# 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 Taz Wanted Template

game: Taz Wanted
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Taz Wanted: 1.2.0 # Version of the world required for this yaml to work as expected.

Taz Wanted:
  ################
  # 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

  #############
  # Game Mode #
  #############
  game_mode:
    # How would you like to experience Taz Wanted?
    # 
    # Open Mode has all of the levels at your disposal at the very start. Find
    # the level unlocks to gain access to them!
    # 
    # Linear Mode has you playing the game in order. In this mode you have to
    # fight every boss.
    open: 50
    linear: 0

  ############
  # Costumes #
  ############
  random_costumes:
    # Shuffle which costume each level's phone booth gives you.
    # 
    # Off keeps the game as it shipped: each level gives its own costume.
    # 
    # 1 for 1 shuffles them so that every costume still appears exactly once,
    # and no level keeps its own. You still find all eleven, they are just
    # somewhere else.
    # 
    # Completely Random picks each level's costume independently. A costume can
    # turn up at two booths, or not appear in the seed at all, and a level can
    # keep its own by chance.
    # 
    # Beating a catcher costs Taz whatever he is wearing, so a level's catchers
    # need that level's costume either way -- shuffling changes which item that
    # is, not how many checks there are.
    # 
    # The costumes are put on the disc when you patch it, so they are simply
    # part of the game -- no loading, no stutter, and nothing built while you
    # play. Whatever you pick here, you patch your own dump the same way; this
    # only decides what the patch writes.
    'off': 50
    1_for_1: 0
    completely_random: 0

  #############
  # Open Mode #
  #############
  starting_levels:
    # NOTE: This does nothing if you didn't select Open Mode.
    # 
    # How many levels would you like to start your game with?
    # 
    # At least one: with none, every location is inside a level you cannot
    # enter, so there is nowhere for the generator to place anything.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 5
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-5: 0 # random value between 1 and 5

  goal_conditions:
    # NOTE: This does nothing if you didn't select Open Mode.
    # 
    # What you have to do to open The Hindenbird and win.
    # 
    # This is one setting rather than three switches because a goal has to
    # require SOMETHING -- with separate toggles it was possible to turn all
    # three off and generate a seed that was already finished.
    # 
    # Wanted Posters uses your Wanted Posters Goal. Defeated Bosses uses your
    # Defeated Bosses Goal, and gives every boss a second check holding a
    # Hindenbird Ticket. Level Unlock puts The Hindenbird Unlock in the item
    # pool -- and if you do NOT pick it, that item does not exist in the seed at
    # all, because then the goal itself is the only thing standing between you
    # and the last fight.
    wanted_posters: 50
    defeated_bosses: 0
    level_unlock: 0
    posters_and_bosses: 0
    posters_and_unlock: 0
    bosses_and_unlock: 0
    all_three: 0

  poster_pool_open:
    # NOTE: This does nothing if you didn't select Open Mode, or if Wanted
    # Posters are not part of your Goal Conditions.
    # 
    # Determines how many Wanted Posters are in the item Pool. Setting this
    # above your Wanted Posters Goal is fine, and often better -- a pool of 70
    # for a goal of 50 means finding any 50 of them, anywhere.
    # 
    # If your goal does not include Wanted Posters then nothing in the seed
    # requires one, so none are added at all and those slots become filler
    # instead.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 10
    # Maximum value is 100
    70: 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

  goal_posters:
    # NOTE: This does nothing if you didn't select Open Mode.
    # 
    # Determines how many Wanted Posters are needed to reach your goal.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 10
    # Maximum value is 100
    50: 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

  goal_bosses:
    # NOTE: This does nothing if you didn't select it as your game mode or
    # goal condition.
    # 
    # Determines how many bosses you have to defeat to reach your goal.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 4
    4: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-4: 0 # random value between 1 and 4

  ###############
  # Linear Mode #
  ###############
  poster_pool_linear:
    # NOTE: This does nothing if you didn't select Linear Mode.
    # 
    # Determines how many Wanted Posters are in the item Pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 10
    # Maximum value is 100
    70: 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

  gate_elephant_pong:
    # NOTE: This does nothing if you didn't select Linear Mode.
    # 
    # Determines how many Wanted Posters are needed to enter Elephant Pong.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 100
    21: 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

  gate_gladiatoons:
    # NOTE: This does nothing if you didn't select Linear Mode.
    # 
    # Determines how many Wanted Posters are needed to enter Gladiatoons.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 2
    # Maximum value is 100
    42: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-2-100: 0 # random value between 2 and 100

  gate_dodge_city:
    # NOTE: This does nothing if you didn't select Linear Mode.
    # 
    # Determines how many Wanted Posters are needed to enter Dodge City.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 3
    # Maximum value is 100
    63: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-3-100: 0 # random value between 3 and 100

  gate_disco_volcano:
    # NOTE: This does nothing if you didn't select Linear Mode.
    # 
    # Determines how many Wanted Posters are needed to enter Disco Volcano which
    # leads into The Hindenbird.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 4
    # Maximum value is 100
    70: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-4-100: 0 # random value between 4 and 100

  ##############
  # Sandwiches #
  ##############
  sandwich_unlock:
    # Do the sandwiches have to be unlocked before they are there to collect?
    # 
    # Start Unlocked is the game as it has always been: every sandwich is lying
    # where it always was, from the first level you walk into.
    # 
    # Sandwich Part Hitlist gives you a shopping list. Somewhere in the
    # multiworld are the parts of a sandwich, and until you are holding every
    # one your list asks for, NO level has any sandwiches in it at all. Find the
    # last one and all ten levels fill up at once. Which parts are on your list
    # is rolled per seed -- your client's Sandwich Hitlist tab tells you exactly
    # what to look for, and what is a decoy.
    # 
    # Sandwich Level Unlocks scatters ten "<Level> - Sandwich Unlock" items
    # instead. Each one spawns the sandwiches in its own level and nowhere else.
    # 
    # Either way the sandwiches are genuinely GONE until then -- not merely out
    # of logic. If you unlock a level's sandwiches while you are standing in it,
    # leave and come back and they will be there.
    start_unlocked: 50
    sandwich_part_hitlist: 0
    sandwich_level_unlocks: 0

  hitlist_pool:
    # NOTE: This does nothing unless Sandwich Checks Unlock is set to
    # Sandwich Part Hitlist.
    # 
    # How many of the twenty sandwich parts exist in the seed at all.
    # 
    # Anything above your Requirement becomes a decoy: a real item that really
    # travels the multiworld and does absolutely nothing when it arrives. A pool
    # of 20 with a requirement of 10 means ten parts matter and ten are there to
    # keep everybody else guessing.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 20
    10: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-20: 0 # random value between 1 and 20

  hitlist_required:
    # NOTE: This does nothing unless Sandwich Checks Unlock is set to
    # Sandwich Part Hitlist.
    # 
    # How many of the parts in the pool you actually have to find.
    # 
    # Which ones is rolled per seed. Setting this equal to the Pool means every
    # part in the seed is on your list and there are no decoys; setting it above
    # the Pool would ask you for parts the seed does not contain, so it refuses
    # to generate rather than roll a seed nobody can finish.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # 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-1-20: 0 # random value between 1 and 20

  starting_sandwiches:
    # Collecting 100 Sandwiches sends a check. This gets you there sooner.
    '0': 50
    '25': 0
    '50': 0
    '75': 0

  sandwich_checks:
    # By default, you'll receive an item for getting 100 sandwiches. This
    # allows you to get more checks based on which value you set it to. For
    # example, if you start with 0 and set your Checks to 5, each level will have
    # 20 sandwich checks in it. If you set it to 0, no checks will be sent for
    # sandwiches.
    # 
    # 1 makes every single sandwich a check: 100 per level, 1000 in the seed.
    # The tracker shows those as one counter per level rather than a thousand
    # separate pins.
    '0': 0
    '1': 0
    '5': 0
    '10': 0
    '25': 0
    '50': 0
    '100': 50

  ###############
  # Daffy-culty #
  ###############
  difficulty:
    # YOU MUST SELECT THIS IN GAME BEFORE STARTING!
    # 
    # Changing this makes various things in the game harder, but for AP checks,
    # it determines when a Destruction Bonus should trigger.
    # 
    # Standard=50%  Advanced=75%  Expert=100%
    standard: 50
    advanced: 0
    expert: 0

  ###############
  # Destruction #
  ###############
  destruction_checks:
    # How often destroying a level sends a check, as a percentage of it.
    # 
    # Your Daffy-culty sets the target: 50% on Standard, 75% on Advanced, 100%
    # on Expert. A check fires at every multiple of this value up to that
    # target, and the target itself ALWAYS pays out -- so when the value does
    # not divide the target evenly, the remainder is a check of its own.
    # 
    # On Expert, checks every 75% is two checks: one at 75% and one at 100%.
    # On Advanced, checks every 50% is two: 50% and 75%. On Standard, checks
    # every 5% is ten, 5% through 50%.
    # 
    # 0% means no destruction checks at all. 1% makes every whole percent a
    # check -- up to 100 per level on Expert -- which the tracker shows as one
    # counter per level rather than as a hundred pins.
    # 
    # 75% needs Advanced or Expert and 100% needs Expert, since a value above
    # the target could never be reached. Choosing one the Daffy-culty cannot
    # reach refuses to generate, rather than quietly building a seed with no
    # destruction checks in it.
    '0': 0
    '1': 0
    '5': 0
    '10': 0
    '25': 0
    '50': 50
    '75': 0
    '100': 0

  ##########
  # Filler #
  ##########
  raised_bounty:
    # Does Nothing, but Makes Sam mad!
    'off': 0
    low: 0
    medium: 0
    high: 50

  chili_pepper:
    # HOT HOT HOT!
    'off': 0
    low: 50
    medium: 0
    high: 0

  burp_can:
    # That tasted great!
    'off': 0
    low: 50
    medium: 0
    high: 0

  invisibility:
    # Now you see me, now you don't!
    'off': 0
    low: 50
    medium: 0
    high: 0

  bubble_gum:
    # Sticky...
    'off': 0
    low: 50
    medium: 0
    high: 0

  #########
  # Traps #
  #########
  trap_percent:
    # Determines the percentage of filler items that will 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

  dynamite:
    # Taz no feel so good...
    'off': 0
    low: 50
    medium: 0
    high: 0

  squash:
    # Like a pancake...
    'off': 0
    low: 50
    medium: 0
    high: 0

  electrocute:
    # Shocking... Isn't it...
    'off': 0
    low: 50
    medium: 0
    high: 0

  hiccup:
    # That caught me off guard!
    'off': 0
    low: 50
    medium: 0
    high: 0

  no_spinning:
    # Finally, I was getting Dizzy
    'off': 0
    low: 50
    medium: 0
    high: 0

  costume_strip:
    # hey! I was wearing that!
    'off': 0
    low: 50
    medium: 0
    high: 0

  slippery:
    # Whoa! Taz no good on ice!
    'off': 0
    low: 50
    medium: 0
    high: 0

  ###################
  # Quality of Life #
  ###################
  in_game_text:
    # Announce received items in the game's own subtitle box.
    # 
    # Off shows nothing. Progression Only shows items Archipelago has
    # classified as progression -- posters, costumes, unlocks, tickets -- and
    # stays quiet for filler and traps. All Items shows everything.
    # 
    # Messages wait until the player actually has control, so nothing appears
    # over a loading screen, a cutscene or the pause menu; they queue and
    # arrive once Taz is playable again.
    # 
    # The player can also cycle this in game by holding both bumpers and both
    # triggers together. That change lasts for the session and does not alter
    # the yaml.
    'off': 0
    progressive: 50
    all: 0

  local_filler:
    # Keep your own filler items in your own game instead of sending them out.
    # 
    # Every sandwich or every percent of destruction as a check means up to two
    # thousand locations in one slot, and almost all of them hold filler. Sent
    # into a multiworld that is a flood: everyone else spends the seed opening
    # your Chili Peppers.
    # 
    # With this on, your filler is placed in your own world before the fill
    # begins, so you find it yourself. Traps are not affected and still travel
    # normally -- a trap that cannot reach anyone else is not a trap.
    # 
    # Some of it still goes out. Enough of your locations are deliberately left
    # free for progression to have somewhere to land, and on a small seed -- no
    # sandwich or destruction checks -- there is no spare filler to keep, so
    # this does nothing at all.
    'false': 0
    'true': 50

  ##############
  # Death Link #
  ##############
  death_link:
    # If Taz dies you kill everyone else that has Death Link on and vice
    # versa. The way it works in Taz Wanted, is Taz is teleported to the start
    # of the level, unless he's in a boss fight, then he just loses.
    'false': 50
    'true': 0

  death_link_sends:
    # Which of your deaths kill everyone else.
    # 
    # NOTE: Does nothing if Death Link is turned off.
    # 
    # Captures is a catcher grabbing you. Void Outs is dying any other ordinary
    # way -- drowning, falling, being crushed, or wrecking a rollercoaster.
    # Boss Losses is losing a boss fight.
    # 
    # There is no "nothing" here on purpose: turning Death Link on and sending
    # none of your own deaths is not a way to play, it is a setting somebody
    # forgot to finish. If you want to be left alone, turn Death Link off.
    captures: 50
    void_outs: 0
    boss_losses: 0
    captures_and_void_outs: 0
    captures_and_boss_losses: 0
    void_outs_and_boss_losses: 0
    all_three: 0

  void_out_amnesty:
    # How many Void Out deaths before a death link is sent. This setting does
    # nothing if void out deaths weren't selected.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 5
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-5: 0 # random value between 1 and 5

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