# 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 Rogue Legacy 2 Template

game: Rogue Legacy 2
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Rogue Legacy 2: 0.1.0 # Version of the world required for this yaml to work as expected.

Rogue Legacy 2:
  ################
  # 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

  death_link:
    # When you die, everyone dies. Of course the reverse is true too.
    # 
    # When enabled, dying in Rogue Legacy 2 will send a death to all other
    # DeathLink-enabled players in the multiworld, and receiving a death will
    # kill your current heir.
    'false': 50
    'true': 0

  blueprint_checks_per_biome:
    # Number of blueprint location checks available per biome.
    # 
    # Each biome's chests can award this many Archipelago checks when they would
    # normally drop a blueprint. Once a biome's pool is exhausted, extra blueprint
    # rolls drop as normal vanilla loot instead.
    # 
    # With 6 biomes and the default of 11, the total blueprint check count is 66.
    # This closely mirrors the total of 65 unique blueprints in the game
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 16
    11: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-16: 0 # random value between 0 and 16

  rune_checks_per_biome:
    # Number of fairy chest location checks available per biome.
    # 
    # Each biome's fairy chests can award this many Archipelago checks when they
    # would normally drop a rune. Once a biome's pool is exhausted, extra fairy
    # chest rolls drop red aether instead.
    # 
    # With 6 biomes and the default of 4, the total fairy chest check count is 24.
    # This mirrors the typical number of rune drops available in a standard run.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 16
    4: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-16: 0 # random value between 0 and 16

  bronze_chest_ap_chance:
    # Percent chance (1–100) that opening a bronze chest triggers an AP location check.
    # 
    # At 100, every bronze chest opening in a biome with available locations gives an AP
    # check. At 1, bronze chests drop gold 99% of the time. At 50, roughly half of openings
    # become AP checks.
    # 
    # When a biome's blueprint pool is exhausted, chests fall back to gold regardless
    # of this setting.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 100
    15: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-100: 0 # random value between 1 and 100

  silver_chest_ap_chance:
    # Percent chance (1–100) that opening a silver chest triggers an AP location check.
    # 
    # Behaves identically to Bronze Chest AP Chance but applies to silver chests, which
    # have a higher vanilla blueprint drop rate. Set independently to tune silver chests
    # separately from bronze.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 100
    99: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-100: 0 # random value between 1 and 100

  fairy_chest_ap_chance:
    # Percent chance (1–100) that opening a fairy chest triggers an AP location check.
    # 
    # At 100, every fairy chest in a biome with available rune locations gives an AP
    # check. At 1, fairy chests drop red aether 99% of the time. When a biome's rune
    # pool is exhausted, fairy chests fall back to red aether regardless of this setting.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # 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-1-100: 0 # random value between 1 and 100

  manor_upgrade_bundle_size:
    # Number of skill tree levels granted when receiving a manor upgrade item.
    # 
    # This option controls how many levels are granted for multi-level skills
    # when an AP item corresponding for that manor slot is received from the server.
    # 
    # For example, with the default of 5, receiving "Manor: Strength Up I" grants
    # 5 strength levels (instead of the 1 level like the base-game purchase gives)
    # 
    # Note: This does not allow exceeding the maximum level for a particular skill
    # that the base game imposes. So the final granted bundle may provide less levels
    # if the player is too close to the given skill's cap.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 35
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-35: 0 # random value between 1 and 35

  journal_checks:
    # Controls how journals and memories give out location checks.
    # 
    # disabled (0): No journal or memory checks.
    # individual (1): Each journal entry and each memory fragment is its own check. 41 total.
    # grouped (2): One check when all journals in a biome are read; one check when all
    #              memories in a biome are read. 8 total checks.
    disabled: 0
    individual: 0
    grouped: 50

  trap_count:
    # Total number of NG+ burden trap items placed in the item pool.
    # 
    # Traps are harmful items that, when received from the multiworld, activate an
    # NG+ biome hazard for the rest of the current heir's life. The five available
    # traps are:
    #   - Cannonball Rain    (Burden of Mundi's Flagship)
    #   - Dragon Lancers     (Burden of Irad's Torment)
    #   - Automaton Swarm    (Burden of Pishon's Uprising)
    #   - Giant Snowflakes   (Burden of Kerguelen's Frost)
    #   - Void Waves         (Burden of the High Scholar's Metamorphosis)
    # 
    # Items are distributed as evenly as possible across the five possible trap types.
    # Set to 0 to disable traps entirely.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 25
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-25: 0 # random value between 0 and 25

  trap_appearance:
    # Controls whether traps can be identified before you pay for them.
    # 
    # Anywhere the game shows you what an unclaimed location holds (the manor upgrade
    # tree, the teleporter NPC, heirloom pedestals), a trap would otherwise announce
    # itself by name and could trivially be avoided. Disguising traps allows them to
    # masquerade as another item so it's harder to avoid them.
    # 
    # hidden (0): Traps are disguised as a real item taken from elsewhere in this
    #             multiworld, and are only revealed once purchased.
    # visible (1): Traps show their true name and icon before purchase.
    hidden: 50
    visible: 0

  manor_cost_base:
    # Base gold multiplier for manor upgrade costs.
    # 
    # Cost formula: base * depth * random_factor, rounded to the nearest 25 gold.
    # 'depth' is a per-slot value defined in the apworld that reflects how deep
    # in the manor unlock tree that slot sits (all default to 1 until configured).
    # The random_factor is determined by the ManorCostMinSubtractFactor and 
    # ManorCostMaxAdditiveFactor options.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 9999
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-9999: 0 # random value between 1 and 9999

  manor_cost_min_subtractive_factor:
    # Maximum downward variance for manor costs, as a percentage (0–100).
    # 
    # E.g. 20 means costs can be as low as (1 - 0.20) = 80% of the base formula.
    # Combined with ManorCostMaxAdditiveFactor, the random factor is drawn uniformly from
    # [1 - subtract/100, 1 + add/100]. Set both to 0 for deterministic costs.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    20: 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

  manor_cost_max_additive_factor:
    # Maximum upward variance for manor costs, as a percentage (0–500).
    # 
    # E.g. 120 means costs can be as high as (1 + 1.20) = 220% of the base formula.
    # Combined with ManorCostMinSubtractiveFactor, the random factor is drawn uniformly
    # from [1 - subtract/100, 1 + add/100]. Set both to 0 for deterministic costs.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 500
    50: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-500: 0 # random value between 0 and 500

  manor_depths_per_boss:
    # Number of manor depth tiers that are considered 'in-logic' per boss killed.
    # 
    # 'Depth' is a value assigned to each manor upgrade that reflects how many upgrades
    # were required beforehand to reach that upgrade in the manor tree. 
    # 
    # The first 'x' depth tiers are always in logic; each additional boss killed
    # opens the next x tiers. With the default of 3: depths 1–3
    # are available from the start, depths 4–6 require 1 boss cleared, depths 7–9
    # require 2, and so on. 
    # 
    # Set to 0 to disable this gating entirely.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 11
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-11: 0 # random value between 0 and 11

  chest_pre_boss_percent:
    # Percentage of each biome's chests considered in logic before the biome boss is killed.
    # 
    # This setting can be used to reduce the likelihood of a tedious grind being required
    # where all chests-related checks in a biome need to be cleared in order to unlock 
    # the items needed to beat the boss.
    # 
    # This percentage of blueprint chest and fairy chest locations are considered 
    # 'in-logic' before the biome's boss is killed. The remaining chests
    # are only considered 'in-logic' after the boss is defeated.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 50
    # Maximum value is 100
    75: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-50-100: 0 # random value between 50 and 100

  stat_upgrades_per_boss:
    # Number of received stat upgrade items logically required for killing a boss 
    # to be considered 'in-logic'. Each subsequent boss requires an additional multiple
    # of this number of upgrades.
    # 
    # With the default of 5: Estuary Lamech requires 5 upgrades, Byarrrith and
    # Halpharr require 10, Estuary Naamah requires 15, Estuary Enoch requires 20,
    # Estuary Irad requires 25, and Estuary Tubal requires 30. Gongheads and Murmur
    # minibosses use the same threshold as Naamah; Pishon Dry Lake minibosses use the
    # same threshold as Irad. 
    # 
    # Set to 0 to disable stat-upgrade gating for bosses.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10
    5: 50
    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

  stat_upgrades_per_biome_tier:
    # Base number of received manor upgrade items logically required per biome tier.
    # 
    # The latter four biomes each require progressively more upgrades before their
    # chest and journal/memory locations are considered in logic: Kerguelen Plateau
    # requires x, Stygian Study requires 2x, Sun Tower requires 3x, and Pishon Dry
    # Lake requires 4x. Citadel Agartha and Axis Mundi are never gated. 
    # 
    # Set to 0 to disable stat-upgrade gating for biomes.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10
    5: 50
    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

  early_npc_unlocks:
    # Whether to shift the NPC unlocks earlier in the run to ensure they aren't gated too far into the game.
    # 
    # When enabled, the three NPC unlock items (Living Safe, Blacksmith,
    # Enchantress) use soft rules to push their locations earlier in the run
    'false': 0
    'true': 50

  randomize_starting_class:
    # When enabled, picks a random starting class instead of always starting with Knight.
    # 
    # The chosen starting class is pre-unlocked at run start and removed from the item pool.
    # If the starting class is not Knight, the Knight class becomes a randomizable item in
    # the multiworld instead.
    'false': 0
    'true': 50

  reveal_manor_upgrades:
    # Show every manor upgrade node from the start instead of only the ones adjacent to a purchase.
    # 
    # Purchase rules are unchanged: a node still cannot be bought until the previous
    # node has been purchased. Revealed-but-locked nodes show a padlock.
    '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.
    []
