# 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 Vertical Drop Heroes HD Template

game: Vertical Drop Heroes HD
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.

Vertical Drop Heroes HD:
  ################
  # 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

  include_shortcuts:
    # Add the shortcut crystals as locations.
    # 
    # Buying a shortcut crystal checks a location instead of unlocking the
    # shortcut; Progressive Shortcut items unlock them instead.
    'false': 0
    'true': 50

  include_level_clears:
    # Add a location for clearing each of levels 1-10.
    # 
    # A level counts as cleared when you take its exit portal, whether you
    # killed the Guardian or opened the portal with keys.
    'false': 0
    'true': 50

  shop_upgrade_tiers:
    # How many upgrades each of the three hub shops sells.
    # 
    # The Blacksmith, Apothecary and Monk each sell this many tiers, so this is
    # also three locations and three progression items per tier. Vanilla-style
    # play is 15; the default of 20 spreads the same power over more checks.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 15
    # Maximum value is 30
    20: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-15-30: 0 # random value between 15 and 30

  shop_price_step:
    # Coins a hub shop's price climbs per tier already bought.
    # 
    # The Nth purchase from a shop costs N times this. Vanilla is 25, so the
    # first upgrade is 25 coins and the tenth is 250.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 200
    25: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-200: 0 # random value between 1 and 200

  shop_price_cliff:
    # Extra coins-per-tier added every 10 tiers bought.
    # 
    # Vanilla raises the per-tier rate by 25 for every 10 upgrades you already
    # own, which is the sudden price wall in the back half of a shop. Set this
    # to 0 for a purely linear curve, or higher to make depth hurt more.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 200
    25: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-200: 0 # random value between 0 and 200

  level_locks:
    # Require an item before the hero may descend into each level.
    # 
    # On (the default), levels 2-11 are locked and Progressive Level Access
    # items open them in order. Taking the exit portal of a level whose
    # successor is still locked still counts that level as cleared, but drops
    # you back into the village with your hero, coins and unlocks intact --
    # the descent simply stops there until Archipelago says otherwise.
    # 
    # Off, every level is open from the start and only the shop-upgrade curve
    # gates how deep the logic expects you to get.
    'false': 0
    'true': 50

  shrine_checks:
    # How many shrines on each level are Archipelago locations.
    # 
    # Shrines spawn at random through a level and always do exactly what they
    # always did; the first this many you activate on a level also check a
    # location. After that the level is out of Archipelago slots and its shrines
    # are back to being ordinary shrines.
    # 
    # 0 turns the feature off entirely.
    #
    # 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

  trap_fill:
    # Percentage of the leftover filler slots that become traps instead.
    # 
    # Only the slots no progression or skill item wanted are affected, so this
    # never displaces anything that matters. At 0 there are no traps at all.
    #
    # 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

  death_link:
    # When you die, everyone who enabled death link dies. Of course, the reverse is true too.
    '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.
    []
