# 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 Ys 8 Template

game: Ys 8
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Ys 8: 1.0.0 # Version of the world required for this yaml to work as expected.

Ys 8:
  ################
  # 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 Settings #
  #################
  final_boss_access:
    # Sets the goal for reaching the final boss and unlocking the Selection Sphere.
    # 
    # Find Crew: Find the required number of castaways (1-28, tied to moving objects).
    # Seiren Escape: Find three specific items: Seiren Area Map, Ship Blueprints, and Mistilteinn.
    # Release the Psyches: Defeat the specified number of Wardens of Evolution (4 will exist and will be chosen randomly). 
    #     Interact with the starting checkpoint crystal to see which bosses exist and what bosses are required to access them.
    # Untouchable: Reach the bottom of Former Sanctuary Crypt and defeat Melaiduma. Forces Former Sanctuary Crypt on.
    find_crew: 50
    seiren_escape: 0
    release_the_psyches: 0
    untouchable: 0

  octus_count_crew_mode:
    # For Find Crew mode: Sets the number of castaways required to open Octus Overlook Entrance.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 29
    16: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-29: 0 # random value between 1 and 29

  octus_count_psyches_mode:
    # For Release the Psyches mode: Sets the number of Wardens of Evolution required to defeat
    # to open Octus Overlook Entrance.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 4
    2: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-4: 0 # random value between 1 and 4

  goal_count_crew_final_boss:
    # For Find Crew mode: Sets the number of castaways required to access the final boss.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 29
    20: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-29: 0 # random value between 1 and 29

  goal_count_psyches_final_boss:
    # For Release the Psyches mode: Sets the number of Wardens of Evolution required to defeat
    # to access the final boss.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 4
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-4: 0 # random value between 1 and 4

  #####################
  # Shuffle Modifiers #
  #####################
  discovery_sanity:
    # Puts the landmarks in the item pool. Finding a landmark unlocks the ability to warp to it on the map.
    # This drastically changes logic and movement around the world. This also creates way more ways to espace
    # the starting area and access the North Side early. It is recommended on for AP as it makes BK pretty unlikely 
    # outside of very early game scenarios.
    'false': 0
    'true': 50

  dungeon_entrance_shuffle:
    # Shuffles the entrances to dungeon maps. The entrance to one dungeon may lead to another.
    # East Coast Cave is treated as the entrance for Pirate Ship Eleftheria with this setting on.
    'false': 50
    'true': 0

  shuffle_boss_levels:
    # Shuffles the levels of bosses.
    # With this setting off, bosses are found at their intended level.
    # Balanced: Boss levels are shuffled but distributed in a way to avoid extreme outliers and to keep early game bosses at relatively lower levels.
    # Chaotic: Boss levels are completely shuffled with no restrictions. This can lead to extreme outliers and early game bosses being late game levels.
    none: 50
    balanced: 0
    chaotic: 0

  ###################################
  # Progression Placement Modifiers #
  ###################################
  jewel_trade_items:
    # Sets which Prismatic Jewel trades at Dina's shop can become progression items.
    # Dina must join the village to access these trades.
    # There are 10 total trades distributed across different jewel costs.
    none: 0
    up_to_1_jewel: 0
    up_to_2_jewels: 0
    up_to_3_jewels: 0
    up_to_10_jewels: 50
    up_to_25_jewels: 0

  fish_trades:
    # Sets the number of unique fish required for Shoebill's rewards.
    # Shoebill joining the village is not required. The fishing rod is required to make these checks.
    # There are 6 total rewards, now at 1, 2, 3, 4, 5, and 6 unique fish respectively.
    none: 0
    '1': 0
    '2': 0
    '3': 0
    '4': 0
    '5': 0
    '6': 50

  food_trades:
    # Sets the number of unique cooked recipes required for Mishy Mishy's rewards.
    # There are 6 total rewards, now at 1, 2, 3, 4, 5, and 6 unique recipes respectively.
    # Access to Gendarme's Midpoint is required to make these checks.
    none: 0
    '1': 0
    '2': 0
    '3': 0
    '4': 0
    '5': 0
    '6': 50

  map_completion:
    # Sets the map completion percentage required for Euron/Captain Barbaros rewards.
    # Euron must join the village to make these checks.
    # The Eagle Eye Orb is considered required for percentages of 60% or greater.
    # Logically progression can never land at 100%.
    none: 0
    10_percent: 0
    20_percent: 0
    30_percent: 0
    40_percent: 0
    50_percent: 0
    60_percent: 50
    70_percent: 0
    80_percent: 0
    90_percent: 0

  discoveries:
    # Sets whether to require half (12) or all (24) discoveries for the rewards.
    # Austin must join the village to make these checks.
    # Both rewards are on by default with the 'all' setting.
    none: 0
    half: 0
    all: 50

  dogi_intercept_rewards:
    # Enables Dogi's 5 rewards for completing specific intercept stages (2, 3, 5, 7, and 9).
    # Intercepts are now unlocked via Progressive Raid Lists found in the world. 
    # Dogi is unlocked from the first one found.
    'false': 0
    'true': 50

  master_kong_rewards:
    # Sets whether Master Kong rewards can contain progression items.
    # Master Kong involves a fairly lengthy chain that spans the game.
    'false': 50
    'true': 0

  silvia_progression:
    # Sets whether Silvia can block progression.
    # This only refers to the optional boss fight.
    'false': 50
    'true': 0

  mephorash_progression:
    # Sets whether Mephorash can block progression.
    # Mephorash is the highest level optional fight in the game outside Former Sanctuary Crypt
    # and the Silent Tower is a high requirement location. Silent Tower can still have progression,
    # just not the item from Mephorash or the chest behind him.
    'false': 50
    'true': 0

  former_sanctuary_crypt:
    # Sets whether Former Sanctuary Crypt exists as a location.
    # If turned off, the dungeon is closed.
    # Also controls if it's entrances is used for dungeon entrance shuffle and if Melaiduma 
    # can be a boss in Release the Psyches mode.
    # All essence keystones are placed within the dungeon unless Essence Key Sanity is on.
    'false': 50
    'true': 0

  ####################
  # Pacing Modifiers #
  ####################
  experience_multiplier:
    # Divides character's min and max Exp values allowing for quicker leveling.
    # A multiplier of 8 provides well-balanced pacing for quick seeds.
    # A couple things to remember. Ys 8 has a pretty aggressive fall off 
    # for experience if you outlevel enemies and Nightmare and Inferno cut experience gain in half.
    # Level exp growth in Ys is also exponential. So it's a game that generally favors higher multipliers.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 20
    8: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-20: 0 # random value between 1 and 20

  additional_intercept_rewards:
    # Causes intercepts to give out up to four additional rewards after returning
    # to Castaway Village post-intercept. These are meant to help with resource gathering,
    # leveling, etc.
    'false': 50
    'true': 0

  battle_logic:
    # Attempts to smooth combat pacing by guaranteeing the player always has access
    # to some amount of strength for each boss. No battle logic is applied to non-forced 
    # encounters, with the small exceptions of Octus and Former Sanctuary Crypt having some 
    # battle logic applied to entering them.
    # Highly recommended to be left on, especially for Inferno difficulty.
    none: 0
    easy: 0
    normal: 50
    hard: 0

  progressive_super_items:
    # Both the Mistilteinn and Spirit Ring are in the pool.
    # Players find Broken Mistilteinn or Broken Spirit Ring instead.
    # Speaking with Kathleen after maxing the forge will fix the broken weapon.
    # If "Fun Items" are on then there are broken versions of Laxia, Sahad, Hummel, and Ricotta's accessories.
    # These are turned into Euron at max forge instead of Kathleen, since he's the accessory guy.
    'false': 0
    'true': 50

  fun_items:
    # Adds fun, powerful items to the item pool.
    # The items are one new arm equipment anyone can equip,
    # and four unique accessories that can only be equipped by Laxia, Sahad, Hummel, and Ricotta respectively.
    # These are considered for combat logic, they are meant to be powerful 
    # and also give Laxia, Sahad, Hummel, and Ricotta items with parity to Mistilteinn and Spirit Ring.
    'false': 50
    'true': 0

  octus_paths_opened:
    # All bridges in Octus start lowered. Bosses and mini-bosses are still present
    # but do not need to be defeated to access everywhere in the dungeon.
    # Mini-bosses remain an excellent EXP farm.
    'false': 0
    'true': 50

  extra_flame_stones:
    # Adds Flame Stones to the item pool (0-10 additional stones).
    # There are 7 Flame Stones by default, so 3 additional puts it at a round 10.
    # Makes hitting max level more likely without being excessive.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # 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-0-10: 0 # random value between 0 and 10

  recipes_with_ingredients:
    # Grants the player essentially infinite ingredients necessary to cook a dish
    # upon obtaining their respective Recipe Book. There's not currently havey logic 
    # around ingredient access so it's recommended to use this for things like Mishy.
    # The pacing of the rando also generally works better without having to farm ingredients
    # and things like the attack/defense recipes are used in battle logic as they're very powerful.
    'false': 0
    'true': 50

  north_side_open:
    # The playthrough will start with the Crystal Checkpoint to Temple Approach unlocked.
    # Completing Mt Gendarme is no longer mandatory to access the North Side.
    # You may need to explore the North Side while underleveled.
    'false': 50
    'true': 0

  infinity_mode:
    # Activates Infinity Mode, a New Game+ that drastically scales up enemy levels.
    # The lowest level enemies are in the mid-60s and the highest level is 120.
    # It is recommended you upgrade your starting loadout drastically with this on.
    'false': 50
    'true': 0

  scale_exp_items:
    # Scales experience reward items (Hermit's Elixir, Bitter Remedy, Sweet Remedy) to attempt
    # to make them less rewarding due to experience multiplier options and to smooth out pacing.
    'false': 50
    'true': 0

  #######################
  # Final Boss Settings #
  #######################
  final_boss:
    # Sets which boss(es) will be the final ones.
    # If set to both, Theos and Origin fights happen consecutively.
    theos: 50
    origin: 0
    both: 0
    io: 0

  theos_start_phase:
    # Sets which phase the Theos fight will start in.
    # 1: Tentacle phase
    # 2: Circular platform with crystals
    # 3: Head form
    first: 50
    second: 0
    final: 0

  origin_care_package:
    # Origin is a long fight and higher level than Theos.
    # Since the Abyss is skipped in randomizer, this provides balance.
    # Lite: A few ripe items and recipes
    # Generous: Stacks of ripe items and recipes
    none: 50
    lite: 0
    generous: 0

  origin_start_phase:
    # Sets which phase the Origin fight starts in.
    # 1: Mobbing phase
    # 2: Main boss
    first: 0
    second: 50

  #################
  # Misc Settings #
  #################
  essence_key_sanity:
    # If Former Sanctuary Crypt is on, Essence Key Stones can be placed anywhere
    # in the game instead of just within the dungeon itself. If set to on, forces Former Sanctuary Crypt on.
    'false': 50
    'true': 0

  starting_character_weights:
    # Set the weight/chance for each starting character.
    # Higher values mean more likely to be selected as the starting character.
    # Set to 0 to disable a character from being selectable.
    Adol: 1
    Dana: 1
    Hummel: 1
    Laxia: 1
    Ricotta: 1
    Sahad: 1

  death_link:
    # If enabled, players will share death. When one player dies, the other player(s) will also die.
    'false': 50
    'true': 0

  helper_text:
    # If enabled, this will display additional descriptive text about items.
    # This is meant to help with new player onboarding.
    # For remote items it will show the information in the client.
    '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.
    []
