# 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 Mercenaries Template

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

Mercenaries:
  ################
  # 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:
    # Select a win condition. The default is to complete chapter 4 by verifying the
    # Ace of Spades, but if you want a shorter game you can select an earlier
    # chapter as your goal.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 4
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-4: 0 # random value between 1 and 4
    chapter1: 0 # equivalent to 1
    chapter2: 0 # equivalent to 2
    chapter3: 0 # equivalent to 3
    chapter4: 50 # equivalent to 4

  progressive_intel:
    # In normal play, all intel items are specific to a suit, and collecting intel
    # for one Ace doesn't help you unlock any of the others. Enabling this will
    # replace all suited intel items with progressive intel items, that provide
    # intel towards whatever your next Ace is.
    'false': 50
    'true': 0

  vanilla_intel:
    # Enables the vanilla intel behaviour.
    # 
    # If turned on, intel_in_pool is ignored; instead the 48 intel items from the
    # vanilla game are shuffled into the pool. Each suit gets 3 "face" intel items
    # worth 30 points, and 9 "number" intel items worth 2-10 points.
    # 
    # To change how many you need, use vanilla_intel_target instead of intel_target.
    'false': 50
    'true': 0

  vanilla_intel_target:
    # Number of intel points needed to unlock each Ace when vanilla_intel is on.
    # 
    # The default is 80, which means each Ace needs either all three face cards, or
    # any two face cards + 3-6 number cards.
    # 
    # The maximum value of 144 requires you to collect every single intel item in
    # the game.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 5
    # Maximum value is 144
    80: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-5-144: 0 # random value between 5 and 144

  intel_in_pool:
    # Number of intel items added to the pool. You will need to collect intel_target
    # of these *per Ace* to unlock the Ace missions. You can add more to the pool
    # than you actually need if you want a faster game.
    # 
    # If progressive_intel is off, this must be a multiple of the number of chapters
    # you've selected, and it will be evenly split between the suits for those
    # chapters. If it's on you can choose any amount you want.
    # 
    # If vanilla_intel is enabled, this option is ignored.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 4
    # Maximum value is 48
    12: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-4-48: 0 # random value between 4 and 48

  intel_target:
    # Number of intel items needed to unlock each Ace. You will require a total of
    # goal * intel_target items to complete the game.
    # 
    # If vanilla_intel is enabled, this option is ignored.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 12
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-12: 0 # random value between 1 and 12

  shop_unlock_count:
    # Number of copies of each shop unlock to put in the pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 5
    1: 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

  bounty_checks:
    # As in the vanilla game, you get rewarded for reaching bounty totals, not
    # specific individual bounties. This setting controls how many checks are
    # available in each bounty category.
    # 
    # The default of 'vanilla' uses the same breakpoints as the vanilla game, which
    # is every 10 + some extras depending on the bounty type. A setting of 'all'
    # makes every bounty a distinct check. Using a number will cause that bounty
    # type to have that many checks, evenly distributed.
    # 
    # The available check counts are:
    #        blueprint: vanilla 14, all 110
    #         treasure: vanilla 14, all 110
    #   listening post: vanilla  6, all  56
    #         monument: vanilla  2, all  21
    blueprint: vanilla
    listening post: vanilla
    monument: vanilla
    treasure: vanilla

  bounty_progression_limit:
    # Controls how far into the bounty checks progression items are allowed to
    # occur. This prevents games where vital progression items can be locked behind
    # stuff like "find every blueprint in the game", which is often more tedious
    # than fun.
    # 
    # A setting of 0% means that bounties will only contain filler. A setting of
    # 100% means that progression items can be locked behind any number of bounties
    # and completing the game could potentially require finding every single bounty.
    # 
    # This is applied per-chapter, so a setting of 50% will only put half of the
    # south province bounties in logic in chapter 2, etc.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    50: 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.
    []
