# 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 MultiworldGG options are valid at this site:
#        https://multiworld.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: Player{number}

# Used to describe your yaml. Useful if you have multiple files.
description: 'Default The Legend of Zelda: A Link to the Past Template'

game: 'The Legend of Zelda: A Link to the Past'
requires:
  version: 0.7.263 # Version of MWGG required for this yaml to work as expected.
  game:
    'The Legend of Zelda: A Link to the Past': 1.3.1 # Version of the world required for this yaml to work as expected.

'The Legend of Zelda: A Link to the Past':
  ################
  # 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 value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-99: 0 # random value between 0 and 99
    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: 50
    minimal: 0

  allow_collecting_from:
    # If other players are allowed to '!collect' items from your world.
    'false': 0
    'true': 50

  ######################
  # Victory Conditions #
  ######################
  goal:
    # Sets the goal for this seed.
    # 
    # crystals: Collect the required number of crystals and kill Ganon.
    # ganon: Collect the required number of crystals, kill Agahnim on top of Ganon's Tower, then kill Ganon.
    # dungeons: Obtain all pendants and crystals, defeat both Agahnims, then kill Ganon.
    # pedestal: Collect all 3 pendants and pull the Master Sword from its pedestal.
    # triforcehunt: Collect the required number of pieces of the Triforce, then talk to Murahdahla outside Hyrule Castle.
    # ganonhunt: Collect the required number of pieces of the Triforce, then kill Ganon.
    # trinity: Either kill Ganon, pull the pedestal, or collect the required number of Triforce pieces and talk to Murahdahla outside Hyrule Castle.
    # completionist: Collect every check in the game, then kill Ganon.
    crystals: 50
    ganon: 0
    dungeons: 0
    pedestal: 0
    triforcehunt: 0
    ganonhunt: 0
    trinity: 0
    completionist: 0

  open_pyramid:
    # Whether the Pyramid hole leading to Ganon should be open at the start. Choosing "auto" will open or close it based on your goal setting;
    # it will be open for crystals, trinity, and ganonhunt, and closed for other goals, or if crossed entrance is enabled regardless of the goal.
    auto: 50
    open: 0
    closed: 0

  crystals_needed_for_ganon:
    # How many crystals are needed before Ganon can be killed
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 7
    7: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-7: 0 # random value between 0 and 7

  crystals_needed_for_ganons_tower:
    # How many crystals are needed to enter Ganon's Tower
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 7
    7: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-7: 0 # random value between 0 and 7

  triforce_hunt_goal:
    # How many Triforce Pieces are required to beat the game when the goal is set to Triforce Hunt or Ganon Hunt
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 50
    20: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-50: 0 # random value between 1 and 50

  triforce_hunt_total:
    # How many Triforce Pieces are in the item pool when the goal is set to Triforce Hunt or Ganon Hunt
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 50
    30: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-50: 0 # random value between 1 and 50

  #############
  # Item Pool #
  #############
  map_shuffle:
    # Maps can now appear outside of their dungeon. The map screen will not show if a dungeon gives a pendant or crystal until its map has been found.
    'false': 50
    'true': 0

  compass_shuffle:
    # Compasses can now appear outside of their dungeon.
    'false': 50
    'true': 0

  small_key_shuffle:
    # Small keys can now appear outside of their dungeon.
    'false': 50
    'true': 0

  big_key_shuffle:
    # Big keys can now appear outside of their dungeon.
    'false': 50
    'true': 0

  key_drop_shuffle:
    # Shuffle keys that are dropped by enemies or hidden under pots.
    'false': 50
    'true': 0

  shopsanity:
    # All shops contain randomized items, including Potion Shop and Capacity Upgrade Fairy. Adds 32 items to the item pool.
    # Each type of potion can be purchased at a random shop.
    'false': 50
    'true': 0

  prize_shuffle:
    # Adds Pendants and Crystals to the itempool.
    'false': 50
    'true': 0

  ##################
  # World Settings #
  ##################
  world_mode:
    # Open: Start from Link's House or Sanctuary, without needing to save Zelda in Hyrule Castle
    # Standard: Start at Link's House and save Zelda in Hyrule Castle before accessing the rest of the world
    # Inverted: The Light World and Dark World have been flipped.
    #     - Link spawns at the Bomb Shop and Dark Sanctuary
    #     - All Dark World portals now take you to the Light World
    #     - Link is a bunny in the Light World unless you have the Moon Pearl
    #     - Agahnim's Tower and Ganon's Tower have swapped places. Agahnim's Tower now requires crystals to enter
    #     - Ganon is hiding in a new hole on top of Hyrule Castle
    #     - The Magic Mirror takes you from the Light World to the Dark World
    #     - The Flute is always pre-activated and will take you to locations across the Dark World, including the top of Death Mountain
    #     - Light World terrain has been modified so that mirror-locked locations can be reached without the mirror
    #     - The top of Turtle Rock can be accessed by jumping from its tail
    open: 50
    standard: 0
    inverted: 0

  flute_shuffle:
    # Randomize the Flute spot destinations. Balanced will spread the Flute spots around the overworld, while Chaos will place them randomly.
    vanilla: 50
    balanced: 0
    chaos: 0

  enemy_shuffle:
    # All enemies except bosses are randomized. Logical enemy shuffle might require defeating enemies that
    # require specific items (Eyegore, Freezors, etc.) to progress in a dungeon.
    vanilla: 50
    shuffled: 0
    logical: 0

  boss_shuffle:
    # Bosses are randomized. This includes the Armos/Lanmolas/Moldorm rematches in Ganon's Tower, but not Ganon or either Aganhim fight. Some bosses cannot appear in some locations.
    # 
    # * Vanilla: Bosses are in their original locations.
    # * Simple: Bosses are shuffled randomly. Armos Knights, Lanmolas, and Moldorm will be fought twice.
    # * Full: Bosses are shuffled randomly, and three random bosses will be fought twice.
    # * Chaos: Bosses are shuffled randomly, and any boss can be fought any number of times.
    vanilla: 50
    simple: 0
    full: 0
    chaos: 0

  ####################
  # Entrance Shuffle #
  ####################
  entrance_shuffle:
    # Randomize where each building, cave, and dungeon entrance leads to.
    # vanilla: No entrance shuffle.
    # dungeonssimple: Dungeon entrances are shuffled amongst each other. The four entrances of Hyrule Castle, Desert Palace, and Turtle Rock remain grouped together.
    # dungeonsfull: Dungeon entrances are shuffled amongst each other. Dungeons with multiple entrances can be split apart, but they will either all be in the light world or all in the dark world.
    # crossed: All buildings, caves, and dungeon entrances are randomized. Caves and dungeons with multiple entrances can connect the Light and Dark Worlds.
    vanilla: 50
    dungeonssimple: 0
    dungeonsfull: 0
    crossed: 0

  zelgawoods:
    # If entrance shuffle is enabled, add Skull Woods entrances and dropdowns to the entrance shuffle. The main Skull Woods entrance/big chest
    # dropdown and the second Skull Woods entrance/the dropdown in the back are both added to the dropdown pool. The other two dropdowns in the
    # front are vanilla, and at least one of the entrances in the back of the Skull Woods area must be a connector.
    'false': 50
    'true': 0

  shuffle_links_house:
    # Adds Link's House to the entrance pool for crossed entrance shuffle.
    'false': 50
    'true': 0

  shuffle_tavern:
    # Adds the back of Kakariko Tavern to the entrance pool for crossed entrance shuffle.
    'false': 50
    'true': 0

  ################
  # Door Shuffle #
  ################
  door_shuffle:
    # Randomize the layout of each dungeon. Rooms are rearranged or appear in other dungeons, and doors are randomized.
    # 
    # * Dungeons always have their original boss room, which drops that dungeon's prize.
    # * Dropdowns are vanilla, and rooms connected by a dropdown are always in the same dungeon.
    # * Dungeons may have different key counts. Agahnims Tower could have a Big Key, and other dungeons may not have a Big Key.
    # * Killing Blind requires bombing the cracked floor in the attic, which may be in a different dungeon.
    # * Bringing the Maiden to the Thieves Town boss room will tell you which dungeon has the attic.
    # * Locations will have the name of their original dungeon, not the dungeon they appear in.
    # * Dungeon counters, mirror scroll, and key drop shuffle are enabled regardless of YAML settings. Small keys are shuffled if the door shuffle is partitioned or crossed.
    # 
    # vanilla: Dungeons have their vanilla layout
    # basic: Dungeon layouts are shuffled, but each room stays in its own dungeon
    # partitioned: Dungeon layouts are shuffled, with rooms from different dungeons being mixed together. Rooms in light world dungeons including Hyrule
    #     Castle and Agahnims Tower are shuffled together, early dark world dungeons (Palace of Darkness to Thieves Town) are shuffled together, and
    #     Mitts-locked dungeons (Ice Palace to Ganons Tower) are shuffled together.
    # crossed: Rooms from all dungeons are shuffled together.
    vanilla: 50
    basic: 0
    partitioned: 0
    crossed: 0

  door_type_shuffle:
    # With door shuffle enabled, randomize the types of each door.
    # original: All dungeon doors which are open, bombable, bonkable, or small key locked become a random type of door.
    # big: Doors that are big key locked are also randomized.
    original: 50
    big: 0

  lobby_shuffle:
    # With door shuffle enabled, randomize the first room in each dungeon.
    'false': 50
    'true': 0

  ###################
  # Quality of Life #
  ###################
  pseudoboots:
    # Psuedoboots give Link the ability to dash like Pegasus Boots, but they cannot bonk rocks, open King's Tomb, knock items off torches/the Library, or clear small gaps
    'false': 50
    'true': 0

  mirror_scroll:
    # Mirror Scroll is an inventory item that warps Link to the start of their current dungeon, and is replaced upon finding the Magic Mirror.
    'false': 50
    'true': 0

  pre_activated_flute:
    # The Flute does not need to be activated at the village statue after finding it.
    'false': 50
    'true': 0

  dungeon_counters:
    # Displays two counters in each dungeon showing the collected/total number of checks and number of small keys.
    # If pickup is selected, the counters will be displayed after finding that dungeon's map and compass. The counters
    # are always displayed if door shuffle is enabled.
    'on': 0
    pickup: 50
    'off': 0

  sprite:
    # A custom sprite to use for Link. Must be 'Link' or the exact name of a sprite listed at https://alttpr.com/en/sprite_preview.
    # If an error occurs when loading the sprite, the default Link sprite will be used.
    Link: 50

  heart_beep_rate:
    # The rate at which heart beeps are played when Link is at low health.
    double: 0
    normal: 50
    half: 0
    quarter: 0
    never: 0

  heart_color:
    # The color of Link's heart meter.
    red: 50
    blue: 0
    green: 0
    yellow: 0

  fast_menu:
    # The rate at which the menu opens and closes.
    normal: 50
    instant: 0
    double: 0
    triple: 0
    quadruple: 0
    half: 0

  disable_music:
    # Disables game music.
    'false': 50
    'true': 0

  msu_resume:
    # While using an MSU, when entering and leaving a building/cave/dungeon, the overworld music will pick up where it left off, instead of restarting every time.
    'false': 50
    'true': 0

  ###########################
  # 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 the specified amount of these items. Example: {Bomb: 1, Arrow: 3}
    {}

  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.
    []
