# 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 Resident Evil 4 Remake Template

game: Resident Evil 4 Remake
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Resident Evil 4 Remake: 0.7.0 # Version of the world required for this yaml to work as expected.

Resident Evil 4 Remake:
  ################
  # 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

  difficulty:
    # Game difficulty you will play this seed on. On Hardcore and Professional,
    # the locations that cannot be collected on those difficulties are removed from
    # the pool (currently one: the Bindery Lithographic Stone D spot). Set it to
    # match your save - generation cannot see the game.
    # 
    # Do not change difficulty part-way through a run either. Raising it to
    # Hardcore after generating leaves that spot in your multiworld while the
    # game stops letting you collect it, which strands whatever is inside.
    standard: 50
    hardcore: 0
    assisted: 0
    professional: 0

  allow_missable_locations:
    # Allow progression items on locations you can permanently lose.
    # 
    # Off (default): progression items are kept away from two kinds of spot.
    # Chapter-only locations exist in a single chapter's version of an area, so
    # walking past them loses them forever. Small-key drawers need a Small Key,
    # and the game lets you discard those partway through the campaign, so a
    # tossed key can seal a drawer for good. Archipelago cannot model "you
    # can't go back", so a needed item in either place could leave a seed
    # practically unbeatable.
    # 
    # On: both may hold progression too. Riskier seeds - if you miss one or
    # discard a key, Force Check is the recovery.
    'false': 50
    'true': 0

  randomize_gated_keys:
    # Deprecated - has no effect and will be removed.
    # 
    # The keys this used to gate (Bloodied Sword, Bunch of Keys, Cubic Device,
    # Dynamite, Halo Wheel) are now always shuffled with real region logic, so
    # every seed stays completable without this switch. The option is kept only
    # so older YAML files still load.
    'false': 50
    'true': 0

  shuffle_keycards:
    # Shuffle the Level 1/2/3 Keycards into the multiworld.
    # 
    # Off (default): each keycard sits at its native spot in the facility - the
    # spot is still a check, but the card is always physically where the game
    # expects it, so the island door sequence plays out as in vanilla.
    # 
    # On: the keycards join the shuffle like any other key item. Region logic
    # guarantees each card is obtainable before the first door that needs it
    # (Level 1 by Dissection, Level 2 by the Freezer, Level 3 by the Incubation
    # Lab), but they may come from anywhere in the multiworld.
    'false': 50
    'true': 0

  minimize_backtracking:
    # Keep the important checks along the main path - no forced return trips
    # and no forced side excursions.
    # 
    # On:
    # - all three Hexagon pieces must be obtainable before leaving the Fish
    #   Farm (instead of the softer by-Church deadline), so the lake's hexagon
    #   altar is solvable in one boat pass;
    # - the optional detours only ever hold plain filler, so nothing important
    #   or useful requires the trip: the Forest Altar, the chapter 12 Throne
    #   Room revisit, and the lake's egg-nest islet.
    # 
    # Off (default): the softer deadlines apply and side areas can hold
    # anything, which shuffles more interesting items into more places.
    'false': 50
    'true': 0

  random_events:
    # EXPERIMENTAL. Let Archipelago author BioRand's Random Events.
    # 
    # Random Events reshape the Village chapters (1 to 5) with scripted
    # set-pieces: ambushes, rearranged encounters, and a shuffled hexagonal
    # emblem puzzle. This is BioRand's random-events option with the ownership
    # inverted: the multiworld picks the exact event set at generation time,
    # the logic reacts to it, and the launcher pins that set into BioRand when
    # it builds the mod.
    # 
    # In this first version only events the logic fully understands can fire.
    # The Hexagonal Emblem and Crystal Marble checks can trade places, and one
    # event removes the Hexagonal Emblem pickup entirely (that seed has one
    # fewer check and a guardian enemy carries the emblem instead). Castle and
    # Island are unaffected.
    # 
    # The launcher turns on BioRand's random-events, random-items and
    # random-enemies automatically when this is on.
    'false': 50
    'true': 0

  merchant_checks_per_chapter:
    # How many Archipelago checks the merchant releases each chapter.
    # 
    # The seed total is this number across 15 chapters, so 3 gives 45 checks
    # and the cap of 6 gives 90. A check appears in the buy tab at its chapter
    # and never expires: once released it stays purchasable for the rest of the
    # run, shows the real multiworld item and its owner, and reads SOLD OUT
    # after you buy it.
    # 
    # The shelf displays twenty rows at a time and any extra checks queue
    # behind them. A row only moves on when its current check is BOUGHT, so a
    # check is never abandoned, and the backlog is shown on screen rather than
    # hidden. That is why the rate is capped well under the shelf size: at 3 a
    # chapter you would have to leave eighteen checks unbought before the queue
    # ever stalls.
    # 
    # Prices are static by tier - filler 5,000 / useful 7,000 / progression
    # 9,000 pesetas - and buying another player's item refunds a gemstone of
    # the same value (Emerald / Yellow Diamond / Red Beryl), so helping the
    # multiworld needs money on hand but does not cost you wealth. Buying your
    # own items is normal spending at those prices, progression included.
    # 
    # Logic only relies on a check one chapter after it appears, so a required
    # purchase is never expected the moment the row unlocks.
    # 
    # Each check also adds one item to the pool, and those are weighted toward
    # what the merchant used to sell you: healing, Resources for crafting,
    # gunpowder and ammo, with treasure still in the mix so money does not dry
    # up. Turning the shelf into checks moves that supply into the multiworld
    # rather than deleting it.
    # 
    # While any Archipelago merchant option is on, BioRand's own Random
    # Merchant is switched off at patch time - one owner per shop.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 6
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-6: 0 # random value between 0 and 6

  merchant_checks:
    # Who the merchant's check rows may hold.
    # 
    # Mixed lets fill treat the shelf like any other location. Local Only
    # keeps your own items on it, so every row is something you will use
    # yourself, but nothing on that shelf refunds and the tier prices are
    # real spending. Remote Only turns the shop into a trading post: every
    # row belongs to another world, and the gem refund means helping them
    # never bankrupts you.
    # 
    # Remote Only refuses to generate without another world in the room.
    # RE4R is built for multiworlds; a solo shelf has nobody to trade with.
    mixed: 50
    local_only: 0
    remote_only: 0

  shuffle_merchant_gear:
    # The merchant stops selling his gear; the multiworld holds it instead.
    # 
    # Weapons, attachments, attache case sizes and crafting recipes leave the
    # buy tab and are shuffled into the item pool - they can land anywhere,
    # including other players' worlds. The extended arsenal rides along: the
    # Deluxe weapons and the Separate Ways guns that work in Leon's campaign
    # (Sentinel Nine, Skull Shaker, the Sawed-off W-870, the Blast Crossbow
    # and the XM96E1) join the pool too. Consumable supplies (first aid,
    # resources, the stocked Rocket Launcher), knife replacements, body armor,
    # tune-ups, selling and the spinel trades stay exactly as they were.
    # 
    # Expect a different power curve: your next gun is a check somewhere out
    # there, not a purchase. Gear never gates logic, so a seed can always be
    # finished with what the world hands you.
    # 
    # Pairs naturally with Merchant Shop Checks, so the emptied shelf sells
    # checks instead of nothing. While either option is on, BioRand's own
    # Random Merchant is switched off at patch time - one owner per shop.
    'false': 0
    'true': 50

  starting_arsenal:
    # Start the run already holding this many random weapons from the pool.
    # 
    # The guns are in your case from the campaign's first moment, ammo to
    # match, exactly like BioRand's own starting loadout - no delivery, no
    # Storage detour. Each one leaves the item pool (a filler stack takes
    # its place), so nobody ever finds a second copy of a gun you started
    # with. Starting Arsenal Types picks which classes the draw may take.
    # 
    # Requires Shuffle Merchant Gear: the roll draws from the scattered
    # arsenal. Without the shuffle this option refuses to generate - use
    # BioRand's own starting-inventory options on the launcher's options
    # screen instead, which still work exactly as they always did.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 2
    2: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-2: 0 # random value between 0 and 2

  starting_arsenal_types:
    # Which weapon types the Starting Arsenal may draw.
    # 
    # Mirrors BioRand's own starting-inventory pickers: handgun, shotgun,
    # smg, rifle, magnum, bolt, arrow, flame. The Rocket Launcher is
    # deliberately not among them - an infinite-ammo novelty is not an
    # opening weapon, and it is already kept off the merchant's shelf under
    # scatter for the same reason.
    # 
    # Bolt Thrower and Arrows are off by default; tick them for a wider
    # lucky dip. With two starting weapons the draw takes two different
    # types whenever the filter leaves it a choice.
    # 
    # Only consulted while Starting Arsenal is above zero.
    ['shotgun', 'handgun', 'rifle', 'smg', 'magnum', 'flame']

  random_weapon_stats:
    # BioRand's Random Upgraded Weapon Stats, decided by your settings file.
    # 
    # Every weapon's upgrade curve is rerolled - power, capacity, reload and
    # fire rate can land anywhere from forgettable to monstrous. The
    # multiworld holds the weapons now, so the choice about their character
    # rides with them: set here once, applied identically on every patch, and
    # BioRand's own switch for it is taken out of your hands in the launcher.
    # 
    # Flavor only. The logic never requires any weapon, so a cursed reroll
    # cannot strand a seed - it can only make you cry.
    'false': 50
    'true': 0

  tutorial:
    # Show the in-game getting-started guide on your first chapter.
    # 
    # On (default): a short window explains checks, markers, and how to get
    # unstuck the first time a seed reaches Chapter 1. It can be dismissed
    # immediately and reopened any time from the in-game Guidance tab.
    # 
    # Off: for players who already know how this works. Nothing else changes.
    'false': 0
    'true': 50

  check_guidance:
    # Permission ceiling for the in-game world markers that tag unchecked AP locations.
    # 
    # off: no world markers at all - the mod's marker toggle is disabled.
    # markers: neutral [AP] markers are available; the player can still toggle them
    # and tune distance/text live in the REFramework script UI.
    # markers_rarity: additionally unlocks the opt-in marker colours that reveal each
    # check's scouted item classification (progression/useful/filler) - hint-tier
    # information, which is why it requires this level.
    # 
    # The section-scoped overlay header (current area name + check counts) is always
    # on and not affected by this option. Enforcement is client-side, like DeathLink.
    'off': 0
    markers: 50
    markers_rarity: 0

  marker_detail:
    # How much your in-game world markers say.
    # 
    # This is the level you start the run with, and it is what you see: pick
    # locate here and markers read at locate the moment you connect. The
    # in-game Guidance tab can still change it whenever you like, and once you
    # change it there your choice sticks for that seed.
    # 
    # It was a ceiling until 2026-08-17, which never made sense: in a
    # multiworld everyone writes their own settings file, so it only ever
    # capped the person who set it, and asked the same question twice.
    # 
    # minimal: distance and height only.
    # basic: also the chapter and the area name.
    # locate: also the item as it appeared in vanilla, what it is sitting in,
    # and any note on how to reach it. This says nothing about what the
    # multiworld actually put there.
    # identify: also the real item and which player it belongs to. This is a
    # spoiler, and it is the level a bought hint always shows.
    # developer: also the location code from the spoiler log. A debug tool.
    # 
    # Markers must be allowed at all (see Check Guidance) for any of this to
    # matter.
    minimal: 0
    basic: 0
    locate: 50
    identify: 0
    developer: 0

  unlocked_typewriters:
    # Typewriter save points that are unlocked from the start of the run.
    # 
    # Valid values are the canonical typewriter stage IDs derived from warp.csv.
    []

  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_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.
    []
