# 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 PEAK Template

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

PEAK:
  ################
  # 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

  ###################
  # General Options #
  ###################
  goals:
    # The goals of the seed. Every selected goal must be completed.
    # 
    # Reach Peak: Reach the peak on the ascent level specified by Required Ascent Count
    # 
    # Collect Badges: Collect the number of badges specified by Required Badge Count
    # 
    # 24 Karat Badge: Toss the Ancient Idol into The Kiln's lava
    # 
    # Free The Soul: Free the Scoutmaster's soul in [REDACTED]
    ['Reach Peak']

  ascent_count:
    # The ascent level required to complete the Reach Peak goal (0-8)
    # 
    # Higher ascents add more difficulty modifiers and challenges
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 8
    4: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-8: 0 # random value between 0 and 8

  badge_count:
    # The number of badges required to complete the Complete All Badges goal
    # 
    # There are 54 total badges available in the game
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 54
    20: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-54: 0 # random value between 1 and 54

  #################
  # Item Settings #
  #################
  item_sanity:
    # Controls whether items need to be unlocked before they can appear in loot pools.
    # 
    # When enabled, each item type has a corresponding "Unlock" item in the Archipelago pool.
    # You must receive that unlock before the item can spawn in-game.
    # "Acquire" checks also require having the unlock item.
    # 
    # When disabled, all items are available from the start.
    # "Acquire" checks only require biome access.
    # 
    # This option works independently from Loot Sanity - Item Sanity controls the unlock gating,
    # while Loot Sanity controls which pools the items get shuffled into.
    'false': 50
    'true': 0

  loot_sanity:
    # Controls which loot pools have their contents shuffled with all available items.
    # 
    # Affected pools will have every AP-tracked item added at equal weight,
    # meaning any item can drop from any affected source.
    # Items not yet unlocked (when Item Sanity is on) are excluded.
    # 
    # None: Loot pools are unchanged. Items only appear in their vanilla pools.
    # 
    # Luggage: Luggage (suitcases) across all biomes have their contents shuffled.
    # 
    # Trees and Bushes: Natural sources (berry bushes, mushroom clusters, coconut trees,
    # willow trees, vines, winterberry trees, nests, cacti, redwoods) have their drops shuffled.
    # 
    # All: Both luggage and natural source pools are shuffled.
    # 
    # The Scout Statue is never affected by this option - see Logical Scout Statue instead.
    none: 50
    luggage: 0
    trees_and_bushes: 0
    all: 0

  logical_scout_statue:
    # When enabled, the Scout Statue will only drop items that
    # you haven't sent an "Acquire" check for yet.
    # 
    # The available items are filtered by your current biome access (Progressive Mountain count)
    # and item unlock status (if Item Sanity is enabled).
    # 
    # As you pick up new items and send Acquire checks, the Scout Statue's pool shrinks,
    # guiding you toward items you still need.
    # 
    # When disabled, the Scout Statue uses the default game loot table.
    'false': 50
    'true': 0

  scout_amulet_sanity:
    # When enabled, the four Scout amulets (Tenacity, Generosity, Ambition, Initiative) and
    # Scout's Honor take part in Item Sanity and Loot Sanity like any other item: their Unlock
    # items join the pool and Loot Sanity may redistribute them.
    # 
    # When disabled they spawn exactly as they do in vanilla, and their Acquire checks only
    # require reaching the biome they are normally found in.
    # 
    # Their Acquire checks exist either way.
    'false': 50
    'true': 0

  tracker_item_spawning:
    # When enabled, clicking an unlocked item in the in-game tracker spawns it in front of you
    # (with a cooldown). When disabled, the tracker is display-only.
    'false': 50
    'true': 0

  ###########
  # Stamina #
  ###########
  progressive_stamina:
    # Enable progressive stamina bars
    # 
    # Players start with 25% stamina and unlock 25% more with each upgrade until reaching 100%
    'false': 50
    'true': 0

  additional_stamina_bars:
    # Enable 4 additional stamina bars beyond the base 100%
    # 
    # Allows players to reach up to 200% total stamina (requires Progressive Stamina to be enabled)
    'false': 50
    'true': 0

  #####################
  # Multiplayer Links #
  #####################
  ring_link:
    # When enabled, ring pickups are shared among all players with Ring Link enabled
    # 
    # For PEAK; rings are stamina. Consuming food will send Rings to other players with Ring Link enabled. Poisonous food will send negative rings.
    'false': 50
    'true': 0

  hard_ring_link:
    # When enabled, ring pickups are shared among all players with Hard Ring Link enabled
    # 
    # Similar to Ring Link, but instead of sending rings when consuming food, rings are sent from certain actions and events.
    'false': 50
    'true': 0

  energy_link:
    # When enabled, allows sending and receiving energy from a shared server pool
    # 
    # Players can contribute stamina to help others in need
    'false': 50
    'true': 0

  trap_link:
    # When enabled, traps you receive are also sent to other players with Trap Link enabled
    # 
    # You will also receive any linked traps from other players with Trap Link enabled,
    # if you have a weight above "none" set for that trap
    'false': 50
    'true': 0

  breath_link:
    # When enabled, if any player in the lobby runs out of stamina, all players with Breath Link enabled get their stamina fully depleted.
    'false': 50
    'true': 0

  damage_link:
    # When enabled, taking Injury damage sends a Damage Link to other games with Damage Link enabled.
    # 
    # Receiving a Damage Link applies Injury to all players in the lobby.
    'false': 50
    'true': 0

  damage_link_group:
    # Damage Link only applies to players with an identical Group name.
    # Games that don't support the Group option count as having an empty group name.
    '': 50

  knockback_link:
    # When enabled, strong knockback taken by any player is sent to other games with Knockback Link enabled.
    # 
    # Receiving a Knockback Link knocks back all players in the lobby.
    'false': 50
    'true': 0

  death_link:
    # When you die, everyone who enabled death link dies. Of course, the reverse is true too.
    'false': 50
    'true': 0

  death_link_group:
    # Death Link only applies to players with an identical Group name.
    # Games that don't support the Group option count as having an empty group name.
    '': 50

  death_link_behavior:
    # Determines what happens when a Death Link is received
    # 
    # Kill Random Player: A random player in your lobby will be killed
    # 
    # Reset to Last Checkpoint: All players will be teleported to the last checkpoint/campfire
    kill_random_player: 50
    reset_to_last_checkpoint: 0

  death_link_send_behavior:
    # Determines when Death Links are sent to other players
    # 
    # Any Player Dies: Send Death Link whenever any player in your game dies
    # 
    # All Players Dead: Send Death Link only when all players are dead (game over)
    any_player_dies: 50
    all_players_dead: 0

  #########
  # Traps #
  #########
  trap_percentage:
    # Replace a percentage of junk items in the item pool with random traps
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # 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-0-100: 0 # random value between 0 and 100

  instant_death_trap_weight:
    # Likelihood of receiving a trap which instantly kills a player
    none: 0
    low: 0
    medium: 50
    high: 0

  items_to_bombs_weight:
    # Likelihood of receiving a trap which drops the currently held item and replaces it with Dynamite
    none: 0
    low: 0
    medium: 50
    high: 0

  pokemon_trivia_trap_weight:
    # Likelihood of receiving a trap which quizzes the player with Pokemon trivia
    none: 0
    low: 0
    medium: 50
    high: 0

  blackout_trap_weight:
    # Likelihood of receiving a trap which blacks out the player's screen temporarily
    none: 0
    low: 0
    medium: 50
    high: 0

  spawn_bee_swarm_weight:
    # Likelihood of receiving a trap which spawns a swarm of bees
    none: 0
    low: 0
    medium: 50
    high: 0

  banana_peel_trap_weight:
    # Likelihood of receiving a trap which spawns a berrynana peel in front of a player
    none: 0
    low: 0
    medium: 50
    high: 0

  minor_poison_trap_weight:
    # Likelihood of receiving a trap which applies a weak Poison Affliction to a player
    none: 0
    low: 0
    medium: 50
    high: 0

  poison_trap_weight:
    # Likelihood of receiving a trap which applies a Poison Affliction to a player
    none: 0
    low: 0
    medium: 50
    high: 0

  deadly_poison_trap_weight:
    # Likelihood of receiving a trap which applies a strong Poison Affliction to a player
    none: 0
    low: 0
    medium: 50
    high: 0

  tornado_trap_weight:
    # Likelihood of receiving a trap which spawns a tornado on a player
    none: 0
    low: 0
    medium: 50
    high: 0

  swap_trap_weight:
    # Likelihood of receiving a trap which swaps the position of all players
    none: 0
    low: 0
    medium: 50
    high: 0

  nap_time_trap_weight:
    # Likelihood of receiving a trap which applies a Drowsy Affliction to a player
    none: 0
    low: 0
    medium: 50
    high: 0

  hungry_hungry_camper_trap_weight:
    # Likelihood of receiving a trap which applies a Hunger Affliction to a player
    none: 0
    low: 0
    medium: 50
    high: 0

  balloon_trap_weight:
    # Likelihood of receiving a trap which ties a bundle of balloons to a player
    none: 0
    low: 0
    medium: 50
    high: 0

  slip_trap_weight:
    # Likelihood of receiving a trap which makes a player slip and fall
    none: 0
    low: 0
    medium: 50
    high: 0

  freeze_trap_weight:
    # Likelihood of receiving a trap which applies a Cold Affliction to a player
    none: 0
    low: 0
    medium: 50
    high: 0

  cold_trap_weight:
    # Likelihood of receiving a trap which applies a mild Cold Affliction to a player
    none: 0
    low: 0
    medium: 50
    high: 0

  hot_trap_weight:
    # Likelihood of receiving a trap which applies a Hot Affliction to a player
    none: 0
    low: 0
    medium: 50
    high: 0

  injury_trap_weight:
    # Likelihood of receiving a trap which applies an Injury Affliction to a player
    none: 0
    low: 0
    medium: 50
    high: 0

  cactus_ball_trap_weight:
    # Likelihood of receiving a trap which replaces a players currently held item with a Cactus Ball
    none: 0
    low: 0
    medium: 50
    high: 0

  yeet_trap_weight:
    # Likelihood of receiving a trap which causes a player to throw their currently held item at max force
    none: 0
    low: 0
    medium: 50
    high: 0

  tumbleweed_trap_weight:
    # Likelihood of receiving a trap which spawns a tumbleweed that chases a player
    none: 0
    low: 0
    medium: 50
    high: 0

  zombie_horde_trap_weight:
    # Likelihood of receiving a trap which spawns a horde of mushroom zombies
    none: 0
    low: 0
    medium: 50
    high: 0

  gust_trap_weight:
    # Likelihood of receiving a trap which spawns a wind storm that pushes players around
    none: 0
    low: 0
    medium: 50
    high: 0

  mandrake_trap_weight:
    # Likelihood of receiving a trap which replaces a player's currently held item with a Mandrake
    none: 0
    low: 0
    medium: 50
    high: 0

  fungal_infection_trap_weight:
    # Likelihood of receiving a trap which applies a Spores Affliction over time to a player
    none: 0
    low: 0
    medium: 50
    high: 0

  turn_to_stone_trap_weight:
    # Likelihood of receiving a trap which slowly turns a player to stone
    none: 0
    low: 0
    medium: 50
    high: 0

  fear_trap_weight:
    # Likelihood of receiving a spooky trap
    none: 0
    low: 0
    medium: 50
    high: 0

  scoutmaster_trap_weight:
    # Likelihood of receiving a trap which summons the Scoutmaster to hinder a player
    none: 0
    low: 0
    medium: 50
    high: 0

  zoom_trap_weight:
    # Likelihood of receiving a trap which drastically changes a player's camera zoom level
    none: 0
    low: 0
    medium: 50
    high: 0

  screen_flip_trap_weight:
    # Likelihood of receiving a trap which flips a player's screen upside-down temporarily
    none: 0
    low: 0
    medium: 50
    high: 0

  drop_everything_trap_weight:
    # Likelihood of receiving a trap which forces a player to drop all currently held items
    none: 0
    low: 0
    medium: 50
    high: 0

  pixel_trap_weight:
    # Likelihood of receiving a trap which reduces a player's screen resolution to pixelated graphics temporarily
    none: 0
    low: 0
    medium: 50
    high: 0

  eruption_trap_weight:
    # Likelihood of receiving a trap which creates a fiery eruption at a player's location
    none: 0
    low: 0
    medium: 50
    high: 0

  beetle_horde_trap_weight:
    # Likelihood of receiving a trap which spawns a horde of beetles to chase a player
    none: 0
    low: 0
    medium: 50
    high: 0

  custom_trivia_trap_weight:
    # Likelihood of receiving a trap which quizzes the player with custom trivia questions
    none: 0
    low: 0
    medium: 50
    high: 0

  pokemon_count_trap_weight:
    # Likelihood of receiving a trap where Pokemon stroll across the screen and the player must count how many of a specific Pokemon appeared
    none: 0
    low: 0
    medium: 50
    high: 0

  inverted_mouse_trap_weight:
    # Likelihood of receiving a trap which inverts a player's mouse controls for 10 seconds
    none: 0
    low: 0
    medium: 50
    high: 0

  stamina_drain_trap_weight:
    # Likelihood of receiving a trap which slowly drains a player's stamina over 15 seconds
    none: 0
    low: 0
    medium: 50
    high: 0

  chaos_control_trap_weight:
    # Likelihood of receiving a trap which inverts screen colors, freezes the player in midair, and displays a 10 second countdown
    none: 0
    low: 0
    medium: 50
    high: 0

  emergency_rescue_trap_weight:
    # Likelihood of receiving a trap which summons the run-ending helicopter, immediately ending the current run for all players
    none: 0
    low: 0
    medium: 50
    high: 0

  explosion_trap_weight:
    # Likelihood of receiving a trap which spawns an explosion on a random player
    none: 0
    low: 0
    medium: 50
    high: 0

  frog_trap_weight:
    # Likelihood of receiving a trap which spawns a frog that drags players around with its tongue
    none: 0
    low: 0
    medium: 50
    high: 0

  ghost_trap_weight:
    # Likelihood of receiving a trap which spawns a ghost that hunts a player
    none: 0
    low: 0
    medium: 50
    high: 0

  rain_trap_weight:
    # Likelihood of receiving a trap which makes it rain for a while
    none: 0
    low: 0
    medium: 50
    high: 0

  poison_cloud_trap_weight:
    # Likelihood of receiving a trap which pops a poisonous pink cloud on a player
    none: 0
    low: 0
    medium: 50
    high: 0

  frost_cloud_trap_weight:
    # Likelihood of receiving a trap which pops a freezing frost cloud on a player
    none: 0
    low: 0
    medium: 50
    high: 0

  sleep_trap_weight:
    # Likelihood of receiving a trap which pops a drowsy purple cloud on a player
    none: 0
    low: 0
    medium: 50
    high: 0

  well_done_trap_weight:
    # Likelihood of receiving a trap which cooks every item players are carrying
    none: 0
    low: 0
    medium: 50
    high: 0

  instant_crystal_trap_weight:
    # Likelihood of receiving a trap which instantly petrifies a random player
    none: 0
    low: 0
    medium: 50
    high: 0

  curse_trap_weight:
    # Likelihood of receiving a trap which pops a black curse cloud on a player
    none: 0
    low: 0
    medium: 50
    high: 0

  cursed_ball_trap_weight:
    # Likelihood of receiving a trap which pops a black curse cloud with a heavy blast on a player
    none: 0
    low: 0
    medium: 50
    high: 0

  storm_trap_weight:
    # Likelihood of receiving a trap which unleashes a full wind and rain storm for a while
    none: 0
    low: 0
    medium: 50
    high: 0

  skeleton_trap_weight:
    # Likelihood of receiving a trap which permanently turns a random player into a living skeleton
    none: 0
    low: 0
    medium: 50
    high: 0

  ##################
  # Badge Settings #
  ##################
  disable_multiplayer_badges:
    # Exclude multiplayer-only badge checks. These badges are normally earned by cooperating with other players.
    # These badges include:
    #     Ultimate Badge
    #     Clutch Badge
    #     Participation Badge
    #     Emergency Preparedness Badge
    #     First Aid Badge
    #     Resourcefulness Badge
    #     Disaster Response Badge
    #     Applied Esoterica Badge
    #     Needlepoint Badge
    #     Happy Camper Badge
    'false': 50
    'true': 0

  disable_hard_badges:
    # Exclude somewhat hard badge checks. These badges include:
    #     Speed Climber Badge
    #     Lone Wolf Badge
    #     Balloon Badge
    #     Bing Bong Badge
    #     Competitive Eating Badge
    'false': 50
    'true': 0

  disable_biome_badges:
    # Exclude biome exclusive badge checks. These will not remove the badges involved with completing the biomes.
    # These badges include:
    #     Astronomy Badge
    #     Bundled Up Badge
    #     Undead Encounter Badge
    #     Mycoacrobatics Badge
    #     Web Security Badge
    #     Cool Cucumber Badge
    #     Daredevil Badge
    #     Megaentomology Badge
    #     Tread Lightly Badge
    #     Advanced Mycology Badge
    '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.
    []
