# 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 Ori and the Blind Forest Template

game: Ori and the Blind Forest
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.

Ori and the Blind Forest:
  ################
  # 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:
    # Choose the end goal. You may choose multiple
    # AllSkillTrees: Find all 10 skill trees (including Kuro's feather)
    # AllMaps: Place all 9 mapstones around the map
    # WarmthFragments: Collect the required number of Warmth Fragments
    # WorldTour: Collect the required number of Relics. Up to 11 areas (default 8) around Nibel will be chosen to contain a relic in a random location
    ['AllSkillTrees']

  require_final_escape:
    # Whether or not the final escape in Mount Horu is required to goal
    # If true, the final escape will need to be completed. The door to the escape will only open once other all other goals are complete.
    # If false, the player only needs to reach the escape door once all other goals are complete
    'false': 0
    'true': 50

  warmth_fragments_available:
    # The number of Warmth Fragments that exist
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 50
    30: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-50: 0 # random value between 1 and 50

  warmth_fragments_required:
    # The number of Warmth Fragments needed for the goal
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 50
    20: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-50: 0 # random value between 1 and 50

  relic_count:
    # The number of areas chosen to contain Relics
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 11
    8: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-11: 0 # random value between 1 and 11

  logic_difficulty:
    # Sets the difficulty of the logic
    casual: 50
    standard: 0
    expert: 0
    master: 0

  keystone_logic:
    # Choose how keystones can be used.
    # Anywhere: All keystones can be used anywhere.
    # Area Specific: Keystones are restricted to be used only in their given area.
    anywhere: 50
    area_specific: 0

  mapstone_logic:
    # Choose how mapstones can be used.
    # Anywhere: All mapstones can be used anywhere.
    # Area Specific: Mapstones are restricted to be used only in their given area.
    # Progressive: Similar to anywhere, but it doesn't matter where the mapstone is used.
    #     The first mapstone used will always send ProgressiveMapstone1 and the last will send ProgressiveMapstone9
    anywhere: 50
    area_specific: 0
    progressive: 0

  include_teleporters:
    # Whether or not teleporters are included in the item pool
    'false': 0
    'true': 50

  extra_keystones:
    # Adds extra keystones to the pool to make them easier to get. Affects anywhere and area specific logic
    # Due to differences between anywhere and area specific counts, this acts as a percentage to add to the base.
    # Ex. at 50%, 40 keystones (anywhere logic) becomes 60 keystones 
    #     and 8 Ginso keystones (area specific logic) becomes 12 Ginso keystones
    #
    # 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

  extra_mapstones:
    # Adds extra mapstones to the pool to make it easier to get the 9 required. Affects anywhere and progressive mapstone logic
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 9
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-9: 0 # random value between 0 and 9

  extra_skills:
    # Adds an extra copy of each of the skills. Also adds an extra copy of Clean Water and Wind
    'false': 50
    'true': 0

  deathlink_logic:
    # Enable Death Link
    # Disabled: Death Link is disabled
    # Partial: Death Link is enabled, but will not send a death for any instant kill deaths.
    # Full: Death Link is enabled, and will send for every death
    disabled: 50
    partial: 0
    full: 0

  deathlink_count:
    # How many deaths are allowed before sending a death link
    # Has no effect if death link is disabled
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 30
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-30: 0 # random value between 1 and 30

  sein_logic:
    # How to place Sein in the multiworld
    # Vanilla: Sein is placed at the normal location
    # Start: Adds Sein to the starting inventory
    vanilla: 50
    start: 0

  logic_modifiers:
    # Additional modifiers to add to the base logic difficulty. Some options only affect higher difficulties.
    # The default is all modifiers are enabled except for Glitches.
    # 
    # - Lure: Allows luring enemies to be considered for logic. 
    # Affects standard and above, but higher difficulties may require more difficult lures.
    # 
    # - DamageBoost: Allows taking damage to be considered for logic. 
    # Affects all difficulties, but higher difficulties may require more damage. Use of Ultra Defense ability limited to master. 
    # At least 12 ability cells will be in logic before needing to use this ability.
    # 
    # - DoubleBash: Allows double bash technique to be considered for logic. Affects expert and above.
    # 
    # - GrenadeJump: Allows grenade jump technique to be considered for logic. Affects master.
    # 
    # - AirDash: Allows air dash ability to be considered for logic. Affects standard and above. 
    # At least 3 ability cells will be in logic before needing to use this ability.
    # 
    # - ChargeDash: Allows charge dash ability to be considered for logic. Affects expert and above. 
    # At least 6 ability cells will be in logic before needing to use this ability.
    # 
    # - TripleJump: Allows triple jump ability to be considered for logic. Only affects master. 
    # At least 12 ability cells will be in logic before needing to use this ability.
    # 
    # - ChargeFlameBurn: Allows charge flame burn ability to be considered for logic. Only affects master. 
    # At least 3 ability cells will be in logic before needing to use this ability.
    # 
    # - Rekindle: Allows rekindle ability to be considered for logic. Only affects standard, expert, and master
    # for specifically the Ghost Lever trick in Blackroot Burrows
    # 
    # - Glitches: Allows glitches to be considered for logic. Affects all logic difficulties
    ['Lure', 'GrenadeJump', 'AirDash', 'ChargeFlameBurn', 'DoubleBash', 'ChargeDash', 'TripleJump', 'Rekindle', 'DamageBoost']

  restrict_dungeon_keys:
    # Due to teleporters, it is possible for dungeon keys (ex. GinsoKey) to end up placed inside 
    # their dungeon. This option prevents those keys from being placed there
    'false': 50
    'true': 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.
    []
