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Ocarina of Time (#64)
* first commit (not including OoT data files yet) * added some basic options * rule parser works now at least * make sure to commit everything this time * temporary change to BaseClasses for oot * overworld location graph builds mostly correctly * adding oot data files * commenting out world options until later since they only existed to make the RuleParser work * conversion functions between AP ids and OOT ids * world graph outputs * set scrub prices * itempool generates, entrances connected, way too many options added * fixed set_rules and set_shop_rules * temp baseclasses changes * Reaches the fill step now, old event-based system retained in case the new way breaks * Song placements and misc fixes everywhere * temporary changes to make oot work * changed root exits for AP fill framework * prevent infinite recursion due to OoT sharing usage of the address field * age reachability works hopefully, songs are broken again * working spoiler log generation on beatable-only * Logic tricks implemented * need this for logic tricks * fixed map/compass being placed on Serenade location * kill unreachable events before filling the world * add a bunch of utility functions to prepare for rom patching * move OptionList into generic options * fixed some silly bugs with OptionList * properly seed all random behavior (so far) * ROM generation working * fix hints trying to get alttp dungeon hint texts * continue fixing hints * add oot to network data package * change item and location IDs to 66000 and 67000 range respectively * push removed items to precollected items * fixed various issues with cross-contamination with multiple world generation * reenable glitched logic (hopefully) * glitched world files age-check fix * cleaned up some get_locations calls * added token shuffle and scrub shuffle, modified some options slightly to make the parsing work * reenable MQ dungeons * fix forest mq exception * made targeting style an option for now, will be cosmetic later * reminder to move targeting to cosmetics * some oot option maintenance * enabled starting time of day * fixed issue breaking shop slots in multiworld generation * added "off" option for text shuffle and hints * shopsanity functionality restored * change patch file extension * remove unnecessary utility functions + imports * update MIT license * change option to "patch_uncompressed_rom" instead of "compress_rom" * compliance with new AutoWorld systems * Kill only internal events, remove non-internal big poe event in code * re-add the big poe event and handle it correctly * remove extra method in Range option * fix typo * Starting items, starting with consumables option * do not remove nonexistent item * move set_shop_rules to after shop items are placed * some cleanup * add retries for song placement * flagged Skull Mask and Mask of Truth as advancement items * update OoT to use LogicMixin * Fixed trying to assign starting items from the wrong players * fixed song retry step * improved option handling, comments, and starting item replacements * DefaultOnToggle writes Yes or No to spoiler * enable compression of output if Compress executable is present * clean up compression * check whether (de)compressor exists before running the process * allow specification of rom path in host.yaml * check if decompressed file already exists before decompressing again * fix triforce hunt generation * rename all the oot state functions with prefix * OoT: mark triforce pieces as completion goal for triforce hunt * added overworld and any-dungeon shuffle for dungeon items * Hide most unshuffled locations and events from the list of locations in spoiler * build oot option ranges with a generic function instead of defining each separately * move oot output-type control to host.yaml instead of individual yamls * implement dungeon song shuffle * minor improvements to overworld dungeon item shuffle * remove random ice trap names in shops, mostly to avoid maintaining a massive censor list * always output patch file to folder, remove option to generate ROM in preparation for removal * re-add the fix for infinite recursion due to not being light or dark world * change AP-sendable to Ocarina of Time model, since the triforce piece has some extra code apparently * oot: remove item_names and location_names * oot: minor fixes * oot: comment out ROM patching * oot: only add CollectionState objects on creation if actually needed * main entrance shuffle method and entrances-based rules * fix entrances based rules * disable master quest and big poe count options for client compatibility * use get_player_name instead of get_player_names * fix OptionList * fix oot options for new option system * new coop section in oot rom: expand player names to 16 bytes, write AP_PLAYER_NAME at end of PLAYER_NAMES * fill AP player name in oot rom with 0 instead of 0xDF * encode player name with ASCII for fixed-width * revert oot player name array to 8 bytes per name * remove Pierre location if fast scarecrow is on * check player name length * "free_scarecrow" not "fast_scarecrow" * OoT locations now properly store the AP ID instead of the oot internal ID * oot __version__ updates in lockstep with AP version * pull in unmodified oot cosmetic files * also grab JSONDump since it's needed apparently * gather extra needed methods, modify imports * delete cosmetics log, replace all instances of SettingsList with OOTWorld * cosmetic options working, except for sound effects (due to ear-safe issues) * SFX, Music, and Fanfare randomization reenabled * move OoT data files into the worlds folder * move Compress and Decompress into oot data folder * Replace get_all_state with custom method to avoid the cache * OoT ROM: increment item counter before setting incoming item/player values to 0, preventing desync issues * set data_version to 0 * make Kokiri Sword shuffle off by default * reenable "Random Choice" for various cosmetic options * kill Ruto's Letter turnin if open fountain also fix for shopsanity * place Buy Goron/Zora Tunic first in shop shuffle * make ice traps appear as other items instead of breaking generation * managed to break ice traps on non-major-only * only handle ice traps if they are on * fix shopsanity for non-oot games, and write player name instead of player number * light arrows hint uses player name instead of player number * Reenable "skip child zelda" option * fix entrances_based_rules * fix ganondorf hint if starting with light arrows * fix dungeonitem shuffle and shopsanity interaction * remove has_all_of, has_any_of, count_of in BaseClasses, replace usage with has_all, has_any, has_group * force local giveable item on ZL if skip_child_zelda and shuffle_song_items is any * keep bosses and bombchu bowling chus out of data package * revert workaround for infinite recursion and fix it properly * fix shared shop id caches during patching process * fix shop text box overflows, as much as possible * add default oot host.yaml option * add .apz5, .n64, .z64 to gitignore * Properly document and name all (functioning) OOT options * clean up some imports * remove unnecessary files from oot's data * fix typo in gitignore * readd the Compress and Decompress utilities, since they are needed for generation * cleanup of imports and some minor optimizations * increase shop offset for item IDs to 0xCB * remove shop item AP ids entirely * prevent triforce pieces for other players from being received by yourself * add "excluded" property to Location * Hint system adapted and reenabled; hints still unseeded * make hints deterministic with lists instead of sets * do not allow hints to point to Light Arrows on non-vanilla bridge * foreign locations hint as their full name in OoT rather than their region * checkedLocations now stores hint names by player ID, so that the same location in different worlds can have hints associated * consolidate versioning in Utils * ice traps appear as major items rather than any progression item * set prescription and claim check as defaults for adult trade item settings * add oot options to playerSettings * allow case-insensitive logic tricks in yaml * fix oot shopsanity option formatting * Write OoT override info even if local item, enabling local checks to show up immediately in the client * implement CollectionState.can_live_dmg for oot glitched logic * filter item names for invalid characters when patching shops * make ice traps appear according to the settings of the world they are shuffled into, rather than the original world * set hidden-spoiler items and locations with Shop items to events * make GF carpenters, Gerudo Card, Malon, ZL, and Impa events if the relevant settings are enabled, preventing them from appearing in the client on game start * Fix oot Glitched and No Logic generation * fix indenting * Greatly reduce displayed cosmetic options * Change oot data version to 1 * add apz5 distribution to webhost * print player name if an ALttP dungeon contains a good item for OoT world * delete unneeded commented code * remove OcarinaSongs import to satisfy lint
This commit is contained in:
@@ -674,6 +674,618 @@ A Link to the Past:
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assured: 0 # Begin with a sword, the rest are placed randomly throughout the world
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vanilla: 0 # Swords are placed in vanilla locations in your own game (Uncle, Pyramid Fairy, Smiths, Pedestal)
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swordless: 0 # swordless mode
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Ocarina of Time:
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logic_rules: # Set the logic used for the generator.
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glitchless: 50
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glitched: 0
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no_logic: 0
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logic_no_night_tokens_without_suns_song: # Nighttime skulltulas will logically require Sun's Song.
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false: 50
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true: 0
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open_forest: # Set the state of Kokiri Forest and the path to Deku Tree.
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open: 50
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closed_deku: 0
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closed: 0
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open_kakariko: # Set the state of the Kakariko Village gate.
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open: 50
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zelda: 0
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closed: 0
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open_door_of_time: # Open the Door of Time by default, without the Song of Time.
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false: 0
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true: 50
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zora_fountain: # Set the state of King Zora, blocking the way to Zora's Fountain.
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open: 0
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adult: 0
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closed: 50
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gerudo_fortress: # Set the requirements for access to Gerudo Fortress.
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normal: 0
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fast: 50
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open: 0
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bridge: # Set the requirements for the Rainbow Bridge.
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open: 0
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vanilla: 0
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stones: 0
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medallions: 50
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dungeons: 0
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tokens: 0
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trials: # Set the number of required trials in Ganon's Castle.
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# you can add additional values between minimum and maximum
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0: 0 # minimum value
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6: 0 # maximum value
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random: 50
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random-low: 0
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random-high: 0
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starting_age: # Choose which age Link will start as.
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child: 50
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adult: 0
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triforce_hunt: # Gather pieces of the Triforce scattered around the world to complete the game.
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false: 50
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true: 0
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triforce_goal: # Number of Triforce pieces required to complete the game. Total number placed determined by the Item Pool setting.
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# you can add additional values between minimum and maximum
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1: 0 # minimum value
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50: 0 # maximum value
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random: 50
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random-low: 0
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random-high: 0
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bombchus_in_logic: # Bombchus are properly considered in logic. The first found pack will have 20 chus; Kokiri Shop and Bazaar sell refills; bombchus open Bombchu Bowling.
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false: 50
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true: 0
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bridge_stones: # Set the number of Spiritual Stones required for the rainbow bridge.
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# you can add additional values between minimum and maximum
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0: 0 # minimum value
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3: 0 # maximum value
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random: 50
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random-low: 0
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random-high: 0
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bridge_medallions: # Set the number of medallions required for the rainbow bridge.
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# you can add additional values between minimum and maximum
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0: 0 # minimum value
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6: 0 # maximum value
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random: 50
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random-low: 0
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random-high: 0
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bridge_rewards: # Set the number of dungeon rewards required for the rainbow bridge.
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# you can add additional values between minimum and maximum
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0: 0 # minimum value
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9: 0 # maximum value
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random: 50
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random-low: 0
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random-high: 0
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bridge_tokens: # Set the number of Gold Skulltula Tokens required for the rainbow bridge.
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# you can add additional values between minimum and maximum
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0: 0 # minimum value
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100: 0 # maximum value
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random: 50
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random-low: 0
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random-high: 0
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shuffle_mapcompass: # Control where to shuffle dungeon maps and compasses.
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remove: 0
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startwith: 50
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vanilla: 0
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dungeon: 0
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overworld: 0
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any_dungeon: 0
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keysanity: 0
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shuffle_smallkeys: # Control where to shuffle dungeon small keys.
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remove: 0
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vanilla: 0
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dungeon: 50
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overworld: 0
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any_dungeon: 0
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keysanity: 0
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shuffle_fortresskeys: # Control where to shuffle the Gerudo Fortress small keys.
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vanilla: 50
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overworld: 0
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any_dungeon: 0
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keysanity: 0
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shuffle_bosskeys: # Control where to shuffle boss keys, except the Ganon's Castle Boss Key.
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remove: 0
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vanilla: 0
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dungeon: 50
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overworld: 0
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any_dungeon: 0
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keysanity: 0
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shuffle_ganon_bosskey: # Control where to shuffle the Ganon's Castle Boss Key.
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remove: 50
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vanilla: 0
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dungeon: 0
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overworld: 0
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any_dungeon: 0
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keysanity: 0
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on_lacs: 0
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enhance_map_compass: # Map tells if a dungeon is vanilla or MQ. Compass tells what the dungeon reward is.
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false: 50
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true: 0
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lacs_condition: # Set the requirements for the Light Arrow Cutscene in the Temple of Time.
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vanilla: 50
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stones: 0
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medallions: 0
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dungeons: 0
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tokens: 0
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lacs_stones: # Set the number of Spiritual Stones required for LACS.
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# you can add additional values between minimum and maximum
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0: 0 # minimum value
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3: 0 # maximum value
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random: 50
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random-low: 0
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random-high: 0
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lacs_medallions: # Set the number of medallions required for LACS.
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# you can add additional values between minimum and maximum
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0: 0 # minimum value
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6: 0 # maximum value
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random: 50
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random-low: 0
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random-high: 0
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lacs_rewards: # Set the number of dungeon rewards required for LACS.
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# you can add additional values between minimum and maximum
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0: 0 # minimum value
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9: 0 # maximum value
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random: 50
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random-low: 0
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random-high: 0
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lacs_tokens: # Set the number of Gold Skulltula Tokens required for LACS.
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# you can add additional values between minimum and maximum
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0: 0 # minimum value
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100: 0 # maximum value
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random: 50
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random-low: 0
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random-high: 0
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shuffle_song_items: # Set where songs can appear.
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song: 50
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dungeon: 0
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any: 0
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shopsanity: # Randomizes shop contents. Set to "off" to not shuffle shops; "0" shuffles shops but does not allow multiworld items in shops.
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off: 50
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"0": 0
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"1": 0
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"2": 0
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"3": 0
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"4": 0
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random_value: 0
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tokensanity: # Token rewards from Gold Skulltulas are shuffled into the pool.
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off: 50
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dungeons: 0
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overworld: 0
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all: 0
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shuffle_scrubs: # Shuffle the items sold by Business Scrubs, and set the prices.
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off: 50
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low: 0
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affordable: 0
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expensive: 0
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shuffle_cows: # Cows give items when Epona's Song is played.
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false: 50
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true: 0
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shuffle_kokiri_sword: # Shuffle Kokiri Sword into the item pool.
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false: 50
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true: 0
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shuffle_ocarinas: # Shuffle the Fairy Ocarina and Ocarina of Time into the item pool.
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false: 50
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true: 0
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shuffle_weird_egg: # Shuffle the Weird Egg from Malon at Hyrule Castle.
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false: 50
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true: 0
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shuffle_gerudo_card: # Shuffle the Gerudo Membership Card into the item pool.
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false: 50
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true: 0
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shuffle_beans: # Adds a pack of 10 beans to the item pool and changes the bean salesman to sell one item for 60 rupees.
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false: 50
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true: 0
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shuffle_medigoron_carpet_salesman: # Shuffle the items sold by Medigoron and the Haunted Wasteland Carpet Salesman.
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false: 50
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true: 0
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skip_child_zelda: # Game starts with Zelda's Letter, the item at Zelda's Lullaby, and the relevant events already completed.
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false: 50
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true: 0
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no_escape_sequence: # Skips the tower collapse sequence between the Ganondorf and Ganon fights.
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false: 0
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true: 50
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no_guard_stealth: # The crawlspace into Hyrule Castle skips straight to Zelda.
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false: 0
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true: 50
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no_epona_race: # Epona can always be summoned with Epona's Song.
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false: 0
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true: 50
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skip_some_minigame_phases: # Dampe Race and Horseback Archery give both rewards if the second condition is met on the first attempt.
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false: 0
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true: 50
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complete_mask_quest: # All masks are immediately available to borrow from the Happy Mask Shop.
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false: 50
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true: 0
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useful_cutscenes: # Reenables the Poe cutscene in Forest Temple, Darunia in Fire Temple, and Twinrova introduction. Mostly useful for glitched.
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false: 50
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true: 0
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fast_chests: # All chest animations are fast. If disabled, major items have a slow animation.
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false: 0
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true: 50
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free_scarecrow: # Pulling out the ocarina near a scarecrow spot spawns Pierre without needing the song.
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false: 50
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true: 0
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fast_bunny_hood: # Bunny Hood lets you move 1.5x faster like in Majora's Mask.
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false: 50
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true: 0
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chicken_count: # Controls the number of Cuccos for Anju to give an item as child.
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# you can add additional values between minimum and maximum
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0: 0 # minimum value
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7: 0 # maximum value
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random: 50
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random-low: 0
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random-high: 0
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hints: # Gossip Stones can give hints about item locations.
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none: 0
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mask: 0
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agony: 0
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always: 50
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false: 0
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hint_dist: # Choose the hint distribution to use. Affects the frequency of strong hints, which items are always hinted, etc.
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balanced: 50
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ddr: 0
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league: 0
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mw2: 0
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scrubs: 0
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strong: 0
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tournament: 0
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useless: 0
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very_strong: 0
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text_shuffle: # Randomizes text in the game for comedic effect.
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none: 50
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except_hints: 0
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complete: 0
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damage_multiplier: # Controls the amount of damage Link takes.
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half: 0
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normal: 50
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double: 0
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quadruple: 0
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ohko: 0
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no_collectible_hearts: # Hearts will not drop from enemies or objects.
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false: 50
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true: 0
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starting_tod: # Change the starting time of day.
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default: 50
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sunrise: 0
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morning: 0
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noon: 0
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afternoon: 0
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sunset: 0
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evening: 0
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midnight: 0
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witching_hour: 0
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start_with_consumables: # Start the game with full Deku Sticks and Deku Nuts.
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false: 50
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true: 0
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start_with_rupees: # Start with a full wallet. Wallet upgrades will also fill your wallet.
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false: 50
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true: 0
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item_pool_value: # Changes the number of items available in the game.
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plentiful: 0
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balanced: 50
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scarce: 0
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minimal: 0
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junk_ice_traps: # Adds ice traps to the item pool.
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off: 0
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normal: 50
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extra: 0
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mayhem: 0
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onslaught: 0
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ice_trap_appearance: # Changes the appearance of ice traps as freestanding items.
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major_only: 50
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junk_only: 0
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anything: 0
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logic_earliest_adult_trade: # Earliest item that can appear in the adult trade sequence.
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pocket_egg: 0
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pocket_cucco: 0
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cojiro: 0
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odd_mushroom: 0
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poachers_saw: 0
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broken_sword: 0
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prescription: 50
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eyeball_frog: 0
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eyedrops: 0
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claim_check: 0
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logic_latest_adult_trade: # Latest item that can appear in the adult trade sequence.
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pocket_egg: 0
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pocket_cucco: 0
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cojiro: 0
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odd_mushroom: 0
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poachers_saw: 0
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broken_sword: 0
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prescription: 0
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eyeball_frog: 0
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eyedrops: 0
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claim_check: 50
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default_targeting: # Default targeting option.
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hold: 50
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switch: 0
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display_dpad: # Show dpad icon on HUD for quick actions (ocarina, hover boots, iron boots).
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false: 0
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true: 50
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correct_model_colors: # Makes in-game models match their HUD element colors.
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false: 0
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true: 50
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background_music: # Randomize or disable background music.
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normal: 50
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off: 0
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randomized: 0
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fanfares: # Randomize or disable item fanfares.
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normal: 50
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off: 0
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randomized: 0
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ocarina_fanfares: # Enable ocarina songs as fanfares. These are longer than usual fanfares. Does nothing without fanfares randomized.
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false: 50
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true: 0
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kokiri_color: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
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random_choice: 0
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completely_random: 0
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kokiri_green: 50
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goron_red: 0
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zora_blue: 0
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black: 0
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white: 0
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azure_blue: 0
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vivid_cyan: 0
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light_red: 0
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fuchsia: 0
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purple: 0
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majora_purple: 0
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twitch_purple: 0
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purple_heart: 0
|
||||
persian_rose: 0
|
||||
dirty_yellow: 0
|
||||
blush_pink: 0
|
||||
hot_pink: 0
|
||||
rose_pink: 0
|
||||
orange: 0
|
||||
gray: 0
|
||||
gold: 0
|
||||
silver: 0
|
||||
beige: 0
|
||||
teal: 0
|
||||
blood_red: 0
|
||||
blood_orange: 0
|
||||
royal_blue: 0
|
||||
sonic_blue: 0
|
||||
nes_green: 0
|
||||
dark_green: 0
|
||||
lumen: 0
|
||||
goron_color: # Choose a color. Uses the same options as "kokiri_color".
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
goron_red: 50
|
||||
zora_color: # Choose a color. Uses the same options as "kokiri_color".
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
zora_blue: 50
|
||||
silver_gauntlets_color: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
silver: 50
|
||||
gold: 0
|
||||
black: 0
|
||||
green: 0
|
||||
blue: 0
|
||||
bronze: 0
|
||||
red: 0
|
||||
sky_blue: 0
|
||||
pink: 0
|
||||
magenta: 0
|
||||
orange: 0
|
||||
lime: 0
|
||||
purple: 0
|
||||
golden_gauntlets_color: # Choose a color. Uses the same options as "silver_gauntlets_color".
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
gold: 50
|
||||
mirror_shield_frame_color: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
red: 50
|
||||
green: 0
|
||||
blue: 0
|
||||
yellow: 0
|
||||
cyan: 0
|
||||
magenta: 0
|
||||
orange: 0
|
||||
gold: 0
|
||||
purple: 0
|
||||
pink: 0
|
||||
navi_color_default_inner: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
rainbow: 0
|
||||
gold: 0
|
||||
white: 50
|
||||
green: 0
|
||||
light_blue: 0
|
||||
yellow: 0
|
||||
red: 0
|
||||
magenta: 0
|
||||
black: 0
|
||||
tatl: 0
|
||||
tael: 0
|
||||
fi: 0
|
||||
ciela: 0
|
||||
epona: 0
|
||||
ezlo: 0
|
||||
king_of_red_lions: 0
|
||||
linebeck: 0
|
||||
loftwing: 0
|
||||
midna: 0
|
||||
phantom_zelda: 0
|
||||
navi_color_default_outer: # Choose a color. Uses the same options as "navi_color_default_inner" plus "match_inner".
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
match_inner: 50
|
||||
navi_color_enemy_inner: # Choose a color. Uses the same options as "navi_color_default_inner".
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
yellow: 50
|
||||
navi_color_enemy_outer: # Choose a color. Uses the same options as "navi_color_default_inner" plus "match_inner".
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
match_inner: 50
|
||||
navi_color_npc_inner: # Choose a color. Uses the same options as "navi_color_default_inner".
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
light_blue: 50
|
||||
navi_color_npc_outer: # Choose a color. Uses the same options as "navi_color_default_inner" plus "match_inner".
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
match_inner: 50
|
||||
navi_color_prop_inner: # Choose a color. Uses the same options as "navi_color_default_inner".
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
green: 50
|
||||
navi_color_prop_outer: # Choose a color. Uses the same options as "navi_color_default_inner" plus "match_inner".
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
match_inner: 50
|
||||
sword_trail_duration: # Set the duration for sword trails.
|
||||
# you can add additional values between minimum and maximum
|
||||
4: 50 # minimum value
|
||||
20: 0 # maximum value
|
||||
random: 0
|
||||
random-low: 0
|
||||
random-high: 0
|
||||
sword_trail_color_inner: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
rainbow: 0
|
||||
white: 50
|
||||
red: 0
|
||||
green: 0
|
||||
blue: 0
|
||||
cyan: 0
|
||||
magenta: 0
|
||||
orange: 0
|
||||
gold: 0
|
||||
purple: 0
|
||||
pink: 0
|
||||
sword_trail_color_outer: # Uses the same options as "sword_trail_color_inner" plus "match_inner".
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
match_inner: 50
|
||||
bombchu_trail_color_inner: # Uses the same options as "sword_trail_color_inner".
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
red: 50
|
||||
bombchu_trail_color_outer: # Uses the same options as "sword_trail_color_inner" plus "match_inner".
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
match_inner: 50
|
||||
boomerang_trail_color_inner: # Uses the same options as "sword_trail_color_inner".
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
yellow: 50
|
||||
boomerang_trail_color_outer: # Uses the same options as "sword_trail_color_inner" plus "match_inner".
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
match_inner: 50
|
||||
heart_color: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
red: 50
|
||||
green: 0
|
||||
blue: 0
|
||||
yellow: 0
|
||||
magic_color: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
green: 50
|
||||
red: 0
|
||||
blue: 0
|
||||
purple: 0
|
||||
pink: 0
|
||||
yellow: 0
|
||||
white: 0
|
||||
a_button_color: # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
n64_blue: 50
|
||||
n64_green: 0
|
||||
n64_red: 0
|
||||
gamecube_green: 0
|
||||
gamecube_red: 0
|
||||
gamecube_grey: 0
|
||||
yellow: 0
|
||||
black: 0
|
||||
white: 0
|
||||
magenta: 0
|
||||
ruby: 0
|
||||
sapphire: 0
|
||||
lime: 0
|
||||
cyan: 0
|
||||
purple: 0
|
||||
orange: 0
|
||||
b_button_color: # Choose a color. Uses the same options as "a_button_color".
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
n64_green: 50
|
||||
c_button_color: # Choose a color. Uses the same options as "a_button_color".
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
yellow: 50
|
||||
start_button_color: # Choose a color. Uses the same options as "a_button_color".
|
||||
random_choice: 0
|
||||
completely_random: 0
|
||||
n64_red: 50
|
||||
sfx_navi_overworld: # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound.
|
||||
default: 50
|
||||
completely_random: 0
|
||||
random_ear_safe: 0
|
||||
random_choice: 0
|
||||
none: 0
|
||||
sfx_navi_enemy: # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound.
|
||||
default: 50
|
||||
completely_random: 0
|
||||
random_ear_safe: 0
|
||||
random_choice: 0
|
||||
none: 0
|
||||
sfx_low_hp: # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound.
|
||||
default: 50
|
||||
completely_random: 0
|
||||
random_ear_safe: 0
|
||||
random_choice: 0
|
||||
none: 0
|
||||
sfx_menu_cursor: # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound.
|
||||
default: 50
|
||||
completely_random: 0
|
||||
random_ear_safe: 0
|
||||
random_choice: 0
|
||||
none: 0
|
||||
sfx_menu_select: # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound.
|
||||
default: 50
|
||||
completely_random: 0
|
||||
random_ear_safe: 0
|
||||
random_choice: 0
|
||||
none: 0
|
||||
sfx_nightfall: # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound.
|
||||
default: 50
|
||||
completely_random: 0
|
||||
random_ear_safe: 0
|
||||
random_choice: 0
|
||||
none: 0
|
||||
sfx_horse_neigh: # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound.
|
||||
default: 50
|
||||
completely_random: 0
|
||||
random_ear_safe: 0
|
||||
random_choice: 0
|
||||
none: 0
|
||||
sfx_hover_boots: # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option. "completely_random" selects any random sound.
|
||||
default: 50
|
||||
completely_random: 0
|
||||
random_ear_safe: 0
|
||||
random_choice: 0
|
||||
sfx_ocarina: # Change the sound of the ocarina.
|
||||
ocarina: 50
|
||||
malon: 0
|
||||
whistle: 0
|
||||
harp: 0
|
||||
grind_organ: 0
|
||||
flute: 0
|
||||
logic_tricks:
|
||||
[]
|
||||
|
||||
# meta_ignore, linked_options and triggers work for any game
|
||||
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:
|
||||
|
Reference in New Issue
Block a user