# 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 Shadow The Hedgehog Template

game: Shadow The Hedgehog
requires:
  version: 0.6.6 # Version of Archipelago required for this yaml to work as expected.

Shadow The Hedgehog:
  ################
  # 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_final_bosses:
    # Determines what percentage of final boss missions are required for completion, rounded up.
    #
    # 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

  objective_sanity_system:
    # Option to determine what triggers objective sanity checks.
    # Count Up, the original system, requires getting/maintaining a particular count.
    # Individual, the new system, where each individual activation is a separate check, not requiring the count
    #     Due to technical limitations:
    #      - Currently disabled for Final Haunt Shields
    #      - GUN Soldiers work on despawn rather than defeat
    # Both, checks for both in the system, if available
    count_up: 0
    individual: 50
    both: 0

  objective_sanity_behaviour:
    # When objective-sanity is enabled, how to operate clearing of stages
    # Default: You require desired item count to finish stage, press Z to finish, then complete a goal
    # Manual Clear: You require desired item count to finish stage, pressing Z when completable, sets count to 0, must be beaten normally
    #     (Must handle early accessible / update to current value detected in the stage)
    # Base Clear: You do not need to collect items to progress stages, but as objectivesanity is on,
    #     required to still press Z to avoid inability to get checks.
    default: 50
    manual_clear: 0
    base_clear: 0

  difficult_enemy_sanity:
    # Determines whether enemies marked as difficult are included as part of enemy sanity.
    'false': 50
    'true': 0

  weapon_sanity_min_available:
    # Minimum value for weapon copies to be in the item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 5
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-5: 0 # random value between 1 and 5

  weapon_sanity_max_available:
    # Maximum value for weapon weapons to be in the item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 5
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-5: 0 # random value between 1 and 5

  enable_ring_items:
    # Determines if ring filler is included.
    'false': 0
    'true': 50

  ring_link:
    # Whether your in-level ring gain/loss is linked to other players.
    # Off disables the feature.
    # On enables the feature excluding the special cases listed below.
    # Unsafe enables ring link during Circus Park missions and during Devil Doom.
    'off': 50
    'on': 0
    unsafe: 0

  chaos_control_logic_level:
    # Determines the chaos control logic level for play-through.
    # Off: Chaos Control is never required to make progress.
    # Easy: Stages where the player will naturally have chaos control are included.
    # Hard: Requires the player to work out building up and handling gauge.
    'off': 50
    easy: 0
    intermediate: 0
    hard: 0

  story_shuffle:
    # Determines method for shuffling story stages.
    # Off will disable the story shuffle and will instead require vanilla order.
    # Chaos mode will shuffle the story. For more information on chaos shuffle, please read the documentation.
    'off': 50
    chaos: 0

  story_progression_balancing_passes:
    # Story progression balancing passes to make, using balancing value.
    # Use 0 to disable story progression balancing.
    # Each pass selects a route, reducing the counts required to progress through story missions.
    # The lowest value from all passes will be used.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 5
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-5: 0 # random value between 0 and 5

  shadow_mod:
    # Shadow Mod intended to be used. In order to use a mod you accept that the game may not yet
    # be fully supported and that bugs will occur.
    # Only vanilla is officially supported.
    # Only mods in the list have any testing or handling at all.
    # Minor mods will not affect memory and are likely to be fine.
    vanilla: 50
    reloaded: 0
    sx: 0

  object_unlocks:
    # Overarching setting to enable/disable very object options.
    'false': 50
    'true': 0

  object_pulleys:
    # Whether pulleys need to be unlocked before they can be used.
    'false': 0
    'true': 50

  object_ziplines:
    # Whether ziplines need to be unlocked before they can be used.
    'false': 0
    'true': 50

  object_units:
    # Whether heal units and bombs, as associated servers need to be unlocked before they can be used.
    'false': 0
    'true': 50

  object_rockets:
    # Whether rockets need to be unlocked before they can be used.
    'false': 0
    'true': 50

  object_light_dashes:
    # Whether light dash trails of rings need to be unlocked before they can be used.
    'false': 0
    'true': 50

  object_warp_holes:
    # Whether warp holes need to be unlocked before they can be used.
    'false': 0
    'true': 50

  shadow_boxes:
    # Whether or not Special Weapon Boxes (Shadow crates) reward a check.
    'false': 50
    'true': 0

  energy_cores:
    # Whether or not energy cores (Hero/Dark cores) reward a check.
    'false': 50
    'true': 0

  door_sanity:
    # Determines whether key door sanity is enabled, i.e. opening the key door provides a check.
    'false': 50
    'true': 0

  gold_beetle_sanity:
    # Whether or not Golden Beetles reward checks.
    'false': 50
    'true': 0

  plando_starting_stages:
    # Force this selection of stages to be chosen first.
    []

  story_and_select_start_together:
    # Force story mode's start point to be one of the starting select stages (for both mode)
    'false': 0
    'true': 50

  select_percentage:
    # Percent of stage unlock items to include in the item pool when playing
    # on 'Both' story and select mode.
    #
    # 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

  exceeding_items_filler_random:
    # Determines chance of marking exceeding filler items as useful rather than progression
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    25: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  start_inventory_excess_items:
    # Add items to start inventory if not enough locations found.
    # Not recommended to disable as can lead to generate failures.
    'false': 0
    'true': 50

  exclude_go_mode_items:
    # Excludes go-mode items from being checks, which is currently limited to
    # - Checks within The Last Way on Select/Story Shuffle-less modes
    'false': 0
    'true': 50

  ########
  # Goal #
  ########
  goal_chaos_emeralds:
    # Determines if chaos emeralds are required for completion.
    # If enabled, you require the 7 chaos emeralds to unlock your goal.
    'false': 0
    'true': 50

  goal_missions:
    # Determines what percentage of general missions are required for completion, rounded up.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    75: 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

  goal_final_missions:
    # Determines what percentage of final missions are required for completion, rounded up.
    #
    # 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

  goal_hero_missions:
    # Determines what percentage of hero missions are required for completion, rounded up.
    #
    # 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

  goal_dark_missions:
    # Determines what percentage of dark missions are required for completion, rounded up.
    #
    # 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

  goal_objective_missions:
    # Determines what percentage of objective missions are required for completion, rounded up.
    #
    # 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

  goal_bosses:
    # Determines what percentage of bosses are required for completion, rounded up.
    #
    # 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

  ############
  # Sanities #
  ############
  objective_sanity:
    # Determines if objective based checks are enabled.
    # Objectivesanity checks are all stage objectives for dark/hero missions.
    # Please read the readme for more information.
    'false': 0
    'true': 50

  enemy_objective_sanity:
    # Determines if enemy-based objective checks are enabled.
    'false': 0
    'true': 50

  character_sanity:
    # Determines if character checks are enabled.
    # The first time you meet a character, the cutscene will play and provide a check.
    # Disabling is handling by overwriting the value and cutscene will never play.
    'false': 0
    'true': 50

  enemy_sanity:
    # Determines whether standard enemy sanity is enabled.
    # This can be used in tandem with enemy objective sanity.
    'false': 50
    'true': 0

  key_sanity:
    # Determines whether key sanity is enabled.
    # This enables checks as keys and does not add any items to the pool.
    'false': 50
    'true': 0

  checkpoint_sanity:
    # Determines whether checkpoint sanity is enabled.
    # This only adds checks and does not add anything to the pool.
    'false': 0
    'true': 50

  weapon_sanity_unlock:
    # Determines whether weapons are required to be obtained from the pool of items.
    # This will change the logic of same stages.
    # Can be used alongside Weapon Groups for more flexibility.
    'false': 50
    'true': 0

  weapon_sanity_hold:
    # Determines whether game contains checks for legally holding each weapon.
    # If unlocked is chosen, you must unlock the weapon with unlock first.
    # If on is chosen, you will still lose the item in this mode, but will get the check.
    'off': 50
    unlocked: 0
    'on': 0

  weapon_groups:
    # Group together confirmed sets of weapon items to unlock them in given batches.
    # 
    # - Stage Melee Weapons: Non-required Stage Melee Weapons
    # - Environment Weapons: All Stage Melee Environment Weapons
    # - Egg Pawn Weapons: Used by Egg Pawns
    # - GUN Launcher Weapons: Launching GUN Weapons
    # - Black Warrior Weapons: Held by standard Black Arms
    # - Black Oak Weapons: Held by big Black Arm enemies
    # - Worm Weapons:  Held by Black Arm Worm enemies
    # - Gun Solider Weapons: Held by GUN Soliders
    # - Gun Mech Weapons: Held by GUN Mechs
    # - Laser Weapons: Laser-style weapons
    ['Stage Melee Weapons']

  select_bosses:
    # Whether bosses can be unlocked via select mode.
    # Note that mid-bosses require the ability to access the main stage in order to enter them.
    'false': 0
    'true': 50

  vehicle_logic:
    # Determines if vehicle logic is active. Vehicles will not be avialable for use until found.
    'false': 50
    'true': 0

  #################
  # Sanity Config #
  #################
  logic_level:
    # Determines the logic level for play-through.
    # Easy: Some requirements are dialled back to make for a smoother early experience.
    # Normal: Standard logic.
    # Hard: Skips expected of the player in order to make progress.
    easy: 0
    normal: 50
    hard: 0

  objective_percentage:
    # Sets the objective percentage for each objective.
    # When playing objective sanity count up, this removes the locations for anything after the percentage objective.
    # Only affects locations, use available/completion for goal-related effects.
    #
    # 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

  objective_enemy_percentage:
    # When playing Objective Sanity, determine the percentage of items required to finish stages for enemy objectives.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 100
    90: 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

  objective_completion_percentage:
    # When playing Objective Sanity, determine the percentage of items required to finish stages.
    # When playing non-objective, this is the amount required to complete the stage.
    #
    # 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

  objective_completion_enemy_percentage:
    # When playing Enemy Objective Sanity, determine the percentage of items required to finish stages.
    # This is specifically the enemy-based objectivesanity missions.
    # For all enemies, refer to enemy sanity. These can be used in tandem.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 100
    90: 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

  objective_item_percentage_available:
    # When playing Objective Sanity, determine the percentage of items required to finish stages added alongside
    # your provided completion percentage.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 900
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-900: 0 # random value between 0 and 900

  objective_item_enemy_percentage_available:
    # When playing Objective Enemy Sanity, determine the percentage of items required to finish stages added alongside
    # your provided completion percentage.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 900
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-900: 0 # random value between 0 and 900

  enemy_sanity_percentage:
    # Determines the percentage of enemysanity checks in a stage to be included.
    #
    # 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

  percent_overrides:
    # Advanced YAML setting to provide keys to dictate percentage based overrides.
    # Read the setup_en.yaml for more information.
    {}

  minimum_rank:
    # Minimum rank required to get the location clear check.
    a: 0
    b: 0
    c: 0
    d: 0
    e: 50

  enemy_frequency:
    # Frequency of checks for enemy checks, i.e. if set to 4, each 4 progress is 1 check.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 10
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-10: 0 # random value between 1 and 10

  enemy_objective_frequency:
    # Frequency of checks for enemy objective checks as percentage.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 10
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-10: 0 # random value between 1 and 10

  objective_frequency:
    # Frequency of checks for objective checks, i.e. if set to 4, each 4 progress is 1 check.
    # This will always include the final check as well as every 4.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 10
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-10: 0 # random value between 1 and 10

  boss_logic_level:
    # Determines the boss logic level for playthrough.
    # Easy boss logic ensures the player has access to one of the weapons within the stage in order to beat it.
    easy: 50
    hard: 0

  craft_logic_level:
    # Determines the craft logic level for playthrough - distinguishing a difference
    # in logic for crafts in Iron Jungle, Lethal Highway and Air Fleet
    easy: 50
    hard: 0

  #########
  # Story #
  #########
  level_progression:
    # Which type of logic to use for progression through the game.
    # Select will provide stage unlock items to unlock stages via the Select screen.
    # Story will require the user to play through story mode.
    # Select mode can still be used, but recommended to complete missions in story mode where possible.
    select: 50
    story: 0
    both: 0

  include_last_way_shuffle:
    # Determines whether to include Last Way / Devil Doom in the story shuffle.
    # By enabling this, Devil Doom (the final fight) will be hidden in story mode and must be found
    # in order to clear the game.
    # Last Way goes to a random stage at the end, hence why Devil Doom MUST be shuffled in this way.
    # Note, if you are in the Devil Doom stage without the goal unlocked, you will be unable to complete it,
    # and must come back when unlocked.
    'false': 50
    'true': 0

  secret_story_progression:
    # When using trackers, hide the progress of stages until the player has found them in the story mode.
    'false': 50
    'true': 0

  story_boss_count:
    # How many copies of each standard boss to feature through the story chain.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 3
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-3: 0 # random value between 0 and 3

  starting_level_method:
    # Ensures clearable neutral stages are picked first for starting stages.
    # None: Starting behaviour has no factors.
    # Clear Stage: First stage non-objectivesanity mission can be cleared.
    # Stage + Item: First stage, plus an item that progresses through that stage. Only picks one item.
    none: 50
    clear_stage: 0
    stage_and_item: 0

  single_diablon:
    # Only include a single Sonic & Diablon of the available 3.
    'false': 50
    'true': 0

  single_black_doom:
    # Only include a single Black Doom of the available 3.
    'false': 50
    'true': 0

  single_egg_dealer:
    # Only include a single Egg Dealer of the available 3.
    'false': 50
    'true': 0

  story_progression_balancing:
    # Story progression balancing to determine sphering for story stages.
    # Higher numbers choose routes leading to more stages available in one go.
    # Lower numbers choose smaller story progression, but will stay lower progression for longer.
    # Refer to the documentation for more information.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 100
    25: 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

  ########
  # Junk #
  ########
  exceeding_items_filler:
    # Determines whether game marks non-required items as progression or not.
    # Off is only recommended for testing a yaml.
    'off': 0
    minimise: 50
    always: 0
    chance: 0

  enable_gauge_items:
    # Determines if gauge filler is included.
    'false': 0
    'true': 50

  #########
  # Other #
  #########
  starting_stages:
    # Determines the number of stages that start unlocked in Select mode.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 22
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-22: 0 # random value between 0 and 22

  force_objective_sanity_chance:
    # Determines the probability of a objective-sanity stage being force-added to Priority Locations
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    25: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  force_objective_sanity_max:
    # Determines the upper limit of total objectsanity items in priority locations.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 60
    10: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-60: 0 # random value between 0 and 60

  force_objective_sanity_max_counter:
    # Determines the upper limit of stages to be forced into priority locations.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 1000
    1000: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-1000: 0 # random value between 0 and 1000

  excluded_stages:
    # Stage names to exclude checks from.
    []

  auto_clear_missions:
    # Set automatic clears for missions once objective criteria is achieved. When playing story mode, ensure
    # that the player has access to a new stage before auto-clearing to improve tracking behaviour.
    # Auto clear is automatically disabled when playing on objective-less sanity.
    'false': 0
    'true': 50

  allow_dangerous_settings:
    # Allows setting dangerous logic for percentages for objectives.
    # Do not enable this unless you are very sure about what you are setting!
    'off': 50
    'on': 0

  rifle_components:
    # Whether parts are required for the Shadow Rifle to be complete and available.
    '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.
    []
