Files
alttpr-frontend/src/data/settings.yaml
2026-05-03 17:52:16 -05:00

681 lines
22 KiB
YAML

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
extra_keys:
display: Extra Small Keys in Dungeons
default: none
values:
none:
display: None
extra1:
display: 1 Extra
tip: Every dungeon that has at least one small key will have one more small key than small key doors.
percent20:
display: 20% Extra
tip: Every dungeon will have 20% more (rounded up) small keys than small key doors.
percent30:
display: 30% Extra
tip: Every dungeon will have 30% more (rounded up) small keys than small key doors.
percent40:
display: 40% Extra
tip: Every dungeon will have 40% more (rounded up) small keys than small key doors.
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