# 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 Suikapelago Template

game: Suikapelago
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Suikapelago: 1.1.2 # Version of the world required for this yaml to work as expected.

Suikapelago:
  ################
  # 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 who enabled death link dies. Of course, the reverse is true too.
    'false': 50
    'true': 0

  goal:
    # Which condition(s) are required for victory. If score or both is chosen,
    # will turn on Scoresanity
    make_largest_fruit: 50
    score: 0
    both: 0

  scoresanity:
    # Earn checks for various score thresholds.
    # 
    # When using 'with_extra', one extra score check will be placed between checks
    # 5-10, two extra score checks will be placed between checks 10-15, and three
    # extra checks will be placed between checks 15-20
    'false': 0
    'true': 50
    with_extra: 0

  scoresanity_difficulty:
    # How difficult the Scoresanity checks should be.
    # 
    # 'Normal' is equivalent to a max score of 3000.
    very_easy: 0
    easy: 0
    easier_than_normal: 0
    normal: 50
    harder_than_normal: 0
    hard: 0
    very_hard: 0

  starting_max_fruit_size:
    # How many sizes of fruit to start with access to. Fewer starting fruit means fewer sphere 1 checks.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 11
    2: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-11: 0 # random value between 1 and 11

  shuffle_fruit_order:
    # Shuffle the fruit order. If set to 'visual', the fruit will get bigger as
    # you progress. If 'on', the size of the fruit is also shuffled (this makes
    # the early game harder but may make the late game easier)
    'false': 50
    'true': 0
    visual: 0

  height_upgrade_count:
    # How many Progressive Field Height items to add into the pool. When set to 0,
    # disables the feature. When non-zero, the field starts at 50% of its normal
    # height and increases linearly to its normal height with each Progressive Field
    # Height
    #
    # 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

  cooldown_upgrade_count:
    # How many Progressive Cooldown Reduction items to add into the pool. When set
    # to 0, disables the feature. When non-zero, you start with a cooldown between
    # each fruit drop, which reduces linearly to zero with each Progressive
    # Cooldown Reduction
    #
    # 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

  starting_drop_cooldown:
    # How long your initial drop cooldown is, in seconds. Has no effect if
    # cooldown_upgrade_count is 0 (as that disables the feature entirely)
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 10
    # Maximum value is 3600
    60: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-10-3600: 0 # random value between 10 and 3600

  next_needs_unlock:
    # Does the ability to see the next fruit need unlocking?
    'false': 0
    'true': 50

  bonus_points_chance:
    # Chance, in percent, that any given filler item will be replaced with some
    # bonus points.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    10: 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_chance:
    # Chance, in percent, that any given filler item will be replaced with a trap.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    10: 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

  insta_drop_trap_weight:
    # The relative weight that any given trap will be an Instant Drop Trap.
    # 
    # Note that this is relative to the weights of other traps; if you have
    # Instant Drop Trap set to 50, Shuffle Trap set to 25, and all other traps set
    # to 0, there will be a 2/3 chance of Instant Drop trap being selected when a
    # trap is generated
    #
    # 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

  shuffle_trap_weight:
    # The relative weight that any given trap will be a Shuffle Trap.
    # 
    # Note that this is relative to the weights of other traps; if you have
    # Instant Drop Trap set to 50, Shuffle Trap set to 25, and all other traps set
    # to 0, there will be a 2/3 chance of Instant Drop trap being selected when a
    # trap is generated
    #
    # 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

  impulse_trap_weight:
    # The relative weight that any given trap will be an Impulse Trap.
    # 
    # Note that this is relative to the weights of other traps; if you have
    # Instant Drop Trap set to 50, Shuffle Trap set to 25, and all other traps set
    # to 0, there will be a 2/3 chance of Instant Drop trap being selected when a
    # trap is generated
    #
    # 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

  thanos_trap_weight:
    # The relative weight that any given trap will be a Thanos Trap.
    # 
    # Note that this is relative to the weights of other traps; if you have
    # Instant Drop Trap set to 50, Shuffle Trap set to 25, and all other traps set
    # to 0, there will be a 2/3 chance of Instant Drop trap being selected when a
    # trap is generated
    #
    # 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

  secrecy_trap_weight:
    # The relative weight that any given trap will be a Secrecy Trap.
    # 
    # Note that this is relative to the weights of other traps; if you have
    # Instant Drop Trap set to 50, Shuffle Trap set to 25, and all other traps set
    # to 0, there will be a 2/3 chance of Instant Drop trap being selected when a
    # trap is generated
    #
    # 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

  blind_trap_weight:
    # The relative weight that any given trap will be a Blindness Trap.
    # 
    # Note that this is relative to the weights of other traps; if you have
    # Instant Drop Trap set to 50, Shuffle Trap set to 25, and all other traps set
    # to 0, there will be a 2/3 chance of Instant Drop trap being selected when a
    # trap is generated
    #
    # 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.
    []
