# 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 Portal 2 Template

game: Portal 2
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Portal 2: 0.6.0 # Version of the world required for this yaml to work as expected.

Portal 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

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

  ####################
  # Location Options #
  ####################
  game_mode:
    # What map generation and logic options are set:
    # normal -> Each chapter is randomised with it's own maps
    # chaotic -> Any map can be in any chapter
    # open_world -> maps appear in the correct order in the game and are all playable from the start
    normal: 50
    chaotic: 0
    open_world: 0

  early_playability_percentage:
    # What percentage of starting maps are in the first round of map selection
    # Minimum of 60 -> Over half of the starting maps are available from the get go, slightly slower start
    # Maximum of 100 -> All starting maps are available from the get go, a very quick start
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 60
    # Maximum value is 100
    75: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-60-100: 0 # random value between 60 and 100

  logic_difficulty:
    # If logic should be for the average player or for an experienced glitch speedrunner
    # normal -> assumes you have everything required to beat the level
    # speedrunner -> assumes you know difficult speedrun techniques for the whole game including some sla tricks, experimental
    # (if you don't speedrun the game don't choose this option)
    normal: 50
    speedrunner: 0

  remove_locations:
    # Which maps will be removed entirly from the map pool.
    # Different from Excluded Locations as Removed Locations will not be playable
    # during the game. Excluded Locations are still in the map pool.
    []

  cutscene_levels:
    # Determines whether cutscene maps are added to the map pool
    'false': 50
    'true': 0

  wheatley_monitors:
    # Determines whether breaking Wheatly monitors will send location checks
    'false': 50
    'true': 0

  ratman_dens:
    # Determines whether locating Ratman Dens will send location checks
    'false': 50
    'true': 0

  ################
  # Trap Options #
  ################
  trap_fill_percentage:
    # Replace a percentage of junk items in the item pool with random 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

  motion_blur_trap_weight:
    # Likelihood of receiving a trap which makes it a little hard to see
    none: 0
    low: 0
    medium: 50
    high: 0

  fizzle_portal_trap_weight:
    # Likelihood of receiving a trap which fizzles ALL portals on the map
    none: 0
    low: 0
    medium: 50
    high: 0

  butter_fingers_trap_weight:
    # Likelihood of receiving a trap which makes it a little hard to hold items
    none: 0
    low: 0
    medium: 50
    high: 0

  cube_confetti_trap_weight:
    # Likelihood of receiving a trap which makes an explosion of colorful cubes at your feet
    none: 0
    low: 0
    medium: 50
    high: 0

  slippery_floor_trap_weight:
    # Likelihood of receiving a trap which makes Chell slip and slide
    none: 0
    low: 0
    medium: 50
    high: 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_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.
    []
