# 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: LegorhinMC # Used to describe your yaml. Useful if you have multiple files. description: Minish Cap keysanity and all checks enabled game: The Minish Cap requires: version: 0.6.3 # Version of Archipelago required for this yaml to work as expected. The Minish Cap: ################ # 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 death_link: # When you die, everyone who enabled death link dies. Of course, the reverse is true too. 'false': 50 'true': 0 death_link_gameover: # If disabled, deathlinks are sent when reaching 0HP, before a fairy is used. Received deathlinks will drop you to # 0HP, using a fairy if you have one. # If enabled, deathlinks are only sent when reaching the gameover screen. Received deathlinks will also send you # straight to a gameover, fairy or not. 'false': 50 'true': 0 ######## # Goal # ######## goal: # 'Vaati' (default): Kill Vaati to goal. dhc_access and the ped requirements change how soon you can reach Vaati. # 'Pedestal': Complete Pedestal to goal. The ped requirements change what's needed. vaati: 50 pedestal: 0 dhc_access: # When should DHC be accessible? # If your goal is Pedestal then dhc_access can't be pedestal and will default to closed instead. # 'Closed' (false): DHC is never accessible. If your goal is Vaati, the room after pedestal goes straight to Vaati. # 'Pedestal' (default): DHC is locked until pedestal is completed. # 'Open' (true): DHC is accessible from the beginning. If your goal is Pedestal, activate pedestal from within DHC. closed: 0 pedestal: 50 open: 0 ped_elements: # How many elements are required to activate Pedestal? # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 4 2: 0 random: 5 random-low: 0 random-high: 4 ped_swords: # How many progressive swords are required to activate Pedestal? # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 5 0: 0 random: 50 random-low: 0 random-high: 5 ped_dungeons: # How many dungeons are required to activate Pedestal? # # 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 ################### # Dungeon Shuffle # ################### shuffle_elements: # Lock elements to specific locations. # # 'Vanilla': Elements are in the same dungeons as vanilla # 'Dungeon Prize' (false/default): Elements are shuffled between the 6 dungeon prizes # 'Anywhere' (true): Elements are in completely random locations vanilla: 0 dungeon_prize: 0 anywhere: 50 dungeon_small_keys: # 'Own Dungeon' (false/default): Randomized within the dungeon they're normally found in # 'Anywhere' (true): Items are in completely random locations # *Note*: If using anything other than "anywhere" and you include small keys in start_inventory_from_pool, # you may get the warning "tried to remove items from their pool that don't exist". This is expected, the keys # have safely been added to your inventory from the pool. own_dungeon: 0 anywhere: 50 dungeon_big_keys: # 'Own Dungeon' (false/default): Randomized within the dungeon they're normally found in # 'Anywhere' (true): Items are in completely random locations # *Note: If using anything other than "anywhere" and you include big keys in start_inventory_from_pool, # you may get the warning "tried to remove items from their pool that don't exist". This is expected, the keys # have safely been added to your inventory from the pool. own_dungeon: 0 anywhere: 50 dungeon_maps: # 'Own Dungeon' (false/default): Randomized within the dungeon they're normally found in # 'Anywhere' (true): Items are in completely random locations # *Note: If using anything other than "anywhere" and you include dungeon maps in start_inventory_from_pool, # you may get the warning "tried to remove items from their pool that don't exist". This is expected, the maps # have safely been added to your inventory from the pool. own_dungeon: 0 anywhere: 50 dungeon_compasses: # 'Own Dungeon' (false/default): Randomized within the dungeon they're normally found in # 'Anywhere' (true): Items are in completely random locations # *Note: If using anything other than "anywhere" and you include dungeon compasses in start_inventory_from_pool, # you may get the warning "tried to remove items from their pool that don't exist". This is expected, the compass # has safely been added to your inventory from the pool. own_dungeon: 0 anywhere: 50 non_element_dungeons: # Should dungeons that don't have elements restrict the items that can be placed in them? # Only takes effect when shuffle_elements is dungeon_prize or vanilla and ped_dungeons is 4 or less. # # Standard: Non-Element dungeons are filled just like any other location with no restrictions. # Excluded: Non-Element dungeons are automatically added to the excluded_locations list, only placing filler inside. standard: 50 excluded: 0 #################### # Location Shuffle # #################### rupeesanity: # Add all rupees locations to the pool to be randomized. # This setting will not shuffle Rupees that also belong to another pool. # Ex: An underwater rupee will instead be randomized by shuffle_underwater 'false': 0 'true': 50 shuffle_pots: # Add all special pots that drop a unique item to the pool. Includes the LonLon Ranch Pot. 'false': 0 'true': 50 shuffle_digging: # Add all dig spots that drop a unique item to the pool. 'false': 0 'true': 50 shuffle_underwater: # Add all underwater items to the pool. Includes the ToD underwater pot 'false': 0 'true': 50 shuffle_gold_enemies: # Add the drops from the 9 golden enemies to the pool. 'false': 0 'true': 50 cucco_rounds: # How many rounds of the cucco catching minigame will be shuffled and playable? # Rounds 1-9 are accessible from Sphere 1, Round 10 is accessible with either Roc's Cape or Flippers. # Rounds are always included from the end to ensure the Round 10 reward is always accessible. # Ex, if you play with 3 rounds, Rounds 8-10 are playable. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 10 1: 50 random: 0 random-low: 0 random-high: 0 goron_sets: # How many sets of items do you want to purchase from the Goron Shop in town? # There are 5 total sets with 3 items each. # # You can define additional values between the minimum and maximum values. # Minimum value is 0 # Maximum value is 5 5: 50 random: 0 random-low: 0 random-high: 0 ########### # Weapons # ########### early_weapon: # Force a weapon to be in your sphere 1. # The weapon placed will be random based off the enabled `weapon` options. # Swords will always be one of the possible weapons placed. 'false': 50 'true': 0 weapon_bomb: # Bombs can damage nearly every enemy, Bombs are never considered for Simon Simulations, and Golden Enemies. # 'No': Bombs are not considered as Weapons. # 'Yes': Bombs are considered as weapons for most regular enemy fights. # 'Yes + Bosses': Bombs are considered as weapons for most enemy fights. Fighting Green/Blu Chu, Madderpillars # and Darknuts require only 10 bomb bag. Gleerok, Mazaal and Scissor Beetles require at least 30 bomb bag. # Octo and Gyorg cannot be defeated with bombs. 'no': 50 'yes': 0 yes_boss: 0 weapon_bow: # Bow can damage most enemies, many enemies are very resilient to damage. Chu Bosses and Darknuts are Immune. # 'false': Bows are not considered as Weapons. # 'true': Bows are considered as weapons for most enemy fights. # Bows are never considered for Chu Bossfights, Darknuts, Scissor Beetles, Madderpillar, Wizzrobes, Simon Simulations, # and Golden Enemies. 'false': 50 'true': 0 weapon_gust: # Gust Jar can suck up various enemies like Ghini(Ghosts) and Beetles (The things that grab onto link). # It can also grab objects and fire them like projectiles to kill enemies, some enemies or parts of enemies can be # used as projectiles such as Helmasaurs and Stalfos. # 'false': Gust Jar is never considered for killing enemies. # 'true': Gust Jar is considered as weapons for all enemies that get sucked up by it, you are never expected to use # objects as projectiles to kill enemies. 'false': 50 'true': 0 weapon_lantern: # The lit Lantern can instantly kill Wizzrobes by walking through them. # 'false': Lantern is not considered as a Weapon. # 'true': Lantern is considered as a weapon for fighting Wizzrobes. 'false': 50 'true': 0 ############### # Fast Travel # ############### dungeon_warp_dws: # Whether you should start with the Blue/Red warps for DeepWood Shrine none: 50 blue: 0 red: 0 both: 0 dungeon_warp_cof: # Whether you should start with the Blue/Red warps for Cave of Flames none: 50 blue: 0 red: 0 both: 0 dungeon_warp_fow: # Whether you should start with the Blue/Red warps for Fortress of Winds none: 50 blue: 0 red: 0 both: 0 dungeon_warp_tod: # Whether you should start with the Blue/Red warps for Temple of Droplets none: 50 blue: 0 red: 0 both: 0 dungeon_warp_pow: # Whether you should start with the Blue/Red warps for Palace of Winds none: 50 blue: 0 red: 0 both: 0 dungeon_warp_dhc: # Whether you should start with the Blue/Red warps for Dark Hyrule Castle none: 50 blue: 0 red: 0 both: 0 wind_crest_crenel: # Whether you should start with the Mount Crenel Wind Crest 'false': 50 'true': 0 wind_crest_falls: # Whether you should start with the Veil Falls Wind Crest 'false': 50 'true': 0 wind_crest_clouds: # Whether you should start with the Cloud Tops Wind Crest 'false': 50 'true': 0 wind_crest_castor: # Whether you should start with the Castor Wilds Wind Crest 'false': 50 'true': 0 wind_crest_south_field: # Whether you should start with the South Field Wind Crest 'false': 50 'true': 0 wind_crest_minish_woods: # Whether you should start with the Minish Woods Wind Crest 'false': 50 'true': 0 ######## # Misc # ######## random_bottle_contents: # Put random contents into the shuffled bottles, these contents are never considered in logic 'false': 0 'true': 50 traps_enabled: # Traps may be placed around the world. Traps for local items will have their # sprite randomized to a local item before pickup. When picked up it'll turn # into an exclamation mark (!) and activate a specific trap such as spawning # enemies, setting you on fire, freezing you, etc. 'false': 0 'true': 50 goron_jp_prices: # Should the Goron Merchant use JP/US prices instead of EU prices for the item sets. They are as follows: # EU 1st set: 200/100/50 # EU 2nd set: 300/200/100 # EU 3rd set: 400/300/200 # EU 4th set: 500/400/300 # EU 5th set: 600/500/400 # JP all sets: 300/200/50 'false': 0 'true': 50 ############ # Advanced # ############ tricks: # bombable_dust: Bombs may be required to blow away dust instead of Gust Jar # crenel_mushroom_gust_jar: The mushroom near the edge of a cliff on Mt Crenel may be required to be grabbed with the # gust jar to climb higher # light_arrows_break_objects: A charged light arrow shot may be required to destroy obstacles like pots or small trees # bobombs_destroy_walls: Either a Sword or the Gust Jar may be required to blow up walls near Bobombs # like_like_cave_no_sword: Opening the chests in the digging cave in Minish Woods, guarded by a pair of LikeLikes, # may be required without a weapon # boots_skip_town_guard: A very precise boot dash may be required to skip the guard blocking the west exit of town # beam_crenel_switch: A switch across a gap on Mt Crenel must be hit to extend a bridge to reach cave of flames, # hitting it with a sword beam may be required # down_thrust_spikey_beetle: Spikey Beetles can be flipped over with a down thrust, which may be required to kill them # dark_rooms_no_lantern: Dark rooms may require being traversed without the lantern. Link always has a small light # source revealing his surroundings # cape_extensions: Some larger gaps across water can be crossed by extending the distance you can jump (Release cape # after the hop, then press and hold the glide) # lake_minish_no_boots: Lake hylia can be explored as minish without using the boots to bonk a tree by jumping down # from the middle island # cabin_swim_no_lilypad: Lake Cabin has a path used to enter as minish, the screen transition can be touched by # swimming into it # cloud_sharks_no_weapons: The Sharks in cloud tops can be killed by standing near the edge and watching them jump off # fow_pot_gust_jar: A pot near the end of Fortress can be grabbed with the gust jar through a wall from near the # beginning of the dungeon # pow_2f_no_cane: After climbing the first clouds of Palace, a moving platform can be reached with a precise jump # pot_puzzle_no_bracelets: The Minish sized pot puzzle in Palace can be avoided by hitting the switch that drops the # item at a later point in the dungeon # dhc_cannons_no_four_sword: The Cannon puzzle rooms of DHC can be completed without the four sword by using a well # timed bomb strat and sword slash # dhc_pads_no_four_sword: The clone puzzles that press down four pads in DHC can be completed with less clones by # shuffling across the pads # dhc_switches_no_four_sword: The clone puzzle that slashes 4 switches in DHC can be completed with a well placed spin # attack [] ########################### # 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. {} 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. []