Preset meistereder1009/mysterie - alttprmystery

Preset meistereder1009/mysterie - alttprmystery

YAML


  goal:
    ganon: 20                        # Ganon: Climb GT, defeat Agahnim 2, and then kill Ganon
    crystals: 20                     # Crystals: Only killing Ganon is required. However, items may still be placed in GT
    bosses: 5                       # Bosses: Defeat the boss of all dungeons, including Agahnim's tower and GT (Aga 2)
    pedestal: 15                    # Pedestal: Pull the Triforce from the Master Sword pedestal
    ganon_pedestal: 15               # Ganon Pedestal: Pull the Master Sword pedestal, then kill Ganon

  mode:
    standard: 1 # Standard: Begin the game by rescuing Zelda from her cell and escorting her to the Sanctuary
    open: 1    # Open: Begin the game from your choice of Link's House or the Sanctuary

  dark_room_logic:
    lamp: 50    # Logic for unlit dark rooms. Lamp: require the Lamp for these rooms to be considered accessible.
    torches: 0  # Torches: in addition to lamp, allow the fire rod and presence of easily accessible torches for access.
    none: 0     # None: all dark rooms are always considered doable, meaning this may force completion of rooms in complete darkness.

  open_pyramid:
    closed: 0
    open: 50     # Determines whether the hole at the top of pyramid is open.
    goal: 0    # Goal will open the pyramid if the goal requires you to kill Ganon, without needing to kill Agahnim 2.
    auto: 0     # Auto is the same as goal except if Ganon's dropdown is in another location, the hole will be closed.

  crystals_needed_for_gt: # Crystals required to open GT
    3: 15
    4: 20
    5: 30
    6: 25
    7: 30

  crystals_needed_for_ganon: # Crystals required to hurt Ganon
    3: 15
    4: 20
    5: 30
    6: 25
    7: 30

  entrance_shuffle: 
    vanilla: 50
    dungeons_simple: 0  # Dungeons Simple: Shuffle just dungeons amongst each other, swapping dungeons entirely, so Hyrule Castle is always 1 dungeon.
    dungeons_full: 0    # Dungeons Full: Shuffle any dungeon entrance with any dungeon interior, so Hyrule Castle can be 4 different dungeons, but keep dungeons to a specific world.
    dungeons_crossed: 0 # Dungeons Crossed: like dungeons_full, but allow cross-world traversal through a dungeon. Warning: May force repeated dungeon traversal.
    simple: 0           # Simple: Entrances are grouped together before being randomized. Interiors with two entrances are grouped shuffled together with each other, and Death Mountain entrances are shuffled only on Death Mountain. Dungeons are swapped entirely.
    restricted: 0       # Restricted: Like Simple, but single entrance interiors, multi entrance interiors, and Death Mountain interior entrances are all shuffled with each other.
    full: 0             # Full: Like Restricted, but all Dungeon entrances are shuffled with all non-Dungeon entrances.
    crossed: 0          # Crossed: Like Full, but interiors with multiple entrances are no longer confined to the same world, which may allow crossing worlds.
    insanity: 0         # Insanity: Like Crossed, but entrances and exits may be decoupled from each other, so that leaving through an exit may not return you to the entrance you entered from.

  big_key_shuffle: # Big Key Placement
    original_dungeon: 25
    own_dungeons: 15
    own_world: 15
    any_world: 20

  small_key_shuffle: # Small Key Placement
    original_dungeon: 25
    own_dungeons: 15
    own_world: 15
    any_world: 20

  key_drop_shuffle:  # Shuffle keys found in pots and dropped from killed enemies, respects the small key and big key shuffle options.
    false: 50

  compass_shuffle: # Compass Placement
    start_with: 1
    original_dungeon: 0
    own_dungeons: 0
    own_world: 0
    any_world: 0
    different_world: 0

  map_shuffle:  # Map Placement
    original_dungeon: 15
    own_dungeons: 15
    own_world: 15
    any_world: 20
    different_world: 15

  restrict_dungeon_item_on_boss:  # Don't place dungeon-native items on the dungeon's boss.
    false: 1
    true: 0

  item_pool:
    easy: 0      # Easy: Doubled upgrades, progressives, and etc. Normal:  Item availability remains unchanged from vanilla game.
    normal: 50
    hard: 0      # Hard: Reduced upgrade availability (max: 14 hearts, blue mail, tempered sword, fire shield, no silvers unless swordless).
    expert: 0    # Expert: Minimum upgrade availability (max: 8 hearts, green mail, master sword, fighter shield, no silvers unless swordless).

  item_functionality:
    easy: 0     # Easy: Allow Hammer to damage ganon, Allow Hammer tablet collection, Allow swordless medallion use everywhere.
    normal: 50  # Normal: Vanilla item functionality
    hard: 0     # Hard: 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    # Expert: 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)

  enemy_health:
    easy: 0     # Easy: Enemies have reduced health.
    default: 50 # Default: Vanilla enemy HP.  
    hard: 0     # Hard: Enemies have increased health.
    expert: 0   # Expert: Enemies have greatly increased health.

  enemy_damage:
    default: 50  # Default: Vanilla enemy damage. 
    shuffled: 0  #Shuffled: Enemies deal 0 to 4 hearts and armor helps.
    chaos: 0     # Chaos: Enemies deal 0 to 8 hearts and armor just reshuffles the damage.

  progressive: # How item types that have multiple tiers (armor, bows, gloves, shields, and swords) should be rewarded
    off: 25
    grouped_random: 25
    on: 25

  swordless: #If true Hammer damages Ganon. Ether and Bombos Tablet can be activated with Hammer (and Book).
    false: 50

  dungeon_counters:
    pickup: 1       # On: Always display amount of items checked in a dungeon. Pickup: Show when compass is picked up.

  retro_caves: # Zelda-1 like mode. There are randomly placed take-any caves that contain one Sword and choices of Heart Container/Blue Potion. 
    false: 50
    true: 0

  hints: # On/Full: Put item and entrance placement hints on telepathic tiles and some NPCs, Full removes joke hints.
    on: 0
    full: 1

  boss_shuffle: # Shuffles bosses around to different locations.
    none: 15
    basic: 15        # Basic will shuffle all bosses except Ganon and Agahnim anywhere they can be placed.
    full: 10         # Full chooses 3 bosses at random to be placed twice instead of Lanmolas, Moldorm, and Helmasaur.
    chaos: 10        # Chaos allows any boss to appear any number of times.
    singularity: 15  # Singularity places a single boss in as many places as possible, and a second boss in any remaining locations.
                    # Supports plando placement.

  enemy_shuffle: # Randomize every enemy spawn. If mode is Standard, Hyrule Castle is left out (may result in visually wrong enemy sprites in that area.)
    false: 20
    true: 20

  killable_thieves: # Makes Thieves killable.
    true: 1
    false: 0

  shuffle_prizes: # Shuffle "general" prize packs, as in enemy, tree pull, dig etc.; "bonk" prizes; or both.
    general: 1

  tile_shuffle: # Randomize flying tiles floor patterns.
    false: 1
    true: 0

  misery_mire_medallion: # Required medallion to open Misery Mire front entrance.
    random: 50

  turtle_rock_medallion: # Required medallion to open Turtle Rock front entrance.
    random: 50

  glitch_boots: # If this is enabled, the player will start with Pegasus Boots when playing with overworld glitches or harder logic.
    false: 0
    true: 50

  heartbeep: # How quickly the heart beep sound effect will play
    quarter: 50
    
  heartcolor: # The color of hearts in the HUD
    red: 50

  quickswap: # Allows you to quickly swap items while playing with L/R
    true: 50

  menuspeed: # How quickly the menu appears/disappears
    double: 50

  music: # Whether background music will play in game
    true: 50

  reduceflashing: # Reduces flashing for certain scenes such as the Misery Mire and Ganon's Tower opening cutscenes
    true: 50
  
  triforcehud:
    hide_both: 1
  timer:
    none: 0            # None: No timer will be displayed. 
    timed: 0           # Timed: 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      # Timed OHKO: 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            # OHKO: Timer always at zero. Permanent OHKO.
    timed_countdown: 0 # Timed Countdown: 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: 50        # Display: Displays a timer, but otherwise does not affect gameplay or the item pool
    
  shop_item_slots:
    0: 0
    30: 10
  shop_price_modifier:
    # Percentage modifier for shuffled item prices in shops
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 400
    100: 0
    10: 1