# 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: melissa64 # Used to describe your yaml. Useful if you have multiple files. description: Default Ocarina of Time Template game: Ocarina of Time requires: version: 0.6.3 # Version of Archipelago required for this yaml to work as expected. Ocarina of Time: ################ # 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: 0 minimal: 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. [] death_link: # When you die, everyone who enabled death link dies. Of course, the reverse is true too. 'false': 50 'true': 0 logic_rules: # Set the logic used for the generator. # Glitchless: Normal gameplay. Can enable more difficult logical paths using the Logic Tricks option. # Glitched: Many powerful glitches expected, such as bomb hovering and clipping. # Glitched is incompatible with the following settings: # - All forms of entrance randomizer # - MQ dungeons # - Pot shuffle # - Freestanding item shuffle # - Crate shuffle # - Beehive shuffle # No Logic: No logic is used when placing items. Not recommended for most players. glitchless: 50 glitched: 0 no_logic: 0 logic_no_night_tokens_without_suns_song: # When enabled, nighttime skulltulas logically require Sun's Song. 'false': 50 'true': 0 logic_tricks: # Set various tricks for logic in Ocarina of Time. # Format as a comma-separated list of "nice" names: ["Fewer Tunic Requirements", "Hidden Grottos without Stone of Agony"]. # A full list of supported tricks can be found at: # https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/oot/LogicTricks.py [] ######## # Open # ######## open_forest: # Set the state of Kokiri Forest and the path to Deku Tree. # Open: Neither the forest exit nor the path to Deku Tree is blocked. # Closed Deku: The forest exit is not blocked; the path to Deku Tree requires Kokiri Sword and Deku Shield. # Closed: Path to Deku Tree requires sword and shield. The forest exit is blocked until Deku Tree is beaten. # Closed forest will force child start, and becomes Closed Deku if interior entrances, overworld entrances, warp songs, or random spawn positions are enabled. open: 50 closed_deku: 0 closed: 0 open_kakariko: # Set the state of the Kakariko Village gate for child. The gate is always open as adult. # Open: The gate starts open. Happy Mask Shop opens upon receiving Zelda's Letter. # Zelda: The gate and Mask Shop open upon receiving Zelda's Letter, without needing to show it to the guard. # Closed: Vanilla behavior; the gate and Mask Shop open upon showing Zelda's Letter to the gate guard. open: 50 zelda: 0 closed: 0 open_door_of_time: # When enabled, the Door of Time starts opened, without needing Song of Time. 'false': 0 'true': 50 zora_fountain: # Set the state of King Zora, blocking the way to Zora's Fountain. # Open: King Zora starts moved as both ages. Ruto's Letter is removed. # Adult: King Zora must be moved as child, but is always moved for adult. # Closed: Vanilla behavior; King Zora must be shown Ruto's Letter as child to move him as both ages. open: 0 adult: 0 closed: 50 gerudo_fortress: # Set the requirements for access to Gerudo Fortress. # Normal: Vanilla behavior; all four carpenters must be rescued. # Fast: Only one carpenter must be rescued, which is the one in the bottom-left of the fortress. # Open: The Gerudo Valley bridge starts repaired. Gerudo Membership Card is given to start if not shuffled. normal: 0 fast: 50 open: 0 bridge: # Set the requirements for the Rainbow Bridge. # Open: The bridge is always present. # Vanilla: Bridge requires Shadow Medallion, Spirit Medallion, and Light Arrows. # Stones: Bridge requires a configurable amount of Spiritual Stones. # Medallions: Bridge requires a configurable amount of medallions. # Dungeons: Bridge requires a configurable amount of rewards (stones + medallions). # Tokens: Bridge requires a configurable amount of gold skulltula tokens. # Hearts: Bridge requires a configurable amount of hearts. open: 0 vanilla: 0 stones: 0 medallions: 0 dungeons: 50 tokens: 0 hearts: 0 trials: # Set the number of required trials in Ganon's Castle. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 6 0: 50 random: 0 random-low: 0 random-high: 0 ######### # World # ######### starting_age: # Choose which age Link will start as. child: 50 adult: 50 shuffle_interior_entrances: # Shuffles interior entrances. # Simple: Houses and Great Fairies are shuffled. # All: In addition to Simple, includes Windmill, Link's House, Temple of Time, and the Kakariko potion shop. 'off': 50 simple: 0 all: 0 shuffle_grotto_entrances: # Shuffles grotto and grave entrances. 'false': 50 'true': 0 shuffle_dungeon_entrances: # Shuffles dungeon entrances. When enabled, both ages will have access to Fire Temple, Bottom of the Well, and Deku Tree. # Simple: Shuffle dungeon entrances except for Ganon's Castle. # All: Include Ganon's Castle as well. 'off': 50 simple: 0 all: 0 shuffle_overworld_entrances: # Shuffles overworld loading zones. 'false': 50 'true': 0 owl_drops: # Randomizes owl drops from Lake Hylia or Death Mountain Trail as child. 'false': 50 'true': 0 warp_songs: # Randomizes warp song destinations. 'false': 50 'true': 0 spawn_positions: # Randomizes the starting position on loading a save. Consistent between savewarps. 'off': 50 child: 0 adult: 0 both: 0 shuffle_bosses: # Shuffles boss entrances. # Limited: Bosses will be limited to the ages that typically fight them. # Full: Bosses may be fought as different ages than usual. Child can defeat Phantom Ganon and Bongo Bongo. 'off': 0 limited: 0 full: 50 triforce_hunt: # Gather pieces of the Triforce scattered around the world to complete the game. 'false': 50 'true': 0 triforce_goal: # Number of Triforce pieces required to complete the game. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 80 20: 50 random: 0 random-low: 0 random-high: 0 extra_triforce_percentage: # Percentage of additional Triforce pieces in the pool. With high numbers, you may need to randomize additional # locations to have enough items. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 50: 50 random: 0 random-low: 0 random-high: 0 bombchus_in_logic: # Bombchus are properly considered in logic. # The first found pack will always have 20 chus. # Kokiri Shop and Bazaar will sell refills at reduced cost. # Bombchus open Bombchu Bowling. 'false': 0 'true': 50 dungeon_shortcuts: # Shortcuts to dungeon bosses are available without any requirements. # If enabled, this will impact the logic of dungeons where shortcuts are available. # Choice: Use the option "dungeon_shortcuts_list" to choose shortcuts. 'off': 50 choice: 0 all: 0 random_dungeons: 0 dungeon_shortcuts_list: # Chosen dungeons to have shortcuts. [] mq_dungeons_mode: # Choose between vanilla and Master Quest dungeon layouts. # Vanilla: All layouts are vanilla. # MQ: All layouts are Master Quest. # Specific: Use the option "mq_dungeons_list" to choose which dungeons are MQ. # Count: Use the option "mq_dungeons_count" to choose a number of random dungeons as MQ. vanilla: 50 mq: 0 specific: 0 count: 0 mq_dungeons_list: # With MQ dungeons as Specific: chosen dungeons to be MQ layout. [] mq_dungeons_count: # With MQ dungeons as Count: number of randomly-selected dungeons to be MQ layout. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 12 0: 50 random: 0 random-low: 0 random-high: 0 bridge_stones: # With Stones bridge: set the number of Spiritual Stones required. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 3 3: 50 random: 0 random-low: 0 random-high: 0 bridge_medallions: # With Medallions bridge: set the number of medallions required. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 6 6: 50 random: 0 random-low: 0 random-high: 0 bridge_rewards: # With Dungeons bridge: set the number of dungeon rewards required. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 9 9: 50 random: 0 random-low: 0 random-high: 0 bridge_tokens: # With Tokens bridge: set the number of Gold Skulltula Tokens required. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 100 40: 50 random: 0 random-low: 0 random-high: 0 bridge_hearts: # With Hearts bridge: set the number of hearts required. # # You can define additional values between the minimum and maximum values. # Minimum value is 4 # Maximum value is 20 20: 50 random: 0 random-low: 0 random-high: 0 ########### # Shuffle # ########### shuffle_song_items: # Set where songs can appear. # Song: Songs are shuffled into other song locations. # Dungeon: Songs are placed into end-of-dungeon locations: # - The 8 boss heart containers # - Sheik in Ice Cavern # - Lens of Truth chest in Bottom of the Well # - Ice Arrows chest in Gerudo Training Ground # - Impa at Hyrule Castle # Any: Songs can appear anywhere in the multiworld. song: 0 dungeon: 0 any: 50 shopsanity: # Randomizes shop contents. # Off: Shops are not randomized at all. # Fixed Number: Shop contents are shuffled, and a specific number of multiworld locations exist in each shop, controlled by the "shop_slots" option. # Random Number: Same as Fixed Number, but the number of locations per shop is random and may differ between shops. 'off': 0 fixed_number: 0 random_number: 50 shop_slots: # With Shopsanity fixed number: quantity of multiworld locations per shop to be randomized. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 4 0: 0 random: 0 random-low: 50 random-high: 0 shopsanity_prices: # Controls prices of shop locations. # Normal: Balanced distribution from 0 to 300. # Affordable: Every shop location costs 10 rupees. # Starting Wallet: Prices capped at 99 rupees. # Adult's Wallet: Prices capped at 200 rupees. # Giant's Wallet: Prices capped at 500 rupees. # Tycoon's Wallet: Prices capped at 999 rupees. normal: 50 affordable: 0 starting_wallet: 0 adults_wallet: 0 giants_wallet: 0 tycoons_wallet: 0 tokensanity: # Token rewards from Gold Skulltulas can be shuffled into the pool. # Dungeons: Only skulltulas in dungeons are shuffled. # Overworld: Only skulltulas on the overworld (all skulltulas not in dungeons) are shuffled. # All: Every skulltula is shuffled. 'off': 50 dungeons: 0 overworld: 0 all: 0 shuffle_scrubs: # Shuffle the items sold by Business Scrubs, and set the prices. # Off: Only the three business scrubs that sell one-time upgrades in vanilla will have items at their vanilla prices. # Low/"Affordable": All scrub prices are 10 rupees. # Regular/"Expensive": All scrub prices are vanilla. # Random Prices: All scrub prices are randomized between 0 and 99 rupees. 'off': 50 low: 0 regular: 0 random_prices: 0 shuffle_child_trade: # Controls the behavior of the start of the child trade quest. # Vanilla: Malon will give you the Weird Egg at Hyrule Castle. # Shuffle: Malon will give you a random item, and the Weird Egg is shuffled. # Skip Child Zelda: The game starts with Zelda already met, Zelda's Letter obtained, and the item from Impa obtained. vanilla: 50 shuffle: 0 skip_child_zelda: 0 shuffle_freestanding_items: # Shuffles freestanding rupees, recovery hearts, Shadow Temple Spinning Pots, and Goron Pot drops. # Dungeons: Only freestanding items in dungeons are shuffled. # Overworld: Only freestanding items in the overworld are shuffled. # All: All freestanding items are shuffled. 'off': 50 dungeons: 0 overworld: 0 all: 0 shuffle_pots: # Shuffles pots and flying pots which normally contain an item. # Dungeons: Only pots in dungeons are shuffled. # Overworld: Only pots in the overworld are shuffled. # All: All pots are shuffled. 'off': 50 dungeons: 0 overworld: 0 all: 0 shuffle_crates: # Shuffles large and small crates containing an item. # Dungeons: Only crates in dungeons are shuffled. # Overworld: Only crates in the overworld are shuffled. # All: All crates are shuffled. 'off': 50 dungeons: 0 overworld: 0 all: 0 shuffle_cows: # Cows give items when Epona's Song is played. 'false': 50 'true': 0 shuffle_beehives: # Beehives drop an item when destroyed by an explosion, the Hookshot, or the Boomerang. 'false': 50 'true': 0 shuffle_kokiri_sword: # Shuffle Kokiri Sword into the item pool. 'false': 0 'true': 50 shuffle_ocarinas: # Shuffle the Fairy Ocarina and Ocarina of Time into the item pool. 'false': 0 'true': 50 shuffle_gerudo_card: # Shuffle the Gerudo Membership Card into the item pool. 'false': 50 'true': 0 shuffle_beans: # Adds a pack of 10 beans to the item pool and changes the bean salesman to sell one item for 60 rupees. 'false': 50 'true': 0 shuffle_medigoron_carpet_salesman: # Shuffle the items sold by Medigoron and the Haunted Wasteland Carpet Salesman. 'false': 50 'true': 0 shuffle_frog_song_rupees: # Shuffles the purple rupees received from the Zora's River frogs. 'false': 50 'true': 0 ################# # Dungeon Items # ################# shuffle_mapcompass: # Control where to shuffle dungeon maps and compasses. # Remove: There will be no maps or compasses in the itempool. # Startwith: You start with all maps and compasses. # Vanilla: Maps and compasses remain vanilla. # Dungeon: Maps and compasses are shuffled within their original dungeon. # Regional: Maps and compasses are shuffled only in regions near the original dungeon. # Overworld: Maps and compasses are shuffled locally outside of dungeons. # Any Dungeon: Maps and compasses are shuffled locally in any dungeon. # Keysanity: Maps and compasses can be anywhere in the multiworld. remove: 0 startwith: 50 vanilla: 0 dungeon: 0 regional: 0 overworld: 0 any_dungeon: 0 keysanity: 0 shuffle_smallkeys: # Control where to shuffle dungeon small keys. # Remove/"Keysy": There will be no small keys in the itempool. All small key doors are automatically unlocked. # Vanilla: Small keys remain vanilla. You may start with extra small keys in some dungeons to prevent softlocks. # Dungeon: Small keys are shuffled within their original dungeon. # Regional: Small keys are shuffled only in regions near the original dungeon. # Overworld: Small keys are shuffled locally outside of dungeons. # Any Dungeon: Small keys are shuffled locally in any dungeon. # Keysanity: Small keys can be anywhere in the multiworld. remove: 0 vanilla: 0 dungeon: 50 regional: 0 overworld: 0 any_dungeon: 0 keysanity: 0 shuffle_hideoutkeys: # Control where to shuffle the Thieves' Hideout small keys. # Vanilla: Hideout keys remain vanilla. # Regional: Hideout keys are shuffled only in the Gerudo Valley/Desert Colossus area. # Overworld: Hideout keys are shuffled locally outside of dungeons. # Any Dungeon: Hideout keys are shuffled locally in any dungeon. # Keysanity: Hideout keys can be anywhere in the multiworld. vanilla: 50 regional: 0 overworld: 0 any_dungeon: 0 keysanity: 0 shuffle_bosskeys: # Control where to shuffle boss keys, except the Ganon's Castle Boss Key. # Remove/"Keysy": There will be no boss keys in the itempool. All boss key doors are automatically unlocked. # Vanilla: Boss keys remain vanilla. You may start with extra small keys in some dungeons to prevent softlocks. # Dungeon: Boss keys are shuffled within their original dungeon. # Regional: Boss keys are shuffled only in regions near the original dungeon. # Overworld: Boss keys are shuffled locally outside of dungeons. # Any Dungeon: Boss keys are shuffled locally in any dungeon. # Keysanity: Boss keys can be anywhere in the multiworld. remove: 0 vanilla: 0 dungeon: 50 regional: 0 overworld: 0 any_dungeon: 0 keysanity: 0 enhance_map_compass: # Map tells if a dungeon is vanilla or MQ. Compass tells what the dungeon reward is. 'false': 50 'true': 0 shuffle_ganon_bosskey: # Control how to shuffle the Ganon's Castle Boss Key (GCBK). # Remove: GCBK is removed, and the boss key door is automatically unlocked. # Vanilla: GCBK remains vanilla. # Dungeon: GCBK is shuffled within its original dungeon. # Regional: GCBK is shuffled only in Hyrule Field, Market, and Hyrule Castle areas. # Overworld: GCBK is shuffled locally outside of dungeons. # Any Dungeon: GCBK is shuffled locally in any dungeon. # Keysanity: GCBK can be anywhere in the multiworld. # On LACS: GCBK is on the Light Arrow Cutscene, which requires Shadow and Spirit Medallions. # Stones: GCBK will be awarded when reaching the target number of Spiritual Stones. # Medallions: GCBK will be awarded when reaching the target number of medallions. # Dungeons: GCBK will be awarded when reaching the target number of dungeon rewards. # Tokens: GCBK will be awarded when reaching the target number of Gold Skulltula Tokens. # Hearts: GCBK will be awarded when reaching the target number of hearts. remove: 50 vanilla: 0 dungeon: 0 regional: 0 overworld: 0 any_dungeon: 0 keysanity: 0 on_lacs: 0 stones: 0 medallions: 0 dungeons: 0 tokens: 0 hearts: 0 ganon_bosskey_medallions: # With medallions GCBK: set how many medallions are required to receive GCBK. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 6 6: 50 random: 0 random-low: 0 random-high: 0 ganon_bosskey_stones: # With stones GCBK: set how many Spiritual Stones are required to receive GCBK. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 3 3: 50 random: 0 random-low: 0 random-high: 0 ganon_bosskey_rewards: # With dungeons GCBK: set how many dungeon rewards are required to receive GCBK. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 9 9: 50 random: 0 random-low: 0 random-high: 0 ganon_bosskey_tokens: # With tokens GCBK: set how many Gold Skulltula Tokens are required to receive GCBK. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 100 40: 50 random: 0 random-low: 0 random-high: 0 ganon_bosskey_hearts: # With hearts GCBK: set how many hearts are required to receive GCBK. # # You can define additional values between the minimum and maximum values. # Minimum value is 4 # Maximum value is 20 20: 50 random: 0 random-low: 0 random-high: 0 key_rings: # A key ring grants all dungeon small keys at once, rather than individually. # Choose: Use the option "key_rings_list" to choose which dungeons have key rings. # All: All dungeons have key rings instead of small keys. 'off': 50 choose: 0 all: 0 random_dungeons: 0 key_rings_list: # With key rings as Choose: select areas with key rings rather than individual small keys. [] ############## # Timesavers # ############## no_escape_sequence: # Skips the tower collapse sequence between the Ganondorf and Ganon fights. 'false': 0 'true': 50 no_guard_stealth: # The crawlspace into Hyrule Castle skips straight to Zelda. 'false': 0 'true': 50 no_epona_race: # Epona can always be summoned with Epona's Song. 'false': 0 'true': 50 skip_some_minigame_phases: # Dampe Race and Horseback Archery give both rewards if the second condition is met on the first attempt. 'false': 0 'true': 50 complete_mask_quest: # All masks are immediately available to borrow from the Happy Mask Shop. 'false': 0 'true': 50 useful_cutscenes: # Reenables the Poe cutscene in Forest Temple, Darunia in Fire Temple, and Twinrova introduction. Mostly useful for # glitched. 'false': 50 'true': 0 fast_chests: # All chest animations are fast. If disabled, major items have a slow animation. 'false': 0 'true': 50 free_scarecrow: # Pulling out the ocarina near a scarecrow spot spawns Pierre without needing the song. 'false': 50 'true': 0 fast_bunny_hood: # Bunny Hood lets you move 1.5x faster like in Majora's Mask. 'false': 50 'true': 0 plant_beans: # Pre-plants all 10 magic beans in the soft soil spots. 'false': 50 'true': 0 chicken_count: # Controls the number of Cuccos for Anju to give an item as child. # # 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 big_poe_count: # Number of Big Poes required for the Poe Collector's item. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 10 1: 50 random: 0 random-low: 0 random-high: 0 fae_torch_count: # Number of lit torches required to open Shadow Temple. # Does not affect logic; use the trick Shadow Temple Entry with Fire Arrows if desired. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 24 24: 50 random: 0 random-low: 0 random-high: 0 ######## # Misc # ######## correct_chest_appearances: # Changes chest textures and/or sizes to match their contents. # Off: All chests have their vanilla size/appearance. # Textures: Chest textures reflect their contents. # Both: Like Textures, but progression items and boss keys get big chests, and other items get small chests. # Classic: Old behavior of CSMC; textures distinguish keys from non-keys, and size distinguishes importance. 'off': 50 textures: 0 both: 0 classic: 0 minor_items_as_major_chest: # Hylian Shield, Deku Shield, and Bombchus appear in big/gold chests. 'false': 50 'true': 0 invisible_chests: # Chests visible only with Lens of Truth. Logic is not changed. 'false': 50 'true': 0 correct_potcrate_appearances: # Changes the appearance of pots, crates, and beehives that contain items. # Off: Vanilla appearance for all containers. # Textures (Content): Unchecked pots and crates have a texture reflecting their contents. Unchecked beehives with progression items will wiggle. # Textures (Unchecked): Unchecked pots and crates are golden. Unchecked beehives will wiggle. 'off': 0 textures_content: 0 textures_unchecked: 50 hints: # Gossip Stones can give hints about item locations. # None: Gossip Stones do not give hints. # Mask: Gossip Stones give hints with Mask of Truth. # Agony: Gossip Stones give hints wtih Stone of Agony. # Always: Gossip Stones always give hints. none: 0 mask: 0 agony: 0 always: 50 misc_hints: # The Temple of Time altar hints dungeon rewards, bridge info, and Ganon BK info; Ganondorf hints the Light Arrows; Dampe's diary hints a local Hookshot if one exists; Skulltula House locations hint their item. 'false': 0 'true': 50 hint_dist: # Choose the hint distribution to use. Affects the frequency of strong hints, which items are always hinted, etc. # Detailed documentation on hint distributions can be found on the Archipelago GitHub or OoTRandomizer.com. # The Async hint distribution is intended for async multiworlds. It removes Way of the Hero hints to improve generation times, since they are not very useful in asyncs. balanced: 0 ddr: 0 scrubs: 0 strong: 0 useless: 0 very_strong: 0 async: 50 text_shuffle: # Randomizes text in the game for comedic effect. # Except Hints: does not randomize important text such as hints, small/boss key information, and item prices. # Complete: randomizes every textbox, including the useful ones. none: 50 except_hints: 0 complete: 0 damage_multiplier: # Controls the amount of damage Link takes. half: 0 normal: 50 double: 0 quadruple: 0 ohko: 0 deadly_bonks: # Bonking on a wall or object will hurt Link. "Normal" is a half heart of damage. none: 50 half: 0 normal: 0 double: 0 quadruple: 0 ohko: 0 no_collectible_hearts: # Hearts will not drop from enemies or objects. 'false': 50 'true': 0 starting_tod: # Change the starting time of day. # Daytime starts at Sunrise and ends at Sunset. Default is between Morning and Noon. default: 50 sunrise: 0 morning: 0 noon: 0 afternoon: 0 sunset: 0 evening: 0 midnight: 0 witching_hour: 0 blue_fire_arrows: # Ice arrows can melt red ice and break the mud walls in Dodongo's Cavern. 'false': 50 'true': 0 fix_broken_drops: # Fixes two broken vanilla drops: deku shield in child Spirit Temple, and magic drop on GTG eye statue. 'false': 50 'true': 0 start_with_consumables: # Start the game with full Deku Sticks and Deku Nuts. 'false': 50 'true': 0 start_with_rupees: # Start with a full wallet. Wallet upgrades will also fill your wallet. 'false': 50 'true': 0 ############# # Item Pool # ############# item_pool_value: # Changes the number of items available in the game. # Plentiful: One extra copy of every major item. # Balanced: Original item pool. # Scarce: Extra copies of major items are removed. Heart containers are removed. # Minimal: All major item upgrades not used for locations are removed. All health is removed. plentiful: 0 balanced: 50 scarce: 0 minimal: 0 junk_ice_traps: # Adds ice traps to the item pool. # Off: All ice traps are removed. # Normal: The vanilla quantity of ice traps are placed. # On/"Extra": There is a chance for some extra ice traps to be placed. # Mayhem: All added junk items are ice traps. # Onslaught: All junk items are replaced by ice traps, even those in the base pool. 'off': 0 normal: 50 'on': 0 mayhem: 0 onslaught: 0 ice_trap_appearance: # Changes the appearance of traps, including other games' traps, as freestanding items. major_only: 50 junk_only: 0 anything: 0 adult_trade_start: # Choose the item that starts the adult trade sequence. pocket_egg: 0 pocket_cucco: 0 cojiro: 0 odd_mushroom: 0 poachers_saw: 0 broken_sword: 0 prescription: 0 eyeball_frog: 0 eyedrops: 0 claim_check: 50 ############# # Cosmetics # ############# default_targeting: # Default targeting option. hold: 50 switch: 0 display_dpad: # Show dpad icon on HUD for quick actions (ocarina, hover boots, iron boots, mask). 'false': 0 'true': 50 dpad_dungeon_menu: # Show separated menus on the pause screen for dungeon keys, rewards, and Vanilla/MQ info. 'false': 0 'true': 50 correct_model_colors: # Makes in-game models match their HUD element colors. 'false': 0 'true': 50 background_music: # Randomize or disable background music. normal: 50 'off': 0 randomized: 0 fanfares: # Randomize or disable item fanfares. normal: 50 'off': 0 randomized: 0 ocarina_fanfares: # Enable ocarina songs as fanfares. These are longer than usual fanfares. Does nothing without fanfares randomized. 'false': 50 'true': 0 kokiri_color: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. random_choice: 0 completely_random: 0 kokiri_green: 50 goron_red: 0 zora_blue: 0 black: 0 white: 0 azure_blue: 0 vivid_cyan: 0 light_red: 0 fuchsia: 0 purple: 0 majora_purple: 50 twitch_purple: 0 purple_heart: 0 persian_rose: 0 dirty_yellow: 0 blush_pink: 0 hot_pink: 0 rose_pink: 0 orange: 0 gray: 0 gold: 0 silver: 0 beige: 0 teal: 0 blood_red: 0 blood_orange: 0 royal_blue: 0 sonic_blue: 0 nes_green: 0 dark_green: 0 lumen: 0 goron_color: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. random_choice: 0 completely_random: 0 kokiri_green: 0 goron_red: 50 zora_blue: 0 black: 0 white: 0 azure_blue: 0 vivid_cyan: 0 light_red: 0 fuchsia: 0 purple: 0 majora_purple: 0 twitch_purple: 0 purple_heart: 0 persian_rose: 0 dirty_yellow: 0 blush_pink: 0 hot_pink: 0 rose_pink: 50 orange: 0 gray: 0 gold: 0 silver: 0 beige: 0 teal: 0 blood_red: 0 blood_orange: 0 royal_blue: 0 sonic_blue: 0 nes_green: 0 dark_green: 0 lumen: 0 zora_color: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. random_choice: 0 completely_random: 0 kokiri_green: 0 goron_red: 0 zora_blue: 50 black: 0 white: 0 azure_blue: 0 vivid_cyan: 50 light_red: 0 fuchsia: 0 purple: 0 majora_purple: 0 twitch_purple: 0 purple_heart: 0 persian_rose: 0 dirty_yellow: 0 blush_pink: 0 hot_pink: 0 rose_pink: 0 orange: 0 gray: 0 gold: 0 silver: 0 beige: 0 teal: 0 blood_red: 0 blood_orange: 0 royal_blue: 0 sonic_blue: 0 nes_green: 0 dark_green: 0 lumen: 0 silver_gauntlets_color: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. random_choice: 0 completely_random: 0 silver: 50 gold: 0 black: 0 green: 0 blue: 0 bronze: 0 red: 0 sky_blue: 0 pink: 0 magenta: 0 orange: 0 lime: 0 purple: 0 golden_gauntlets_color: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. random_choice: 0 completely_random: 0 silver: 0 gold: 50 black: 0 green: 0 blue: 0 bronze: 0 red: 0 sky_blue: 0 pink: 0 magenta: 0 orange: 0 lime: 0 purple: 0 mirror_shield_frame_color: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. random_choice: 0 completely_random: 50 red: 0 green: 0 blue: 0 yellow: 0 cyan: 0 magenta: 0 orange: 0 gold: 0 purple: 0 pink: 0 navi_color_default_inner: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. random_choice: 0 completely_random: 50 rainbow: 0 gold: 0 white: 0 green: 0 light_blue: 0 yellow: 0 red: 0 magenta: 0 black: 0 tatl: 0 tael: 0 fi: 0 ciela: 0 epona: 0 ezlo: 0 king_of_red_lions: 0 linebeck: 0 loftwing: 0 midna: 0 phantom_zelda: 0 navi_color_default_outer: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. # "match_inner" copies the inner color for this option. random_choice: 0 completely_random: 0 rainbow: 0 gold: 0 white: 0 green: 0 light_blue: 0 yellow: 0 red: 0 magenta: 0 black: 0 tatl: 0 tael: 0 fi: 0 ciela: 0 epona: 0 ezlo: 0 king_of_red_lions: 0 linebeck: 0 loftwing: 0 midna: 0 phantom_zelda: 0 match_inner: 50 navi_color_enemy_inner: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. random_choice: 0 completely_random: 0 rainbow: 0 gold: 0 white: 0 green: 0 light_blue: 0 yellow: 50 red: 0 magenta: 0 black: 0 tatl: 0 tael: 0 fi: 0 ciela: 0 epona: 0 ezlo: 0 king_of_red_lions: 0 linebeck: 0 loftwing: 0 midna: 0 phantom_zelda: 0 navi_color_enemy_outer: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. # "match_inner" copies the inner color for this option. random_choice: 0 completely_random: 0 rainbow: 0 gold: 0 white: 0 green: 0 light_blue: 0 yellow: 0 red: 0 magenta: 0 black: 0 tatl: 0 tael: 0 fi: 0 ciela: 0 epona: 0 ezlo: 0 king_of_red_lions: 0 linebeck: 0 loftwing: 0 midna: 0 phantom_zelda: 0 match_inner: 50 navi_color_npc_inner: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. random_choice: 0 completely_random: 0 rainbow: 0 gold: 0 white: 0 green: 0 light_blue: 50 yellow: 0 red: 0 magenta: 0 black: 0 tatl: 0 tael: 0 fi: 0 ciela: 0 epona: 0 ezlo: 0 king_of_red_lions: 0 linebeck: 0 loftwing: 0 midna: 0 phantom_zelda: 0 navi_color_npc_outer: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. # "match_inner" copies the inner color for this option. random_choice: 0 completely_random: 0 rainbow: 0 gold: 0 white: 0 green: 0 light_blue: 0 yellow: 0 red: 0 magenta: 0 black: 0 tatl: 0 tael: 0 fi: 0 ciela: 0 epona: 0 ezlo: 0 king_of_red_lions: 0 linebeck: 0 loftwing: 0 midna: 0 phantom_zelda: 0 match_inner: 50 navi_color_prop_inner: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. random_choice: 0 completely_random: 0 rainbow: 0 gold: 0 white: 0 green: 50 light_blue: 0 yellow: 0 red: 0 magenta: 0 black: 0 tatl: 0 tael: 0 fi: 0 ciela: 0 epona: 0 ezlo: 0 king_of_red_lions: 0 linebeck: 0 loftwing: 0 midna: 0 phantom_zelda: 0 navi_color_prop_outer: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. # "match_inner" copies the inner color for this option. random_choice: 0 completely_random: 0 rainbow: 0 gold: 0 white: 0 green: 0 light_blue: 0 yellow: 0 red: 0 magenta: 0 black: 0 tatl: 0 tael: 0 fi: 0 ciela: 0 epona: 0 ezlo: 0 king_of_red_lions: 0 linebeck: 0 loftwing: 0 midna: 0 phantom_zelda: 0 match_inner: 50 sword_trail_duration: # Set the duration for sword trails. # # You can define additional values between the minimum and maximum values. # Minimum value is 4 # Maximum value is 20 4: 50 random: 0 random-low: 0 random-high: 0 sword_trail_color_inner: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. random_choice: 0 completely_random: 0 rainbow: 0 white: 50 red: 0 green: 0 blue: 0 cyan: 0 magenta: 0 orange: 0 gold: 0 purple: 0 pink: 0 sword_trail_color_outer: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. # "match_inner" copies the inner color for this option. random_choice: 0 completely_random: 0 rainbow: 0 white: 0 red: 0 green: 0 blue: 0 cyan: 0 magenta: 0 orange: 0 gold: 0 purple: 0 pink: 0 match_inner: 50 bombchu_trail_color_inner: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. random_choice: 0 completely_random: 0 rainbow: 0 red: 50 green: 0 blue: 0 cyan: 0 magenta: 0 orange: 0 gold: 0 purple: 0 pink: 0 bombchu_trail_color_outer: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. # "match_inner" copies the inner color for this option. random_choice: 0 completely_random: 0 rainbow: 0 red: 0 green: 0 blue: 0 cyan: 0 magenta: 0 orange: 0 gold: 0 purple: 0 pink: 0 match_inner: 50 boomerang_trail_color_inner: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. random_choice: 0 completely_random: 0 rainbow: 0 yellow: 50 red: 0 green: 0 blue: 0 cyan: 0 magenta: 0 orange: 0 gold: 0 purple: 0 pink: 0 boomerang_trail_color_outer: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. # "match_inner" copies the inner color for this option. random_choice: 0 completely_random: 0 rainbow: 0 yellow: 0 red: 0 green: 0 blue: 0 cyan: 0 magenta: 0 orange: 0 gold: 0 purple: 0 pink: 0 match_inner: 50 heart_color: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. random_choice: 0 completely_random: 0 red: 50 green: 0 blue: 0 yellow: 0 magic_color: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. random_choice: 0 completely_random: 0 green: 50 red: 0 blue: 0 purple: 0 pink: 0 yellow: 0 white: 0 a_button_color: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. random_choice: 0 completely_random: 0 n64_blue: 50 n64_green: 0 n64_red: 0 gamecube_green: 0 gamecube_red: 0 gamecube_grey: 0 yellow: 0 black: 0 white: 0 magenta: 0 ruby: 0 sapphire: 0 lime: 0 cyan: 0 purple: 0 orange: 0 b_button_color: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. random_choice: 0 completely_random: 0 n64_blue: 0 n64_green: 50 n64_red: 0 gamecube_green: 0 gamecube_red: 0 gamecube_grey: 0 yellow: 0 black: 0 white: 0 magenta: 0 ruby: 0 sapphire: 0 lime: 0 cyan: 0 purple: 0 orange: 0 c_button_color: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. random_choice: 0 completely_random: 0 n64_blue: 0 n64_green: 0 n64_red: 0 gamecube_green: 0 gamecube_red: 0 gamecube_grey: 0 yellow: 50 black: 0 white: 0 magenta: 0 ruby: 0 sapphire: 0 lime: 0 cyan: 0 purple: 0 orange: 0 start_button_color: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code. random_choice: 0 completely_random: 0 n64_blue: 0 n64_green: 0 n64_red: 50 gamecube_green: 0 gamecube_red: 0 gamecube_grey: 0 yellow: 0 black: 0 white: 0 magenta: 0 ruby: 0 sapphire: 0 lime: 0 cyan: 0 purple: 0 orange: 0 ####### # SFX # ####### sfx_navi_overworld: # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. # "completely_random" selects any random sound. default: 50 completely_random: 0 random_ear_safe: 0 random_choice: 0 none: 0 bark: 0 business_scrub: 0 carrot_refill: 0 cluck: 0 cockadoodledoo: 0 dusk_howl: 0 exploding_crate: 0 explosion: 0 great_fairy: 0 guay: 0 low_health: 0 recover_health: 0 horse_neigh: 0 shattering_ice: 0 moo: 0 mweep: 0 navi_hello: 0 notification: 0 poe: 0 shattering_pot: 0 redead_scream: 0 ribbit: 0 ruto_giggle: 0 skulltula: 0 soft_beep: 0 tambourine: 0 timer: 0 adult_zelda_gasp: 0 sfx_navi_enemy: # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. # "completely_random" selects any random sound. default: 50 completely_random: 0 random_ear_safe: 0 random_choice: 0 none: 0 bark: 0 business_scrub: 0 carrot_refill: 0 cluck: 0 cockadoodledoo: 0 dusk_howl: 0 exploding_crate: 0 explosion: 0 great_fairy: 0 guay: 0 low_health: 0 recover_health: 0 horse_neigh: 0 shattering_ice: 0 moo: 0 mweep: 0 navi_hello: 0 notification: 0 poe: 0 shattering_pot: 0 redead_scream: 0 ribbit: 0 ruto_giggle: 0 skulltula: 0 soft_beep: 0 tambourine: 0 timer: 0 adult_zelda_gasp: 0 sfx_low_hp: # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. # "completely_random" selects any random sound. default: 50 completely_random: 0 random_ear_safe: 0 random_choice: 0 none: 0 bark: 0 bomb_bounce: 0 bongo_bongo_low: 0 bow_twang: 0 business_scrub: 0 carrot_refill: 0 cluck: 0 drawbridge_set: 0 guay: 0 recover_health: 0 horse_trot: 0 iron_boots: 0 moo: 0 mweep: 0 navi_hey: 0 navi_random: 0 notification: 0 shattering_pot: 0 ribbit: 0 silver_rupee: 0 soft_beep: 0 switch: 0 sword_bonk: 0 tambourine: 0 timer: 0 adult_zelda_gasp: 0 sfx_menu_cursor: # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. # "completely_random" selects any random sound. default: 50 completely_random: 0 random_ear_safe: 0 random_choice: 0 none: 0 bark: 0 bomb_bounce: 0 bongo_bongo_high: 0 bongo_bongo_low: 0 bottle_cork: 0 bow_twang: 0 bubble_laugh: 0 carrot_refill: 0 change_item: 0 child_pant: 0 cluck: 0 deku_baba: 0 drawbridge_set: 0 dusk_howl: 0 fanfare_light: 0 fanfare_medium: 0 field_shrub: 0 flare_dancer_startled: 0 ganondorf_teh: 0 gohma_larva_croak: 0 gold_skull_token: 0 goron_wake: 0 guay: 0 gunshot: 0 low_health: 0 recover_health: 0 hammer_bonk: 0 horse_trot: 0 iron_boots: 0 iron_knuckle: 0 moo: 0 mweep: 0 notification: 0 phantom_ganon_laugh: 0 plant_explode: 0 shattering_pot: 0 redead_moan: 0 ribbit: 0 rupee: 0 silver_rupee: 0 ruto_crash: 0 ruto_lift: 0 ruto_thrown: 0 scrub_emerge: 0 shabom_bounce: 0 shabom_pop: 0 shellblade: 0 skulltula: 0 soft_beep: 0 spit_nut: 0 switch: 0 sword_bonk: 0 talon_hmm: 0 talon_snore: 0 talon_wtf: 0 tambourine: 0 target_enemy: 0 target_neutral: 0 thunder: 0 timer: 0 adult_zelda_gasp: 0 sfx_menu_select: # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. # "completely_random" selects any random sound. default: 50 completely_random: 0 random_ear_safe: 0 random_choice: 0 none: 0 bark: 0 bomb_bounce: 0 bongo_bongo_high: 0 bongo_bongo_low: 0 bottle_cork: 0 bow_twang: 0 bubble_laugh: 0 carrot_refill: 0 change_item: 0 child_cringe: 0 child_pant: 0 child_scream: 0 cluck: 0 deku_baba: 0 drawbridge_set: 0 dusk_howl: 0 fanfare_light: 0 fanfare_medium: 0 field_shrub: 0 flare_dancer_startled: 0 ganondorf_teh: 0 gohma_larva_croak: 0 gold_skull_token: 0 goron_wake: 0 guay: 0 gunshot: 0 low_health: 0 recover_health: 0 hammer_bonk: 0 horse_trot: 0 iron_boots: 0 iron_knuckle: 0 moo: 0 mweep: 0 notification: 0 phantom_ganon_laugh: 0 plant_explode: 0 shattering_pot: 0 redead_moan: 0 ribbit: 0 rupee: 0 silver_rupee: 0 ruto_crash: 0 ruto_lift: 0 ruto_thrown: 0 scrub_emerge: 0 shabom_bounce: 0 shabom_pop: 0 shellblade: 0 skulltula: 0 soft_beep: 0 spit_nut: 0 switch: 0 sword_bonk: 0 talon_hmm: 0 talon_snore: 0 talon_wtf: 0 tambourine: 0 target_enemy: 0 target_neutral: 0 thunder: 0 timer: 0 adult_zelda_gasp: 0 sfx_nightfall: # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. # "completely_random" selects any random sound. default: 50 completely_random: 0 random_ear_safe: 0 random_choice: 0 none: 0 cockadoodledoo: 0 gold_skull_token: 0 great_fairy: 0 moo: 0 mweep: 0 redead_moan: 0 talon_snore: 0 thunder: 0 sfx_horse_neigh: # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. # "completely_random" selects any random sound. default: 50 completely_random: 0 random_ear_safe: 0 random_choice: 0 none: 0 armos: 0 child_scream: 0 great_fairy: 0 moo: 0 mweep: 0 redead_scream: 0 ruto_wiggle: 0 stalchild_attack: 0 sfx_hover_boots: # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. # "completely_random" selects any random sound. default: 50 completely_random: 0 random_ear_safe: 0 random_choice: 0 none: 0 bark: 0 cartoon_fall: 0 flare_dancer_laugh: 0 mweep: 0 shabom_pop: 0 tambourine: 0 sfx_ocarina: # Change the sound of the ocarina. ocarina: 50 malon: 0 whistle: 0 harp: 0 grind_organ: 0 flute: 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_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. [] plando_items: # Generic items plando. []