# 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 Road Trip Adventure Template

game: Road Trip Adventure
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Road Trip Adventure: 0.2.0 # Version of the world required for this yaml to work as expected.

Road Trip Adventure:
  ################
  # 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

  area_unlock_mode:
    # In RTA AP, in order to interact with anything in a town (enter houses, talk to cars, etc.), you must unlock the town first.
    # 
    # In **Decorations** mode, you must obtain one of the garage decorations associated with that town to unlock it.
    # Every town has 2. (A couple of towns lacking garage decorations use wallpapers instead.)
    # 
    # In **Stamps** mode, 100 stamp items are added into the pool. Every 5 stamp items you get unlocks the next town.
    decorations: 50
    stamps: 0

  remove_double_up_stamps:
    # If using Decorations mode, enable this to combine NPC rewards and stamps that are received back-to-back into one location (e.g. Stamp 2, and many many others). 
    # Applies to roughly half of the stamps in the game.
    # 
    # This cannot be enabled in Stamps mode, as it would bring the number of locations well below the number of items.
    'false': 50
    'true': 0

  additional_progressive_part_tracks:
    # Add additional progressive part tracks to the item pool. Defaults to 2, one for each of your teammates.
    # 
    # These parts can also be used by you, or just sold for money at the Recycle Shop.
    # 
    # Leaving this at 2 is recommended for Decorations mode.
    # In Stamps mode, lowering this to 1 is worth considering. When set to 2 in Stamps mode, most cosmetic/filler items (horns, meters, etc.) will have to be removed from the item pool in order to make enough space. (If this is fine, leave at 2.)
    # Setting to 0 is not recommended, as it makes finding part upgrades a bit rare.
    #
    # 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

  prioritize_good_rewards_for_races:
    # Set the percent chance that a race will be forced to have a Progression item. (Rolled separately for each race.)
    # 
    # Before items are placed, a random number between 1 and 100 is rolled for each race.
    # If the number is equal to or below the value selected here, the item will be guaranteed to be Progression.
    # This provides more incentive to complete races, which require more skill and time than most stamps.
    # 
    # Since this is rolled for *each* race, it is not a guarantee that a certain percentage of races will have Progression items - just that on average, they will.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    50: 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

  prioritize_good_rewards_for_minigames:
    # Set the percent chance that a minigame will be forced to have a progression item. (Rolled separately for each minigame.)
    # 
    # Works the same way as the setting for races.
    # 
    # Several minigames are not included due to lack of a meaningful challenge (notably Q's Rally, fishing, and the Figure 8 courses, since none of these have time limits).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    25: 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

  license_handling:
    # Set how license items/locations should be handled.
    # Standard: Licenses are awarded via Progressive License items found in the multiworld. License completions are locations.
    # Vanilla: Force the license unlock items to be in their vanilla locations. (e.g. a Progressive License will always be found at Rank C completion, etc.)
    # Remove: Start with all licenses. License completions are *not* locations.
    standard: 50
    vanilla: 0
    remove: 0

  parts_cost_modifier:
    # Set a percentage modifier for the cost of parts.
    # 
    # If set to 0, all parts will be free.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    100: 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

  parts_cost_maximum:
    # Set the maximum cost for a part. 
    # 
    # This maximum is applied *after* the percentage modifier above.
    # 
    # If set to -1 (default), no maximum will be applied.
    # If set to 0, all parts will be free.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is -1
    # Maximum value is 200000
    -1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range--1-200000: 0 # random value between -1 and 200000

  auto_unlock_warps:
    # Automatically unlock the ability to warp to a town's Q's Factory when you gain access to it.
    '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.
    []
