# 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 Donkey Kong 64 Template

game: Donkey Kong 64
requires:
  version: 0.7.127 # Version of MultiworldGG required for this yaml to work as expected.

Donkey Kong 64:
  # Game Options
  progression_balancing:
    # 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.
    #
    # 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-high: 0
    disabled: 0 # equivalent to 0
    normal: 50 # equivalent to 50
    extreme: 0 # equivalent to 99

  accessibility:
    # 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.
    full: 50
    minimal: 0

  plando_items:
    # Generic items plando.
    []

  death_link:
    # When you die, everyone who enabled death link dies. Of course, the reverse is true too.
    'false': 50
    'true': 0

  ring_link:
    # Determines if the Ring Link is enabled.
    # 
    # The easier waty to say this is Ammo link.
    # If enabled, all ammo types are shared between players.
    # 
    # Currently for Film and Crystal Coconuts if you gain any above the base amount from ringlink, we will not provide more.
    # But you can still gain more ammo from the world, and it will be shared.
    'false': 50
    'true': 0

  tag_link:
    # Determines if the Tag Link is enabled.
    # 
    # If enabled, if you have another players kong you will tag to that kong as well.
    # If you don't have that kong, you will randomly tag to another kong.
    # If you only have one kong, nothing will happen.
    'false': 50
    'true': 0

  goal:
    # Determines the goal of the seed.
    krool: 50
    all_keys: 0
    dk_rap: 0

  krool_key_count:
    # Determines how many keys are needed to spawn Krool's Ship.
    # 
    # Choosing a value of 0 means you start with all 8 keys.
    # Choosing a value of 8 means you start with no keys.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 8
    8: 50
    random: 0
    random-low: 0
    random-high: 0

  krool_phase_count:
    # Pick how many phases are in the final battle against K. Rool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 5
    3: 50
    random: 0
    random-low: 0
    random-high: 0

  helm_phase_count:
    # Pick how many rooms needed to complete Helm.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 5
    2: 50
    random: 0
    random-low: 0
    random-high: 0

  krool_in_boss_pool:
    # Whether or not K. Rool can be fightable in T&S Bosses and vice versa.
    'false': 50
    'true': 0

  remove_barriers_selected:
    # Determines which barriers are removed.
    # 
    # Valid Keys:
    # "japes_coconut_gates"
    # "japes_shellhive_gates"
    # "aztec_tunnel_door"
    # "aztec_5dtemple_switches"
    # "aztec_llama_switches"
    # "aztec_tiny_temple_ice"
    # "factory_testing_gate"
    # "factory_production_room"
    # "galleon_lighthouse_gate"
    # "galleon_shipyard_area_gate"
    # "galleon_seasick_ship"
    # "galleon_treasure_room"
    # "forest_green_tunnel"
    # "forest_yellow_tunnel"
    # "caves_igloo_pads"
    # "caves_ice_walls"
    # "castle_crypt_doors"
    []

  medal_cb_req:
    # Determines how many CBs are needed to acquire Banana Medal.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 100
    40: 50
    random: 0
    random-low: 0
    random-high: 0

  mermaid_gb_pearls:
    # Determines how many pearls are needed to satisfy the mermaid.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 5
    1: 50
    random: 0
    random-low: 0
    random-high: 0

  medal_requirement:
    # Determines how many medals are needed to play Jetpac.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 40
    9: 50
    random: 0
    random-low: 0
    random-high: 0

  rareware_gb_fairies:
    # Determines how many Fairies are needed to unlock the Rareware Door.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 20
    4: 50
    random: 0
    random-low: 0
    random-high: 0

  open_lobbies:
    # Determines whether or not all lobbies are preopened.
    'false': 50
    'true': 0

  switchsanity:
    # Determines if the pads leading to helm are randomized.
    # 
    # Options:
    # off: Switchsanity is Off
    # helm_access: Monkeyport pad and Gorilla Gone Pad are randomized
    # all: Most switches across the game are randomized.
    'off': 50
    helm_access: 0
    all: 0

  climbing_shuffle:
    # Whether or not you shuffle the Climbing ability into the world(s).
    'false': 50
    'true': 0

  starting_kong_count:
    # Determines how many Kongs you start with.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 5
    1: 50
    random: 0
    random-low: 0
    random-high: 0

  starting_move_count:
    # Determines how many additional random moves you start with. If you choose more moves than are available, you will start with all moves.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 50
    0: 50
    random: 0
    random-low: 0
    random-high: 0

  logic_type:
    # Determines what type of logic is needed to beat the seed.
    glitchless: 50
    glitched: 0

  glitches_selected:
    # Determines what glitches are enabled if logic_type is set to Glitched.
    # 
    # Valid Keys:
    # "advanced_platforming": Platforming techniques that don't require any glitches but might be too tough for some players.
    # "moonkicks": A trick that allows Donkey to ascend by interrupting his aerial attack with a kick.
    # "phase_swimming": Formerly known as STVW, a trick to go through a significant amount of walls in the game whilst underwater.
    # "swim_through_shores": A trick that allows you to swim into a sloped shoreline to get out of bounds.
    # "troff_n_scoff_skips": Any skip that allows you to bypass the kong and small banana requirement in order to fight a boss.
    # "moontail": A trick that allows the player to gain extra height with Diddy.
    []

  hard_shooting:
    # Enabling this setting means logic may expect you to do some difficult shooting challenges without help.
    # 
    # Lanky's attic in Fungi Forest removes Homing requirement.
    # Donkey's 5 door cabin in Crystal Caves removes Homing requirement.
    # Tiny's trash can in Creepy Castle removes homing ammo. (This can be bypassed with Saxophone)
    # Chunky's tree banana in Creepy Castle removes sniper scope. (This requirement can be skipped by shooting from below the switch.
    # Chunky's shooting barrel in Hideout Helm removes either sniper scope or homing ammo.
    # Lanky's tower in Castle Requires either Homing ammo or Sniper Scope instead of just Sniper
    'false': 50
    'true': 0

  hard_mode:
    # Determines whether Hard Mode is enabled. Use the yaml option below this to determine which settings you want enabled.
    'false': 50
    'true': 0

  hard_mode_selected:
    # If Hard Mode is enabled, determines which Hard Mode settings are included.
    # 
    # Valid Keys:
    # "hard_enemies": Enemies Fight Back a little harder.
    # "shuffled_jetpac_enemies": Jetpac enemies are shuffled within Jetpac.
    # "strict_helm_timer": Helm Timer starts at 0:00 requiring blueprints to turn in
    # "donk_in_the_dark_world: All maps are pitch black, with only a light to help you path your way to the end of the game. Mixing this with 'Donk in the Sky' will convert the challenge into 'Memory Challenge' instead.
    # "donk_in_the_sky": Collision Geometry is disabled. Mixing this with 'Donk in the Dark World' will convert the challenge into 'Memory Challenge' instead.
    []

  mirror_mode:
    # Determines whether the game will be horizontally Mirrored.
    'false': 50
    'true': 0

  trap_fill_percentage:
    # Replace a percentage of junk items in the item pool with random traps.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    0: 50
    random: 0
    random-low: 0
    random-high: 0

  bubble_trap_weight:
    # Likelihood of receiving a trap which freezes the player.
    none: 0
    low: 0
    medium: 50
    high: 0

  reverse_trap_weight:
    # Likelihood of receiving a trap which reverses controls.
    none: 0
    low: 0
    medium: 50
    high: 0

  slow_trap_weight:
    # Likelihood of receiving a trap which slows the player.
    none: 0
    low: 0
    medium: 50
    high: 0

  receive_notifications:
    # Determines if the player will receive notifications about item sends.
    # 
    # Options:
    # - display_all_speedup (1): If we have more than 5 items queued, we will speed up the display based on the percentage.
    # - display_all_discard_extra (2): If we have more than 5 items queued, we will speed up the display based on percentage, but discard any non progression items.
    # - display_all_fast (3): Displays ALL items at the fastest speed.
    # - display_extra_fast (4): Displays Progression items at the default speed, and non progression items at a faster speed.
    # - display_extra_items (5): Displays extra items and progression items at standard speed.
    # - display_only_progression (6): Progression only, no speed changes.
    display_all_speedup: 50
    display_all_discard_extra: 0
    display_all_fast: 0
    display_extra_fast: 0
    display_extra_items: 0
    display_only_progression: 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 these items.
    {}

  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.
    []
