# 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 Running with Rifles Template

game: Running with Rifles
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Running with Rifles: 0.1.0 # Version of the world required for this yaml to work as expected.

Running with Rifles:
  ################
  # 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

  ################
  # Goal Options #
  ################
  goal:
    # Determines what is required to complete the game.
    # 
    # Campaign Complete: Finish both final missions.
    # Maps Conquered: Conquer a certain number of maps (see maps_to_win).
    # Full Conquest: Conquer all 12 maps (10 regular + 2 final missions).
    # All Weapons: Collect every shuffled weapon item. Only valid with
    #   weapon_shuffle set to categories or individual.
    campaign_complete: 50
    maps_conquered: 0
    full_conquest: 0
    all_weapons: 0

  maps_to_win:
    # Number of maps that must be conquered to win (only used when Goal is 'Maps Conquered').
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 3
    # Maximum value is 10
    8: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-3-10: 0 # random value between 3 and 10

  ####################
  # Gameplay Options #
  ####################
  starting_rank:
    # Number of Squadmate Slots pre-collected at start. Each slot = +1 rank = bigger squad.
    # 0 = Private (default start).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 3
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-3: 0 # random value between 0 and 3

  starting_map:
    # Which campaign map the player starts on. The matching map key is precollected.
    # Choices are limited to the first three campaign maps.
    moorland_trenches: 0
    keepsake_bay: 50
    old_fort_creek: 0

  trap_chance:
    # Percentage chance that a filler item is replaced by a trap.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # 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-0-100: 0 # random value between 0 and 100

  trap_severity:
    # Controls the intensity of trap effects.
    # 
    # Mild: Short durations (30s), reduced impact.
    # Medium: Standard values (default).
    # Harsh: Long durations (150s), maximum impact.
    mild: 0
    medium: 50
    harsh: 0

  weapon_shuffle:
    # Controls how weapons are shuffled into the item pool.
    # 
    # None: Weapons are unlocked by rank as in vanilla. No weapon items in the pool.
    # Categories: 9 weapon category items (Assault Rifles, Machineguns, etc.).
    #   Receiving a category unlocks all weapons of that type.
    # Individual: Each weapon is its own item (~196 items).
    #   Maximum randomization.
    none: 0
    categories: 50
    individual: 0

  base_capture_mode:
    # Controls how base captures generate location checks.
    # 
    # Progressive: "Captured N bases on Map X" milestones. Number controlled by
    #   base_captures_per_map.
    # Individual: Each named base is its own check (~130 locations total).
    #   Maximum randomization.
    progressive: 50
    individual: 0

  base_captures_per_map:
    # Number of progressive capture milestones per map (only used when
    # Base Capture Mode is 'Progressive').
    # Example: 3 means checks at "Captured 1/3 bases", "Captured 2/3 bases",
    # "Captured 3/3 bases" for each map.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 10
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-10: 0 # random value between 1 and 10

  include_side_missions:
    # Whether side missions are included as locations (one per map).
    # Turning this off reduces the total location count.
    'false': 0
    'true': 50

  shuffle_radio_calls:
    # Whether radio calls are shuffled into the item pool instead of being unlocked by rank.
    'false': 0
    'true': 50

  grenade_shuffle:
    # Controls how vanilla grenades (hand grenade, stun grenade, event grenades)
    # are handled.
    # 
    # None: Available freely as in vanilla. No grenade items in the pool.
    # Grouped: One "Vanilla Grenades" item unlocks all grenades at once.
    # Individual: Each grenade is its own item (4 items).
    none: 0
    grouped: 50
    individual: 0

  vest_shuffle:
    # Controls how vanilla vests (exo suit, navy vest, camo vest) are handled.
    # 
    # None: Available freely as in vanilla. No vest items in the pool.
    # Grouped: One "Vanilla Vests" item unlocks all vests at once.
    # Individual: Each vest is its own item (3 items).
    none: 0
    grouped: 50
    individual: 0

  costume_shuffle:
    # Controls how cosmetic costumes are handled (purely visual, no gameplay impact).
    # 
    # None: Available freely as in vanilla. No costume items in the pool.
    # Grouped: One "Costumes Pack" item unlocks all 12 costumes at once.
    # Individual: Each costume is its own item (12 items).
    none: 50
    grouped: 0
    individual: 0

  shuffle_deliveries:
    # Whether delivering 5 enemy weapons to the armory creates location checks.
    # Each of the 15 deliverable weapons becomes its own check.
    'false': 50
    'true': 0

  shuffle_briefcases:
    # Whether delivering briefcases and laptops to the armory creates location checks.
    # 8 briefcase deliveries + 6 laptop deliveries = 14 checks.
    'false': 50
    'true': 0

  rp_shop:
    # Spend in-game RP to purchase Archipelago checks via /apbuy command.
    # Each map gets a number of purchasable checks (see rp_shop_per_map).
    'false': 50
    'true': 0

  rp_shop_per_map:
    # Number of RP Shop checks available per map (only used when RP Shop is enabled).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 5
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-5: 0 # random value between 1 and 5

  rp_shop_cost:
    # RP cost for each shop purchase.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 200
    # Maximum value is 5000
    500: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-200-5000: 0 # random value between 200 and 5000

  start_with_grenades:
    # Start with all vanilla grenades already unlocked.
    # Only relevant when Grenade Shuffle is not None.
    'false': 50
    'true': 0

  start_with_vests:
    # Start with all vanilla vests already unlocked.
    # Only relevant when Vest Shuffle is not None.
    'false': 50
    'true': 0

  start_with_costumes:
    # Start with all vanilla costumes already unlocked.
    # Only relevant when Costume Shuffle is not None.
    'false': 50
    'true': 0

  start_with_radio:
    # Start with the Radio master item already unlocked.
    # Only relevant when Shuffle Radio Calls is enabled.
    'false': 50
    'true': 0

  start_with_basic_weapons:
    # Start with basic weapon access. In categories mode, precollects
    # Assault Rifles and Pistols. In individual mode, precollects one
    # assault rifle and one pistol. No effect with weapon_shuffle=none.
    'false': 50
    'true': 0

  ###############
  # Multiplayer #
  ###############
  death_link:
    # When you die, everyone who enabled Death Link dies. When someone else dies, you die.
    'false': 50
    'true': 0

  death_link_mode:
    # What happens when you receive a death link from another player.
    # 
    # Kill: You die instantly (default).
    # Random Trap: A random trap is applied instead of killing you.
    kill: 50
    random_trap: 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.
    []
