# 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 Ape Escape 3 Template

game: Ape Escape 3
requires:
  version: 0.6.6 # Version of Archipelago required for this yaml to work as expected.

Ape Escape 3:
  ################
  # 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

  ###################
  # Session Options #
  ###################
  auto_save_state_slot:
    # Choose which slot this slot session should be saved on. Useful when playing multiple instances of this game within
    # the same multiworld. Slots 1 - 10 are used by the PCSX2 for quick use and will not be used for this purpose.
    # 
    # Please refer to your host.yaml file for more AutoSave/AutoLoad State settings.
    # 
    # <!> WARNING: It is highly recommended to not weight this option and explicitly specify a custom value.
    # To specify custom values, add it alongside the pre-existing options, copying their format.
    # Format: value : weight
    # 
    # Default: 0
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 11
    # Maximum value is 255
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-11-255: 0 # random value between 11 and 255
    default: 50 # equivalent to 0

  ######################
  # Randomizer Options #
  ######################
  progression_mode:
    # Choose how the progression of the randomizer should be.
    # Default: Group
    # 
    # > Singles - Each Stage will be unlocked one by one, as long as you find the Channel Key.
    # > Group - Alternate between unlocking groups of stages and the bosses in between.
    # > World - Progression is similar to Group, but the bosses are unlocked along with their preceding stages.
    # > Quadruples - Each set of Levels will have 4 channels each!
    # > Open* - All levels except the final two are immediately unlocked, but a certain number amount of keys is needed
    # to access the next level. The default required is 10 Channel Keys.
    # > Randomize* - How many levels are unlocked in a set is all up to chance!
    # 
    # * These options can be customized with their respective options below.
    singles: 0
    group: 50
    world: 0
    quadruples: 0
    open: 0
    randomize: 0

  open_progression_keys:
    # If the chosen Progression Mode is `open`, this option allows the amount of keys required to unlock the endgame
    # channel to be customized.
    # 
    # To specify custom values, add it alongside the pre-existing options, copying their format.
    # Format: value : weight
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 5
    # 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-5-30: 0 # random value between 5 and 30

  randomize_progression_set_count:
    # If the chosen Progression mode is `randomize`, this option allows you to control the amount of channel sets
    # that will be generated, and by extension, the minimum amount of keys to reach the end (but not post) game.
    # Leave this at 0 for a more freeform Channel Randomization, or leave it to generation to decide for you.
    # 
    # To specify custom values, add it alongside the pre-existing options, copying their format.
    # Format: value : weight
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 3
    # Maximum value is 28
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-3-28: 0 # random value between 3 and 28

  randomize_progression_channel_range:
    # If the chosen mode is `randomize`, this option allows you to control the amount of possible channels that can
    # be included in a set. Leave this empty to let generation decide for you, or specify a maximum and minimum
    # value for generation to use to randomize for each set. A set value can also be used if only one value is specified.
    # 
    # If a Set Count has been specified, it will be prioritized over this option,
    # but generation will still attempt to respect this option as much as possible.
    # 
    # <!> WARNING: This option expects *a list of one or two integers*
    # Format (Range): [min, max]
    # Format (Set): [value]
    # 
    # Absolute Minimum : 1
    # Absolute Maximum : 28
    []

  logic_preference:
    # Choose a certain logic preset that determines how difficult the game will be and how much expertise is asked from
    # the player.
    # 
    # > casual - Gadgets and Morphs are attempted to be given as early as possible
    # > normal - Gadgets and Morphs are given as needed by a normal playthrough of the game
    # > hard - Gadgets and Morphs are given as late as possible, where certain occasions may arise
    # where an unintuitive solution must be used, while still not requiring glitches
    # > expert - Glitches may often need to be exploited to progress
    # 
    # Default: normal
    casual: 0
    normal: 50
    hard: 0
    expert: 0

  hip_drop_storage_logic:
    # Determine if Hip Drop Storage should be considered for Logic.
    'false': 50
    'true': 0

  prolonged_quad_jump_logic:
    # Determine if using Quad Jumps for extended periods of time should be considered for Logic.
    'false': 50
    'true': 0

  goal_target:
    # Choose what will count as winning the game.
    # Default: specter
    # 
    # > specter - Clear Specter's Battle (Vanilla End Game)
    # > specter_final - Clear Specter's Final Battle (Vanilla Post Game)
    # > triple_threat - Clear 3 Boss stages
    # > play_spike - Capture 204 Monkeys
    # > play_jimmy - Capture 300 Monkeys
    # > directors_cut - Capture all 20 Monkey Films (Forces Camerasanity to "enabled" if disabled)
    # > phone_check - Activate all 53 Cellphones (Forces Cellphonesanity to be set to "enabled" if disabled)
    # > bonus_collector - Buy all 267 of the bonus items in the Shopping Area!
    # (Forces Shoppingsanity to be set to "enabled" if disabled)
    specter: 50
    specter_final: 0
    triple_threat: 0
    play_spike: 0
    play_jimmy: 0
    directors_cut: 0
    phone_check: 0
    bonus_collector: 0

  goal_target_override:
    # Override the amount of checks required by Goal Target by a percent amount.
    # This does not affect the "specter" and "specter_final" goals.
    # Default: 100 (No Override)
    # 
    # Maximum Values:
    # Bosses (Triple Threat): 8
    # Pipo Monkeys (Play Spike/Play Jimmy): 434, 354 (No Break Room Monkeys)
    # Pipo Cameras (Director's Cut): 20
    # Cellphones (Phone Check): 53
    # Shop Items (Collector): 267
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 100
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-100: 0 # random value between 1 and 100

  post_game_condition_monkeys:
    # Specify the amount of monkeys required to unlock the final set of channels (Post-Game). This will be reduced
    # as necessary depending on the channels placed in the post game.
    # Default: vanilla
    # 
    # To specify custom values, add it alongside the pre-existing options, copying their format.
    # Format: value : weight
    # 
    # > disabled - This category will not count towards unlocking the Post-Game Channels
    # > active - Only enabled Monkeys will count towards unlocking the Post-Game Channels
    # > vanilla - Monkeysanity Break Rooms will be forced to be set as "enabled" and all monkeys will count towards
    # unlocking the Post-Game Channels
    # 
    # <!> WARNING: Please make sure at least ONE Post-Game Condition Option is enabled (not 0/disabled).
    # The multiworld WILL refuse to generate otherwise.
    # Maximum Value (No Break Room Monkeys): 354
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 434
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-434: 0 # random value between 0 and 434
    disabled: 0 # equivalent to 0
    vanilla: 50 # equivalent to -2
    active: 0 # equivalent to -1

  post_game_condition_bosses:
    # Specify  the amount of bosses required to unlock the final set of channels (Post-Game). This will be reduced
    # as necessary depending on the channels placed in the post game.
    # Default: 0
    # 
    # To specify custom values, add it alongside the pre-existing options, copying their format.
    # Format: value : weight
    # 
    # <!> WARNING: Please make sure at least ONE Post-Game Condition Option is enabled (not 0/disabled).
    # The multiworld WILL refuse to generate otherwise.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 8
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-8: 0 # random value between 0 and 8

  post_game_condition_cameras:
    # Specify the amount of Pipo Cameras required to unlock the final set of channels (Post-Game).
    # This will be reduced as necessary depending on the channels placed in the post game. This will also force
    # Camerasanity to be set as "enabled" if it is disabled, but will respect its other options otherwise.
    # Default: 0
    # 
    # To specify custom values, add it alongside the pre-existing options, copying their format.
    # Format: value : weight
    # 
    # <!> WARNING: Please make sure at least ONE Post-Game Condition Option is enabled (not 0/disabled).
    # The multiworld WILL refuse to generate otherwise.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-20: 0 # random value between 0 and 20

  post_game_condition_cellphones:
    # Specify the amount of Cellphones required to unlock the final set of channels (Post-Game).
    # This will be reduced as necessary depending on the channels placed in the post game. This will also force
    # Cellphonesanity to be set as "enabled"
    # Default: 0
    # 
    # To specify custom values, add it alongside the pre-existing options, copying their format.
    # Format: value : weight
    # 
    # <!> WARNING: Please make sure at least ONE Post-Game Condition Option is enabled (not 0/disabled).
    # The multiworld WILL refuse to generate otherwise.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 53
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-53: 0 # random value between 0 and 53

  post_game_condition_shop:
    # Specify the amount of Shop Items required to unlock the final set of channels (Post-Game).
    # This will be reduced as necessary depending on the channels placed in the post game. This will also force
    # Shoppingsanity to be set as "enabled" if it is disabled, but will respect other options otherwise.
    # Default: 0
    # 
    # To specify custom values, add it alongside the pre-existing options, copying their format.
    # Format: value : weight
    # 
    # <!> WARNING: Please make sure at least ONE Post-Game Condition Option is enabled (not 0/disabled).
    # The multiworld WILL refuse to generate otherwise.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 267
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-267: 0 # random value between 0 and 267

  post_game_condition_keys:
    # Specify the amount of additional Channel Keys required to unlock the final set of channels (Post-Game).
    # Default: 0
    # 
    # To specify custom values, add it alongside the pre-existing options, copying their format.
    # Format: value : weight
    # 
    # <!> WARNING: Please make sure at least ONE Post-Game Condition Option is enabled (not 0/disabled).
    # The multiworld WILL refuse to generate otherwise.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 30
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-30: 0 # random value between 0 and 30

  ###############
  # Map Options #
  ###############
  shuffle_channel:
    # Choose if Channel Order should be randomized.
    # Default: disabled
    # 
    # > disabled - Channel Order will not be shuffled
    # > type_shuffle - Normal channels will only be shuffled with other normal levels, same for boss channels.
    # This preserves the slots of the bosses, but the order of the bosses themselves will still be shuffled.
    # > full_shuffle - All channels will be shuffled regardless
    disabled: 50
    type_shuffle: 0
    full_shuffle: 0

  preserve_channel:
    # If Channel Order is not disabled, choose which channel should preserve their number.
    # 
    # Format: ["item_a", "item_b", "item_c", ...]
    # 
    # Available Channels:
    # # - "Seaside Resort"
    # # - "Hide-n-Seek Forest"
    # # - "Saru-mon's Castle"
    # # - "Monkey White Battle!"
    # # - "The Big City"
    # # - "Specter TV Studio"
    # # - "Bootown"
    # # - "Wild West Town"
    # # - "Monkey Blue Battle!"
    # # - "The Hot Springs"
    # # - "Winterville"
    # # - "The Emperor's Castle"
    # # - "Monkey Yellow Battle!"
    # # - "Mount Amazing"
    # # - "Toytown"
    # # - "Arctic Wonderland"
    # # - "Mirage Town"
    # # - "Monkey Pink Battle!"
    # # - "Eversummer Island"
    # # - "Airplane Squadron"
    # # - "Kung-Fu Alley"
    # # - "Monkey Red Battle!"
    # # - "Midnight Bay"
    # # - "Tomoki City"
    # # - "Dr. Tomoki Battle!"
    # # - "Space-TV Fortress"
    # # - "Specter Battle!"
    # # - "Specter's Final Battle!"
    []

  push_channel:
    # Specify which channels should be pushed to the End Game (Penultimate set of channels).
    # 
    # By default, this will replace and swap the specified channels with the channels already present in the End Game,
    # but this can be changed to add without swapping by specifying "ADDITIVE" anywhere into the list.
    # 
    # Format: ["item_a", "item_b", "item_c", ..., (optional)"ADDITIVE"]
    []

  post_channel:
    # Specify which channels should be placed to the Post Game
    # (Ultimate set of channels locked behind Post Game Condition).
    # 
    # By default, this will replace and swap the specified channels with the channels already present in the Post Game,
    # but this can be changed to add without swapping by specifying "ADDITIVE" anywhere into the list.
    # 
    # Format: ["item_a", "item_b", "item_c", ..., (optional)"ADDITIVE"]
    # Maximum Items: 8 (excluding "ADDITIVE")
    []

  blacklist_channel:
    # Specify which channels whose locations should be excluded from generation, and then placed at the end of the
    # channel order.
    # 
    # Format: ["item_a", "item_b", "item_c", ...]
    # Maximum Items: 8
    []

  ####################
  # Location Options #
  ####################
  monkeysanity_break_rooms:
    # Choose if Break Room monkeys should count as locations, and if so, if the Super Monkey morph must first be
    # obtained before the game allows them to spawn.
    # Default: disabled
    # 
    # > disabled - Break Room monkeys will not spawn
    # > enabled - Break Room monkeys will spawn, but only when the Super Monkey morph is obtained
    # > early - Break Room monkeys will spawn, regardless of if the player has obtained the Super Monkey morph
    disabled: 50
    enabled: 0
    early: 0

  camerasanity:
    # Choose if Pipo Cameras should count as Locations.
    # Default: Disabled
    # 
    # > disabled - Pipo Cameras will not count as locations
    # > enabled - Pipo Cameras will count as locations, and is counted when a Monkey Film is recorded.
    # This means that the Pipo Monkey actors MUST BE PRESENT to acquire the item, or it will be missable until
    # Free Play mode is unlocked for the channel upon clearing it.
    # > no_actors - Pipo Cameras will count as locations, regardless if the Pipo Monkey Actors are present
    disabled: 50
    enabled: 0
    no_actors: 0

  cellphonesanity:
    # Choose if Cellphones should count as locations
    # default: Disabled
    'false': 50
    'true': 0

  shoppingsanity:
    # Choose if items from the Book Shop, Hobby Shop, and Music Shop, and the Morph Stocks from Monkey Mart
    # should count as locations.
    # Default: Disabled
    # 
    # > disabled - Shop Items will not count as locations
    # > enabled - Shop Items will count as locations
    # > collection - Shop Items will count as locations where they are counted by the amount of its category obtained
    # instead of being uniquely identified
    # > progressive - Shop Items will become available as you unlock more channels
    # > restock - Shop Items will become available as you find more Shop Stocks
    disabled: 50
    enabled: 0
    collection: 0
    progressive: 0
    restock: 0

  restock_progression:
    # If the chosen Shoppingsanity option is "Restock", this option determines the amount of Shop Stocks
    # that will be available. The amount of Shop Items that becomes available from collecting one Shop Stock
    # increases the less Shop Stocks exists.
    # 
    # To specify custom values, add it alongside the pre-existing options, copying their format.
    # Format: value : weight
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 4
    # Maximum value is 28
    28: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-4-28: 0 # random value between 4 and 28

  cheap_items_minimum_requirement:
    # If the chosen Shoppingsanity option is "Collection", "Progressive", or "Restock", this option will define
    # the minimum Channel progression required before any cheap items become in-logic, assuming no farmable area
    # becomes accessible beforehand.
    # 
    # To specify custom values, add it alongside the pre-existing options, copying their format.
    # Format: value : weight
    # 
    # Special Values:
    # > disabled (0) - Cheap Items will only become in-logic if a farmable area becomes accessible
    # > post-game (100) - Cheap Items will become in-logic at the latest when meeting the Post-Game Condition.
    # Regardless of this option, all Shopping Items will become in-logic if a farmable area becomes accessible.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    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
    disabled: 50 # equivalent to 0
    post-game: 0 # equivalent to 100

  cheap_items_early_amount:
    # If the chosen Shoppingsanity option is "Collection", "Progressive", or "Restock", this option will define
    # a minimum amount of Cheap Shop Items per Shop Item Category that will become in-logic from the very beginning.
    # 
    # If the option "Cheap Items Minimum Requirement" option is not disabled, this option is completely ignored.
    # 
    # To specify custom values, add it alongside the pre-existing options, copying their format.
    # Format: value : weight
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    3: 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

  farm_logic_sneaky_borgs:
    # Determines if access to areas with Sneaky-borgs should count as access to reasonably farmable gotcha coins.
    'false': 50
    'true': 0

  ################
  # Item Options #
  ################
  starting_gadget:
    # Choose a Gadget to start the game with along with the Monkey Net. Choose None if you want to start with
    # only the Monkey Net.
    # Default: Stun Club (Vanilla)
    none: 0
    stun_club: 50
    monkey_radar: 0
    super_hoop: 0
    slingback_shooter: 0
    water_net: 0
    rc_car: 0
    sky_flyer: 0

  starting_morph:
    # Choose a Morph to Start the game with.
    # Default: None (Vanilla)
    none: 50
    fantasy_knight: 0
    wild_west_kid: 0
    miracle_ninja: 0
    genie_dancer: 0
    dragon_kung_fu_fighter: 0
    cyber_ace: 0
    super_monkey: 0

  base_morph_duration:
    # Choose the base duration of morphs. This does not affect recharge durations.
    # Default: 30s (Vanilla)
    10s: 0
    15s: 0
    30s: 50
    40s: 0
    60s: 0

  shuffle_chassis:
    # Choose if the various RC Car Chassis should also be included in the pool. Unlocking any chassis will
    # automatically unlock the RC Car Gadget if it hasn't yet. This does not automatically equip the chassis.
    # Default: Disabled
    'false': 50
    'true': 0

  shuffle_morph_stocks:
    # Choose if Morph Stocks should also be included in the pool. This does not affect the Monkey Mart.
    # Default: Disabled
    'false': 50
    'true': 0

  add_morph_extensions:
    # Choose if Morph Extensions should also be included in the pool. Each Morph Extension adds 2 seconds to your morph
    # duration, up to a maximum of an additional 20 seconds added to your base morph duration.
    # Default: Disabled
    'false': 50
    'true': 0

  extra_keys:
    # Determine if extra Channel Keys should be generated in addition to the minimum required to unlock all the channels.
    # 
    # To specify custom values, add it alongside the pre-existing options, copying their format.
    # Format: value : weight
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 15
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-15: 0 # random value between 0 and 15

  extra_shop_stocks:
    # If the chosen Shoppingsanity option is "Restock", this option determines if extra Shop Stocks should be generated
    # in addition to the minimum required to unlock all the Shop Items. This option will not have any effect otherwise.
    # 
    # To specify custom values, add it alongside the pre-existing options, copying their format.
    # Format: value : weight
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-10: 0 # random value between 0 and 10

  ###############
  # Preferences #
  ###############
  early_free_play:
    # Allows Free Play mode to be available without needing to fully clear a channel. Useful when wanting Camerasanity
    # enabled without needing to worry about Pipo Monkey actors.
    # default: Enabled.
    'false': 0
    'true': 50

  enable_monkey_mart:
    # Choose if Monkey Mart should be able to sell cookies, energy and pellets. Morph Stock and Lucky Ticket will
    # remain available
    # 
    # Default: Enabled
    'false': 0
    'true': 50

  hints_from_hintbooks:
    # Choose if the Hint Book shop items will provide hints instead of items. Shoppingsanity must be at least enabled.
    # 
    # Default: Disabled
    'false': 50
    'true': 0

  lucky_ticket_consolation_effects:
    # Choose if Lucky Ticket Consolation Effects should be enabled. When you get a consolation prize, get a chance to
    # activate a special effect that can affect the Archipelago experience.
    'false': 50
    'true': 0

  consolation_effects_whitelist:
    # When `Lucky Ticket Consolation` is enabled, this option allows you to disable certain effects from being chosen.
    # 
    # Highly destructive effects have override values in host.yaml that will lead to options here being ignored.
    # If you wish to enable these effects, please refer to the settings in your host.yaml, or contact your game host
    # in charge of generating the game.
    ['Hint Filler', 'Hint Progressive', 'Check Filler', 'Check Progressive', 'Check PGC', 'Check GT']

  ################
  # Sync Options #
  ################
  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.
    []
