archipelago/yamls/archipelathon/PuzzlerLTTP.yaml

735 lines
23 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: PuzzlerLTTP
# Used to describe your yaml. Useful if you have multiple files.
description: Default A Link to the Past Template
game: A Link to the Past
requires:
version: 0.6.1 # Version of Archipelago required for this yaml to work as expected.
A Link to the Past:
# 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.
#
# **Items:** ensure all logically relevant items can be acquired. Some items, such as keys, may be self-locking, and
# some locations may be inaccessible.
full: 0
minimal: 0
items: 50
plando_connections:
# Generic connections plando. Format is:
# - entrance: "Entrance Name"
# exit: "Exit Name"
# direction: "Direction"
# percentage: 100
# Direction must be one of 'entrance', 'exit', or 'both', and defaults to 'both' if omitted.
# Percentage is an integer from 1 to 100, and defaults to 100 when omitted.
[]
plando_texts:
# Text plando. Format is:
# - text: 'This is your text'
# at: text_key
# percentage: 100
# Percentage is an integer from 1 to 100, and defaults to 100 when omitted.
[]
goal:
# Ganon: Climb GT, defeat Agahnim 2, and then kill Ganon
# Crystals: Only killing Ganon is required. However, items may still be placed in GT
# Bosses: Defeat the boss of all dungeons, including Agahnim's tower and GT (Aga 2)
# Pedestal: Pull the Triforce from the Master Sword pedestal
# Ganon Pedestal: Pull the Master Sword pedestal, then kill Ganon
# Triforce Hunt: Collect Triforce pieces spread throughout the worlds, then turn them in to Murahadala in front of Hyrule Castle
# Local Triforce Hunt: Collect Triforce pieces spread throughout your world, then turn them in to Murahadala in front of Hyrule Castle
# Ganon Triforce Hunt: Collect Triforce pieces spread throughout the worlds, then kill Ganon
# Local Ganon Triforce Hunt: Collect Triforce pieces spread throughout your world, then kill Ganon
ganon: 50
crystals: 0
bosses: 0
pedestal: 0
ganon_pedestal: 0
triforce_hunt: 0
local_triforce_hunt: 0
ganon_triforce_hunt: 0
local_ganon_triforce_hunt: 0
mode:
# Standard: Begin the game by rescuing Zelda from her cell and escorting her to the Sanctuary
# Open: Begin the game from your choice of Link's House or the Sanctuary
# Inverted: Begin in the Dark World. The Moon Pearl is required to avoid bunny-state in Light World, and the Light World game map is altered
standard: 0
open: 50
inverted: 0
glitches_required:
# Determine the logic required to complete the seed
# None: No glitches required
# Minor Glitches: Puts fake flipper, waterwalk, super bunny shenanigans, and etc into logic
# Overworld Glitches: Assumes the player has knowledge of both overworld major glitches (boots clips, mirror clips) and minor glitches
# Hybrid Major Glitches: In addition to overworld glitches, also requires underworld clips between dungeons.
# No Logic: Your own items are placed with no regard to any logic; such as your Fire Rod can be on your Trinexx.
no_glitches: 50
minor_glitches: 0
overworld_glitches: 0
hybrid_major_glitches: 0
no_logic: 0
dark_room_logic:
# Logic for unlit dark rooms. Lamp: require the Lamp for these rooms to be considered accessible.
# Torches: in addition to lamp, allow the fire rod and presence of easily accessible torches for access.
# None: all dark rooms are always considered doable, meaning this may force completion of rooms in complete darkness.
lamp: 50
torches: 0
none: 0
open_pyramid:
# Determines whether the hole at the top of pyramid is open.
# Goal will open the pyramid if the goal requires you to kill Ganon, without needing to kill Agahnim 2.
# Auto is the same as goal except if Ganon's dropdown is in another location, the hole will be closed.
closed: 0
open: 0
goal: 50
auto: 0
crystals_needed_for_gt:
# Number of crystals needed to open Ganon's Tower
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 7
7: 50
random: 0
random-low: 0
random-high: 0
crystals_needed_for_ganon:
# Number of crystals needed to damage Ganon
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 7
7: 50
random: 0
random-low: 0
random-high: 0
triforce_pieces_mode:
# Determine how to calculate the extra available triforce pieces.
# Extra: available = triforce_pieces_extra + triforce_pieces_required
# Percentage: available = (triforce_pieces_percentage /100) * triforce_pieces_required
# Available: available = triforce_pieces_available
extra: 0
percentage: 0
available: 50
triforce_pieces_percentage:
# Set to how many triforce pieces according to a percentage of the required ones, are available to collect in the world.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 100
# Maximum value is 1000
150: 50
random: 0
random-low: 0
random-high: 0
triforce_pieces_required:
# Set to how many out of X triforce pieces you need to win the game in a triforce hunt.
# Default is 20. Max is 90, Min is 1.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 90
20: 50
random: 0
random-low: 0
random-high: 0
triforce_pieces_available:
# Set to how many triforces pieces are available to collect in the world. Default is 30. Max is 90, Min is 1
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 1
# Maximum value is 90
30: 50
random: 0
random-low: 0
random-high: 0
triforce_pieces_extra:
# Set to how many extra triforces pieces are available to collect in the world.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 89
10: 50
random: 0
random-low: 0
random-high: 0
entrance_shuffle:
# Dungeons Simple: Shuffle just dungeons amongst each other, swapping dungeons entirely, so Hyrule Castle is always 1 dungeon.
# Dungeons Full: Shuffle any dungeon entrance with any dungeon interior, so Hyrule Castle can be 4 different dungeons, but keep dungeons to a specific world.
# Dungeons Crossed: like dungeons_full, but allow cross-world traversal through a dungeon. Warning: May force repeated dungeon traversal.
# Simple: Entrances are grouped together before being randomized. Interiors with two entrances are grouped shuffled together with each other,
# and Death Mountain entrances are shuffled only on Death Mountain. Dungeons are swapped entirely.
# Restricted: Like Simple, but single entrance interiors, multi entrance interiors, and Death Mountain interior entrances are all shuffled with each other.
# Full: Like Restricted, but all Dungeon entrances are shuffled with all non-Dungeon entrances.
# Crossed: Like Full, but interiors with multiple entrances are no longer confined to the same world, which may allow crossing worlds.
# Insanity: Like Crossed, but entrances and exits may be decoupled from each other, so that leaving through an exit may not return you to the entrance you entered from.
vanilla: 50
dungeons_simple: 0
dungeons_full: 0
dungeons_crossed: 0
simple: 0
restricted: 0
full: 0
crossed: 0
insanity: 0
entrance_shuffle_seed:
# You can specify a number to use as an entrance shuffle seed, or a group name. Everyone with the same group name
# will get the same entrance shuffle result as long as their Entrance Shuffle, Mode, Retro Caves, and Glitches
# Required options are the same.
random: 50
big_key_shuffle:
# Big Key Placement
original_dungeon: 50
own_dungeons: 0
own_world: 0
any_world: 0
different_world: 0
start_with: 0
small_key_shuffle:
# Small Key Placement
original_dungeon: 50
own_dungeons: 0
own_world: 0
any_world: 0
different_world: 0
start_with: 0
universal: 0
key_drop_shuffle:
# Shuffle keys found in pots and dropped from killed enemies,
# respects the small key and big key shuffle options.
'false': 0
'true': 50
compass_shuffle:
# Compass Placement
original_dungeon: 0
own_dungeons: 0
own_world: 0
any_world: 0
different_world: 0
start_with: 50
map_shuffle:
# Map Placement
original_dungeon: 0
own_dungeons: 0
own_world: 0
any_world: 0
different_world: 0
start_with: 50
restrict_dungeon_item_on_boss:
# Don't place dungeon-native items on the dungeon's boss.
'false': 0
'true': 50
item_pool:
# Easy: Doubled upgrades, progressives, and etc. Normal: Item availability remains unchanged from vanilla game.
# Hard: Reduced upgrade availability (max: 14 hearts, blue mail, tempered sword, fire shield, no silvers unless swordless).
# Expert: Minimum upgrade availability (max: 8 hearts, green mail, master sword, fighter shield, no silvers unless swordless).
easy: 0
normal: 50
hard: 0
expert: 0
item_functionality:
# Easy: Allow Hammer to damage ganon, Allow Hammer tablet collection, Allow swordless medallion use everywhere.
# Normal: Vanilla item functionality
# Hard: Reduced helpfulness of items (potions less effective, can't catch faeries, cape uses double magic, byrna does not grant invulnerability, boomerangs do not stun, silvers disabled outside ganon)
# Expert: Vastly reduces the helpfulness of items (potions barely effective, can't catch faeries, cape uses double magic, byrna does not grant invulnerability, boomerangs and hookshot do not stun, silvers disabled outside ganon)
easy: 50
normal: 0
hard: 0
expert: 0
enemy_health:
# Default: Vanilla enemy HP. Easy: Enemies have reduced health. Hard: Enemies have increased health.
# Expert: Enemies have greatly increased health.
easy: 50
default: 0
hard: 0
expert: 0
enemy_damage:
# Default: Vanilla enemy damage. Shuffled: 0 # Enemies deal 0 to 4 hearts and armor helps.
# Chaos: Enemies deal 0 to 8 hearts and armor just reshuffles the damage.
default: 50
shuffled: 0
chaos: 0
progressive:
# How item types that have multiple tiers (armor, bows, gloves, shields, and swords) should be rewarded
'off': 0
grouped_random: 0
'on': 50
swordless:
# No swords. Curtains in Skull Woods and Agahnim's
# Tower are removed, Agahnim's Tower barrier can be
# destroyed with hammer. Misery Mire and Turtle Rock
# can be opened without a sword. Hammer damages Ganon.
# Ether and Bombos Tablet can be activated with Hammer
# (and Book).
'false': 50
'true': 0
dungeon_counters:
# On: Always display amount of items checked in a dungeon. Pickup: Show when compass is picked up.
# Default: Show when compass is picked up if the compass itself is shuffled. Off: Never show item count in dungeons.
'on': 0
pickup: 50
default: 0
'off': 0
retro_bow:
# Zelda-1 like mode. You have to purchase a quiver to shoot arrows using rupees.
'false': 50
'true': 0
retro_caves:
# Zelda-1 like mode. There are randomly placed take-any caves that contain one Sword and
# choices of Heart Container/Blue Potion.
'false': 50
'true': 0
hints:
# On/Full: Put item and entrance placement hints on telepathic tiles and some NPCs, Full removes joke hints.
'off': 0
'on': 50
full: 0
scams:
# If on, these Merchants will no longer tell you what they're selling.
'off': 50
king_zora: 0
bottle_merchant: 0
all: 0
boss_shuffle:
# Shuffles bosses around to different locations.
# Basic will shuffle all bosses except Ganon and Agahnim anywhere they can be placed.
# Full chooses 3 bosses at random to be placed twice instead of Lanmolas, Moldorm, and Helmasaur.
# Chaos allows any boss to appear any number of times.
# Singularity places a single boss in as many places as possible, and a second boss in any remaining locations.
# Supports plando placement.
none: 50
basic: 0
full: 0
chaos: 0
singularity: 0
pot_shuffle:
# Shuffle contents of pots within "supertiles" (item will still be nearby original placement).
'false': 50
'true': 0
enemy_shuffle:
# Randomize every enemy spawn.
# If mode is Standard, Hyrule Castle is left out (may result in visually wrong enemy sprites in that area.)
'false': 50
'true': 0
killable_thieves:
# Makes Thieves killable.
'false': 0
'true': 50
bush_shuffle:
# Randomize chance that a bush contains an enemy as well as which enemy may spawn.
'false': 50
'true': 0
shop_item_slots:
# Number of slots in all shops available to have items from the multiworld
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 30
0: 0
random: 50
random-low: 0
random-high: 0
randomize_shop_inventories:
# Generate new default inventories for overworld/underworld shops, and unique shops; or each shop independently
default: 50
randomize_by_shop_type: 0
randomize_each: 0
shuffle_shop_inventories:
# Shuffle default inventories of the shops around
'false': 0
'true': 50
include_witch_hut:
# Consider witch's hut like any other shop and shuffle/randomize it too
'false': 50
'true': 0
randomize_shop_prices:
# Randomize the prices of the items in shop inventories
'false': 50
'true': 0
randomize_cost_types:
# Prices of the items in shop inventories may cost hearts, arrow, or bombs instead of rupees
'false': 50
'true': 0
shop_price_modifier:
# Percentage modifier for shuffled item prices in shops
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 400
100: 50
random: 0
random-low: 0
random-high: 0
shuffle_capacity_upgrades:
# Shuffle capacity upgrades into the item pool (and allow them to traverse the multiworld).
# On Combined will shuffle only a single bomb upgrade and arrow upgrade each which bring you to the maximum capacity.
'off': 0
'on': 50
on_combined: 0
bombless_start:
# Start with a max of 0 bombs available, requiring Bomb Upgrade items in order to use bombs
'false': 50
'true': 0
shuffle_prizes:
# Shuffle "general" prize packs, as in enemy, tree pull, dig etc.; "bonk" prizes; or both.
'off': 0
general: 50
bonk: 0
both: 0
tile_shuffle:
# Randomize flying tiles floor patterns.
'false': 0
'true': 50
misery_mire_medallion:
# Required medallion to open Misery Mire front entrance.
ether: 0
bombos: 0
quake: 0
random: 50
turtle_rock_medallion:
# Required medallion to open Turtle Rock front entrance.
ether: 0
bombos: 0
quake: 0
random: 50
glitch_boots:
# If this is enabled, the player will start with Pegasus Boots when playing with overworld glitches or harder logic.
'false': 0
'true': 50
beemizer_total_chance:
# Percentage chance for each junk-fill item (rupees, bombs, arrows) to be
# replaced with either a bee swarm trap or a single bottle-filling bee.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
0: 50
random: 0
random-low: 0
random-high: 0
beemizer_trap_chance:
# Percentage chance for each replaced junk-fill item to be a bee swarm
# trap; all other replaced items are single bottle-filling bees.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 100
60: 50
random: 0
random-low: 0
random-high: 0
timer:
# None: No timer will be displayed. OHKO: Timer always at zero. Permanent OHKO.
# Timed: Starts with clock at zero. Green clocks subtract 4 minutes (total 20). Blue clocks subtract 2 minutes (total 10). Red clocks add two minutes (total 10). Winner is the player with the lowest time at the end.
# Timed OHKO: Starts the clock at ten minutes. Green clocks add five minutes (total 25). As long as the clock as at zero, Link will die in one hit.
# Timed Countdown: Starts the clock with forty minutes. Same clocks as timed mode, but if the clock hits zero you lose. You can still keep playing, though.
# Display: Displays a timer, but otherwise does not affect gameplay or the item pool.
none: 50
timed: 0
timed_ohko: 0
ohko: 0
timed_countdown: 0
display: 0
countdown_start_time:
# For Timed OHKO and Timed Countdown timer modes, the amount of time in minutes to start with.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is 0
# Maximum value is 480
10: 50
random: 0
random-low: 0
random-high: 0
red_clock_time:
# For all timer modes, the amount of time in minutes to gain or lose when picking up a red clock.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is -60
# Maximum value is 60
-2: 50
random: 0
random-low: 0
random-high: 0
blue_clock_time:
# For all timer modes, the amount of time in minutes to gain or lose when picking up a blue clock.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is -60
# Maximum value is 60
2: 50
random: 0
random-low: 0
random-high: 0
green_clock_time:
# For all timer modes, the amount of time in minutes to gain or lose when picking up a green clock.
#
# You can define additional values between the minimum and maximum values.
# Minimum value is -60
# Maximum value is 60
4: 50
random: 0
random-low: 0
random-high: 0
death_link:
# When you die, everyone who enabled death link dies. Of course, the reverse is true too.
'false': 50
'true': 0
allow_collect:
# Allows for !collect / co-op to auto-open chests containing items for other players.
'false': 0
'true': 50
ow_palettes:
# The type of palette shuffle to use for the overworld
default: 50
good: 0
blackout: 0
puke: 0
classic: 0
grayscale: 0
negative: 0
dizzy: 0
sick: 0
uw_palettes:
# The type of palette shuffle to use for the underworld (caves, dungeons, etc.)
default: 50
good: 0
blackout: 0
puke: 0
classic: 0
grayscale: 0
negative: 0
dizzy: 0
sick: 0
hud_palettes:
# The type of palette shuffle to use for the HUD
default: 50
good: 0
blackout: 0
puke: 0
classic: 0
grayscale: 0
negative: 0
dizzy: 0
sick: 0
sword_palettes:
# The type of palette shuffle to use for the sword
default: 50
good: 0
blackout: 0
puke: 0
classic: 0
grayscale: 0
negative: 0
dizzy: 0
sick: 0
shield_palettes:
# The type of palette shuffle to use for the shield
default: 50
good: 0
blackout: 0
puke: 0
classic: 0
grayscale: 0
negative: 0
dizzy: 0
sick: 0
heartbeep:
# How quickly the heart beep sound effect will play
normal: 0
double: 0
half: 50
quarter: 0
'off': 0
heartcolor:
# The color of hearts in the HUD
red: 50
blue: 0
green: 0
yellow: 0
quickswap:
# Allows you to quickly swap items while playing with L/R
'false': 0
'true': 50
menuspeed:
# How quickly the menu appears/disappears
normal: 50
instant: 0
double: 0
triple: 0
quadruple: 0
half: 0
music:
# Whether background music will play in game
'false': 0
'true': 50
reduceflashing:
# Reduces flashing for certain scenes such as the Misery Mire and Ganon's Tower opening cutscenes
'false': 0
'true': 50
triforcehud:
# When and how the triforce hunt HUD should display
normal: 50
hide_goal: 0
hide_required: 0
hide_both: 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.
[]