# 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 Archipelago options are valid at this site:
#        https://archipelago.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 Castlevania: Legacy of Darkness Template'

game: 'Castlevania: Legacy of Darkness'
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    'Castlevania: Legacy of Darkness': 2.0.0 # Version of the world required for this yaml to work as expected.

'Castlevania: Legacy of Darkness':
  ################
  # 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 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:
    # 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 Options #
  ################
  big_crystal_required:
    # Whether activating the big crystal in Castle Center's basement should be required to enter Dracula's chamber at the end of the game.
    # Can be mixed with other conditions.
    'false': 0
    'true': 50

  bosses_required:
    # How many bosses need to be defeated to enter Dracula's chamber.
    # This will automatically adjust if there are fewer available bosses than the chosen number.
    # Can be mixed with other conditions.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 26
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-26: 0 # random value between 0 and 26

  total_special2s:
    # How many Speical2 jewels are in the pool in total.
    # Finding a percentage of these can be required to enter Dracula's chamber.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 99
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-99: 0 # random value between 0 and 99

  percent_special2s_required:
    # Percentage of Special2s in the pool that are required to enter Dracula's chamber.
    # Can be mixed with other conditions.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 100
    80: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-100: 0 # random value between 1 and 100

  ################
  # Warp Options #
  ################
  warp_layout:
    # Allows specifying a custom set of warps to be used, rather than it being a specific number of random ones.
    # Type the names of each stage that you want to have a warp, separated by a semicolon. The starting stage does not need to be included.
    # Example: Castle Center;Duel Tower;The Outer Wall creates warps for Castle Center, Duel Tower, and The Outer Wall, unlocked in that order if Warp Order is set to Seed Stage Order.
    # If left blank or an invalid list is provided, a random selection will be used instead, the number of which can be specified in Total Random Warps.
    '': 50

  warp_order:
    # Arranges the warps in the Z + R + START warp menu in whichever stage order chosen, thereby affecting the order they are unlocked in.
    # Set Order only matters if using a custom Warp Layout; otherwise, Seed Stage Order will be deferred to.
    set_order: 50
    seed_stage_order: 0
    vanilla_stage_order: 0
    randomized_order: 0

  total_random_warps:
    # How many randomly-chosen warps to later stages are available. Will be ignored if a custom Warp Layout is being used.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 16
    7: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-16: 0 # random value between 0 and 16

  castle_keep_warp_possible:
    # Whether the Castle Keep warp is allowed to be chosen when using randomly-chosen warps.
    'false': 50
    'true': 0

  special1s_per_warp:
    # How many Special1 jewels are needed per warp menu option unlock.
    # Does not apply if Total Available Warps is 0.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 6
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-6: 0 # random value between 0 and 6

  total_special1s:
    # How many Speical1 jewels are available to be found in the multiworld item pool. Will auto-increase to Total Available Warps x Special1s Per Warp if lower.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 99
    7: 50
    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

  #######################
  # Stage Randomization #
  #######################
  stage_layout:
    # Which stages in the game appear in the slot and in what order.
    # Supports creating a custom layout by typing the name of each stage separated by a semicolon.
    # Note that because Castle Keep is always at the end, there is no need to specify it. That is, unless you intend to play a slot that is ONLY it...
    # Example: Room of Clocks;Art Tower;Foggy Lake creates a layout of Room of Clocks followed by Art Tower followed by Foggy Lake.
    # If Villa branches are enabled, the next 2, 3, or 5 non-Castle Center stages in the list after Villa will represent the branching path stages.
    # Example: Villa;Forest of Silence;Foggy Lake;Clock Tower;Castle Wall;Duel Tower results in Villa followed by Forest of Silence on branch 1, Foggy Lake on branch 2, and Clock Tower, Castle Wall, and Duel Tower making up the Cornell path.
    # If Castle Center branches are enabled, the next 4 non-Villa stages after Castle Center will represent the branching path stages.
    # Example: Castle Center;Tower of Ruins;Tunnel;The Outer Wall;Tower of Science results in Castle Center followed by Tower of Ruins and Tunnel on branch 1, and The Outer Wall and Tower of Science on branch 2.
    cornell_only: 0
    reinhardt_only: 0
    carrie_only: 0
    henry_only: 0
    reinhardt_carrie: 0
    all: 50

  stage_shuffle:
    # Shuffles which stages appear in which stage slots. Villa and Castle Center will never appear in any character
    # stage slots if Character Stages is set to Both; they can only be somewhere on the main path.
    # Castle Keep will always be at the end of the line.
    'false': 50
    'true': 0

  shuffled_starting_stage:
    # Which stage to start at if Stage Shuffle is turned on.
    foggy_lake: 0
    forest_of_silence: 0
    castle_wall: 0
    villa: 0
    the_outer_wall: 0
    tunnel: 0
    underground_waterway: 0
    castle_center: 0
    art_tower: 0
    tower_of_ruins: 0
    tower_of_science: 0
    duel_tower: 0
    tower_of_execution: 0
    tower_of_sorcery: 0
    room_of_clocks: 0
    clock_tower: 0
    random: 50

  villa_branching_paths:
    # Whether Villa is immediately followed by two diverging stage paths, three diverging stage paths, or three diverging stage paths with the third leading to two more stages that connect directly to the end of Castle Center.
    # The latter option is only available if Castle Center is also enabled. If two paths are available, entering the Villa end coffin at day or night will send you to one path or the other.
    # If three are available, entering within the following times will send you to path 1, 2, or 3 respectively: 12:01 AM - 8:00 AM, 8:01 AM - 4:00 PM, and 4:01 PM - 12:00 PM.
    one: 0
    two: 0
    three: 0
    three_with_cornell_path: 50

  castle_center_branching_paths:
    # Whether Castle Center is immediately followed by two diverging stage paths of two stages each.
    # Both bridges at the end of Castle Center leading to both exits will be intact if Two enabled, or just the ones for Reinhardt or Carrie if a One option is chosen.
    one_reinhardt: 0
    one_carrie: 0
    two: 50

  #######################
  # Stage State Options #
  #######################
  castle_wall_state:
    # Which character's state Castle Wall should be in. Hybrid will have it be a combination of both Reinhardt/Carrie and Cornell's versions, with both Left Tower Key and Winch Lever required to progress past it.
    reinhardt_carrie: 0
    cornell: 0
    hybrid: 50

  villa_state:
    # Which character's state Villa should be in. Hybrid will have it be a combination of both Reinhardt/Carrie and Cornell's versions, with blockages, events, and fights from both.
    # Rose Garden Key will be needed to unlock the maze's middle dividing doors.
    reinhardt_carrie: 0
    cornell: 0
    hybrid: 50

  villa_maze_kid:
    # Which kid is found and rescued from the maze, regardless of the Villa state.
    malus: 0
    henry: 0
    random: 50

  post_behemoth_boss:
    # Sets which boss is fought in the vampire triplets' room in Castle Center after defeating Behemoth.
    rosa: 0
    camilla: 0
    random: 50

  duel_tower_final_boss:
    # Sets which boss is fought at the fourth Duel Tower arena.
    were_tiger: 0
    giant_werewolf: 0
    random: 50

  room_of_clocks_boss:
    # Sets which boss is fought at Room of Clocks.
    death: 0
    actrise: 0
    ortega: 0
    random: 50

  renon_fight_condition:
    # Sets the condition on which the Renon fight at Castle Keep will trigger.
    never: 0
    spend_30k: 50
    always: 0

  vincent_fight_condition:
    # Sets the condition on which the vampire Vincent fight at Castle Keep will trigger.
    never: 0
    wait_16_days: 50
    always: 0

  castle_keep_ending_sequence:
    # Which character final boss and ending sequence you will go through at Castle Keep upon making it inside Dracula's chamber.
    # Reinhardt Carrie Timed = You will receive either their good or bad ending depending on whether you took 16 in-game days to reach Dracula's chamber, regardless of whether you fought Vincent.
    reinhardt_carrie_good: 50
    reinhardt_carrie_bad: 0
    reinhardt_carrie_timed: 0
    cornell: 0

  #########################
  # Location Pool Options #
  #########################
  multi_hit_breakables:
    # Adds the items that drop from the objects that break in three hits to the pool. There are 18 of these throughout
    # the game, adding up to 79 or 80 checks (depending on sub-weapons
    # being shuffled anywhere or not) in total with all stages.
    # The game will be modified to
    # remember exactly which of their items you've picked up instead of simply whether they were broken or not.
    'false': 50
    'true': 0

  sub_weapon_shuffle:
    # Shuffles all sub-weapons in the game within each other in their own pool or in the main item pool.
    'off': 50
    own_pool: 0
    anywhere: 0

  empty_breakables:
    # Adds 12 check locations in the form of breakables that normally have nothing (all empty Outer Wall torches, etc.)
    # and some additional Red Jewels and/or moneybags into the item pool to compensate.
    'false': 50
    'true': 0

  lizard_locker_items:
    # Adds the 6 items inside Castle Center 2F's Lizard-man generators to the pool.
    # Picking up all of these can be a very tedious luck-based process, so they are off by default.
    'false': 50
    'true': 0

  behemoth_drops:
    # Adds 7 items dropped by Behemoth's various body parts to the pool.
    # They will all drop regardless of whether you destroy them with Holy Water or not, and will still be there if you were to leave and come back without picking them up.
    # This can make clearing Castle Center fully a bit more worthwhile.
    'false': 50
    'true': 0

  #####################
  # Item Pool Options #
  #####################
  permanent_powerups:
    # Adds two PermaUps to the item pool which, when found, will upgrade your B weapon level permanently and will stay even after dying and/or continuing.
    # To compensate, all regular PowerUps will be removed from the game; they won't be in the pool or regular locations, nor will they drop from any enemy or projectile.
    'false': 50
    'true': 0

  permanent_sub_weapons:
    # Adds three Perma versions of each sub-weapon to the item pool. The first weapon instance, when found, will allow switching to that weapon at will and then subsequent instances will unlock its upgraded forms permanently even after dying.
    # To compensate, all regular sub-weapons will be removed from the game; they won't be in the pool or regular locations, nor will they drop from any enemy or projectile.
    # Use R + D-pad Left/Right to switch between unlocked weapons, and Up/Down to change the weapon's level (if unlocked).
    'false': 50
    'true': 0

  item_pool_difficulty:
    # Which difficulty in the game the item pool should be based on. Harder difficulty = lower value consumables, gold, and jewels in the pool.
    # A few sub-weapon locations will also become regular locations and their distribution will be different.
    easy: 0
    normal: 50
    hard: 0

  spare_keys:
    # Puts an additional copy of every non-Special key item in the pool for every key item that there is.
    # Chance gives each key item a 50% chance of having a duplicate instead of guaranteeing one for all of them.
    'off': 50
    'on': 0
    chance: 0

  #################
  # Logic Options #
  #################
  carrie_logic:
    # Adds the 2 checks inside Underground Waterway's crawlspace to the pool.
    # If you (and everyone else if playing the same slot) are planning to only ever play Reinhardt, don't enable this.
    # Can be combined with Hard Logic to include Carrie-only tricks.
    'false': 50
    'true': 0

  hard_logic:
    # Properly considers sequence break tricks in logic (i.e. maze skip). Can be combined with Carrie Logic to include
    # Carrie-only tricks.
    # See the Game Page for a full list of tricks and glitches that may be logically required.
    'false': 50
    'true': 0

  ###################
  # Quality of Life #
  ###################
  countdown:
    # Displays, near the HUD clock and below the health bar, the number of unobtained progression items, progression + useful items,
    # or the total check locations remaining in the stage or part of the stage you are currently in.
    none: 50
    progression_only: 0
    progression_useful: 0
    all_locations: 0

  invisible_items:
    # Sets which items are visible in their locations and which are invisible until picked up.
    # 'Chance' gives each item a 50/50 chance of being visible or invisible.
    vanilla: 50
    reveal_all: 0
    hide_all: 0
    chance: 0

  increase_item_limit:
    # Increases the holding limit of usable items from 10 to 99 of each item.
    'false': 0
    'true': 50

  drop_previous_sub_weapon:
    # When receiving a sub-weapon, the one you had before will drop behind you, so it can be taken back if desired. The dropped sub-weapon will retain its level as well.
    'false': 0
    'true': 50

  detransform_at_will:
    # Allows Cornell to transform back to human from wolf at any time by pressing L again, conserving jewels.
    'false': 50
    'true': 0

  disable_time_restrictions:
    # Disables the restrictions on some doors and events that require the current time to be within a specific range, so they can be triggered at any time.
    # Art Tower Only will only affect the doors in Art Tower, while All will affect every stage with such doors and events.
    # In the Villa, this includes the fountain pillar if the Villa State is Reinhardt/Carrie, the meeting with Rosa if the Villa State is Reinhardt/Carrie or Hybrid, and/or the 6AM rose patch if the Villa State is Cornell or Hybrid.
    # The Villa end coffin is not affected by this.
    none: 50
    art_tower_only: 0
    all: 0

  skip_gondolas:
    # Makes jumping on and activating a gondola in Tunnel instantly teleport you
    # to the other station, thereby skipping the entire three-minute ride.
    # The item normally at the gondola transfer point is moved to instead be
    # near the red gondola at its station.
    'false': 50
    'true': 0

  skip_waterway_blocks:
    # Opens the door to the third switch in Underground Waterway from the start so that the jumping across floating
    # brick platforms won't have to be done. Shopping at the Contract on the other side of them may still be logically
    # required if Shopsanity is on.
    'false': 50
    'true': 0

  goddess_statue_hints:
    # Whether the goddess statues in Castle Center should contain hints as to the whereabouts of Magical Nitro and Mandragora.
    # The elevator room statue will contain a hint for a Mandragora, the gear room statue will contain a hint for a Magical Nitro, and the library statue will have a hint for each.
    # The area mentioned in the hint will be a location group the item's location is in, chosen at random if there's multiple. If the location of your item in someone else's world does not have a location group defined for it, only the player who has it will be specified.
    'false': 0
    'true': 50

  increase_shimmy_speed:
    # Increases the speed at which characters shimmy left and right while hanging on ledges.
    'false': 50
    'true': 0

  fall_guard:
    # Removes fall damage from landing too hard. Note that falling for too long will still result in instant death.
    'false': 50
    'true': 0

  ###########################
  # Difficulty Enhancements #
  ###########################
  nerf_healing_items:
    # Decreases the amount of health healed by Roast Chickens to 25%, Roast Beefs to 50%, and Healing Kits to 80%.
    'false': 50
    'true': 0

  loading_zone_heals:
    # Whether end-of-level loading zones restore health and cure status aliments or not.
    # Recommended off for those looking for more of a survival horror experience!
    'false': 0
    'true': 50

  death_link:
    # When you die, everyone who enabled death link dies. Of course, the reverse is true too.
    # 
    # Explosive: Makes received death links kill you via the Magical Nitro explosion instead of the normal death animation.
    'off': 50
    'on': 0
    explosive: 0

  #############
  # Cosmetics #
  #############
  window_color_r:
    # The red (RR) value for the background color of the text windows during gameplay.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 255
    160: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-255: 0 # random value between 0 and 255

  window_color_g:
    # The green (GG) value for the background color of the text windows during gameplay.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 255
    160: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-255: 0 # random value between 0 and 255

  window_color_b:
    # The blue (BB) value for the background color of the text windows during gameplay.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 255
    160: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-255: 0 # random value between 0 and 255

  window_color_a:
    # The alpha (AA) value for the background color of the text windows during gameplay.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 255
    96: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-255: 0 # random value between 0 and 255

  restore_cornell_fall_voice:
    # Changes Cornell's voice clip when falling to be an unused one meant specifically for him instead of the same one as Reinhardt's and Henry's.
    '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"
    {}

  start_inventory_from_pool:
    # Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1"
    # 
    # The game decides what the replacement items will be.
    {}

  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.
    []
