# 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 Kirby Air Ride Template

game: Kirby Air Ride
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Kirby Air Ride: 1.1.1 # Version of the world required for this yaml to work as expected.

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

  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

  ###################
  # General Options #
  ###################
  energy_link:
    # Enables EnergyLink: collecting patches or destroying objects in City Trial sends energy to the
    # Multiworld's shared pool, which you can spend on patches or other items.
    'false': 50
    'true': 0

  trap_link:
    # When on, traps you receive in-game are broadcast to other TrapLink players and you receive theirs.
    # Independent of "Trap Chance".
    'false': 50
    'true': 0

  shuffle_checklist_rewards:
    # Controls where the game's native checklist reward items (red checkbox items) are placed as AP items.
    # 
    # If on (default), each reward is shuffled into the multiworld.
    # 
    # If off, each is placed, locked, on the location that awards it in the base game.
    'false': 0
    'true': 50

  checklist_rewards_gated:
    # Controls whether the game's non-progression checklist rewards (red checkbox rewards) are gated.
    # 
    # When disabled, they are left out of the pool: the mod unlocks them all from the start, and they will not appear
    # in the checklist in-game.
    # 
    # When enabled, each must be found, and "Shuffle Checklist Rewards" decides where it can land.
    'false': 50
    'true': 0

  ################
  # Item Options #
  ################
  spawn_rate_min:
    # Starting item spawn rate percent. The rate climbs from here as "Spawn Rate Up" items are received
    # (+10% each); set it equal to "Spawn Rate Max" for a flat rate with no such items.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 10
    # 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-10-100: 0 # random value between 10 and 100

  spawn_rate_max:
    # Item spawn rate ceiling percent, reached after collecting every "Spawn Rate Up" item; the pool
    # contains (max - min) / 10 of them. Snapped to the nearest multiple of 10. Applies to City Trial
    # and Top Ride.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 100
    # Maximum value is 300
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-100-300: 0 # random value between 100 and 300

  trap_chance:
    # Percentage chance for non-progression item slots to contain traps.
    # Set to 0 to disable traps entirely.
    #
    # 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

  traps:
    # Which categories of trap may appear in your item pool. Has no effect unless "Trap Chance" is above 0.
    ['Fake Patches', 'Direct Damage', 'Stat Debuff']

  allowed_items:
    # Which categories of optional (non-progression) give items may appear in your item pool. Removing a
    # category keeps all of its optional items out of your pool. Trap items are unaffected.
    ['City Trial Event Gives', 'Permanent Patches', 'City Trial Item Gives', 'Top Ride Item Gives', 'Copy Ability Gives']

  ######################
  # City Trial Options #
  ######################
  city_trial_goal:
    # Sets the goal for City Trial. If you have goals on multiple game modes, all must be achieved to win.
    # Select "None" to disable City Trial.
    100_checklist_blocks: 50
    n_checklist_blocks: 0
    hydra_and_dragoon: 0
    beat_king_dedede: 0
    none: 0
    checklist_list: 0
    max_stats_in_one_run: 0

  city_trial_checklist_amount:
    # This sets the number of checklist boxes for the 'Fill in N Checklist blocks!' goal for City Trial.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 120
    60: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-120: 0 # random value between 1 and 120

  city_trial_goal_locations:
    # The specific checklist locations required for the "checklist_list" goal in City Trial.
    # Only used when City Trial Goal is set to "checklist_list". Supports location group names.
    []

  city_trial_progression_high_effort:
    # This controls whether difficult or extremely high effort checkboxes are counted in progression.
    # This applies to City Trial only.
    'false': 50
    'true': 0

  city_trial_progression_free_run:
    # This controls whether Free Run checkboxes are a part of progression. This applies to City Trial only.
    'false': 50
    'true': 0

  city_trial_progression_multiplayer:
    # This controls whether checkboxes that require multiple players are a part of progression.
    # This applies to City Trial only.
    'false': 50
    'true': 0

  city_trial_progression_rng:
    # This controls whether checkboxes that require RNG elements of the game are a part of progression.
    # This applies to City Trial only.
    'false': 50
    'true': 0

  city_trial_progression_bust_vehicles:
    # This controls whether checkboxes that require busting a vehicle on another vehicle are a part of progression.
    # This applies to City Trial only.
    'false': 50
    'true': 0

  city_trial_checkbox_fillers:
    # Number of "checkbox filler" items added to pool for the City Trial Checklist.
    # Set to 0 to disable.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-20: 0 # random value between 0 and 20
    disabled: 0 # equivalent to 0

  city_trial_reveal_checklist:
    # If enabled, the City Trial checklist starts off completely revealed instead of filling in around
    # the squares you complete. Revealing is visual only: it does not complete or unlock anything.
    'false': 50
    'true': 0

  city_trial_patch_cap_min:
    # Per-stat patch cap the player starts with (18 = vanilla). The cap climbs from here as "Patch Cap
    # Increase" items are received (+1 each); set it equal to "Patch Cap Max" for a flat cap with none.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 18
    18: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-18: 0 # random value between 1 and 18

  city_trial_patch_cap_max:
    # Per-stat patch cap ceiling (18 = vanilla), reached after collecting every "Patch Cap Increase"
    # item; the pool contains (max - min) of them. Also the per-stat threshold for the
    # "max_stats_in_one_run" goal.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 18
    # Maximum value is 30
    18: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-18-30: 0 # random value between 18 and 30

  city_trial_stadiums_gated:
    # When enabled, City Trial stadiums are locked and must be unlocked by finding their
    # corresponding Unlock Stadium items. The game starts with one random stadium already unlocked (any of
    # the 24, except VS King Dedede when that is the goal).
    # 
    # When disabled, every stadium is available from the start and no Unlock Stadium items are added to the pool.
    'false': 0
    'true': 50

  city_trial_events_gated:
    # When enabled, City Trial events (Dyna Blade, Meteor, Tac, etc.) are locked and must be
    # unlocked by finding their corresponding items.
    # 
    # When disabled, all events are available from the start and no event unlock items are added to
    # the pool.
    'false': 0
    'true': 50

  city_trial_patches_gated:
    # When enabled, patch stat types (Boost, Top Speed, Offense, etc.) are locked and must be
    # unlocked by finding their corresponding items.
    # 
    # When disabled, all patch stat types are available from the start and no patch type unlock items
    # are added to the pool.
    'false': 0
    'true': 50

  city_trial_items_gated:
    # When enabled, game items (All Up, Speed Max, Candy, food, legendary parts, etc.)
    # are locked and must be unlocked by finding their corresponding items.
    # 
    # When disabled, all game items are available from the start and no item unlock items are added to
    # the pool.
    'false': 50
    'true': 0

  city_trial_boxes_gated:
    # When enabled, box types (Blue, Green, Red) are locked and must be unlocked by finding
    # their corresponding items.
    # 
    # When disabled, all box types are available from the start and no box unlock items are added to
    # the pool.
    'false': 0
    'true': 50

  ####################
  # Air Ride Options #
  ####################
  air_ride_goal:
    # Sets the goal for Air Ride. If you have goals on multiple game modes, all must be achieved to win.
    # Select "None" to disable Air Ride.
    100_checklist_blocks: 0
    n_checklist_blocks: 0
    none: 50
    checklist_list: 0

  air_ride_checklist_amount:
    # This sets the number of checklist boxes for the 'Fill in N Checklist blocks!' goal for Air Ride.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 120
    60: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-120: 0 # random value between 1 and 120

  air_ride_goal_locations:
    # The specific checklist locations required for the "checklist_list" goal in Air Ride.
    # Only used when Air Ride Goal is set to "checklist_list". Supports location group names.
    []

  air_ride_progression_free_run:
    # This controls whether Free Run checkboxes are a part of progression. This applies to Air Ride only.
    'false': 50
    'true': 0

  air_ride_progression_time_attack:
    # This controls whether Time Attack checkboxes are a part of progression. This applies to Air Ride only.
    'false': 50
    'true': 0

  air_ride_progression_high_effort:
    # This controls whether difficult or extremely high effort checkboxes are counted in progression.
    # This applies to Air Ride only.
    'false': 50
    'true': 0

  air_ride_checkbox_fillers:
    # Number of "checkbox filler" items added to the pool for the Air Ride Checklist.
    # Set to 0 to disable.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-20: 0 # random value between 0 and 20
    disabled: 0 # equivalent to 0

  air_ride_reveal_checklist:
    # If enabled, the Air Ride checklist starts off completely revealed instead of filling in around
    # the squares you complete. Revealing is visual only: it does not complete or unlock anything.
    'false': 50
    'true': 0

  air_ride_courses_gated:
    # When enabled, Air Ride courses are locked and must be unlocked by finding their
    # corresponding items. The game starts with one random Air Ride course already unlocked.
    # 
    # When disabled, all Air Ride courses are available from the start and no course unlock items are
    # added to the pool.
    'false': 0
    'true': 50

  ####################
  # Top Ride Options #
  ####################
  top_ride_goal:
    # Sets the goal for Top Ride. If you have goals on multiple game modes, all must be achieved to win.
    # Select "None" to disable Top Ride.
    100_checklist_blocks: 0
    n_checklist_blocks: 0
    none: 50
    checklist_list: 0

  top_ride_checklist_amount:
    # This sets the number of checklist boxes for the 'Fill in N Checklist blocks!' goal for Top Ride.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 120
    60: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-120: 0 # random value between 1 and 120

  top_ride_goal_locations:
    # The specific checklist locations required for the "checklist_list" goal in Top Ride.
    # Only used when Top Ride Goal is set to "checklist_list". Supports location group names.
    []

  top_ride_progression_free_run:
    # This controls whether Free Run checkboxes are a part of progression. This applies to Top Ride only.
    'false': 50
    'true': 0

  top_ride_progression_time_attack:
    # This controls whether Time Attack checkboxes are a part of progression. This applies to Top Ride only.
    'false': 50
    'true': 0

  top_ride_progression_high_effort:
    # This controls whether difficult or extremely high effort checkboxes are counted in progression.
    # This applies to Top Ride only.
    'false': 50
    'true': 0

  top_ride_progression_multiplayer:
    # This controls whether checkboxes that require multiple players are a part of progression.
    # This applies to Top Ride only.
    'false': 50
    'true': 0

  top_ride_checkbox_fillers:
    # Number of "checkbox filler" items added to the pool for the Top Ride Checklist.
    # Set to 0 to disable.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-20: 0 # random value between 0 and 20
    disabled: 0 # equivalent to 0

  top_ride_reveal_checklist:
    # If enabled, the Top Ride checklist starts off completely revealed instead of filling in around
    # the squares you complete. Revealing is visual only: it does not complete or unlock anything.
    'false': 50
    'true': 0

  top_ride_courses_gated:
    # When enabled, Top Ride courses are locked and must be unlocked by finding their
    # corresponding items. The game starts with one random Top Ride course already unlocked.
    # 
    # When disabled, all Top Ride courses are available from the start and no course unlock items are
    # added to the pool.
    'false': 0
    'true': 50

  top_ride_items_gated:
    # When enabled, Top Ride items are locked and must be unlocked by finding their
    # corresponding items. The four items tied to copy abilities (Freeze Fan, Fire, Bomb, Walky)
    # are additionally unlocked by the copy ability unlock item.
    # 
    # When disabled, all Top Ride items are available from the start and no item unlock items are added
    # to the pool.
    'false': 0
    'true': 50

  #################################
  # Archipelago Checklist Options #
  #################################
  archipelago_goal:
    # EXPERIMENTAL - ONLY USE IF YOU WANT TO TEST - SOME CHECKS LIKELY BROKEN
    # The Archipelago checklist is incomplete and under active development.
    # Does not have all 120 checks yet, and logic for these may be incorrect.
    # 
    # Sets the goal for the Archipelago checklist. If you have goals on multiple game modes,
    # all must be achieved to win. Select "None" to disable the Archipelago checklist.
    n_checklist_blocks: 0
    none: 50
    checklist_list: 0

  archipelago_checklist_amount:
    # This sets the number of checklist boxes for the 'Fill in N Checklist blocks!' goal for the
    # Archipelago checklist.
    # 
    # The Archipelago checklist is still incomplete, so it offers fewer boxes than the other modes and
    # this range is correspondingly smaller.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 50
    25: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-50: 0 # random value between 1 and 50

  archipelago_goal_locations:
    # The specific checklist locations required for the "checklist_list" goal on the Archipelago
    # checklist. Only used when Archipelago Checklist Goal is set to "checklist_list". Supports location
    # group names.
    []

  archipelago_checkbox_fillers:
    # Number of "checkbox filler" items added to the pool for the Archipelago checklist.
    # Set to 0 to disable.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-20: 0 # random value between 0 and 20
    disabled: 50 # equivalent to 0

  archipelago_reveal_checklist:
    # If enabled, the Archipelago checklist starts off completely revealed instead of filling in around
    # the squares you complete. Only the squares that carry an objective are revealed, and revealing is
    # visual only: it does not complete or unlock anything.
    'false': 50
    'true': 0

  ################
  # Other Gating #
  ################
  abilities_gated:
    # When enabled, copy abilities (Fire, Sword, Bomb, etc.) are locked and must be unlocked
    # by finding their corresponding items.
    # 
    # When disabled, all copy abilities are available from the start and no ability unlock items are
    # added to the pool.
    'false': 0
    'true': 50

  base_abilities_gated:
    # When enabled, base abilities - inhale, quick spin, and machine charge - start locked and must
    # each be unlocked by finding their item.
    # 
    # When disabled, all three moves are available from the start and no base ability unlock items are
    # added to the pool.
    'false': 50
    'true': 0

  colors_gated:
    # When enabled, Kirby colors are locked and must be unlocked by finding their corresponding
    # items. The game starts with one random color already unlocked.
    # 
    # When disabled, all Kirby colors are available from the start and no color unlock items are added
    # to the pool.
    'false': 0
    'true': 50

  machines_gated:
    # When enabled, air ride machines are locked and must be unlocked by finding their
    # corresponding items. Applies to all modes. The game starts with one random
    # machine already unlocked (and, when Top Ride is enabled, one random Top Ride machine).
    # 
    # When disabled, all machines are available from the start and no machine unlock items are added
    # to the pool.
    '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_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.
    []
