# 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 Spirit Island Template

game: Spirit Island
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.

Spirit Island:
  ################
  # 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

  goals:
    # Which spirits, need to defeat which adversaries, at what level, to have completed the game.
    # 
    # Defeating an adversary at a level higher than the target level also counts as defeating them on a lower level.
    # Selecting multiple levels for the same spirit + adversary will have the lower values ignored.
    # Selecting many goals may introduce a lot of useless filler items.
    ['Habsburg Mining Expedition | A Spread of Rampant Green (Regrowth) | 0']

  advanced_goals:
    # Which spirits, need to defeat which adversaries, at what level, to have completed the game.
    # 
    # This setting replaces the settings in "Victory Goals" if present.
    # This setting allows you to specify the boss as an yaml in the form.
    # It allows you to weight spirit selection chances.
    # See the Game Page for examples.
    {}

  deathlink:
    # DeathLink is an opt-in feature for Multiworlds where individual death events are propagated to all games with DeathLink enabled.
    # 
    # - Disabled: Nothing will happen when you die or when other players trigger a death event.
    # 
    # - Lost game: A DeathLink broadcast will be sent every time you lose or abbandon a game.
    disabled: 50
    lost_game: 0

  ########################
  # Energy and Cardplays #
  ########################
  starting_energy:
    # The starting amount energy per turn offset the spirit starts with (-1 would mean you get 1 less energy per turn. 2 Would mean you get +2 energy per turn)
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is -5
    # Maximum value is 0
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range--5-0: 0 # random value between -5 and 0

  max_energy:
    # The final amount (when all +Energy checks have been gotten) energy per turn offset the spirit ends with (-1 would mean you get 1 less energy per turn. 2 Would mean you get +2 energy per turn)
    # 
    # This value needs to be higher than or equal to the starting energy offset
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 5
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-5: 0 # random value between 0 and 5

  starting_cardplays:
    # The starting amount energy per turn offset the spirit starts with (-1 would mean you get 1 less energy per turn. 2 Would mean you get +2 energy per turn)
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is -3
    # Maximum value is 0
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range--3-0: 0 # random value between -3 and 0

  max_cardplays:
    # The final amount (when all +Cardplay checks have been gotten) cardplays per turn offset the spirit ends with (-1 would mean you get 1 less cardplay per turn. 2 Would mean you get +2 cardplays per turn)
    # 
    # This value needs to be higher than or equal to the starting cardplays offset
    #
    # 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_blight:
    # The starting amount blight offset the game starts with (-1 would mean you start with 1 fewer blight)
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is -3
    # Maximum value is 0
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range--3-0: 0 # random value between -3 and 0

  max_blight:
    # The final amount blight offset when all '+ Blight' check have been collected (-1 would mean you always have at least with 1 fewer blight)
    # 
    # This value needs to be higher than or equal to the starting blight offset
    #
    # 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

  ###########
  # Unlocks #
  ###########
  enabled_expansions:
    # Which expansions should be included when creating checks for playing cards
    ['Spirit Island']

  spirit_play:
    # For which spirits should playing unique cards earns you checks
    []

  lock_not_in_play_cards:
    # Remove minors and majors not selected in 'Card unlocking expansions' from the game
    'false': 0
    'true': 50

  spirit_aspect_locked:
    # Which spirits (and aspects) should be locked by default and unlockable through checks.
    # 
    # To play an aspect you must first unlock its spirit.
    []

  ###########################
  # Hints & Quality of Life #
  ###########################
  spoil_locations:
    # Display on the powercards what item they will unlock
    'false': 0
    'true': 50

  hint_received_cards:
    # Hint cards that have been added to the deck or are in hand
    # 
    # - Disabled: No hints.
    # 
    # - On Hover: Whenever the card is viewed, a hint is generated for what it will unlock.
    # 
    # - Always: The moment a card is received, a hint is generated for what it will unlock.
    disabled: 0
    on_hover: 0
    always: 50

  prioritised_shuffle:
    # When shuffling the power decks, put cards with unexplored locations on top
    'false': 0
    'true': 50

  remove_cards_when_fill:
    # When the game has more locations than items, reduce the number of powercards to reduce the number of locations.
    # 
    # Prevents having a lot of filler items, at the cost of losing some major and minor power cards.
    'false': 50
    'true': 0

  #####################
  # Sharding & Filler #
  #####################
  spirit_shards:
    # Divides the unlocks for spirits and aspects across that many items.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 10
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-10: 0 # random value between 1 and 10

  copies_of_spirit:
    # Adds (up to this many) extra copies of spirit and aspect unlocking items.
    # 
    # Does not increase the amount of items required to unlock the spirit/aspect.
    #
    # 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

  elements_fill_ratio:
    # What percentage of filler items (after filling with extra spirits) should be +element.
    # 
    # 0 means no filler items are +element.
    # 100 means all filler items are +element.
    # 
    # Bonus elements last only a single turn.
    # Fill items that are not +element, are friendly greetings that do not have an effect on the game.
    #
    # 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

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