# 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 DOOM II Template

game: DOOM II
requires:
  version: 0.6.6 # Version of Archipelago required for this yaml to work as expected.

DOOM II:
  ################
  # 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

  difficulty:
    # Choose the game difficulty. These options match DOOM's skill levels.
    # baby (I'm too young to die.) Same as easy, with double ammo pickups and half damage taken.
    # easy (Hey, not too rough.) Less monsters or strength.
    # medium (Hurt me plenty.) Default.
    # hard (Ultra-Violence.) More monsters or strength.
    # nightmare (Nightmare!) Monsters attack more rapidly and respawn.
    baby: 0
    easy: 0
    medium: 50
    hard: 0
    nightmare: 0

  random_monsters:
    # Choose how monsters are randomized.
    # vanilla: No randomization
    # shuffle: Monsters are shuffled within the level
    # random_balanced: Monsters are completely randomized, but balanced based on existing ratio in the level. (Small monsters vs medium vs big)
    # random_chaotic: Monsters are completely randomized, but balanced based on existing ratio in the entire game.
    vanilla: 0
    shuffle: 0
    random_balanced: 50
    random_chaotic: 0

  random_pickups:
    # Choose how pickups are randomized.
    # vanilla: No randomization
    # shuffle: Pickups are shuffled within the level
    # random_balanced: Pickups are completely randomized, but balanced based on existing ratio in the level. (Small pickups vs Big)
    vanilla: 0
    shuffle: 50
    random_balanced: 0

  random_music:
    # Level musics will be randomized.
    # vanilla: No randomization
    # shuffle_selected: Selected episodes' levels will be shuffled
    # shuffle_game: All the music will be shuffled
    vanilla: 50
    shuffle_selected: 0
    shuffle_game: 0

  flip_levels:
    # Flip levels on one axis.
    # vanilla: No flipping
    # flipped: All levels are flipped
    # random: Random levels are flipped
    vanilla: 50
    flipped: 0
    randomly_flipped: 0

  allow_death_logic:
    # Some locations require a timed puzzle that can only be tried once.
    # After which, if the player failed to get it, the location cannot be checked anymore.
    # By default, no progression items are placed here. There is a way, hovewer, to still get them:
    # Get killed in the current map. The map will reset, you can now attempt the puzzle again.
    'false': 50
    'true': 0

  pro:
    # Include difficult tricks into rules. Mostly employed by speed runners.
    # i.e.: Leaps across to a locked area, trigger a switch behind a window at the right angle, etc.
    'false': 50
    'true': 0

  start_with_computer_area_maps:
    # Give the player all Computer Area Map items from the start.
    'false': 50
    'true': 0

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

  reset_level_on_death:
    # When dying, levels are reset and monsters respawned. But inventory and checks are kept.
    # Turning this setting off is considered easy mode. Good for new players that don't know the levels well.
    'false': 0
    'true': 50

  episode1:
    # Subterranean and Outpost.
    # If none of the episodes are chosen, Episode 1 will be chosen by default.
    'false': 0
    'true': 50

  episode2:
    # City.
    # If none of the episodes are chosen, Episode 1 will be chosen by default.
    'false': 0
    'true': 50

  episode3:
    # Hell.
    # If none of the episodes are chosen, Episode 1 will be chosen by default.
    'false': 0
    'true': 50

  episode4:
    # Secret levels.
    # This is too short to be an episode. It's additive.
    # Another episode will have to be selected along with this one.
    # Otherwise episode 1 will be added.
    'false': 50
    'true': 0

  split_backpack:
    # Split the Backpack into four individual items, each one increasing ammo capacity for one type of weapon only.
    'false': 50
    'true': 0

  backpack_count:
    # How many Backpacks will be available.
    # If Split Backpack is set, this will be the number of each capacity upgrade available.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-10: 0 # random value between 0 and 10

  max_ammo_bullets:
    # Set the starting ammo capacity for bullets.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 200
    # Maximum value is 999
    200: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-200-999: 0 # random value between 200 and 999

  max_ammo_shells:
    # Set the starting ammo capacity for shotgun shells.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 999
    50: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-999: 0 # random value between 50 and 999

  max_ammo_rockets:
    # Set the starting ammo capacity for rockets.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 999
    50: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-999: 0 # random value between 50 and 999

  max_ammo_energy_cells:
    # Set the starting ammo capacity for energy cells.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 300
    # Maximum value is 999
    300: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-300-999: 0 # random value between 300 and 999

  added_ammo_bullets:
    # Set the amount of bullet capacity added when collecting a backpack or capacity upgrade.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 20
    # Maximum value is 999
    200: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-20-999: 0 # random value between 20 and 999

  added_ammo_shells:
    # Set the amount of shotgun shell capacity added when collecting a backpack or capacity upgrade.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 5
    # Maximum value is 999
    50: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-5-999: 0 # random value between 5 and 999

  added_ammo_rockets:
    # Set the amount of rocket capacity added when collecting a backpack or capacity upgrade.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 5
    # Maximum value is 999
    50: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-5-999: 0 # random value between 5 and 999

  added_ammo_energy_cells:
    # Set the amount of energy cell capacity added when collecting a backpack or capacity upgrade.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 30
    # Maximum value is 999
    300: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-30-999: 0 # random value between 30 and 999

  ###########################
  # 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.
    []
