# 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 Content Warning Template

game: Content Warning
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Content Warning: 0.1.0 # Version of the world required for this yaml to work as expected.

Content Warning:
  ################
  # 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

  viral_sensation:
    # Reach 1,000,000 views in a single quota.
    # Fired by the client when the threshold is crossed in-game.
    'false': 0
    'true': 50

  views_goal:
    # Reach the configurable lifetime view target (Views Goal Target).
    # Requires Views Checks to be enabled — if Views Checks is off, this
    # goal is treated as off.
    'false': 50
    'true': 0

  views_checks:
    # When enabled, lifetime-view milestone locations are part of the pool.
    # Disable to remove all view threshold locations from generation.
    # If off, views_goal is invalid.
    'false': 0
    'true': 50

  views_goal_target:
    # When Views Goal is enabled, the lifetime view total required to win.
    # The world uses the nearest lifetime-view milestone at or above this value.
    # Maximum 33,739,000 — the highest reachable lifetime total at the maximum
    # quota count (day 63).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 33739000
    500000: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-33739000: 0 # random value between 0 and 33739000

  quota_goal:
    # Reach and complete the configured number of quotas.
    # Requires Quota Requirement to be enabled — if Quota Requirement is off,
    # this goal is treated as off.
    'false': 50
    'true': 0

  quota_requirement:
    # When enabled, quota checks are included in the location pool and
    # completing quotas can be part of the goal.
    # When disabled, all quota-related checks are removed from the pool.
    # If turned off, the Quota Goal will be invalid.
    'false': 0
    'true': 50

  quota_count:
    # The number of quotas to play through.  Drives the active count of
    # Quota / Day Extraction / Sponsorship locations and (if Quota Goal is on)
    # the number required to win.
    # Each quota is 3 days, so day-extraction checks run from day 1 to
    # QuotaCount * 3.  Sponsorship checks run from 1 to QuotaCount - 1
    # (capped at 20).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 21
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-21: 0 # random value between 1 and 21

  monster_hunter:
    # Film a configurable number of distinct monsters (Monster Hunter Count)
    # to win.
    'false': 50
    'true': 0

  monster_hunter_count:
    # When Monster Hunter is enabled, the number of distinct monsters that
    # must be filmed to win.  Minimum 5, maximum 33.
    # Note: an average 5-quota run encounters 15-20 monsters.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 5
    # Maximum value is 33
    12: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-5-33: 0 # random value between 5 and 33

  monster_tiers:
    # When enabled, each non-difficult filmable monster gains two additional
    # filming location checks (2nd and 3rd sightings).  Adds up to 42 extra
    # location checks across non-difficult monsters and artifacts.  No new
    # logic is added beyond the dungeon-depth rules of the base check.
    'false': 50
    'true': 0

  filler_multi_sightings:
    # When enabled, all 2nd / 3rd sighting locations created by Monster
    # Tiers hold filler items only — no progression items spawn there.
    # Disable to let real items spawn behind multi-sighting checks at the
    # cost of more required dives.  No effect when Monster Tiers is off.
    'false': 0
    'true': 50

  difficult_monsters:
    # When enabled, difficult/rare monsters (Flicker, Cam Creep, Infiltrator,
    # Black Hole Bot, Ear, Snail Spawner, Big Slap, Ultra Knifo, Weeping)
    # can have real (non-filler) items behind their base filming checks.
    # Tier 2 / Tier 3 of difficult monsters always remain filler regardless
    # of this option.
    'false': 50
    'true': 0

  hat_collector:
    # Purchase a configurable number of hats (Hat Collector Count) to win.
    'false': 50
    'true': 0

  hat_collector_count:
    # When Hat Collector is enabled, the number of hats that must be
    # purchased to win.  Minimum 5, maximum 31 (total hats available).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 5
    # Maximum value is 31
    15: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-5-31: 0 # random value between 5 and 31

  include_sponsorships:
    # When enabled, sponsorship checks are included in the pool.
    # Each completed sponsorship grants the next sponsorship check in
    # order; the active count per seed is QuotaCount - 1, capped at 20.
    'false': 0
    'true': 50

  sponsor_filler:
    # When enabled (default), all sponsor locations contain filler items.
    # Sponsorships are RNG-dependent and can be hard to complete; this keeps
    # progression away from them by default.  Disable to let progression items
    # spawn at sponsor locations.
    'false': 0
    'true': 50

  multiplayer_mode:
    # Enable if this game is played in multiplayer (more than one player).
    # When enabled, multiplayer-only monster locations (Weeping) are added to
    # the world and can receive real items.
    # When disabled (default / solo play), those locations are completely
    # omitted from generation — the player would never be able to film them
    # without other players in the lobby.
    'false': 50
    'true': 0

  death_link:
    # Enable Death Link. When enabled, if any player in the Death Link group
    # dies in their respective game, all players in that group will die.
    # Content Warning counts as dead when the entire team wipes. If the team is not in the old world
    # when another player dies they will not be affected by Death Link until they return to the old world.
    '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.
    []
