# 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 Kingdom Hearts Template

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

Kingdom Hearts:
  ################
  # 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_rest_door_key:
    # Determines what grants the player the Final Rest Door Key.
    # 
    # Sephiroth: Defeat Sephiroth
    # 
    # Unknown: Defeat Unknown
    # 
    # Postcards: Turn in an amount of postcards in Traverse Town
    # 
    # Final Ansem: Enter End of the World and defeat Ansem as normal
    # 
    # Puppies: Rescue and return an amount of puppies in Traverse Town
    # 
    # Final Rest: Open the chest in End of the World Final Rest
    sephiroth: 0
    unknown: 0
    postcards: 0
    lucky_emblems: 50
    puppies: 0
    final_rest: 0

  end_of_the_world_unlock:
    # Determines how End of the World is unlocked.
    # 
    # Item: You can receive an item called "End of the World" which unlocks the world
    # 
    # Lucky Emblems: A certain amount of lucky emblems are required to unlock End of the World, which is defined in your options
    item: 0
    lucky_emblems: 50

  required_lucky_emblems_door:
    # If Final Rest Door Key is set to "Lucky Emblems", determines the number of Lucky Emblems required.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    10: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-20: 0 # random value between 0 and 20

  required_lucky_emblems_eotw:
    # If End of the World Unlock is set to "Lucky Emblems", determines the number of Lucky Emblems required.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    7: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-20: 0 # random value between 0 and 20

  lucky_emblems_in_pool:
    # Determines the number of Lucky Emblems in the item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    13: 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

  required_postcards:
    # If "Final Rest Door Key" is set to "Postcards", defines how many postcards are required.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 10
    8: 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

  required_puppies:
    # If "Final Rest Door Key" is set to "Puppies", defines how many puppies are required.
    '10': 0
    '20': 0
    '30': 0
    '40': 0
    '50': 0
    '60': 0
    '70': 0
    '80': 50
    '90': 0
    '99': 0

  destiny_islands:
    # If on, Adds a Destiny Islands item and a number of Raft Materials items to the pool.
    # 
    # When "Destiny Islands" is found, Traverse Town will have an additional place to land - Seashore.
    # 
    # "Raft Materials" allow progress into Day 2 and to Homecoming.  The amount is defined in Day 2 Materials and Homecoming Materials.
    'false': 50
    'true': 0

  day_2_materials:
    # The amount of Raft Materials required to access Day 2.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    4: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-20: 0 # random value between 0 and 20

  homecoming_materials:
    # The amount of Raft Materials required to access Homecoming.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    10: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-20: 0 # random value between 0 and 20

  materials_in_pool:
    # The amount of Raft Materials required to access Homecoming.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    16: 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

  #############
  # Locations #
  #############
  super_bosses:
    # Toggle whether to include checks behind Super Bosses.
    'false': 50
    'true': 0

  atlantica:
    # Toggle whether to include checks in Atlantica.
    'false': 50
    'true': 0

  cups:
    # Determines which cups have their locations added to the multiworld.
    # 
    # Please note that the cup items will still appear in the multiworld even if set to off, as they are required to challenge Sephiroth.
    # 
    # Off: All cup locations are removed
    # 
    # Cups: Phil, Pegasus, and Hercules cups are included
    # 
    # Hades Cup: Hades Cup is included in addition to Phil, Pegasus, and Hercules cups. If Super Bosses are enabled, then Ice Titan is included
    'off': 50
    cups: 0
    hades_cup: 0

  hundred_acre_wood:
    # Toggle whether to include checks in the 100 Acre Wood.
    'false': 50
    'true': 0

  jungle_slider:
    # Determines whether checks are behind the Jungle Slider minigame.
    'false': 50
    'true': 0

  randomize_emblem_pieces:
    # If off, the Hollow Bastion emblem pieces are in their vanilla locations.
    'false': 50
    'true': 0

  randomize_postcards:
    # Determines how Postcards are randomized
    # 
    # All: All Postcards are randomized
    # 
    # Chests: Only the 3 Postcards in chests are randomized
    # 
    # Vanilla: Postcards are in their original location
    all: 50
    chests: 0
    vanilla: 0

  ##########
  # Levels #
  ##########
  exp_multiplier:
    # Determines the multiplier to apply to EXP gained.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 4
    # Maximum value is 128
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-4-128: 0 # random value between 4 and 128
    0.25x: 0 # equivalent to 4
    0.5x: 0 # equivalent to 8
    1x: 0 # equivalent to 16
    2x: 0 # equivalent to 32
    3x: 0 # equivalent to 48
    4x: 50 # equivalent to 64
    8x: 0 # equivalent to 128

  level_checks:
    # Determines the maximum level for which checks can be obtained.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 99
    99: 50
    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

  slot_2_level_checks:
    # Determines how many levels have an additional item.
    # 
    # If Remote Items is OFF, these checks will only contain abilities or items for other players.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 33
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-33: 0 # random value between 0 and 33

  max_level_for_slot_2_level_checks:
    # Determines the max level for slot 2 level checks.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 2
    # 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-2-100: 0 # random value between 2 and 100

  force_stats_on_levels:
    # If this value is less than the value for Level Checks, this determines the minimum level from which only stat ups are obtained at level up locations.
    # 
    # For example, if you want to be able to find any multiworld item from levels 2-50, then just stat ups for levels 51-100, set this value to 51.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 2
    # Maximum value is 101
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-2-101: 0 # random value between 2 and 101
    none: 0 # equivalent to 101
    multiworld-to-level-50: 0 # equivalent to 51
    all: 50 # equivalent to 2

  strength_increase:
    # Determines the number of Strength Increases to add to the multiworld.
    # 
    # The randomizer will add all stat ups defined here into a pool and choose up to 99 to add to the multiworld.
    # 
    # Accessory Slot Increases and Item Slot Increases are prioritized first, then the remaining items (up to 99 total) are chosen at random.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    24: 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

  defense_increase:
    # Determines the number of Defense Increases to add to the multiworld.
    # 
    # The randomizer will add all stat ups defined here into a pool and choose up to 99 to add to the multiworld.
    # 
    # Accessory Slot Increases and Item Slot Increases are prioritized first, then the remaining items (up to 99 total) are chosen at random.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    24: 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

  hp_increase:
    # Determines the number of HP Increases to add to the multiworld.
    # 
    # The randomizer will add all stat ups defined here into a pool and choose up to 99 to add to the multiworld.
    # 
    # Accessory Slot Increases and Item Slot Increases are prioritized first, then the remaining items (up to 99 total) are chosen at random.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    23: 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

  ap_increase:
    # Determines the number of AP Increases to add to the multiworld.
    # 
    # The randomizer will add all stat ups defined here into a pool and choose up to 99 to add to the multiworld.
    # 
    # Accessory Slot Increases and Item Slot Increases are prioritized first, then the remaining items (up to 99 total) are chosen at random.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    18: 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

  mp_increase:
    # Determines the number of MP Increases to add to the multiworld.
    # 
    # The randomizer will add all stat ups defined here into a pool and choose up to 99 to add to the multiworld.
    # 
    # Accessory Slot Increases and Item Slot Increases are prioritized first, then the remaining items (up to 99 total) are chosen at random.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    7: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-20: 0 # random value between 0 and 20

  accessory_slot_increase:
    # Determines the number of Accessory Slot Increases to add to the multiworld.
    # 
    # The randomizer will add all stat ups defined here into a pool and choose up to 99 to add to the multiworld.
    # 
    # Accessory Slot Increases and Item Slot Increases are prioritized first, then the remaining items (up to 99 total) are chosen at random.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 6
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-6: 0 # random value between 0 and 6

  item_slot_increase:
    # Determines the number of Item Slot Increases to add to the multiworld.
    # 
    # The randomizer will add all stat ups defined here into a pool and choose up to 99 to add to the multiworld.
    # 
    # Accessory Slot Increases and Item Slot Increases are prioritized first, then the remaining items (up to 99 total) are chosen at random.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 5
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-5: 0 # random value between 0 and 5

  #############
  # Keyblades #
  #############
  keyblades_unlock_chests:
    # If toggled on, the player is required to have a certain keyblade to open chests in certain worlds.
    # 
    # TT   - Lionheart
    # 
    # WL   - Lady Luck
    # 
    # OC   - Olympia
    # 
    # DJ   - Jungle King
    # 
    # AG   - Three Wishes
    # 
    # MS   - Wishing Star
    # 
    # HT   - Pumpkinhead
    # 
    # NL   - Fairy Harp
    # 
    # HB   - Divine Rose
    # 
    # EotW - Oblivion
    # 
    # HAW  - Spellbinder
    # 
    # DI   - Oathkeeper
    # 
    # Note: Does not apply to Atlantica, the emblem and carousel chests in Hollow Bastion, or the Aero chest in Neverland currently.
    'false': 50
    'true': 0

  keyblade_stats:
    # Determines whether Keyblade stats should be randomized.
    # 
    # Randomize: Randomly generates stats for each keyblade between the defined minimums and maximums.
    # 
    # Shuffle: Shuffles the stats of the vanilla keyblades amongst each other.
    # 
    # Vanilla: Keyblade stats are unchanged.
    randomize: 50
    shuffle: 0
    vanilla: 0

  bad_starting_weapons:
    # Forces Kingdom Key, Dream Sword, Dream Shield, and Dream Staff to have vanilla stats.
    'false': 50
    'true': 0

  keyblade_min_str:
    # Determines the minimum STR bonus a keyblade can have.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-20: 0 # random value between 0 and 20

  keyblade_max_str:
    # Determines the maximum STR bonus a keyblade can have.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    14: 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

  keyblade_min_crit_rate:
    # Determines the minimum Crit Rate bonus a keyblade can have.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 200
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-200: 0 # random value between 0 and 200

  keyblade_max_crit_rate:
    # Determines the maximum Crit Rate bonus a keyblade can have.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 200
    200: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-200: 0 # random value between 0 and 200

  keyblade_min_crit_str:
    # Determines the minimum Crit STR bonus a keyblade can have.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 16
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-16: 0 # random value between 0 and 16

  keyblade_max_crit_str:
    # Determines the maximum Crit STR bonus a keyblade can have.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 16
    16: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-16: 0 # random value between 0 and 16

  keyblade_min_recoil:
    # Determines the minimum recoil a keyblade can have.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 90
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-90: 0 # random value between 1 and 90

  keyblade_max_recoil:
    # Determines the maximum recoil a keyblade can have.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 90
    90: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-90: 0 # random value between 1 and 90

  keyblade_min_mp:
    # Determines the minimum MP bonus a keyblade can have.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is -2
    # Maximum value is 5
    -2: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range--2-5: 0 # random value between -2 and 5

  keyblade_max_mp:
    # Determines the maximum MP bonus a keyblade can have.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is -2
    # Maximum value is 5
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range--2-5: 0 # random value between -2 and 5

  #########
  # Synth #
  #########
  orichalcum_in_pool:
    # Determines how much Orichalcum, one of the two synthesis items, is in the item pool.
    # 
    # You need 17 to synth every recipe that requires it.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 17
    # Maximum value is 30
    20: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-17-30: 0 # random value between 17 and 30

  orichalcum_price:
    # Determines the cost of Orichalcum in each shop.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 100
    # Maximum value is 5000
    500: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-100-5000: 0 # random value between 100 and 5000

  mythril_in_pool:
    # Determines how much Mythril, one of the two synthesis items, is in the item pool.
    # 
    # You need 16 to synth every recipe that requires it.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 16
    # Maximum value is 30
    20: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-16-30: 0 # random value between 16 and 30

  mythril_price:
    # Determines the cost of Mythril in each shop.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 100
    # Maximum value is 5000
    500: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-100-5000: 0 # random value between 100 and 5000

  ############
  # AP Costs #
  ############
  randomize_ap_costs:
    # Off: No randomization
    # Shuffle: Ability AP Costs will be shuffled amongst themselves.
    # 
    # Randomize: Ability AP Costs will be randomized to the specified max and min.
    # 
    # Distribute: Ability AP Costs will totalled and re-distributed randomly between the specified max and min.
    'off': 50
    shuffle: 0
    randomize: 0
    distribute: 0

  max_ap_cost:
    # If Randomize AP Costs is set to Randomize or Distribute, this defined the max AP cost an ability can have.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 4
    # Maximum value is 9
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-4-9: 0 # random value between 4 and 9

  min_ap_cost:
    # If Randomize AP Costs is set to Randomize or Distribute, this defined the min AP cost an ability can have.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 2
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-2: 0 # random value between 0 and 2

  ########
  # Misc #
  ########
  starting_worlds:
    # Number of random worlds to start with in addition to Traverse Town, which is always available.
    # 
    # Will only consider Atlantica if toggled, and will only consider End of the World if its unlock is set to "Item".
    # 
    # These are given by the server, and are received after connection.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 10
    4: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-10: 0 # random value between 0 and 10

  starting_tools:
    # Determines whether you start with Scan and Dodge Roll.
    # 
    # These are given by the server, and are received after connection.
    'false': 0
    'true': 50

  randomize_puppies:
    # If OFF, the "Puppy" item is worth 3 puppies and puppies are placed in vanilla locations.
    # 
    # If ON, the "Puppy" item is worth an amount of puppies defined by "Puppy Value", and are shuffled randomly.
    'false': 0
    'true': 50

  puppy_value:
    # Determines how many dalmatian puppies are given when a puppy item is found.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 99
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-99: 0 # random value between 1 and 99

  interact_in_battle:
    # Allow Sora to talk to people, examine objects, and open chests in battle.
    'false': 0
    'true': 50

  logic_difficulty:
    # Determines what the randomizer logic may expect you to do to reach certain locations.
    # 
    # Beginner: Logic only expects what would be the natural solution in vanilla gameplay or similar, as well as a guarantee of tools for boss fights.
    # 
    # Normal: Logic expects some clever use of abilities, exploration of options, and competent combat ability; generally does not require advanced knowledge.
    # 
    # Proud: Logic expects advanced knowledge of tricks and obscure interactions, such as using Combo Master, Dumbo, and other unusual methods to reach locations.
    # 
    # Minimal: Logic expects the bare minimum to get to locations; may require extensive grinding, beating fights with no tools, and performing very difficult or tedious tricks.
    beginner: 0
    normal: 50
    proud: 0
    minimal: 0

  extra_shared_abilities:
    # If on, adds extra shared abilities to the pool.  These can stack, so multiple high jumps make you jump higher and multiple glides make you superglide faster.
    'false': 0
    'true': 50

  stacking_world_items:
    # Multiple world items give you the world's associated key item.
    # 
    # WL - Footprints
    # 
    # OC - Entry Pass
    # 
    # DJ - Slides
    # 
    # HT - Forget-Me-Not and Jack-In-The-Box
    # 
    # HB - Theon Vol. 6
    # 
    # Adds an extra world to the pool for each that has a key item (WL, OC, DJ, HT, HB).
    # 
    # Forces Halloween Town Key Item Bundle ON.
    'false': 0
    'true': 50

  halloween_town_key_item_bundle:
    # Obtaining the Forget-Me-Not automatically gives Jack-in-the-Box as well.
    # 
    # Removes Jack-in-the-Box from the pool.
    'false': 0
    'true': 50

  exp_zero_in_pool:
    # If on, adds EXP Zero ability to the item pool.  This is redundant if you are planning on playing on Proud.
    'false': 50
    'true': 0

  randomize_party_member_starting_accessories:
    # If on, the 10 accessories that some party members (Aladdin, Ariel, Jack, Peter Pan, Beast) start with are randomized.
    # 
    # 10 random accessories will be distributed amongst any party member aside from Sora in their starting equipment.
    'false': 0
    'true': 50

  death_link:
    # If Sora is KO'ed, the other players with "Death Link" on will also be KO'ed.
    # The opposite is also true.
    'off': 50
    toggle: 0
    'on': 0

  donald_death_link:
    # If Donald is KO'ed, so is Sora.  If Death Link is toggled on in your client, this will send a death to everyone who enabled death link.
    'false': 50
    'true': 0

  goofy_death_link:
    # If Goofy is KO'ed, so is Sora.  If Death Link is toggled on in your client, this will send a death to everyone who enabled death link.
    'false': 50
    'true': 0

  remote_items:
    # Determines if items can be placed on locations in your own world in such a way that will force them to be remote items.
    # 
    # Off: When your items are placed in your world, they can only be placed in locations that they can be acquired without server connection (stats on levels, items in chests, etc).
    # 
    # Allow: When your items are placed in your world, items that normally can't be placed in a location in-game are simply made remote (abilities on static events, etc).
    # 
    # Full: All items are remote.  Use this when doing something like a co-op seed.
    'off': 50
    allow: 0
    full: 0

  shorten_go_mode:
    # If on, the player warps to the final cutscene after defeating Ansem 1 > Darkside > Ansem 2, skipping World of Chaos.
    'false': 0
    'true': 50

  one_hp:
    # If on, forces Sora's max HP to 1 and removes the low health warning sound.
    'false': 50
    'true': 0

  four_by_three:
    # If on, changes the aspect ratio to 4 by 3.
    'false': 50
    'true': 0

  auto_attack:
    # If on, you can combo by holding confirm.
    'false': 50
    'true': 0

  beep_hack:
    # If on, removes low health warning sound.  Works up to max health of 41.
    'false': 50
    'true': 0

  consistent_finishers:
    # If on, 30% chance finishers are now 100% chance.
    'false': 50
    'true': 0

  early_skip:
    # If on, allows skipping cutscenes immediately that normally take time to be able to skip.
    'false': 0
    'true': 50

  fast_camera:
    # If on, speeds up camera movement and camera centering.
    'false': 50
    'true': 0

  faster_animations:
    # If on, speeds up animations during which you can't play.
    'false': 0
    'true': 50

  unlock_0_volume:
    # If on, volume 1 mutes the audio channel.
    'false': 50
    'true': 0

  unskippable:
    # If on, makes unskippable cutscenes skippable.
    'false': 0
    'true': 50

  auto_save:
    # If on, enables auto saving.
    # 
    # Press L1+L2+R1+R2+D-Pad Left to instantly load continue state.
    # 
    # Press L1+L2+R1+R2+D-Pad Right to instantly load autosave.
    'false': 0
    'true': 50

  warp_anywhere:
    # If on, enables the player to warp at any time, even when not at a save point.
    # 
    # Press L1+L2+R2+Select to open the Save/Warp menu at any time.
    '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_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.
    []
