# 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 Will of the Wisps Template

game: Ori and the Will of the Wisps
requires:
  version: 0.6.6 # Version of Archipelago required for this yaml to work as expected.
  game:
    Ori and the Will of the Wisps: 0.4.2 # Version of the world required for this yaml to work as expected.

Ori and the Will of the Wisps:
  ################
  # 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

  #################
  # Seed Settings #
  #################
  difficulty:
    # Difficulty of the logic.
    # 
    # - **Moki** (or easy): Recommended for beginners, who only played the game casually.
    # - **Gorlek** (or medium): Harder paths that can use sword and hammer as movement options, and damage boosts.
    # - **Kii** (or hard): Hard and precise paths that use energy weapons as movement.
    # - **Unsafe**: Very hard and unverified paths. Warning: some paths are **extremely hard**.
    moki: 50
    gorlek: 0
    kii: 0
    unsafe: 0

  glitches:
    # Whether the logic includes paths with glitches.
    # 
    # - **Gorlek**: includes grounded sentry jumps, sentry as a fire source, breaking walls with Shuriken, and removing the kill plane in Feeding Grounds.
    # - **Kii**: glitches are not included in Kii logic yet.
    # - **Unsafe**: everything else.
    'false': 50
    'true': 0

  spawn:
    # Choose the starting location.
    marsh: 50
    burrows: 0
    howlsden: 0
    hollow: 0
    glades: 0
    wellspring: 0
    westwoods: 0
    eastwoods: 0
    reach: 0
    depths: 0
    eastpools: 0
    westpools: 0
    westwastes: 0
    eastwastes: 0
    outerruins: 0
    innerruins: 0
    willow: 0

  goal:
    # Set conditions for entering the final boss. Use the rando wheel (with **V**) to check goal progress.
    # 
    # - **trees**: All trees must be collected.
    # - **wisps**: All wisps must be collected.
    # - **quests**: All quests have to be finished.
    # - **relics**: Place relics in some areas, all of them must be collected.
    # - **random**: Choose one goal at random among the other selected ones.
    #   e.g. [random, trees, wisps] will give trees or wisps.
    #   If only random is selected, it will choose among all goals.
    ['trees']

  relic_count:
    # How many areas contain a relic (no effect without the relic goal).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 11
    7: 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

  hard_mode:
    # Play the game in hard difficulty.
    'false': 50
    'true': 0

  door_rando:
    # Enable door randomizer.
    'false': 50
    'true': 0

  qol:
    # Activate QOL features and gameplay improvements.
    'false': 0
    'true': 50

  hints:
    # Display the reward for shrines and trials when activating them.
    'false': 0
    'true': 50

  knowledge_hints:
    # Display useful hints on randomizer knowledge while playing the seed.
    'false': 0
    'true': 50

  death_link:
    # Disable/enable death link. Set this to a non-zero integer to specify how many deaths are needed to trigger it.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-10: 0 # random value between 0 and 10
    disable: 50 # equivalent to 0
    enable: 0 # equivalent to 1

  #############
  # Item Pool #
  #############
  tp:
    # Add most teleporters to the item pool.
    'false': 0
    'true': 50

  extratp:
    # Add Ruins, West Pools and Shriek teleporters to the pool.
    'false': 50
    'true': 0

  bonus:
    # Add to the pool items specific to the randomizer.
    'false': 0
    'true': 50

  extra_bonus:
    # Add to the pool powerful items specific to the randomizer.
    'false': 50
    'true': 0

  skill_upgrade:
    # Add to the pool upgrades to skills specific to the randomizer.
    'false': 50
    'true': 0

  #################
  # World Changes #
  #################
  better_spawn:
    # Open some doors so random spawn works better.
    'false': 50
    'true': 0

  better_wellspring:
    # The top door of Wellspring Glades is opened by default.
    'false': 50
    'true': 0

  no_rain:
    # Remove the rain in Marsh, and remove Howl.
    'false': 50
    'true': 0

  no_combat:
    # Skip all combat heavy parts.
    # 
    # - **everything**: the same as if you include all the following
    # - **shrines**: Shrine have their pickup floating above them before the fight
    # - **arenas**: the arenas start as completed
    # - **demi bosses**: Demi Bosses like Howl, Beetle and Rock boss start as defeated
    # - **bosses**: Bosses like Kwolok, Mora and Shriek's combat phases are skipped
    []

  no_trials:
    # Trials are already completed.
    'false': 50
    'true': 0

  no_hearts:
    # Willow hearts are already destroyed.
    'false': 50
    'true': 0

  quests:
    # Change which quests are in the location pool.
    # 
    # - **all**: All quests are present.
    # - **no hand**: Remove the Hand-to-hand questline from the locations.
    # - **none**: Remove all quests that involve talking to NPCs. Main quests (e.g. wisps) or rebuilding Glades are still in the pool.
    all: 50
    no_hand: 0
    none: 0

  no_ks:
    # Open keystone doors by default (and remove keystones from the pool).
    'false': 50
    'true': 0

  open_mode:
    # Open most of the doors and obstacles.
    'false': 50
    'true': 0

  glades_done:
    # Start with Glades rebuilt and regrown.
    'false': 50
    'true': 0

  shop_keywords:
    # Have the non-local items in the shops attempt to use a keyword system to choose icons.
    # For example, item with 'map' in their name will have a map icon.
    # If no keyword fit, then the icon fall back to Classification.
    'false': 50
    'true': 0

  ###################
  # Item Placements #
  ###################
  sword:
    # Choose to have Sword at the beginning.
    'false': 0
    'true': 50

  vanilla_shop_upgrades:
    # Weapon upgrades and shards in shops are not randomized.
    'false': 50
    'true': 0

  launch_on_seir:
    # Place launch on Seir (i.e. the wisp in the ruins).
    '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_inventory_from_pool:
    # Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1"
    # 
    # The game decides what the replacement items will be.
    {}

  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.
    []
