# 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 Divinity Original Sin 2 Template

game: Divinity Original Sin 2
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Divinity Original Sin 2: 0.9.0 # Version of the world required for this yaml to work as expected.

Divinity Original Sin 2:
  ################
  # 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

  goal:
    # Determines what constitutes a victory.
    # These will determine the length of the game and thus what items and locations are available
    # Escape Reaper's Eye: Goal is to defeat Alexandar and board the Lady Vengeance and escape Reaper's Eye. All items and locations will be limited to the Merryweather and Reaper's Eye.
    # Leave Reaper's Coast: Goal is to master source and leave Reaper's Coast. All items and locations will be limited to the Merryweather, Reaper's Eye, Lady Vengeance, and Reaper's Coast.
    # Escape The Nameless Isle: Goal is to escape The Nameless Isle after Dallis sabotages your ascension. All items and locations will be limited to the Merryweather, Reaper's Eye, Lady Vengeance, Reaper's Coast, and The Nameless Isle.
    # Defeat Braccus Rex: Goal is to defeat the final boss and complete the game. All items and locations are included.
    # Reaper's Eye Hit List: Goal is to kill a defined group of enemies set in the following option. Hits limited to Reaper's Eye.
    # Reaper's Coast Hit List: Goal is to kill a defined group of enemies set in the following option. Hits limited to Reaper's Eye and Reaper's Coast.
    # The Nameless Isle Hit List: Goal is to kill a defined group of enemies set in the following option. Hits limited to Reaper's Eye, Reaper's Coast, and The Nameless Isle.
    # Arx Hit List: Goal is to kill a defined group of enemies set in the following option. All hits are allowed.
    escape_reapers_eye: 50
    leave_reapers_coast: 0
    escape_the_nameless_isle: 0
    defeat_braccus_rex: 0
    reapers_eye_hit_list: 0
    reapers_coast_hit_list: 0
    the_nameless_isle_hit_list: 0
    arx_hit_list: 0

  hitList:
    # If a hit list is set as a goal, select which kills are required to complete the goal.
    # Enemies selected that aren't available in the acts selected will be ignored
    # Reaper's Eye: Kniles the Flenser, Windego, Voidwoken Deep-dweller, Radeka the Witch, Bishop Alexandar
    # Reaper's Coast: Lamenting Abomination, Alice Alisceon, Harbinger of Doom, The Eternal Aetera, "Ghalann, Scion of the Elves", Ryker, Mordus
    # The Nameless Isle: The Great Guardian, Source Titan
    # Arx: Loic the Immaculate, Voidwoken Bloodfury, Kraken, Sanguinia Tell, Karon, Isbeil, Thorny Suncaller, Lord Linder Kemm, Adramahlihk, Contaminated Horror, Braccus Rex
    ['Lamenting Abomination', 'Loic the Immaculate', 'Ghalann, Scion of the Elves', 'Karon', 'Adramahlihk', 'Kniles the Flenser', 'The Eternal Aetera', 'Radeka the Witch', 'Sanguinia Tell', 'Alice Alisceon', 'Source Titan', 'Harbinger of Doom', 'Lord Linder Kemm', 'The Great Guardian', 'Bishop Alexandar', 'Windego', 'Kraken', 'Ryker', 'Voidwoken Deep-dweller', 'Contaminated Horror', 'Mordus', 'Voidwoken Bloodfury', 'Isbeil', 'Braccus Rex', 'Thorny Suncaller']

  act1Keys:
    # Sets the number of Reaper's Eye Keys needed to leave Reaper's Eye.
    # Setting it to 0 will allow leaving Reaper's Eye with no keys.
    # Recommended is 5.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 40
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-40: 0 # random value between 0 and 40

  act2Keys:
    # Sets the number of Reaper's Coast Keys needed to leave Reaper's Coast.
    # Setting it to 0 will allow leaving Reaper's Coast with no keys.
    # Doesn't do anything if goal doesn't include act.
    # Recommended is 10.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 109
    10: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-109: 0 # random value between 0 and 109

  act3Keys:
    # Sets the number of The Nameless Isle Keys needed to leave The Nameless Isle.
    # Setting it to 0 will allow leaving The Nameless Isle with no keys.
    # Doesn't do anything if goal doesn't include act.
    # Recommended is 1.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 13
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-13: 0 # random value between 0 and 13

  act4Keys:
    # Sets the number of Arx Keys needed to leave Arx.
    # Setting it to 0 will allow leaving Arx with no keys.
    # Doesn't do anything if goal doesn't include act.
    # Recommended is 4.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 31
    4: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-31: 0 # random value between 0 and 31

  regionBarriers:
    # When enabled, barriers blocking off certain region will be present. The only way to remove these barriers is to find their corresponding region unlock.
    # The following regions blocked by barriers are:
    # Reaper's Eye: Fort Joy, The Hollow Marshes, North-east Reaper's Eye.
    # Reaper's Coast: Driftwood, Stonegarden, Reaper's Bluffs, Cloisterwood, The Meadows, The Cullwoods, Paradise Downs, The Blackpits, Bloodmoon Island.
    # The Nameless Isle: None (it's a really short act).
    # Arx: Arx, Tomb of Lucian.
    'false': 50
    'true': 0

  containerSanity:
    # When enabled, opening a container will send a check.
    # Chests Only: Only proper chests will be added as checks. Adds 67/194/262/367 checks.
    # Everything: If it's a container that can be looted, it's a check. Adds 842/2670/2988/4962 checks.
    # The check will also be sent out if the container is destroyed.
    disabled: 50
    chests: 0
    everything: 0

  randomClassPool:
    # A new class named "Random" can be chosen, and will have a random set of three starter skills as well as a random origin source skill and a random race skill.
    # Enabling this setting will expand the pool of skills this class can have to non-starter skills. The appropriate combat ability points to cast the skill will be given.
    # This often leads to characters starting with large amounts of combat ability points.
    # Non-origin source skills will never be in the skill pool.
    'false': 50
    'true': 0

  enableLevelTeleport:
    # When enabled, an item called "Level Teleport" will be given to you. This item will allow you to teleport to regions you have visited previously.
    # !!!WARNING!!!
    # This item is still in development, and it breaks a lot of things upon using. This setting is more here if you want to screw around with it.
    # This item will prove useful for going back to previous regions to get checks without having to load an older save and redo stats/equipment/skills ect.
    # After you use this item, it is HIGHLY recommended to load a save that was before you used it for now.
    'false': 50
    'true': 0

  death_link:
    # If a player with this setting dies, all who also have this setting dies.
    'false': 50
    'true': 0

  deathlinkStyleIn:
    # This determines if the entire party dies, or only one party member dies when receiving a deathlink.
    # Need to have deathlink enabled to do anything.
    # Party: The whole party dies when receiving a deathlink.
    # Random: One random party member dies when receiving a deathlink.
    # Player Controlled: Kills the currently controlled character when receiving a deathlink.
    party: 50
    random_death: 0
    player_controlled: 0

  deathlinkStyleOut:
    # This determines whether a deathlink is sent out on a full party wipe or a singular party member's death.
    # Needs to have deathlink enabled to do anything.
    # Party: A deathlink is sent out when the full party dies.
    # Singular: A deathlink is sent out when a single party member dies.
    party: 50
    singular: 0

  syncOption:
    # This setting changes when the game will receive items from the Archipelago server.
    # On Spell: A custom spell called "Sync Archipelago" will be given to you, and casting it will claim all unclaimed Archipelago items.
    # Normally: You will claim items as they get sent to the server.
    # This is mainly to avoid receiving items that encumber you in combat.
    on_spell: 0
    normally: 50

  trapPercentage:
    # Enables and sets the percent of filler items that will be replaced with traps.
    # These traps give a random status effect for either 1 turn (minor), 2 turns (moderate), 3 turns (severe).
    # Not recommended if using on spell sync option.
    #
    # 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

  trapStyle:
    # Determines if a trap applies its status to all party members or one random party member.
    # Does nothing if traps aren't enabled.
    party: 50
    random_party_member: 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.
    []
