Spiel konfigurieren · YAML-Editor

A Link to the Past konfigurieren

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A Link to the Past · World 5.1.0 · Paket 5.1.0 · Core 0.6.8
Optionsschema und YAML-Strukturprüfung verfügbar · Servergenerierung freigegeben. Separater Multiworld-/Spielclient-Teststatus

Stelle deine Optionen ein und lade die fertige Spieler-YAML herunter. Bei freigegebenen Worlds startet die isolierte Core-Prüfung beim Speichern in einem eigenen Lobby-Slot; eine erfolgreiche Seedgenerierung wird separat geprüft.

Ersetzt den Entwurf nach Bestätigung.

Entwurf · noch nicht durch den Core geprüft

Game Options · 78 Optionen
progression_balancing
Hilfe · Gewichtung möglich

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.

World-Standard: 50

accessibility
Hilfe · Gewichtung möglich

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. **Items:** ensure all logically relevant items can be acquired. Some items, such as keys, may be self-locking, and some locations may be inaccessible.

World-Standard: 1

plando_connections
Hilfe

Generic connections plando. Format is: - entrance: "Entrance Name" exit: "Exit Name" direction: "Direction" percentage: 100 Direction must be one of 'entrance', 'exit', or 'both', and defaults to 'both' if omitted. Percentage is an integer from 1 to 100, and defaults to 100 when omitted.

World-Standard: []

plando_texts
Hilfe

Text plando. Format is: - text: 'This is your text' at: text_key percentage: 100 Percentage is an integer from 1 to 100, and defaults to 100 when omitted.

World-Standard: []

goal
Hilfe · Gewichtung möglich

Ganon: Climb GT, defeat Agahnim 2, and then kill Ganon Crystals: Only killing Ganon is required. However, items may still be placed in GT Bosses: Defeat the boss of all dungeons, including Agahnim's tower and GT (Aga 2) Pedestal: Pull the Triforce from the Master Sword pedestal Ganon Pedestal: Pull the Master Sword pedestal, then kill Ganon Triforce Hunt: Collect Triforce pieces spread throughout the worlds, then turn them in to Murahadala in front of Hyrule Castle Local Triforce Hunt: Collect Triforce pieces spread throughout your world, then turn them in to Murahadala in front of Hyrule Castle Ganon Triforce Hunt: Collect Triforce pieces spread throughout the worlds, then kill Ganon Local Ganon Triforce Hunt: Collect Triforce pieces spread throughout your world, then kill Ganon

World-Standard: 0

mode
Hilfe · Gewichtung möglich

Standard: Begin the game by rescuing Zelda from her cell and escorting her to the Sanctuary Open: Begin the game from your choice of Link's House or the Sanctuary Inverted: Begin in the Dark World. The Moon Pearl is required to avoid bunny-state in Light World, and the Light World game map is altered

World-Standard: 1

glitches_required
Hilfe · Gewichtung möglich

Determine the logic required to complete the seed None: No glitches required Minor Glitches: Puts fake flipper, waterwalk, super bunny shenanigans, and etc into logic Overworld Glitches: Assumes the player has knowledge of both overworld major glitches (boots clips, mirror clips) and minor glitches Hybrid Major Glitches: In addition to overworld glitches, also requires underworld clips between dungeons. No Logic: Your own items are placed with no regard to any logic; such as your Fire Rod can be on your Trinexx.

World-Standard: 0

dark_room_logic
Hilfe · Gewichtung möglich

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

World-Standard: 0

open_pyramid
Hilfe · Gewichtung möglich

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

World-Standard: 2

crystals_needed_for_gt
Hilfe · Gewichtung möglich

Number of crystals needed to open Ganon's Tower

World-Standard: 7

crystals_needed_for_ganon
Hilfe · Gewichtung möglich

Number of crystals needed to damage Ganon

World-Standard: 7

triforce_pieces_mode
Hilfe · Gewichtung möglich

Determine how to calculate the extra available triforce pieces. Extra: available = triforce_pieces_extra + triforce_pieces_required Percentage: available = (triforce_pieces_percentage /100) * triforce_pieces_required Available: available = triforce_pieces_available

World-Standard: 2

triforce_pieces_percentage
Hilfe · Gewichtung möglich

Set to how many triforce pieces according to a percentage of the required ones, are available to collect in the world.

World-Standard: 150

triforce_pieces_required
Hilfe · Gewichtung möglich

Set to how many out of X triforce pieces you need to win the game in a triforce hunt. Default is 20. Max is 90, Min is 1.

World-Standard: 20

triforce_pieces_available
Hilfe · Gewichtung möglich

Set to how many triforces pieces are available to collect in the world. Default is 30. Max is 90, Min is 1

World-Standard: 30

triforce_pieces_extra
Hilfe · Gewichtung möglich

Set to how many extra triforces pieces are available to collect in the world.

World-Standard: 10

entrance_shuffle
Hilfe · Gewichtung möglich

Dungeons Simple: Shuffle just dungeons amongst each other, swapping dungeons entirely, so Hyrule Castle is always 1 dungeon. 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: like dungeons_full, but allow cross-world traversal through a dungeon. Warning: May force repeated dungeon traversal. 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: Like Simple, but single entrance interiors, multi entrance interiors, and Death Mountain interior entrances are all shuffled with each other. Full: Like Restricted, but all Dungeon entrances are shuffled with all non-Dungeon entrances. Crossed: Like Full, but interiors with multiple entrances are no longer confined to the same world, which may allow crossing worlds. 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.

World-Standard: 0

entrance_shuffle_seed
Hilfe · Gewichtung möglich

You can specify a number to use as an entrance shuffle seed, or a group name. Everyone with the same group name will get the same entrance shuffle result as long as their Entrance Shuffle, Mode, Retro Caves, and Glitches Required options are the same.

World-Standard: "random"

big_key_shuffle
Hilfe · Gewichtung möglich

Big Key Placement

World-Standard: 0

small_key_shuffle
Hilfe · Gewichtung möglich

Small Key Placement

World-Standard: 0

key_drop_shuffle
Hilfe · Gewichtung möglich

Shuffle keys found in pots and dropped from killed enemies, respects the small key and big key shuffle options.

World-Standard: 1

compass_shuffle
Hilfe · Gewichtung möglich

Compass Placement

World-Standard: 0

map_shuffle
Hilfe · Gewichtung möglich

Map Placement

World-Standard: 0

restrict_dungeon_item_on_boss
Hilfe · Gewichtung möglich

Don't place dungeon-native items on the dungeon's boss.

World-Standard: 0

item_pool
Hilfe · Gewichtung möglich

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

World-Standard: 1

item_functionality
Hilfe · Gewichtung möglich

Easy: Allow Hammer to damage ganon, Allow Hammer tablet collection, Allow swordless medallion use everywhere. Normal: Vanilla item functionality 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: 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)

World-Standard: 1

enemy_health
Hilfe · Gewichtung möglich

Default: Vanilla enemy HP. Easy: Enemies have reduced health. Hard: Enemies have increased health. Expert: Enemies have greatly increased health.

World-Standard: 1

enemy_damage
Hilfe · Gewichtung möglich

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

World-Standard: 0

progressive
Hilfe · Gewichtung möglich

How item types that have multiple tiers (armor, bows, gloves, shields, and swords) should be rewarded

World-Standard: 2

swordless
Hilfe · Gewichtung möglich

No swords. Curtains in Skull Woods and Agahnim's Tower are removed, Agahnim's Tower barrier can be destroyed with hammer. Misery Mire and Turtle Rock can be opened without a sword. Hammer damages Ganon. Ether and Bombos Tablet can be activated with Hammer (and Book).

World-Standard: 0

dungeon_counters
Hilfe · Gewichtung möglich

On: Always display amount of items checked in a dungeon. Pickup: Show when compass is picked up. Default: Show when compass is picked up if the compass itself is shuffled. Off: Never show item count in dungeons.

World-Standard: 1

retro_bow
Hilfe · Gewichtung möglich

Zelda-1 like mode. You have to purchase a quiver to shoot arrows using rupees.

World-Standard: 0

retro_caves
Hilfe · Gewichtung möglich

Zelda-1 like mode. There are randomly placed take-any caves that contain one Sword and choices of Heart Container/Blue Potion.

World-Standard: 0

hints
Hilfe · Gewichtung möglich

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

World-Standard: 2

scams
Hilfe · Gewichtung möglich

If on, these Merchants will no longer tell you what they're selling.

World-Standard: 0

boss_shuffle
Hilfe · Gewichtung möglich

Shuffles bosses around to different locations. Basic will shuffle all bosses except Ganon and Agahnim anywhere they can be placed. Full chooses 3 bosses at random to be placed twice instead of Lanmolas, Moldorm, and Helmasaur. Chaos allows any boss to appear any number of times. Singularity places a single boss in as many places as possible, and a second boss in any remaining locations. Supports plando placement.

World-Standard: 0

pot_shuffle
Hilfe · Gewichtung möglich

Shuffle contents of pots within "supertiles" (item will still be nearby original placement).

World-Standard: 0

enemy_shuffle
Hilfe · Gewichtung möglich

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

World-Standard: 0

killable_thieves
Hilfe · Gewichtung möglich

Makes Thieves killable.

World-Standard: 0

bush_shuffle
Hilfe · Gewichtung möglich

Randomize chance that a bush contains an enemy as well as which enemy may spawn.

World-Standard: 0

shop_item_slots
Hilfe · Gewichtung möglich

Number of slots in all shops available to have items from the multiworld

World-Standard: 0

randomize_shop_inventories
Hilfe · Gewichtung möglich

Generate new default inventories for overworld/underworld shops, and unique shops; or each shop independently

World-Standard: 0

shuffle_shop_inventories
Hilfe · Gewichtung möglich

Shuffle default inventories of the shops around

World-Standard: 0

include_witch_hut
Hilfe · Gewichtung möglich

Consider witch's hut like any other shop and shuffle/randomize it too

World-Standard: 0

randomize_shop_prices
Hilfe · Gewichtung möglich

Randomize the prices of the items in shop inventories

World-Standard: 0

randomize_cost_types
Hilfe · Gewichtung möglich

Prices of the items in shop inventories may cost hearts, arrow, or bombs instead of rupees

World-Standard: 0

shop_price_modifier
Hilfe · Gewichtung möglich

Percentage modifier for shuffled item prices in shops

World-Standard: 100

shuffle_capacity_upgrades
Hilfe · Gewichtung möglich

Shuffle capacity upgrades into the item pool (and allow them to traverse the multiworld). On Combined will shuffle only a single bomb upgrade and arrow upgrade each which bring you to the maximum capacity.

World-Standard: 0

bombless_start
Hilfe · Gewichtung möglich

Start with a max of 0 bombs available, requiring Bomb Upgrade items in order to use bombs

World-Standard: 0

shuffle_prizes
Hilfe · Gewichtung möglich

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

World-Standard: 1

tile_shuffle
Hilfe · Gewichtung möglich

Randomize flying tiles floor patterns.

World-Standard: 0

misery_mire_medallion
Hilfe · Gewichtung möglich

Required medallion to open Misery Mire front entrance.

World-Standard: "random"

turtle_rock_medallion
Hilfe · Gewichtung möglich

Required medallion to open Turtle Rock front entrance.

World-Standard: "random"

glitch_boots
Hilfe · Gewichtung möglich

If this is enabled, the player will start with Pegasus Boots when playing with overworld glitches or harder logic.

World-Standard: 1

beemizer_total_chance
Hilfe · Gewichtung möglich

Percentage chance for each junk-fill item (rupees, bombs, arrows) to be replaced with either a bee swarm trap or a single bottle-filling bee.

World-Standard: 0

beemizer_trap_chance
Hilfe · Gewichtung möglich

Percentage chance for each replaced junk-fill item to be a bee swarm trap; all other replaced items are single bottle-filling bees.

World-Standard: 60

timer
Hilfe · Gewichtung möglich

None: No timer will be displayed. OHKO: Timer always at zero. Permanent OHKO. 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: 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. 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: Displays a timer, but otherwise does not affect gameplay or the item pool.

World-Standard: 0

countdown_start_time
Hilfe · Gewichtung möglich

For Timed OHKO and Timed Countdown timer modes, the amount of time in minutes to start with.

World-Standard: 10

red_clock_time
Hilfe · Gewichtung möglich

For all timer modes, the amount of time in minutes to gain or lose when picking up a red clock.

World-Standard: -2

blue_clock_time
Hilfe · Gewichtung möglich

For all timer modes, the amount of time in minutes to gain or lose when picking up a blue clock.

World-Standard: 2

green_clock_time
Hilfe · Gewichtung möglich

For all timer modes, the amount of time in minutes to gain or lose when picking up a green clock.

World-Standard: 4

death_link
Hilfe · Gewichtung möglich

When you die, everyone who enabled death link dies. Of course, the reverse is true too.

World-Standard: 0

allow_collect
Hilfe · Gewichtung möglich

Allows for !collect / co-op to auto-open chests containing items for other players.

World-Standard: 1

ow_palettes
Hilfe · Gewichtung möglich

The type of palette shuffle to use for the overworld

World-Standard: 0

uw_palettes
Hilfe · Gewichtung möglich

The type of palette shuffle to use for the underworld (caves, dungeons, etc.)

World-Standard: 0

hud_palettes
Hilfe · Gewichtung möglich

The type of palette shuffle to use for the HUD

World-Standard: 0

sword_palettes
Hilfe · Gewichtung möglich

The type of palette shuffle to use for the sword

World-Standard: 0

shield_palettes
Hilfe · Gewichtung möglich

The type of palette shuffle to use for the shield

World-Standard: 0

heartbeep
Hilfe · Gewichtung möglich

How quickly the heart beep sound effect will play

World-Standard: 0

heartcolor
Hilfe · Gewichtung möglich

The color of hearts in the HUD

World-Standard: 0

quickswap
Hilfe · Gewichtung möglich

Allows you to quickly swap items while playing with L/R

World-Standard: 1

menuspeed
Hilfe · Gewichtung möglich

How quickly the menu appears/disappears

World-Standard: 0

music
Hilfe · Gewichtung möglich

Whether background music will play in game

World-Standard: 1

reduceflashing
Hilfe · Gewichtung möglich

Reduces flashing for certain scenes such as the Misery Mire and Ganon's Tower opening cutscenes

World-Standard: 1

triforcehud
Hilfe · Gewichtung möglich

When and how the triforce hunt HUD should display

World-Standard: 0

goals
Hilfe · Gewichtung möglich

This Option has been Removed.

World-Standard: ""

smallkey_shuffle
Hilfe · Gewichtung möglich

This Option has been Removed.

World-Standard: ""

bigkey_shuffle
Hilfe · Gewichtung möglich

This Option has been Removed.

World-Standard: ""

Item & Location Options · 10 Optionen
local_items
Hilfe

Forces these items to be in their native world.

World-Standard: []

non_local_items
Hilfe

Forces these items to be outside their native world.

World-Standard: []

start_inventory
Hilfe

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

World-Standard: {}

start_inventory_from_pool
Hilfe

Start with the specified amount of these items and don't place them in the world. Example: {Bomb: 1, Arrow: 3} The game decides what the replacement items will be.

World-Standard: {}

start_hints
Hilfe

Start with these item's locations prefilled into the ``!hint`` command.

World-Standard: []

start_location_hints
Hilfe

Start with these locations and their item prefilled into the ``!hint`` command.

World-Standard: []

exclude_locations
Hilfe

Prevent these locations from having an important item.

World-Standard: []

priority_locations
Hilfe

Prevent these locations from having an unimportant item.

World-Standard: []

item_links
Hilfe

Share part of your item pool with other players.

World-Standard: []

plando_items
Hilfe

Generic items plando.

World-Standard: []

YAML / Expertenansicht

Gewichtete Spiele/Namen, Trigger, Linked Options und komplexe Werte bleiben erhalten. Formularänderungen schreiben die YAML neu und ersetzen ihre Formatierung und Kommentare. Ohne Änderung bleibt der Originaltext erhalten.

Gewichtungen und exotische Optionen werden als „Erweiterte Option“ dargestellt. Ungültige und unbekannte Werte werden nicht automatisch korrigiert. Die Schema-Prüfung ersetzt die isolierte Core-Prüfung nicht.

Sichere YAML-Grenzen

2 MiB, keine Aliase/Anker oder doppelten Schlüssel; 32 Auswahlwerte, 32 Trigger/Linked-Options und 128 Optionsblöcke. requires.version und requires.game werden geprüft. Optionswerte werden beim Slot-Upload mit World.from_any/verify und acht Core-Würfelproben je World geprüft. Gemeinsame Platzierung, endgültige Namen und Generierbarkeit stehen erst nach erfolgreicher Seedgenerierung fest.

„Konfiguration speichern“ speichert einen Entwurf pro Spiel und Konto ausschließlich in diesem Browser. Auf gemeinsam genutzten Geräten danach löschen. Für eine unabhängige Kopie YAML herunterladen. Bei einem World-Update werden Schemaänderungen vor dem Laden angezeigt.

Anmelden und eine Lobby öffnen, um die YAML einem eigenen Slot zuzuweisen. Die Core-Prüfung ist für freigegebene Worlds verfügbar.