# 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 Monster Sanctuary Template

game: Monster Sanctuary
requires:
  version: 0.6.6 # Version of Archipelago required for this yaml to work as expected.

Monster Sanctuary:
  ################
  # 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

  logic_difficulty:
    # Sets the difficulty of movement that is required from the player. Default is casual.
    # 
    # Casual: Logic will only require of you what the vanilla game expects.
    # Advanced: Logic can require difficult jumps and require using abilities in unintended ways.
    # Expert: Logic can require frame-perfect (or near frame-perfect) jumps while using abilities in ways they weren't intended.
    casual: 50
    advanced: 0
    expert: 0

  tedious_checks:
    # When enabled, the logic will expect the player to use the Warp to Start feature to get out of areas that are only accessible in one direction, or to attempt failed jumps multiple times. Default is disabled
    'false': 50
    'true': 0

  randomize_monsters:
    # Randomize monsters
    # 
    # Off: Monsters are not randomized. Koi and Bard Egg locations are also not randomized
    # Any: All monsters are randomized independently
    # By Specie: Monsters of the same specie are all randomized to another monster specie
    # By Encounter: Within an encounter, all monsters of the same specie are randomized to another specie. Each encounter is randomized separately
    'off': 0
    any: 50
    by_specie: 0
    by_encounter: 0

  monster_shift_rule:
    # When do shifted monsters start appearing?
    # 
    # Never: Shifted monsters will never appear in the wild
    # After Sun Palace: Shifted monsters will start appearing after completing the Sun Palace storyline
    # Any Time: Shifted monsters can appear any time
    never: 0
    after_sun_palace: 50
    any_time: 0

  improved_mobility_limit:
    # Limit monsters with improved mobility abilities from showing up too early.
    # Abilities include: improved flying, lofty mount, improved swimming, and dual mobility
    # 
    # If enabled, monsters with improved mobility abilities will not show up in the Mountain Path, Blue Caves, Stronghold Dungeon, Snowy Peaks, Sun Palace, or Ancient Woods.
    # if disabled, monsters with improved mobility abilities can appear anywhere.
    'false': 0
    'true': 50

  include_spectral_familiars_in_pool:
    # If enabled, spectral familiars will be added to the pool of monsters that's randomized
    'false': 50
    'true': 0

  include_bard_in_pool:
    # If enabled, Bard will be added to the pool of monsters that's randomized
    'false': 50
    'true': 0

  randomize_monster_skill_trees:
    # If enabled, randomizes the 3 or 4 skill trees that every monster has
    'false': 50
    'true': 0

  randomize_monster_ultimates:
    # If enabled, randomizes every monster's three ultimate skills
    'false': 50
    'true': 0

  randomize_monster_shift_skills:
    # If enabled, randomizes the light and dark shift traits for all monsters
    'false': 50
    'true': 0

  lock_explore_abilities:
    # If enabled, explore abilities cannot be used until a corresponding item has been collected.
    # The items required to use explore abilities depends on the selected option:
    # 
    # Off: Explore Abilities are always available.
    # Type: Monsters are grouped into 16 different categories based on monster type. There are 16 unique items to unlock abilities for all monsters of a given type
    # Ability: Each explore ability must be unlocked separately. For example, unlocking Flying will allow that ability to be used on any monster with the Flying ability
    # Species: Each monster species will require a unique item to unlock its explore ability (excepting evolutions where the ability doesn't change)
    # Progression: Monster abilities are grouped by function and unlocked progressively. This helps to keep more advanced abilities from being made available early in the game
    # Combo: Similar to Progression, except there are a smaller number of progressive groups, and more advanced abilities require combinations of different progression chains
    'off': 50
    type: 0
    ability: 0
    species: 0
    progression: 0
    combo: 0

  cryomancer_check_restrictions:
    # Sets what kind of items can be placed at the four checks given by Lady Stasis in the Snowy Peaks.
    # 
    # Vanilla: The checks are unchanged from the base game.
    # Randomized: The checks are randomized with the rest of the item pool.
    # Filler: The checks are guaranteed to be junk items.
    vanilla: 0
    randomized: 50
    filler: 0

  koi_egg_placement:
    # Sets what kind of items can be placed at the Caretaker's Koi Egg check in Sun Palace
    # 
    # Vanilla: The check is unchanged from the base game.
    # Randomized: The check is randomized with the rest of the item pool.
    # Filler: The check is guaranteed to be a junk item.
    vanilla: 0
    randomized: 50
    filler: 0

  bard_egg_placement:
    # Sets what kind of items can be placed at the 5 Celestial Feathers/Bard Egg check in the Forgotten World
    # 
    # Vanilla: The check is unchanged from the base game.
    # Randomized: The check is randomized with the rest of the item pool.
    # Filler: The check is guaranteed to be a junk item.
    vanilla: 0
    randomized: 50
    filler: 0

  skorch_egg_placement:
    # Sets what kind of items can be placed at Bex's Skorch Egg check in Magma Caverns
    # 
    # Vanilla: The check is unchanged from the base game.
    # Randomized: The check is randomized with the rest of the item pool.
    # Filler: The check is guaranteed to be a junk item.
    vanilla: 0
    randomized: 50
    filler: 0

  spectral_familiar_egg_placement:
    # Sets what kind of items can be placed at the four spectral familiar battle checks in Eternity's End.
    # 
    # Vanilla: The check is unchanged from the base game (gives Spectral Familiar eggs)
    # Randomized: The check is randomized with the rest of the item pool.
    # Filler: The check is guaranteed to be a junk item.
    vanilla: 0
    randomized: 50
    filler: 0

  no_progression_in_underworld:
    # If enabled, no progression items will be placed in the Underworld
    'false': 50
    'true': 0

  no_progression_in_forgotten_world:
    # If enabled, no progression items will be placed in the Forgotten World
    'false': 50
    'true': 0

  old_man_check_restrictions:
    # Sets what kind of items can be placed at the Old Man check in Horizon Beach.
    # 
    # Randomized: The check is randomized with the rest of the item pool.
    # Filler: The check is guaranteed to be a junk item.
    randomized: 50
    filler: 0

  fisherman_check_restrictions:
    # Sets what kind of items can be placed at the Fisherman check in Horizon Beach.
    # 
    # Randomized: The check is randomized with the rest of the item pool.
    # Filler: The check is guaranteed to be a junk item.
    randomized: 50
    filler: 0

  wanderers_gift_check_restrictions:
    # Sets what kind of items can be placed at the Wanderer check that requires defeating Dracomer in the Forgotten World
    # 
    # Randomized: The check is randomized with the rest of the item pool.
    # Filler: The check is guaranteed to be a junk item.
    randomized: 50
    filler: 0

  monsters_always_drop_egg:
    # If enabled, monsters will always drop an egg.
    'false': 0
    'true': 50

  monsters_always_drop_catalyst:
    # If enabled, evolved monsters will always drop their own catalyst.
    'false': 50
    'true': 0

  include_chaos_relics:
    # Include Relics of Chaos in the random item pool
    # 
    # Off: Relics of Chaos will not show up
    # On: Relics of Chaos can be added to the item pool, but are not guaranteed
    # Some: At least 5 Relics of Chaos will be included in the item pool
    # All: All Relics of Chaos will be added to the item pool
    'off': 0
    'on': 50
    some: 0
    all: 0

  include_looters_handbook:
    # If enabled, this adds a new item, the Looter's Handbook, to the item pool. When the player has this item in their inventory, all chests will have their appearance updated to match their contents. Progression items will be in purple chests, and useful items will be in green chests.
    'false': 0
    'true': 50

  add_smoke_bombs:
    # If enabled, the player will start with 50 Smoke Bombs.
    'false': 0
    'true': 50

  starting_gold:
    # Override the player's starting gold, counted in increments of 100 gold
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  automatically_scale_equipment:
    # If enabled, equipment that is sent to the player will be automatically leveled according to the player's progress in the game
    # 
    # Disabled: Weapon and accessory levels are randomized when the item pool is generated
    # By Level: Weapons and accessories are scaled with the highest monster level the player has
    # By Rank: Weapons and accessories are scaled with the number of champions the player has defeated
    # By Map Progress: Weapons and accessories are scaled with the percentage of the map the player has uncovered
    disabled: 50
    by_level: 0
    by_rank: 0
    by_map_progress: 0

  key_of_power_champion_unlock:
    # When this is set to a value greater than 0, the Key of Power will be automatically given to the player when they defeat the set number of champions. This is disabled when set to 0
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 26
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-26: 0 # random value between 0 and 26

  drop_chance_craftingmaterial:
    # Frequency that a random non-progression item is a crafting material
    # 
    # The higher this value is compared to the other drop chances, the more frequently it will occur.
    # For example, if this value is twice the value of all other drop chances,
    # then this type of item will occur twice as often as the others. If left at 0, this item type will never drop.
    #
    # 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

  drop_chance_consumable:
    # Frequency that a random non-progression item is a consumable
    # 
    # The higher this value is compared to the other drop chances, the more frequently it will occur.
    # For example, if this value is twice the value of all other drop chances,
    # then this type of item will occur twice as often as the others. If left at 0, this item type will never drop.
    #
    # 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

  drop_chance_food:
    # Frequency that a random non-progression item is a food item
    # 
    # The higher this value is compared to the other drop chances, the more frequently it will occur.
    # For example, if this value is twice the value of all other drop chances,
    # then this type of item will occur twice as often as the others. If left at 0, this item type will never drop.
    #
    # 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

  drop_chance_catalyst:
    # Frequency that a random non-progression item is a catalyst
    # 
    # The higher this value is compared to the other drop chances, the more frequently it will occur.
    # For example, if this value is twice the value of all other drop chances,
    # then this type of item will occur twice as often as the others. If left at 0, this item type will never drop.
    #
    # 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

  drop_chance_weapon:
    # Frequency that a random non-progression item is a weapon
    # 
    # The higher this value is compared to the other drop chances, the more frequently it will occur.
    # For example, if this value is twice the value of all other drop chances,
    # then this type of item will occur twice as often as the others. If left at 0, this item type will never drop.
    #
    # 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

  drop_chance_accessory:
    # Frequency that a random non-progression item is an accessory
    # 
    # The higher this value is compared to the other drop chances, the more frequently it will occur.
    # For example, if this value is twice the value of all other drop chances,
    # then this type of item will occur twice as often as the others. If left at 0, this item type will never drop.
    #
    # 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

  drop_chance_currency:
    # Frequency that a random non-progression item is gold
    # 
    # The higher this value is compared to the other drop chances, the more frequently it will occur.
    # For example, if this value is twice the value of all other drop chances,
    # then this type of item will occur twice as often as the others. If left at 0, this item type will never drop.
    #
    # 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

  skip_plot:
    # Skip plot related events and open up all areas gated by story progression.
    'false': 50
    'true': 0

  skip_keeper_battles:
    # Skip all keeper battles.
    'false': 50
    'true': 0

  remove_locked_doors:
    # Remove Locked Doors
    # 
    # Off: Locked doors are not removed
    # Minimal: Superfluous locked doors are removed, while ones that gate large numbers of checks remain
    # All: All locked doors are removed
    'off': 50
    minimal: 0
    all: 0

  local_area_keys:
    # Localized Area Keys
    # 
    # If enabled, area keys will only appear in the Monster Sanctuary player's world, and they will only appear in their own area.
    # If disabled, keys can appear in any world, and may be found outside their area in which they are used.
    'false': 50
    'true': 0

  open_blue_caves:
    # If enabled, the Blue Cave to Mountain path shortcut will be opened
    'false': 50
    'true': 0

  open_stronghold_dungeon:
    # Opens shortcuts and entrances to Stronghold Dungeon
    # 
    # Entrances: Opens up entrances to the Dungeon from Blue Caves and Ancient Woods
    # Shortcuts: Opens interior gates within the Dungeon
    # Full: Opens both Entrances and Shortcuts
    'off': 50
    entrances: 0
    shortcuts: 0
    full: 0

  open_ancient_woods:
    # If enabled, opens up the alternate routes past the Brutus and Goblin King fights
    # NOTE: These shortcuts allow you to bypass the need for Ancient Woods Keys. It is recommended to only use this setting if locked doors are turned off
    'false': 50
    'true': 0

  open_snowy_peaks:
    # If enabled, opens up shortcuts within Snowy Peaks
    'false': 50
    'true': 0

  open_sun_palace:
    # Opens shortcuts and entrances to Sun Palace
    # 
    # Entrances: Opens the elemental gates between Blue Caves and Sun Palace, and opens the gate between Snowy Peaks and Sun Palace
    # Raise Pillar: Raises the pillar, lowers the water, and opens the east and west shortcuts
    # Full: Opens both Entrances and Raises the Pillar
    'off': 50
    entrances: 0
    raise_pillar: 0
    full: 0

  open_horizon_beach:
    # Opens shortcuts and entrances to Horizon Beach
    # 
    # Entrances: Opens the elemental door locks between Ancient Woods and Horizon Beach, and opens the Magma Chamber to Horizon Beach shortcut
    # Shortcuts: Opens the shortcut in central Horizon Beach
    # Full: Opens both Entrances and Shortcuts
    'off': 50
    entrances: 0
    shortcuts: 0
    full: 0

  open_magma_chamber:
    # Opens shortcuts and entrances to Magma Chamber
    # 
    # Entrances: Opens the rotating gates between Ancient Woods and Magma Chamber, and the breakable wall between Forgotten world and Magma Chamber
    # Lower Lava: Removes the runestone shard from the item pool, lowers the lava, and opens all internal shortcuts
    # Full: Opens Entrances and Lowers Lava
    'off': 50
    entrances: 0
    lower_lava: 0
    full: 0

  open_blob_burg:
    # Opens up Blob Burg
    # 
    # Entrances: Removes blob key from the item pool and makes Blob Burg accessible with no requirements
    # Open Walls: Opens up all areas within Blob Burg, removing the need to incrementally open it
    # Full: Opens Entrances and all Walls
    'off': 50
    entrances: 0
    open_walls: 0
    full: 0

  open_forgotten_world:
    # Opens shortcuts and entrances to Horizon Beach
    # 
    # Entrances: Opens alternative entrances to Forgotten World from Horizon Beach and Magma Chamber
    # Shortcuts: Opens one-way shortcuts in the Forgotten World
    # Full: Opens both Entrances and Shortcuts
    'off': 50
    entrances: 0
    shortcuts: 0
    full: 0

  open_mystical_workshop:
    # If enabled, opens up the northern shortcut within the Mystical Workshop
    # NOTE: This shortcut allows you to bypass the need for Mystical Workshop Keys. It is recommended to only use this setting if locked doors are turned off
    'false': 50
    'true': 0

  open_underworld:
    # Opens up the Underworld
    # 
    # Entrances: Removes sanctuary tokens from the item pool and opens up the Underworld door in Blue Caves, as well as the back entrance in Sun Palace
    # Shortcuts: Opens all shortcuts and enables all grapple points within the Underworld
    # Full: Opens Entrances and Shortcuts
    'off': 50
    entrances: 0
    shortcuts: 0
    full: 0

  open_abandoned_tower:
    # Opens up the Abandoned Tower
    # 
    # Entrances: Opens the large door between Mystical Workshop and Abandoned Tower, as well as removing the Key of Power door. Removes Key of Power from the item pool
    # Shortcuts: Opens all shortcuts in Abandoned Tower
    # Full: Opens Entrances and Shortcuts
    'off': 50
    entrances: 0
    shortcuts: 0
    full: 0

  hints:
    # Adds hints for common checks, items, and monsters
    'false': 0
    'true': 50

  goal:
    # Goal to complete.
    # 
    # Defeat Mad Lord: Defeat the Mad Lord
    # Defeat All Champions: Defeat all 27 Champions
    defeat_mad_lord: 50
    defeat_all_champions: 0

  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.
    []
