# 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 Spyro: A Hero''s Tail Template'

game: 'Spyro: A Hero''s Tail'
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    'Spyro: A Hero''s Tail': 2.1.0 # Version of the world required for this yaml to work as expected.

'Spyro: A Hero''s Tail':
  ################
  # 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

  #############
  # DEATHLINK #
  #############
  death_link:
    # Determines DeathLink behavior.
    # 
    # disabled: Disabled.
    # Shielded: The Butterfly Jar will protect you from a received DeathLink death, if you have it.
    # Enabled: Enabled without shielding.
    disabled: 50
    shielded: 0
    enabled: 0

  death_link_amnesty:
    # If DeathLink is enabled, this option decides how many in-game deaths need to occur before a DeathLink
    # death is sent out to the multiworld. The game mod tracks your deaths on the pause menu's box labeled "DL:".
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 100
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-100: 0 # random value between 1 and 100

  #######################
  # GENERATION SETTINGS #
  #######################
  logging_level:
    # Log messages are generated at various points during generation. This option lets you decide which type of messages
    # should be logged.
    # 
    # Warning: Used whenever a YAML issue is encountered (at which point, generation proceeds according to auto_corrections).
    #   It is advised to keep this option selected, at minimum.
    # Info: Basic generation status information. For example, messages like "Setting up gadget costs." or "Setting up randomized shop costs."
    # Debug: Extra information for basic debugging, such as logging the internal values used when setting up shop prices.
    # Extra: Maximum (hundreds of lines) logging for extreme debugging. Intended for developer use only, but you can enable it if curious :)
    ['Warning']

  auto_corrections:
    # This option decides the behavior of the generator whenever YAML issues are encountered.
    # 
    # halt: The generator will prioritize player choice by halting generation when issues are encountered. This is ideal
    #   for solo or small multiworld generations, since issues can be resolved without much impact on time. 
    # fix: The generator will prioritize generation success by fixing issues automatically. Options which can lead to this
    #   have the automatic fixes detailed in their descriptions. This is ideal for longer generations, since a generation
    #   being halted after significant time has passed can be frustrating.
    halt: 50
    fix: 0

  ###########################
  # GOAL, CHECKS, AND ITEMS #
  ###########################
  goal:
    # Choose your goal(s) for this seed. Run /check_goal overview in the client for mid-run information. Any locations in
    # exclude_locations will be left out of goals they belong to. If you exclude all locations for all chosen goal types and
    # auto_corrections is set to 'fix', Mecha-Red will be forced as your goal regardless of exclusions.
    # 
    # Collectible goals are based on *AHT locations*, not item collection. For example, "Dragon Eggs" requires checking all
    # 80 AHT locations which have "Dragon Egg" in their name. This can lead to early goals if your seed allows the use !collect
    # (check the project wiki FAQ for details). 
    # 
    # Available Goals:
    # Gnasty Gnorc/Ineptune/Red/Mecha-Red: Defeat each boss.
    # Fireworks: Flame all 22 fireworks. firework_checks will be enabled automatically if auto_corrections is set to 'fix'.
    # Dark Gems: Break all 40 Dark Gems.
    # Dragon Eggs: Collect all 80 Dragon Eggs (including those from locked chests).
    # Light Gems: Collect all 100 Light Gems (including those from locked chests).
    # Locked Chests: Open all 52 locked chests.
    # Shop Items: Buy all randomized shop items. shop_randomization will be enabled automatically if auto_corrections is set to 'fix'.
    # Random: For each "Random" you include, a random goal from above will be chosen, excluding any from exclude_from_random_goal.
    # 
    # If the list is empty and auto_corrections is set to 'fix', a single random goal will be chosen.
    # If the list has too many entries and auto_corrections is set to 'fix', entries will be removed at random until in range.
    ['Mecha-Red']

  exclude_from_random_goal:
    # This option lets you exclude goals from being randomly chosen. For example, entering "Shop Items" below means "Shop Items"
    # will never be chosen in place of "Random" (you can still explicitly choose "Shop Items" in this example).
    # 
    # If too many goals are excluded to allow for enough random choices and auto_corrections is set to 'fix', goals will be
    # un-excluded at random until in range. If this isn't enough to fix it, random choices will be skipped entirely.
    # 
    # Valid Options: ["Gnasty Gnorc", "Ineptune", "Red", "Mecha-Red", "Fireworks", "Dark Gems", "Dragon Eggs", "Light Gems", "Locked Chests", "Shop Items"]
    []

  open_world_mode:
    # In the vanilla game, you can only teleport to a remote shop pad once you have physically reached it.
    # open_world_mode lets you choose from a variety of ways to have shop pads become unlocked by Archipelago items.
    # This will dominate the logic of seeds using open_world_mode, as you will be expected to utilize any and all unlocked shop
    # pads to clever teleport around the game, potentially playing large sections of the game backwards or in chunks at a time.
    # 
    # vanilla: Shop pads are only unlocked by physically reaching them.
    # full: All shop pads are unlocked from the start of the seed.
    # randomized: Shop pads unlock through individual AP items. For example, "Dark Mine - Miner's Drop Shop Unlock".
    # progressive_levels: Shop pads unlock per-level in vanilla game order. For example, "Progressive Crocovile Swamp Shop Unlock"
    #   would first unlock Perilous Pyramid, then Forgotten Temple, then Elder's Tree. AHT AP's wiki has a reference list for this. 
    # reverse_progressive_levels: Same as progressive_levels, but backwards vanilla order.
    # full_level: All shop pads in a level will unlock at once through AP items. For example, "Sunken Ruins - Shop Unlock".
    # full_realm: All shop pads in a realm will unlock at once through AP items. For example, "Icy Wilderness - Shop Unlock".
    vanilla: 50
    full: 0
    randomized: 0
    progressive_levels: 0
    reverse_progressive_levels: 0
    full_levels: 0
    full_realms: 0

  firework_checks:
    # Enables 22 locations for flaming fireworks.
    'false': 50
    'true': 0

  vanilla_minigame_rewards:
    # Minigames are always enabled as locations. This option lets you decide if you want any type of minigame to reward
    # their vanilla Dragon Eggs and Light Gems instead of having randomized rewards.
    # 
    # Valid options: ["Sgt. Byrd", "Blink", "Turret", "Sparx"]
    []

  filler_items:
    # This option lets you choose the contents of your filler item pool. For each location which needs a filler item,
    # a random enabled category will be chosen, and if needed, a random item from that category will then be chosen.
    # 
    # Descriptions:
    # Dragon Eggs: These are considered filler due to having no impact on game progression.
    # Breath Bombs: Fire, Electric, Water, and Ice Bombs. Bombs are only usable if you have their respective breath unlocked.
    # Gem Packs: Gives a random amount of gems (400-600 or 800-1200 if you have double gems).
    #   It is advised to exclude gem packs if using shop_randomization and gem_logic, as gem logic does not account for gem packs.
    # Generics: Items which do nothing, but have humorous names referencing things in the game and series.
    # 
    # If the list is empty and auto_corrections is set to 'fix', the filler pool will default to only "Generics".
    # 
    # Valid options: ["Dragon Eggs", "Breath Bombs", "Gem Packs", "Generics"]
    ['Dragon Eggs', 'Breath Bombs', 'Gem Packs', 'Generics']

  #################
  # START OF GAME #
  #################
  starting_breaths:
    # Choose which breath(s) you want to start with.
    # 
    # If multiple breaths are listed, all will be given (one into "Starter Checks: Breath", the rest into your start inventory).
    # "None" will start you with no breath, meaning "Starter Checks: Breath" will have a random item determined by Archipelago.
    # If the list is left empty, 1 random breath will be chosen.
    # 
    # If the list contains both "None" and breath(s) and auto_corrections is set to 'fix', the "None" will be discarded.
    # 
    # Valid Options: ["Fire", "Electric", "Water", "Ice", "None"]
    ['Fire']

  movement_randomization:
    # Choose whether to randomize each of the 3 base movement abilities (glide, swim, and charge).
    # For example, "Starter Checks: Glide" will award a random item if glide is included below, otherwise it will award glide.
    # 
    # Note: vanilla AHT does not technically require you to have charge in order to charge underwater, but AHT AP overrides
    # this and requires it. If you have swim but not charge, you can still swim, but will be limited to paddling slowly,
    # which is not enough to get through most acid swimming sections, and limits underwater gem collection.
    # 
    # Valid Options: ["Glide", "Swim", "Charge"]
    []

  starting_realms:
    # Realm access is primarily controlled by "access cards" e.g. "Dragon Kingdom Access Card". Choose which realm(s) you will start with access cards for. 
    # 
    # If the list is left empty, 1 random realm will be chosen.
    # If open_world_mode is enabled and 'full', you will start with all 4 access cards.
    # If open_world_mode is enabled and not 'full', you will start with access cards based on this option, but later realms will be unlocked
    #   via their "Depot" shop unlock. For example, unlocking "Frostbite Village - Frosty Depot" grants realm access to Icy Wilderness.
    #   See pause_menu_patch for a potential alteration to this.
    #     
    # Starting in Icy Wilderness with shop_randomization disabled and movement_randomization empty is disallowed due to impossible starts.
    # If this is done and auto_corrections is set to 'fix', your starting realm will be changed to Dragon Kingdom.
    # 
    # Valid Options: ["Dragon Kingdom", "Lost Cities", "Icy Wilderness", "Volcanic Isle"]
    ['Dragon Kingdom']

  ####################
  # SHOP & GEM LOGIC #
  ####################
  shop_randomization:
    # Determines whether to randomize Moneybags' shop. If not randomized, it will function identically to the vanilla game. 
    # 
    # If randomized, vanilla game shop items will be replaced with items from Archipelago. This has a few consequences:
    #     - Double Gems, if enabled, is permanent once received, as is the Butterfly Jar (it replenishes on death if depleted).
    #     - There is no limit to how many lockpicks you can hold at once. Same with ammo for breath bombs.
    #     - Shop item prices will be the same everywhere i.e. remote shop pads will not upcharge you.
    'false': 50
    'true': 0

  key_rings:
    # This option replaces lockpicks with level-specific key rings which will open all locked chests in that level.
    # This indirectly decides how many items you will have in your shop.
    # 
    # If shop_randomization is disabled: this decides whether key rings or lockpicks will be buyable in the shop.
    #   Locked chests will be in-logic as soon as you can reach them.
    # If shop_randomization and key_rings are enabled: you will have 18 shop items, and 14 key rings will be placed into the world.
    #   Locked chests will be in-logic once their level's key ring is obtained.
    # If shop_randomization is enabled and key_rings is disabled: you will have 56 shop items, and 52 lockpicks will be placed in the world.
    #   Locked chests will be in-logic once you have all 52 lockpicks, to prevent softlock situations from opening them in the 'wrong' order.
    'false': 50
    'true': 0

  gem_logic:
    # This option is only used when shop_randomization is enabled. The generator is capable of keeping track of how many gems you
    # have access to, and can use that information to improve the logic of the shop.
    # 
    # Regardless of gem_logic, the formula below calculates your prices. It is included for those who are math-inclined, but you can always
    # do test generation(s) to see your prices. The first item is always free due to inflation in the Dragon Kingdom (it prevents restrictive starts).
    # 
    # disabled: shop items will be priced equally and all be in-logic in sphere 1. This can result in difficult or impossible
    #   seeds as it is infeasible to afford every item that early. However, it does give you the choice of which order to buy them.
    # enabled: shop items will instead display "Unlocked at X Gems". Once you have X gems, the item will be free to purchase.
    #   Prices will steadily increase so that you unlock them in a spread-out set order, instead of all in sphere 1. This is significantly
    #   safer and improves generation quality a bit, at the cost of losing the ability to choose which order you buy them.
    # 
    # Gems that come from any minigames added to exclude_locations will not be factored into gem calculations. 
    # 
    # ********************************FORMULA INFO (for the math nerds)********************************
    # blink_gems_total = (20,203 - blink exclusions) * blink_gems%
    # non_blink_enemies_total = 16,353 * non_blink_enemies%
    # other_gems_total = (105,087 - sparx/byrd exclusions) * other_gems%
    # gem_total = blink_gems_total + non_blink_enemies_total + other_gems_total
    # base_shop_price = gem_total / (number of shop items - 1)
    # 
    # If gem_logic is disabled, shop items will all cost base_shop_price, rounded down if needed.
    # If gem_logic is enabled, shop items will cost base_shop_price * 1, base_shop_price * 2, etc., rounded down if needed.
    # *************************************************************************************************
    disabled: 50
    enabled: 0

  blink_gems:
    # This option is used when shop_randomization is enabled. It lets you decide what % of gems from Blink's minigames you
    # want to be expected to collect. Like non_blink_enemies and other_gems, a value of 50 means being expected to collect approximately
    # 50% of the gems available in each Blink minigame, minus any that you put into exclude_locations.
    #
    # 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

  non_blink_enemies:
    # This option is used when shop_randomization is enabled. It lets you decide what % of gems from enemies you want
    # to be expected to collect. This only applies to enemies when playing as Spyro or Hunter. Logic assumes you will kill every
    # enemy exactly once, which is nearly impossible to do accurately. This option was introduced to mitigate logic implications from this.
    # 
    # Like blink_gems and other_gems, a value of 40 means being expected to collect approximately 40% of all gems available from enemies.
    #
    # 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

  other_gems:
    # This option is used when shop_randomization is enabled. It lets you decide what % of gems from non-Blink and non-enemies
    # you want to be expected to collect. This primarily consists of gems from containers, Sgt. Byrd + Sparx minigames, and some misc. others.
    # 
    # Like blink_gems and non_blink_enemies, a value of 35 would mean being expected to collect approximately 35% of all gems in this category.
    # 
    # Note: Sparx minigames are hard to get consistent gems from. Their programmed totals were calculated as an average of 4-5 runs,
    # scaled down ~80-90%. Each pair expects, at other_gems 100: 675/700 -> 900/800 -> 950/900 -> 1100/900.
    #
    # 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

  double_gems:
    # This option is used when shop_randomization is enabled. It lets you enable or disable the permanent Double Gems item.
    # Gem logic does not account for double gems, so if left enabled, you will collect gems faster than expected by logic.
    enabled: 50
    disabled: 0

  #######################
  # GATE & GADGET COSTS #
  #######################
  randomize_boss_lair_door_costs:
    # Determines the Dark Gem cost for each boss lair.
    # 
    # default: Each boss lair has their vanilla cost (10/20/30/40).
    # randomized: Randomly pick costs in the range defined by boss_lair_door_cost_min and boss_lair_door_cost_max.
    # shuffle: Vanilla boss lair costs are shuffled between each other (still 10/20/30/40 but in a random order).
    default: 50
    randomized: 0
    shuffle: 0

  boss_lair_door_cost_min:
    # Minimum cost for boss lairs, if set to be random. Will be swapped with boss lair maximum if min > max and auto_corrections is set to 'fix'.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 40
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-40: 0 # random value between 1 and 40

  boss_lair_door_cost_max:
    # Maximum cost for boss lairs, if set to be random. Will be swapped with boss lair minimum if min > max and auto_corrections is set to 'fix'.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 40
    40: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-40: 0 # random value between 1 and 40

  boss_lair_forcing:
    # This option decides if the generator should force a subset of boss lairs to have the most expensive Dark Gem costs.
    # This is useful if you want to ensure those bosses are accessed later in the run as opposed to possibly earlier.
    # Any adjustments from this option take place *after* costs have been decided through the above 3 options.
    # 
    # unchanged: Leaves boss lair costs untouched.
    # gnasty_gnorc/ineptune/red/mecha_red: Forces the selected boss's lair to have the highest Dark Gem cost.
    # automatic: Forces all goal bosses to have the highest costs. If you have no goal bosses, or all 4 are goals, this will do nothing.
    #   For example, if you have Ineptune and Red as goal bosses and select automatic, their costs will be swapped, as needed,
    #   to ensure they have the 2 most expensive costs, while Gnasty Gnorc and Mecha-Red would have the 2 least expensive costs.
    unchanged: 50
    gnasty_gnorc: 0
    ineptune: 0
    red: 0
    mecha_red: 0
    automatic: 0

  randomize_light_gem_door_costs:
    # Determines the Light Gem cost for each Light Gem door.
    # 
    # default: Each door has their vanilla cost (20/45/70/95).
    # randomized: Randomly pick costs in the range defined by light_gem_door_cost_min and light_gem_door_cost_max.
    # shuffle: Each door has their vanilla cost shuffled with the others (still 20/45/70/95 but in a random order).
    default: 50
    randomized: 0
    shuffle: 0

  light_gem_door_cost_min:
    # Minimum cost for light gem doors, if set to be random. Will be swapped with light gem door maximum if min > max and auto_corrections is set to 'fix'.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 100
    1: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-100: 0 # random value between 1 and 100

  light_gem_door_cost_max:
    # Maximum cost for light gem doors, if set to be random. Will be swapped with light gem door minimum if min > max and auto_corrections is set to 'fix'.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # 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-1-100: 0 # random value between 1 and 100

  randomize_gadget_costs:
    # Determines the Light Gem cost for each gadget. Listed in order of Ball Gadget -> Invincibility -> Supercharge.
    # 
    # default: Each gadget has their vanilla cost (8/24/40).
    # randomized: Randomly picks costs in the range defined by gadget_cost_min and gadget_cost_max.
    # shuffle: Each gadget has their vanilla cost shuffled with the others (still 8/24/40 but in a random order).
    default: 50
    randomized: 0
    shuffle: 0

  gadget_cost_min:
    # Minimum cost for gadgets, if set to be random. Will be swapped with gadget maximum if min > max and auto_corrections is set to 'fix'.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 100
    8: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-100: 0 # random value between 1 and 100

  gadget_cost_max:
    # Maximum cost for gadgets, if set to be random. Will be swapped with gadget minimum if min > max and auto_corrections is set to 'fix'.
    #
    # 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

  ###################
  # QUALITY OF LIFE #
  ###################
  pause_menu_patch:
    # The pause menu has 2 patches you can choose between which can help with escaping situations where you're stuck.
    # Take note that each one has logic implications if using open_world_mode.
    # 
    # open_shop: pressing Y will open the shop display without needing to go to a shop physically. If open_world_mode is enabled and
    #   not 'full', having this enabled will auto-unlock your starting realm's "Depot" shop to prevent potential softlock scenarios.
    # teleport_to_hub: pressing and holding Y will bring you to the current realm's realm teleporter. This will be considered a
    #   valid alternative way to access a realm's hub level when open_world_mode is enabled and not 'full'.
    open_shop: 50
    teleport_to_hub: 0

  shop_pad_proximity_activation:
    # When open_world_mode is enabled and not 'full', shop pads only unlock via their unlock items. This can lead to situations
    # where you can physically reach other shop pads but not be able to teleport back to them after leaving, adding to walking time on revisits.
    # 
    # This option lets you re-enable proximity-based activation of shop pads. If enabled, any shop that you physically reach can be teleported
    # back to once you interact with them. This will result in each affected shop pad's unlock item becoming effectively an empty filler item.
    'false': 50
    'true': 0

  hint_minigame_rewards:
    # Whether to auto-hint a mini-game's rewards when talking to its NPC.
    'false': 50
    'true': 0

  hint_boss_rewards:
    # Whether to auto-hint a boss's rewards when their gate is opened.
    'false': 50
    'true': 0

  hint_shop_items:
    # Whether to auto-hint randomized shop items upon starting your save file.
    'false': 50
    'true': 0

  hide_shop_item_names:
    # Whether to hide the name of each randomized shop item (player name is still shown). This adds a mystery element to
    # what item you'll get, at risk of wasting your gems on fillers/traps. Hinted shop checks will still show their item in the hint.
    'false': 50
    'true': 0

  easy_bosses:
    # Toggles 'easy mode' for each boss, making them take triple damage to significantly shorten fights.
    # Valid options: ["Gnasty Gnorc", "Ineptune", "Red", "Mecha-Red"]
    ['Gnasty Gnorc', 'Ineptune', 'Red', 'Mecha-Red']

  skip_cutscenes:
    # Enables skipping most cutscenes with the Y button.
    'false': 0
    'true': 50

  skip_elevators:
    # Enables replacing the long elevator waits to Cloudy Domain, Sunken Ruins and Magma Falls, with loading screens.
    'false': 50
    'true': 0

  teleport_across_realms:
    # Allows for teleporting to unlocked shop pads in any realm, from any realm. For example, you could
    # teleport directly from Dragonfly Falls to Dark Mine without needing to use a hub realm teleporter.
    # 
    # This option is automatically enabled if you are using any value for open_world_mode besides "vanilla".
    '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.
    []
