# 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 Dicey Dungeons Template

game: Dicey Dungeons
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Dicey Dungeons: 0.4.4 # Version of the world required for this yaml to work as expected.

Dicey Dungeons:
  ################
  # 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

  ####################
  # Location Options #
  ####################
  levelsanity:
    # Determines whether level up rewards grants checks
    # (Adds 5 checks for each episode)
    'false': 0
    'true': 50

  checks_per_shop:
    # Determines the number of AP items that generate
    # for any individual shop (e.g. 
    # in Episode 1, Floor 2 shop). Also determines the number
    # (up to 3) of items in a shop which can be AP at a time.
    # Items above 3 will fill in to those shops as they're
    # purchased (aka as the location checks are sent).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 5
    2: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-5: 0 # random value between 0 and 5

  checks_per_chest:
    # Determines the number of AP items that can
    # be found within any individual chest (e.g. 
    # in Episode 1, Floor 1 chest) across runs (1 per run).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 5
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-5: 0 # random value between 0 and 5

  checks_per_trade:
    # Determines the number of AP items that generate
    # for any individual trade (e.g. 
    # in Episode 1, Floor 4 trade). Only one will be
    # given at a time. (Adds 1 check per episode)
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 5
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-5: 0 # random value between 0 and 5

  ################
  # Dice Options #
  ################
  split_dice:
    # Determines whether Dice Shards are required to receive
    # dice when leveling up. Shared across episodes.
    # Note: Also affects Robot's CPU.
    'false': 50
    'true': 0

  dice_shards_per_die:
    # Determines number of pieces to split each level up die into. 
    # Only takes effect if Split Dice is On. 
    # (Adds 3 items for each Dice Shard per Die)
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 5
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-5: 0 # random value between 0 and 5

  spare_dice_shards:
    # Includes bonus dice shards, to make getting your dice 
    # a little easier.
    # Only takes effect if Split Dice is On.
    # (Adds items equal to setting)
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 12
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-12: 0 # random value between 0 and 12

  ####################
  # Gameplay Options #
  ####################
  episode_progression:
    # Determines how you gain access to Episodes. This affects logic as well.
    # 
    # vanilla: Episodes are unlocked as normal: 
    # Episode 4 requires any 2 prior episodes to be completed. 
    # 3 for Episode 5, and 4 for Episode 6.
    # 
    # open_world: All episodes are available from start. 
    # Note: This uses base save, so you must have unlocked 
    # all episodes prior for this to work.
    vanilla: 50
    open_world: 0

  floor_5_shop_selection:
    # Determines what is purchasable in the Floor 5 shops.
    # 
    # vanilla: Floor 5 shops will include 1 item, 1 upgrade, 
    # and 1 heal. The item could be a location check (if 
    # configured) or equipment.
    # 
    # items_only: Floor 5 shops will have all 3 slots
    # filled with items, making them just like any other
    # shop.
    vanilla: 50
    items_only: 0

  character:
    # Determines which character you would like to play as.
    warrior: 50
    thief: 0
    robot: 0

  excluded_equipment:
    # Excludes certain equipment from item generation. 
    # Missing equipment is replaced with filler, so consider adjusting location options 
    # to include fewer overall checks if removing a lot of equipment this way.
    []

  use_equipment_from_any_character:
    # Allows ANY equipment in the game to be found, rather than just that accessible by your character.
    # DEFINITELY can break logic, as some equipment will be unusable! Be very wary of this setting.
    # If not playing as Robot, check out preset any-equipment-non-robot for recommended Excluded Equipment.
    # Open equipment availability MUST be on to use this option!
    'false': 50
    'true': 0

  ###################
  # Quality of Life #
  ###################
  skip_cutscenes:
    # Select whether you want to skip cutscenes before and 
    # after episodes, as well as the tutorial at the 
    # beginning of the game.
    'false': 0
    'true': 50

  equipment_availability:
    # Determines where received Equipment can be found in-game.
    # 
    # vanilla: Equipment will be bound to the episodes or locations
    # (chest/shop/etc) it can be found in the base game.
    # 
    # open: Equipment can spawn in any episode/location.
    vanilla: 0
    open: 50

  warrior_2_disable_curse:
    # If playing as Warrior, disable the Curse status for Episode 2.
    'false': 50
    'true': 0

  warrior_3_remove_hp_decrease_on_level:
    # If playing as Warrior, prevent HP loss on level up.
    'false': 50
    'true': 0

  upgrade_equipment:
    # Choose whether you'd like any equipment upgraded that wouldn't otherwise be.
    # 
    # vanilla: No equipment is upgraded that wouldn't be upgraded in base game.
    # 
    # starting equipment: Your starting equipment is upgraded, all other equipment stays the same.
    # 
    # all equipment: All equipment is upgraded, like Warrior Episode 2. Upgrades in episodes are converted to Copy blueprints.
    vanilla: 50
    starting_equipment: 0
    all_equipment: 0

  release_episodes_when_completed:
    # Release any checks in an Episode when that episode is beaten.
    # Prevents need to replay episodes once they are beaten.
    '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.
    []
