# 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 MultiworldGG options are valid at this site:
#        https://multiworld.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 Inscryption Beta Template

game: Inscryption Beta
requires:
  version: 0.7.215 # Version of MWGG required for this yaml to work as expected.
  game:
    Inscryption Beta: 1.2.1 # Version of the world required for this yaml to work as expected.

Inscryption Beta:
  ################
  # 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

  act1_death_link_behaviour:
    # If DeathLink is enabled, determines what counts as a death in act 1. This affects deaths sent and received.
    # 
    # - Sacrificed: Send a death when sacrificed by Leshy. Receiving a death will extinguish all candles.
    # 
    # - Candle Extinguished: Send a death when a candle is extinguished. Receiving a death will extinguish a candle.
    sacrificed: 50
    candle_extinguished: 0

  enable_act_1:
    # Play Act 1 in the randomizer.
    'false': 0
    'true': 50

  enable_act_2:
    # Play Act 2 in the randomizer.
    'false': 0
    'true': 50

  enable_act_3:
    # Play Act 3 in the randomizer.
    'false': 0
    'true': 50

  act_unlocks:
    # Defines how acts are unlocked. You can always switch between any unlocked act.
    # 
    # - Sequential: You start with the first enabled act. After completing an act, you gain access to the next enabled one.
    # 
    # - Open: Every act is unlocked from the start.
    # 
    # - Items: You start with a random enabled act. There are "Act 1", "Act 2", and "Act 3" items that unlock other acts.
    sequential: 50
    open: 0
    items: 0

  starting_act:
    # Choose which act to start with.
    # This only applies to Act Unlocks: Items, and no other options.
    act_1: 50
    act_2: 0
    act_3: 0

  goal:
    # Choose how many acts to beat in order to complete the randomizer.
    # If you choose a higher number than are enabled, it requires all of them.
    one_act: 0
    two_acts: 0
    all_acts: 50

  randomize_codes:
    # Randomize codes and passwords in the game (clocks, safes, etc.)
    'false': 50
    'true': 0

  randomize_deck:
    # Randomize cards in your deck into new cards.
    # 
    # - Disable: Disable the feature.
    # 
    # - Every Encounter Within Same Type: Randomize cards within the same type every encounter (keep rarity/scrybe type).
    # 
    # - Every Encounter Any Type: Randomize cards into any possible card every encounter.
    # 
    # - Starting Only: Only randomize cards given at the beginning of runs and acts.
    disable: 50
    every_encounter_within_same_type: 0
    every_encounter_any_type: 0
    starting_only: 0

  randomize_sigils:
    # Randomize sigils printed on the cards into new sigils.
    # 
    # - Disable: Disable the feature.
    # 
    # - Randomize Addons: Every encounter, randomize sigils added from sacrifices or other means.
    # 
    # - Randomize All: Every encounter, randomize all sigils.
    # 
    # - Randomize Once: When a new card is obtained, randomize its sigils. In Act 2, every copy of the same card will have the same randomized sigils.
    disable: 50
    randomize_addons: 0
    randomize_all: 0
    randomize_once: 0

  extra_sigils:
    # Allow extra sigils to show up in Act 1 and 3.
    # These include sigils from other acts, Kaycee's Mod, or just new ones from the same act.
    # Some very strong sigils will not show up.
    'false': 50
    'true': 0

  randomize_hammer:
    # Instead of starting with the hammer in Act 2 and 3, it's an item that needs to be found first.
    # 
    # - Vanilla: Start with the hammer, as normal.
    # 
    # - Randomize: The hammer needs to be found in the randomizer.
    # 
    # - Remove: Remove the hammer entirely.
    vanilla: 50
    randomize: 0
    remove: 0

  randomize_shortcuts:
    # The 3 shortcuts opened by NPCs in Botopia can be randomized, and have locations.
    # 
    # - Vanilla: You open them normally by talking to the NPCs
    # 
    # - Randomize: There's items that open the shortcuts, and locations for talking to the NPCs.
    # 
    # - Open: They start open, and there's still locations for them. For a faster Act 3 experience.
    vanilla: 50
    randomize: 0
    open: 0

  randomize_vessel_upgrades:
    # The 3 Vessel Upgrades from Uberbots and the Conduit Upgrade can be randomized, and have locations.
    # These will give your vessels a random beneficial (but not broken) sigil, including those not in the normal options.
    # 
    # - Vanilla: You gain them normally, by picking them up from bosses.
    # 
    # - Randomize: Your vessels are upgraded instantly upon receiving a Vessel Upgrade, and there's locations for them.
    # 
    # - Remove One: Same as randomize, but there's one less upgrade in the pool.
    vanilla: 50
    randomize: 0
    remove_one: 0

  optional_death_card:
    # Add a moment after death in act 1 where you can decide to create a death card or not.
    # 
    # - Disable: Disable the feature.
    # 
    # - Always On: The choice is always offered after losing all candles.
    # 
    # - DeathLink Only: The choice is only offered after receiving a DeathLink event.
    disable: 0
    always_on: 0
    deathlink_only: 50

  skip_tutorial:
    # Skips the first few tutorial runs of act 1. Bones are available from the start.
    'false': 0
    'true': 50

  skip_epilogue:
    # Completes the goal as soon as the required acts are completed without the need of completing the epilogue.
    'false': 50
    'true': 0

  epitaph_pieces_randomization:
    # Determines how epitaph pieces in act 2 are randomized. This can affect your chances of getting stuck.
    # 
    # - All Pieces: Randomizes all nine pieces as their own item.
    # 
    # - In Groups: Randomizes pieces in groups of three.
    # 
    # - As One Item: Group all nine pieces as a single item.
    all_pieces: 50
    in_groups: 0
    as_one_item: 0

  painting_checks_balancing:
    # Generation options for the second and third painting checks in act 1.
    # 
    # - None: Adds no progression logic to these painting checks. They will all count as sphere 1 (early game checks).
    # 
    # - Balanced: Adds rules to these painting checks. Early game items are less likely to appear into these paintings.
    # 
    # - Force Filler: For when you dislike doing these last two paintings. Their checks will only contain filler items.
    none: 0
    balanced: 50
    force_filler: 0

  trap_chance:
    # The probability for each filler item to be replaced with a trap item.
    # If you don't want any traps, set this to 0.
    #
    # 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

  trap_type_weights:
    # When a filler item is replaced with a trap, these weights determine the
    # odds for each trap type to be selected.
    # If you don't want a specific trap type, omit it or set its weight to 0.
    # Setting all weights to 0 is the same as setting trap_chance to 0.
    # 
    # Bleach Trap doesn't work in Act 2, and Deck Size Trap is exclusive to Act 2,
    # so those won't be generated if relevant acts are disabled.
    Bleach Trap: 2
    Deck Size Trap: 1
    Reinforcements Trap: 2
    Trash Trap: 1

  ###########################
  # 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_inventory_from_pool:
    # Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1"
    # 
    # The game decides what the replacement items will be.
    {}

  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.
    []
