# 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 Monster Hunter Rise Template

game: Monster Hunter Rise
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Monster Hunter Rise: 0.1.1 # Version of the world required for this yaml to work as expected.

Monster Hunter Rise:
  ################
  # 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

  mode:
    # Game mode.
    # 
    # - `hunt_a_thon` (default): hunting a large monster requires its
    #   license. Licenses are scattered across the multiworld. Standard
    #   hunt-for-keys loop.
    # - `quest_rando`: each village quest's boss monster is randomly
    #   swapped (within per-map compatibility). Clearing a quest sends
    #   AP checks when the matching `Unlock: <quest>` and — if weapons
    #   are enabled — the wielded weapon's license are held. Goal =
    #   clearing the final village urgent "Comeuppance" (its boss stays
    #   as the intended Magnamalo). MonsterCount is ignored in this
    #   mode; the rest of the options apply.
    hunt_a_thon: 50
    quest_rando: 0

  include_sunbreak:
    # Include Sunbreak monsters (and their subspecies / Risen variants) in
    # the world. When disabled, only base-game Rise monsters are randomized.
    'false': 0
    'true': 50

  include_risen:
    # Include Risen elder dragons (Anomaly Investigation endgame —
    # Risen Kushala Daora, Chameleos, Teostra, Shagaru Magala, Crimson
    # Glow Valstrax). Default off because they are post-credits / very
    # high difficulty. Has no effect when Sunbreak is disabled.
    'false': 50
    'true': 0

  include_weapons:
    # Add weapon-type licenses to the pool. When enabled, weapon
    # licenses fill the spare itempool slots; the player needs the
    # license for their currently-equipped weapon to complete a hunt
    # (HuntAThon) or send a quest-clear check (QuestRando). One random
    # weapon license is always precollected. Applies to both modes.
    'false': 0
    'true': 50

  weapon_pool:
    # Restrict which weapon-type licenses are eligible for the pool
    # (and for the precollected starter weapon). Defaults to all 14
    # weapons. To play with a smaller set, list the weapon names you
    # want — e.g.:
    # 
    #     weapon_pool:
    #       - Long Sword
    #       - Bow
    #       - Switch Axe
    # 
    # Must contain at least one valid weapon name. Names are
    # case-sensitive and must match the entries in `data/weapons.py`.
    # No effect when `include_weapons` is disabled. Applies to both
    # modes.
    ['Switch Axe', 'Long Sword', 'Lance', 'Dual Blades', 'Hunting Horn', 'Gunlance', 'Great Sword', 'Hammer', 'Sword & Shield', 'Bow', 'Charge Blade', 'Insect Glaive', 'Light Bowgun', 'Heavy Bowgun']

  randomize_quest_monsters:
    # QuestRando only: when enabled (default), every pool quest's
    # boss monster is randomly swapped (within per-map compatibility).
    # When disabled, quests keep their vanilla boss — the rando reduces
    # to gating clear checks on the per-quest `Unlock:` items without
    # altering the in-game fight. No effect in HuntAThon.
    'false': 0
    'true': 50

  monster_count:
    # Number of monsters randomly drawn into the world. Determines how
    # many hunts are randomized. Clamped to the available pool size at
    # generation time (max 32 with Sunbreak off, 72 with Sunbreak on).
    # Min 3 — at N=2 the spare-slot budget is too tight to fit weapon
    # licenses without overrunning available locations.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 3
    # Maximum value is 72
    15: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-3-72: 0 # random value between 3 and 72

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