Skip to content

Latest commit

 

History

History
110 lines (90 loc) · 4.79 KB

readme.md

File metadata and controls

110 lines (90 loc) · 4.79 KB

Standard Mystery Generator:

  • Chance-based: Each setting (like dungeon layout, item placement, etc.) is given a probability or chance.
  • Random Selection: When a seed is rolled, each setting is selected based on its individual chance.
  • Independent Settings: The probability of one setting being chosen (typically) doesn't affect the others.

The MMMM Generator:

  • Attribute-based: Instead of chances, each setting has four attributes (length, execution, familiarity, and variance) with assigned values.
  • Score System: Each attribute has a score that accumulates as settings are chosen.
  • Preset Ranges: Users can set minimum and maximum limits for each attribute. These limits define the acceptable range for the final seed.
  • Balanced Rolling: The generator picks settings in a way that the total scores for all attributes stay within these preset ranges.
  • Attempts and Adjustments: The generator makes multiple attempts to find a combination of settings that fit within the limits. If it can't find a combination within a set number of attempts, it stops.

Metadata presented after rolling:

  • Final accumulated points for each attribute
  • Filler Algorithm used (balanced, major_only, dungeon_only)
  • Boss item restriction (none, mapcompass, dungeon)
  • Take any (none, random, fixed)
  • Pseudoboots (yes, no)
  • Boots Hint (yes, no)
  • Extra TF Pool XX% (percent more pieces in pool than required by goal)

ALL AVAILABLE SETTINGS CAN BE ROLLED UNLESS OTHERWISE SPECIFIED (almost)

logic:

  • Always noglitches unless forced
  • Guarantees starting boots if any glitch mode
  • HMG forces door_shuffle to vanilla

accessibility:

  • 100% locations, or beatable only
  • If door_shuffle, always 100% locations

goal:

  • If ganonhunt and not entrance, pyramid is open or GT is 0 crystals
  • If ganonhunt and entrance, ganon is vanilla and pyramid is open
  • If ganon (crystals + aga2) and not entrance, GT crystals is always <= ganon crystals
  • If fast ganon, and not entrance, GT crystals is always >= ganon crystals
  • Trinity won't roll by default
  • If completionist, shopsanity and ohko is turned off.

collection_rate:

  • Turned on if completionist, shopsanity, or any pottery

mode:

  • If standard, boots hint is rolled, and insanity ER is off.
  • If standard enemizer, sword is assured.
  • If standard universal keys, you start with 3 keys.

ohko:

  • If ohko, enemizer is off
  • If ohko, pottery can't be dungeons, reduced, or lottery
  • If ohko, dropshuffle can't be underworld.

enemizer:

  • If enemies are shuffled, enemy health cannot be hard or expert, and it can not be swordless.
  • Enemy damage is always default.
  • Enemy logic is always set to allow_all.

entrance:

  • If NOT entrance, take any caves are off.
  • If lean entrance, pottery can only be none, keys, or dungeons. And shopsanity is off.
  • If inverted entrance, links house is always shuffled
  • If insanity entrance, bombbag is always off and you have a starting flute.

doors:

  • If door_shuffle is not vanilla:
    • dungeon counters are always on
    • trap_door_mode is set to boss
    • itensity is set to 3

pottery:

  • If any dungeon pottery is on, 'dungeon_counter' is on.
  • If pottery = dungeon or lottery, and it is not a triforce hunt, all dungeon items are wild.
  • If pottery is not none and not lottery, 'colorizepots' is on (pot checks are colored differently)

enemydrop:

  • Set to keys if any pottery is on
  • If underworld you start with a sword and boomerang and all compasses.

dungeon_items:

  • The allowed options are: none, mc, s, b, mcs, mcb, mcsb
  • 'universal' keys can roll if wild keys have been rolled first
  • 'restrict_boss_items' (ambrosia) is rolled if there are any non-wild dungeon items

beemizer:

  • If pottery, then beemizer can never be higher than 1
  • If OHKO, beemizer is 0.

key_logic_algorithm:

  • Always set to "partial".

triforcehunt:

  • Triforce Goal is rolled as a fraction of the available item pool. I.e 30 = 30 in 216, but in pottery lottery 30 = 152
  • The Goal options are 30, 40, 50, or 60 fractions
  • Triforce extra Pool is rolled as a % on top of the Goal. I.e. 10 = 3 extra pieces with a 30 goal in a 216 pool.
  • The extra pool options are 10%, 25%, 40%, 55%, 70%
  • Triforcehunt can be Ganonhunt, which means get the pieces and then kill ganon. You know this is the case when Muradahla is not present

startinventory:

  • There is a minimum and maximum item count.
  • Items are first rolled to attempt to put the settings within the points intervals
  • If the poins are within the point intervals, there is a chance to roll bonus items
  • 'An item' is a fluid concept. Some examples of "single" items in the weights:
  • 3 Bosshearts
  • 2 Mail upgrades
  • Mushroom + Shovel
  • 420 Rupees
  • Ether + Quake
  • Capacity upgrades