# 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 An Untitled Story Template

game: An Untitled Story
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.

An Untitled Story:
  ################
  # 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

  gold_orbs_required:
    # How many gold orbs are required for BlackCastle, and thus, to goal
    # 
    # Must be between 0 and 10.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10
    7: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-10: 0 # random value between 0 and 10

  difficulty:
    # The difficulty the game will be set to.
    # 0 = Simple
    # 1 = Regular (recommended)
    # 2 = Difficult
    # 3 = Masterful
    # 4 = Insanity (Masterful + one hit kill)
    # 
    # This game can be VERY difficult, only choose a higher difficulty if you know what you're doing!
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 4
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-4: 0 # random value between 0 and 4
    simple: 0 # equivalent to 0
    regular: 50 # equivalent to 1
    difficult: 0 # equivalent to 2
    masterful: 0 # equivalent to 3
    insanity: 0 # equivalent to 4

  arcade_mode:
    # Determines the behaviour of the three arcade machines in SkyTown.
    # OFF - The arcade machines are disabled. 3 hearts are removed from the pool
    # PURCHASE_ONLY - The arcade machines must be purchased but you don't have to play them to get the check
    # MUST_WIN - You must purchase the arcade machine AND get the high score to get the check. (Note the JumpBox minigame is quite difficult)
    'off': 0
    purchase_only: 50
    must_win: 0

  easy_rainbowdive:
    # Makes the RainbowDive checks easier by significantly reducing the amount of points required for each prize
    'false': 50
    'true': 0

  disable_heart_barriers:
    # Removes all heart barriers from the world, making their checks easier by not requiring you to reach them without taking damage
    'false': 50
    'true': 0

  ghost_spawn_rate:
    # Percentage chance of ghosts spawning, per room. 0 is disabled, 100 means they appear every room.
    # Note that not all rooms have ghosts enabled in the first place.
    # Ghosts won't spawn until you find at least 1 gold orb.
    # In vanilla on Regular, this number would be about 5, for reference.
    # Must be between 0 and 100.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  special_boss_music:
    # Percentage chance of using the special insanity boss music when fighting a (non-unique) boss.
    # Purely cosmetic and has no gameplay effect.
    # Must be between 0 and 100.
    #
    # 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

  hard_logic:
    # Adds several difficult jumps into logic.
    # This assumes a deep knowledge of the game and ability to perform jumps that are either very precise, unintended, or unintuitive.
    # None of these require damage boosting, as logic always assumes maximum difficulty
    'false': 50
    'true': 0

  closed_end_logic:
    # Adds into logic locations that require you to return to previous save after getting them, due to them putting you in a dead end without specific items.
    # This affects three areas specifically: the two checks after the first Grotto boss (usually requiring 2 jump upgrades to leave), the check after the first boss in StoneCastle (usually requiring DiveBomb to leave), and the second half of FireCage (requiring yellow energy to get to the save)
    '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.
    []
