# 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 Dungeon Clawler Template

game: Dungeon Clawler
requires:
  version: 0.7.55 # Version of MultiworldGG required for this yaml to work as expected.

Dungeon Clawler:
  # 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

  goal:
    # Goal for this playthrough.
    beat_normal: 0
    beat_hard: 0
    beat_very_hard: 0
    beat_nightmare: 50
    beat_normal_with_all_characters: 0
    beat_hard_with_all_characters: 0
    beat_very_hard_with_all_characters: 0
    beat_nightmare_with_all_characters: 0
    beat_floor_25: 0
    beat_floor_30: 0
    beat_floor_35: 0
    beat_floor_40: 0
    beat_floor_45: 0
    beat_floor_50: 0

  shuffle_fighters:
    # None: Fighters all start unlocked, there are no locations for using specific ones
    # Fighters: One fighter starts unlocked, the rest must be received. There is one location for winning once with each character. A fighter's lucky paw unlocks with it
    # Fighters and Paws: Also shuffles the lucky paws as items. You can play higher difficulties as soon as you have [1-2-3] paws
    none: 0
    fighters: 0
    fighters_and_paws: 50

  shuffle_combat_items:
    # All combat items start out locked, and you need to unlock them. Not all combat items will be in your item pool.
    # You can pick from your unlocked combat items what to start each run with. Each two copies of the same item turns into an upgraded item.
    # You receive "Combat Inventory Size" items to increase the number of items you can start each run with
    'false': 0
    'true': 50

  shuffle_perks:
    # You start with no Perks, and will unlock some, but not all of them, over the course of the run
    # You can pick from your unlocked perks what to start each run with
    # You receive "Perk Inventory Size" items to increase the number of perks you can equip at once
    'false': 0
    'true': 50

  extra_inventory_sizes:
    # You will start with a limited inventory size for starting items and perks, and earn this many extras from your item pool
    # If you set a too low value, and get unlucky and have bad items, you might be unable to beat your game.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 30
    10: 50
    random: 0
    random-low: 0
    random-high: 0

  enemysanity:
    # Killing each monster type is a check. Turning this off significantly reduces the number of checks, and subsequently increases difficulty by a lot.
    'false': 0
    'true': 50

  maximum_combat_items:
    # A hard cap on the number of combat items that can generate for your slot.
    # If you set a low value, and get unlucky and have bad items, you might be unable to beat your game.
    # This is an upper limit, not a guarantee, depending on other settings, you might get less than what you set here.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 20
    # Maximum value is 250
    100: 50
    random: 0
    random-low: 0
    random-high: 0

  maximum_perks:
    # A hard cap on the number of perks that can generate for your slot.
    # If you set a low value, and get unlucky and have bad perks, you might be unable to beat your game.
    # This is an upper limit, not a guarantee, depending on other settings, you might get less than what you set here.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 20
    # Maximum value is 250
    100: 50
    random: 0
    random-low: 0
    random-high: 0

  trap_difficulty:
    # Enable traps, and how punishing should they be?
    # Traps, and other fillers, will only roll if you have free space in the item pool after generating the real items
    # On some settings, you might get no traps regardless.
    # For example, on easy, a "Spike Trap" only spawns one spike in your next Claw Machine.
    # But on Nightmare, it might spawn 16 spikes.
    no_traps: 0
    easy: 0
    medium: 50
    hard: 0
    hell: 0
    nightmare: 0

  death_link:
    # When you die, everyone who enabled death link dies. Of course, the reverse is true too.
    # If set to "Claw", receiving a deathlink will simply skip your next next claw, instead of killing you, because dying is very punishing in Dungeon Clawler
    # You send a deathlink when you die, and also when you fail at using a claw and grab zero items
    disabled: 50
    claw: 0
    death: 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.
    []
