# What is this file?
# This file contains options which allow you to configure your multiworld experience while allowing others
# to play how they want as well.

# How do I use it?
# 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

# I've never seen a file like this before. What characters am I allowed to use?
# 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/

# For use with the weighted-settings page on the website. Changing this value will cause all users to be prompted
# to update their settings. The version number should match the current released version number, and the revision
# should be updated manually by whoever edits this file.
ws_version: 4.1.1 rev0

description: Template Name # Used to describe your yaml. Useful if you have multiple files
name: YourName # Your name in-game. Spaces will be replaced with underscores and there is a 16 character limit
### Logic Section ###
glitches_required: # Determine the logic required to complete the seed
  none: 50 # No glitches required
  minor_glitches: 0 # Puts fake flipper, waterwalk, super bunny shenanigans, and etc into logic
  overworld_glitches: 0 # Assumes the player has knowledge of both overworld major glitches (boots clips, mirror clips) and minor glitches (fake flipper, super bunny shenanigans, water walk and etc.)
  no_logic: 0 # Your own items are placed with no regard to any logic; such as your Fire Rod can be on your Trinexx.
  # Other players items are placed into your world under OWG logic
dark_room_logic: # Logic for unlit dark rooms
  lamp: 50 # require the Lamp for these rooms to be considered accessible.
  torches: 0 # in addition to lamp, allow the fire rod and presence of easily accessible torches for access
  none: 0 # all dark rooms are always considered doable, meaning this may force completion of rooms in complete darkness
restrict_dungeon_item_on_boss: # aka ambrosia boss items
  on: 0 # prevents unshuffled compasses, maps and keys to be boss drops, they can still drop keysanity and other players' items
  off: 50
### End of Logic Section ###
meta_ignore: # Nullify options specified in the meta.yaml file. Adding an option here guarantees it will not occur in your seed, even if the .yaml file specifies it
  mode:
    - inverted # Never play inverted seeds
  retro:
    - on # Never play retro seeds
  weapons:
    - swordless # Never play a swordless seed
map_shuffle: # Shuffle dungeon maps into the world and other dungeons, including other players' worlds
  on: 0
  off: 50
compass_shuffle: # Shuffle compasses into the world and other dungeons, including other players' worlds
  on: 0
  off: 50
smallkey_shuffle: # Shuffle small keys into the world and other dungeons, including other players' worlds
  on: 0
  universal: 0 # allows small keys to be used in any dungeon and adds shops to buy more
  off: 50
bigkey_shuffle: # Shuffle big keys into the world and other dungeons, including other players' worlds
  on: 0
  off: 50
local_keys: # Keep small keys and big keys local to your world
  on: 0
  off: 50
dungeon_items: # Alternative to the 4 shuffles and local_keys above this, does nothing until the respective 4 shuffles and local_keys above are deleted
  mc: 0 # Shuffle maps and compasses
  none: 50 # Shuffle none of the 4
  mcsb: 0 # Shuffle all of the 4, any combination of m, c, s and b will shuffle the respective item, or not if it's missing, so you can add more options here
  lmcsb: 0 # Like mcsb above, but with keys kept local to your world. l is what makes your keys local, or not if it's missing
  ub: 0 # universal small keys and shuffled big keys
  # you can add more combos of these letters here
dungeon_counters:
  on: 0 # Always display amount of items checked in a dungeon
  pickup: 50 # Show when compass is picked up
  default: 0 # Show when compass is picked up if the compass itself is shuffled
  off: 0 # Never show item count in dungeons
accessibility:
  items: 0 # Guarantees you will be able to acquire all items, but you may not be able to access all locations
  locations: 50 # Guarantees you will be able to access all locations, and therefore all items
  none: 0 # Guarantees only that the game is beatable. You may not be able to access all locations or acquire all items
progressive: # Enable or disable progressive items (swords, shields, bow)
  on: 50 # All items are progressive
  off: 0 # No items are progressive
  random: 0 # Randomly decides for all items. Swords could be progressive, shields might not be
entrance_shuffle: # Documentation: https://alttpr.com/en/options#entrance_shuffle
  none: 50 # Vanilla game map. All entrances and exits lead to their original locations. You probably want this option
  dungeonssimple: 0 # Shuffle just dungeons amongst each other, swapping dungeons entirely, so Hyrule Castle is always 1 dungeon
  dungeonsfull: 0 # Shuffle any dungeon entrance with any dungeon interior, so Hyrule Castle can be 4 different dungeons
  simple: 0 # Entrances are grouped together before being randomized. Simple uses the most strict grouping rules
  restricted: 0 # Less strict than simple
  full: 0 # Less strict than restricted
  crossed: 0 # Less strict than full
  insanity: 0 # Very few grouping rules. Good luck
goals:
  ganon: 50 # Climb GT, defeat Agahnim 2, and then kill Ganon
  fast_ganon: 0 # Only killing Ganon is required. The hole is always open. However, items may still be placed in GT
  dungeons: 0 # Defeat the boss of all dungeons, including Agahnim's tower and GT (Aga 2)
  pedestal: 0 # Pull the Triforce from the Master Sword pedestal
  ganon_pedestal: 0 # Pull the Master Sword pedestal, then kill Ganon
  triforce_hunt: 0 # Collect 20 of 30 Triforce pieces spread throughout the worlds, then turn them in to Murahadala in front of Hyrule Castle
  local_triforce_hunt: 0 # Collect 20 of 30 Triforce pieces spread throughout your world, then turn them in to Murahadala in front of Hyrule Castle
  ganon_triforce_hunt: 0 # Collect 20 of 30 Triforce pieces spread throughout the worlds, then kill Ganon
  local_ganon_triforce_hunt: 0 # Collect 20 of 30 Triforce pieces spread throughout your world, then kill Ganon
  ice_rod_hunt: 0 # You start with everything needed to 216 the seed. Find the Ice rod, then kill Trinexx at Turtle rock.
pyramid_open:
  goal: 50 # Opens the pyramid if the goal requires you to kill Ganon, unless the goal is Slow Ganon or All Dungeons
  auto: 0 # Same as Goal, but also opens when any non-dungeon entrance shuffle is used
  yes: 0 # Pyramid hole is always open. Ganon's vulnerable condition is still required before he can he hurt
  no: 0 # Pyramid hole is always closed until you defeat Agahnim atop Ganon's Tower
triforce_pieces_mode: #Determine how to calculate the extra available triforce pieces.
  extra: 0 # available = triforce_pieces_extra + triforce_pieces_required
  percentage: 0 # available = (triforce_pieces_percentage /100) * triforce_pieces_required
  available: 50 # available = triforce_pieces_available
triforce_pieces_extra: # Set to how many extra triforces pieces are available to collect in the world.
  # Format "pieces: chance"
  0: 0
  5: 50
  10: 50
  15: 0
  20: 0
triforce_pieces_percentage: # Set to how many triforce pieces according to a percentage of the required ones, are available to collect in the world.
  # Format "pieces: chance"
  100: 0 #No extra
  150: 50 #Half the required will be added as extra
  200: 0 #There are the double of the required ones available.
triforce_pieces_available: # Set to how many triforces pieces are available to collect in the world. Default is 30. Max is 90, Min is 1
  # Format "pieces: chance"
  25: 0
  30: 50
  40: 0
  50: 0
triforce_pieces_required: # Set to how many out of X triforce pieces you need to win the game in a triforce hunt. Default is 20. Max is 90, Min is 1
  # Format "pieces: chance"
  15: 0
  20: 50
  30: 0
  40: 0
  50: 0
tower_open: # Crystals required to open GT
  '0': 80
  '1': 70
  '2': 60
  '3': 50
  '4': 40
  '5': 30
  '6': 20
  '7': 10
  random: 0
ganon_open: # Crystals required to hurt Ganon
  '0': 80
  '1': 70
  '2': 60
  '3': 50
  '4': 40
  '5': 30
  '6': 20
  '7': 10
  random: 0
mode:
  standard: 50 # Begin the game by rescuing Zelda from her cell and escorting her to the Sanctuary
  open: 50 # Begin the game from your choice of Link's House or the Sanctuary
  inverted: 0 # Begin in the Dark World. The Moon Pearl is required to avoid bunny-state in Light World, and the Light World game map is altered
retro:
  on: 0 # you must buy a quiver to use the bow, take-any caves and an old-man cave are added to the world. You may need to find your sword from the old man's cave
  off: 50
hints:
  'on': 50 # Hint tiles sometimes give item location hints
  'off': 0 # Hint tiles provide gameplay tips
weapons: # Specifically, swords
  randomized: 0 # Swords are placed randomly throughout the world
  assured: 50 # Begin with a sword, the rest are placed randomly throughout the world
  vanilla: 0 # Swords are placed in vanilla locations in your own game (Uncle, Pyramid Fairy, Smiths, Pedestal)
  swordless: 0 # Your swords are replaced by rupees. Gameplay changes have been made to accommodate this change
item_pool:
  easy: 0 # Doubled upgrades, progressives, and etc
  normal: 50 # Item availability remains unchanged from vanilla game
  hard: 0 # Reduced upgrade availability (max: 14 hearts, blue mail, tempered sword, fire shield, no silvers unless swordless)
  expert: 0 # Minimum upgrade availability (max: 8 hearts, green mail, master sword, fighter shield, no silvers unless swordless)
item_functionality:
  easy: 0 # Allow Hammer to damage ganon, Allow Hammer tablet collection, Allow swordless medallion use everywhere.
  normal: 50 # Vanilla item functionality
  hard: 0 # Reduced helpfulness of items (potions less effective, can't catch faeries, cape uses double magic, byrna does not grant invulnerability, boomerangs do not stun, silvers disabled outside ganon)
  expert: 0 # Vastly reduces the helpfulness of items (potions barely effective, can't catch faeries, cape uses double magic, byrna does not grant invulnerability, boomerangs and hookshot do not stun, silvers disabled outside ganon)
progression_balancing:
  on: 50 # A system to reduce BK, as in times during which you can't do anything by moving your items into an earlier access sphere to make it likely you have stuff to do
  off: 0 # Turn this off if you don't mind a longer multiworld, or can glitch around missing items.
tile_shuffle: # Randomize the tile layouts in flying tile rooms
  on: 0
  off: 50
misery_mire_medallion: # required medallion to open Misery Mire front entrance
  random: 50
  ether: 0
  bombos: 0
  quake: 0
turtle_rock_medallion: # required medallion to open Turtle Rock front entrance
  random: 50
  ether: 0
  bombos: 0
  quake: 0
### Enemizer Section ###
boss_shuffle:
  none: 50 # Vanilla bosses
  simple: 0 # Existing bosses except Ganon and Agahnim are shuffled throughout dungeons
  full: 0 # 3 bosses can occur twice
  random: 0 # Any boss can appear any amount of times
  singularity: 0 # Picks a boss, tries to put it everywhere that works, if there's spaces remaining it picks a boss to fill those
enemy_shuffle: # Randomize enemy placement
  on: 0
  off: 50
killable_thieves: # Make thieves killable
  on: 0 # Usually turned on together with enemy_shuffle to make annoying thief placement more manageable
  off: 50
bush_shuffle: # Randomize the chance that bushes have enemies and the enemies under said bush
  on: 0
  off: 50
enemy_damage:
  default: 50 # Vanilla enemy damage
  shuffled: 0 # Enemies deal 0 to 4 hearts and armor helps
  random: 0 # Enemies deal 0 to 8 hearts and armor just reshuffles the damage
enemy_health:
  default: 50 # Vanilla enemy HP
  easy: 0 # Enemies have reduced health
  hard: 0 # Enemies have increased health
  expert: 0 # Enemies have greatly increased health
pot_shuffle:
  'on': 0 # Keys, items, and buttons hidden under pots in dungeons are shuffled with other pots in their supertile
  'off': 50 # Default pot item locations
### End of Enemizer Section ###
beemizer: # Remove items from the global item pool and replace them with single bees and bee traps
  0: 50 # No bee traps are placed
  1: 0 # 25% of rupees, bombs and arrows are replaced with bees, of which 60% are traps and 40% single bees
  2: 0 # 50% of rupees, bombs and arrows are replaced with bees, of which 70% are traps and 30% single bees
  3: 0 # 75% of rupees, bombs and arrows are replaced with bees, of which 80% are traps and 20% single bees
  4: 0 # 100% of rupees, bombs and arrows are replaced with bees, of which 90% are traps and 10% single bees
### Shop Settings ###
shop_shuffle_slots: # Maximum amount of shop slots to be filled with regular item pool items (such as Moon Pearl)
  0: 50
  10: 0
  20: 0
  30: 0
shop_shuffle:
  none: 50
  g: 0 # Generate new default inventories for overworld/underworld shops, and unique shops
  f: 0 # Generate new default inventories for every shop independently
  p: 0 # Randomize the prices of the items in shop inventories
  u: 0 # Shuffle capacity upgrades into the item pool (and allow them to traverse the multiworld)
  w: 0 # Consider witch's hut like any other shop and shuffle/randomize it too
  gp: 0 # Shuffle inventories and randomize prices
  fp: 0 # Randomize items in every shop and their prices
  ufp: 0 # Randomize items and prices in every shop, and include capacity upgrades in item pool
  wfp: 0 # Randomize items and prices in every shop, and include potion shop inventory in shuffle
  ufpw: 0 # Randomize items and prices in every shop, shuffle potion shop inventory, and include capacity upgrades
  # You can add more combos
### End of Shop Section ###
shuffle_prizes: # aka drops
  none: 0 # do not shuffle prize packs
  g: 50 # shuffle "general" price packs, as in enemy, tree pull, dig etc.
  b: 0 # shuffle "bonk" price packs
  bg: 0 # shuffle both
timer:
  none: 50 # No timer will be displayed.
  timed: 0 # Starts with clock at zero. Green clocks subtract 4 minutes (total 20). Blue clocks subtract 2 minutes (total 10). Red clocks add two minutes (total 10). Winner is the player with the lowest time at the end.
  timed_ohko: 0 # Starts the clock at ten minutes. Green clocks add five minutes (total 25). As long as the clock as at zero, Link will die in one hit.
  ohko: 0 # Timer always at zero. Permanent OHKO.
  timed_countdown: 0 # Starts the clock with forty minutes. Same clocks as timed mode, but if the clock hits zero you lose. You can still keep playing, though.
  display: 0 # Displays a timer, but otherwise does not affect gameplay or the item pool.
countdown_start_time: # For timed_ohko and timed_countdown timer modes, the amount of time in minutes to start with
  0: 0 # For timed_ohko, starts in OHKO mode when starting the game
  10: 50
  20: 0
  30: 0
  60: 0
red_clock_time: # For all timer modes, the amount of time in minutes to gain or lose when picking up a red clock
  -2: 50
  1: 0
blue_clock_time: # For all timer modes, the amount of time in minutes to gain or lose when picking up a blue clock
  1: 0
  2: 50
green_clock_time: # For all timer modes, the amount of time in minutes to gain or lose when picking up a green clock
  4: 50
  10: 0
  15: 0
# Can be uncommented to use it
# local_items: # Force certain items to appear in your world only, not across the multiworld. Recognizes some group names, like "Swords"
#  - "Moon Pearl"
#  - "Small Keys"
#  - "Big Keys"
# Can be uncommented to use it
# startinventory: # Begin the file with the listed items/upgrades
  # Pegasus Boots: on
  # Bomb Upgrade (+10): 4
  # Arrow Upgrade (+10): 4
glitch_boots:
  on: 50 # Start with Pegasus Boots in any glitched logic mode that makes use of them
  off: 0
linked_options:
  - name: crosskeys
    options: # These overwrite earlier options if the percentage chance triggers
      entrance_shuffle: crossed
      bigkey_shuffle: true
      compass_shuffle: true
      map_shuffle: true
      smallkey_shuffle: true
    percentage: 0 # Set this to the percentage chance you want crosskeys
  - name: localcrosskeys
    options: # These overwrite earlier options if the percentage chance triggers
      entrance_shuffle: crossed
      bigkey_shuffle: true
      compass_shuffle: true
      map_shuffle: true
      smallkey_shuffle: true
      local_items: # Forces keys to be local to your own world
        - "Small Keys"
        - "Big Keys"
    percentage: 0 # Set this to the percentage chance you want local crosskeys
  - name: enemizer
    options:
      boss_shuffle: # Subchances can be injected too, which then get rolled
        simple: 1
        full: 1
        random: 1
        singularity: 1
      enemy_damage:
        shuffled: 1
        random: 1
      enemy_health:
        easy: 1
        hard: 1
        expert: 1
    percentage: 0 # Set this to the percentage chance you want enemizer
### door rando only options ###
door_shuffle: # Only available if the host uses the doors branch, it is ignored otherwise
  vanilla: 50 # Everything should be like in vanilla
  basic: 0 # Dungeons are shuffled within themselves
  crossed: 0 # Dungeons are shuffled across each other
intensity: # Only available if the host uses the doors branch, it is ignored otherwise
  1: 50 # Shuffles normal doors and spiral staircases
  2: 0 # And shuffles open edges and straight staircases
  3: 0 # And shuffles dungeon lobbies
  random: 0 # Picks one of those at random
key_drop_shuffle: # Only available if the host uses the doors branch, it is ignored otherwise
  on: 0 # Enables the small keys dropped by enemies or under pots, and the big key dropped by the Ball & Chain guard to be shuffled into the pool. This extends the number of checks to 249.
  off: 50
experimental: # Only available if the host uses the doors branch, it is ignored otherwise
  on: 0 # Enables experimental features.
  off: 50
debug: # Only available if the host uses the doors branch, it is ignored otherwise
  on: 0 # Enables debugging features. Currently, these are the Item collection counter. (overwrites total triforce pieces) and Castle Gate closed indicator.
  off: 50
### end of door rando only options ###
rom:
  #sprite_pool: # When specified, limits the pool of sprites used for randomon-event to the specified pool.  Uncomment to use this.
  #  - link
  #  - pride link
  #  - penguin link
  #  - random  # You can specify random multiple times for however many potentially unique random sprites you want in your pool.
  sprite: # Enter the name of your preferred sprite and weight it appropriately
    random: 0
    link: 50 # To add other sprites: open the gui/Creator, go to adjust, select a sprite and write down the name the gui calls it
  disablemusic: # If "on", all in-game music will be disabled
    on: 0
    off: 50
  quickswap: # Enable switching items by pressing the L+R shoulder buttons
    on: 50
    off: 0
  triforcehud: # Disable visibility of the triforce hud unless collecting a piece or speaking to Murahadala
    normal: 50 # original behavior (always visible)
    hide_goal: 0 # hide counter until a piece is collected or speaking to Murahadala
    hide_required: 0 # Always visible, but required amount is invisible until determined by Murahadala
    hide_both: 0 # Hide both under above circumstances
  reduceflashing: # Reduces instances of flashing such as lightning attacks, weather, ether and more.
    on: 50
    off: 0
  menuspeed: # Controls how fast the item menu opens and closes
    normal: 50
    instant: 0
    double: 0
    triple: 0
    quadruple: 0
    half: 0
  heartcolor: # Controls the color of your health hearts
    red: 50
    blue: 0
    green: 0
    yellow: 0
    random: 0
  heartbeep: # Controls the frequency of the low-health beeping
    double: 0
    normal: 50
    half: 0
    quarter: 0
    off: 0
  ow_palettes: # Change the colors of the overworld
    default: 50 # No changes
    random: 0 # Shuffle the colors, with harmony in mind
    blackout: 0 # everything black / blind mode
    grayscale: 0
    negative: 0
    classic: 0
    dizzy: 0
    sick: 0
    puke: 0
  uw_palettes: # Change the colors of caves and dungeons
    default: 50 # No changes
    random: 0 # Shuffle the colors, with harmony in mind
    blackout: 0 # everything black / blind mode
    grayscale: 0
    negative: 0
    classic: 0
    dizzy: 0
    sick: 0
    puke: 0
  hud_palettes: # Change the colors of the hud
    default: 50 # No changes
    random: 0 # Shuffle the colors, with harmony in mind
    blackout: 0 # everything black / blind mode
    grayscale: 0
    negative: 0
    classic: 0
    dizzy: 0
    sick: 0
    puke: 0
  sword_palettes: # Change the colors of swords
    default: 50 # No changes
    random: 0 # Shuffle the colors, with harmony in mind
    blackout: 0 # everything black / blind mode
    grayscale: 0
    negative: 0
    classic: 0
    dizzy: 0
    sick: 0
    puke: 0
  shield_palettes: # Change the colors of shields
    default: 50 # No changes
    random: 0 # Shuffle the colors, with harmony in mind
    blackout: 0 # everything black / blind mode
    grayscale: 0
    negative: 0
    classic: 0
    dizzy: 0
    sick: 0
    puke: 0
