# 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 Sonic Heroes Template

game: Sonic Heroes
requires:
  version: 0.6.6 # Version of Archipelago required for this yaml to work as expected.
  game:
    Sonic Heroes: 2.0.1 # Version of the world required for this yaml to work as expected.

Sonic Heroes:
  ################
  # 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_unlock_condition:
    # How should Metal Madness/Overlord be unlocked?
    # Level Completions will require reaching the goal ring in a certain number of levels
    # Emerald Hunt will only require the 7 chaos emeralds (received as Items)
    level_completions: 50
    emerald_hunt: 0
    level_completions_and_emeralds: 0

  goal_level_completions:
    # How Many Level Completions are needed per Story to unlock Metal Madness/Overlord?
    # This Requires Level Completion Goal Unlock Condition.
    # Each Story will require at least this many completed levels.
    # Required Rank will also affect this.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 14
    7: 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

  ability_unlocks:
    # How should Ability Unlocks be Handled?
    # Entire Story will make there be a "Homing Attack" item for each Team that unlocks Homing Attack on all levels for that team.
    # All Regions Separate will have 7 sets of ability items (Per Team) that unlock the ability for that respective region. (A Region is a set of levels that follow the same theme)
    # For example, Seaside Hill and Ocean Palace are both in the Ocean Region
    # 
    # Dev Note: All Regions Separate can cause significant BK in syncs (depending on speed of other games)
    # Recommended for asyncs only (or with proper consideration)
    all_regions_separate: 0
    entire_story: 50

  sonic_story:
    # Should Sonic Story Missions be enabled?
    mission_a_only: 50
    mission_b_only: 0
    both_missions_enabled: 0

  sonic_story_starting_character:
    # Which Character should be unlocked for Sonic Story from the Start?
    # Knuckles has the largest sphere 1
    # Sonic and Tails are even though Tails is slightly more restrictive logically
    sonic: 0
    tails: 0
    knuckles: 0
    random: 50

  sonic_key_sanity:
    # Getting a bonus key sends a check.
    # This is separate per team enabled
    # Only 1 Set makes it only 1 set of keys to collect (for the team) (this allows getting the key in either Act without being a separate check)
    # Set For Each Act has one set of keys for each Act enabled (requires both Acts enabled to have both sets)
    disabled: 0
    only_1_set: 50
    set_for_each_act: 0

  sonic_checkpoint_sanity:
    # Getting a checkpoint sends a check. (This is easier than KeySanity)
    # This is separate per team enabled
    # Only 1 Set makes it only 1 set of checkpoints to collect (for the team) (this allows getting the checkpoint in either Act without being a separate check)
    # Set For Each Act has one set of checkpoints for each Act enabled (requires both Acts enabled to have both sets)
    disabled: 0
    only_1_set_normal: 50
    set_for_each_act: 0

  remove_casino_park_vip_table_laser_gate:
    # This Option will Remove the Laser Gate in front of the ramp before the VIP Table in Casino Park.
    # This allows access to the Bonus Key there and the VIP table without having to get the switch on the pinball table before.
    'false': 0
    'true': 50

  trap_fill:
    # What percent of filler items should be replaced with trap items?
    #
    # 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.
    []
