# 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 The Legend of Zelda - Phantom Hourglass Template

game: The Legend of Zelda - Phantom Hourglass
requires:
  version: 0.6.6 # Version of Archipelago required for this yaml to work as expected.
  game:
    The Legend of Zelda - Phantom Hourglass: 0.7.6 # Version of the world required for this yaml to work as expected.

The Legend of Zelda - Phantom Hourglass:
  ################
  # 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.
    # 
    # **Items:** ensure all logically relevant items can be acquired. Some items, such as keys, may be self-locking, and
    # some locations may be inaccessible.
    full: 0
    minimal: 0
    items: 50

  death_link:
    # When you die, everyone who enabled death link dies. Of course, the reverse is true too.
    'false': 50
    'true': 0

  ################
  # Goal Options #
  ################
  goal_requirements:
    # The goal to accomplish in order to unlock the endgame specified in 'bellum_access'
    # - Triforce_door: Open the triforce door on TotOK B6. Leftover from pre-alpha
    # - defeat_bosses: defeat bosses/collect dungeon rewards to unlock the endgame
    # - metal_hunt: collect a specified number of metals to unlock the endgame
    triforce_door: 0
    defeat_bosses: 50
    metal_hunt: 0

  bellum_access:
    # What unlocks after you reach your goal requirement. For bellum options, game completion is sent on entering the credits.
    # - spawn_phantoms_on_b13: getting your goal requirement spawns the phantoms on TotOK B13,
    # and killing them gives you bellum access. You will have to run TotOK to the bottom after getting your goal requirement
    # - unlock_staircase: getting your goal requirement unlocks the staircase to bellum. The phantoms on B13 spawn by
    # default, and killing them unlocks the warp for later
    # - warp_to_bellum: getting your goal requirement spawns the warp to bellum in TotOK. The phantoms are spawned by
    # default, and the staircase to bellum is blocked off until reaching the goal
    # - spawn_bellumbeck: getting your goal requirement spawns the ruins of the ghost ship in the SW quadrant, and you
    # can skip bellum 1 and the ghost ship fight
    # - win: reaching your goal requirement wins the game
    spawn_phantoms_on_b13: 0
    unlock_staircase: 0
    warp_to_bellum: 50
    spawn_bellumbeck: 0
    win: 0

  ###################
  # Dungeon Options #
  ###################
  dungeons_required:
    # How many dungeons/bosses are required to access the endgame.
    # Max is 6 unless you add Ghost ship and TotOK with their own options below.
    # If metal hunt is enabled, this only effects what dungeons are excluded or not.
    # If boss shuffle is on and bosses are in a mixed pool, this will still affect the number of excluded dungeons.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 8
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-8: 0 # random value between 0 and 8

  require_specific_bosses:
    # Whether you require specific dungeons/bosses for dungeon goal or if all bosses/dungeon rewards count.
    # Setting it to false will put a rare metal on every boss reward location, no matter how many are required or if the dungeon is excluded.
    'false': 0
    'true': 50

  exclude_non_required_dungeons:
    # Non-required dungeons won't have progression or useful items.
    # Does not apply to TotOK.
    # If you don't require specific bosses, this will still make a number of dungeons barren.
    # They will still count towards dungeon completions.
    'false': 0
    'true': 50

  ghost_ship_in_dungeon_pool:
    # Choose whether the ghost ship can be in the boss/dungeon reward pool.
    # Has *interactions* with boss_shuffle.
    # - rescue_tetra: the dungeon reward, if rolled, will be on using the ghost key and climbing the staircase.
    # - cubus_sisters: the dungeon reward will be on defeating the Cubus Sisters,
    # or whatever boss gets randomized there with boss shuffle.
    # - false: the ghost ship cannot be rolled for the required dungeon pool.
    rescue_tetra: 50
    cubus_sisters: 0
    'false': 0

  totok_in_dungeon_pool:
    # Choose whether the NE Sea Chart chest on B13 of Temple of the Ocean King is in the boss/dungeon reward pool
    'false': 50
    'true': 0

  ######################
  # Metal Hunt Options #
  ######################
  metal_hunt_required:
    # Number of metals required to win if metal hunt is enabled
    # The item group 'Metals' can be used to specify all metals for generic settings, like local_items
    # Setting too high of a value can max the item pool depending on other settings, this will fail generation
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 50
    20: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-50: 0 # random value between 0 and 50

  metal_hunt_total:
    # Total number of metals in the pool if metals are enabled
    # If less than required metals, it is set to the required metal count
    # Setting too high of a value can max the item pool depending on other settings, this will fail generation
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 50
    25: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-50: 0 # random value between 0 and 50

  #################
  # Logic Options #
  #################
  logic:
    # Logic options:
    # - Normal: Glitches not in logic.
    # - Hard: Includes some cool unconventional uses of pots, tricky enemy fights and Molida Archery 2000
    # - Glitched: Hammer clips, chu camera displacement and clever use of items in logic
    # Be careful, using glitches on normal logic can cause key-related softlocks
    # Full coverage of tricks included can be found here https://github.com/carrotinator/Archipelago/blob/main/worlds/tloz_ph/docs/tricks_and_skips.md
    normal: 50
    hard: 0
    glitched: 0

  phantom_combat_difficulty:
    # Option for what you need to kill phantoms in logic
    # - require_phantom_sword: need phantom sword
    # - require_traps: need a pit trap or boulder
    # - require_stun: require a method of stunning, and an open pit to push into. Includes bow, hammer,
    # and sword + 2 progressive spirits of power
    # - require_weapon: all of the above plus grappling hook
    require_phantom_sword: 50
    require_traps: 0
    require_stun: 0
    require_weapon: 0

  boat_requires_sea_chart:
    # If True, heading out to sea from any island requires the sea chart for the ocean it's connected to.
    # WARNING! If set to False and you cross a sea boundary without a sea chart, you can't come back without warping to start.
    # This is in logic.
    # Sea Charts for the quadrant you are entering are always required to cross the quadrant boundary.
    # The chart from the one you are exiting is not.
    # Frogs require their sea chart to work.
    # Works from all islands and with entrance rando
    'false': 0
    'true': 50

  ##############################
  # Item Randomization Options #
  ##############################
  keysanity:
    # Small Key Logic options
    # - vanilla: Keys are not randomized
    # - in_own_dungeon: Keys can be found in their own dungeon
    # - anywhere: Keysanity. Keys can be found anywhere
    # You can use the item group "Small Keys" to specify further key options
    vanilla: 0
    in_own_dungeon: 50
    anywhere: 0

  randomize_pedestal_items:
    # Randomize shape crystals and force gems.
    # The randomize options will also create items for the items carried by phantoms.
    # The phantom's items won't be removed, and can still be used, but having the abstract items will open them for you no hauling required.
    # - vanilla: don't randomize. you have to haul your shapes to their pedestals
    # - vanilla_abstract: don't randomize, but the shapes get converted to abstract items that take immediate effect.
    # - in_own_dungeon: randomize in own dungeon
    # - anywhere: randomize anywhere
    vanilla: 50
    vanilla_abstract: 0
    in_own_dungeon: 0
    anywhere: 0

  randomize_boss_keys:
    # Randomize Boss Keys. Automatically sets boss_key_behaviour to inventory if not vanilla.
    # - vanilla: Boss Keys are not randomized
    # - in_own_dungeon: Boss Keys can be found in their own dungeon
    # - anywhere: Boss Keys can be found anywhere
    vanilla: 50
    in_own_dungeon: 0
    anywhere: 0

  randomize_minigames:
    # Randomize the following minigames:
    # - Bannan Cannon Game
    # - Molida Archery
    # - Dee Ess Goron Game
    # - Maze Island Main Rewards
    # - Prince of Red Lions Fight
    # if the hint option is on, all minigame rewards will be hinted for on entering their scene
    no_minigames: 0
    randomize_with_hints: 0
    randomize_without_hints: 50

  randomize_frogs:
    # Ramdomize golden cyclone frogs
    # - vanilla: shooting a frog gives their warp spot
    # - start_with: start with all warps unlocked. Frogs are not checks. You don't start with cyclone slate unless it's
    # in starting_items. You also need their respective sea charts to actually warp.
    # - randomize: frog glyphs are random and frogs are checks
    vanilla: 50
    start_with: 0
    randomize: 0

  randomize_fishing:
    # Adds checks for catching the 6 fish you can catch at sea, and handing in 4 fish to the wayfarer on bannan island.
    # The hint option also gives free hints for the catching fish checks on entering the wayfarers hut on bannan island.
    no_fish: 50
    randomize_with_hints: 0
    randomize_without_hints: 0

  randomize_salvage:
    # Randomize all 31 treasure maps and salvage locations!
    # Hint option gives you a hint for the location on receiving the map item
    no_salvage: 50
    randomize_with_hints: 0
    randomize_without_hints: 0

  randomize_harrow:
    # Choose whether to randomize the rng hell checks on harrow island
    # If enabled, the hint option with give you hints on entering the island
    no_harrow: 50
    randomize_with_hints: 0
    randomize_without_hints: 0

  randomize_digs:
    # Randomize dig spots that give 100-300 rupees
    'false': 0
    'true': 50

  randomize_triforce_crest:
    # When enabled, The Triforce Crest on the big red door in TotOK B6 will turn into an item and be randomized.
    # When disabled, the door will always be open
    'false': 50
    'true': 0

  randomize_beedle_membership:
    # Adds locations to the five membership cards in Beedle's shop, point items to help reach their thresholds and adds
    # the Freebie Card, Complimentary Card and Compliment card to the pool
    # Point thresholds are at 0, 20, 50, 100 and 200.
    # - no_beedle_points: don't randomize this
    # - cards_only: adds the Freebie, Comploment and Complimentary cards to the item pool, but doesn't randomize
    # Membership thresholds
    # - randomize: randomizes the beedle membership levels. You will only be logically expected to buy the first level.
    # - randomize_with_grinding: randomizes the beedle membership levels. If you have a farmable source of rupees, the
    # game can expect you to farm 20 000 rupees and use time travelling to buy out his stock day after day. Don't pick
    # unless you know what you're signing up for
    no_beedle_points: 0
    cards_only: 50
    randomize: 0
    randomize_with_grinding: 0

  randomize_masked_beedle:
    # Choose whether to randomize the masked beedle ship. You may need to change time of day for this.
    # Masked beedle appears between 10pm and midnight on weekdays or 10am and noon on weekends.
    'false': 50
    'true': 0

  ################
  # Hint Options #
  ################
  dungeon_hint_type:
    # Whether the dungeon hint tells you what dungeon is required, or what boss is required
    # - no_hints: don't hint for dungeon rewards
    # - hint_dungeon: hint the required dungeon, in plain text, to avoid spoiling randomized bosses.
    # If bosses are shuffled with other location types, this will not hint for dungeons.
    # Use excluded_dungeon_hints instead.
    # - hint_boss: hint the required boss reward, as an archipelago hint
    no_hints: 0
    hint_dungeon: 0
    hint_boss: 50

  dungeon_hint_location:
    # Where to receive dungeon hints etc
    # - start: give dungeon hints on starting a new save file
    # - oshus: oshus gives dungeon hints
    # - totok: entering the totok lobby gives dungeon hints
    start: 0
    oshus: 50
    totok: 0

  excluded_dungeon_hints:
    # Give hints, in plain text, for the excluded dungeons.
    'false': 50
    'true': 0

  shop_hints:
    # Get hints for shop items you currently can buy
    # Includes island shops, Beedle, masked Beedle and Eddo
    'false': 0
    'true': 50

  spirit_island_hints:
    # Get hints for spirit island upgrades on entering the shrine
    # - all: get hints for all upgrades
    # - level_two: only get hints for the 2nd level upgrades
    # - none: don't receive hints
    all: 50
    level_two: 0
    none: 0

  #################
  # World Options #
  #################
  fog_settings:
    # Choose when the fog exists in the NW Quadrant
    # WARNING! The game crashes if you exit out to the NW quadrant with the spirits out. Enter and exit the ghost ship to remove them
    # - no_fog: there's no fog in the NW quadrant. You need all 3 spirits to find the ghost ship
    # - vanilla_fog: fog exists until you defeat the ghost ship, you have to take the twisty route to NW
    # - open_ghost_ship: fog exists until you beat the ghost ship, and you don't need the spirit items to find it.
    no_fog: 50
    vanilla_fog: 0
    open_ghost_ship: 0

  skip_ocean_fights:
    # The Massive Eye fight before Goron Island, ice pillars around Isle of Frost and Giant Eye Plant before Bannan trade
    # quest item are removed, and cannon isn't required for those locations
    'false': 0
    'true': 50

  zauz_required_metals:
    # How many rare metals you need to have obtained for zauz to give the phantom blade forging check
    # If the value is greater than the number of required dungeons/total metal hunt items, the value will be the number
    # of dungeons/total metals
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 30
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-30: 0 # random value between 0 and 30

  dungeon_shortcuts:
    # Adds shortcuts from the beginning of islands to their dungeons, often by entering the house nearest their port.
    # Requires getting the first check in the respective dungeon to activate.
    # Disabled automatically with house ER or internal island ER (and dungeon ER until i add support for it)
    'false': 50
    'true': 0

  boss_key_behaviour:
    # How boss keys work as items
    # - vanilla: boss key has to be carried to the boss door. Not compatible with boss key rando or internal dungeon shuffle.
    # - inventory: getting the boss key item automatically opens it's boss door.
    # You may need to reload the room if you got the key in the same room as it's door.
    vanilla: 50
    inventory: 0

  pedestal_item_options:
    # How to randomize pedestal items. Only take effect when pedestal items are randomized.
    # open_per_dungeon: one crystal per dungeon, that opens all their pedestals. There are 3 force gems per force gem floor.
    # unique_pedestals: creates an item for each pedestal, opening them individually.
    # open_globally: There will only be one of each type of crystal/force gem. They will open all pedestals, no matter the dungeon. If randomized in own dungeon, they can end up in any dungeon with a matching pedestal.
    open_per_dungeon: 50
    unique_pedestals: 0
    open_globally: 0

  ######################
  # Spirit Gem Options #
  ######################
  spirit_gem_packs:
    # Instead of having 20 individual spirit gems of each type, you get them in packs of n
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 20
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-20: 0 # random value between 1 and 20

  additional_spirit_gems:
    # Adds additional spirit gems/packs to the pool.
    # At 0 there will be exactly enough to get both upgrade locations
    # Can cause generation errors if too many locations are excluded
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 5
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-5: 0 # random value between 0 and 5

  ######################
  # TotOK Time Options #
  ######################
  ph_time_logic:
    # Logic Requirements for Sand of Hours in Temple of the Ocean King
    # - beginner: double the time requirement of easy. Expects you to get everything with ~10 minutes
    # - easy: each check has a time requirement based on walking to each location. Does not take yellow pots into account.
    # Expects you to get everything with ~5 minutes
    # - medium: half of the easy times. Expects you to get everything with ~2.5 minutes
    # - hard: a quarter of the easy times. Expects you to get everything with ~1.25 minutes
    # - ph_only_b1: only the phantom hourglass item is required for checks past b1, checks above that are always in logic
    # - ph_only_b4: only the phantom hourglass item is required for checks past b4, checks above that are always in logic
    # - no_logic: Sand of Hours does not effect logic
    beginner: 0
    easy: 50
    medium: 0
    hard: 0
    ph_only_b1: 0
    ph_only_b4: 0
    no_logic: 0

  ph_required:
    # Whether you need the phantom hourglass to make use of Sand of Hours.
    # If false the Phantom Hourglass functions like one big optional time item.
    # Hearts still count for time logic if True
    'false': 50
    'true': 0

  ph_starting_time:
    # How much time given by the Phantom Hourglass item. There is one in the pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 5999
    600: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-5999: 0 # random value between 0 and 5999

  ph_heart_time:
    # How much to value hearts as sand in Temple of the Ocean King, in seconds.
    # Counts 2 out of your 3 starting hearts.
    # Standing in the open, each heart depletes after 9 seconds.
    # Keep in mind that hearts in pots respawn infinitely
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 60
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-60: 0 # random value between 0 and 60

  ph_time_increment:
    # How much time to get for each sand of hours upgrade, in seconds. It will try and create more upgrades items than you need.
    # You don't need to have found the Phantom Hourglass to make use of the upgrades
    # If you exclude as many locations as possible, and have 30 metal items, generation breaks at 6 seconds
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 5999
    60: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-5999: 0 # random value between 1 and 5999

  ###############################
  # Entrance Randomizer Options #
  ###############################
  shuffle_dungeon_entrances:
    # Shuffle what dungeon entrance leads to which dungeon interior.
    # - no_shuffle: don't shuffle dungeon entrances
    # - shuffle: shuffle dungeon entrances
    # - simple_mixed_pool: shuffles dungeon entrances with other entrance types that have this option
    no_shuffle: 50
    shuffle: 0
    simple_mixed_pool: 0

  shuffle_ports:
    # Shuffle what island port leads to which island overworld.
    # Does not include ghost ship or travellers ships.
    # The sea counts as a neutral island, and thus shuffling on own island will still allow for sea connections anywhere.
    # This however, tends to cause generation errors when mixed with other pools, especially if they have lots of dead ends.
    # Compatible with boat requires sea chart.
    # - no_shuffle: don't shuffle ports
    # - shuffle: shuffle ports
    # - simple_mixed_pool: shuffles ports with other entrance types that have this option
    no_shuffle: 50
    shuffle: 0
    simple_mixed_pool: 0

  shuffle_caves:
    # Shuffle cave entrances. Includes caves, staircases and drop down holes.
    # Entrances are coupled and preserve direction unless specified in another option.
    # - no_shuffle: don't shuffle caves
    # - shuffle: shuffle caves
    # - simple_mixed_pool: shuffles caves with other entrance types that have this option
    # - shuffle_on_own_island: caves on each island will be shuffled with each other. Overrides the shuffle_between_islands option.
    no_shuffle: 50
    shuffle: 0
    simple_mixed_pool: 0
    shuffle_on_own_island: 0

  shuffle_houses:
    # Shuffle house entrances. Includes houses, shops, pyramids and Goron houses.
    # If houses are alone in their pool, they always preserve directionality, cause GER would otherwise force pair dead ends with each other
    # - no_shuffle: don't shuffle houses
    # - shuffle: shuffle houses
    # - simple_mixed_pool: shuffles houses with other entrance types that have this option
    # - shuffle_on_own_island: houses on each island will be shuffled with each other. Overrides the shuffle_between_islands option.
    no_shuffle: 50
    shuffle: 0
    simple_mixed_pool: 0
    shuffle_on_own_island: 0

  shuffle_overworld_transitions:
    # Shuffle overworld transitions, between the quadrants of islands.
    # Different heights and breaks in terrain create separate transitions.
    # Entrances are coupled and preserve direction unless specified in another option.
    # If glitched logic is enabled, includes out of bounds transitions that are reachable in vanilla (coming soon).
    # - no_shuffle: don't shuffle island transitions
    # - shuffle: shuffle overworld transitions
    # - simple_mixed_pool: shuffles houses with other entrance types that have this option
    # - shuffle_on_own_island: overworld transitions on each island will be shuffled with each other. Overrides the shuffle_between_islands option.
    no_shuffle: 50
    shuffle: 0
    simple_mixed_pool: 0
    shuffle_on_own_island: 0

  shuffle_bosses:
    # Shuffle Boss rooms.
    # Dungeon rewards being tied to boss or dungeon is set in a separate option.
    # The boss doors of excluded dungeons can still shuffle to required locations if in mixed pool.
    # - no_shuffle: don't shuffle island transitions
    # - shuffle: shuffle boss rooms amongst each other
    # - simple_mixed_pool: shuffles boss rooms with other entrance types that have this option
    no_shuffle: 50
    shuffle: 0
    simple_mixed_pool: 0

  entrance_directionality:
    # Either preserve or disregard directionality for entrances shuffled in other options.
    # CAUTION: When combined with pools that have a lot of dead ends, it can cause a high chance of generation failure.
    # Please test generate before submitting to a public game.
    # - preserve: preserve directionality for all shuffled entrances
    # - disregard_all: disregard directionality for all shuffled entrances
    # - disregard_simple_mixed_pool: disregard directionality for all shuffled entrances is the simple mixed pool, but preserve the others
    # - disregard_all_but_simple_mixed_pool: preserve directionality for all shuffled entrances in the simple mixed pool, and disregard directionality for all others.
    preserve_all: 50
    disregard_all: 0
    disregard_simple_mixed_pool: 0
    disregard_all_but_simple_mixed_pool: 0

  decouple_entrances:
    # Decouples entrances such that entrances are no longer bidirectional.
    # Only applies to entrances enabled in other settings.
    # CAUTION: High chance of generation failure if combined with the wrong settings.
    # - couple_all: don't decouple
    # - decouple_all: decouple all enabled entrance shuffles
    couple_all: 50
    decouple_all: 0

  shuffle_between_islands:
    # Either preserve or disregard directionality for entrances shuffled in other options.
    # CAUTION: When combined with pools that have a lot of dead ends, it can cause a high chance of generation failure.
    # Please test generate before submitting to a public game.
    # - shuffle_anywhere: entrances in a pool can connect to other entrances in that pool no matter their island.
    # - shuffle_only_on_own_island: entrances in a pool can only connect to other entrances in that pool if they're on the same island.
    # - limit_simple_mixed_pool: entrances in the simple_mixed_pool are only shuffled with entrances on their own island. other pools can be shuffled between islands.
    # - limit_all_but_simple_mixed_pool: entrances not in the simple_mixed_pool are only shuffled with entrances on their own island. entrances in the simple mixed pool can be shuffled between islands.
    shuffle_anywhere: 50
    shuffle_only_on_own_island: 0
    limit_simple_mixed_pool: 0
    limit_all_but_simple_mixed_pool: 0

  plando_transitions:
    # Plando entrance connections. Format is a list of dictionaries:
    # - entrance: "Entrance Name"
    #   exit: "Exit Name"
    #   direction: "Direction"
    #   percentage: 100
    # Direction must be one of 'entrance', 'exit', or 'both', and defaults to 'both' if omitted.
    # Percentage is an integer from 1 to 100, and defaults to 100 when omitted.
    # Will disconnect entrances for you, and randomize their dangling entrances with each other if their entrance groups allow it.
    []

  ####################
  # Cosmetic Options #
  ####################
  additional_metal_names:
    # If there are more than 3 rare metals in the pool, what should the additional items be called?
    # - vanilla_only: additional metals are duplicate vanilla metals
    # - additional_rare_metal: additional metals are all called "Additional Rare Metal"
    # - custom_metals: additional metals are chosen randomly from a pre-defined list of names I made up. The names are
    # based on color words ending in "ine". Some examples are "Verdantine", "Lavendine" and "Amberine". Currently there
    # 30 metal names defined.
    # - custom_metals_prefer_vanilla: metals will default to vanilla names, and only use custom names if you have more than 3.
    vanilla_only: 0
    additional_rare_metal: 50
    custom: 0
    custom_prefer_vanilla: 0

  ###########################
  # Item & Location Options #
  ###########################
  add_items_to_pool:
    # Add items to pool. Useful for adding duplicates
    {}

  remove_items_from_pool:
    # Removes specified amount of given items from the item pool, replacing them with random filler items.
    # This option has significant chances to break generation if used carelessly, so test your preset several times
    # before using it on long generations. Use at your own risk!
    {}

  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_inventory_from_pool:
    # Start with the specified amount of these items and don't place them in the world. Example: "Bomb: 1"
    # 
    # The game decides what the replacement items will be.
    {}

  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.
    []
