race:
  default: normal
  values:
    normal:
      display: Normal
    race:
      display: Race
mode:
  display: Mode
  default: open
  values:
    open:
      display: Open
    standard:
      display: Standard
    inverted:
      display: Inverted
weapons:
  display: Weapons
  default: random
  values:
    random:
      display: Random
    assured:
      display: Assured
      tip: The player begins with the Fighter Sword.
    vanilla:
      display: Vanilla
      tip: "Swords are placed in their vanilla locations: Uncle, Pedestal, Blacksmith, and Pyramid Fairy"
    swordless:
      display: Swordless
      tip: The player will never find a sword. Ganon can instead be damaged with the hammer.
    assured_master:
      display: Assured Master
      tip: The player begins with the Master Sword.
goal:
  display: Goal
  default: ganon
  values:
    ganon:
      display: Ganon
      tip: Ganon must be defeated to complete the game, but can only be defeated once the player has collected a sufficient number of crystals and defeated the form of Agahnim at the top of Ganon's Tower.
    fast_ganon:
      display: Fast Ganon
      tip: Ganon must be defeated to complete the game, but can only be defeated once the player has collected a sufficient number of crystals.
    boss_hunt:
      display: Boss Hunt
      tip: Ganon must be defeated to complete the game, but can only be defeated once the player has defeated a sufficient number of bosses.
    all_dungeons:
      display: All Dungeons
      tip: Ganon must be defeated to complete the game, but can only be defeated once the player has collected all seven crystals, all three pendants, and has defeated both forms of Agahnim.
    trinity:
      display: Trinity
    pedestal:
      display: Pedestal
      tip: Collecting all three pendants and pulling the item from the Master Sword Pedestal will complete the game.
    triforce_hunt:
      display: Triforce Hunt
      tip: The player must collect enough triforce pieces and then turn them in to Murahdala outside Hyrule Castle to complete the game.
    ganon_hunt:
      display: Ganon Hunt
      tip: Ganon must be defeated to complete the game, but can only be defeated once the player has collected enough triforce pieces.
    completionist:
      display: Completionist
      tip: Ganon must be defeated to complete the game, but can only be defeated once every single randomized item has been collected.
    sanctuary:
      display: Sanctuary
      tip: Opening the chest in the sanctuary will complete the game.
crystals_ganon:
  display: Crystals for Ganon
  default: "7"
  order: [7, 6, 5, 4, 3, 2, 1, 0, "random"]
  values:
    "7":
      display: 7
    "6":
      display: 6
    "5":
      display: 5
    "4":
      display: 4
    "3":
      display: 3
    "2":
      display: 2
    "1":
      display: 1
    "0":
      display: 0
    random:
      display: Random
bosses_ganon:
  display: Bosses for Ganon
  default: "8of10"
  values:
    "7of10":
      display: "7 Prize Bosses"
      tip: To defeat Ganon, you must defeat 7 of the 10 bosses (not including either form of Agahnim).
    "8of10":
      display: "8 Prize Bosses"
      tip: To defeat Ganon, you must defeat 8 of the 10 bosses (not including either form of Agahnim).
    "10of10":
      display: "10 Prize Bosses"
      tip: To defeat Ganon, you must defeat all 10 bosses (not including either form of Agahnim).
    "8of12":
      display: "8 Total Bosses"
      tip: To defeat Ganon, you must defeat 8 of the 12 dungeon bosses.
    "10of12":
      display: "10 Total Bosses"
      tip: To defeat Ganon, you must defeat 10 of the 12 dungeon bosses.
    "12of12":
      display: "12 Total Bosses"
      tip: To defeat Ganon, you must defeat all 12 of the dungeon bosses.
triforce_pieces:
  display: Triforce Pieces
  default: "20of30"
  values:
    "8of10":
      display: "8 out of 10"
    "20of30":
      display: "20 out of 30"
    "67of100":
      display: "67 out of 100"
    "125of175":
      display: "125 out of 175"
      tip: Will probably fail to generate without a setting such as pottery lottery or underworld enemy drop shuffle to add a lot of checks to the pool.
    "400of500":
      display: "400 out of 500"
      tip: Will probably fail to generate without a setting such as pottery lottery or underworld enemy drop shuffle to add a lot of checks to the pool.
crystals_gt:
  display: Crystals for GT
  default: "7"
  order: [7, 6, 5, 4, 3, 2, 1, 0, "random"]
  values:
    7:
      display: 7
    6:
      display: 6
    5:
      display: 5
    4:
      display: 4
    3:
      display: 3
    2:
      display: 2
    1:
      display: 1
    0:
      display: 0
    random:
      display: Random
ganon_item:
  display: Ganon Vulnerability Item
  default: "silver"
  values:
    silver:
      display: Silver Arrows
    boomerang:
      display: Boomerang
    hookshot:
      display: Hookshot
    powder:
      display: Powder
    fire_rod:
      display: Fire Rod
    ice_rod:
      display: Ice Rod
    bombos:
      display: Bombos
    ether:
      display: Ether
    quake:
      display: Quake
    hammer:
      display: Hammer
    bee:
      display: Bee
    somaria:
      display: Cane of Somaria
    byrna:
      display: Cane of Byrna
    random:
      display: Random
    none:
      display: No Weakness
      tip: Ganon cannot be injured while in his blue vulnerable state, and can only be harmed during the frames while he raises his arms.
entrance_shuffle:
  display: Entrance Shuffle
  default: vanilla
  values:
    vanilla:
      display: None
    full:
      display: Full
    crossed:
      display: Crossed
    swapped:
      display: Swapped
    decoupled:
      display: Decoupled
overworld_map_dungeons:
  display: Dungeon Locations on Overworld Map
  default: vanilla
  values:
    vanilla:
      display: Vanilla Location
    map:
      display: Show with Map
      tip: Locations of dungeons for which the player has the dungeon map will be shown on the overworld map.
    compass:
      display: Show with Compass
      tip: Locations of dungeons for which the player has the dungeon compass will be shown on the overworld map.
links_house:
  display: Link's House
  default: vanilla
  values:
    vanilla:
      display: Vanilla
    shuffled:
      display: Shuffled
skull_woods:
  display: Skull Woods Entrances
  default: default
  values:
    default:
      display: Shuffled in SW
      tip: The entrances (aside from the fire-locked skull entrance) and drops in Skull Woods are each shuffled within their own pool.
    vanilla_drops:
      display: Vanilla Drops
      tip: The entrances (aside from the fire-locked skull entrance) in Skull Woods are shuffled within their own pool, and the drops all lead to their vanilla placements.
    loose:
      display: Vanilla Drops, Loose Entrances
      tip: The drops into Skull Woods all lead to their vanilla location; the entrances are shuffled into the main pool of entrances.
    chaos:
      display: Chaos
      tip: The front entrance to Skull Woods (with the drop that leads to the Big Chest) and the middle entrance (with the northern drop accessible from the back) form two more linked dropdowns that are shuffled into the broader pool of dropdowns. The remaining two drops both lead to their vanilla locations.
linked_drops:
  display: Linked Drops
  default: default
  values:
    default:
      display: Default
      tip: Dropdowns are linked unless the entrance shuffle mode is set to decoupled.
    linked:
      display: Linked
      tip: Dropdowns are linked with their nearby entrance and shuffled as pairs.
    independent:
      display: Independent
      tip: Dropdowns are shuffled independently from their nearby entrances.
boss_shuffle:
  display: Boss Shuffle
  default: vanilla
  values:
    vanilla:
      display: None
    simple:
      display: Simple
      tip: The thirteen bosses (the ten main dungeon bosses plus the three mini-bosses in Ganon's Tower) are shuffled with their vanilla counts (two copies of each light world boss, one of each dark world boss).
    full:
      display: Full
      tip: The thirteen bosses (the ten main dungeon bosses plus the three mini-bosses in Ganon's Tower) are shuffled to contain at least one copy of each boss, with three bosses chosen at random having a duplicate.
    random:
      display: Random
      tip: The thirteen bosses (the ten main dungeon bosses plus the three mini-bosses in Ganon's Tower) are each chosen randomly, indepedent of how many copies there are of each boss.
    prize_unique:
      display: Prize Unique
      tip: The ten main dungeons will have one copy of each boss; the three mini-bosses in Ganon's Tower can be any boss.
enemy_shuffle:
  display: Enemy Shuffle
  default: vanilla
  values:
    vanilla:
      display: None
    shuffled:
      display: Shuffled
    mimics:
      display: All Mimics
damage_table_shuffle:
  display: Damage Table Shuffle
  default: vanilla
  values:
    vanilla:
      display: None
    randomized:
      display: Randomized
      tip: Every sword entry in the damage table that would normally deal damage is randomized indepedently; this means that higher level swords will not necessarily do more damage against a given enemy.
small_keys:
  display: Small Key Shuffle
  default: dungeon
  values:
    dungeon:
      display: In Dungeon
      tip: Small Keys are all within their own dungeon.
    wild:
      display: Wild
      tip: Small Keys are all shuffled anywhere within the world.
    nearby:
      display: Nearby
      tip: Small Keys are all either within their own dungeon, or in a nearby non-dungeon location.
    universal:
      display: Universal
      tip: Small Keys are no longer restricted to certain dungeons, and can be freely used in any dungeon. At least one shop will have keys for sale.
big_keys:
  display: Big Key Shuffle
  default: dungeon
  values:
    dungeon:
      display: In Dungeon
      tip: Big Keys are all within their own dungeon.
    wild:
      display: Wild
      tip: Big Keys are all shuffled anywhere within the world.
    nearby:
      display: Nearby
      tip: Big Keys are all either within their own dungeon, or in a nearby non-dungeon location.
maps:
  display: Map Shuffle
  default: dungeon
  values:
    dungeon:
      display: In Dungeon
      tip: Maps are all within their own dungeon.
    wild:
      display: Wild
      tip: Maps are all shuffled anywhere within the world.
    nearby:
      display: Nearby
      tip: Maps are all either within their own dungeon, or in a nearby non-dungeon location.
compasses:
  display: Compass Shuffle
  default: dungeon
  values:
    dungeon:
      display: In Dungeon
      tip: Compasses are all within their own dungeon.
    wild:
      display: Wild
      tip: Compasses are all shuffled anywhere within the world.
    nearby:
      display: Nearby
      tip: Compasses are all either within their own dungeon, or in a nearby non-dungeon location.
prize_shuffle:
  display: Prize Shuffle
  default: vanilla
  values:
    vanilla:
      display: On Boss
      tip: Dungeon prizes are on bosses as in the vanilla game.
    dungeon:
      display: In Dungeon
      tip: Dungeon prizes are all within their own dungeon.
    nearby:
      display: Nearby
      tip: Dungeon prizes are all either within their own dungeon, or in a nearby non-dungeon location.
    wild:
      display: Wild
      tip: Dungeon prizes are all shuffled anywhere within the world.
shop_shuffle:
  display: Shop Shuffle
  default: vanilla
  values:
    vanilla:
      display: None
    shuffled:
      display: Shuffled
drop_shuffle:
  display: Enemy Drop Shuffle
  default: vanilla
  values:
    vanilla:
      display: None
      tip: Every enemy that drops a key in vanilla will continue to drop a key.
    keys:
      display: Key Drops
      tip: Drops from enemies that normally have a key in vanilla are shuffled into the pool of items.
    underworld:
      display: All Underworld Enemies
      tip: Drops from every underworld enemy are shuffled into the pool of items.
pot_shuffle:
  display: Pottery Shuffle
  default: vanilla
  values:
    vanilla:
      display: None
      tip: Every pot that contains a key in vanilla will continue to contain a key.
    keys:
      display: Keys
      tip: Pots that contain keys in vanilla are shuffled into the pool of items.
    cave:
      display: Caves
      tip: Underworld pots that are not inside a dungeon are shuffled into the pool of items.
    cave_keys:
      display: Caves & Keys
      tip: Underworld pots that either contain a key in vanilla or are not inside a dungeon are shuffled into the pool of items.
    reduced:
      display: Reduced
      tip: Underworld pots that either contain a key in vanilla or are not inside a dungeon are shuffled into the pool of items, as well as about a quarter of all remaining dungeon pots.
    clustered:
      display: Clustered
      tip: Underworld pots that either contain a key in vanilla or are not inside a dungeon are shuffled into the pool of items, as well as about half of all remaining dungeon pots.
    non_empty:
      display: Non-Empty
      tip: Items inside every pot that is non-empty is vanilla are shuffled into the pool of items.
    dungeon:
      display: Dungeon
      tip: Underworld pots that are within a dungeon are shuffled into the pool of items.
    all:
      display: All
      tip: All underworld pots are shuffled into the pool of items.
boots:
  display: Boots
  default: normal
  values:
    normal:
      display: No Starting Boots
    pseudoboots:
      display: Pseudoboots
      tip: The player can dash, but not knock items loose or bonk over most pits.
    starting:
      display: Starting Boots
flute:
  display: Flute
  default: normal
  values:
    normal:
      display: Flute Needs Activation
      tip: The flute needs to be activated at the weathervane in Kakariko before the player can use it to travel.
    preactivated:
      display: Preactivated
      tip: Once the player finds the flute they can immediately use it to travel without needing to activate it in Kakariko.
    pseudoflute:
      display: Pseudoflute
      tip: The player begins the game with a flute that can only take the player to locations they have already visited (except for the portal area in the desert). Obtaining the real flute will unlock all flute locations.
    starting:
      display: Starting Activated Flute
      tip: The player begins the game with a pre-activated flute.
mirror:
  display: Mirror
  default: normal
  values:
    normal:
      display: Default
      tip: The player will begin with a mirror scroll if door shuffle is enabled, and nothing otherwise.
    scroll:
      display: Mirror Scroll
      tip: The player will begin with a mirror scroll, which allows warping to the start of dungeons, but not traversing from the dark world to the light world.
    starting:
      display: Starting Mirror
dark_rooms:
  display: Dark Room Logic
  default: require_lamp
  values:
    require_lamp:
      display: Lamp Required
      tip: Dark rooms are only considered to be in logic if the player has the lamp.
    always_light_cone:
      display: Free Light Cone
      tip: The player always gets a light cone in dark rooms, whether or not they have the lamp.
    no_dark_rooms:
      display: All Rooms Lit
      tip: There are no dark rooms; all rooms that would normally be dark (except for Ganon) are instead fully lit, regardless of whether the player has the lamp.
    always_in_logic:
      display: Dark Rooms in Logic
      tip: Dark rooms are always considered to be in logic, even if the player does not have the lamp.
    starting_lamp:
      display: Starting Lamp
      tip: The player starts with the lamp.
bombs:
  display: Bombs
  default: normal
  values:
    normal:
      display: No Bomb Bag Required
    bomb_bag_required:
      display: Bomb Bag Required
      tip: The player cannot collect any bombs until they obtain a bomb bag.
book:
  display: Book
  default: normal
  values:
    normal:
      display: No Special Functionality
    crystal_switches:
      display: Can Flip Crystal Switches
      tip: Using the book indoors will flip the state of the crystal switch pegs.
door_shuffle:
  display: Door Shuffle
  default: vanilla
  values:
    vanilla:
      display: None
    basic:
      display: Basic
    partitioned:
      display: Partitioned
    crossed:
      display: Crossed
lobbies:
  display: Dungeon Lobbies
  default: vanilla
  values:
    vanilla:
      display: Vanilla
    shuffled:
      display: Shuffled
door_type_mode:
  display: Shuffled Door Types
  default: original
  values:
    original:
      display: Key and Bomb Doors
    big:
      display: Key, Big Key, and Bomb Doors
    all:
      display: All Door Types
    chaos:
      display: Chaos
trap_door_mode:
  display: Trap Door Removal
  default: some
  values:
    vanilla:
      display: None
    some:
      display: Some
    boss:
      display: Boss
    remove_all:
      display: All
follower_shuffle:
  display: Follower Shuffle
  default: vanilla
  values:
    vanilla:
      display: None
    shuffled:
      display: Shuffled
flute_shuffle:
  display: Flute Spot Shuffle
  default: vanilla
  values:
    vanilla:
      display: Vanilla
      tip: The eight flute spots are at their vanilla locations.
    random:
      display: Random
      tip: The seven flute spots outside the Desert/Mire area are each moved to a random screen, with one spot available on the mountain.
    balanced:
      display: Balanced
      tip: The seven flute spots outside the Desert/Mire area are each moved to a random screen such that no two flute spots are on adjacent screens.
tile_swap:
  display: Tile Swap
  default: vanilla
  values:
    vanilla:
      display: Normal
    tile_swap:
      display: Tile Swap
      tip: Each tile on the overworld has a chance to be swapped with its inverted version.
overworld_layout:
  display: Overworld Layout
  default: vanilla
  values:
    vanilla:
      display: Vanilla
      tip: Overworld screens retain their vanilla transitions.
    shuffled_grid:
      display: Shuffled Grid
      tip: Overworld screen transitions are shuffled such that they still maintain an 8x8 grid, and the overworld map reflects the layout.
    shuffled:
      display: Shuffled
      tip: Overworld screen transitions are shuffled without regard for Euclidean space and cannot be displayed as a map.
overworld_world_layouts:
  display: Overworld World Layouts
  default: parallel
  values:
    parallel:
      display: Parallel
      tip: Light World screens and their corresponding Dark World screens are connected to the same relative screens.
    independent:
      display: Independent
      tip: Light World screens can have a different topology than Dark World screens; the same transition on corresponding screens between the two worlds can lead to different places.
overworld_layout_edges:
  display: Overworld Layout Edges
  default: unrestricted
  values:
    unrestricted:
      display: Unrestricted
      tip: Overworld edges with multiple transitions can lead to different screens.
    grouped:
      display: Grouped
      tip: Overworld edges with multiple transitions will all lead to the same screen.
overworld_layout_terrain:
  display: Overworld Layout Terrain
  default: same_only
  values:
    same_only:
      display: Same Only
      tip: Overworld transitions will only connect land to land and water to water.
    allow_mixed:
      display: Allow Mixed
      tip: Overworld transitions can connect land to water or vice versa.
overworld_map_fog:
  display: Overworld Map Fog
  default: fog
  values:
    fog:
      display: Fog
      tip: Fog on the overworld map will cover screens that have not been visited.
    no_fog:
      display: No Fog
      tip: The entire overworld map will always be visible.
damage_challenge:
  display: Damage Mode
  default: normal
  values:
    normal:
      display: Normal
    ohko:
      display: One-Hit KO
      tip: Every amount of damage the player takes is fatal.
    gloom:
      display: Gloom
      tip: Every enemy will deal one permanent heart container of damage. The only way to regain health is to find heart containers or collect four heart pieces.
show_loot:
  display: Show Dungeon Checks
  default: presence
  values:
    never:
      display: Never
      tip: No icons will show on the dungeon map.
    presence:
      display: Uncollected
      tip: A dot icon will show on the dungeon map on each supertile with an uncollected item.
    compass:
      display: Value With Compass
      tip: With the compass for a dungeon, icons will show on the dungeon map with the best item value on each supertile. Without the compass, compass icons will show the location of compasses, and dots will show for any other uncollected item.
    always:
      display: Value Always
      tip: Icons will show on the dungeon map with the best uncollected item value on each supertile.
show_map:
  display: Show Dungeon Maps
  default: map
  values:
    visited:
      display: Visited Tiles Only
      tip: Visited tiles in the dungeon map will show the outline of the room. Unvisited tiles will show an undetailed square.
    map:
      display: Visited + Map
      tip: With the map for a dungeon, all tiles in the dungeon map will show the outline of the room. Without the map, visited tiles will show the outline of the room, and unvisited tiles will show an undetailed square.
    always:
      display: Always
      tip: All tiles in the dungeon map will show the outline of the room.
hints:
  display: Hints
  default: off
  values:
    off:
      display: Off
    on:
      display: On
