of 200 Rupees
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# - Outrageous: shop prices are randomized with an average cost of 350 Rupees
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vanilla: 0
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free: 0
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cheap: 50
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reasonable: 0
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expensive: 0
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outrageous: 0
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enforce_potion_in_shop:
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# When enabled, you are guaranteed to have a renewable Potion for 300 rupees inside Horon shop
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'false': 50
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'true': 0
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required_rings:
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# Forces a specified set of rings to appear somewhere in the seed.
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# Adding too many rings to this list can cause generation failures.
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# List of ring names can be found here: https://zeldawiki.wiki/wiki/Magic_Ring
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[]
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excluded_rings:
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# Forces a specified set of rings to not appear in the seed.
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# List of ring names can be found here: https://zeldawiki.wiki/wiki/Magic_Ring
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['Like Like Ring', 'Octo Ring', 'Subrosian Ring', "Slayer's Ring", 'Victory Ring', '100th Ring', 'GBA Nature Ring', 'Rupee Ring', 'Sign Ring', 'GBA Time Ring', 'First Gen Ring', 'Friendship Ring', 'Cursed Ring', 'Moblin Ring']
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fools_ore:
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# In the vanilla game, the Fool's Ore is the item "given" by the strange brothers in "exchange" for your feather.
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# The way the vanilla game is done means you never get to use it, but it's by far the strongest weapon in the game
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# (dealing 4 times more damage than an L-2 sword!)
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# - Vanilla: Fool's Ore appears in the item pool with its stats unchanged
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# - Balanced: Fool's Ore appears in the item pool but its stats are lowered to become comparable to an L-2 sword
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# - Excluded: Fool's Ore doesn't appear in the item pool at all. Problem solved!
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vanilla: 0
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balanced: 50
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excluded: 0
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combat_difficulty:
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# Modifies the damage taken during combat to make this aspect of the game easier or harder depending on the
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# type of experience you want to have
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peaceful: 0
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easier: 0
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vanilla: 50
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harder: 0
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insane: 0
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quick_flute:
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# When enabled, playing the flute will immobilize you during a very small amount of time compared to vanilla game.
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'false': 0
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'true': 50
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rosa_quick_unlock:
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# When enabled, Rosa will instantly unlock all subrosia locks when given the Ribbon
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'false': 0
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'true': 50
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starting_maps_compasses:
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# When enabled, you will start the game with maps and compasses for every dungeon in the game.
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# This makes navigation easier and removes those items for the pool, which are replaced with random filler items.
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# Unlike 'start_inventory_from_pool', this is performed instanatly and silently when starting the game.
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'false': 50
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'true': 0
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randomize_ai:
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# When enabled, enemy AI will be randomized.
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# This option is only visible on yamls generated in April.
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#
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# ⚠ This option may cause logic issues or unbeatable seeds due to some untested combos caused
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# by the high number of possibilities. Some graphical oddities are also to be expected.
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# ⚠ Required golden beasts is 0 because you are not guaranteed to get an enemy
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# with a golden beast AI that would be counted for the old man
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'false': 50
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'true': 0
|
||
|
||
remove_items_from_pool:
|
||
# Removes specified amount of given items from the item pool, replacing them with random filler items.
|
||
# This option has significant chances to break generation if used carelessly, so test your preset several times
|
||
# before using it on long generations. Use at your own risk!
|
||
{}
|
||
|
||
death_link:
|
||
# When you die, everyone who enabled death link dies. Of course, the reverse is true too.
|
||
'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.
|
||
[]
|