# Q. What is this file?
# A. This file contains options which allow you to configure your multiworld experience while allowing
#    others to play how they want as well.
#
# Q. How do I use it?
# A. The options in this file are weighted. This means the higher number you assign to a value, the
#    more chances you have for that option to be chosen. For example, an option like this:
#
#    map_shuffle:
#      on: 5
#      off: 15
#
#    Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned
#    off.
#
# Q. I've never seen a file like this before. What characters am I allowed to use?
# A. This is a .yaml file. You are allowed to use most characters.
#    To test if your yaml is valid or not, you can use this website:
#        http://www.yamllint.com/
#    You can also verify that your MultiworldGG options are valid at this site:
#        https://multiworld.gg/check

# Your name in-game, limited to 16 characters.
#     {player} will be replaced with the player's slot number.
#     {PLAYER} will be replaced with the player's slot number, if that slot number is greater than 1.
#     {number} will be replaced with the counter value of the name.
#     {NUMBER} will be replaced with the counter value of the name, if the counter value is greater than 1.
name: Player{number}

# Used to describe your yaml. Useful if you have multiple files.
description: Default DELTARUNE Template

game: DELTARUNE
requires:
  version: 0.7.259 # Version of MWGG required for this yaml to work as expected.
  game:
    DELTARUNE: 2.0.5 # Version of the world required for this yaml to work as expected.

DELTARUNE:
  ################
  # Game Options #
  ################
  progression_balancing:
    # ATTEMPTS TO BALANCE THE PROGRESSION OF YOUR ITEMS.
    # 
    # SETTING THE VALUE LOWER WILL RESULT IN MORE WAITING TO RECIEVE ITEMS.
    # 
    # SETTING THE VALUE HIGHER WILL RESULT IN LESS WAITING TO RECIEVE ITEMS.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 99
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-99: 0 # random value between 0 and 99
    disabled: 0 # equivalent to 0
    normal: 50 # equivalent to 50
    extreme: 0 # equivalent to 99

  accessibility:
    # SETS THE RULES FOR THE ABILITY TO REACH ALL ITEMS.
    # 
    # - **Full** *GUARANTEES THAT ALL ITEMS CAN BE OBTAINED.*
    # 
    # - **Minimal** *GUARANTEES ONLY WHAT IS NECESSARY, BUT NO MORE.*
    full: 50
    minimal: 0

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

  item_balancing:
    # IF AN ITEM IS OBTAINED EARLY, ITS POWER WILL BE SCALED DOWN.
    # 
    # *Formula is basically `item_stat * (current_chapter / item_chapter)`, only scaling down*
    'false': 50
    'true': 0

  death_link:
    # YOUR FAILURE CAUSES THE FAILURE OF EVERYONE WHO HAS ENABLED THIS OPTION.
    # 
    # TO COMPLIMENT, THE REVERSE IS TRUE AS WELL.
    'false': 50
    'true': 0

  better_odds:
    # SHOULD EVENTS RELIANT ON LUCK HAVE BETTER ODDS TO HAPPEN?
    # 
    # - **Chapter 1&2 Eggs**
    'false': 0
    'true': 50

  ############
  # Chapters #
  ############
  randomize_chapters:
    # HOW WILL YOU PROGRESS THROUGH THE CHAPTERS?
    # 
    # - **In Order** *The next chapter will be unlocked once you complete the one you're in.*
    # - **Randomized** *Chapters are unlocked through getting items. You'll be expected to move in-between chapters a lot.*
    # - **All Unlocked** *All chapters are unlocked from the start. You will be expected to play through another chapter once stuck.*
    # 
    # (The goal is closing the final fountain of each chapter whatever the option chosen.)
    in_order: 0
    randomized: 0
    all_unlocked: 50

  starting_chapter:
    # WHICH CHAPTER WILL BEGIN THE JOURNEY?
    # 
    # (This only applies if you set Randomize Chapters to random.)
    random_chapter: 50
    chapter_1: 0
    chapter_2: 0
    chapter_3: 0
    chapter_4: 0

  remove_starting_equipment:
    # SHOULD STARTING FROM A CHAPTER MAKE THE HEROES HAVE NOTHING?
    # 
    # *(Normally if you start a save file on a chapter, you'll start with some equipment from the previous two chapters.)*
    # *(If this option is set to true, you'll start every chapter like chapter 1, with no armors and only the starting weapons.)*
    # *(However, If you're continuing through to the next chapter using completion data, you'll keep your stuff.)*
    'false': 0
    'true': 50

  macguffin_extra:
    # THE AMOUNT OF EXTRA ITEMS IN THE ITEMPOOL TO UNBLOCK THE ROAD TO FINAL BOSSES.
    # 
    # *(So, if you choose to have 3 macguffin items in Chapter 1 and set this option to 1,)*
    # *(you'll have 4 macguffin items in the pool, but you'll still only need 3 to progress)*
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 5
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-5: 0 # random value between 0 and 5

  #############
  # Chapter 1 #
  #############
  include_chapter_1:
    # DO YOU WISH TO PLAY CHAPTER 1?
    # 
    # *(Items from this chapter will also be included)*
    'false': 0
    'true': 50

  macguffin_chapter_1:
    # A NEW ROADBLACK WILL APPEAR BEFORE THE FINAL BOSS OF CHAPTER 1.
    # 
    # THIS OPTION DETERMINES HOW MANY OF THESE ITEMS WILL BE REQUIRED TO PROGRESS.
    # 
    # (King-Shaped Key Pieces)
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-10: 0 # random value between 0 and 10

  chapter_1_recruit:
    # THE SYSTEM TO RECRUIT ENEMIES WILL BE PRESENT IN THE FIRST CHAPTER.
    'false': 0
    'true': 50

  #############
  # Chapter 2 #
  #############
  include_chapter_2:
    # DO YOU WISH TO PLAY CHAPTER 2?
    # 
    # *(Items from this chapter will also be included)*
    'false': 0
    'true': 50

  macguffin_chapter_2:
    # A NEW ROADBLACK WILL APPEAR BEFORE THE FINAL BOSS OF CHAPTER 2.
    # 
    # THIS OPTION DETERMINES HOW MANY OF THESE ITEMS WILL BE REQUIRED TO PROGRESS.
    # 
    # (KeyGen 2 Segments)
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-10: 0 # random value between 0 and 10

  include_lose_swatchling:
    # WILL LOSING THE SWATCHLING RECRUIT BE A CHECK LOCATION?
    # 
    # *(Since Swatchlings don't normally appear in weird route, enabling this means you have to do Singapore Wrong Warps.)*
    # *(In All Routes, it requires either reloading your save on a regular route or doing the wrong warp as well.)*
    'false': 50
    'true': 0

  exclude_post_chapter_2_locations:
    # WILL LOCATIONS EXCLUSIVE TO THE END OF CHAPTER 2 BE KEPT AWAY FROM HOLDING IMPORTANT ITEMS?
    # 
    # - CH2: Castle Town - Tasque Manager Says Challenge
    # - CH2: Castle Town - Ch2 All Stars Challenge
    # 
    # *(Since you "beat" the chapter after sealing the Cyber World fountain,)*
    # *(enabling this means you can just go straight to the next chapter afterwards.)*
    'false': 50
    'true': 0

  #############
  # Chapter 3 #
  #############
  include_chapter_3:
    # DO YOU WISH TO PLAY CHAPTER 3?
    # 
    # *(Items from this chapter will also be included)*
    'false': 0
    'true': 50

  macguffin_chapter_3:
    # A NEW ROADBLACK WILL APPEAR BEFORE THE FINAL BOSS OF CHAPTER 3.
    # 
    # THIS OPTION DETERMINES HOW MANY OF THESE ITEMS WILL BE REQUIRED TO PROGRESS.
    # 
    # (Remote Batteries)
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-10: 0 # random value between 0 and 10

  randomize_mantle:
    # CHECKS RECIEVED IN THE ORIGINAL GAME OF THE THIRD CHAPTER WILL BE RANDOMIZED.
    # 
    # - **Mantleless** *Items in the Original Game will be randomized but the Shadow Mantle/ERAM fight isn't mandatory if secret bosses is set to mandatory*
    'false': 50
    'true': 0
    mantleless: 0

  include_shadow_mantle:
    # THE SHADOW MANTLE WILL BE IN THE RANDOM ITEM POOL OF THE THIRD CHAPTER.
    # 
    # - **False** *The Shadow Mantle is the reward for Shadow Mantle/ERAM, but isn't in logic for the knight*
    # - **True** *The Shadow Mantle will be in the itempool in logic before Knight fight*
    'false': 0
    'true': 50

  exclude_t_rank:
    # THE HIGHEST RANK OF THE THIRD CHAPTER WILL BE EXCLUDED FROM CONTAINING AN IMPORTANT ITEM.
    'false': 0
    'true': 50

  exclude_z_rank:
    # THE LOWEST RANK OF THE THIRD CHAPTER WILL BE EXCLUDED FROM CONTAINING AN IMPORTANT ITEM.
    'false': 0
    'true': 50

  #############
  # Chapter 4 #
  #############
  include_chapter_4:
    # DO YOU WISH TO PLAY CHAPTER 4?
    # 
    # *(Items from this chapter will also be included)*
    'false': 0
    'true': 50

  macguffin_chapter_4:
    # A NEW ROADBLACK WILL APPEAR BEFORE THE FINAL BOSS OF CHAPTER 4.
    # 
    # THIS OPTION DETERMINES HOW MANY OF THESE ITEMS WILL BE REQUIRED TO PROGRESS.
    # 
    # (Combination Lock Digits)
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-10: 0 # random value between 0 and 10

  include_mike:
    # WILL THE DEFEAT OF THE MICROPHONE IMITATORS AS WELL AS THEIR GAMES COUNT AS CHECK LOCATIONS?
    'false': 50
    battle_only: 0
    battle_and_games: 0

  exclude_mike_platinum:
    # WILL THE PLATINUM TROPHY IN THE MICROPHONE IMITATORS' GAMES BE KEPT AWAY FROM HOLDING AN IMPORTANT ITEM?
    'false': 50
    'true': 0

  ###########
  # Fillers #
  ###########
  filler_healing_weight:
    # DETERMINES HOW OFTEN HEALING ITEMS WILL APPEAR COMPARED TO OTHERS ITEMS.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 99
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-99: 0 # random value between 0 and 99
    common: 50 # equivalent to 50
    uncommon: 0 # equivalent to 25
    rare: 0 # equivalent to 10
    very rare: 0 # equivalent to 5
    extremely rare: 0 # equivalent to 1

  filler_currency_weight:
    # DETERMINES HOW OFTEN ALL CURRENCIES WILL APPEAR COMPARED TO OTHERS ITEMS.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 99
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-99: 0 # random value between 0 and 99
    common: 0 # equivalent to 50
    uncommon: 50 # equivalent to 25
    rare: 0 # equivalent to 10
    very rare: 0 # equivalent to 5
    extremely rare: 0 # equivalent to 1

  trap_weight:
    # DETERMINES HOW OFTEN TRAPS WILL APPEAR COMPARED TO OTHERS ITEMS.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 99
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-99: 0 # random value between 0 and 99
    common: 0 # equivalent to 50
    uncommon: 50 # equivalent to 25
    rare: 0 # equivalent to 10
    very rare: 0 # equivalent to 5
    extremely rare: 0 # equivalent to 1

  filler_armor_weight:
    # DETERMINES HOW OFTEN ARMOR ITEMS WILL APPEAR COMPARED TO OTHERS ITEMS.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 99
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-99: 0 # random value between 0 and 99
    common: 0 # equivalent to 50
    uncommon: 0 # equivalent to 25
    rare: 50 # equivalent to 10
    very rare: 0 # equivalent to 5
    extremely rare: 0 # equivalent to 1

  filler_tension_weight:
    # DETERMINES HOW OFTEN TENSION ITEMS WILL APPEAR COMPARED TO OTHERS ITEMS.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 99
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-99: 0 # random value between 0 and 99
    common: 0 # equivalent to 50
    uncommon: 0 # equivalent to 25
    rare: 0 # equivalent to 10
    very rare: 50 # equivalent to 5
    extremely rare: 0 # equivalent to 1

  filler_smile_weight:
    # DETERMINES HOW OFTEN IT WILL SMILE.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 99
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-99: 0 # random value between 0 and 99
    common: 0 # equivalent to 50
    uncommon: 0 # equivalent to 25
    rare: 0 # equivalent to 10
    very rare: 0 # equivalent to 5
    extremely rare: 50 # equivalent to 1

  ########
  # Goal #
  ########
  chosen_route:
    # CHOOSE THE ROUTE THAT YOU PREFER.
    # 
    # - **Neutral Route** *Proceed through the story normally.*
    # - **Weird Route** *Proceed through the "Weird Route" storyline while losing all possible recruits.*
    # - **All Recruits** *Progress through the story by recruiting everyone.*
    # - **All Routes** *Both All Recruits and Weird Route at the same times.*
    #   *(Doesn't require to finish multiple times chapter, either ending would count as completing a chapter)*
    # 
    # (The chosen route only chooses if recruiting or loosing recruits are included or not.)
    # (This doesn't require you to finish a chapter with a specific route yet, but will in the future.)
    all_recruits: 50
    weird_route: 0
    all_routes: 0
    neutral_route: 0

  randomize_secret_bosses:
    # ITEMS GIVEN BY SECRET BOSSES WILL BE RANDOMIZED OR EVEN REQUIRED.
    # 
    # - **Mandatory** *Secret Bosses rewards will be randomized and required to do to access the fountain*
    # 
    # *Secret bosses are: Jevil, Spamton Neo, Mantle/ERAM, Chapter 3 Knight, Hammer of Justice*
    'false': 50
    'true': 0
    mandatory: 0

  #########
  # Items #
  #########
  include_hidden_items:
    # RANDOMIZES ITEMS THAT ARE CONSIDERABLY MORE DIFFICULT TO FIND OR TEDIOUS TO OBTAIN.
    # 
    # - **Golden Prizes**
    # - **Eggs**
    # - **Dog Dollars**
    # - **Moss**
    'false': 50
    'true': 0

  include_secret_bosses_items_requirement:
    # RANDOMIZES ITEMS THAT ARE NECESSARY TO ACCESS SECRET BOSSES.
    # 
    # - **Broken Keys**
    # - **Door Key**
    # - **KeyGen**
    # - **Empty Disk**
    # 
    # *(For MANTLE items, see the RandomizeMANTLE option)*
    'false': 50
    'true': 0

  include_unused_items:
    # CERTAIN ITEMS ARE NOT NORMALLY PRESENT.
    # WILL THEY NOW BE WITH THE REST?
    # 
    # - **True without EveryBodyWeapon** *(Include unused items but without EveryBodyWeapon, which is a super powerful unbalanced item probably used by the dev team for debugging.)*
    'false': 50
    'true': 0
    true_without_everybodyweapon: 0

  progressive_kris_weapons:
    # THE WEAPONS RECEIVED FOR THE CAGE WILL BE IN SEQUENTIAL ORDER OF RISING POWER.
    'false': 50
    'true': 0

  progressive_susie_weapons:
    # THE WEAPONS RECEIVED FOR THE GIRL WILL BE IN SEQUENTIAL ORDER OF RISING POWER.
    'false': 50
    'true': 0

  progressive_ralsei_weapons:
    # THE WEAPONS RECEIVED FOR THE PRINCE WILL BE IN SEQUENTIAL ORDER OF RISING POWER.
    'false': 50
    'true': 0

  progressive_noelle_weapons:
    # THE FORBIDDEN RINGS WILL BE IN SEQUENTIAL ORDER OF RISING POWER.
    'false': 50
    'true': 0

  unlock_characters:
    # THE ABILITY TO USE HEROES IN COMBAT SEQUENCIES WILL NEED TO BE UNLOCKED.
    # 
    # *(If someone isn't unlocked, they'll be at -666HP, and you can't use them in battle.)*
    # *(If nobody is unlocked, then it will immediately be the enemy's turn, but you still get one hit to live.)*
    'false': 50
    'true': 0
    except_kris: 0

  unlock_fun_gang_actions:
    # THE ABILITY TO USE THE ACTIONS OF THE GIRL, THE PRINCE, AND THE WHITE CLOAK WILL BE AN ITEM.
    'false': 50
    'true': 0

  ###########################
  # Item & Location Options #
  ###########################
  local_items:
    # Forces these items to be in their native world.
    []

  non_local_items:
    # Forces these items to be outside their native world.
    []

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

  start_hints:
    # Start with these item's locations prefilled into the ``!hint`` command.
    []

  start_location_hints:
    # Start with these locations and their item prefilled into the ``!hint`` command.
    []

  exclude_locations:
    # Prevent these locations from having an important item.
    []

  priority_locations:
    # Prevent these locations from having an unimportant item.
    []

  item_links:
    # Share part of your item pool with other players.
    []

  plando_items:
    # Generic items plando.
    []
