# 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 Final Fantasy 6 Worlds Collide Template

game: Final Fantasy 6 Worlds Collide
requires:
  version: 0.6.6 # Version of Archipelago required for this yaml to work as expected.

Final Fantasy 6 Worlds Collide:
  ################
  # 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

  CharacterCount:
    # Sets the number of characters needed to access the final battle
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 14
    8: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-14: 0 # random value between 0 and 14

  EsperCount:
    # Sets the number of Espers needed to access the final battle
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 27
    12: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-27: 0 # random value between 0 and 27

  DragonCount:
    # Sets the number of dragons needed to access the final battle
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 8
    4: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-8: 0 # random value between 0 and 8

  BossCount:
    # Sets the number of bosses required to access the final battle
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 40
    16: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-40: 0 # random value between 0 and 40

  StartingCharacterCount:
    # Sets the number of starting characters
    #
    # 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

  StartingCharacter1:
    # Starting Character 1
    terra: 0
    locke: 0
    edgar: 0
    sabin: 0
    celes: 0
    shadow: 0
    cyan: 0
    gau: 0
    setzer: 0
    mog: 0
    strago: 0
    relm: 0
    gogo: 0
    umaro: 0
    random_with_no_gogo_or_umaro: 50

  StartingCharacter2:
    # Starting Character 2. Only used if Starting Character Count is 2+
    terra: 0
    locke: 0
    edgar: 0
    sabin: 0
    celes: 0
    shadow: 0
    cyan: 0
    gau: 0
    setzer: 0
    mog: 0
    strago: 0
    relm: 0
    gogo: 0
    umaro: 0
    none: 0
    random_with_no_gogo_or_umaro: 50

  StartingCharacter3:
    # Starting Character 3. Only used if Starting Character Count is 3+
    terra: 0
    locke: 0
    edgar: 0
    sabin: 0
    celes: 0
    shadow: 0
    cyan: 0
    gau: 0
    setzer: 0
    mog: 0
    strago: 0
    relm: 0
    gogo: 0
    umaro: 0
    none: 50
    random_with_no_gogo_or_umaro: 0

  StartingCharacter4:
    # Starting Character 4. Only used if Starting Character Count is 4
    terra: 0
    locke: 0
    edgar: 0
    sabin: 0
    celes: 0
    shadow: 0
    cyan: 0
    gau: 0
    setzer: 0
    mog: 0
    strago: 0
    relm: 0
    gogo: 0
    umaro: 0
    none: 50
    random_with_no_gogo_or_umaro: 0

  StartAverageLevel:
    # Recruited characters start at the average character level
    'false': 0
    'true': 50

  RandomizedStats:
    # Modify character base stats, as a range of percentages applied to their vanilla stats.
    # Options include vanilla (100%), Light (85-125%), Moderate (50-150%), Boosted (100-175%) and Wild (0-200%)
    vanilla: 0
    light: 50
    moderate: 0
    boosted: 0
    wild: 0

  RandomizedCommands:
    # Randomize everyone's unique commands. Random Vanilla will pull only from the base list of commands.
    # Random Most will include Relic-modified commands, and Random All includes temporary character commands
    # like Shock
    vanilla: 0
    random_vanilla: 0
    random_most: 50
    random_all: 0

  BattleRewardMultiplier:
    # Multiplies the rewards (EXP, MP, GP) from enemies.
    vanilla: 0
    double: 0
    triple: 50
    quadruple: 0
    quintuple: 0

  RandomizedBosses:
    # Modifies boss encounters. Shuffled mixes up the vanilla bosses (so you'll still have one of each). Random
    # will roll each slot independently, making it likely a boss will show up multiple times or not at all.
    vanilla: 0
    shuffled: 50
    randomized: 0

  RandomEncounters:
    # Modifies random encounters. The Wild setting mixes bosses into the pool of encounters
    vanilla: 0
    randomized: 50
    wild: 0

  EsperSpells:
    # Modifies the spells taught by Espers. Shuffle mixes around the vanilla learnsets, while
    # Random rolls new options for every Esper. Random Tiered weights powerful spells to be less common.
    vanilla: 0
    shuffled: 50
    randomized: 0
    random_tiered: 0

  EsperBonuses:
    # Modifies level up bonuses from Espers. Shuffle mixes around the vanilla bonuses, while Random
    # rolls new options for every Esper
    vanilla: 0
    shuffled: 50
    randomized: 0

  EsperEquipability:
    # Modifies who can equip each esper. Random rolls a set of characters for each Esper, while Balanced
    # Random attempts to give every character the same number of Espers to equip
    vanilla: 50
    randomized: 0
    balanced_random: 0

  NaturalMagic:
    # Modifies which two characters learn Magic via level up, and what they learn
    vanilla: 0
    random_characters: 0
    random_spells: 0
    both: 50

  StartingGP:
    # Starting supply of GP
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 50000
    30000: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-50000: 0 # random value between 0 and 50000

  RandomizedShops:
    # Modifies shop inventories. Random can result in anything, while Random Tiered weights more powerful items
    # to be less common
    vanilla: 0
    randomized: 0
    random_tiered: 50

  SpellcastingItems:
    # Controls if Rods, Super Balls, and elemental Shields are allowed in shops. Limited removes Shields and
    # makes rods and Super Balls very expensive
    vanilla: 0
    limited: 50
    none: 0

  Equipment:
    # Modifies who can use what equipment. Shuffled mixes each character's equipability with another's,
    # while Balanced Random ensures every item is usable by seven characters.
    vanilla: 0
    shuffled: 50
    randomized: 0
    balanced_random: 0

  AllowStrongestItems:
    # Controls if EXP Eggs, Illuminas, and Paladin Shields can appear in the game.
    'false': 0
    'true': 50

  ZozoClockChestExclude:
    # Whether to exclude the Zozo Clock Puzzle Chest from progression.
    'false': 0
    'true': 50

  Treasuresanity:
    # Mixes all treasure chests and the like into the location pool. Not recommended for beginners.
    # Additional Gating prevents having to double dip dungeons where you don't have the character needed to clear
    'off': 50
    'on': 0
    on_with_additional_gating: 0

  Flagstring:
    # Enables custom flagstring. For advanced users only: will override most other options
    'False': 50

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