# 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 Lobotomy Corporation Template

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

Lobotomy Corporation:
  ################
  # 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

  adaptive_locations:
    # Reduces the number of Abnos availiable to be in line with your goal.
    # For example: MALKUTH SUPRESSION = 28 Abnos items total (25 days + 3)
    # This massively reduces the amount of locations this game has.
    'false': 0
    'true': 50

  base_equipment_checks:
    # This sets the amount of Equipment Checks each abnormality has.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 9
    4: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-9: 0 # random value between 0 and 9

  upgrade_equipment_checks:
    # This sets the amount of Equipment Checks the Gebura supression upgrade adds to each abnormality.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 9
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-9: 0 # random value between 0 and 9

  starting_abnos:
    # Which abnos would you like to start with. Written as ID from the table below:
    # ID: 100009 ZAYIN | One Sin and Hundreds of Good Deeds: 
    # ID: 100028 ZAYIN | WellCheers: 
    # ID: 100024 ZAYIN | Don’t Touch Me: 
    # ID: 100034 ZAYIN | You’re Bald…: 
    # ID: 100001 TETH | Scorched Girl: 
    # ID: 100018 TETH | Forsaken Murderer: 
    # ID: 100020 TETH | Small Bird: 
    # ID: 100021 TETH | Old Lady: 
    # ID: 100036 TETH | Fragment of the Universe: 
    # ID: 100012 TETH | Spider Bud: 
    # ID: 100013 TETH | Beauty and the Beast: 
    # ID: 100022 TETH | Wall Gazer: 
    # ID: 100027 TETH | Bloodbath: 
    # ID: 100037 TETH | Crumbling Armor: 
    # ID: 100002 HE | A Teddy Bear: 
    # ID: 100003 HE | The Red Shoes: 
    # ID: 100011 HE | Little Helper: 
    # ID: 100016 HE | Rudolta of the Sleigh: 
    # ID: 100041 HE | A Wee Witch: 
    # ID: 100017 HE | Nameless Fetus: 
    # ID: 100102 HE | The Snow Queen: 
    # ID: 100023 WAW | Snow White's Apple: 
    # ID: 100026 WAW | Queen Bee: 
    # ID: 100029 WAW | Alriune: 
    # ID: 100035 WAW | Long Bird: 
    # ID: 100039 WAW | Magical Girl: 
    # ID: 100019 ALEPH | The Silent Orchestra: 
    # ID: 100005 ALEPH | Nothing There: 
    # ID: 100007 TETH | 1.76 MHz: 
    # ID: 100043 HE | The Funeral of the Dead Butterflies: 
    # ID: 100103 HE | Der Freischütz: 
    # ID: 100047 WAW | The Dreaming Current: 
    # ID: 100048 WAW | Magical Girl: 
    # ID: 100049 HE | Schadenfreude: 
    # ID: 100044 WAW | The Burrowing Heaven: 
    # ID: 100045 WAW | Dream of a Black Swan: 
    # ID: 100042 ALEPH | Mountain of Smiling Bodies: 
    # ID: 100046 WAW | The Naked Nest: 
    # ID: 100053 ZAYIN | Fairy Festival: 
    # ID: 100054 TETH | Meat Lantern: 
    # ID: 100051 HE | Warm-hearted Woodsman: 
    # ID: 100056 ALEPH | CENSORED: 
    # ID: 100050 HE | Scarecrow Searching for Wisdom: 
    # ID: 100055 WAW | Dimensional Refraction Variant: 
    # ID: 100052 TETH | Today’s Shy Look: 
    # ID: 100057 HE | Porccubus: 
    # ID: 100058 ALEPH | Blue Star: 
    # ID: 100031 HE | Child of the Galaxy: 
    # ID: 100033 WAW | Big and Might be Bad Wolf: 
    # ID: 100032 WAW | Little Red Riding Hooded Mercenary: 
    # ID: 100040 WAW | Giant Mushroom Chunk: 
    # ID: 100006 HE | Singing Machine: 
    # ID: 100008 WAW | Big Bird: 
    # ID: 100004 WAW | Magical Girl: 
    # ID: 100059 TETH | Grave of Cherry Blossoms: 
    # ID: 100060 TETH | Void Dream: 
    # ID: 100061 WAW | The Firebird: 
    # ID: 100014 ZAYIN | Plague Doctor: 
    # ID: 100104 WAW | Yin: 
    # ID: 100064 ZAYIN | Army in Pink: 
    # ID: 100106 TETH | Ppodae: 
    # ID: 100105 WAW | Honored Monk: 
    # ID: 100065 WAW | Il Pianto della Luna: 
    # ID: 100063 ALEPH | Melting Love: 
    # ID: 100062 WAW | World Tree:
    ['100009', '100106']

  goal_type:
    # What goal are you trying to reach in this game:
    # Vanilla: Collect 9 Seeds of Light and Beat Day 50
    # Dissolution: Reach a certain Dissolutuion percentage
    # Day and Dissolution: Reach a certain Dissolutuion percentage and complete a certain day
    # Supression: Clear a certain Core Supression / supress WhiteKnight or apocalypse bird
    vanilla: 50
    dissolution: 0
    day_and_dissolution: 0
    suppression: 0

  dissolution_goal:
    # This sets the amount of Dissolution required to complete your goal.
    # !Only Observation Checks on non-tool Abnos are counted towards this!
    # The percentage how close you are to your goal will be dsiplayed at the start of every day.
    # This option is only applied if Goal Type is 'Dissolution' or 'Day and Dissolution'.
    # Min : 0
    # Max : 100
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 250
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-250: 0 # random value between 0 and 250

  day_goal:
    # This sets the amount of days required to beat to complete your goal.
    # This option is only applied if Goal Type is 'Day and Dissolution'.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 50
    25: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-50: 0 # random value between 0 and 50

  suppression_goal:
    # This sets the supression required to complete your goal.
    # This option is only applied if Goal Type is 'Supression'.
    malkuth: 0
    yesod: 0
    hod: 0
    netzach: 0
    tiphereth: 0
    gebura: 50
    chesed: 0
    binah: 0
    hokma: 0
    whitenight: 0
    apocalypsebird: 0

  trap_percent:
    # Choose the percentage of trap items that will appear when filling the item pool with junk.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    25: 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_weights:
    # Choose the odds of each trap item being created when filling the item pool with traps.
    CHOO CHOO TRAP: 50
    ENERGY TRAP: 50
    FALSE ALARM TRAP: 50
    MELTDOWN TRAP: 50
    MIDNIGHT TRAP: 50
    NAP TRAP: 50
    QLIPHOTH MALFUNCTION TRAP: 50

  apoc_mode:
    # Determines if and how Apocalypse Bird is in your run.
    # Disabled: The three Birds will not appear in the Item Pool
    # Excluded: Apocalypse Bird Suppression Locations will not have progression items
    # Enabled: Apocalypse Bird Suppression Locations might have progression items
    # Apocalypse: Apocalypse Bird Suppression Locations will have progression items
    disabled: 0
    excluded: 50
    enabled: 0
    apocalypse: 0

  wn_mode:
    # Determines if and how Whitenight is in your run.
    # Disabled: Plague Doctor will not appear in the Item Pool
    # Excluded: Whitenight Suppression Locations will not have progression items
    # Enabled: Whitennight Suppression Locations might have progression items
    # DarkDay: Whitennight Suppression Locations will have progression items
    disabled: 0
    excluded: 50
    enabled: 0
    darkdays: 0

  deathlink:
    # Determines if Deathlink is enabled or not.
    'false': 50
    'true': 0

  deathlink_count:
    # Only takes effect if DeathlinkTrigger is 'EmployeeDeath' or 'AgentDeath'
    # Choose amount of times an Employee can die before a Deathlink is sent.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 100
    10: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-100: 0 # random value between 1 and 100

  deathlink_grace:
    # After a Deathlink is recieved a timer starts, a grace period.
    # While this timer is running there are no consequences for triggering a deathlink.
    # This is to prevent chain deaths. (A deathlink leading to the lobcorp player sending a deathlink at a later date)
    # Determines how long the grace period is in seconds.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    60: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  deathlink_effect:
    # Determines what consequences recieving a deathlink brings:
    # Button: DontTouchMe will be pressed.
    # Breakout: Sets all abnos Qlipoth-Counters in a department to 0.
    # Ordeal: Start the next ordeal after 30 seconds. Should Midnight already be completed, you will have to do it again.
    # Graze: Calls the Rabbit team to a random Department.
    # Trap: Triggers a random trap.
    # Train: Summons the Express Train to Hell.
    # Random: Randomly picks one from the above options everytime a deathlink is recieved.
    button: 50
    breakout: 0
    ordeal: 0
    trap: 0
    train: 0
    randomeffect: 0

  deathlink_trigger:
    # Determines which event counts as a death for Deathlink.
    # EmployeeDeath: A Deathlink is sent after X clerks and agents die. Counter resets on day end/reset. (X is determined by the DeathlinkCount option)
    # AgentDeath: A Deathlink is sent after X agent. Counter resets on day end/reset. (X is determined by the DeathlinkCount option)
    # DepartmentDeath: A Deathlink is sent after a whole department is dead.
    # Retry: A Deatlink is sent on Retry of a day.
    employeedeath: 0
    agentdeath: 0
    departmentdeath: 50
    retry: 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.
    []
