# 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 Slay the Spire II Template

game: Slay the Spire II
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Slay the Spire II: 1.0.1 # Version of the world required for this yaml to work as expected.

Slay the Spire II:
  #####################
  # Character Options #
  #####################
  characters:
    # Enter the list of characters to play as.  Valid characters are:
    # 'Ironclad'
    # 'Silent'
    # 'Defect'
    # 'Regent'
    # 'Necrobinder'
    ['Ironclad']

  modded_characters:
    # Enter the list of modded characters to play as.  These must be the internal names of the
    # characters.  This option is ignored if use_advanced_characters is set to true.  Only 5
    # modded characters are allowed.
    # 
    # If using a modded character:
    # Enter the internal ID of the character to use.
    # 
    # If you don't know the exact ID to enter with the mod installed go to
    # `Archipelago Settings -> Archipelago` to view a list of installed modded character IDs.
    # 
    # If the chosen character mod is not installed, checks will be sent when another character
    # sends them.  If none of the chosen character mods are installed, you will be playing
    # a very boring Ironclad run.
    []

  pick_num_characters:
    # Randomly select from the configured characters this many characters to generate for.
    # 0 disables.
    # For example, if "character" is configured to be:
    #     character:
    #         - Ironclad
    #         - Silent
    #         - Defect
    # And pick_num_characters is set to 2, then one possible outcome is
    # to have a run with Ironclad and Defect, but not the Silent.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-10: 0 # random value between 0 and 10

  num_chars_goal:
    # How many characters you need to complete a run with before you goal. 0 means all characters
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-10: 0 # random value between 0 and 10

  lock_characters:
    # Whether in a multi character run "Unlock [Char]" items should be shuffled in.
    # locked_fixed means the unlocked_character option is used to determine which character to start with
    # locked_random means which character you start with is randomized
    # unlocked means you start with all characters available
    unlocked: 0
    locked_random: 50
    locked_fixed: 0

  unlocked_character:
    # Which character to start unlocked, if lock_characters is set to locked_fixed.
    # Can also enter a character name for modded characters.
    ironclad: 50
    silent: 0
    defect: 0
    regent: 0
    necrobinder: 0

  ascension:
    # What Ascensions do you wish to play with. Note that logic is written assuming ascension 1
    # Valid values are the numbers for the ascensions, and the names for the ascensions.  When a number is provided
    # alone, all ascensions below that number will also be enabled.
    # 
    # The ascension names are as follows:
    # - 'SwarmingElites'
    # - 'WearyTraveler'
    # - 'Poverty'
    # - 'TightBelt'
    # - "AscenderBane"
    # - 'Inflation'
    # - 'Scarcity'
    # - 'ToughEnemies'
    # - 'DeadlyEnemies'
    # - 'DoubleBoss'
    ['SwarmingElites']

  ascension_down:
    # The ascension downs to add to the item pool, per character. Only valid when
    # `use_advanced_characters` is false (see `advanced_characters`), and when `include_floor_checks` is true.
    # Valid values are the numbers for the ascensions, and also the names for the ascensions.  When a number is provided
    # alone, ascension downs for all the ones below will also be added to the pool.
    # 
    # - 'SwarmingElites'
    # - 'WearyTraveler'
    # - 'Poverty'
    # - 'TightBelt'
    # - "AscenderBane"
    # - 'Inflation'
    # - 'Scarcity'
    # - 'ToughEnemies'
    # - 'DeadlyEnemies'
    # - 'DoubleBoss'
    # 
    # Logic does NOT account for this.
    []

  ################
  # Game Options #
  ################
  ancient_relic_location:
    # Controls when Progressive Ancient relic choices are offered.
    # 
    # Start Of Act presents them through the normal Ancient encounter. Anytime presents
    # them as linked choices in the Archipelago reward menu as soon as they are received.
    start_of_act: 0
    anytime: 50

  ancient_relic_pool:
    # Controls which Ancient relics can appear in each three-choice reward.
    # 
    # Balanced uses the natural Ancient rolled for that act. Chaos can use relics from
    # any Ancient in the appropriate act. True Chaos combines the Act 2 and Act 3 pools
    # for both Progressive Ancient rewards.
    balanced: 50
    chaos: 0
    true_chaos: 0

  relic_rewards_available_anytime:
    # How many Relic items can be claimed before earning relic rewards in the run.
    # 
    # The client snapshots this value at run start. Later Relic items need a reward from an
    # Elite, treasure chest, or Black Star before they appear in the AP reward menu.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10
    2: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-10: 0 # random value between 0 and 10

  progressive_starter_card:
    # Globally enables progressive special starter cards for every configured character.
    # 
    # Requires Include Floor Checks. Each character gets two Progressive Starter Card items, which
    # replace two floor-check filler items. With none received, the character
    # starts without the special starter card that Archaic Tooth would transform (Bash, Neutralize,
    # Dualcast, Unleash, Falling Star, or a compatible modded equivalent). The first item restores
    # the normal card and the second grants Archaic Tooth so its normal effect performs the
    # transformation. Archaic Tooth is unavailable from Orobas while this option is enabled.
    # 
    # Characters without an Archaic Tooth transformation are left unchanged, although their two
    # Progressive Starter Card items are still present in the multiworld.
    # 
    # WARNING: This can make the early game significantly harder for some characters. Logic does not
    # account for the missing or upgraded starter card.
    'false': 50
    'true': 0

  progressive_starter_relic:
    # Globally enables progressive starter relics for every configured character.
    # 
    # Requires Include Floor Checks. Each character gets two Progressive Starter Relic items, which
    # replace two floor-check filler items. With none received, the character
    # starts without the starter relic that Touch of Orobas would refine (such as Burning Blood, or a
    # compatible modded equivalent). The first item restores the normal relic and the second grants
    # Touch of Orobas so its normal effect performs the refinement. Touch of Orobas is unavailable
    # from Orobas while this option is enabled.
    # 
    # Characters without a Touch of Orobas refinement are left unchanged, although their two
    # Progressive Starter Relic items are still present in the multiworld.
    # 
    # WARNING: This can make the early game significantly harder for characters whose starting relic
    # is central to their early power. Logic does not account for the missing or upgraded starter relic.
    'false': 50
    'true': 0

  shuffle_all_cards:
    # Whether every card reward is shuffled.  If false, then every other card reward is shuffled
    'false': 50
    'true': 0

  ############
  # Sanities #
  ############
  include_floor_checks:
    # Whether to include reaching new floors as a location. Adds various fillers as items.
    'false': 0
    'true': 50

  neow_sanity:
    # Whether to shuffle Neow giving you a start of run bonus or not.
    'false': 50
    'true': 0

  campfire_sanity:
    # Whether to shuffle being able to rest and smith at each campsite per act.  Also adds
    # new locations at campsites per act.
    'false': 50
    'true': 0

  gold_sanity:
    # Whether to enable shuffling gold rewards into the multiworld. Adds 22 locations per character
    'false': 50
    'true': 0

  potion_sanity:
    # Whether to enable shuffling potion drops into the multiworld; adds 9 locations per character.
    'false': 50
    'true': 0

  shop_sanity:
    # Whether to shuffle shop slots into the pool.  Also adds new locations at the shop per slot shuffled.
    'false': 50
    'true': 0

  shop_card_slots:
    # When shop_sanity is enabled, the number of colored card slots to shuffle.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 5
    2: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-5: 0 # random value between 0 and 5

  shop_neutral_card_slots:
    # When shop_sanity is enabled, the number of neutral card slots to shuffle.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 2
    1: 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

  shop_relic_slots:
    # When shop_sanity is enabled, the number of relic slots to shuffle.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 3
    2: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-3: 0 # random value between 0 and 3

  shop_potion_slots:
    # When shop_sanity is enabled, the number of potion slots to shuffle
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 3
    2: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-3: 0 # random value between 0 and 3

  shop_remove_slots:
    # When shop_sanity is enabled, whether to shuffle the ability to remove cards at the shop.
    # Progressive based on Act; i.e. you'll gain the ability to remove cards per Act, starting from Act 1.
    # Act 4 will be treated as Act 3.
    'false': 50
    'true': 0

  shop_sanity_costs:
    # How expensive the AP shop items should be. Tiered means costs map to typical costs rarity for the slot.
    # Progression = Rare, Useful = Uncommon, Filler = Common
    # Logic does not take this option into account.
    # Fixed=15 gold each
    # Super_Discount_Tiered=20% of tiered costs
    # Discount_Tiered=50% of tiered costs
    # Tiered=Vanilla price for slot
    fixed: 0
    super_discount_tiered: 0
    discount_tiered: 50
    tiered: 0

  ##############
  # Death Link #
  ##############
  death_link:
    # When you die, everyone who enabled death link dies. Of course, the reverse is true too.
    'false': 50
    'true': 0

  enable_death_fragments:
    # If Death Link is enabled, turning this setting on gives you a Curse Card whenever
    # you receive a Death Link.
    'false': 0
    'true': 50

  death_link_damage_percent:
    # If Death Link is enabled, this setting determines how much damage you take when you receive a Death Link, 
    # as a percentage of your max health. 
    # If you do not want to take any damage, set this to 0. 
    # If you want to be killed whenever you receive a Death Link, set this to 100.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  ####################
  # Advanced Options #
  ####################
  release_on_victory:
    # Release the winning character's remaining checks when their goal is recorded.
    'false': 0
    'true': 50

  seeded:
    # Whether each character should have a fixed seed to climb the spire with or not.
    'false': 50
    'true': 0

  use_advanced_characters:
    # Whether to use the advanced characters feature. The normal options for character, ascension, etc. are ignored.
    # See the "advanced_characters" option.
    'false': 50
    'true': 0

  advanced_characters:
    # The configuration for advanced characters.  Each character's options can be configured
    # independently of each other.  No validation is done on the character name, so use carefully.
    # Format is:
    #     <char name>:
    #         ascension:
    #             - <string or number>
    #         ascension_down:
    #             - <string or number>
    # 
    # If using a modded character:
    # Enter the internal ID of the character to use.
    # 
    # If you don't know the exact ID to enter with the mod installed go to
    # `Archipelago Settings -> Archipelago` to view a list of installed modded character IDs.
    # 
    # If the chosen character mod is not installed, checks will be sent when another character
    # sends them.  If none of the chosen character mods are installed, you will be playing
    # a very boring Ironclad run.
    ironclad:
      ascension:
      - 1
      ascension_down: []

  ################
  # Filler Items #
  ################
  one_gold_filler_weight:
    # Weight for One Gold filler items. Generates one gold for the character who receives it.
    # Available across runs, as a pool of all gold rewards.
    # 
    # Note: Even if you disable this item, you may still see it in on rare occasion, 
    # as it's the fallback for when item generation has issues.
    none: 50
    low: 0
    medium: 0
    high: 0

  five_gold_filler_weight:
    # Weight for Five Gold filler items. Generates five gold for the character who receives it.
    # Available across runs, as a pool of all gold rewards.
    none: 0
    low: 0
    medium: 0
    high: 50

  free_attack_filler_weight:
    # Weight for Free Attack filler items. Grants a buff that makes the next attack card you play free.
    none: 0
    low: 0
    medium: 0
    high: 50

  free_power_filler_weight:
    # Weight for Free Power filler items. Grants a buff that makes the next power card you play free.
    none: 0
    low: 0
    medium: 0
    high: 50

  free_skill_filler_weight:
    # Weight for Free Skill filler items. Grants a buff that makes the next skill card you play free.
    none: 0
    low: 0
    medium: 0
    high: 50

  dexterity_filler_weight:
    # Weight for Dexterity filler items. Grants a buff that increases Dexterity for the next combat.
    none: 0
    low: 0
    medium: 50
    high: 0

  strength_filler_weight:
    # Weight for Strength filler items. Grants a buff that increases Strength for the next combat.
    none: 0
    low: 0
    medium: 50
    high: 0

  plating_filler_weight:
    # Weight for Plating filler items. Grants a buff that provides Plating for the next combat.
    none: 0
    low: 0
    medium: 50
    high: 0

  friendship_filler_weight:
    # Weight for Friendship filler items. Raises the Max Energy per turn by 1 for the next combat.
    none: 0
    low: 0
    medium: 50
    high: 0

  post_combat_card_upgrade_filler_weight:
    # Weight for Post-Combat Card Upgrade filler items. Grants a buff that randomly upgrades a card in your deck after combat.
    none: 0
    low: 50
    medium: 0
    high: 0

  post_combat_card_removal_filler_weight:
    # Weight for Post-Combat Card Removal filler items. Grants a buff that lets you removes a card from your deck after combat.
    none: 0
    low: 50
    medium: 0
    high: 0

  additional_card_reward_filler_weight:
    # Weight for Additional Card Reward filler items. Grants a buff that provides an additional card reward after combat.
    none: 0
    low: 50
    medium: 0
    high: 0

  buffer_filler_weight:
    # Weight for Buffer filler items. Grants a buff that provides Buffer for the next combat.
    none: 0
    low: 50
    medium: 0
    high: 0

  vigor_filler_weight:
    # Weight for Vigor filler items. Grants a buff that provides Vigor for the next combat.
    none: 0
    low: 0
    medium: 0
    high: 50

  thorns_filler_weight:
    # Weight for Thorns filler items. Grants a buff that provides Thorns for the next combat.
    none: 0
    low: 0
    medium: 0
    high: 50

  artifact_filler_weight:
    # Weight for Artifact filler items. Grants a buff that protects you from debuffs for the next combat.
    none: 0
    low: 0
    medium: 0
    high: 50

  ###########################
  # 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.
    []
