# 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 Little Witch Nobeta Template

game: Little Witch Nobeta
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Little Witch Nobeta: 0.3.3 # Version of the world required for this yaml to work as expected.

Little Witch Nobeta:
  ################
  # 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

  trial_keys:
    # This setting will add keys to the item pool which are needed to open the teleports to each Abyss trial.
    # Three keys are needed to end the game.
    'false': 50
    'true': 0

  disable_unimportant_cutscenes:
    # Disables any story cutscenes that do not move or warp the player. Does not affect logic.
    'false': 50
    'true': 0

  death_link:
    # On death a trigger to kill all other deathlink players will be sent. When another deathlink
    # player dies you die as well.
    'false': 50
    'true': 0

  ################
  # Goal Options #
  ################
  goal:
    # The Goal of the game.
    # [Vanilla] Reaching and beating Nonota will end the game.
    # [Magic Master] All attack magics (arcane, ice, fire and thunder) must be at the max set level before Nonota can be reached.
    # [Boss Hunt] All boss tokens gained by defeating bosses need to be collected before Nonota can be reached.
    # [Lore Keeper] All lore items must be collected before Nonota can be reached.
    vanilla: 50
    magic_master: 0
    boss_hunt: 0
    lore_keeper: 0

  abyss_trial_requirement:
    # Requirement to open the final teleport in Abyss to reach Nonota.
    # [Vanilla] The three switches at the end of each trial must be destroyed.
    # [Randomized Item] Requires three trial clear items, which are placed in the item pool.
    # [Magic Master] All attack magics (arcane, ice, fire and thunder) must be at the max set level.
    # [Boss Hunt] All boss tokens gained by defeating bosses need to be collected.
    # [Lore Keeper] All lore items must be collected.
    vanilla: 50
    randomized_item: 0
    magic_master: 0
    boss_hunt: 0
    lore_keeper: 0

  #################
  # Logic Options #
  #################
  wind_requirements:
    # Double Jump logic requirements.
    # [Start with] Will put one copy of Wind magic in the starting inventory and thus allow double jump from the start.
    # [Start without] Will have all 5 Wind spells in the multiworld.
    # [Less wind requirements] Skips some logic requirements of Wind magic in favor of trick jumps and damage boosts.
    # This currently includes chests on scaffolding in Lava Ruin and Dark Tunnel, Monica Arena entrance,
    # the Dark Tunnel mimic room chest, and access to the knight enemy in Dawnruin Castle.
    start_with: 0
    start_without: 50
    less_wind_requirements: 0

  condensed_magic:
    # Turns each magic type into a single item which grants up to the max magic level.
    # If start with arcane or absorption is enabled, those will also start at max level.
    # This is for players who prefer checks with higher stakes.
    'false': 50
    'true': 0

  randomize_boss_souls:
    # Bosses battles will only trigger once you get the corresponding boss soul items.
    'false': 50
    'true': 0

  randomize_boss_tokens:
    # Boss tokens will be randomized into the item pool and can be collected from anywhere.
    # Only relevant for Boss Hunt goal. Does nothing for other goals.
    'false': 50
    'true': 0

  skippable_bosses:
    # Boss battle triggers for Enraged Armor and Tania will be shrunk and visible to allow passing without fighting.
    # Specter Armor and both Vanessa fights will have alternate warp points to the next level before their arenas.
    # This can allow more flexibility with order of checks or affect progression order when boss souls are enabled.
    'false': 50
    'true': 0

  shortcut_gate_behaviour:
    # Shortcut gate behaviour.
    # [Vanilla] Shortcuts are closed and will be opened when their lever is pulled.
    # [Always open] Shortcut gates will always be open.
    # [Randomized] Adds shortcut gate items to the item pool.
    # Pulling a lever will then reward a random item and the shortcut will only open when its item is found.
    vanilla: 50
    always_open: 0
    randomized: 0

  barrier_behaviour:
    # Magic puzzle gate behaviour.
    # [Vanilla] Magic puzzle gates are closed and will be opened when their puzzle is solved (destroy switches).
    # [Always open] Magic puzzle gates will always be open.
    # [Randomized] Adds puzzle gate items to the item pool.
    # Solving a puzzle will then reward a random item and the puzzle gate will only open when its item is found.
    vanilla: 50
    always_open: 0
    randomized: 0

  randomize_lore:
    # How Lore items (green glowing circles) will be randomized into the item pool.
    # [Vanilla] Lore items will all be in their vanilla locations.
    # [Randomized] Lore items will be randomized in the item pool, and picking them up will be a check.
    # [Checks Only] Lore items will be removed from the item pool, but picking them up will be a check.
    # [No Lore] Lore items and checks are not included in the world.
    # If Checks or No Lore is selected while lore keeper is set as either the goal or abyss trial requirement, it will default to "Randomized".
    vanilla: 50
    randomized: 0
    checks_only: 0
    no_lore: 0

  starting_area:
    # Sets starting area, default is starting in Shrine
    shrine: 50
    underground: 0
    lava_ruins: 0
    dark_tunnel: 0

  disable_dark_tunnel_thunder_wall:
    # Disable thunder wall in Dark Tunnel, which removes the thunder requirement for passing through the stage.
    'false': 50
    'true': 0

  disable_dark_tunnel_bridge_collapse:
    # Disables the Dark Tunnel bridge collapse cutscene and allows two-way movement through the bridge in logic.
    # This can help create more interesting worlds when gate or entrance randomization is enabled.
    'false': 0
    'true': 50

  skips_in_logic:
    # List of in-bound and glitchless skips to be considered in logic.
    # 
    # Valid values: All, Underground Wind Skip, Underground Barrier Before Tania Skip,
    # Lava Ruins Monica Skip, Lava Ruins Platforms Skip, Dark Tunnel Hat Skip,
    # Spirit Realm Arcane Barrier Skip, Spirit Realm Seal Barrier Skip, Spirit Realm Elevator Skip,
    # Abyss Giant Maid Skip, Abyss Underground Trial Barrier Skip
    []

  ######################
  # Difficulty Options #
  ######################
  boss_requirements_difficulty:
    # Logic requirements for being able to beat a boss.
    # [Easy] Logic expects player to have multiple magic levels and absorption to beat later bosses.
    # [Normal] Logic expects both magic and absorption to beat later bosses.
    # [Absorption Only] Logic expects player to have absorption to beat later bosses.
    # [No Requirements] There are no logic requirements for any boss.
    easy: 0
    normal: 50
    absorption_only: 0
    no_requirements: 0

  max_magic_level:
    # The maximum level for each magic type. A lower number means less magic items in the pool and a less powerful Nobeta.
    # Magic Master goals will only require up to this max level, and condensed magic will grant up to this level as well.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 5
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-5: 0 # random value between 1 and 5

  no_arcane:
    # Nobeta will not be able to fire arcane magic. Only melee attack are possible until some form of magic is found.
    # Arcane will still show up in the UI, but it will be impossible to fire arcane shots.
    'false': 50
    'true': 0

  no_mana_regeneration:
    # Disables mana regeneration, meaning mana must be recovered from sources like dodges, parries, consumables, etc.
    # This is for players looking for more of a challenge with no effect on logic.
    'false': 50
    'true': 0

  start_with_absorption:
    # Nobeta will start with absorption. Optionally recommended when starting without arcane.
    'false': 50
    'true': 0

  soul_gain_base_value:
    # Whenever the randomizer would add souls to your inventory it will at least add this amount.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 1000
    250: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-1000: 0 # random value between 1 and 1000

  soul_gain_factor:
    # Whenever the randomizer would add souls to your inventory it will multiply the soul gain base value with
    # a factor randomly chosen between 1 and the configured soul gain factor.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 100
    2: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-100: 0 # random value between 1 and 100

  ##################
  # Filler Options #
  ##################
  filler_crystal_weight:
    # Weight of a filler being a crystal item, where (weight / total weight of all filler) is the likelihood.
    # Can be any type (HP, Magic, Defense, Arcane, Holy) and any size.
    #
    # 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

  filler_souls_weight:
    # Weight of a filler being souls, where (weight / total weight of all filler) is the likelihood.
    # Can be any type (Soul Essense, HP Souls, MP Souls) and a random amount.
    #
    # 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

  trap_fill_percentage:
    # Replaces a percentage of filler items with traps.
    #
    # 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

  mana_drain_trap_weight:
    # Weight of a trap being a Mana Drain Trap, where (weight / total weight of all traps) is the likelihood.
    # A mana drain trap instantly depletes all of Nobeta's mana.
    #
    # 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

  bonk_trap_weight:
    # Weight of a trap being a Bonk Trap, where (weight / total weight of all traps) is the likelihood.
    # A bonk trap launches Nobeta in a random direction.
    #
    # 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

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