archipelago/yamls/archipelathon/PuzzlerWindy.yaml

469 lines
16 KiB
YAML

---
# 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.
[]