1924 lines
50 KiB
YAML
1924 lines
50 KiB
YAML
# 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: melissa64
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# Used to describe your yaml. Useful if you have multiple files.
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description: Default Ocarina of Time Template
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game: Ocarina of Time
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requires:
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version: 0.6.3 # Version of Archipelago required for this yaml to work as expected.
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Ocarina of Time:
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################
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# Game Options #
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################
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progression_balancing:
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# A system that can move progression earlier, to try and prevent the player from getting stuck and bored early.
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#
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# A lower setting means more getting stuck. A higher setting means less getting stuck.
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#
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# You can define additional values between the minimum and maximum values.
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# Minimum value is 0
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# Maximum value is 99
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random: 0
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random-low: 0
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random-high: 0
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disabled: 0 # equivalent to 0
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normal: 50 # equivalent to 50
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extreme: 0 # equivalent to 99
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accessibility:
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# Set rules for reachability of your items/locations.
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#
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# **Full:** ensure everything can be reached and acquired.
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#
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# **Minimal:** ensure what is needed to reach your goal can be acquired.
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full: 0
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minimal: 50
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plando_connections:
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# Generic connections plando. Format is:
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# - entrance: "Entrance Name"
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# exit: "Exit Name"
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# direction: "Direction"
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# percentage: 100
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# Direction must be one of 'entrance', 'exit', or 'both', and defaults to 'both' if omitted.
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# Percentage is an integer from 1 to 100, and defaults to 100 when omitted.
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[]
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death_link:
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# When you die, everyone who enabled death link dies. Of course, the reverse is true too.
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'false': 50
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'true': 0
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logic_rules:
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# Set the logic used for the generator.
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# Glitchless: Normal gameplay. Can enable more difficult logical paths using the Logic Tricks option.
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# Glitched: Many powerful glitches expected, such as bomb hovering and clipping.
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# Glitched is incompatible with the following settings:
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# - All forms of entrance randomizer
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# - MQ dungeons
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# - Pot shuffle
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# - Freestanding item shuffle
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# - Crate shuffle
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# - Beehive shuffle
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# No Logic: No logic is used when placing items. Not recommended for most players.
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glitchless: 50
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glitched: 0
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no_logic: 0
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logic_no_night_tokens_without_suns_song:
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# When enabled, nighttime skulltulas logically require Sun's Song.
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'false': 50
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'true': 0
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logic_tricks:
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# Set various tricks for logic in Ocarina of Time.
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# Format as a comma-separated list of "nice" names: ["Fewer Tunic Requirements", "Hidden Grottos without Stone of Agony"].
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# A full list of supported tricks can be found at:
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# https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/oot/LogicTricks.py
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[]
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########
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# Open #
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########
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open_forest:
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# Set the state of Kokiri Forest and the path to Deku Tree.
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# Open: Neither the forest exit nor the path to Deku Tree is blocked.
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# Closed Deku: The forest exit is not blocked; the path to Deku Tree requires Kokiri Sword and Deku Shield.
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# Closed: Path to Deku Tree requires sword and shield. The forest exit is blocked until Deku Tree is beaten.
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# Closed forest will force child start, and becomes Closed Deku if interior entrances, overworld entrances, warp songs, or random spawn positions are enabled.
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open: 50
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closed_deku: 0
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closed: 0
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open_kakariko:
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# Set the state of the Kakariko Village gate for child. The gate is always open as adult.
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# Open: The gate starts open. Happy Mask Shop opens upon receiving Zelda's Letter.
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# Zelda: The gate and Mask Shop open upon receiving Zelda's Letter, without needing to show it to the guard.
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# Closed: Vanilla behavior; the gate and Mask Shop open upon showing Zelda's Letter to the gate guard.
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open: 50
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zelda: 0
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closed: 0
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open_door_of_time:
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# When enabled, the Door of Time starts opened, without needing Song of Time.
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'false': 0
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'true': 50
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zora_fountain:
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# Set the state of King Zora, blocking the way to Zora's Fountain.
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# Open: King Zora starts moved as both ages. Ruto's Letter is removed.
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# Adult: King Zora must be moved as child, but is always moved for adult.
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# Closed: Vanilla behavior; King Zora must be shown Ruto's Letter as child to move him as both ages.
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open: 0
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adult: 0
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closed: 50
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gerudo_fortress:
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# Set the requirements for access to Gerudo Fortress.
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# Normal: Vanilla behavior; all four carpenters must be rescued.
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# Fast: Only one carpenter must be rescued, which is the one in the bottom-left of the fortress.
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# Open: The Gerudo Valley bridge starts repaired. Gerudo Membership Card is given to start if not shuffled.
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normal: 0
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fast: 50
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open: 0
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bridge:
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# Set the requirements for the Rainbow Bridge.
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# Open: The bridge is always present.
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# Vanilla: Bridge requires Shadow Medallion, Spirit Medallion, and Light Arrows.
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# Stones: Bridge requires a configurable amount of Spiritual Stones.
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# Medallions: Bridge requires a configurable amount of medallions.
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# Dungeons: Bridge requires a configurable amount of rewards (stones + medallions).
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# Tokens: Bridge requires a configurable amount of gold skulltula tokens.
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# Hearts: Bridge requires a configurable amount of hearts.
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open: 0
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vanilla: 0
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stones: 0
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medallions: 0
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dungeons: 50
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tokens: 0
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hearts: 0
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trials:
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# Set the number of required trials in Ganon's 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 6
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0: 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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#########
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# World #
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#########
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starting_age:
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# Choose which age Link will start as.
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child: 50
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adult: 50
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shuffle_interior_entrances:
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# Shuffles interior entrances.
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# Simple: Houses and Great Fairies are shuffled.
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# All: In addition to Simple, includes Windmill, Link's House, Temple of Time, and the Kakariko potion shop.
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'off': 50
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simple: 0
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all: 0
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shuffle_grotto_entrances:
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# Shuffles grotto and grave entrances.
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'false': 50
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'true': 0
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shuffle_dungeon_entrances:
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# Shuffles dungeon entrances. When enabled, both ages will have access to Fire Temple, Bottom of the Well, and Deku Tree.
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# Simple: Shuffle dungeon entrances except for Ganon's Castle.
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# All: Include Ganon's Castle as well.
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'off': 50
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simple: 0
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all: 0
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shuffle_overworld_entrances:
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# Shuffles overworld loading zones.
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'false': 50
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'true': 0
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owl_drops:
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# Randomizes owl drops from Lake Hylia or Death Mountain Trail as child.
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'false': 50
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'true': 0
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warp_songs:
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# Randomizes warp song destinations.
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'false': 50
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'true': 0
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spawn_positions:
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# Randomizes the starting position on loading a save. Consistent between savewarps.
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'off': 50
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child: 0
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adult: 0
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both: 0
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shuffle_bosses:
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# Shuffles boss entrances.
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# Limited: Bosses will be limited to the ages that typically fight them.
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# Full: Bosses may be fought as different ages than usual. Child can defeat Phantom Ganon and Bongo Bongo.
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'off': 0
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limited: 0
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full: 50
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triforce_hunt:
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# Gather pieces of the Triforce scattered around the world to complete the game.
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'false': 50
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'true': 0
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triforce_goal:
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# Number of Triforce pieces required to complete 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 1
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# Maximum value is 80
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20: 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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extra_triforce_percentage:
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# Percentage of additional Triforce pieces in the pool. With high numbers, you may need to randomize additional
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# locations to have enough items.
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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 100
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50: 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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bombchus_in_logic:
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# Bombchus are properly considered in logic.
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# The first found pack will always have 20 chus.
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# Kokiri Shop and Bazaar will sell refills at reduced cost.
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# Bombchus open Bombchu Bowling.
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'false': 0
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'true': 50
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dungeon_shortcuts:
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# Shortcuts to dungeon bosses are available without any requirements.
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# If enabled, this will impact the logic of dungeons where shortcuts are available.
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# Choice: Use the option "dungeon_shortcuts_list" to choose shortcuts.
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'off': 50
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choice: 0
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all: 0
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random_dungeons: 0
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dungeon_shortcuts_list:
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# Chosen dungeons to have shortcuts.
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[]
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mq_dungeons_mode:
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# Choose between vanilla and Master Quest dungeon layouts.
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# Vanilla: All layouts are vanilla.
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# MQ: All layouts are Master Quest.
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# Specific: Use the option "mq_dungeons_list" to choose which dungeons are MQ.
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# Count: Use the option "mq_dungeons_count" to choose a number of random dungeons as MQ.
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vanilla: 50
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mq: 0
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specific: 0
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count: 0
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mq_dungeons_list:
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# With MQ dungeons as Specific: chosen dungeons to be MQ layout.
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[]
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mq_dungeons_count:
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# With MQ dungeons as Count: number of randomly-selected dungeons to be MQ layout.
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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 12
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0: 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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bridge_stones:
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# With Stones bridge: set the number of Spiritual Stones required.
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#
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# You can define additional values between the minimum and maximum values.
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# Minimum value is 0
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# Maximum value is 3
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3: 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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bridge_medallions:
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# With Medallions bridge: set the number of medallions required.
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#
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# You can define additional values between the minimum and maximum values.
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# Minimum value is 0
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# Maximum value is 6
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6: 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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bridge_rewards:
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# With Dungeons bridge: set the number of dungeon rewards required.
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#
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# You can define additional values between the minimum and maximum values.
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# Minimum value is 0
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# Maximum value is 9
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9: 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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bridge_tokens:
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# With Tokens bridge: set the number of Gold Skulltula Tokens required.
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#
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# You can define additional values between the minimum and maximum values.
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# Minimum value is 0
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# Maximum value is 100
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40: 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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bridge_hearts:
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# With Hearts bridge: set the number of hearts required.
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#
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# You can define additional values between the minimum and maximum values.
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# Minimum value is 4
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# Maximum value is 20
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20: 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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###########
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# Shuffle #
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###########
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shuffle_song_items:
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# Set where songs can appear.
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# Song: Songs are shuffled into other song locations.
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# Dungeon: Songs are placed into end-of-dungeon locations:
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# - The 8 boss heart containers
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# - Sheik in Ice Cavern
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# - Lens of Truth chest in Bottom of the Well
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# - Ice Arrows chest in Gerudo Training Ground
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# - Impa at Hyrule Castle
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# Any: Songs can appear anywhere in the multiworld.
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song: 0
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dungeon: 0
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any: 50
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shopsanity:
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# Randomizes shop contents.
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# Off: Shops are not randomized at all.
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# Fixed Number: Shop contents are shuffled, and a specific number of multiworld locations exist in each shop, controlled by the "shop_slots" option.
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# Random Number: Same as Fixed Number, but the number of locations per shop is random and may differ between shops.
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'off': 0
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fixed_number: 0
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random_number: 50
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shop_slots:
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# With Shopsanity fixed number: quantity of multiworld locations per shop to be randomized.
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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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0: 0
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random: 0
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random-low: 50
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random-high: 0
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shopsanity_prices:
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# Controls prices of shop locations.
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# Normal: Balanced distribution from 0 to 300.
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# Affordable: Every shop location costs 10 rupees.
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# Starting Wallet: Prices capped at 99 rupees.
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# Adult's Wallet: Prices capped at 200 rupees.
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# Giant's Wallet: Prices capped at 500 rupees.
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# Tycoon's Wallet: Prices capped at 999 rupees.
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normal: 50
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affordable: 0
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starting_wallet: 0
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adults_wallet: 0
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giants_wallet: 0
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tycoons_wallet: 0
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tokensanity:
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# Token rewards from Gold Skulltulas can be shuffled into the pool.
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# Dungeons: Only skulltulas in dungeons are shuffled.
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# Overworld: Only skulltulas on the overworld (all skulltulas not in dungeons) are shuffled.
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# All: Every skulltula is shuffled.
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'off': 50
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dungeons: 0
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overworld: 0
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all: 0
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shuffle_scrubs:
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# Shuffle the items sold by Business Scrubs, and set the prices.
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# Off: Only the three business scrubs that sell one-time upgrades in vanilla will have items at their vanilla prices.
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# Low/"Affordable": All scrub prices are 10 rupees.
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# Regular/"Expensive": All scrub prices are vanilla.
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# Random Prices: All scrub prices are randomized between 0 and 99 rupees.
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'off': 50
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low: 0
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regular: 0
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random_prices: 0
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shuffle_child_trade:
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# Controls the behavior of the start of the child trade quest.
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# Vanilla: Malon will give you the Weird Egg at Hyrule Castle.
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# Shuffle: Malon will give you a random item, and the Weird Egg is shuffled.
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# Skip Child Zelda: The game starts with Zelda already met, Zelda's Letter obtained, and the item from Impa obtained.
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vanilla: 50
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shuffle: 0
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skip_child_zelda: 0
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shuffle_freestanding_items:
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# Shuffles freestanding rupees, recovery hearts, Shadow Temple Spinning Pots, and Goron Pot drops.
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# Dungeons: Only freestanding items in dungeons are shuffled.
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# Overworld: Only freestanding items in the overworld are shuffled.
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# All: All freestanding items are shuffled.
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'off': 50
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dungeons: 0
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overworld: 0
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all: 0
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shuffle_pots:
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# Shuffles pots and flying pots which normally contain an item.
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# Dungeons: Only pots in dungeons are shuffled.
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# Overworld: Only pots in the overworld are shuffled.
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# All: All pots are shuffled.
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'off': 50
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dungeons: 0
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overworld: 0
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all: 0
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shuffle_crates:
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# Shuffles large and small crates containing an item.
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# Dungeons: Only crates in dungeons are shuffled.
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# Overworld: Only crates in the overworld are shuffled.
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# All: All crates are shuffled.
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'off': 50
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dungeons: 0
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overworld: 0
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all: 0
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shuffle_cows:
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# Cows give items when Epona's Song is played.
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'false': 50
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'true': 0
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shuffle_beehives:
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# Beehives drop an item when destroyed by an explosion, the Hookshot, or the Boomerang.
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'false': 50
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'true': 0
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shuffle_kokiri_sword:
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# Shuffle Kokiri Sword into the item pool.
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'false': 0
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'true': 50
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shuffle_ocarinas:
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# Shuffle the Fairy Ocarina and Ocarina of Time into the item pool.
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'false': 0
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'true': 50
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shuffle_gerudo_card:
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# Shuffle the Gerudo Membership Card into the item pool.
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'false': 50
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'true': 0
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shuffle_beans:
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# Adds a pack of 10 beans to the item pool and changes the bean salesman to sell one item for 60 rupees.
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'false': 50
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'true': 0
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shuffle_medigoron_carpet_salesman:
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# Shuffle the items sold by Medigoron and the Haunted Wasteland Carpet Salesman.
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'false': 50
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'true': 0
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shuffle_frog_song_rupees:
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# Shuffles the purple rupees received from the Zora's River frogs.
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'false': 50
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'true': 0
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#################
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# Dungeon Items #
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#################
|
|
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.
|
|
[]
|