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Copy pathSettingsList.py
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2515 lines (2407 loc) · 92.1 KB
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import argparse
import re
import math
from Cosmetics import get_tunic_color_options, get_navi_color_options, get_rupee_color_options, get_sword_color_options, get_gauntlet_color_options, get_magic_color_options, get_heart_color_options
from Location import LocationIterator
import Sounds as sfx
# holds the info for a single setting
class Setting_Info():
def __init__(self, name, type, shared, choices, default=None, dependency=None, gui_params=None):
self.name = name # name of the setting, used as a key to retrieve the setting's value everywhere
self.type = type # type of the setting's value, used to properly convert types in GUI code
self.bitwidth = self.calc_bitwidth(choices) # number of bits needed to store the setting, used in converting settings to a string
self.shared = shared # whether or not the setting is one that should be shared, used in converting settings to a string
if gui_params == None:
gui_params = {}
self.gui_params = gui_params # additional parameters that the randomizer uses for the gui
self.dependency = dependency # lambda that determines if the setting is enabled in the gui
# dictionary of options to their text names
if isinstance(choices, list):
self.choices = {k: k for k in choices}
self.choice_list = list(choices)
else:
self.choices = dict(choices)
self.choice_list = list(choices.keys())
self.reverse_choices = {v: k for k, v in self.choices.items()}
if shared:
self.bitwidth = self.calc_bitwidth(choices)
else:
self.bitwidth = 0
if default != None:
self.default = default
elif self.type == bool:
self.default = False
elif self.type == str:
self.default = ""
elif self.type == int:
self.default = 0
elif self.type == list:
self.default = []
if 'distribution' not in gui_params:
self.gui_params['distribution'] = [(choice, 1) for choice in self.choice_list]
def calc_bitwidth(self, choices):
count = len(choices)
if count > 0:
return math.ceil(math.log(count, 2))
return 0
class Checkbutton(Setting_Info):
def __init__(self, name, gui_text=None, gui_group=None,
gui_tooltip=None, dependency=None, default=False,
shared=False, gui_params=None):
choices = {
True: 'checked',
False: 'unchecked',
}
if gui_params == None:
gui_params = {}
gui_params['widget'] = 'Checkbutton'
if gui_text is not None: gui_params['text'] = gui_text
if gui_group is not None: gui_params['group'] = gui_group
if gui_tooltip is not None: gui_params['tooltip'] = gui_tooltip
super().__init__(name, bool, shared, choices, default, dependency, gui_params)
class Combobox(Setting_Info):
def __init__(self, name, choices, default, gui_text=None,
gui_group=None, gui_tooltip=None, dependency=None,
shared=False, gui_params=None):
if gui_params == None:
gui_params = {}
gui_params['widget'] = 'Combobox'
if gui_text is not None: gui_params['text'] = gui_text
if gui_group is not None: gui_params['group'] = gui_group
if gui_tooltip is not None: gui_params['tooltip'] = gui_tooltip
super().__init__(name, str, shared, choices, default, dependency, gui_params)
class Scale(Setting_Info):
def __init__(self, name, min, max, default, step=1,
gui_text=None, gui_group=None, gui_tooltip=None,
dependency=None, shared=False, gui_params=None):
choices = {
i: str(i) for i in range(min, max+1, step)
}
if gui_params == None:
gui_params = {}
gui_params['min'] = min
gui_params['max'] = max
gui_params['step'] = step
gui_params['widget'] = 'Scale'
if gui_text is not None: gui_params['text'] = gui_text
if gui_group is not None: gui_params['group'] = gui_group
if gui_tooltip is not None: gui_params['tooltip'] = gui_tooltip
super().__init__(name, int, shared, choices, default, dependency, gui_params)
def logic_tricks_entry_tooltip(widget, pos):
val = widget.get()
if val in logic_tricks:
text = val + '\n\n' + logic_tricks[val]['tooltip']
text = '\n'.join([line.strip() for line in text.splitlines()]).strip()
return text
else:
return None
def logic_tricks_list_tooltip(widget, pos):
index = widget.index("@%s,%s" % (pos))
val = widget.get(index)
if val in logic_tricks:
text = val + '\n\n' + logic_tricks[val]['tooltip']
text = '\n'.join([line.strip() for line in text.splitlines()]).strip()
return text
else:
return None
logic_tricks = {
'Rolling Goron (Hot Rodder Goron) as Child with Strength': {
'name' : 'logic_child_rolling_with_strength',
'tooltip' : '''\
Use the bombflower on the stairs or near Medigoron.
Timing is tight, especially without backwalking
'''},
'Fewer Tunic Requirements': {
'name' : 'logic_fewer_tunic_requirements',
'tooltip' : '''\
Allows the following possible without Tunics:
- Enter Water Temple. The key below the center
pillar still requires Zora Tunic.
- Enter Fire Temple. Only the first floor is
accessible, and not Volvagia.
- Zora's Fountain Bottom Freestanding PoH.
Might not have enough health to resurface.
- Gerudo Training Grounds Underwater
Silver Rupee Chest. May need to make multiple
trips.
'''},
'Child Deadhand without Kokiri Sword': {
'name' : 'logic_child_deadhand',
'tooltip' : '''\
Requires 9 sticks or 5 jump slashes.
'''},
'Man on Roof without Hookshot': {
'name' : 'logic_man_on_roof',
'tooltip' : '''\
Can be reached by side-hopping off
the watchtower.
'''},
'Dodongo\'s Cavern Staircase with Bow': {
'name' : 'logic_dc_staircase',
'tooltip' : '''\
The Bow can be used to knock down the stairs
with two well-timed shots.
'''},
'Dodongo\'s Cavern Spike Trap Room Jump without Hover Boots': {
'name' : 'logic_dc_jump',
'tooltip' : '''\
Jump is adult only.
'''},
'Gerudo Fortress "Kitchen" with No Additional Items': {
'name' : 'logic_gerudo_kitchen',
'tooltip' : '''\
The logic normally guarantees one of Bow, Hookshot,
or Hover Boots.
'''},
'Deku Tree Basement Vines GS with Jump Slash': {
'name' : 'logic_deku_basement_gs',
'tooltip' : '''\
Can be defeated by doing a precise jump slash.
'''},
'Hammer Rusted Switches Through Walls': {
'name' : 'logic_rusted_switches',
'tooltip' : '''\
Applies to:
- Fire Temple Highest Goron Chest.
- MQ Fire Temple Lizalfos Maze.
- MQ Spirit Trial.
'''},
'Bottom of the Well Basement Chest with Strength & Sticks': {
'name' : 'logic_botw_basement',
'tooltip' : '''\
The chest in the basement can be reached with
strength by doing a jump slash with a lit
stick to access the bomb flowers.
'''},
'Skip Forest Temple MQ Block Puzzle with Bombchu': {
'name' : 'logic_forest_mq_block_puzzle',
'tooltip' : '''\
Send the Bombchu straight up the center of the
wall directly to the left upon entering the room.
'''},
'Spirit Temple Child Side Bridge with Bombchu': {
'name' : 'logic_spirit_child_bombchu',
'tooltip' : '''\
A carefully-timed Bombchu can hit the switch.
'''},
'Windmill PoH as Adult with Nothing': {
'name' : 'logic_windmill_poh',
'tooltip' : '''\
Can jump up to the spinning platform from
below as adult.
'''},
'Crater\'s Bean PoH with Hover Boots': {
'name' : 'logic_crater_bean_poh_with_hovers',
'tooltip' : '''\
Hover from the base of the bridge
near Goron City and walk up the
very steep slope.
'''},
'Zora\'s Domain Entry with Cucco': {
'name' : 'logic_zora_with_cucco',
'tooltip' : '''\
Can fly behind the waterfall with
a cucco as child.
'''},
'Gerudo Training Grounds MQ Left Side Silver Rupees with Hookshot': {
'name' : 'logic_gtg_mq_with_hookshot',
'tooltip' : '''\
The highest silver rupee can be obtained by
hookshotting the target and then immediately jump
slashing toward the rupee.
'''},
'Forest Temple East Courtyard Vines with Hookshot': {
'name' : 'logic_forest_vines',
'tooltip' : '''\
The vines in Forest Temple leading to where the well
drain switch is in the standard form can be barely
reached with just the Hookshot.
'''},
'Swim Through Forest Temple MQ Well with Hookshot': {
'name' : 'logic_forest_well_swim',
'tooltip' : '''\
Shoot the vines in the well as low and as far to
the right as possible, and then immediately swim
under the ceiling to the right. This can only be
required if Forest Temple is in its Master Quest
form.
'''},
'Death Mountain Trail Bombable Chest with Strength': {
'name' : 'logic_dmt_bombable',
'tooltip' : '''\
Child Link can blow up the wall using a nearby bomb
flower. You must backwalk with the flower and then
quickly throw it toward the wall.
'''},
'Water Temple Boss Key Chest with Iron Boots': {
'name' : 'logic_water_bk_chest',
'tooltip' : '''\
Stand on the blue switch in the Stinger room with the
Iron Boots, wait for the water to rise all the way up,
and then swim straight to the exit. You should grab the
ledge as you surface. It works best if you don't mash B.
'''},
'Adult Kokiri Forest GS with Hover Boots': {
'name' : 'logic_adult_kokiri_gs',
'tooltip' : '''\
Can be obtained without Hookshot by using the Hover
Boots off of one of the roots.
'''},
'Spirit Temple MQ Frozen Eye Switch without Fire': {
'name' : 'logic_spirit_mq_frozen_eye',
'tooltip' : '''\
You can melt the ice by shooting an arrow through a
torch. The only way to find a line of sight for this
shot is to first spawn a Song of Time block, and then
stand on the very edge of it.
'''},
'Spirit Temple Shifting Wall with No Additional Items': {
'name' : 'logic_spirit_wall',
'tooltip' : '''\
The logic normally guarantees a way of dealing with both
the Beamos and the Walltula before climbing the wall.
'''},
'Spirit Temple Main Room GS with Boomerang': {
'name' : 'logic_spirit_lobby_gs',
'tooltip' : '''\
Standing on the highest part of the arm of the statue, a
precise Boomerang throw can kill and obtain this Gold
Skulltula. You must throw the Boomerang slightly off to
the side so that it curves into the Skulltula, as aiming
directly at it will clank off of the wall in front.
'''},
'Spirit Temple MQ Sun Block Room GS with Boomerang': {
'name' : 'logic_spirit_mq_sun_block_gs',
'tooltip' : '''\
Throw the Boomerang in such a way that it
curves through the side of the glass block
to hit the Gold Skulltula.
'''},
'Jabu MQ Song of Time Block GS with Boomerang': {
'name' : 'logic_jabu_mq_sot_gs',
'tooltip' : '''\
Allow the Boomerang to return to you through
the Song of Time block to grab the token.
'''},
'Bottom of the Well MQ Dead Hand Freestanding Key with Boomerang': {
'name' : 'logic_botw_mq_dead_hand_key',
'tooltip' : '''\
Boomerang can fish the item out of the rubble without
needing explosives to blow it up.
'''},
'Fire Temple Flame Wall Maze Skip': {
'name' : 'logic_fire_flame_maze',
'tooltip' : '''\
If you move quickly you can sneak past the edge of
a flame wall before it can rise up to block you.
To do it without taking damage is more precise.
Allows you to progress without needing either a
Small Key or Hover Boots.
'''},
'Fire Temple MQ Flame Wall Maze Skip': {
'name' : 'logic_fire_mq_flame_maze',
'tooltip' : '''\
If you move quickly you can sneak past the edge of
a flame wall before it can rise up to block you.
To do it without taking damage is more precise.
Allows you to reach a GS without needing either
Song of Time or Hover Boots.
'''},
'Fire Temple MQ Chest Near Boss without Breaking Crate': {
'name' : 'logic_fire_mq_near_boss',
'tooltip' : '''\
The hitbox for the torch extends a bit outside of the crate.
Shoot a flaming arrow at the side of the crate to light the
torch without needing to get over there and break the crate.
'''},
'Fire Temple MQ Boulder Maze Side Room without Box': {
'name' : 'logic_fire_mq_maze_side_room',
'tooltip' : '''\
You can walk from the blue switch to the door and
quickly open the door before the bars reclose. This
skips needing the Hookshot in order to reach a box
to place on the switch.
'''},
'Fire Temple MQ Boss Key Chest without Bow': {
'name' : 'logic_fire_mq_bk_chest',
'tooltip' : '''\
Din\'s alone can be used to unbar the door to
the boss key chest's room thanks to an
oversight in the way the game counts how many
torches have been lit.
'''},
'Zora\'s River Lower Freestanding PoH as Adult with Nothing': {
'name' : 'logic_zora_river_lower',
'tooltip' : '''\
Adult can reach this PoH with a precise jump,
no Hover Boots required.
'''},
'Water Temple Cracked Wall with Hover Boots': {
'name' : 'logic_water_cracked_wall_hovers',
'tooltip' : '''\
With a midair side-hop while wearing the Hover
Boots, you can reach the cracked wall without
needing to raise the water up to the middle level.
'''},
'Shadow Temple Freestanding Key with Bombchu': {
'name' : 'logic_shadow_freestanding_key',
'tooltip' : '''\
Release the Bombchu with good timing so that
it explodes near the bottom of the pot.
'''},
'Adult Meadow Access without Saria\'s or Minuet': {
'name' : 'logic_adult_meadow_access',
'tooltip' : '''\
With a specific position and angle, you can
backflip over Mido.
'''},
'Reach Volvagia without Hover Boots or Pillar': {
'name' : 'logic_volvagia_jump',
'tooltip' : '''\
The Fire Temple Boss Door can be reached with a precise
jump. You must be touching the side wall of the room so
so that Link will grab the ledge from farther away than
is normally possible.
'''},
'Diving in the Lab without Gold Scale': {
'name' : 'logic_lab_diving',
'tooltip' : '''\
Remove the Iron Boots in the midst of
Hookshotting the underwater crate.
'''},
'Deliver Eye Drops with Bolero of Fire': {
'name' : 'logic_biggoron_bolero',
'tooltip' : '''\
If you do not wear the Goron Tunic, the heat timer
inside the crater will override the trade item's timer.
When you exit to Death Mountain Trail you will have
one second to deliver the Eye Drops before the timer
expires. It works best if you play Bolero as quickly as
possible upon receiving the Eye Drops. If you have few
hearts, there is enough time to dip Goron City to
refresh the heat timer as long as you've already
pulled the block.
'''},
'Wasteland Crossing without Hover Boots or Longshot': {
'name' : 'logic_wasteland_crossing',
'tooltip' : '''\
You can beat the quicksand by backwalking across it
in a specific way.
'''},
'Desert Colossus Hill GS with Hookshot': {
'name' : 'logic_colossus_gs',
'tooltip' : '''\
Somewhat precise. If you kill enough Leevers
you can get enough of a break to take some time
to aim more carefully.
'''},
'Dodongo\'s Cavern Scarecrow GS with Armos Statue': {
'name' : 'logic_dc_scarecrow_gs',
'tooltip' : '''\
You can jump off an Armos Statue to reach the
alcove with the Gold Skulltula. It takes quite
a long time to pull the statue the entire way.
The jump to the alcove can be a pit picky when
done as child.
'''},
'Kakariko Tower GS with Jump Slash': {
'name' : 'logic_kakariko_tower_gs',
'tooltip' : '''\
Climb the tower as high as you can without
touching the Gold Skulltula, then let go and
jump slash immediately. You will take fall
damage.
'''},
'Lake Hylia Lab Wall GS with Jump Slash': {
'name' : 'logic_lab_wall_gs',
'tooltip' : '''\
The jump slash to actually collect the
token is somewhat precise.
'''},
'Spirit Temple MQ Lower Adult without Fire Arrows': {
'name' : 'logic_spirit_mq_lower_adult',
'tooltip' : '''\
It can be done with Din\'s Fire and Bow.
Whenever an arrow passes through a lit torch, it
resets the timer. It's finicky but it's also
possible to stand on the pillar next to the center
torch, which makes it easier.
'''},
'Spirit Temple Map Chest with Bow': {
'name' : 'logic_spirit_map_chest',
'tooltip' : '''\
To get a line of sight from the upper torch to
the map chest torches, you must pull an Armos
statue all the way up the stairs.
'''},
'Spirit Temple Sun Block Room Chest with Bow': {
'name' : 'logic_spirit_sun_chest',
'tooltip' : '''\
Using the blocks in the room as platforms you can
get lines of sight to all three torches. The timer
on the torches is quite short so you must move
quickly in order to light all three.
'''},
'Forest Temple NE Outdoors Ledge with Hover Boots': {
'name' : 'logic_forest_outdoors_ledge',
'tooltip' : '''\
With precise Hover Boots movement you can fall down
to this ledge from upper balconies. If done precisely
enough, it is not necessary to take fall damage.
In MQ, this skips a Longshot requirement.
In Vanilla, this can skip a Hookshot requirement in
entrance randomizer.
'''},
'Water Temple Boss Key Region with Hover Boots': {
'name' : 'logic_water_boss_key_region',
'tooltip' : '''\
With precise Hover Boots movement it is possible
to reach the boss key chest's region without
needing the Longshot. It is not necessary to take
damage from the spikes. The Gold Skulltula Token
in the following room can also be obtained with
just the Hover Boots.
'''},
'Water Temple Falling Platform Room GS with Hookshot': {
'name' : 'logic_water_falling_platform_gs',
'tooltip' : '''\
If you stand on the very edge of the platform, this
Gold Skulltula can be obtained with only the Hookshot.
'''},
'Death Mountain Crater Upper to Lower with Hammer': {
'name' : 'logic_crater_upper_to_lower',
'tooltip' : '''\
With the Hammer, you can jumpslash the rock twice
in the same jump in order to destroy it before you
fall into the lava.
'''},
'Zora\'s Domain Entry with Hover Boots': {
'name' : 'logic_zora_with_hovers',
'tooltip' : '''\
Can hover behind the waterfall as adult.
'''},
'Shadow Temple River Statue with Bombchu': {
'name' : 'logic_shadow_statue',
'tooltip' : '''\
By sending a Bombchu around the edge of the
gorge, you can knock down the statue without
needing a Bow.
Applies in both vanilla and MQ Shadow.
'''},
'Stop Link the Goron with Din\'s Fire': {
'name' : 'logic_link_goron_dins',
'tooltip' : '''\
The timing is quite awkward.
'''},
'Fire Temple Song of Time Room GS without Song of Time': {
'name' : 'logic_fire_song_of_time',
'tooltip' : '''\
A precise jump can be used to reach this room.
'''},
'Climb Fire Temple without Strength': {
'name' : 'logic_fire_strength',
'tooltip' : '''\
A precise jump can be used to skip
pushing the block.
'''},
'Fire Temple MQ Big Lava Room Bombable Chest without Hookshot': {
'name' : 'logic_fire_mq_bombable_chest',
'tooltip' : '''\
A precisely-angled jump can get over the wall
of fire in this room. It's expected that you
will take damage as you do this. As it may
take multiple attempts, you won't be expected
to use a fairy to survive.
'''},
'Light Trial MQ without Hookshot': {
'name' : 'logic_light_trial_mq',
'tooltip' : '''\
If you move quickly you can sneak past the edge of
a flame wall before it can rise up to block you.
In this case it doesn't seem possible to do it
without taking damage.
'''},
'Ice Cavern MQ Scarecrow GS with No Additional Items': {
'name' : 'logic_ice_mq_scarecrow',
'tooltip' : '''\
A precise jump can be used to reach this alcove.
'''},
'Pass Through Visible One-Way Collisions': {
'name' : 'logic_visible_collisions',
'tooltip' : '''\
Allows climbing through the platform to reach
Impa's House Back as adult with no items and
going through the Kakariko Village Gate as child
when coming from the Mountain Trail side.
'''},
}
# a list of the possible settings
setting_infos = [
# Non-GUI Settings
Checkbutton('cosmetics_only'),
Checkbutton('check_version'),
Setting_Info('distribution_file', str, False, {}),
Setting_Info('checked_version', str, False, {}),
Setting_Info('rom', str, False, {}),
Setting_Info('output_dir', str, False, {}),
Setting_Info('output_file', str, False, {}),
Setting_Info('seed', str, False, {}),
Setting_Info('patch_file', str, False, {}),
Setting_Info('count', int, False, {},
default = 1,
),
Scale('world_count',
min = 1,
max = 255,
default = 1,
shared = True,
),
Scale('player_num',
min = 1,
max = 255,
default = 1,
dependency = lambda settings: 1 if settings.compress_rom in ['None', 'Patch'] else None,
),
# GUI Settings
Checkbutton(
name = 'repatch_cosmetics',
gui_text = 'Patch Cosmetics',
gui_tooltip = '''\
Enabling this will re-patch cosmetics based on current settings.
Otherwise, it will utilize the cosmetics that are in the patch file.
''',
default = True,
shared = False,
),
Checkbutton(
name = 'create_spoiler',
gui_text = 'Create Spoiler Log',
gui_group = 'rom_tab',
gui_tooltip = '''\
Enabling this will change the seed.
''',
default = True,
shared = True,
),
Checkbutton(
name = 'create_cosmetics_log',
gui_text = 'Create Cosmetics Log',
gui_group = 'rom_tab',
default = True,
dependency = lambda settings: False if settings.compress_rom == 'None' else None,
),
Setting_Info(
name = 'compress_rom',
type = str,
shared = False,
choices = {
'True': 'Compressed [Stable]',
'False': 'Uncompressed [Crashes]',
'Patch': 'Patch File',
'None': 'No Output',
},
default = 'True',
gui_params={
'text': 'Output Type',
'group': 'rom_tab',
'widget': 'Radiobutton',
'horizontal': True,
'tooltip':'''\
The first time compressed generation will take a while,
but subsequent generations will be quick. It is highly
recommended to compress or the game will crash
frequently except on real N64 hardware.
Patch files are used to send the patched data to other
people without sending the ROM file.
'''
},
),
Checkbutton(
name = 'randomize_settings',
gui_text = 'Randomize All Settings',
gui_group = 'rules_tab',
gui_tooltip = '''\
Except logic.
''',
default = False,
shared = True,
),
Combobox(
name = 'open_forest',
default = 'open',
choices = {
'open': 'Open Forest',
'closed_deku': 'Closed Deku',
'closed': 'Closed Forest',
},
gui_group = 'open',
gui_tooltip = '''\
Open Forest: Mido no longer blocks the path to the
Deku Tree, and the Kokiri boy no longer blocks the path
out of the forest.
Closed Deku: The Kokiri boy no longer blocks the path
out of the forest, but Mido still blocks the path to the
Deku Tree, requiring Kokiri Sword and Deku Shield to access
the Deku Tree.
Closed Forest: The Kokiri Sword and Slingshot are always
available somewhere in the forest. This is incompatible with
Start as Adult and shuffling "All Indoors" and/or "Overworld"
entrances will force this to Closed Deku if selected.
''',
shared = True,
gui_params = {
'randomize_key': 'randomize_settings',
'distribution': [
('open', 1),
('closed_deku', 1),
('closed', 1),
],
},
),
Checkbutton(
name = 'open_door_of_time',
gui_text = 'Open Door of Time',
gui_group = 'open',
gui_tooltip = '''\
The Door of Time starts opened instead of needing to
play the Song of Time. If this is not set, only
an Ocarina and Song of Time must be found to open
the Door of Time.
''',
shared = True,
gui_params = {
'randomize_key': 'randomize_settings',
},
),
Checkbutton(
name = 'open_fountain',
gui_text = 'Open Zora\'s Fountain',
gui_group = 'open',
gui_tooltip = '''\
King Zora starts out as moved. This also removes
Ruto's Letter from the item pool.
''',
shared = True,
gui_params = {
'randomize_key': 'randomize_settings',
},
),
Checkbutton(
name = 'open_kak',
gui_text = 'Open Kakariko Gate',
gui_group = 'open',
gui_tooltip = '''\
Kakariko Gate is open without needing
Zelda's Letter.
''',
shared = True,
gui_params = {
'randomize_key': 'randomize_settings',
},
),
Combobox(
name = 'gerudo_fortress',
default = 'normal',
choices = {
'normal': 'Default Behavior',
'fast': 'Rescue One Carpenter',
'open': 'Open Gerudo Fortress',
},
gui_text = 'Gerudo Fortress',
gui_group = 'open',
gui_tooltip = '''\
'Rescue One Carpenter': Only the bottom left
carpenter must be rescued.
'Open Gerudo Fortress': The carpenters are rescued from
the start of the game, and if 'Shuffle Gerudo Card' is disabled,
the player starts with the Gerudo Card in the inventory
allowing access to Gerudo Training Grounds.
''',
shared = True,
gui_params = {
'randomize_key': 'randomize_settings',
},
),
Combobox(
name = 'bridge',
default = 'medallions',
choices = {
'open': 'Always Open',
'vanilla': 'Vanilla Requirements',
'stones': 'All Spiritual Stones',
'medallions': 'All Medallions',
'dungeons': 'All Dungeons',
'tokens': '100 Gold Skulltula Tokens'
},
gui_text = 'Rainbow Bridge Requirement',
gui_group = 'open',
gui_tooltip = '''\
'Always Open': Rainbow Bridge is always present.
'Vanilla Requirements': Spirit/Shadow Medallions and Light Arrows.
'All Spiritual Stones': All 3 Spiritual Stones.
'All Medallions': All 6 Medallions.
'All Dungeons': All Medallions and Spiritual Stones.
'100 Gold Skulltula Tokens': All 100 Gold Skulltula Tokens.
''',
shared = True,
gui_params = {
'randomize_key': 'randomize_settings',
'distribution': [
('open', 1),
('vanilla', 1),
('stones', 1),
('medallions', 1),
('dungeons', 1),
('tokens', 1),
],
},
),
Combobox(
name = 'logic_rules',
default = 'glitchless',
choices = {
'glitchless': 'Glitchless',
'glitched': 'Glitched',
'none': 'No Logic',
},
gui_text = 'Logic Rules',
gui_group = 'world',
gui_tooltip = '''\
Sets the rules the logic uses
to determine accessibility.
'Glitchless': No glitches are
required, but may require some
minor tricks
'Glitched': Movement oriented
glitches are likely required.
No locations excluded.
'No Logic': All locations are
considered available. May not
be beatable.
''',
shared = True,
),
Checkbutton(
name = 'all_reachable',
gui_text = 'All Locations Reachable',
gui_group = 'world',
gui_tooltip = '''\
When this option is enabled, the randomizer will
guarantee that every item is obtainable and every
location is reachable.
When disabled, only required items and locations
to beat the game will be guaranteed reachable.
Even when enabled, some locations may still be able
to hold the keys needed to reach them.
''',
default = True,
shared = True,
gui_params = {
'randomize_key': 'randomize_settings',
},
),
Checkbutton(
name = 'bombchus_in_logic',
gui_text = 'Bombchus Are Considered in Logic',
gui_group = 'world',
gui_tooltip = '''\
Bombchus are properly considered in logic.
The first Bombchu pack will always be 20.
Subsequent packs will be 5 or 10 based on
how many you have.
Bombchus can be purchased for 60/99/180
rupees once they have been found.
Bombchu Bowling opens with Bombchus.
Bombchus are available at Kokiri Shop
and the Bazaar. Bombchu refills cannot
be bought until Bombchus have been
obtained.
''',
default = True,
shared = True,
gui_params = {
'randomize_key': 'randomize_settings',
},
),
Checkbutton(
name = 'one_item_per_dungeon',
gui_text = 'Dungeons Have One Major Item',
gui_group = 'world',
gui_tooltip = '''\
Dungeons have exactly one major
item. This naturally makes each
dungeon similar in value instead
of valued based on chest count.
Spirit Temple Colossus hands count
as part of the dungeon. Spirit
Temple has TWO items to match
vanilla distribution.
Dungeon items and GS Tokens do
not count as major items.
''',
shared = True,
gui_params = {
'randomize_key': 'randomize_settings',
},
),
Checkbutton(
name = 'trials_random',
gui_text = 'Random Number of Ganon\'s Trials',
gui_group = 'open',
gui_tooltip = '''\
Sets a random number of trials to
enter Ganon's Tower.
''',
shared = True,
gui_params = {
'randomize_key': 'randomize_settings',
'distribution': [
(True, 1),
]
},
),
Scale(
name = 'trials',
default = 6,
min = 0,
max = 6,
gui_group = 'open',
gui_tooltip = '''\
Trials are randomly selected. If hints are
enabled, then there will be hints for which
trials need to be completed.
''',
shared = True,
dependency = lambda settings: 0 if settings.trials_random else None,
gui_params = {
'randomize_key': 'randomize_settings',
},
),
Checkbutton(
name = 'no_escape_sequence',
gui_text = 'Skip Tower Escape Sequence',
gui_group = 'convenience',
gui_tooltip = '''\
The tower escape sequence between
Ganondorf and Ganon will be skipped.
''',
shared = True,
gui_params = {
'randomize_key': 'randomize_settings',
},
),
Checkbutton(
name = 'fast_dungeons',
gui_text = 'Fast Dungeons',
gui_group = 'convenience',
gui_tooltip = '''\
Opens shortcuts in dungeons.
''',
shared = True,
gui_params = {
'randomize_key': 'randomize_settings',
},
),
Checkbutton(
name = 'no_guard_stealth',
gui_text = 'Skip Child Stealth',
gui_group = 'convenience',
gui_tooltip = '''\
The crawlspace into Hyrule Castle goes
straight to Zelda, skipping the guards.
''',
shared = True,
gui_params = {
'randomize_key': 'randomize_settings',
},
),
Checkbutton(
name = 'no_epona_race',
gui_text = 'Skip Epona Race',
gui_group = 'convenience',
gui_tooltip = '''\
Epona can be summoned with Epona's Song
without needing to race Ingo.
''',
shared = True,
gui_params = {
'randomize_key': 'randomize_settings',
},
),
Checkbutton(
name = 'useful_cutscenes',
gui_text = 'Enable Useful Cutscenes',
gui_group = 'convenience',
gui_tooltip = '''\
The cutscenes of the Poes in Forest Temple,
Darunia in Fire Temple, and the introduction
to Twinrova will not be skipped.
''',
shared = True,
gui_params = {
'randomize_key': 'randomize_settings',
},
),
Checkbutton(
name = 'fast_chests',
gui_text = 'Fast Chest Cutscenes',
gui_group = 'convenience',
gui_tooltip = '''\
All chest animations are fast. If disabled,
the animation time is slow for major items.
''',