# 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 FF1 Pixel Remaster Template

game: FF1 Pixel Remaster
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    FF1 Pixel Remaster: 0.6.0 # Version of the world required for this yaml to work as expected.

FF1 Pixel Remaster:
  ################
  # 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

  #################
  # Items Options #
  #################
  shuffle_gear_shops:
    # Shuffle the content of all Weapon Shops together, and do the same for Armor Shops.
    'false': 0
    'true': 50

  shuffle_spells:
    # Shuffle Spells amongst their own School.
    'false': 0
    'true': 50

  job_promotion:
    # Set how Promotion Jobs are handled.
    # 
    # Bahamut: Giving the Rat's Tail to Bahamut promote all Characters.
    # 
    # Promote All Item: A Promote All Item is added to the Item Pool, when found all Characters promote.
    # Bahamut becomes a Location.
    # 
    # Job Item: All six Promotion Jobs become an individual Item added to the Item Pool.
    # When acquired, all characters of the corresponding base Job promote. Bahamut becomes a Location.
    bahamut: 50
    promote_all_item: 0
    job_item: 0

  ###############
  # End Options #
  ###############
  lute_tablatures:
    # Playing the Lute requires a fixed number of Tablatures; 40 are shuffled in the Item Pool.
    # This sets the number required to play the Lute and open the path in the Temple of Fiends.
    # Set to 0 to disable this feature.
    # If the required number is higher than 0, the Lute is in your starting inventory.
    # The Item description will reveal the required number.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 40
    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
    disable: 50 # equivalent to 0
    low_count: 0 # equivalent to 16
    mid_count: 0 # equivalent to 24
    high_count: 0 # equivalent to 32

  crystals_required:
    # Set the number of Crystals that must be restored so the Black Orb can be destroyed.
    # Talking to the Black Orb will reveal the required number.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 4
    4: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-4: 0 # random value between 0 and 4

  ###############
  # Map Options #
  ###############
  shuffle_overworld:
    # Shuffle all Overworld entrances, except the Towns.
    # 
    # NOTE: The Princess won't teleport you to Cornelia Castle when this is enabled.
    'false': 50
    'true': 0

  shuffle_entrances:
    # Shuffle all non-Overworld entrances.
    # 
    # No Shuffle: Entrances stay the same.
    # Dungeon Internal: Only shuffle the Dungeons' entrances, and keep them inside their respective dungeon.
    # Dungeon Mixed: Only shuffle the Dungeons' entrances amongst all dungeons.
    # All: Shuffle all locations' entrances except Towns.
    no_shuffle: 50
    dungeon_internal: 0
    dungeon_mixed: 0
    all: 0

  shuffle_towns:
    # Shuffle all Town entrances, except Cornelia; if Early Progression is set to Bikke's Ship, Pravoka is also excluded.
    # No Shuffle: Entrances stay the same.
    # Between Towns: Towns are shuffled only amongst themselves.
    # Shallow Shuffle: If Overworld or Entrances are shuffled, Towns will be included with them, but will always be
    # on the first floor of any location.
    # Deep Shuffle: If Overworld or Entrances are shuffled, Towns will be included with them and can end up
    # at any floor inside a location.
    no_shuffle: 50
    shuffle_between_towns: 0
    mixed_shuffle_shallow: 0
    mixed_shuffle_deep: 0

  shuffle_trials_maze:
    # Shuffle the Pillars Maze on floor 2F of the Citadel of Trials.
    'false': 0
    'true': 50

  early_progression:
    # Set how the world is opened at the start of the game.
    # 
    # Bikke's Ship: The Bridge is built from the start and Bikke will always give the Ship.
    # 
    # Marsh Cave Path: Open a path to the West of Cornelia that allows you to reach the Marsh Cave area by foot.
    # The Bridge is never built. The Ship is shuffled with other items and Bikke is a Location.
    bikke_ship: 50
    marsh_cave_path: 0

  northern_docks:
    # Add docks to the Onrac Continent and the Mirage Desert Continent to make them accessible by Ship.
    'false': 50
    'true': 0

  ####################
  # Monsters Options #
  ####################
  nerf_chaos:
    # Halve Chaos' HP and reduce his Intelligence and Attack Power by 25%.
    'false': 0
    'true': 50

  boss_minions:
    # Add Minions to Bosses and Extend some Minibosses party.
    # None: Original Parties are maintained.
    # Weak Minions: Add relatively weak minions to Bosses and extend Minibosses by 1-2 members.
    # Strong Minions: Add relatively strong minions to Bosses and extend Minibosses by 2-3 members.
    # Weak-Strong Minions: Minions can be weak or strong.
    none: 50
    weak_minions: 0
    strong_minions: 0
    weak_strong_minions: 0

  monster_parties:
    # Randomize Monster Parties.
    # Standard: Original Monster Parties are maintained.
    # No Variance: Monsters will be replaced by Monsters of roughly the same power.
    # Low Variance: Monsters can be replaced by slightly weaker or slightly stronger Monsters.
    # High Variance: Monsters can be replaced by much weaker or much stronger Monsters.
    standard: 0
    random_no_variance: 50
    random_low_variance: 0
    random_high_variance: 0

  monsters_cap:
    # If Monster Parties are randomized, bound Power Variance.
    # This option doesn't do anything for Standard and No Variance choices.
    # None: Variance is unbounded, Randomized Monster Parties can be weaker or stronger.
    # Upper Bound: Randomized Monsters cannot be more powerful than the replaced Monsters, but they can be weaker.
    # Lower Bound: Randomized Monsters cannot be weaker than the replaced Monsters, but they can be more powerful.
    none: 50
    upper_bound: 0
    lower_bound: 0

  ###################
  # Scaling Options #
  ###################
  dungeon_encounter_rate:
    # Modify the Encounter Rate in dungeons by the multiplier selected.
    # NOTE: This option doesn't affect the Boost setting to disable/enable encounters.
    0_00x: 0
    0_25x: 0
    0_50x: 0
    0_75x: 50
    1_00x: 0
    1_25x: 0
    1_50x: 0

  overworld_encounter_rate:
    # Modify the Encounter Rate on the Overworld by the multiplier selected.
    # NOTE: This option doesn't affect the Boost setting to disable/enable encounters.
    0_00x: 0
    0_25x: 0
    0_50x: 0
    0_75x: 50
    1_00x: 0
    1_25x: 0
    1_50x: 0

  xp_boost:
    # Set the default Experience Boost multiplier. This can still be modified in the Boost menu.
    0_5x: 0
    1_0x: 0
    2_0x: 50
    3_0x: 0
    4_0x: 0

  gil_boost:
    # Set the default Gil Boost multiplier. This can still be modified in the Boost menu.
    0_5x: 0
    1_0x: 0
    2_0x: 50
    3_0x: 0
    4_0x: 0

  boost_menu:
    # Enable/Disable the in-game Boost menu. This will lock you to your current XP, Gil and Encounter Rate options.
    'false': 0
    'true': 50

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