# 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 Library of Ruina Template

game: Library of Ruina
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.

Library of Ruina:
  ################
  # 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

  fillers:
    # !!!NOT IMPLEMENTED!!!
    # 
    # Amount of pages from books that get replaced with filler items
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    10: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-20: 0 # random value between 0 and 20

  traps:
    # !!!NOT IMPLEMENTED!!!
    # 
    # Amount of filler items that get replaced by a trap
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    10: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-20: 0 # random value between 0 and 20

  traps_difficulty:
    # !!!NOT IMPLEMENTED!!!
    # 
    # How miserable will traps make your life feel.
    # 
    # Easy - Effects activate as soon as possible (first available Scene), one time only. Mostly minor inconveniences;
    # Medium - Effects can activate at the beginning of any Scene from the moment you get them, one time only. Some effects are annoying;
    # Hard - Effects can activate at any time from the moment you get them (In Reception). They also get tied to the exact Scene and Reception they activated at,
    #        making it so they're repeated if you restart the reception (by losing or restarting), until you beat that reception.
    #        (They also don't happen on already beaten Receptions.)
    #        (Oh and the effects... Let's say, most inconvenient stuff might just happen.)
    easy: 0
    medium: 0
    hard: 50

  locked_floors:
    # !!!NOT IMPLEMENTED!!!
    # 
    # Whether or not every floor except one (Keter by default) is locked at the start of the run.
    'false': 50
    'true': 0

  random_first_floor:
    # !!!NOT IMPLEMENTED!!!
    # 
    # If Locked Floors is On, whether or not to randomize which floor is the only one unlocked.
    'false': 50
    'true': 0

  end_goals:
    # End Goals of a Run.
    # You should achieve all of the selected goals, in order to complete the Run.
    # Every goal also contains some checks. (Each ensemble battle, Black silence battle, etc.)
    # Every goal not selected will STILL be in the game, but will not yield checks. (This isn't implemented yet.)
    # 
    # 'Reverberation Ensemble' - Defeat X of 10 Ensemble battles. X can be set in the 'Reverberation Ensemble Goal Battles' setting;
    # 'Black Silence' - Complete Reception of The Black Silence;
    # 'Keter Realization' - Realize the Floor of General Works
    # 'Distorted Ensemble' - Complete Reception of The Reverberation Ensemble Distorted
    ['Reverberation Ensemble']

  ensemble_battles:
    # Amount of Reverberation Ensemble battles you need to defeat, in order to consider 'Reverberation Ensemble' goal completed.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 10
    10: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-10: 0 # random value between 1 and 10

  abno_page_balance:
    # How balanced randomization of Abnormality pages is. 
    # 
    # Unbalanced - Fully random;
    # Balanced - Each floor is guaranteed to have atleast 3 cards of each emotion level;
    # Vanilla - Pages are distributed like in vanilla (6 of I, 6 of II, 3 of III).
    unbalanced: 0
    balanced: 50
    vanilla: 0

  drop_system:
    # They way you get Combat Pages and Key Pages in the game.
    # 
    # BookOfEverything - Every possible drop from every book from every enemy from every reception seen on the map, all in one book.
    #                    Chances for everything of same type are the same (Key Page chance = 20%);
    # BookOfEverythingBalanced - Same as above, except drops are balanced in a way. The more books you burn, the better will be the drops,
    #                            meaning in the beginning you're most likely to get first chapters' drops, and dropped pages get progressively better.
    bookofeverything: 0
    bookofeverythingbalanced: 50

  randomize_pages:
    # !!!NOT IMPLEMENTED!!!
    # 
    # To what degree can pages be randomized.
    # 
    # None - No page is randomized;
    # Basic - Combat Pages' Dices and effects, Key Pages' HP, Break, Vulnerabilities;
    # More - Above and: Combat Pages' Names and CG, Key Pages' Passives;
    # Havoc - Above and: Combat Pages' VFX and SFX, Key Pages' visuals;
    none: 50
    basic: 0
    more: 0
    havoc: 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.
    []
