# 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 Rayman 2 Template

game: Rayman 2
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.

Rayman 2:
  ################
  # 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

  end_goal:
    # The end goal required to beat the game.
    # 
    # All Masks: Defeat Razorbeard in the Crow's Nest after gathering 4 masks.
    # Treasure%: Take Jano's offer in the Cave of Bad Dreams.
    # 100%: Requires collecting all 1000 lums, 80 cages, and 4 masks, then defeating Razorbeard.
    # Any%: Defeat Razorbeard in the Crow's Nest by any means.
    # All Cages: Defeat Razorbeard in the Crow's Nest after gathering 4 masks and 80 cages.
    all_masks: 50
    treasure: 0
    '100': 0
    any: 0
    cages: 0

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

  death_link_amnesty:
    # The amount of deaths required to send a single death link.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 30
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-30: 0 # random value between 1 and 30

  damage_link:
    # Whether death links should trigger every time Rayman takes damage instead of only when he respawns.
    'false': 50
    'true': 0

  room_randomisation:
    # Whether to enable room randomization which will randomize the order of all levels.
    'false': 0
    'true': 50

  room_randomisation_seed:
    # A seed to use for room randomisation. If left blank the randomisation will be random. Can be used to use the same randomised layout in multiple games.
    '': 50

  restrictive_room_randomisation:
    # Restricts where rooms can be placed so all rooms have to match the same entrance-exit combination as the one they replace. This looks better visually but results in worse randomization of some levels.
    'false': 50
    'true': 0

  lum_bundle_size:
    # If lumsanity is enabled, decides how many lums should be bundled together into a single check.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 50
    1: 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

  lumsanity:
    # Whether all individual yellow lums should be their own checks instead of only super lums. This will add 710 extra progression checks!
    'false': 50
    'true': 0

  fragmented_silver_lums:
    # Whether Silver Lums should be fragmented into 22 individual checks instead of 2. This changes every individual sub-level with swings into a separate check to be able to use the swings in that level.
    'false': 50
    'true': 0

  instant_portal_access:
    # Whether all portals should be accessible as soon as you obtain enough lums. Will speed up the game considerably.
    'false': 50
    'true': 0

  fixed_level_lengths:
    # Whether to use fixed level lengths with room randomisation, which ensures every level has as many rooms as it does in the base game.
    'false': 50
    'true': 0

  better_level_portals:
    # Whether portals in the Hall of Doors in room randomisation mode should allow you to teleport to individual sub-levels instead of always going to the first sub-level. Makes it easier to revisit levels and get missed checks.
    'false': 50
    'true': 0

  #######################################
  # Randomized Movement Ability Options #
  #######################################
  movement_hover:
    # Whether the ability for Rayman to hover should be randomized and require a check to use.
    'false': 50
    'true': 0

  movement_ledge_grab:
    # Whether the ability for Rayman to grab ledges should be randomized and require a check to use.
    'false': 50
    'true': 0

  movement_swim:
    # Whether the ability for Rayman to swim should be randomized and require a check to use. Rayman will be killed for touching water without receiving Swim, if this causes a softlock by e.g. entering Whale Bay 3, run `stuck` in the in-game console.
    'false': 50
    'true': 0

  movement_lava_hover:
    # Whether the ability for Rayman to hover above lava in Beneath the Sanctuary of Rock and Lava should be randomized and require a check to use.
    'false': 50
    'true': 0

  ##########################
  # Glitched Logic Options #
  ##########################
  glitched_ly_skip:
    # Includes checks behind Ly skip in The Fairy Glade 4 within logic before getting a Silver Lum.
    'false': 50
    'true': 0

  glitched_backwards_slide_jumps:
    # Includes checks behind backwards slide jumps in The Sanctuary of Water and Ice within logic before getting a Silver Lum.
    'false': 50
    'true': 0

  glitched_early_echoing_caves:
    # Includes the Early Echoing Caves skip as a valid way to reach other levels.
    'false': 50
    'true': 0

  glitched_reverse_early_echoing_caves:
    # Includes the lum boost from The Fairy Glade Revisit area to get back to the main area as a valid way to reach other levels.
    'false': 50
    'true': 0

  glitched_kapoueh_skip:
    # Includes checks behind Kapoueh skip within logic before getting a Silver Lum.
    'false': 50
    'true': 0

  glitched_damage_boosts:
    # Includes checks behind damage boosts within logic before getting a Silver Lum, such as in The Bayou 1.
    'false': 50
    'true': 0

  glitched_plum_wall_climb:
    # Includes checks obtainable in The Sanctuary of Stone and Fire 1 by climbing the wall with a plum within logic.
    'false': 50
    'true': 0

  glitched_airswims:
    # Includes checks behind airswims within logic before getting a Silver Lum, such as exiting The Whale Bay 1.
    'false': 50
    'true': 0

  glitched_tornado_skip:
    # Includes checks behind completing The Fairy Glade 5 within logic before getting a Silver Lum, which requires using Tornado skip without needing the purple lum.
    'false': 50
    'true': 0

  glitched_cobd_skip:
    # Includes checks behind obtaining the Elixir of Life within logic, which requires using COBD skip. Includes the cage after talking to Clark in The Menhir Hills 2.
    'false': 50
    'true': 0

  glitched_technical_tricks:
    # Includes checks behind technical tricks (GLM/NaN) within logic before getting a Silver Lum, this includes any trick that can be easily executed by following precise technical steps. This includes The Sanctuary of Stone and Fire 1 GLM including backwards completion of that level and The Sanctuary of Stone and Fire 2 NaN Plum. It also includes the precise jump to complete Whale Bay 1 at the end.
    'false': 50
    'true': 0

  glitched_jano_skip:
    # Includes checks behind using the various Jano Skips before getting a Silver Lum, this includes the Super Lum in the boss fight area.
    'false': 50
    'true': 0

  ###########################
  # Lum Requirement Options #
  ###########################
  walk_of_life_required:
    # The amount of lums required to enter the Walk of Life.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 750
    60: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-750: 0 # random value between 0 and 750

  first_gate_required:
    # The amount of lums required to enter the Sanctuary of Water and Ice.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 200
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-200: 0 # random value between 0 and 200

  second_gate_required:
    # The amount of lums required to enter the Sanctuary of Stone & Fire.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 450
    300: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-450: 0 # random value between 0 and 450

  walk_of_power_required:
    # The amount of lums required to enter the Walk of Power.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 750
    475: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-750: 0 # random value between 0 and 750

  third_gate_required:
    # The amount of lums required to enter Beneath the Sanctuary of Rock & Lava.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 600
    450: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-600: 0 # random value between 0 and 600

  fourth_gate_required:
    # The amount of lums required to enter the Iron Mountains.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 800
    550: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-800: 0 # random value between 0 and 800

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