# 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 Ocarina of Time Template

game: Ocarina of Time
requires:
  version: 0.6.6 # Version of Archipelago required for this yaml to work as expected.
  game:
    Ocarina of Time: 7.0.0 # Version of the world required for this yaml to work as expected.

Ocarina of Time:
  ################
  # 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

  plando_connections:
    # Generic connections plando. Format is:
    # - 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.
    []

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

  logic_rules:
    # Set the logic used for the generator.
    # Glitchless: Normal gameplay. Can enable more difficult logical paths using the Logic Tricks option.
    # Glitched: Many powerful glitches expected, such as bomb hovering and clipping.
    # Glitched is incompatible with the following settings:
    # - All forms of entrance randomizer
    # - MQ dungeons
    # - Pot shuffle
    # - Freestanding item shuffle
    # - Crate shuffle
    # - Beehive shuffle
    # No Logic: No logic is used when placing items. Not recommended for most players.
    glitchless: 50
    glitched: 0
    no_logic: 0

  logic_no_night_tokens_without_suns_song:
    # When enabled, nighttime skulltulas logically require Sun's Song.
    'false': 50
    'true': 0

  logic_tricks:
    # Set various tricks for logic in Ocarina of Time. 
    # Format as a comma-separated list of "nice" names: ["Fewer Tunic Requirements", "Hidden Grottos without Stone of Agony"].
    # A full list of supported tricks can be found at:
    # https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/oot/LogicTricks.py
    []

  ########
  # Open #
  ########
  open_forest:
    # Set the state of Kokiri Forest and the path to Deku Tree.
    # Open: Neither the forest exit nor the path to Deku Tree is blocked.
    # Closed Deku: The forest exit is not blocked; the path to Deku Tree requires Kokiri Sword and Deku Shield.
    # Closed: Path to Deku Tree requires sword and shield. The forest exit is blocked until Deku Tree is beaten.
    # Closed forest will force child start, and becomes Closed Deku if interior entrances, overworld entrances, warp songs, or random spawn positions are enabled.
    open: 50
    closed_deku: 0
    closed: 0

  open_kakariko:
    # Set the state of the Kakariko Village gate for child. The gate is always open as adult.
    # Open: The gate starts open. Happy Mask Shop opens upon receiving Zelda's Letter.
    # Zelda: The gate and Mask Shop open upon receiving Zelda's Letter, without needing to show it to the guard.
    # Closed: Vanilla behavior; the gate and Mask Shop open upon showing Zelda's Letter to the gate guard.
    open: 50
    zelda: 0
    closed: 0

  open_door_of_time:
    # When enabled, the Door of Time starts opened, without needing Song of Time.
    'false': 0
    'true': 50

  zora_fountain:
    # Set the state of King Zora, blocking the way to Zora's Fountain.
    # Open: King Zora starts moved as both ages. Ruto's Letter is removed.
    # Adult: King Zora must be moved as child, but is always moved for adult.
    # Closed: Vanilla behavior; King Zora must be shown Ruto's Letter as child to move him as both ages.
    open: 0
    adult: 0
    closed: 50

  gerudo_fortress:
    # Set the requirements for access to Gerudo Fortress.
    # Normal: Vanilla behavior; all four carpenters must be rescued.
    # Fast: Only one carpenter must be rescued, which is the one in the bottom-left of the fortress.
    # Open: The Gerudo Valley bridge starts repaired. Gerudo Membership Card is given to start if not shuffled.
    normal: 0
    fast: 50
    open: 0

  bridge:
    # Set the requirements for the Rainbow Bridge.
    # Open: The bridge is always present.
    # Vanilla: Bridge requires Shadow Medallion, Spirit Medallion, and Light Arrows.
    # Stones: Bridge requires a configurable amount of Spiritual Stones.
    # Medallions: Bridge requires a configurable amount of medallions.
    # Dungeons: Bridge requires a configurable amount of rewards (stones + medallions).
    # Tokens: Bridge requires a configurable amount of gold skulltula tokens.
    # Hearts: Bridge requires a configurable amount of hearts.
    open: 0
    vanilla: 0
    stones: 0
    medallions: 50
    dungeons: 0
    tokens: 0
    hearts: 0

  trials:
    # Set the number of required trials in Ganon's Castle.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 6
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-6: 0 # random value between 0 and 6

  #########
  # World #
  #########
  starting_age:
    # Choose which age Link will start as.
    child: 50
    adult: 0

  shuffle_interior_entrances:
    # Shuffles interior entrances.
    # Simple: Houses and Great Fairies are shuffled.
    # All: In addition to Simple, includes Windmill, Link's House, Temple of Time, and the Kakariko potion shop.
    'off': 50
    simple: 0
    all: 0

  shuffle_grotto_entrances:
    # Shuffles grotto and grave entrances.
    'false': 50
    'true': 0

  shuffle_dungeon_entrances:
    # Shuffles dungeon entrances. When enabled, both ages will have access to Fire Temple, Bottom of the Well, and Deku Tree.
    # Simple: Shuffle dungeon entrances except for Ganon's Castle.
    # All: Include Ganon's Castle as well.
    'off': 50
    simple: 0
    all: 0

  shuffle_overworld_entrances:
    # Shuffles overworld loading zones.
    'false': 50
    'true': 0

  owl_drops:
    # Randomizes owl drops from Lake Hylia or Death Mountain Trail as child.
    'false': 50
    'true': 0

  warp_songs:
    # Randomizes warp song destinations.
    'false': 50
    'true': 0

  spawn_positions:
    # Randomizes the starting position on loading a save. Consistent between savewarps.
    'off': 50
    child: 0
    adult: 0
    both: 0

  shuffle_bosses:
    # Shuffles boss entrances.
    # Limited: Bosses will be limited to the ages that typically fight them.
    # Full: Bosses may be fought as different ages than usual. Child can defeat Phantom Ganon and Bongo Bongo.
    'off': 50
    limited: 0
    full: 0

  triforce_hunt:
    # Gather pieces of the Triforce scattered around the world to complete the game.
    'false': 50
    'true': 0

  triforce_goal:
    # Number of Triforce pieces required to complete the 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

  extra_triforce_percentage:
    # Percentage of additional Triforce pieces in the pool. With high numbers, you may need to randomize additional
    # locations to have enough items.
    #
    # 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

  bombchus_in_logic:
    # Bombchus are properly considered in logic.
    # The first found pack will always have 20 chus. 
    # Kokiri Shop and Bazaar will sell refills at reduced cost.
    # Bombchus open Bombchu Bowling.
    'false': 50
    'true': 0

  dungeon_shortcuts:
    # Shortcuts to dungeon bosses are available without any requirements.
    # If enabled, this will impact the logic of dungeons where shortcuts are available.
    # Choice: Use the option "dungeon_shortcuts_list" to choose shortcuts.
    'off': 50
    choice: 0
    all: 0
    random_dungeons: 0

  dungeon_shortcuts_list:
    # Chosen dungeons to have shortcuts.
    []

  mq_dungeons_mode:
    # Choose between vanilla and Master Quest dungeon layouts.
    # Vanilla: All layouts are vanilla.
    # MQ: All layouts are Master Quest.
    # Specific: Use the option "mq_dungeons_list" to choose which dungeons are MQ.
    # Count: Use the option "mq_dungeons_count" to choose a number of random dungeons as MQ.
    vanilla: 50
    mq: 0
    specific: 0
    count: 0

  mq_dungeons_list:
    # With MQ dungeons as Specific: chosen dungeons to be MQ layout.
    []

  mq_dungeons_count:
    # With MQ dungeons as Count: number of randomly-selected dungeons to be MQ layout.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 12
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-12: 0 # random value between 0 and 12

  bridge_stones:
    # With Stones bridge: set the number of Spiritual Stones required.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 3
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-3: 0 # random value between 0 and 3

  bridge_medallions:
    # With Medallions bridge: set the number of medallions required.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # 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-0-6: 0 # random value between 0 and 6

  bridge_rewards:
    # With Dungeons bridge: set the number of dungeon rewards required.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 9
    9: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-9: 0 # random value between 0 and 9

  bridge_tokens:
    # With Tokens bridge: set the number of Gold Skulltula Tokens required.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    40: 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

  bridge_hearts:
    # With Hearts bridge: set the number of hearts required.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 4
    # Maximum value is 20
    20: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-4-20: 0 # random value between 4 and 20

  ###########
  # Shuffle #
  ###########
  shuffle_song_items:
    # Set where songs can appear.
    # Song: Songs are shuffled into other song locations.
    # Dungeon: Songs are placed into end-of-dungeon locations:
    # - The 8 boss heart containers
    # - Sheik in Ice Cavern
    # - Lens of Truth chest in Bottom of the Well
    # - Ice Arrows chest in Gerudo Training Ground
    # - Impa at Hyrule Castle
    # Any: Songs can appear anywhere in the multiworld.
    song: 50
    dungeon: 0
    any: 0

  shopsanity:
    # Randomizes shop contents.
    # Off: Shops are not randomized at all.
    # Fixed Number: Shop contents are shuffled, and a specific number of multiworld locations exist in each shop, controlled by the "shop_slots" option.
    # Random Number: Same as Fixed Number, but the number of locations per shop is random and may differ between shops.
    'off': 50
    fixed_number: 0
    random_number: 0

  shop_slots:
    # With Shopsanity fixed number: quantity of multiworld locations per shop to be randomized.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 4
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-4: 0 # random value between 0 and 4

  shopsanity_prices:
    # Controls prices of shop locations.
    # Normal: Balanced distribution from 0 to 300.
    # Affordable: Every shop location costs 10 rupees.
    # Starting Wallet: Prices capped at 99 rupees.
    # Adult's Wallet: Prices capped at 200 rupees.
    # Giant's Wallet: Prices capped at 500 rupees.
    # Tycoon's Wallet: Prices capped at 999 rupees.
    normal: 50
    affordable: 0
    starting_wallet: 0
    adults_wallet: 0
    giants_wallet: 0
    tycoons_wallet: 0

  tokensanity:
    # Token rewards from Gold Skulltulas can be shuffled into the pool.
    # Dungeons: Only skulltulas in dungeons are shuffled.
    # Overworld: Only skulltulas on the overworld (all skulltulas not in dungeons) are shuffled.
    # All: Every skulltula is shuffled.
    'off': 50
    dungeons: 0
    overworld: 0
    all: 0

  shuffle_scrubs:
    # Shuffle the items sold by Business Scrubs, and set the prices.
    # Off: Only the three business scrubs that sell one-time upgrades in vanilla will have items at their vanilla prices.
    # Low/"Affordable": All scrub prices are 10 rupees.
    # Regular/"Expensive": All scrub prices are vanilla.
    # Random Prices: All scrub prices are randomized between 0 and 99 rupees.
    'off': 50
    low: 0
    regular: 0
    random_prices: 0

  shuffle_child_trade:
    # Controls the behavior of the start of the child trade quest.
    # Vanilla: Malon will give you the Weird Egg at Hyrule Castle.
    # Shuffle: Malon will give you a random item, and the Weird Egg is shuffled.
    # Skip Child Zelda: The game starts with Zelda already met, Zelda's Letter obtained, and the item from Impa obtained.
    vanilla: 50
    shuffle: 0
    skip_child_zelda: 0

  shuffle_freestanding_items:
    # Shuffles freestanding rupees, recovery hearts, Shadow Temple Spinning Pots, and Goron Pot drops.
    # Dungeons: Only freestanding items in dungeons are shuffled.
    # Overworld: Only freestanding items in the overworld are shuffled.
    # All: All freestanding items are shuffled.
    'off': 50
    dungeons: 0
    overworld: 0
    all: 0

  shuffle_pots:
    # Shuffles pots and flying pots which normally contain an item.
    # Dungeons: Only pots in dungeons are shuffled.
    # Overworld: Only pots in the overworld are shuffled.
    # All: All pots are shuffled.
    'off': 50
    dungeons: 0
    overworld: 0
    all: 0

  shuffle_crates:
    # Shuffles large and small crates containing an item.
    # Dungeons: Only crates in dungeons are shuffled.
    # Overworld: Only crates in the overworld are shuffled.
    # All: All crates are shuffled.
    'off': 50
    dungeons: 0
    overworld: 0
    all: 0

  shuffle_cows:
    # Cows give items when Epona's Song is played.
    'false': 50
    'true': 0

  shuffle_beehives:
    # Beehives drop an item when destroyed by an explosion, the Hookshot, or the Boomerang.
    'false': 50
    'true': 0

  shuffle_kokiri_sword:
    # Shuffle Kokiri Sword into the item pool.
    'false': 50
    'true': 0

  shuffle_ocarinas:
    # Shuffle the Fairy Ocarina and Ocarina of Time into the item pool.
    'false': 50
    'true': 0

  shuffle_gerudo_card:
    # Shuffle the Gerudo Membership Card into the item pool.
    'false': 50
    'true': 0

  shuffle_beans:
    # Adds a pack of 10 beans to the item pool and changes the bean salesman to sell one item for 60 rupees.
    'false': 50
    'true': 0

  shuffle_medigoron_carpet_salesman:
    # Shuffle the items sold by Medigoron and the Haunted Wasteland Carpet Salesman.
    'false': 50
    'true': 0

  shuffle_frog_song_rupees:
    # Shuffles the purple rupees received from the Zora's River frogs.
    'false': 50
    'true': 0

  #################
  # Dungeon Items #
  #################
  shuffle_mapcompass:
    # Control where to shuffle dungeon maps and compasses.
    # Remove: There will be no maps or compasses in the itempool.
    # Startwith: You start with all maps and compasses.
    # Vanilla: Maps and compasses remain vanilla.
    # Dungeon: Maps and compasses are shuffled within their original dungeon.
    # Regional: Maps and compasses are shuffled only in regions near the original dungeon.
    # Overworld: Maps and compasses are shuffled locally outside of dungeons.
    # Any Dungeon: Maps and compasses are shuffled locally in any dungeon.
    # Keysanity: Maps and compasses can be anywhere in the multiworld.
    remove: 0
    startwith: 50
    vanilla: 0
    dungeon: 0
    regional: 0
    overworld: 0
    any_dungeon: 0
    keysanity: 0

  shuffle_smallkeys:
    # Control where to shuffle dungeon small keys.
    # Remove/"Keysy": There will be no small keys in the itempool. All small key doors are automatically unlocked.
    # Vanilla: Small keys remain vanilla. You may start with extra small keys in some dungeons to prevent softlocks.
    # Dungeon: Small keys are shuffled within their original dungeon.
    # Regional: Small keys are shuffled only in regions near the original dungeon.
    # Overworld: Small keys are shuffled locally outside of dungeons.
    # Any Dungeon: Small keys are shuffled locally in any dungeon.
    # Keysanity: Small keys can be anywhere in the multiworld.
    remove: 0
    vanilla: 0
    dungeon: 50
    regional: 0
    overworld: 0
    any_dungeon: 0
    keysanity: 0

  shuffle_hideoutkeys:
    # Control where to shuffle the Thieves' Hideout small keys.
    # Vanilla: Hideout keys remain vanilla.
    # Regional: Hideout keys are shuffled only in the Gerudo Valley/Desert Colossus area.
    # Overworld: Hideout keys are shuffled locally outside of dungeons.
    # Any Dungeon: Hideout keys are shuffled locally in any dungeon.
    # Keysanity: Hideout keys can be anywhere in the multiworld.
    vanilla: 50
    regional: 0
    overworld: 0
    any_dungeon: 0
    keysanity: 0

  shuffle_bosskeys:
    # Control where to shuffle boss keys, except the Ganon's Castle Boss Key.
    # Remove/"Keysy": There will be no boss keys in the itempool. All boss key doors are automatically unlocked.
    # Vanilla: Boss keys remain vanilla. You may start with extra small keys in some dungeons to prevent softlocks.
    # Dungeon: Boss keys are shuffled within their original dungeon.
    # Regional: Boss keys are shuffled only in regions near the original dungeon.
    # Overworld: Boss keys are shuffled locally outside of dungeons.
    # Any Dungeon: Boss keys are shuffled locally in any dungeon.
    # Keysanity: Boss keys can be anywhere in the multiworld.
    remove: 0
    vanilla: 0
    dungeon: 50
    regional: 0
    overworld: 0
    any_dungeon: 0
    keysanity: 0

  enhance_map_compass:
    # Map tells if a dungeon is vanilla or MQ. Compass tells what the dungeon reward is.
    'false': 50
    'true': 0

  shuffle_ganon_bosskey:
    # Control how to shuffle the Ganon's Castle Boss Key (GCBK).
    # Remove: GCBK is removed, and the boss key door is automatically unlocked.
    # Vanilla: GCBK remains vanilla.
    # Dungeon: GCBK is shuffled within its original dungeon.
    # Regional: GCBK is shuffled only in Hyrule Field, Market, and Hyrule Castle areas.
    # Overworld: GCBK is shuffled locally outside of dungeons.
    # Any Dungeon: GCBK is shuffled locally in any dungeon.
    # Keysanity: GCBK can be anywhere in the multiworld.
    # On LACS: GCBK is on the Light Arrow Cutscene, which requires Shadow and Spirit Medallions.
    # Stones: GCBK will be awarded when reaching the target number of Spiritual Stones.
    # Medallions: GCBK will be awarded when reaching the target number of medallions.
    # Dungeons: GCBK will be awarded when reaching the target number of dungeon rewards.
    # Tokens: GCBK will be awarded when reaching the target number of Gold Skulltula Tokens.
    # Hearts: GCBK will be awarded when reaching the target number of hearts.
    remove: 50
    vanilla: 0
    dungeon: 0
    regional: 0
    overworld: 0
    any_dungeon: 0
    keysanity: 0
    on_lacs: 0
    stones: 0
    medallions: 0
    dungeons: 0
    tokens: 0
    hearts: 0

  ganon_bosskey_medallions:
    # With medallions GCBK: set how many medallions are required to receive GCBK.
    #
    # 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

  ganon_bosskey_stones:
    # With stones GCBK: set how many Spiritual Stones are required to receive GCBK.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 3
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-3: 0 # random value between 1 and 3

  ganon_bosskey_rewards:
    # With dungeons GCBK: set how many dungeon rewards are required to receive GCBK.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 9
    9: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-9: 0 # random value between 1 and 9

  ganon_bosskey_tokens:
    # With tokens GCBK: set how many Gold Skulltula Tokens are required to receive GCBK.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 100
    40: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-100: 0 # random value between 1 and 100

  ganon_bosskey_hearts:
    # With hearts GCBK: set how many hearts are required to receive GCBK.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 4
    # Maximum value is 20
    20: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-4-20: 0 # random value between 4 and 20

  key_rings:
    # A key ring grants all dungeon small keys at once, rather than individually.
    # Choose: Use the option "key_rings_list" to choose which dungeons have key rings.
    # All: All dungeons have key rings instead of small keys.
    'off': 50
    choose: 0
    all: 0
    random_dungeons: 0

  key_rings_list:
    # With key rings as Choose: select areas with key rings rather than individual small keys.
    []

  ##############
  # Timesavers #
  ##############
  no_escape_sequence:
    # Skips the tower collapse sequence between the Ganondorf and Ganon fights.
    'false': 0
    'true': 50

  no_guard_stealth:
    # The crawlspace into Hyrule Castle skips straight to Zelda.
    'false': 0
    'true': 50

  no_epona_race:
    # Epona can always be summoned with Epona's Song.
    'false': 0
    'true': 50

  skip_some_minigame_phases:
    # Dampe Race and Horseback Archery give both rewards if the second condition is met on the first attempt.
    'false': 0
    'true': 50

  complete_mask_quest:
    # All masks are immediately available to borrow from the Happy Mask Shop.
    'false': 50
    'true': 0

  useful_cutscenes:
    # Reenables the Poe cutscene in Forest Temple, Darunia in Fire Temple, and Twinrova introduction. Mostly useful for
    # glitched.
    'false': 50
    'true': 0

  fast_chests:
    # All chest animations are fast. If disabled, major items have a slow animation.
    'false': 0
    'true': 50

  free_scarecrow:
    # Pulling out the ocarina near a scarecrow spot spawns Pierre without needing the song.
    'false': 50
    'true': 0

  fast_bunny_hood:
    # Bunny Hood lets you move 1.5x faster like in Majora's Mask.
    'false': 50
    'true': 0

  plant_beans:
    # Pre-plants all 10 magic beans in the soft soil spots.
    'false': 50
    'true': 0

  chicken_count:
    # Controls the number of Cuccos for Anju to give an item as child.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 7
    7: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-7: 0 # random value between 0 and 7

  big_poe_count:
    # Number of Big Poes required for the Poe Collector's item.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 10
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-10: 0 # random value between 1 and 10

  fae_torch_count:
    # Number of lit torches required to open Shadow Temple.
    # Does not affect logic; use the trick Shadow Temple Entry with Fire Arrows if desired.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 24
    24: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-24: 0 # random value between 1 and 24

  ########
  # Misc #
  ########
  correct_chest_appearances:
    # Changes chest textures and/or sizes to match their contents.
    # Off: All chests have their vanilla size/appearance.
    # Textures: Chest textures reflect their contents.
    # Both: Like Textures, but progression items and boss keys get big chests, and other items get small chests.
    # Classic: Old behavior of CSMC; textures distinguish keys from non-keys, and size distinguishes importance.
    'off': 50
    textures: 0
    both: 0
    classic: 0

  minor_items_as_major_chest:
    # Hylian Shield, Deku Shield, and Bombchus appear in big/gold chests.
    'false': 50
    'true': 0

  invisible_chests:
    # Chests visible only with Lens of Truth. Logic is not changed.
    'false': 50
    'true': 0

  correct_potcrate_appearances:
    # Changes the appearance of pots, crates, and beehives that contain items.
    # Off: Vanilla appearance for all containers.
    # Textures (Content): Unchecked pots and crates have a texture reflecting their contents. Unchecked beehives with progression items will wiggle.
    # Textures (Unchecked): Unchecked pots and crates are golden. Unchecked beehives will wiggle.
    'off': 0
    textures_content: 0
    textures_unchecked: 50

  hints:
    # Gossip Stones can give hints about item locations.
    # None: Gossip Stones do not give hints.
    # Mask: Gossip Stones give hints with Mask of Truth.
    # Agony: Gossip Stones give hints wtih Stone of Agony.
    # Always: Gossip Stones always give hints.
    none: 0
    mask: 0
    agony: 0
    always: 50

  misc_hints:
    # The Temple of Time altar hints dungeon rewards, bridge info, and Ganon BK info; Ganondorf hints the Light Arrows; Dampe's diary hints a local Hookshot if one exists; Skulltula House locations hint their item.
    'false': 0
    'true': 50

  hint_dist:
    # Choose the hint distribution to use. Affects the frequency of strong hints, which items are always hinted, etc.
    # Detailed documentation on hint distributions can be found on the Archipelago GitHub or OoTRandomizer.com.
    # The Async hint distribution is intended for async multiworlds. It removes Way of the Hero hints to improve generation times, since they are not very useful in asyncs.
    balanced: 0
    ddr: 0
    scrubs: 0
    strong: 0
    useless: 0
    very_strong: 0
    async: 50

  text_shuffle:
    # Randomizes text in the game for comedic effect.
    # Except Hints: does not randomize important text such as hints, small/boss key information, and item prices.
    # Complete: randomizes every textbox, including the useful ones.
    none: 50
    except_hints: 0
    complete: 0

  damage_multiplier:
    # Controls the amount of damage Link takes.
    half: 0
    normal: 50
    double: 0
    quadruple: 0
    ohko: 0

  deadly_bonks:
    # Bonking on a wall or object will hurt Link. "Normal" is a half heart of damage.
    none: 50
    half: 0
    normal: 0
    double: 0
    quadruple: 0
    ohko: 0

  no_collectible_hearts:
    # Hearts will not drop from enemies or objects.
    'false': 50
    'true': 0

  starting_tod:
    # Change the starting time of day.
    # Daytime starts at Sunrise and ends at Sunset. Default is between Morning and Noon.
    default: 50
    sunrise: 0
    morning: 0
    noon: 0
    afternoon: 0
    sunset: 0
    evening: 0
    midnight: 0
    witching_hour: 0

  blue_fire_arrows:
    # Ice arrows can melt red ice and break the mud walls in Dodongo's Cavern.
    'false': 50
    'true': 0

  fix_broken_drops:
    # Fixes two broken vanilla drops: deku shield in child Spirit Temple, and magic drop on GTG eye statue.
    'false': 50
    'true': 0

  start_with_consumables:
    # Start the game with full Deku Sticks and Deku Nuts.
    'false': 50
    'true': 0

  start_with_rupees:
    # Start with a full wallet. Wallet upgrades will also fill your wallet.
    'false': 50
    'true': 0

  #############
  # Item Pool #
  #############
  item_pool_value:
    # Changes the number of items available in the game.
    # Plentiful: One extra copy of every major item.
    # Balanced: Original item pool.
    # Scarce: Extra copies of major items are removed. Heart containers are removed.
    # Minimal: All major item upgrades not used for locations are removed. All health is removed.
    plentiful: 0
    balanced: 50
    scarce: 0
    minimal: 0

  junk_ice_traps:
    # Adds ice traps to the item pool.
    # Off: All ice traps are removed.
    # Normal: The vanilla quantity of ice traps are placed.
    # On/"Extra": There is a chance for some extra ice traps to be placed.
    # Mayhem: All added junk items are ice traps.
    # Onslaught: All junk items are replaced by ice traps, even those in the base pool.
    'off': 0
    normal: 50
    'on': 0
    mayhem: 0
    onslaught: 0

  ice_trap_appearance:
    # Changes the appearance of traps, including other games' traps, as freestanding items.
    major_only: 50
    junk_only: 0
    anything: 0

  adult_trade_start:
    # Choose the item that starts the adult trade sequence.
    pocket_egg: 0
    pocket_cucco: 0
    cojiro: 0
    odd_mushroom: 0
    poachers_saw: 0
    broken_sword: 0
    prescription: 0
    eyeball_frog: 0
    eyedrops: 0
    claim_check: 50

  #############
  # Cosmetics #
  #############
  default_targeting:
    # Default targeting option.
    hold: 50
    switch: 0

  display_dpad:
    # Show dpad icon on HUD for quick actions (ocarina, hover boots, iron boots, mask).
    'false': 0
    'true': 50

  dpad_dungeon_menu:
    # Show separated menus on the pause screen for dungeon keys, rewards, and Vanilla/MQ info.
    'false': 0
    'true': 50

  correct_model_colors:
    # Makes in-game models match their HUD element colors.
    'false': 0
    'true': 50

  background_music:
    # Randomize or disable background music.
    normal: 50
    'off': 0
    randomized: 0

  fanfares:
    # Randomize or disable item fanfares.
    normal: 50
    'off': 0
    randomized: 0

  ocarina_fanfares:
    # Enable ocarina songs as fanfares. These are longer than usual fanfares. Does nothing without fanfares randomized.
    'false': 50
    'true': 0

  kokiri_color:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    random_choice: 0
    completely_random: 0
    kokiri_green: 50
    goron_red: 0
    zora_blue: 0
    black: 0
    white: 0
    azure_blue: 0
    vivid_cyan: 0
    light_red: 0
    fuchsia: 0
    purple: 0
    majora_purple: 0
    twitch_purple: 0
    purple_heart: 0
    persian_rose: 0
    dirty_yellow: 0
    blush_pink: 0
    hot_pink: 0
    rose_pink: 0
    orange: 0
    gray: 0
    gold: 0
    silver: 0
    beige: 0
    teal: 0
    blood_red: 0
    blood_orange: 0
    royal_blue: 0
    sonic_blue: 0
    nes_green: 0
    dark_green: 0
    lumen: 0

  goron_color:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    random_choice: 0
    completely_random: 0
    kokiri_green: 0
    goron_red: 50
    zora_blue: 0
    black: 0
    white: 0
    azure_blue: 0
    vivid_cyan: 0
    light_red: 0
    fuchsia: 0
    purple: 0
    majora_purple: 0
    twitch_purple: 0
    purple_heart: 0
    persian_rose: 0
    dirty_yellow: 0
    blush_pink: 0
    hot_pink: 0
    rose_pink: 0
    orange: 0
    gray: 0
    gold: 0
    silver: 0
    beige: 0
    teal: 0
    blood_red: 0
    blood_orange: 0
    royal_blue: 0
    sonic_blue: 0
    nes_green: 0
    dark_green: 0
    lumen: 0

  zora_color:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    random_choice: 0
    completely_random: 0
    kokiri_green: 0
    goron_red: 0
    zora_blue: 50
    black: 0
    white: 0
    azure_blue: 0
    vivid_cyan: 0
    light_red: 0
    fuchsia: 0
    purple: 0
    majora_purple: 0
    twitch_purple: 0
    purple_heart: 0
    persian_rose: 0
    dirty_yellow: 0
    blush_pink: 0
    hot_pink: 0
    rose_pink: 0
    orange: 0
    gray: 0
    gold: 0
    silver: 0
    beige: 0
    teal: 0
    blood_red: 0
    blood_orange: 0
    royal_blue: 0
    sonic_blue: 0
    nes_green: 0
    dark_green: 0
    lumen: 0

  silver_gauntlets_color:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    random_choice: 0
    completely_random: 0
    silver: 50
    gold: 0
    black: 0
    green: 0
    blue: 0
    bronze: 0
    red: 0
    sky_blue: 0
    pink: 0
    magenta: 0
    orange: 0
    lime: 0
    purple: 0

  golden_gauntlets_color:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    random_choice: 0
    completely_random: 0
    silver: 0
    gold: 50
    black: 0
    green: 0
    blue: 0
    bronze: 0
    red: 0
    sky_blue: 0
    pink: 0
    magenta: 0
    orange: 0
    lime: 0
    purple: 0

  mirror_shield_frame_color:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    random_choice: 0
    completely_random: 0
    red: 50
    green: 0
    blue: 0
    yellow: 0
    cyan: 0
    magenta: 0
    orange: 0
    gold: 0
    purple: 0
    pink: 0

  navi_color_default_inner:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    random_choice: 0
    completely_random: 0
    rainbow: 0
    gold: 0
    white: 50
    green: 0
    light_blue: 0
    yellow: 0
    red: 0
    magenta: 0
    black: 0
    tatl: 0
    tael: 0
    fi: 0
    ciela: 0
    epona: 0
    ezlo: 0
    king_of_red_lions: 0
    linebeck: 0
    loftwing: 0
    midna: 0
    phantom_zelda: 0

  navi_color_default_outer:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    # "match_inner" copies the inner color for this option.
    random_choice: 0
    completely_random: 0
    rainbow: 0
    gold: 0
    white: 0
    green: 0
    light_blue: 0
    yellow: 0
    red: 0
    magenta: 0
    black: 0
    tatl: 0
    tael: 0
    fi: 0
    ciela: 0
    epona: 0
    ezlo: 0
    king_of_red_lions: 0
    linebeck: 0
    loftwing: 0
    midna: 0
    phantom_zelda: 0
    match_inner: 50

  navi_color_enemy_inner:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    random_choice: 0
    completely_random: 0
    rainbow: 0
    gold: 0
    white: 0
    green: 0
    light_blue: 0
    yellow: 50
    red: 0
    magenta: 0
    black: 0
    tatl: 0
    tael: 0
    fi: 0
    ciela: 0
    epona: 0
    ezlo: 0
    king_of_red_lions: 0
    linebeck: 0
    loftwing: 0
    midna: 0
    phantom_zelda: 0

  navi_color_enemy_outer:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    # "match_inner" copies the inner color for this option.
    random_choice: 0
    completely_random: 0
    rainbow: 0
    gold: 0
    white: 0
    green: 0
    light_blue: 0
    yellow: 0
    red: 0
    magenta: 0
    black: 0
    tatl: 0
    tael: 0
    fi: 0
    ciela: 0
    epona: 0
    ezlo: 0
    king_of_red_lions: 0
    linebeck: 0
    loftwing: 0
    midna: 0
    phantom_zelda: 0
    match_inner: 50

  navi_color_npc_inner:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    random_choice: 0
    completely_random: 0
    rainbow: 0
    gold: 0
    white: 0
    green: 0
    light_blue: 50
    yellow: 0
    red: 0
    magenta: 0
    black: 0
    tatl: 0
    tael: 0
    fi: 0
    ciela: 0
    epona: 0
    ezlo: 0
    king_of_red_lions: 0
    linebeck: 0
    loftwing: 0
    midna: 0
    phantom_zelda: 0

  navi_color_npc_outer:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    # "match_inner" copies the inner color for this option.
    random_choice: 0
    completely_random: 0
    rainbow: 0
    gold: 0
    white: 0
    green: 0
    light_blue: 0
    yellow: 0
    red: 0
    magenta: 0
    black: 0
    tatl: 0
    tael: 0
    fi: 0
    ciela: 0
    epona: 0
    ezlo: 0
    king_of_red_lions: 0
    linebeck: 0
    loftwing: 0
    midna: 0
    phantom_zelda: 0
    match_inner: 50

  navi_color_prop_inner:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    random_choice: 0
    completely_random: 0
    rainbow: 0
    gold: 0
    white: 0
    green: 50
    light_blue: 0
    yellow: 0
    red: 0
    magenta: 0
    black: 0
    tatl: 0
    tael: 0
    fi: 0
    ciela: 0
    epona: 0
    ezlo: 0
    king_of_red_lions: 0
    linebeck: 0
    loftwing: 0
    midna: 0
    phantom_zelda: 0

  navi_color_prop_outer:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    # "match_inner" copies the inner color for this option.
    random_choice: 0
    completely_random: 0
    rainbow: 0
    gold: 0
    white: 0
    green: 0
    light_blue: 0
    yellow: 0
    red: 0
    magenta: 0
    black: 0
    tatl: 0
    tael: 0
    fi: 0
    ciela: 0
    epona: 0
    ezlo: 0
    king_of_red_lions: 0
    linebeck: 0
    loftwing: 0
    midna: 0
    phantom_zelda: 0
    match_inner: 50

  sword_trail_duration:
    # Set the duration for sword trails.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 4
    # 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-4-20: 0 # random value between 4 and 20

  sword_trail_color_inner:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    random_choice: 0
    completely_random: 0
    rainbow: 0
    white: 50
    red: 0
    green: 0
    blue: 0
    cyan: 0
    magenta: 0
    orange: 0
    gold: 0
    purple: 0
    pink: 0

  sword_trail_color_outer:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    # "match_inner" copies the inner color for this option.
    random_choice: 0
    completely_random: 0
    rainbow: 0
    white: 0
    red: 0
    green: 0
    blue: 0
    cyan: 0
    magenta: 0
    orange: 0
    gold: 0
    purple: 0
    pink: 0
    match_inner: 50

  bombchu_trail_color_inner:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    random_choice: 0
    completely_random: 0
    rainbow: 0
    red: 50
    green: 0
    blue: 0
    cyan: 0
    magenta: 0
    orange: 0
    gold: 0
    purple: 0
    pink: 0

  bombchu_trail_color_outer:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    # "match_inner" copies the inner color for this option.
    random_choice: 0
    completely_random: 0
    rainbow: 0
    red: 0
    green: 0
    blue: 0
    cyan: 0
    magenta: 0
    orange: 0
    gold: 0
    purple: 0
    pink: 0
    match_inner: 50

  boomerang_trail_color_inner:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    random_choice: 0
    completely_random: 0
    rainbow: 0
    yellow: 50
    red: 0
    green: 0
    blue: 0
    cyan: 0
    magenta: 0
    orange: 0
    gold: 0
    purple: 0
    pink: 0

  boomerang_trail_color_outer:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    # "match_inner" copies the inner color for this option.
    random_choice: 0
    completely_random: 0
    rainbow: 0
    yellow: 0
    red: 0
    green: 0
    blue: 0
    cyan: 0
    magenta: 0
    orange: 0
    gold: 0
    purple: 0
    pink: 0
    match_inner: 50

  heart_color:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    random_choice: 0
    completely_random: 0
    red: 50
    green: 0
    blue: 0
    yellow: 0

  magic_color:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    random_choice: 0
    completely_random: 0
    green: 50
    red: 0
    blue: 0
    purple: 0
    pink: 0
    yellow: 0
    white: 0

  a_button_color:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    random_choice: 0
    completely_random: 0
    n64_blue: 50
    n64_green: 0
    n64_red: 0
    gamecube_green: 0
    gamecube_red: 0
    gamecube_grey: 0
    yellow: 0
    black: 0
    white: 0
    magenta: 0
    ruby: 0
    sapphire: 0
    lime: 0
    cyan: 0
    purple: 0
    orange: 0

  b_button_color:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    random_choice: 0
    completely_random: 0
    n64_blue: 0
    n64_green: 50
    n64_red: 0
    gamecube_green: 0
    gamecube_red: 0
    gamecube_grey: 0
    yellow: 0
    black: 0
    white: 0
    magenta: 0
    ruby: 0
    sapphire: 0
    lime: 0
    cyan: 0
    purple: 0
    orange: 0

  c_button_color:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    random_choice: 0
    completely_random: 0
    n64_blue: 0
    n64_green: 0
    n64_red: 0
    gamecube_green: 0
    gamecube_red: 0
    gamecube_grey: 0
    yellow: 50
    black: 0
    white: 0
    magenta: 0
    ruby: 0
    sapphire: 0
    lime: 0
    cyan: 0
    purple: 0
    orange: 0

  start_button_color:
    # Choose a color. "random_choice" selects a random option. "completely_random" generates a random hex code.
    random_choice: 0
    completely_random: 0
    n64_blue: 0
    n64_green: 0
    n64_red: 50
    gamecube_green: 0
    gamecube_red: 0
    gamecube_grey: 0
    yellow: 0
    black: 0
    white: 0
    magenta: 0
    ruby: 0
    sapphire: 0
    lime: 0
    cyan: 0
    purple: 0
    orange: 0

  #######
  # SFX #
  #######
  sfx_navi_overworld:
    # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option.
    # "completely_random" selects any random sound.
    default: 50
    completely_random: 0
    random_ear_safe: 0
    random_choice: 0
    none: 0
    bark: 0
    business_scrub: 0
    carrot_refill: 0
    cluck: 0
    cockadoodledoo: 0
    dusk_howl: 0
    exploding_crate: 0
    explosion: 0
    great_fairy: 0
    guay: 0
    low_health: 0
    recover_health: 0
    horse_neigh: 0
    shattering_ice: 0
    moo: 0
    mweep: 0
    navi_hello: 0
    notification: 0
    poe: 0
    shattering_pot: 0
    redead_scream: 0
    ribbit: 0
    ruto_giggle: 0
    skulltula: 0
    soft_beep: 0
    tambourine: 0
    timer: 0
    adult_zelda_gasp: 0

  sfx_navi_enemy:
    # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option.
    # "completely_random" selects any random sound.
    default: 50
    completely_random: 0
    random_ear_safe: 0
    random_choice: 0
    none: 0
    bark: 0
    business_scrub: 0
    carrot_refill: 0
    cluck: 0
    cockadoodledoo: 0
    dusk_howl: 0
    exploding_crate: 0
    explosion: 0
    great_fairy: 0
    guay: 0
    low_health: 0
    recover_health: 0
    horse_neigh: 0
    shattering_ice: 0
    moo: 0
    mweep: 0
    navi_hello: 0
    notification: 0
    poe: 0
    shattering_pot: 0
    redead_scream: 0
    ribbit: 0
    ruto_giggle: 0
    skulltula: 0
    soft_beep: 0
    tambourine: 0
    timer: 0
    adult_zelda_gasp: 0

  sfx_low_hp:
    # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option.
    # "completely_random" selects any random sound.
    default: 50
    completely_random: 0
    random_ear_safe: 0
    random_choice: 0
    none: 0
    bark: 0
    bomb_bounce: 0
    bongo_bongo_low: 0
    bow_twang: 0
    business_scrub: 0
    carrot_refill: 0
    cluck: 0
    drawbridge_set: 0
    guay: 0
    recover_health: 0
    horse_trot: 0
    iron_boots: 0
    moo: 0
    mweep: 0
    navi_hey: 0
    navi_random: 0
    notification: 0
    shattering_pot: 0
    ribbit: 0
    silver_rupee: 0
    soft_beep: 0
    switch: 0
    sword_bonk: 0
    tambourine: 0
    timer: 0
    adult_zelda_gasp: 0

  sfx_menu_cursor:
    # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option.
    # "completely_random" selects any random sound.
    default: 50
    completely_random: 0
    random_ear_safe: 0
    random_choice: 0
    none: 0
    bark: 0
    bomb_bounce: 0
    bongo_bongo_high: 0
    bongo_bongo_low: 0
    bottle_cork: 0
    bow_twang: 0
    bubble_laugh: 0
    carrot_refill: 0
    change_item: 0
    child_pant: 0
    cluck: 0
    deku_baba: 0
    drawbridge_set: 0
    dusk_howl: 0
    fanfare_light: 0
    fanfare_medium: 0
    field_shrub: 0
    flare_dancer_startled: 0
    ganondorf_teh: 0
    gohma_larva_croak: 0
    gold_skull_token: 0
    goron_wake: 0
    guay: 0
    gunshot: 0
    low_health: 0
    recover_health: 0
    hammer_bonk: 0
    horse_trot: 0
    iron_boots: 0
    iron_knuckle: 0
    moo: 0
    mweep: 0
    notification: 0
    phantom_ganon_laugh: 0
    plant_explode: 0
    shattering_pot: 0
    redead_moan: 0
    ribbit: 0
    rupee: 0
    silver_rupee: 0
    ruto_crash: 0
    ruto_lift: 0
    ruto_thrown: 0
    scrub_emerge: 0
    shabom_bounce: 0
    shabom_pop: 0
    shellblade: 0
    skulltula: 0
    soft_beep: 0
    spit_nut: 0
    switch: 0
    sword_bonk: 0
    talon_hmm: 0
    talon_snore: 0
    talon_wtf: 0
    tambourine: 0
    target_enemy: 0
    target_neutral: 0
    thunder: 0
    timer: 0
    adult_zelda_gasp: 0

  sfx_menu_select:
    # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option.
    # "completely_random" selects any random sound.
    default: 50
    completely_random: 0
    random_ear_safe: 0
    random_choice: 0
    none: 0
    bark: 0
    bomb_bounce: 0
    bongo_bongo_high: 0
    bongo_bongo_low: 0
    bottle_cork: 0
    bow_twang: 0
    bubble_laugh: 0
    carrot_refill: 0
    change_item: 0
    child_cringe: 0
    child_pant: 0
    child_scream: 0
    cluck: 0
    deku_baba: 0
    drawbridge_set: 0
    dusk_howl: 0
    fanfare_light: 0
    fanfare_medium: 0
    field_shrub: 0
    flare_dancer_startled: 0
    ganondorf_teh: 0
    gohma_larva_croak: 0
    gold_skull_token: 0
    goron_wake: 0
    guay: 0
    gunshot: 0
    low_health: 0
    recover_health: 0
    hammer_bonk: 0
    horse_trot: 0
    iron_boots: 0
    iron_knuckle: 0
    moo: 0
    mweep: 0
    notification: 0
    phantom_ganon_laugh: 0
    plant_explode: 0
    shattering_pot: 0
    redead_moan: 0
    ribbit: 0
    rupee: 0
    silver_rupee: 0
    ruto_crash: 0
    ruto_lift: 0
    ruto_thrown: 0
    scrub_emerge: 0
    shabom_bounce: 0
    shabom_pop: 0
    shellblade: 0
    skulltula: 0
    soft_beep: 0
    spit_nut: 0
    switch: 0
    sword_bonk: 0
    talon_hmm: 0
    talon_snore: 0
    talon_wtf: 0
    tambourine: 0
    target_enemy: 0
    target_neutral: 0
    thunder: 0
    timer: 0
    adult_zelda_gasp: 0

  sfx_nightfall:
    # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option.
    # "completely_random" selects any random sound.
    default: 50
    completely_random: 0
    random_ear_safe: 0
    random_choice: 0
    none: 0
    cockadoodledoo: 0
    gold_skull_token: 0
    great_fairy: 0
    moo: 0
    mweep: 0
    redead_moan: 0
    talon_snore: 0
    thunder: 0

  sfx_horse_neigh:
    # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option.
    # "completely_random" selects any random sound.
    default: 50
    completely_random: 0
    random_ear_safe: 0
    random_choice: 0
    none: 0
    armos: 0
    child_scream: 0
    great_fairy: 0
    moo: 0
    mweep: 0
    redead_scream: 0
    ruto_wiggle: 0
    stalchild_attack: 0

  sfx_hover_boots:
    # Choose a sound effect. "random_choice" selects a random option. "random_ear_safe" selects a random safe option.
    # "completely_random" selects any random sound.
    default: 50
    completely_random: 0
    random_ear_safe: 0
    random_choice: 0
    none: 0
    bark: 0
    cartoon_fall: 0
    flare_dancer_laugh: 0
    mweep: 0
    shabom_pop: 0
    tambourine: 0

  sfx_ocarina:
    # Change the sound of the ocarina.
    ocarina: 50
    malon: 0
    whistle: 0
    harp: 0
    grind_organ: 0
    flute: 0

  ###########################
  # Item & Location Options #
  ###########################
  local_items:
    # Forces these items to be in their native world.
    []

  non_local_items:
    # Forces these items to be outside their native world.
    []

  start_inventory:
    # Start with the specified amount of these items. Example: "Bomb: 1"
    {}

  start_hints:
    # Start with these item's locations prefilled into the ``!hint`` command.
    []

  start_location_hints:
    # Start with these locations and their item prefilled into the ``!hint`` command.
    []

  exclude_locations:
    # Prevent these locations from having an important item.
    []

  priority_locations:
    # Prevent these locations from having an unimportant item.
    []

  item_links:
    # Share part of your item pool with other players.
    []

  plando_items:
    # Generic items plando.
    []
