# 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 Yakuza Gaiden Template

game: Yakuza Gaiden
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    Yakuza Gaiden: 0.6.0 # Version of the world required for this yaml to work as expected.

Yakuza Gaiden:
  ################
  # 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

  ####################
  # Primary Settings #
  ####################
  intro_skip:
    # Sets key fights in the early tutorial section of the game to 1 HP.
    # This goes up until the end of the first dungeon before entering sotenbori.
    'false': 0
    'true': 50

  progressive_skills:
    # Allows certain skill books to progressively get stronger with each additional copy found.
    # Disabling this causes imbalance with stats and can have weird effects with some skills gotten out of order.
    'false': 0
    'true': 50

  shop_keys:
    # Locks shops down and hides all items until corresponding shop key unlock item is used.
    # Shop Key items will appear in your consumable section and need to be activated and consumed to add the items back to the shop.
    'false': 0
    'true': 50

  progressive_grapple_items:
    # Causes all regional grapple items to be progressive, ie: first Sotenbori grapple item will always come out as grapple_item_1 regardless of which actual grapple was grabbed.
    # Amount of relevant grapples can be set below. Good option for newer players learning where grapple points are.
    'false': 50
    'true': 0

  randomize_enemy_stats:
    # Randomizes all enemy health and damage stats between 0.5 and 3.0.
    # WARNING: This can make the playthrough much harder!
    'false': 50
    'true': 0

  pocket_circuit:
    # Enables Pocket Circuit items and related checks.
    # Disabling this also removes all extra pocket circuit items from the world that are outside of the pocket circuit room.
    'false': 0
    'true': 50

  minigames:
    # Enables the randomization of Minigames.
    # Only randomizes minigames with rewards attached. this excludes pocket circuit as that has its own section. If this is off, all below related settings are off as well.
    'false': 0
    'true': 50

  trap_chance:
    # Percent of junk items turned into traps.
    # Current traps: Joke healing items
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    10: 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

  #################
  # Win Condition #
  #################
  max_golden_ball_count:
    # The maximum number of the game winning item "Golden Ball". 
    # This value must be above or equal to the "Required Golden Ball" count.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 30
    10: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-30: 0 # random value between 0 and 30

  required_golden_ball_count:
    # The required amount of "Golden Ball"s the player needs to find to trigger thier goal. 
    # This number must be below or equal to the "Max Golden Ball" count.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 30
    7: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-30: 0 # random value between 0 and 30

  #########
  # Shops #
  #########
  shops:
    # Enables Basic shops into the pool.
    # This changes all shop items to be single purchase, but does not effect conveniance stores, the pharmacy, or any strange one off shops.
    'false': 0
    'true': 50

  weird_shops:
    # Enables the Weird shops into the pool.
    # This changes all shop items to be single purchase, this only enables weird one off stores like ichiban confections, or take out food places like smile cart.
    'false': 0
    'true': 50

  consumable_shops:
    # Enables the Consumable shops into the pool.
    # This changes all shop items to be single purchase, this effects all poppo marts and the pharmacy.
    'false': 50
    'true': 0

  item_cost_min:
    # Max potential value of how expensive each item can be in stores. 
    # note: this uses a 4 bucket system to try and curve most prices towards the low end, and leave a handfull of high end prices. Use the default as a guide here.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 3000000
    1000: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-3000000: 0 # random value between 0 and 3000000

  item_cost_max:
    # Minimum potential value of how expensive each item can be in stores. 
    # note: this uses a 4 bucket system to try and curve most prices towards the low end, and leave a handfull of high end prices. Use the default as a guide here.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 3000000
    1000000: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-3000000: 0 # random value between 0 and 3000000

  #############
  # Minigames #
  #############
  darts:
    # Enables the randomization of Darts.
    # Only randomizes Dart Rival rewards, If "Enable Minigame Reward Rando" is off, this setting is ignored.
    'false': 0
    'true': 50

  pool:
    # Enables the randomization of the Pool Point Shop.
    # Only randomizes Pool Point Shop rewards, If "Enable Minigame Reward Rando" is off, this setting is ignored.
    'false': 0
    'true': 50

  golf:
    # Enables the randomization of the Golf Point Shop.
    # Only randomizes Golf Point Shop rewards, If "Enable Minigame Reward Rando" is off, this setting is ignored.
    'false': 0
    'true': 50

  casino:
    # Enables the randomization of the Casino Point Shops.
    # Only randomizes Casino Point Shop rewards, This includes Yokohama, Sotenbori, and Colossuem. If "Enable Minigame Reward Rando" is off, this setting is ignored.
    'false': 0
    'true': 50

  shogi:
    # Enables the randomization of the Shogi Point Shops.
    # Only randomizes Shogi Point Shop rewards, This includes Yokohama, and Sotenbori. If "Enable Minigame Reward Rando" is off, this setting is ignored.
    'false': 0
    'true': 50

  item_cost_point_min:
    # Max potential value of how expensive each item can be in point stores. 
    # note: this uses a 4 bucket system to try and curve most prices towards the low end, and leave a handfull of high end prices. Use the default as a guide here.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10000
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-10000: 0 # random value between 0 and 10000

  item_cost_point_max:
    # Minimum potential value of how expensive each item can be in point stores. 
    # note: this uses a 4 bucket system to try and curve most prices towards the low end, and leave a handfull of high end prices. Use the default as a guide here.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10000
    5000: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-10000: 0 # random value between 0 and 10000

  #################
  # Skill Options #
  #################
  skill_money_min:
    # The minimum monetary cost each skill can be in the level up tab. 
    # note: this uses a 4 bucket system to try and curve most prices towards the low end, and leave a handfull of high end prices. Use the default as a guide here.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 3000000
    1000: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-3000000: 0 # random value between 0 and 3000000

  skill_money_max:
    # The maximum monetary cost each skill can be in the level up tab. 
    # note: this uses a 4 bucket system to try and curve most prices towards the low end, and leave a handfull of high end prices. Use the default as a guide here.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 3000000
    1000000: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-3000000: 0 # random value between 0 and 3000000

  skill_point_min:
    # The minimum point cost each skill can be in the level up tab. 
    # note: this uses a 4 bucket system to try and curve most prices towards the low end, and leave a handfull of high end prices. Use the default as a guide here.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10000
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-10000: 0 # random value between 0 and 10000

  skill_point_max:
    # The maximum point cost each skill can be in the level up tab. 
    # note: this uses a 4 bucket system to try and curve most prices towards the low end, and leave a handfull of high end prices. Use the default as a guide here.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10000
    3000: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-10000: 0 # random value between 0 and 10000

  ##################
  # Reward Options #
  ##################
  part_time_money_min:
    # The max amount of monetary reward that Akame tasks can grant. 
    # note: this uses a 4 bucket system to try and curve most prices towards the low end, and leave a handfull of high end prices. Use the default as a guide here.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000000
    50000: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000000: 0 # random value between 0 and 1000000

  part_time_money_max:
    # The maximum amount of monetary reward that Akame tasks can grant. 
    # note: this uses a 4 bucket system to try and curve most prices towards the low end, and leave a handfull of high end prices. Use the default as a guide here.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000000
    500000: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000000: 0 # random value between 0 and 1000000

  part_time_point_min:
    # The max amount of point reward that Akame tasks can grant. 
    # note: this uses a 4 bucket system to try and curve most prices towards the low end, and leave a handfull of high end prices. Use the default as a guide here.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 5000
    50: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-5000: 0 # random value between 0 and 5000

  part_time_point_max:
    # The maximum amount of point reward that Akame tasks can grant. 
    # note: Setting this higher can make key items less impactful, adjust if you want to play without waiting on others.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 5000
    2000: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-5000: 0 # random value between 0 and 5000

  #####################
  # Equipment Options #
  #####################
  attack_defense_min:
    # The minimum value gear can be given for Attack and Defense.
    # note: I recomend allowing negative values as it can force some decision making based on powerful abilities randomized in.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is -1000
    # Maximum value is 1000
    -200: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range--1000-1000: 0 # random value between -1000 and 1000

  attack_defense_max:
    # The maximum value gear can be given for Attack and Defense.
    # note: Most values will fall somewhere in the middle of the two extremes, consider that you can get up to 4 pieces of gear.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is -1000
    # Maximum value is 1000
    500: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range--1000-1000: 0 # random value between -1000 and 1000

  resist_min:
    # Minimum Value for Resistances on gear. 
    # note: These cannot go into the negative, but higher values of resistance reduces damage from that type of attack.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 500
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-500: 0 # random value between 0 and 500

  resist_max:
    # Maximum Value for Resistances on gear. 
    # note: These cannot go into the negative, but higher values of resistance reduces damage from that type of attack.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 500
    250: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-500: 0 # random value between 0 and 500

  ########################
  # Grapple Item Options #
  ########################
  important_grapple_items_yokohama:
    # The max number of potentially important grapple items within Yokohama. Only in effect if "Progressive Grapple Items" is turned on. 
    # note: All grapple items collected after the max set here will be randomized junk items instead.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    20: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-20: 0 # random value between 0 and 20

  important_grapple_items_sotenbori:
    # The max number of potentially important grapple items within Sotenbori. Only in effect if "Progressive Grapple Items" is turned on. 
    # note: All grapple items collected after the max set here will be randomized junk items instead.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 30
    30: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-30: 0 # random value between 0 and 30

  important_grapple_items_colosseum:
    # The max number of potentially important grapple items within the Colosseum. Only in effect if "Progressive Grapple Items" is turned on. 
    # note: All grapple items collected after the max set here will be randomized junk items instead.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10
    10: 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

  #################
  # Enemy Options #
  #################
  enemy_hp_mult:
    # Determines the multiplier to use for Enemy HP. 
    # note: This is overidden by the "Randomize Enemy Stats" option, as this is a single multiplier for all enemies.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 300
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-300: 0 # random value between 0 and 300

  enemy_attack_mult:
    # Determines the multiplier to use for Enemy Attack. ( 100 = 1.0, 50 = .5) 
    # note: This is overidden by the "Randomize Enemy Stats" option, as this is a single multiplier for all enemies.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 300
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-300: 0 # random value between 0 and 300

  ###################
  # Point Modifiers #
  ###################
  golf_modifier:
    # A modifier applied to the cost of items purchased with points from the Golf minigame. 
    # Keeping this lower is recomended for a more natural point-to-item ratio. consider 100 = 1.0 or no modifier, 200 = 2.0 or 2x points required per item.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 300
    40: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-300: 0 # random value between 0 and 300

  pool_modifier:
    # A modifier applied to the cost of items purchased with points from the Pool minigame. 
    # Keeping this lower is recomended for a more natural point-to-item ratio. consider 100 = 1.0 or no modifier, 200 = 2.0 or 2x points required per item.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 300
    25: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-300: 0 # random value between 0 and 300

  casino_modifier:
    # A modifier applied to the cost of items purchased with points from the Casino minigame. 
    # Keeping this lower is recomended for a more natural point-to-item ratio. consider 100 = 1.0 or no modifier, 200 = 2.0 or 2x points required per item.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 300
    70: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-300: 0 # random value between 0 and 300

  shogi_modifier:
    # A modifier applied to the cost of items purchased with points from the Shogi minigame. 
    # Keeping this lower is recomended for a more natural point-to-item ratio. consider 100 = 1.0 or no modifier, 200 = 2.0 or 2x points required per item.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 300
    50: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-300: 0 # random value between 0 and 300

  pocket_circuit_modifier:
    # A modifier applied to the cost of items purchased with points from the Pocket Circuit minigame. 
    # Keeping this lower is recomended for a more natural point-to-item ratio. consider 100 = 1.0 or no modifier, 200 = 2.0 or 2x points required per item.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 300
    150: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-300: 0 # random value between 0 and 300

  akame_shop_modifier:
    # A modifier applied to the cost of items purchased with points from the Akame Store. 
    # Keeping this lower is recomended for a more natural point-to-item ratio. consider 100 = 1.0 or no modifier, 200 = 2.0 or 2x points required per item.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 300
    200: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-300: 0 # random value between 0 and 300

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