# 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 Black Market of Bulletphilia ~ 100th Black Market Template

game: Black Market of Bulletphilia ~ 100th Black Market
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Black Market of Bulletphilia ~ 100th Black Market: 0.4.52 # Version of the world required for this yaml to work as expected.

Black Market of Bulletphilia ~ 100th Black Market:
  ################
  # 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

  completion_type:
    # A goal to reach.
    # 
    # 1. Full Story Clear - Defeat Chimata Tenkyuu, Nitori Kawashiro, Takane Yamashiro.
    # 2. Minimum Story Clear - Defeat Takane Yamashiro.
    # 3. All Ability Cards Owned.
    # 4. All Bosses Defeated - Challenge Market does not count.
    # 5. Challenge Market Clear.
    # 6. Clear everything except Challenge Market.
    # 7. Clear everything.
    # 8. Dragon Gem Hunt - Collect a certain number of Dragon Gem items randomly placed throughout the game.
    full: 50
    min: 0
    cards: 0
    bosses: 0
    challenge: 0
    all: 0
    true_all: 0
    dragon_gems: 0

  trap_chance:
    # Percentage chance that any given filler Item will be replaced by a trap item.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    10: 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

  trap_blacklist:
    # Which Trap items will not be generated if Trap Chance is higher than 0.
    # Remove any of these entries if you want those traps to appear.
    ['One-time: Funds Reset Trap', 'One-time: Bullet Money Reset Trap', 'One-time: 20% Shot Attack Trap', 'One-time: 0% Magic Circle Attack Trap', 'One-time: 1000% Magic Circle Duration Trap', 'One-time: Shot Power Reset Trap']

  trap_durations:
    # How much time should any of the Temporary traps last (in seconds, max 900).
    # If not set, the game will assume default values as follows:
    # 
    # Extreme Speed Trap/"aya_speed" - 5 seconds
    # Magic Circle Disable Trap/"circle_disable" - 15 seconds
    # Freeze Trap/"freeze" - 3 seconds
    # Powerless Shot Trap/"powerless" - 6 seconds
    aya_speed: 5
    circle_disable: 15
    freeze: 3
    powerless: 6

  include_gameplay_filler:
    # Whether filler items that are not Funds or Bullet Money will appear during generation.
    # Also affects Traps.
    'false': 0
    'true': 50

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

  death_link_trigger:
    # Determines when a Death Link would be sent. Only takes effect if Death Link is enabled.
    # Can be temporarily changed during gameplay.
    # 
    # 0. Upon losing a life. This means Life Explosion Elixir will also trigger Death Link.
    # 1. Upon failing a stage attempt. All lives must be lost before this triggers.
    life: 50
    stage: 0

  death_link_invincibility:
    # Determines whether invincibility can protect against incoming Death Links.
    'false': 0
    'true': 50

  energy_link:
    # Allows usage of the EnergyLink pool.
    # Funds can be deposited and withdrawn at a certain exchange rate.
    # However, undeposited and withdrawn Funds will not be automatically saved.
    'false': 50
    'true': 0

  energy_link_bullet_money:
    # If enabled, EnergyLink exchanges permit exchanging energy for Bullet Money as well.
    # Conversion rates for Bullet Money differ from that for Funds.
    # Bullet Money cannot be deposited nor withdrawn outside of stages.
    'false': 50
    'true': 0

  ######################
  # Generation Options #
  ######################
  starting_market:
    # Choose which stage to have unlocked at the start of the game.
    # 
    # If Progressive Markets is enabled:
    # - Unlock items for stages preceding the Starting Market will not appear.
    # - Any stages preceding the Starting Market will be unlocked.
    tutorial: 50
    stage1: 0
    stage2: 0
    stage3: 0
    stage4: 0
    stage5: 0
    stage6: 0
    stage7: 0
    challenge: 0

  stage_boss_locations:
    # Whether boss encounters and defeats will count as locations, and whether stage clears will count as locations.
    boss_only: 50
    stage_only: 0
    full: 0

  progressive_stages:
    # Stages will be unlocked in order as the game progresses.
    'false': 0
    'true': 50

  music_room_checks:
    # Whether soundtrack unlocks in the Music Room also counts as checks.
    'false': 50
    'true': 0

  achievement_checks:
    # Whether Achievements also counts as checks.
    'false': 50
    'true': 0

  #############################
  # Equipment Upgrade Options #
  #############################
  progressive_loadout:
    # Whether starting card slots and equip cost will be upgraded according to the number of bosses defeated or via items received.
    # The game begins with 1 starting card slot and 100% equip cost.
    # 
    # 1. Disabled - Slots and cost will be unlocked according to the number of bosses defeated (vanilla).
    # 2. Simultaneous - Both slots and cost will be upgraded at the same time.
    # 3. Separate - Slots and cost will only be upgraded with the appropriate items received.
    none: 50
    together: 0
    separate: 0

  progressive_loadout_count:
    # Only used if "Itemize Equipment Upgrades" is set to Simultaneous.
    # This will determine how many of them will be in the item pool.
    # Minimum of +6 items because of one of the Achievements.
    # Can technically go up to +33, but it is recommended to only go up to +15 at most.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 6
    # Maximum value is 33
    6: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-6-33: 0 # random value between 6 and 33

  progressive_slot_count:
    # Only used if "Itemize Equipment Upgrades" is set to Separate.
    # This determines how many starting card slot upgrades will be in the item pool.
    # Minimum of +6 slots because of one of the Achievements.
    # Can technically go up to +33, but it is recommended to only go up to +15 at most.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 6
    # Maximum value is 33
    6: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-6-33: 0 # random value between 6 and 33

  progressive_cost_count:
    # Only used if "Itemize Equipment Upgrades" is set to Separate.
    # This will determine how many equip cost upgrades will be in the item pool.
    # Equip cost maxes out at +900%, and each upgrade is worth 50%.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 18
    6: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-18: 0 # random value between 0 and 18

  #############################
  # Gameplay Handicap Options #
  #############################
  anti_grinding_toggle:
    # Toggles whether generation logic should consider anti-grinding placements.
    'false': 50
    'true': 0

  anti_grinding_placements:
    # Which items should be prioritized for placement during early game to reduce grinding as much as possible.
    # Four cards and 1000 Funds are on the list by default, but you can choose to remove them.
    ["Kiketsu Matriarch's Threat", "Princess Kaguya's Secret Stash", 'Hundredth Black Market', 'Pristine Self-Confidence', '+1000 Funds']

  perma_upgrade_toggle:
    # Whether items for permanently upgrading player initial stats (starting lives, starting shot attack, etc.) will appear.
    # These permanent upgrades were never part of the original game, and will not be required for progression.
    # However, they will be prioritized for filler before other filler items can be placed (e.g. Funds filler, one-time Shot Attack bonuses).
    'false': 50
    'true': 0

  perma_upgrade_life:
    # How many upgrades for additional starting lives? Cannot exceed 3 upgrades (4 starting lives).
    # Note that you begin with 1 life by default in every stage.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 3
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-3: 0 # random value between 0 and 3

  perma_upgrade_bm:
    # How many upgrades for additional starting Bullet Money? Each upgrade is worth 70 Bullet Money.
    # Note that you begin with 0 Bullet Money by default in every stage.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 8
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-8: 0 # random value between 0 and 8

  perma_upgrade_power:
    # How many upgrades for additional starting Power? Cannot exceed 3 upgrades (4 starting Power).
    # Note that you begin with 1 Power by default in every stage.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 3
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-3: 0 # random value between 0 and 3

  perma_upgrade_atk:
    # How many upgrades for additional starting shot attack? Each upgrade is worth 5%.
    # Note that you begin with 100% shot attack by default in every stage.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 8
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-8: 0 # random value between 0 and 8

  perma_upgrade_magic_atk:
    # How many upgrades for additional starting magic circle strength? Each upgrade is worth 5%.
    # Note that you begin with 100% magic circle strength by default in every stage.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-10: 0 # random value between 0 and 10

  ##########################
  # Logic Handicap Options #
  ##########################
  disable_challenge_logic:
    # Generation logic will consider Challenge Market inaccessible if all other stages have not been unlocked yet.
    # Disable this option to turn off the above handicap.
    'false': 0
    'true': 50

  low_skill_logic:
    # Whether the generation logic should include certain Ability Cards as compulsory before challenging late-game stages.
    # 
    # 0. Disabled.
    # 1. Stage 4 requires only 2 of them, stage 5 requires 4, etc.
    # 2. All late-game stages logically require all cards below.
    # 
    # * 4th-6th Market + Challenge Market:
    # Life Explosion Elixir, Princess Kaguya's Secret Stash, Soot-covered Uchiwa,
    # Esteemed Authority, Gluttonous Centipede, and Money Is The Best Lawyer In Hell.
    # * End of Market:
    # Life Explosion Elixir, Esteemed Authority
    # * Takane: + Lucky Cat with Good Business Skills
    # * Nitori: + 1 card loadout slot progression
    none: 0
    scale: 50
    full: 0

  low_skill_stats:
    # Whether generation logic should also consider placing itemized equipment upgrades before late-game stages.
    # This only works if "Itemize Equipment Upgrades" and "Recommended Loadout in Logic" are enabled.
    # This will scale based on "Recommended Loadout in Logic".
    'false': 50
    'true': 0

  ###########################
  # Dragon Gem Hunt Options #
  ###########################
  dragon_gems_condition:
    # Only effective if the Completion Type is set to Dragon Gem Hunt.
    # This will determine how many Dragon Gem items are required for goal.
    # If there are not enough locations for the required count, the count will be adjusted accordingly.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 100
    30: 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

  dragon_gems_pool:
    # Only effective if the Completion Type is set to Dragon Gem Hunt.
    # This will determine how many Dragon Gem items would be in the item pool.
    # If this number is less than the victory condition number,
    # the number in the item pool will be randomized with a minimum the same as the victory condition.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 100
    60: 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

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