# 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 R.E.P.O Template

game: R.E.P.O
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    R.E.P.O: 0.4.1 # Version of the world required for this yaml to work as expected.

R.E.P.O:
  ################
  # 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

  pellys_required:
    # Choose how many Pellys will be required for victory.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 12
    12: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-12: 0 # random value between 0 and 12

  level_quota:
    # Choose how many levels must be completed for your goal, in addition to gathering enough Pellys.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 20
    8: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-20: 0 # random value between 1 and 20

  valuable_hunt:
    # Determines if extracting all valuables (excluding pellys) is required for your goal.
    'false': 50
    'true': 0

  monster_hunt:
    # Determines if extracting all monster souls is required for your goal.
    'false': 50
    'true': 0

  combat_logic:
    # Determines what items are logically required to fight monsters.
    # Easy: Guns or Explosives
    # Medium: Strength Upgrades + Stun Items, Melee Weapons, Guns, or Explosives
    # Hard: No combat logic. Player may have to kill monsters with valuables found in levels.
    easy: 0
    medium: 50
    hard: 0

  shop_stock:
    # Choose how many Archipelago Shop Items are unlocked with each Progressive Shop Stock.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 5
    # Maximum value is 50
    10: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-5-50: 0 # random value between 5 and 50

  shop_upgrade_total:
    # Choose how many Archipelago Items show up in the Upgrades section of the Shop.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 20
    # Maximum value is 100
    80: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-20-100: 0 # random value between 20 and 100

  shop_upgrade_logical:
    # Choose how many shop upgrades will potentially be logically relevant.
    # Items past this number will not have progression items.
    # This number gets set to the Total Shop Upgrade Locations if it is greater.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 20
    # Maximum value is 100
    60: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-20-100: 0 # random value between 20 and 100

  starting_level_type:
    # Choose which level type to start with.
    swiftbroom_academy: 0
    headman_manor: 0
    mcjannek_station: 0
    museum_of_human_art: 0
    random: 50

  filler_item_weights:
    # Choose the weights for adding filler and traps to the item pool.
    # Each upgrade item will spawn one upgrade of that type in the truck.
    # Each small health pack spawns one small health pack (25hp) in the truck.
    # Traps:
    #     Extra Monster Trap - Spawns an extra enemy (or enemy group) from the tier 3 enemy pool.
    #     Audit Trap - Takes half of your money the next time you visit a shop.
    #     Monster Lure Trap - Lures monsters to your location for two minutes.
    #     Progressive Moon Phase Trap - Increases the moon phase by one stage FOR THE REST OF THE MULTIWORLD.
    Audit Trap: 6
    Crouch Rest Upgrade: 40
    Death Head Battery Upgrade: 10
    Double Jump Upgrade: 20
    Extra Monster Trap: 8
    Health Upgrade: 40
    Monster Lure Trap: 15
    Progressive Moon Phase Trap: 3
    Range Upgrade: 40
    Small Health Pack: 20
    Sprint Speed Upgrade: 30
    Stamina Upgrade: 50
    Strength Upgrade: 30
    Tumble Climb Upgrade: 20
    Tumble Launch Upgrade: 20
    Tumble Wings Upgrade: 20

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