# 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 Toontown Template

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

Toontown:
  ########################
  # Archipelago Settings #
  ########################
  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

  slot_sync_jellybeans:
    # Enable to sync Jellybeans between toons on the same slot.
    # Even if you aren't using multiple toons,
    # leaving this on will retain your jellybeans if you need to make a new toon to reconnect.
    # If this is 'false', the data will still be sent, but your toon will not sync with it.
    'false': 0
    'true': 50

  slot_sync_gag_experience:
    # Enable to sync Gag Experience between toons on the same slot.
    # Even if you aren't using multiple toons,
    # leaving this on will retain your gag experience if you need to make a new toon to reconnect.
    # If this is 'false', the data will still be sent, but your toon will not sync with it.
    'false': 0
    'true': 50

  pet_shop_display:
    # Controls Display of Pet Shop Rewards.
    # "hidden": hides what a multiworld reward will be, instead it'll name the check as the reward.
    # "owner": hides what the item is, but shows who it's for.
    # "class": hides what the item is, but shows who it's for, and what classification it has.
    # "shown": (default) Tells you what the reward will be when you're looking at the check.
    # "auto hint": As shown, but also sends a hint out to the multiworld when you would be shown the reward.
    hidden: 0
    owner: 0
    class: 0
    shown: 50
    auto_hint: 0

  task_reward_display:
    # Controls Display of ToonTask rewards.
    # "hidden": hides what a multiworld reward will be, instead it'll name the check as the reward.
    # "owner": hides what the item is, but shows who it's for.
    # "class": hides what the item is, but shows who it's for, and what classification it has.
    # "shown": (default) Tells you what the reward will be when you're looking at the check.
    # "auto hint": As shown, but also sends a hint out to the multiworld when you would be shown the reward.
    hidden: 0
    owner: 0
    class: 0
    shown: 50
    auto_hint: 0

  trap_percent:
    # Percentage of junk items to be replaced with traps
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    20: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  #################
  # Toon Settings #
  #################
  team:
    # Experimental option to set what team you are on. Do not use unless you are admin'ing a race.
    #
    # 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

  max_laff:
    # The max laff you can get from items throughout the run.
    # Must be above or equal to the starting_laff.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 34
    # Maximum value is 150
    150: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-34-150: 0 # random value between 34 and 150

  starting_laff:
    # The starting amount of max Laff Points to have when starting a new game.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 80
    20: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-80: 0 # random value between 1 and 80

  starting_task_playground:
    # Determines what the starting playground is for quests (includes TP access)
    # ttc: start with TTC access
    # dd: start with DD access
    # dg: start with DG access
    # mml: start with MML access
    # tb: start with TB access
    # ddl: start with DDL access
    # randomized: start with a randomized task access
    ttc: 50
    dd: 0
    dg: 0
    mml: 0
    tb: 0
    ddl: 0
    randomized: 0

  starting_gags:
    # The gags to have when starting a new game. "randomized" will be replaced with a valid track.
    # you cannot start with gags above level 1, duplicate values other than "randomized" will be ignored.
    # 
    # valid keys: {"randomized", "toonup", "trap", "lure", "sound", "throw", "squirt", "drop"}
    # ex. ["toonup, "sound"] will start you with toonup and sound as starting tracks.
    # ex. ["sound"] will start you with only sound as a starting track.
    # Note: You can add "wild" to this list in order to remove any sanity/logic behind randomized gag choices (being able to do damage)
    # (cont.) This will allow for gag combinations such as ["trap", "toonup"] to be possible with randomization
    # ex. ['wild', 'randomized', 'randomized'] will roll two random tracks with no consideration
    # An empty list will start you with no gag tracks.
    ['randomized', 'randomized']

  omit_gag:
    # Choose an offensive gag track to not receive during the seed.
    # none (default): Receive all Gag tracks
    # trap: Never receive Trap Gags
    # sound: Never receive Sound Gags
    # throw: Never receive Throw Gags
    # squirt: Never receive Squirt Gags
    # drop: Never receive Drop Gags
    # randomized: Pick a random Gag track to not receive during the seed
    # randomsingle: Pick a random single target Gag track to not receive during the seed
    none: 50
    trap: 0
    sound: 0
    throw: 0
    squirt: 0
    drop: 0
    randomized: 0
    randomsingle: 0

  base_global_gag_xp:
    # The base global gag experience multiplier when starting a new game.
    # This multiplier is globally multiplicative on top of in-game boosts.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 10
    5: 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

  max_global_gag_xp:
    # Additional global gag experience that can be obtained from items.
    # Stacks additively onto the base value above.
    # Must be above or equal to the base_global_gag_xp.
    #
    # 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

  damage_multiplier:
    # The percentage of damage that will be done when battling Cogs.
    # 75 -> 75%/0.75x damage, 200 -> 200%/2x damage, etc.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 70
    # Maximum value is 200
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-70-200: 0 # random value between 70 and 200

  overflow_mod:
    # The percentage multiplier that will given with exp overflow.
    # 50 -> 50%/Half overflow rate, 200 -> 200%/2x overflow rate, etc.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 25
    # 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-25-300: 0 # random value between 25 and 300

  starting_money:
    # The starting amount of jellybeans to have when starting a new game.
    #
    # 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

  starting_task_capacity:
    # The starting amount of tasks a toon can hold when starting a new game.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 6
    4: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-6: 0 # random value between 1 and 6

  max_task_capacity:
    # The max amount of tasks a toon can hold.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 6
    6: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-6: 0 # random value between 1 and 6

  death_link:
    # Enable to turn on the "DeathLink" mechanic in Archipelago.
    # "full": You die when someone else dies, simple.
    # "drain": Laff drains over time from your current amount to 0, potentially recoverable.
    # "one": Laff is set to 1 when someone else dies, potentially recoverable.
    # "off": (default) Deathlink is disabled.
    full: 0
    drain: 0
    one: 0
    'off': 50

  ring_link:
    # Enable to turn on the "RingLink" mechanic in Archipelago.
    'false': 50
    'true': 0

  random_prices:
    # Enable to turn on the pet shop price randomization.
    # Logic accounts for the random price range if enabled.
    'false': 50
    'true': 0

  #################
  # Win Condition #
  #################
  win_condition:
    # Determines the condition required before being able to talk to Flippy to complete the game.
    # At least one of these should be enabled.
    # 
    # valid keys: ["cog-bosses", "bounties", "total-tasks", "hood-tasks", "gag-tracks",
    #              "fish-species", "laff-o-lympics", "randomized"]
    # 
    # "cog-bosses" - Player must defeat enough bosses (determined by cog_bosses_required)
    # "bounties" - Player must collect enough bounties in their own world (determined by bounties_required, total_bounties)
    # "total-tasks" - Player must complete enough ToonTasks (determined by total_tasks_required)
    # "hood-tasks" - Player must complete enough ToonTasks in each Playground (determined by hood_tasks_required)
    # "gag-tracks" - Player must max enough Gag Tracks (determined by gag_tracks_required)
    # "fish-species" - Player must catch enough fish species (determined by fish_species_required)
    # "laff-o-lympics" - Player must reach a certain amount of laff (determined by laff_points_required)
    #                    NOTE: Replaces ALL Laff Boosts with +1 Laff Boosts
    # "randomized" - Will choose a random not-yet chosen goal as one of your goals.
    #                NOTE: Can be input into the below list multiple times for multiple random goals
    # Examples: ["cog-bosses", "hood-tasks"] | ["randomized", "randomized", "gag-tracks"]
    ['cog-bosses']

  conditions_omitted_when_randomized:
    # Allows for the selected win conditions to be omitted when randomizing a win condition.
    # Example: Adding "bounties" to this option will ensure bounties can't be rolled when you roll for a randomized win condition
    # 
    # valid keys: ["cog-bosses", "bounties", "total-tasks", "hood-tasks", "gag-tracks",
    #              "fish-species", "laff-o-lympics"]
    # 
    # Examples: ["cog-bosses", "hood-tasks"] | ["randomized", "randomized", "gag-tracks"]
    []

  cog_bosses_required:
    # How many cog bosses must be defeated before being able to talk to Flippy to complete the game.
    # Unused if win_condition is not cog_bosses.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 4
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-4: 0 # random value between 0 and 4

  total_tasks_required:
    # How many total tasks must be finished before being able to talk to Flippy to complete the game.
    # Must be less than total tasks in game (6 zones times logical_tasks_per_playground tasks).
    # Unused if win_condition is not total_tasks.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 72
    48: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-72: 0 # random value between 0 and 72

  hood_tasks_required:
    # How many tasks must be finished in each neighborhood before being able to talk to Flippy to complete the game.
    # Must be less than logical_tasks_per_playground.
    # Unused if win_condition is not hood_tasks.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 12
    8: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-12: 0 # random value between 0 and 12

  gag_tracks_required:
    # How many gag tracks must be maxxed before being able to talk to Flippy to complete the game.
    # Must be less than or equal to total number of gag tracks a toon can obtain.
    # Unused if win_condition is not total_gag_tracks
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 7
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-7: 0 # random value between 0 and 7

  fish_species_required:
    # How many fish species must be caught before being able to talk to Flippy to complete the game.
    # Must be less than or equal to total number of fish species a toon can obtain.
    # Unused if win_condition is not total_fish_species
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 70
    60: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-70: 0 # random value between 0 and 70

  laff_points_required:
    # How many laff points we must have before being able to talk to Flippy to complete the game.
    # Setting must be below or equal to max_laff setting
    # Unused if win_condition is not laff_o_lympics
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 150
    120: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-150: 0 # random value between 0 and 150

  bounties_required:
    # How many bounties we must have before being able to talk to Flippy to complete the game
    # Unused if win_condition is not bounty
    # Range 0 to 33
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 33
    7: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-33: 0 # random value between 0 and 33

  total_bounties:
    # How many bounties are in the pool.
    # Unused if win_condition is not bounty
    # Must be equal to or above bounties_required
    # Range 1 to 33
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 33
    15: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-33: 0 # random value between 1 and 33

  hint_bounties:
    # Should bounties be hinted from the beginning of the run?
    'false': 50
    'true': 0

  #######################
  # Check/Item Behavior #
  #######################
  tpsanity:
    # Determines how Teleport Access is shuffled in the Item Pool for all Playgrounds/HQs.
    # - keys: Playgrounds and HQs are locked until their respective Teleport Access is found.
    # - treasure: All areas are accessible. Teleport Access items are guaranteed to spawn in their area treasure.
    # - shuffle: All areas are accessible. Teleport Access items are shuffled in the pool.
    # - none: All areas are accessible. You start with global teleport access.
    keys: 50
    treasure: 0
    shuffle: 0
    none: 0

  treasures_per_location:
    # The amount of archipelago treasures that'll have items in each location
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 6
    4: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-6: 0 # random value between 0 and 6

  checks_per_boss:
    # How many checks you will receive from a cog boss upon completion.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 5
    4: 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

  gag_training_check_behavior:
    # Behavior of how gag experience check locations are handled.
    # 
    # unlock: When unlocking a new gag, you get its respective check.
    # trained: When earning all available experience for a specific gag level, you get its respective check.
    # disabled: Does not give checks for gags.
    unlock: 0
    trained: 50
    disabled: 0

  gag_frame_item_behavior:
    # Behavior of how gag frame items are handled
    # 
    # vanilla: unlocks the gag when you get the exp required.
    # unlock: unlocks the gag immediately, giving you the required exp directly.
    # trained: maxes your experience in the track immediately, effectively disabling exp entirely until overcapped.
    vanilla: 50
    unlock: 0
    trained: 0

  logical_tasks_per_playground:
    # Determines the amount of tasks per playground that are in logic.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 12
    12: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-12: 0 # random value between 0 and 12

  logical_maxed_cog_gallery:
    # Enable to make Cog Gallery Maxed checks be in logic.
    'false': 0
    'true': 50

  maxed_cog_gallery_quota:
    # The amount of Cogs required to reach its maxed Cog Gallery.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 10
    2: 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

  facility_locking:
    # Determines how facilities are locked within a run.
    # - keys: Default, each facility has its own key.
    # - access: Adds a second area access key for each cog HQ to the pool that unlocks all facilities within.
    # - unlocked: Facilities are unlocked from the start of the run.
    keys: 50
    access: 0
    unlocked: 0

  fish_checks:
    # Determines the amount of items that can be found from fishing.
    # - all_species: All 70 species will have an item.
    # - all_gallery_and_genus: Every 10 species and unique genus will have an item.
    # - all_gallery: Every 10 species will have an item.
    # - none: There are no items in fishing.
    all_species: 50
    all_gallery_and_genus: 0
    all_gallery: 0
    none: 0

  fish_locations:
    # Determines where fish can spawn.
    # - playgrounds: Fish spawn in their vanilla locations. Street-exclusive fish can be found anywhere in their playgrounds.
    # - vanilla: Fish spawn in their vanilla locations. Street-exclusive fish remain in their vanilla locations.
    # - global: Fish can spawn anywhere.
    playgrounds: 50
    vanilla: 0
    global: 0

  fish_progression:
    # Determines the progression for fishing.
    # - licenses_and_rods: Both 'licenses' and 'rods' progression are active.
    # - licenses: Playground fishing is restricted until their respective Fishing License is obtained. The player starts with a Gold Rod.
    # - rods: Progressive fishing rod items are added to the pool.
    # - none: All fishing areas are available. The player starts with a Gold Rod.
    licenses_and_rods: 0
    licenses: 0
    rods: 50
    none: 0

  fish_pity:
    # The amount of pity (% chance of a guarantee) gained towards a new species per catch.
    #
    # 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

  racing_logic:
    # Enable to turn on racing checks.
    'false': 50
    'true': 0

  minigolf_logic:
    # Enable to turn on the minigolf checks.
    'false': 50
    'true': 0

  seed_generation_type:
    # Type of seeding to use when RNG checks happen in game.
    # 
    # Global: RNG elements are determined solely by the AP seed
    # Per Slot: RNG elements are determined by AP seed and Slot Name
    # Per Toon: RNG elements are determined by AP seed and internal toon ID
    # Wild: RNG elements are completely random and will shuffle upon relogging
    global: 50
    slot_name: 0
    unique: 0
    wild: 0

  jokes_per_street:
    # The amount of knock knock doors that'll have checks on each street
    # A setting above 0 will add per-playground joke books to the item pool, if enabled
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-10: 0 # random value between 0 and 10

  joke_books:
    # Add joke books to the item pool to lock knock knock jokes behind them
    # NOTE: If jokes_per_street is set to 0 books will not be added to the pool
    'false': 0
    'true': 50

  ################
  # Junk Weights #
  ################
  bean_weight:
    # Weight of bean items in the junk pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # 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-0-100: 0 # random value between 0 and 100

  exp_weight:
    # Weight of gag exp items in the junk pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # 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-0-100: 0 # random value between 0 and 100

  sos_weight:
    # Weight of SOS card items in the junk pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    65: 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

  unite_weight:
    # Weight of unite items in the junk pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    65: 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

  fire_weight:
    # Weight of Pink Slip items in the junk pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    65: 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

  heal_weight:
    # Weight of healing items in the junk pool.
    #
    # 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

  fish_weight:
    # Weight of Fish items in the junk pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    65: 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

  ################
  # Trap Weights #
  ################
  uber_trap_weight:
    # Weight of uber traps in the trap pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    80: 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

  drip_trap_weight:
    # Weight of drip traps in the trap pool.
    #
    # 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

  bean_tax_weight:
    # Weight of bean taxes in the trap pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    36: 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

  gag_shuffle_weight:
    # Weight of gag shuffles in the trap pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    80: 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

  damage_trap_weight:
    # Weight of damage items in the trap pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    80: 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

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