rando/oot-archipelago.yaml
2025-08-23 12:11:43 -04:00

1924 lines
50 KiB
YAML

# Q. What is this file?
# A. This file contains options which allow you to configure your multiworld experience while allowing
# others to play how they want as well.
#
# Q. How do I use it?
# A. The options in this file are weighted. This means the higher number you assign to a value, the
# more chances you have for that option to be chosen. For example, an option like this:
#
# map_shuffle:
# on: 5
# off: 15
#
# Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned
# off.
#
# Q. I've never seen a file like this before. What characters am I allowed to use?
# A. This is a .yaml file. You are allowed to use most characters.
# To test if your yaml is valid or not, you can use this website:
# http://www.yamllint.com/
# You can also verify that your Archipelago options are valid at this site:
# https://archipelago.gg/check
# Your name in-game, limited to 16 characters.
# {player} will be replaced with the player's slot number.
# {PLAYER} will be replaced with the player's slot number, if that slot number is greater than 1.
# {number} will be replaced with the counter value of the name.
# {NUMBER} will be replaced with the counter value of the name, if the counter value is greater than 1.
name: 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.
[]