# 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 Ender Magnolia Template

game: Ender Magnolia
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Ender Magnolia: 0.1.6 # Version of the world required for this yaml to work as expected.

Ender Magnolia:
  ################
  # 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 #
  ########
  goal:
    # Determines the victory condition.
    # 
    # ending_a: reach ending A
    # ending_b: reach ending B
    ending_a: 50
    ending_b: 0

  ##################
  # Starting Setup #
  ##################
  starting_skill:
    # Determines which skill you start with.
    nola_spirit_piercer: 50
    nola_soul_harvester: 0
    nola_vanquisher: 0
    reibolg_magic_tracer: 0
    reibolg_piercing_beam: 0
    reibolg_blast_volley: 0
    lito_blazing_fist: 0
    lito_glacial_fist: 0
    lito_rocket_fist: 0
    lorna_gravity_field: 0
    lorna_light_show: 0
    lorna_fire: 0
    no7_lunar_manifestation: 0
    no7_hail_dance: 0
    no7_thunder_flower: 0
    luiseach_volcanic: 0
    luiseach_whirlwind: 0
    luiseach_cocytus: 0
    huginn_gust_wing: 0
    huginn_poison_cloud: 0
    huginn_flaming_feather: 0
    yolvan_barrage: 0
    yolvan_lacerate: 0
    yolvan_eviscerate: 0

  starting_respite:
    # Determines the respite you start the game at.
    sys_init: 50
    sys_post_event: 0
    ruins_first: 0
    ruins_lab: 0
    crossroad_camp: 0
    slum_camp: 0
    street_clocktower: 0
    street_towergate: 0
    mine_room1: 0
    mine_room2: 0
    mine_room3: 0
    tower_high: 0
    tower_low: 0
    tower_gate: 0
    forest_tree: 0
    swamp_lake: 0
    swamp_center: 0
    quarry_room: 0
    estate_room: 0
    center_bench: 0
    kowlon_room2: 0
    garden_room: 0
    paradice_room: 0
    paradice_room3: 0

  start_with_fast_travel:
    # Start with Fast Travel instead of shuffling it into the item pool.
    'false': 0
    'true': 50

  start_with_heal:
    # Start with Healing Ward instead of shuffling it into the item pool.
    'false': 0
    'true': 50

  #########
  # Logic #
  #########
  advanced_logic:
    # Include Nola, No.7, Reibolg and Incomplete Gear in the logic
    'false': 50
    'true': 0

  central_elevator_fix:
    # Determines requirements to fix the Central Stratum elevator.
    # 
    # vanilla: same as the original game
    # key: find a key shuffled into the item pool
    # free: the elevator is already fixed
    vanilla: 50
    key: 0
    free: 0

  progressive_aptitudes:
    # Aptitudes are acquired in order.
    # Dive -> Motley's Torrent
    # Lars' Grip -> Lars' Swift Flight
    'false': 0
    'true': 50

  meta_progression:
    # Places progression in locations that were just unlocked, so every one you find
    # leads directly to the next one.
    # 
    # Enabling this keeps every progression item inside your own world.
    'false': 50
    'true': 0

  shuffle_transitions:
    # Shuffle area transitions and doors.
    # Non-door transitions between rooms of the same area are unaffected.
    # 
    # **Off:** transitions lead where they should.
    # **Coupled:** Returning through a transition will take you from whence you came.
    # **Decoupled:** Any transition can take you to any other transition.
    # (experimental)
    'off': 50
    coupled: 0
    decoupled: 0

  ########
  # Misc #
  ########
  chapter_scaling:
    # Determines how the chapter value moves between Minimum Chapter and Maximum Chapter.
    # 
    # vanilla: raises difficulty when you reach specific points
    # progress: derived from completion, Minimum Chapter at 0% and Maximum Chapter at 100%
    vanilla: 50
    progress: 0

  min_chapter:
    # Lowest chapter value used to scale the game difficulty.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 16
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-16: 0 # random value between 0 and 16

  max_chapter:
    # Highest chapter value used to scale the game difficulty.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 16
    15: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-16: 0 # random value between 0 and 16

  relic_cost_shuffle:
    # Shuffles the equip cost of relics.
    'false': 50
    'true': 0

  skill_cost_shuffle:
    # Shuffles the materials required to upgrade skills.
    'false': 50
    'true': 0

  shuffle_bgm:
    # Shuffles the background music tracks.
    'false': 50
    'true': 0

  shuffle_sp:
    # Shuffles Attuner Arts for all skills.
    'false': 50
    'true': 0

  random_enemies:
    # Replaces the enemies each room spawns with other enemies.
    # (experimental)
    'false': 50
    'true': 0

  allow_multiskill:
    # Removes the one-skill-per-spirit limit.
    # Logic doesn't account for this.
    'false': 50
    'true': 0

  ngplus_ai:
    # Enemies use their New Game+ AI
    'false': 50
    'true': 0

  generate_seed_file:
    # Also generate a seed file for non-archipelago play.
    '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_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.
    []
