# 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 Angband Template

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

Angband:
  ################
  # 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

  ####################
  # Gameplay Options #
  ####################
  artifacts_as_checks:
    # Choose how artifacts interact with Archipelago.
    # 
    # "One to One" (the default and the way the randomizer is balanced): every
    # artifact is its own location check.  Picking up an artifact sends that
    # artifact's check and the real artifacts are instead handed out by the
    # multiworld.  Descending past the early dungeon also requires having received
    # enough "Progressive ... Artifact" items, so the artifacts gate progression.
    # 
    # "Accumulated": artifacts are still handed out by the multiworld and still gate
    # descent exactly as in One to One, but the location checks are milestones -
    # "Find #X Artifacts" - that fire on your X'th distinct artifact pickup no matter
    # which artifacts you find.  The milestones are spread deeper the further you
    # descend (see the docs), reaching every artifact by the bottom.
    # 
    # "Off": artifacts spawn and behave normally, only unique-monster kills are
    # checks, and the dungeon has no artifact gating.
    # 
    # The connected game reads this from slot_data (key "artifacts_as_checks":
    # 0 = Off, 1 = One to One, 2 = Accumulated).
    'off': 0
    one_to_one: 50
    accumulated: 0

  resistances:
    # Choose how the character's power curve works.
    # 
    # "Standard": normal Angband play.  Your equipment is whatever you find, and
    # (if artifacts are checks) the multiworld hands out artifacts.
    # 
    # "Equipment Traits": you cannot use artifacts and cannot equip anything except
    # a ranged weapon and a light source.  Instead you wield an unremovable
    # Archipelago Weapon, and the multiworld items are traits that improve it:
    # every resistance, protections, to-hit/damage/dice/lightness, armor class,
    # speed, extra blows and three progressive slays.  The fire/cold/lightning/acid
    # resists are progressive (resist, then an at-will temporary-resist activation,
    # then immunity).  Dungeon depth is gated on these traits instead of artifacts.
    # 
    # "Full Traits": Equipment Traits, and additionally your character is switched
    # to the Archipelago race - worst-in-everything - whose stats and skills are
    # improved by additional multiworld trait items.
    # 
    # Trait modes replace the artifact items in the pool, so they require
    # Artifacts As Checks to be On (One to One or Accumulated).
    # 
    # The connected game reads this from slot_data (key "resistances": 0 =
    # Standard, 1 = Equipment Traits, 2 = Full Traits).
    standard: 50
    equipment_traits: 0
    full_traits: 0

  black_market_price_multiplier:
    # Price multiplier for the Black Market's "buy a missed artifact location"
    # gold sink.
    # 
    # While artifacts are checks (One to One or Accumulated), pressing $ in the
    # Black Market lets you spend gold to send an artifact location check you would
    # otherwise have to hunt for.  The cost is this multiplier times the artifact's
    # base value; a higher multiplier makes the gold sink more expensive.
    # 
    # The connected game reads this from slot_data (key
    # "black_market_price_multiplier").  Has no effect when Artifacts As Checks is
    # Off.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 5
    3: 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

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