# 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 your Archipelago settings are valid at this site: # https://archipelago.gg/check # Your name in-game. Spaces will be replaced with underscores and there is a 16-character limit. # {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: Player{number} # Used to describe your yaml. Useful if you have multiple files. description: Default The Wind Waker Template game: The Wind Waker requires: version: 0.4.4 # Version of Archipelago required for this yaml to work as expected. The Wind Waker: 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. # Locations: ensure everything can be reached and acquired. # Items: ensure all logically relevant items can be acquired. # Minimal: ensure what is needed to reach your goal can be acquired. locations: 0 items: 50 minimal: 0 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. [] progression_dungeons: # This controls whether dungeons can contain progress items. # If off, dungeons will still be randomized, but will only contain optional items you don't need to beat the game. false: 0 true: 50 progression_tingle_chests: # Tingle Chests that are hidden in dungeons and must be bombed to make them appear. (2 in DRC, 1 each in FW, TotG, # ET, and WT). # If off, they will still be randomized, but will only contain optional items you don't need to beat the game. false: 50 true: 0 progression_dungeon_secrets: # DRC, FW, TotG, ET, and WT each have 2-3 secret items within them (11 in total). This controls whether they can be # progress items. The items are fairly well-hidden (they aren't in chests), so don't select this option unless you're # prepared to search each dungeon high and low! # For a list of the dungeon secrets, refer to this Google doc: # https://docs.google.com/document/d/1LrjGr6W9970XEA-pzl8OhwnqMqTbQaxCX--M-kdsLos/edit false: 50 true: 0 progression_puzzle_secret_caves: # This controls whether puzzle-focused secret caves can contain progress items. # If off, they will still be randomized, but will only contain optional items you don't need to beat the game. false: 0 true: 50 progression_combat_secret_caves: # This controls whether combat-focused secret caves (besides Savage Labyrinth) can contain progress items. # If off, they will still be randomized, but will only contain optional items you don't need to beat the game. false: 50 true: 0 progression_savage_labyrinth: # This controls whether the Savage Labyrinth can contain progress items. # If off, it will still be randomized, but will only contain optional items you don't need to beat the game. false: 50 true: 0 progression_great_fairies: # This controls whether the items given by Great Fairies can be progress items. # If off, they will still be randomized, but will only contain optional items you don't need to beat the game. false: 0 true: 50 progression_short_sidequests: # This controls whether sidequests that can be completed quickly can reward progress items. # If off, they will still be randomized, but will only reward optional items you don't need to beat the game. false: 50 true: 0 progression_long_sidequests: # This controls whether long sidequests (e.g. Lenzo's assistant, withered trees, goron trading) can reward progress # items. # If off, they will still be randomized, but will only reward optional items you don't need to beat the game. false: 50 true: 0 progression_spoils_trading: # This controls whether the items you get by trading in spoils to NPCs can be progress items. # If off, they will still be randomized, but will only reward optional items you don't need to beat the game. false: 50 true: 0 progression_minigames: # This controls whether most minigames can reward progress items (auctions, mail sorting, barrel shooting, bird-man # contest). # If off, minigames will still be randomized, but will only reward optional items you don't need to beat the game. false: 50 true: 0 progression_battlesquid: # This controls whether the Windfall battleship minigame can reward progress items. # If off, it will still be randomized, but will only reward optional items you don't need to beat the game. false: 50 true: 0 progression_free_gifts: # This controls whether gifts freely given by NPCs can be progress items (Tott, Salvage Corp, imprisoned Tingle). # If off, they will still be randomized, but will only be optional items you don't need to beat the game. false: 0 true: 50 progression_mail: # This controls whether mail can contain progress items. # If off, mail will still be randomized, but will only contain optional items you don't need to beat the game. false: 50 true: 0 progression_platforms_rafts: # This controls whether lookout platforms and rafts can contain progress items. # If off, they will still be randomized, but will only contain optional items you don't need to beat the game. false: 50 true: 0 progression_submarines: # This controls whether submarines can contain progress items. # If off, submarines will still be randomized, but will only contain optional items you don't need to beat the # game. false: 50 true: 0 progression_eye_reef_chests: # This controls whether the chests that appear after clearing out the eye reefs can contain progress items. # If off, they will still be randomized, but will only contain optional items you don't need to beat the game. false: 50 true: 0 progression_big_octos_gunboats: # This controls whether the items dropped by Big Octos and Gunboats can contain progress items. # If off, they will still be randomized, but will only contain optional items you don't need to beat the game. false: 50 true: 0 progression_triforce_charts: # This controls whether the sunken treasure chests marked on Triforce Charts can contain progress items. # If off, they will still be randomized, but will only contain optional items you don't need to beat the game. false: 50 true: 0 progression_treasure_charts: # This controls whether the sunken treasure chests marked on Treasure Charts can contain progress items. # If off, they will still be randomized, but will only contain optional items you don't need to beat the game. false: 50 true: 0 progression_expensive_purchases: # This controls whether items that cost a lot of rupees can be progress items (Rock Spire shop, auctions, Tingle's # letter, trading quest). # If off, they will still be randomized, but will only be optional items you don't need to beat the game. false: 0 true: 50 progression_island_puzzles: # This controls whether various island puzzles can contain progress items (e.g. chests hidden in unusual places). # If off, they will still be randomized, but will only contain optional items you don't need to beat the game. false: 50 true: 0 progression_misc: # Miscellaneous locations that don't fit into any of the above categories (outdoors chests, wind shrine, Cyclos, # etc). # If off, they will still be randomized, but will only contain optional items you don't need to beat the game. false: 50 true: 0 randomize_mapcompass: # Controls how dungeon maps and compasses are randomized. # Start With Maps & Compasses: You will start the game with the dungeon maps and compasses for all dungeons. # Vanilla Maps & Compasses: Dungeon maps and compasses will be kept in their vanilla location (non-randomized). # Own Dungeon Maps & Compasses: Dungeon maps and compasses will be randomized locally within their own dungeon. # Any Dungeon Maps & Compasses: Dungeon maps and compasses will be randomized locally within any dungeon. # Local Maps & Compasses: Dungeon maps and compasses will be randomized locally anywhere. # Key-Lunacy: Dungeon maps and compasses can be found anywhere, without restriction. startwith: 0 vanilla: 0 dungeon: 50 any_dungeon: 0 local: 0 keylunacy: 0 randomize_smallkeys: # Controls how small keys are randomized. # Start With Small Keys: You will start the game with the small keys for all dungeons. # Vanilla Small Keys: Small keys will be kept in their vanilla location (non-randomized). # Own Dungeon Small Keys: Small keys will be randomized locally within their own dungeon. # Any Dungeon Small Keys: Small keys will be randomized locally within any dungeon. # Local Small Keys: Small keys will be randomized locally anywhere. # Key-Lunacy: Small keys can be found in any progression location, if dungeons are randomized. startwith: 0 vanilla: 0 dungeon: 50 any_dungeon: 0 local: 0 keylunacy: 0 randomize_bigkeys: # Controls how big keys are randomized. # Start With Big Keys: You will start the game with the big keys for all dungeons. # Vanilla Big Keys: Big keys will be kept in their vanilla location (non-randomized). # Own Dungeon Big Keys: Big keys will be randomized locally within their own dungeon. # Any Dungeon Big Keys: Big keys will be randomized locally within any dungeon. # Local Big Keys: Big keys will be randomized locally anywhere. # Key-Lunacy: Big keys can be found in any progression location, if dungeons are randomized. startwith: 0 vanilla: 0 dungeon: 50 any_dungeon: 0 local: 0 keylunacy: 0 sword_mode: # Controls whether you start with the Hero's Sword, the Hero's Sword is randomized, or if there are no swords in # the entire game. # Start with Hero's Sword: You will start the game with the basic Hero's Sword already in your inventory. # No Starting Sword: You will start the game with no sword, and have to find it somewhere in the world like other # randomized items. # Swordless: You will start the game with no sword, and won't be able to find it anywhere. You have to beat the entire # game using other items as weapons instead of the sword. (Note that Phantom Ganon in FF becomes vulnerable to Skull # Hammer in this mode.) start_with_sword: 50 no_starting_sword: 0 swordless: 0 required_bosses: # In this mode, you will not be allowed to beat the game until certain randomly-chosen bosses are defeated. Nothing # in dungeons for other bosses will ever be required. # You can see which islands have the required bosses on them by opening the sea chart and checking which islands have # blue quest markers. false: 50 true: 0 num_required_bosses: # Select the number of randomly-chosen bosses that are required in Required Bosses Mode. # The door to Puppet Ganon will not unlock until you've defeated all of these bosses. Nothing in dungeons for other # bosses will ever be required. # # You can define additional values between the minimum and maximum values. # Minimum value is 1 # Maximum value is 6 4: 50 random: 0 random-low: 0 random-high: 0 included_dungeons: # A list of dungeons which should always be included when required bosses mode is on. [] excluded_dungeons: # A list of dungeons which should always be excluded when required bosses mode is on. [] chest_type_matches_contents: # Changes the chest type to reflect its contents. A metal chest has a progress item, a wooden chest has a # non-progress item or a consumable, and a green chest has a potentially required dungeon key. false: 50 true: 0 hero_mode: # In Hero Mode, you take four times more damage than normal and heart refills will not drop. false: 50 true: 0 logic_obscurity: # Obscure tricks are ways of obtaining items that are not obvious and may involve thinking outside the box. # This option controls the maximum difficulty of obscure tricks the randomizer will require you to do to beat the # game. none: 50 normal: 0 hard: 0 very_hard: 0 logic_precision: # Precise tricks are ways of obtaining items that involve difficult inputs such as accurate aiming or perfect # timing. # This option controls the maximum difficulty of precise tricks the randomizer will require you to do to beat the # game. none: 50 normal: 0 hard: 0 very_hard: 0 enable_tuner_logic: # If enabled, the randomizer can logically expect the Tingle Tuner for Tingle chests. # The randomizer behavior of logically expecting Bombs/bomb flowers to spawn in Tingle chests remains unchanged. false: 50 true: 0 randomize_dungeon_entrances: # Shuffles around which dungeon entrances take you into which dungeons. # (No effect on Forsaken Fortress or Ganon's Tower.) false: 50 true: 0 randomize_secret_cave_entrances: # Shuffles around which secret cave entrances take you into which secret caves. false: 50 true: 0 randomize_miniboss_entrances: # Allows dungeon miniboss doors to act as entrances to be randomized. # If on with random dungeon entrances, dungeons may nest within each other, forming chains of connected dungeons. false: 50 true: 0 randomize_boss_entrances: # Allows dungeon boss doors to act as entrances to be randomized. # If on with random dungeon entrances, dungeons may nest within each other, forming chains of connected dungeons. false: 50 true: 0 randomize_secret_cave_inner_entrances: # Allows the pit in Ice Ring Isle's secret cave and the rear exit out of Cliff Plateau Isles' secret cave to act as # entrances to be randomized. false: 50 true: 0 randomize_fairy_fountain_entrances: # Allows the pits that lead down into Fairy Fountains to act as entrances to be randomized. false: 50 true: 0 mix_entrances: # Controls how the different types (pools) of randomized entrances should be shuffled. # Separate Pools: Each pool of randomized entrances with shuffle into itself (e.g., dungeons into dungeons). # Mix Pools: All pools of randomized entrances will be combined into one pool to be shuffled. separate_pools: 50 mix_pools: 0 randomize_enemies: # Randomizes the placement of non-boss enemies. This option is an incomplete option from the base randomizer and # may result in unbeatable seeds! Use at your own risk! false: 50 true: 0 randomize_starting_island: # Randomizes which island you start the game on. false: 50 true: 0 randomize_charts: # Randomizes which sector is drawn on each Triforce/Treasure Chart. false: 50 true: 0 swift_sail: # Sailing speed is doubled and the direction of the wind is always at your back as long as the sail is out. false: 0 true: 50 instant_text_boxes: # Text appears instantly. Also, the B button is changed to instantly skip through text as long as you hold it # down. false: 0 true: 50 reveal_full_sea_chart: # Start the game with the sea chart fully drawn out. false: 0 true: 50 add_shortcut_warps_between_dungeons: # Adds new warp pots that act as shortcuts connecting dungeons to each other directly. (DRC, FW, TotG, and # separately FF, ET, WT.) Each pot must be unlocked before it can be used, so you cannot use them to access dungeons # you wouldn't already have access to. false: 50 true: 0 skip_rematch_bosses: # Removes the door in Ganon's Tower that only unlocks when you defeat the rematch versions of Gohma, Kalle Demos, # Jalhalla, and Molgera. false: 0 true: 50 remove_music: # Mutes all ingame music. false: 50 true: 0 death_link: # When you die, everyone dies. Of course the reverse is true too. false: 50 true: 0