# 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 Jak II Template

game: Jak II
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.

Jak 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

  jak_2_completion_condition:
    # Set your goal for completion!
    complete_specific_mission: 50
    complete_number_of_missions: 0

  specific_mission_for_completion:
    # Set the specific mission to complete for the "Complete Specific Mission" completion condition.
    unlock_mar_tomb: 0
    defeat_baron_at_palace: 0
    defeat_baron_in_tomb: 0
    defeat_metal_kor: 50

  number_of_missions_for_completion:
    # Set the number of missions to complete for the "Complete Number of Missions" completion condition.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 5
    # Maximum value is 92
    65: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-5-92: 0 # random value between 5 and 92

  randomize_oracle_cost:
    # If enabled, the Skull Gem cost to unlock each Oracle Dark Jak power will be randomized per stage.
    'false': 50
    'true': 0

  oracle_cost_level0:
    # Skull Gem cost for the 1st Oracle trial (Dark Bomb) (vanilla: 25). Only used if Randomize Oracle Cost is enabled.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    25: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  oracle_cost_level1:
    # Skull Gem cost for the 2nd Oracle trial (Dark Blast) (vanilla: 200). Only used if Randomize Oracle Cost is enabled.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 200
    200: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-200: 0 # random value between 0 and 200

  oracle_cost_level2:
    # Skull Gem cost for the 3rd Oracle trial (Dark Invincibility) (vanilla: 200). Only used if Randomize Oracle Cost is enabled.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 200
    200: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-200: 0 # random value between 0 and 200

  oracle_cost_level3:
    # Skull Gem cost for the 4th Oracle trial (Dark Giant) (vanilla: 100). Only used if Randomize Oracle Cost is enabled.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  #########
  # Traps #
  #########
  percent_filler_replaced_with_traps:
    # Set the percentage of filler to be replaced with traps. This does not affect your progressive items.
    # 
    # If this value is greater than the number of filler items, then they will all be replaced with 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 value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  trap_effect_duration:
    # The length of time, in seconds, that a trap will last.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 5
    # Maximum value is 60
    30: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-5-60: 0 # random value between 5 and 60

  trap_weights:
    # The list of traps, and corresponding weights that will be randomly added to the item pool. A trap with a weight of
    # 10 is twice as likely to appear than a trap with a weight of 5. Set a trap with a weight of 0 to prevent that trap
    # appearing altogether. If all weights are 0, no traps are created, overriding the value of "Percent of Filler Items
    # Replaced with Traps".
    Ammo Trap: 1
    Camera Trap: 1
    Dark Trap: 1
    Darkness Trap: 1
    Earthquake Trap: 1
    Gravity Trap: 1
    Health Trap: 1
    Hero Trap: 1
    High Alert Trap: 1
    Ledge Trap: 1
    Mirror Trap: 1
    Pacifism Trap: 1
    Reverse Trap: 1
    Slip Trap: 1
    Teleport Trap: 1
    Trip Trap: 1

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