# 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 SM64: Spicy Mycena 64 Template'

game: 'SM64: Spicy Mycena 64'
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    'SM64: Spicy Mycena 64': 0.1.3 # Version of the world required for this yaml to work as expected.

'SM64: Spicy Mycena 64':
  ################
  # 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

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

  completion_type:
    # Set goal for game completion
    last_bowser_stage: 50
    all_bowser_stages: 0

  #################
  # Logic Options #
  #################
  area_rando:
    # Randomize Entrances
    'off': 50
    courses_only: 0
    courses_and_secrets_separate: 0
    courses_and_secrets: 0

  buddy_checks:
    # Bob-omb Buddies are checks, cannon unlocks are items
    'false': 50
    'true': 0

  one_up_checks:
    # Include 1-Up mushrooms, including 1-Ups spawned from blocks, as Archipelago location checks.
    'false': 50
    'true': 0

  blocksanity:
    # Include coin blocks, cap blocks, shell blocks, and star blocks as Archipelago location checks.
    'false': 50
    'true': 0

  easy_butterflies:
    # Butterflies turn into 1-Up mushrooms regardless of Mario's distance from the butterfly, and one of the three
    # always has a 1-Up.
    'false': 50
    'true': 0

  no_despawns:
    # Prevent coins and 1-Ups from despawning over time. Coins and 1-Ups that fall into a void, quicksand, or lava are
    # granted automatically. Bookends and small goombas drop their coins when they attack.
    'false': 50
    'true': 0

  combined_progressive_keys:
    # Off - Use grouped castle keys: Dark World Key, Progressive Basement Key x2, Progressive Upstairs Key x3.
    # 
    # On - Use a single combined Progressive Key with six tiers for all castle key doors.
    'false': 0
    'true': 50

  enable_locked_paintings:
    # Determine how paintings are treated.
    # 
    # Off - Paintings are not locked, as long as you can access them you can enter them (Vanilla behavior).
    # 
    # On - Paintings (other than Bob-omb Battlefield) are replaced in the pool with items to allow access to them.
    # Attempting to enter a locked painting will simply kick Mario out.
    # Does not affect secrets and levels that don't have a painting (Big Boo's Haunt, Rainbow Ride).
    # This only affects the ability for Mario to enter a painting, the destination of the painting may change due to
    # Entrance Randomization, if it is enabled.
    'false': 50
    'true': 0

  strict_cap_requirements:
    # If disabled, Stars that expect special caps may have to be acquired without the caps
    'false': 0
    'true': 50

  per_level_cap_items:
    # Generate separate cap items for each level that can require a cap instead of one global item per cap type.
    'false': 50
    'true': 0

  strict_cannon_requirements:
    # If disabled, Stars that expect cannons may have to be acquired without them.
    # Has no effect if Buddy Checks are disabled and all movement abilities are not shuffled.
    'false': 0
    'true': 50

  #########################
  # Level Feature Unlocks #
  #########################
  hazy_maze_cave_swimming_beast:
    # Shuffle Hazy Maze Cave - Swimming Beast as an item. If disabled, the game starts with it unlocked.
    'false': 50
    'true': 0

  rainbow_ride_carpets:
    # Shuffle Rainbow Ride - Carpets as an item. If disabled, the game starts with them unlocked.
    'false': 50
    'true': 0

  checkerboard_platforms:
    # Choose how Checkerboard Platform unlocks are handled.
    # 
    # Not Shuffled - The game starts with all Checkerboard Platforms unlocked.
    # 
    # Global - Shuffle one Checkerboard Platforms item that unlocks every applicable platform.
    # 
    # Individual - Shuffle separate level-specific Checkerboard Platforms items.
    not_shuffled: 50
    global: 0
    individual: 0

  tiny_huge_island_warp_pipes:
    # Shuffle Tiny-Huge Island - Warp Pipes as an item. If disabled, the game starts with them unlocked.
    'false': 50
    'true': 0

  cool_cool_mountain_baby_penguins:
    # Shuffle Cool, Cool Mountain - Baby Penguins as an item. If disabled, the game starts with them unlocked.
    'false': 50
    'true': 0

  snowmans_land_penguin:
    # Shuffle Snowman's Land - Penguin as an item. If disabled, the game starts with it unlocked.
    'false': 50
    'true': 0

  shifting_sand_land_pyramid_elevator:
    # Shuffle Shifting Sand Land - Pyramid Elevator as an item. If disabled, the game starts with it unlocked.
    'false': 50
    'true': 0

  rolling_logs:
    # Choose how Rolling Log unlocks are handled.
    # 
    # Not Shuffled - The game starts with all Rolling Logs unlocked.
    # 
    # Global - Shuffle one Rolling Logs item that unlocks every applicable log.
    # 
    # Individual - Shuffle separate level-specific Rolling Log items.
    not_shuffled: 50
    global: 0
    individual: 0

  purple_switches:
    # Choose how Purple Switch unlocks are handled.
    # 
    # Not Shuffled - The game starts with all Purple Switches unlocked.
    # 
    # Global - Shuffle one Purple Switches item that unlocks every applicable switch.
    # 
    # Individual - Shuffle separate level-specific Purple Switch items.
    not_shuffled: 50
    global: 0
    individual: 0

  bowser_stage_1ups:
    # Choose how Bowser stage 1-Up objects that normally depend on Bowser key flags are handled.
    # 
    # Vanilla - Two 1-Ups in Bowser in the Dark World require the Basement Key, and one 1-Up in Bowser in the Dark World
    # plus two in Bowser in the Fire Sea require the Second Floor Key.
    # 
    # Global - Shuffle one Bowser Stage Extra 1-Ups item that spawns all affected Bowser in the Dark World and Bowser in the
    # Fire Sea 1-Ups.
    # 
    # Individual - Shuffle separate Bowser in the Dark World - Extra 1-Ups and Bowser in the Fire Sea - Extra 1-Ups items.
    # 
    # Always Spawn - All 1-Ups always spawn in the Bowser stages.
    vanilla: 50
    global: 0
    individual: 0
    always_spawn: 0

  wet_dry_world_water_level_diamond:
    # Shuffle Wet-Dry World - Water Level Diamond as an item. If disabled, the game starts with it unlocked.
    'false': 50
    'true': 0

  tick_tock_clock_spinners:
    # Shuffle Tick Tock Clock - Spinners as an item. If disabled, the game starts with them unlocked.
    'false': 50
    'true': 0

  ################
  # Coin Options #
  ################
  coinsanity:
    # Adds extra location checks for collecting coins.
    # 
    # The value is a percentage from 0 to 100. For each main course, the game looks at every possible coin count below
    # that course's Coin Star requirement, then creates that percentage of them as checks, rounded up. The checks are
    # spread evenly below the Coin Star requirement and never duplicate the Coin Star check itself.
    # 
    # Number of checks per main course:
    # ceil((Coin Star Requirement - 1) * Coinsanity / 100)
    # 
    # Example: if Bob-omb Battlefield requires 50 coins for its Coin Star, there are 49 possible Coinsanity checks
    # from 1 to 49 coins. Coinsanity 2 creates 1 check, at 25 coins. Coinsanity 50 creates 25 checks. Coinsanity 100
    # creates all 49 checks.
    # 
    # If Secret Stage Coinsanity is enabled, secret stages use the same percentage based on their Coinsanity Max Coins
    # option. At 100, every coin count from 1 through that stage's max is a check.
    # 
    # Some Coinsanity locations may be created regardless of this option if there are too many items in the item pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    0: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  secret_stage_coinsanity:
    # Include Coinsanity checks for secret stages and Bowser stages.
    'false': 50
    'true': 0

  princess_secret_slide_coinsanity_max_coins:
    # Maximum coin threshold used for The Princess's Secret Slide Coinsanity.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 80
    80: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-80: 0 # random value between 0 and 80

  secret_aquarium_coinsanity_max_coins:
    # Maximum coin threshold used for The Secret Aquarium Coinsanity.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 56
    56: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-56: 0 # random value between 0 and 56

  wing_mario_over_the_rainbow_coinsanity_max_coins:
    # Maximum coin threshold used for Wing Mario Over the Rainbow Coinsanity.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 56
    56: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-56: 0 # random value between 0 and 56

  tower_of_the_wing_cap_coinsanity_max_coins:
    # Maximum coin threshold used for Tower of the Wing Cap Coinsanity.
    # 
    # Collecting all Tower of the Wing Cap coins is very difficult.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 63
    31: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-63: 0 # random value between 0 and 63

  vanish_cap_under_the_moat_coinsanity_max_coins:
    # Maximum coin threshold used for Vanish Cap Under the Moat Coinsanity.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 27
    27: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-27: 0 # random value between 0 and 27

  cavern_of_the_metal_cap_coinsanity_max_coins:
    # Maximum coin threshold used for Cavern of the Metal Cap Coinsanity.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 47
    47: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-47: 0 # random value between 0 and 47

  bowser_in_the_dark_world_coinsanity_max_coins:
    # Maximum coin threshold used for Bowser in the Dark World Coinsanity.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 80
    80: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-80: 0 # random value between 0 and 80

  bowser_in_the_fire_sea_coinsanity_max_coins:
    # Maximum coin threshold used for Bowser in the Fire Sea Coinsanity.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 80
    80: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-80: 0 # random value between 0 and 80

  bowser_in_the_sky_coinsanity_max_coins:
    # Maximum coin threshold used for Bowser in the Sky Coinsanity.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 76
    76: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-76: 0 # random value between 0 and 76

  bob_omb_battlefield_coin_star_requirement:
    # Coins needed for the Coin Star in Bob-omb Battlefield.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 146
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-146: 0 # random value between 1 and 146

  whomps_fortress_coin_star_requirement:
    # Coins needed for the Coin Star in Whomp's Fortress.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 141
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-141: 0 # random value between 1 and 141

  jolly_roger_bay_coin_star_requirement:
    # Coins needed for the Coin Star in Jolly Roger Bay.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 104
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-104: 0 # random value between 1 and 104

  cool_cool_mountain_coin_star_requirement:
    # Coins needed for the Coin Star in Cool, Cool Mountain.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 154
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-154: 0 # random value between 1 and 154

  big_boos_haunt_coin_star_requirement:
    # Coins needed for the Coin Star in Big Boo's Haunt.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 151
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-151: 0 # random value between 1 and 151

  hazy_maze_cave_coin_star_requirement:
    # Coins needed for the Coin Star in Hazy Maze Cave.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 139
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-139: 0 # random value between 1 and 139

  lethal_lava_land_coin_star_requirement:
    # Coins needed for the Coin Star in Lethal Lava Land.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 133
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-133: 0 # random value between 1 and 133

  shifting_sand_land_coin_star_requirement:
    # Coins needed for the Coin Star in Shifting Sand Land.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 136
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-136: 0 # random value between 1 and 136

  dire_dire_docks_coin_star_requirement:
    # Coins needed for the Coin Star in Dire, Dire Docks.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 106
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-106: 0 # random value between 1 and 106

  snowmans_land_coin_star_requirement:
    # Coins needed for the Coin Star in Snowman's Land.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 127
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-127: 0 # random value between 1 and 127

  wet_dry_world_coin_star_requirement:
    # Coins needed for the Coin Star in Wet-Dry World.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 152
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-152: 0 # random value between 1 and 152

  tall_tall_mountain_coin_star_requirement:
    # Coins needed for the Coin Star in Tall, Tall Mountain.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 137
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-137: 0 # random value between 1 and 137

  tiny_huge_island_coin_star_requirement:
    # Coins needed for the Coin Star in Tiny-Huge Island.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 191
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-191: 0 # random value between 1 and 191

  tick_tock_clock_coin_star_requirement:
    # Coins needed for the Coin Star in Tick Tock Clock.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 128
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-128: 0 # random value between 1 and 128

  rainbow_ride_coin_star_requirement:
    # Coins needed for the Coin Star in Rainbow Ride.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 146
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-146: 0 # random value between 1 and 146

  ####################
  # Gameplay Options #
  ####################
  marios_hat:
    # Add Mario's Hat as a useful item. If disabled, the game starts with it unlocked.
    'false': 50
    'true': 0

  ###################
  # Ability Options #
  ###################
  triple_jump:
    # Choose how Triple Jump is handled.
    # 
    # Not Shuffled - The game starts with Triple Jump unlocked.
    # 
    # Global - Shuffle one Triple Jump item that unlocks the move everywhere.
    # 
    # Per Level - Shuffle separate Triple Jump items for each main course. Castle, castle grounds, secret courses,
    # cap stages, and Bowser stages use the Castle - Triple Jump item.
    not_shuffled: 50
    global: 0
    per_level: 0

  long_jump:
    # Choose how Long Jump is handled.
    # 
    # Not Shuffled - The game starts with Long Jump unlocked.
    # 
    # Global - Shuffle one Long Jump item that unlocks the move everywhere.
    # 
    # Per Level - Shuffle separate Long Jump items for each main course. Castle, castle grounds, secret courses,
    # cap stages, and Bowser stages use the Castle - Long Jump item.
    not_shuffled: 50
    global: 0
    per_level: 0

  backflip:
    # Choose how Backflip is handled.
    # 
    # Not Shuffled - The game starts with Backflip unlocked.
    # 
    # Global - Shuffle one Backflip item that unlocks the move everywhere.
    # 
    # Per Level - Shuffle separate Backflip items for each main course. Castle, castle grounds, secret courses,
    # cap stages, and Bowser stages use the Castle - Backflip item.
    not_shuffled: 50
    global: 0
    per_level: 0

  side_flip:
    # Choose how Side Flip is handled.
    # 
    # Not Shuffled - The game starts with Side Flip unlocked.
    # 
    # Global - Shuffle one Side Flip item that unlocks the move everywhere.
    # 
    # Per Level - Shuffle separate Side Flip items for each main course. Castle, castle grounds, secret courses,
    # cap stages, and Bowser stages use the Castle - Side Flip item.
    not_shuffled: 50
    global: 0
    per_level: 0

  wall_kick:
    # Choose how Wall Kick is handled.
    # 
    # Not Shuffled - The game starts with Wall Kick unlocked.
    # 
    # Global - Shuffle one Wall Kick item that unlocks the move everywhere.
    # 
    # Per Level - Shuffle separate Wall Kick items for each main course. Castle, castle grounds, secret courses,
    # cap stages, and Bowser stages use the Castle - Wall Kick item.
    not_shuffled: 50
    global: 0
    per_level: 0

  dive:
    # Choose how Dive is handled.
    # 
    # Not Shuffled - The game starts with Dive unlocked.
    # 
    # Global - Shuffle one Dive item that unlocks the move everywhere.
    # 
    # Per Level - Shuffle separate Dive items for each main course. Castle, castle grounds, secret courses,
    # cap stages, and Bowser stages use the Castle - Dive item.
    not_shuffled: 50
    global: 0
    per_level: 0

  ground_pound:
    # Choose how Ground Pound is handled.
    # 
    # Not Shuffled - The game starts with Ground Pound unlocked.
    # 
    # Global - Shuffle one Ground Pound item that unlocks the move everywhere.
    # 
    # Per Level - Shuffle separate Ground Pound items for each main course. Castle, castle grounds, secret courses,
    # cap stages, and Bowser stages use the Castle - Ground Pound item.
    not_shuffled: 50
    global: 0
    per_level: 0

  kick:
    # Choose how Kick is handled.
    # 
    # Not Shuffled - The game starts with Kick unlocked.
    # 
    # Global - Shuffle one Kick item that unlocks the move everywhere.
    # 
    # Per Level - Shuffle separate Kick items for each main course. Castle, castle grounds, secret courses,
    # cap stages, and Bowser stages use the Castle - Kick item.
    not_shuffled: 50
    global: 0
    per_level: 0

  climb:
    # Choose how Climb is handled.
    # 
    # Not Shuffled - The game starts with Climb unlocked.
    # 
    # Global - Shuffle one Climb item that unlocks the move everywhere.
    # 
    # Per Level - Shuffle separate Climb items for each main course (Except Big Boo's Haunt which has no climbable objects).
    # Castle, castle grounds, secret courses, cap stages, and Bowser stages use the Castle - Climb item.
    not_shuffled: 50
    global: 0
    per_level: 0

  ledge_grab:
    # Choose how Ledge Grab is handled.
    # 
    # Not Shuffled - The game starts with Ledge Grab unlocked.
    # 
    # Global - Shuffle one Ledge Grab item that unlocks the move everywhere.
    # 
    # Per Level - Shuffle separate Ledge Grab items for each main course. Castle, castle grounds, secret courses,
    # cap stages, and Bowser stages use the Castle - Ledge Grab item.
    not_shuffled: 50
    global: 0
    per_level: 0

  strict_move_requirements:
    # If disabled, Stars that expect certain moves may have to be acquired without them.
    # Only makes a difference for movement abilities that are shuffled.
    'false': 0
    'true': 50

  ################
  # Trap Options #
  ################
  traps_filler_percentage:
    # Replaces this percentage of filler items with trap items.
    # Trap types are selected according to their configured weights.
    # It is recommended to keep this at a low percentage so the majority of the pool aren't all traps.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    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
    disabled: 50 # equivalent to 0
    light: 0 # equivalent to 10
    normal: 0 # equivalent to 25
    extreme: 0 # equivalent to 50

  bonk_trap_weight:
    # Relative weight for Bonk Traps.
    # 
    # Higher values make this trap appear more often.
    # A weight of 0 disables this trap.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  fire_trap_weight:
    # Relative weight for Burn Traps.
    # 
    # Higher values make this trap appear more often.
    # A weight of 0 disables this trap.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  electric_trap_weight:
    # Relative weight for Shock Traps.
    # 
    # Higher values make this trap appear more often.
    # A weight of 0 disables this trap.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  chuckya_trap_weight:
    # Relative weight for Chuckya Traps.
    # 
    # Higher values make this trap appear more often.
    # A weight of 0 disables this trap.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  spin_trap_weight:
    # Relative weight for Spin Traps.
    # 
    # Higher values make this trap appear more often.
    # A weight of 0 disables this trap.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  gust_trap_weight:
    # Relative weight for Gust Traps.
    # 
    # Higher values make this trap appear more often.
    # A weight of 0 disables this trap.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-100: 0 # random value between 0 and 100

  ####################
  # Cosmetic Options #
  ####################
  mario_hat_color:
    # Mario's hat color.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 16777215
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-16777215: 0 # random value between 0 and 16777215
    black: 0 # equivalent to 0
    white: 0 # equivalent to 16777215
    gray: 0 # equivalent to 8421504
    red: 50 # equivalent to 16711680
    green: 0 # equivalent to 65280
    blue: 0 # equivalent to 255
    yellow: 0 # equivalent to 16776960
    cyan: 0 # equivalent to 65535
    magenta: 0 # equivalent to 16711935
    purple: 0 # equivalent to 16711935
    orange: 0 # equivalent to 16753920
    pink: 0 # equivalent to 16761035
    brown: 0 # equivalent to 10824234

  mario_shirt_color:
    # Mario's shirt color.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 16777215
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-16777215: 0 # random value between 0 and 16777215
    black: 0 # equivalent to 0
    white: 0 # equivalent to 16777215
    gray: 0 # equivalent to 8421504
    red: 50 # equivalent to 16711680
    green: 0 # equivalent to 65280
    blue: 0 # equivalent to 255
    yellow: 0 # equivalent to 16776960
    cyan: 0 # equivalent to 65535
    magenta: 0 # equivalent to 16711935
    purple: 0 # equivalent to 16711935
    orange: 0 # equivalent to 16753920
    pink: 0 # equivalent to 16761035
    brown: 0 # equivalent to 10824234

  mario_overalls_color:
    # Mario's overalls color.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 16777215
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-16777215: 0 # random value between 0 and 16777215
    black: 0 # equivalent to 0
    white: 0 # equivalent to 16777215
    gray: 0 # equivalent to 8421504
    red: 0 # equivalent to 16711680
    green: 0 # equivalent to 65280
    blue: 50 # equivalent to 255
    yellow: 0 # equivalent to 16776960
    cyan: 0 # equivalent to 65535
    magenta: 0 # equivalent to 16711935
    purple: 0 # equivalent to 16711935
    orange: 0 # equivalent to 16753920
    pink: 0 # equivalent to 16761035
    brown: 0 # equivalent to 10824234

  mario_gloves_color:
    # Mario's gloves color.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 16777215
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-16777215: 0 # random value between 0 and 16777215
    black: 0 # equivalent to 0
    white: 50 # equivalent to 16777215
    gray: 0 # equivalent to 8421504
    red: 0 # equivalent to 16711680
    green: 0 # equivalent to 65280
    blue: 0 # equivalent to 255
    yellow: 0 # equivalent to 16776960
    cyan: 0 # equivalent to 65535
    magenta: 0 # equivalent to 16711935
    purple: 0 # equivalent to 16711935
    orange: 0 # equivalent to 16753920
    pink: 0 # equivalent to 16761035
    brown: 0 # equivalent to 10824234

  mario_shoes_color:
    # Mario's shoes color.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 16777215
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-16777215: 0 # random value between 0 and 16777215
    black: 0 # equivalent to 0
    white: 0 # equivalent to 16777215
    gray: 0 # equivalent to 8421504
    red: 0 # equivalent to 16711680
    green: 0 # equivalent to 65280
    blue: 0 # equivalent to 255
    yellow: 0 # equivalent to 16776960
    cyan: 0 # equivalent to 65535
    magenta: 0 # equivalent to 16711935
    purple: 0 # equivalent to 16711935
    orange: 0 # equivalent to 16753920
    pink: 0 # equivalent to 16761035
    brown: 0 # equivalent to 10824234
    default_brown: 50 # equivalent to 7478286

  mario_skin_color:
    # Mario's skin color.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 16777215
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-16777215: 0 # random value between 0 and 16777215
    black: 0 # equivalent to 0
    white: 0 # equivalent to 16777215
    gray: 0 # equivalent to 8421504
    red: 0 # equivalent to 16711680
    green: 0 # equivalent to 65280
    blue: 0 # equivalent to 255
    yellow: 0 # equivalent to 16776960
    cyan: 0 # equivalent to 65535
    magenta: 0 # equivalent to 16711935
    purple: 0 # equivalent to 16711935
    orange: 0 # equivalent to 16753920
    pink: 0 # equivalent to 16761035
    brown: 0 # equivalent to 10824234
    default_skin: 50 # equivalent to 16695673

  mario_hair_color:
    # Mario's hair color.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 16777215
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-16777215: 0 # random value between 0 and 16777215
    black: 0 # equivalent to 0
    white: 0 # equivalent to 16777215
    gray: 0 # equivalent to 8421504
    red: 0 # equivalent to 16711680
    green: 0 # equivalent to 65280
    blue: 0 # equivalent to 255
    yellow: 0 # equivalent to 16776960
    cyan: 0 # equivalent to 65535
    magenta: 0 # equivalent to 16711935
    purple: 0 # equivalent to 16711935
    orange: 0 # equivalent to 16753920
    pink: 0 # equivalent to 16761035
    brown: 0 # equivalent to 10824234
    default_brown: 50 # equivalent to 7538176

  music_shuffle:
    # Control in-game background music.
    # 
    # Off - Use vanilla music.
    # 
    # Shuffle - Archipelago sends a deterministic per-area music map.
    # 
    # Random on Load - The game picks a random song each time an area loads.
    'off': 50
    shuffle: 0
    random_on_load: 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.
    []
