# 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: Legorhin # Used to describe your yaml. Useful if you have multiple files. description: Default The Legend of Zelda - Oracle of Seasons Template game: The Legend of Zelda - Oracle of Seasons requires: version: 0.6.1 # Version of Archipelago required for this yaml to work as expected. The Legend of Zelda - Oracle of Seasons: # Game Options progression_balancing: # A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. # # A lower setting means more getting stuck. A higher setting means less getting stuck. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 99 random: 0 random-low: 0 random-high: 0 disabled: 0 # equivalent to 0 normal: 50 # equivalent to 50 extreme: 0 # equivalent to 99 accessibility: # Set rules for reachability of your items/locations. # # **Full:** ensure everything can be reached and acquired. # # **Minimal:** ensure what is needed to reach your goal can be acquired. # # **Items:** ensure all logically relevant items can be acquired. Some items, such as keys, may be self-locking, and # some locations may be inaccessible. full: 0 minimal: 0 items: 50 goal: # The goal to accomplish in order to complete the seed. # - Beat Onox: beat the usual final boss (same as vanilla) # - Beat Ganon: teleport to the Room of Rites after beating Onox, then beat Ganon (same as linked game) beat_onox: 0 beat_ganon: 50 logic_difficulty: # The difficulty of the logic used to generate the seed. # - Casual: expects you to know what you would know when playing the game for the first time # - Medium: expects you to know well the alternatives on how to do basic things, but won't expect any trick # - Hard: expects you to know difficult tricks such as bomb jumps # - Hell: expects you to use tricks and glitches that span over more than a few inputs casual: 0 medium: 50 hard: 0 hell: 0 required_essences: # The amount of essences that need to be obtained in order to get the Maku Seed from the Maku Tree and be able # to fight Onox in his castle # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 8 4: 50 random: 0 random-low: 0 random-high: 0 placed_essences: # The amount of essences that will be placed in the world. Removed essences are replaced by filler items instead, and # if essences are not shuffled, those filler items will be placed on the pedestal where the essence would have been. # If the value for "Placed Essences" is lower than "Required Essences" (which can happen when using random values # for both), a new random value is automatically picked in the valid range. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 8 8: 50 random: 0 random-low: 0 random-high: 0 shuffle_essences: # If enabled, essences will be shuffled anywhere in the multiworld instead of being guaranteed to be found # at the end their respective dungeons. 'false': 50 'true': 0 exclude_dungeons_without_essence: # If enabled, all dungeons whose essence has been removed because of the "Placed Essences" option will be excluded, # which means you can safely ignore them since they cannot contain an item that is required to complete the seed. # If "Shuffle Essences" is enabled, this option has no effect. # Hero's Cave is not considered to be a dungeon for this option, and therefore is never excluded. 'false': 50 'true': 0 show_dungeons_with_essence: # Determines the condition required to highlight dungeons having an essence on their end pedestal # (with a sparkle on the in-game map). # This is especially useful when using "Exclude Dungeons Without Essence" to know which dungeons you can ignore. # If "Shuffle Essences" is enabled, this option has no effect. # - Disabled: Dungeons with an essence are never shown on the map # - With Compass: Dungeons with an essence can only be highlighted after obtaining their Compass # - Always: Dungeons with an essence are always shown on the map disabled: 0 with_compass: 50 always: 0 default_seasons: # The world of Holodrum is split in regions, each one having its own default season being forced when entering it. # This options gives several ways of manipulating those default seasons. # - Vanilla: default seasons for each region are the ones from the original game # - Randomized: each region has its own random default season picked at generation time # - Random Singularity: a single season is randomly picked and put as default season in every region in the game # - Specific Singularity: the given season is put as default season in every region in the game vanilla: 0 randomized: 50 random_singularity: 0 spring_singularity: 0 summer_singularity: 0 winter_singularity: 0 autumn_singularity: 0 normalize_horon_village_season: # In the vanilla game, Horon Village default season is chaotic: every time you enter it, it sets a random season. # This nullifies every condition where a season is required inside Horon Village, since you can leave and re-enter # again and again until you get the season that suits you. # Enabling this option disables that behavior and makes Horon Village behave like any other region in the game. # This means it will have a default season picked at generation time that follows the global behavior defined # in the "Default Seasons" option. 'false': 0 'true': 50 animal_companion: # Determines which animal companion you can summon using the Flute, as well as the layout of the Natzu region. # - Ricky: the kangaroo with boxing skills # - Dimitri: the swimming dinosaur who can eat anything # - Moosh: the flying blue bear with a passion for Spring Bananas ricky: 0 dimitri: 0 moosh: 0 random: 50 shuffle_portals: # - Vanilla: pairs of portals are the same as in the original game # - Shuffle Outwards: each portal is connected to a random portal in the opposite dimension picked at generation time # - Shuffle: each portal is connected to a random portal, which might be in the same dimension (with the guarantee of # having at least one portal going across dimensions) vanilla: 50 shuffle_outwards: 0 shuffle: 0 shuffle_dungeons: # If enabled, each dungeon entrance will lead to a random dungeon picked at generation time. # Otherwise, all dungeon entrances lead to their dungeon as intended. 'false': 0 'true': 50 remove_d0_alt_entrance: # If enabled, remove the hole acting as an alternate entrance to Hero’s Cave. Stairs will be added inside the dungeon to make the chest reachable. # This is especially useful when shuffling dungeons, since only main dungeon entrances are shuffled. # If this option is not set in such a case, you could potentially have two distant entrances leading to the same dungeon. 'false': 50 'true': 0 remove_d2_alt_entrance: # If enabled, remove both stairs acting as alternate entrances to Snake’s Remains and connect them together inside the dungeon. # This is especially useful when shuffling dungeons, since only main dungeon entrances are shuffled. # If this option is not set in such a case, you could potentially have two distant entrances leading to the same dungeon. 'false': 50 'true': 0 default_seed: # Determines which of the 5 seed types will be the "default seed type", which is given: # - when obtaining Seed Satchel # - when obtaining Slingshot # - by Horon Seed Tree ember: 0 scent: 0 pegasus: 0 gale: 50 mystery: 0 duplicate_seed_tree: # The game contains 6 seed trees but only 5 seed types, which means two trees # must contain the same seed type. This option enables choosing which tree will # always contain a duplicate of one of the other 5 trees. # It is strongly advised to set this to "Tarm Ruins Tree" since it's by far the hardest tree to reach # (and being locked out of a useful seed type can lead to very frustrating situations). horon_village: 0 woods_of_winter: 0 north_horon: 0 spool_swamp: 0 sunken_city: 0 tarm_ruins: 50 shuffle_old_men: # Determine how the Old Men which give or take rupees are handled by the randomizer. # - Vanilla: Each Old Man gives/takes the amount of rupees it usually does in the base game # - Shuffled Values: The amount of given/taken rupees are shuffled between Old Men # - Random Values: Each Old Man will give or take a random amount of rupees # - Random Positive Values: Each Old Man will give a random amount of rupees, but never make you pay # - Turn Into Locations: Each Old Man becomes a randomized check, and the total amount of rupees they usually give # in vanilla is shuffled into the item pool vanilla: 0 shuffled_values: 0 random_values: 0 random_positive_values: 0 turn_into_locations: 50 shuffle_business_scrubs: # This option adds the 4 accessible business scrubs (Spool Swamp, Samasa Desert, D2, D4) to the pool of randomized # locations. Just like any other shop, they ask for rupees in exchange of the randomized item, # which can only be purchased once. # Please note that scrubs inside dungeons can hold dungeon items, such as keys. 'false': 0 'true': 50 shuffle_golden_ore_spots: # This option adds the 7 hidden digging spots in Subrosia (containing 50 Ore Chunks each) to the pool # of randomized locations. 'false': 0 'true': 50 deterministic_gasha_locations: # When set to a non-zero value, planting a Gasha tree on a unique soil gives a deterministic item which is taken # into account by logic. Once an item has been obtained this way, the soil disappears forever to avoid any chance # of softlocking by wasting several Gasha Seeds on the same soil. # The value of this option is the number of items that can be obtained that way, the maximum value expecting you # to plant a tree on each one of the 16 Gasha spots in the game. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 16 16: 50 random: 0 random-low: 0 random-high: 0 advance_shop: # In the vanilla game, there is a house northwest of Horon Village hosting the secret "Advance Shop" that can only # be accessed if the game is being played on a Game Boy Advance console. # If enabled, this option makes this shop always open, adding 3 shop locations to the game (and some rupees to the # item pool to compensate for the extra purchases that might be required) 'false': 0 'true': 60 secret_locations: # When enabled, add the linked game secrets to the list of locations 'false': 0 'true': 50 master_keys: # - Disabled: All dungeon keys must be obtained individually, just like in vanilla # - All Small Keys: Small Keys are replaced by a single Master Key for each dungeon which is capable of opening # every small keydoor for that dungeon # - All Dungeon Keys: the Master Key for each dungeon is also capable of opening the boss keydoor, # removing Boss Keys from the item pool # Master Keys placement is determined following the "Keysanity (Small Keys)" option. disabled: 0 all_small_keys: 50 all_dungeon_keys: 0 keysanity_small_keys: # If enabled, dungeon Small Keys can be found anywhere instead of being confined in their dungeon of origin. 'false': 0 'true': 50 keysanity_boss_keys: # If enabled, dungeon Boss Keys can be found anywhere instead of being confined in their dungeon of origin. 'false': 0 'true': 50 keysanity_maps_compasses: # If enabled, Dungeon Maps and Compasses can be found anywhere instead of being confined in their dungeon of origin. 'false': 0 'true': 50 treehouse_old_man_requirement: # The amount of essences that you need to bring to the treehouse old man for him to give his item. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 8 1: 50 random: 0 random-low: 0 random-high: 0 tarm_gate_required_jewels: # The number of jewels that you need to bring to Tarm Ruins gate to be able to open it. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 4 1: 50 random: 0 random-low: 0 random-high: 0 golden_beasts_requirement: # The amount of golden beasts that need to be beaten for the golden old man to give his item. # Golden beasts are 4 unique enemies that appear at specific spots on specific seasons, and beating all four of them # requires all seasons and having access to most of the overworld. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 4 1: 50 random: 0 random-low: 0 random-high: 0 sign_guy_requirement: # In Subrosia, a NPC will "punish" you if you break more than 100 signs in the vanilla game by giving you an item. # This option lets you configure how many signs are required to obtain that item, since breaking 100 signs is not # everyone's cup of tea. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 250 1: 50 random: 0 random-low: 0 random-high: 0 randomize_lost_woods_item_sequence: # If enabled, the secret sequence leading to the Noble Sword pedestal will be randomized (both directions to # take and seasons to use). # To know the randomized combination, you will need to bring the Phonograph to the Deku Scrub near the stump, just # like in the vanilla game. 'false': 0 'true': 50 randomize_lost_woods_main_sequence: # If enabled, the secret sequence leading to D6 sector will be randomized (both directions to take and # seasons to use). # To know the randomized combination, you will need to stun the Deku Scrub near the jewel gate using a shield, just # like in the vanilla game. 'false': 50 'true': 0 randomize_samasa_gate_code: # This option defines if the secret combination which opens the gate to Samasa Desert should be randomized. # You can then configure the length of the sequence with the next option. 'false': 0 'true': 50 samasa_gate_code_length: # The length of the randomized combination for Samasa Desert gate. # This option has no effect if "Randomize Samasa Desert Gate Code" is disabled. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 40 1: 50 random: 0 random-low: 0 random-high: 0 shop_prices: # Determine the cost of items found in shops of all sorts (including Subrosian Market and Business Scrubs): # - Vanilla: shop items have the same cost as in the base game # - Free: all shop items can be obtained for free # - Cheap: shop prices are randomized with an average cost of 50 Rupees # - Reasonable: shop prices are randomized with an average cost of 100 Rupees # - Expensive: shop prices are randomized with an average cost of 200 Rupees # - Outrageous: shop prices are randomized with an average cost of 350 Rupees vanilla: 0 free: 0 cheap: 50 reasonable: 0 expensive: 0 outrageous: 0 enforce_potion_in_shop: # When enabled, you are guaranteed to have a renewable Potion for 300 rupees inside Horon shop 'false': 0 'true': 50 required_rings: # Forces a specified set of rings to appear somewhere in the seed. # Adding too many rings to this list can cause generation failures. # List of ring names can be found here: https://zeldawiki.wiki/wiki/Magic_Ring [] excluded_rings: # Forces a specified set of rings to not appear in the seed. # List of ring names can be found here: https://zeldawiki.wiki/wiki/Magic_Ring ["Slayer's Ring", 'Victory Ring', 'Cursed Ring', 'Moblin Ring', 'Rupee Ring', 'Like Like Ring', '100th Ring', 'Octo Ring', 'First Gen Ring', 'GBA Time Ring', 'GBA Nature Ring', 'Sign Ring', 'Friendship Ring', 'Subrosian Ring'] fools_ore: # In the vanilla game, the Fool's Ore is the item "given" by the strange brothers in "exchange" for your feather. # The way the vanilla game is done means you never get to use it, but it's by far the strongest weapon in the game # (dealing 4 times more damage than an L-2 sword!) # - Vanilla: Fool's Ore appears in the item pool with its stats unchanged # - Balanced: Fool's Ore appears in the item pool but its stats are lowered to become comparable to an L-2 sword # - Excluded: Fool's Ore doesn't appear in the item pool at all. Problem solved! vanilla: 50 balanced: 0 excluded: 0 combat_difficulty: # Modifies the damage taken during combat to make this aspect of the game easier or harder depending on the # type of experience you want to have peaceful: 50 easier: 0 vanilla: 0 harder: 0 insane: 0 quick_flute: # When enabled, playing the flute will immobilize you during a very small amount of time compared to vanilla game. 'false': 0 'true': 50 rosa_quick_unlock: # When enabled, Rosa will instantly unlock all subrosia locks when given the Ribbon 'false': 0 'true': 50 starting_maps_compasses: # When enabled, you will start the game with maps and compasses for every dungeon in the game. # This makes navigation easier and removes those items for the pool, which are replaced with random filler items. # Unlike 'start_inventory_from_pool', this is performed instanatly and silently when starting the game. 'false': 50 'true': 0 remove_items_from_pool: # Removes specified amount of given items from the item pool, replacing them with random filler items. # This option has significant chances to break generation if used carelessly, so test your preset several times # before using it on long generations. Use at your own risk! {} death_link: # When you die, everyone who enabled death link dies. Of course, the reverse is true too. 'false': 50 'true': 0 # Item & Location Options local_items: # Forces these items to be in their native world. [] non_local_items: # Forces these items to be outside their native world. [] start_inventory: # Start with these items. {} start_inventory_from_pool: # Start with these items and don't place them in the world. # # The game decides what the replacement items will be. {"Fool's Ore","Seed Satchel"} 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. ["Sunken City Diver Secret"] priority_locations: # Prevent these locations from having an unimportant item. [] item_links: # Share part of your item pool with other players. []