# 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 MultiworldGG options are valid at this site:
#        https://multiworld.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 Pokemon FireRed and LeafGreen Template

game: Pokemon FireRed and LeafGreen
requires:
  version: 0.7.55 # Version of MultiworldGG required for this yaml to work as expected.

Pokemon FireRed and LeafGreen:
  # 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-high: 0
    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

  game_version:
    # Select FireRed or LeafGreen version.
    firered: 0
    leafgreen: 0
    random: 50

  goal:
    # Sets what your goal is to consider the game beaten.
    # 
    # - Champion: Defeat the Champion
    # - Champion Rematch: Defeat the Champion Rematch
    champion: 50
    champion_rematch: 0

  skip_elite_four:
    # Set whether to skip the Elite Four fights and go straight to the Champion fight when entering the Pokemon League.
    'false': 50
    'true': 0

  kanto_only:
    # Excludes all the Sevii Island locations. Navel Rock and Birth Island are still included.
    # HM06 Rock Smash, HM07 Waterfall, and the Sun Stone will still be in the item pool.
    'false': 50
    'true': 0

  random_starting_town:
    # Randomizes the town that you start in. This includes any area that has a Pokemon Center except for Indigo Plateau.
    'false': 50
    'true': 0

  starting_town_blacklist:
    # Prevents certain towns from being chosen as your random starting town.
    # 
    # Has no effect if the starting town is not randomized.
    []

  dungeon_entrance_shuffle:
    # Shuffles dungeon entrances.
    # 
    # - Off: Dungeon entrances are not shuffled
    # - Simple: Single entrance dungeons and multi entrance dungeons are shuffled separately from each other. Both entrances for multi entrance dungeons will connect to the same dungeon
    # - Restricted: Single entrance dungeons and multi entrance dungeons are shuffled separately from each other. Both entrances for multi entrance dungeons do not need to lead to the same dungeon
    # - Full: All dungeon entrances are shuffled together
    'off': 50
    simple: 0
    restricted: 0
    full: 0

  randomize_fly_destinations:
    # Randomizes where each fly point takes you. The new fly destinations can be almost any outdoor warp point in the
    # game with a few exceptions (Cycling Road Gates for example).
    'false': 50
    'true': 0

  fly_destination_plando:
    # Plando what warp certain fly unlocks will take you to.
    # 
    # For example "Pallet Town Fly Destination": "Player's House" will make it so that unlocking the Pallet Town fly
    # point will let you fly to in front of the Player's House.
    # 
    # A full list of supported warps can be found at:
    # https://github.com/vyneras/Archipelago/blob/frlg-stable/worlds/pokemon_frlg/docs/fly_plando.md
    # 
    # Has no effect if fly destinations aren't randomized.
    {}

  shuffle_badges:
    # Shuffle Gym Badges into the general item pool. If turned off, Badges will be shuffled among themselves.
    'false': 0
    'true': 50

  shuffle_hidden:
    # Shuffle Hidden Items into the general item pool.
    # 
    # - Off: Hidden Items are not shuffled
    # - Nonrecurring: Nonrecurring Hidden Items are shuffled
    # - All: All Hidden Items are shuffled. Recurring Hidden Items will always appear and will not regenerate
    'off': 50
    nonrecurring: 0
    all: 0

  extra_key_items:
    # Adds key items that are required to access the Rocket Hideout, Safari Zone, Pokemon Mansion, and Power Plant.
    # 
    # Adds four new locations:
    # - Item in the Celadon Rocket House
    # - Item given by a Worker in the Fuchsia Safari Office
    # - Item given by the Scientist in the Cinnabar Pokemon Lab Research Room
    # - Hidden Item in the Cerulean Gym (requires Surf & Itemfinder)
    'false': 50
    'true': 0

  shopsanity:
    # Shuffles shop items into the general item pool. The Celadon Department Store 4F Held Items Shop is not shuffled.
    'false': 50
    'true': 0

  shop_prices:
    # Sets how Shop Item's prices are determined when Shopsanity is on.
    # 
    # - Spheres: Shop prices are determined by sphere access
    # - Classification: Shop prices are determined by item classifications (Progression, Useful, Filler/Trap)
    # - Spheres and Classifications: Shop prices are determined by both sphere access and item classifications
    # - Completely Random: Shop prices will be completely random
    spheres: 0
    classification: 0
    spheres_and_classification: 50
    completely_random: 0

  minimum_shop_price:
    # Sets the minimum cost of Shop Items when Shopsanity is on.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 9999
    100: 50
    random: 0
    random-low: 0
    random-high: 0

  maximum_shop_price:
    # Sets the maximum cost of Shop Items when Shopsanity is on.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 9999
    3000: 50
    random: 0
    random-low: 0
    random-high: 0

  trainersanity:
    # Defeating a trainer gives you an item.
    # 
    # You can specify how many Trainers should be a check between 0 and 456. If you have Kanto Only on, the amount of
    # Trainer checks might be lower than the amount you specify. Trainers that have checks will periodically have an
    # exclamation mark appear above their head in game.
    # 
    # Trainers are no longer missable. Each trainer will add a random filler item into the pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 456
    random: 0
    random-low: 0
    random-high: 0
    none: 50 # equivalent to 0
    all: 0 # equivalent to 456

  dexsanity:
    # Adding a "caught" Pokedex entry gives you an item (catching, evolving, trading, etc.).
    # 
    # You can specify how many Pokedex entries should be a check between 0 and 386. Depending on your settings for
    # randomizing wild Pokemon, there might not actually be as many locations as you specify. Pokemon that have checks
    # will have a black silhouette of a pokeball in the Pokedex and in the battle HUD if you have seen them already.
    # 
    # Defeating Gym Leaders provides seen Pokedex info, allowing you to see on the map where a Pokemon can be found in
    # the wild.
    # 
    # Each entry will add a random filler item into the pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 386
    random: 0
    random-low: 0
    random-high: 0
    none: 50 # equivalent to 0
    all: 0 # equivalent to 386

  famesanity:
    # Unlocking entries in the Fame Checker gives you an item.
    # 
    # Each entry will add a random filler item into the pool.
    'false': 50
    'true': 0

  shuffle_fly_unlocks:
    # Shuffles the ability to fly to Pokemon Centers into the pool. Entering the map that normally would unlock the
    # fly point on the map gives a random item.
    # 
    # - Off: Fly Unlocks are not shuffled
    # - Exclude Indigo: Fly Unlocks are shuffled. Indigo Plateau Fly Unlock is vanilla
    # - All: Fly Unlocks are shuffled
    'off': 50
    exclude_indigo: 0
    all: 0

  pokemon_request_locations:
    # Shuffle the locations that require you to show a specific Pokemon to an NPC. If turned on, the Pokemon that are
    # required will be found somewhere in the wild. Talking to the NPC that wants to see the Pokemon will provide you with
    # the Pokedex info for where to find it as well as tell you the item they'll give.
    'false': 50
    'true': 0

  shuffle_running_shoes:
    # Shuffle the running shoes into the item pool, or start with it.
    vanilla: 0
    shuffle: 0
    start_with: 50

  shuffle_berry_pouch:
    # Shuffles the berry pouch into the item pool. If not shuffled then you will start with it.
    'false': 50
    'true': 0

  shuffle_tm_case:
    # Shuffles the TM case into the item pool. If not shuffled then you will start with it.
    'false': 50
    'true': 0

  card_key:
    # Sets how the card key that unlocks the doors in Silph Co. is handled. If Split or Progressive, nine new locations
    # will be added to Silph Co. in the form of item balls on floors 2 through 11 (except for floor five).
    # 
    # - Vanilla: There is one Card Key in the pool that unlocks every door in Silph Co.
    # - Split: The Card Key is split into ten items, one for each floor of Silph Co. that has doors
    # - Progressive: The Card Key is split into ten items, and you will always obtain them in order from 2F to 11F
    vanilla: 50
    split: 0
    progressive: 0

  island_passes:
    # Sets how the passes that allow you to travel to the Sevii Islands are handled. If Split or Progressive, five new
    # locations will be added to events related to the Sevii Islands.
    # 
    # - Vanilla: The Tri Pass and Rainbow Pass are two separate items in the pool and can be found in any order
    # - Progressive: There are two Progressive Passes in the pool. You will always obtain the Tri Pass before the Rainbow Pass
    # - Split: The Tri Pass and Rainbow Pass are split into seven items, one for each island
    # - Progressive Split: The Tri Pass and Rainbow Pass are split into seven items, and you will always obtain the Passes in order from the First Pass to the Seventh Pass
    vanilla: 50
    progressive: 0
    split: 0
    progressive_split: 0

  split_teas:
    # Splits the Tea item into four different items. Each guard to Saffron City will require a different Tea to pass.
    # Brock, Misty, and Erika will appear in the Celadon Condominiums after beating them and give you a randomized item.
    # 
    # The Tea required to get past each guard are as follows:
    # - Route 5: Blue Tea
    # - Route 6: Red Tea
    # - Route 7: Green Tea
    # - Route 8: Purple Tea
    'false': 50
    'true': 0

  gym_keys:
    # Adds keys that are needed to enter each of the gyms similar to the Secret Key. Renames the Secret Key to the
    # Cinnabar Key.
    # 
    # Adds seven new locations:
    # - Item in the Pewter Museum 2F
    # - Item from Man on a Date at Route 25
    # - Item in Diglett's Cave B1F
    # - Item in the Celadon Hotel
    # - Item in the Safari Zone East Rest House
    # - Item in the Saffron Dojo
    # - Item from the Old Man near Viridian Gym
    'false': 50
    'true': 0

  itemfinder_required:
    # Sets whether the Itemfinder if required for Hidden Items. Some items cannot be picked up without using the
    # Itemfinder regardless of this setting (e.g. the Leftovers under Snorlax on Route 12 & 16).
    # 
    # - Off: The Itemfinder is not required to pickup Hidden Items
    # - Logic: The Itemfinder is logically required to pickup Hidden Items
    # - Required: The Itemfinder is required to pickup Hidden Items
    'off': 0
    logic: 50
    required: 0

  flash_required:
    # Sets whether HM05 Flash is logically required to navigate dark caves.
    # 
    # - Off: Flash is not required to navigate dark caves
    # - Logic: Flash is logically required to navigate dark caves
    # - Required: Flash is required to navigate dark caves
    'off': 0
    logic: 50
    required: 0

  fame_checker_required:
    # Sets whether it is required to have the Fame Checker in order to unlock entries.
    # 
    # All Fame Checker entries that are one time occurences have been changed so that you can trigger them repeatedly.
    'false': 0
    'true': 50

  evolutions_required:
    # Sets which types of locations and/or access rules that evolutions may be logically required for.
    ['HM Requirement', "Oak's Aides", 'Dexsanity']

  evolution_methods_required:
    # Sets which types of evolutions may be logically required.
    ['Level', 'Level Tyrogue', 'Level Wurmple', 'Evo Item', 'Evo & Held Item', 'Friendship']

  viridian_city_roadblock:
    # Sets the requirement for passing the Viridian City Roadblock.
    # 
    # - Vanilla: The Old Man moves out of the way after delivering Oak's Parcel
    # - Early Parcel: Same as Vanilla but Oak's Parcel will be available at the beginning of your game. This option will have no effect and be treated as Vanilla if Random Starting Town is on
    # - Open: The Old Man is moved out of the way at the start of the game
    vanilla: 0
    early_parcel: 50
    open: 0

  pewter_city_roadblock:
    # Sets the requirement for passing the Pewter City Roadblock.
    # 
    # - Open: The boy will not stop you from entering Route 3
    # - Brock: The boy will stop you from entering Route 3 until you defeat Brock
    # - Any Gym Leader: The boy will stop you from entering Route 3 until you defeat any Gym Leader
    # - Boulder Badge: The boy will stop you from entering Route 3 until you have the Boulder Badge
    # - Any Badge: The boy will stop you from entering Route 3 until you have a Badge
    open: 0
    brock: 50
    any_gym: 0
    boulder_badge: 0
    any_badge: 0

  modify_world_state:
    # Set various changes to the world's state that changes how you can access various regions and locations.
    # 
    # The valid options and their effects are the following:
    # - Modify Route 2: Replaces the northmost cuttable tree with a smashable rock
    # - Remove Cerulean Roadblocks: Removes the policeman and slowpoke that block the exits of the city
    # - Block Tunnels: Blocks the entrances to the underground tunnels with smashable rocks
    # - Modify Route 9: Replaces the cuttable tree with a smashable rock
    # - Modify Route 10: Adds a waterfall to Route 10 that connects the north and south sides
    # - Block Tower: Blocks the 1F stairs of Pokemon Tower with a ghost battle
    # - Route 12 Boulders: Adds boulders to Route 12 that block the exits to Route 11 & 13
    # - Modify Route 12: Adds impassable rocks to Route 12 that prevent surfing around Snorlax
    # - Modify Route 16: Adds a smashable rock to Route 16 that allows you to bypass the Snorlax
    # - Open Silph: Moves the Team Rocket Grunt that blocks the entrance to Silph Co.
    # - Remove Saffron Rockets: Removed the Team Rocket Grunts from Saffron City
    # - Route 23 Trees: Adds cuttable trees to Route 23 under the sixth checkpoint
    # - Modify Route 23: Adds a waterfall to Route 23 at the end of the water section
    # - Victory Road Rocks: Adds smashable rocks to Victory Road that block the floor switches
    # - Early Gossipers: Removes the requirement to have entered the Hall of Fame from various Famesanity locations
    # - Total Darkness: Changes dark caves to be completely black and provide no vision without Flash
    # - Block Vermilion Sailing: Prevents you from sailing to Vermilion City on the Seagallop until you have gotten
    #                            the S.S. Ticket
    []

  additional_dark_caves:
    # Set additional caves to be dark caves, potentially requiring Flash to navigate them.
    # 
    # The caves that can be turned into dark caves are:
    # - Mt. Moon
    # - Diglett's Cave
    # - Victory Road
    []

  remove_badge_requirement:
    # Removes the badge requirement to use any of the HMs listed.
    # 
    # HMs need to be listed by the move name (e.g. Cut, Fly, Surf, etc.).
    []

  oaks_aide_route_2:
    # Sets the number of Pokemon that need to be registered in the Pokedex to receive the item from Professor Oak's Aide
    # on Route 2. Vanilla is 10.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 50
    5: 50
    random: 0
    random-low: 0
    random-high: 0

  oaks_aide_route_10:
    # Sets the number of Pokemon that need to be registered in the Pokedex to receive the item from Professor Oak's Aide
    # on Route 10. Vanilla is 20.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 50
    10: 50
    random: 0
    random-low: 0
    random-high: 0

  oaks_aide_route_11:
    # Sets the number of Pokemon that need to be registered in the Pokedex to receive the item from Professor Oak's Aide
    # on Route 11. Vanilla is 30.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 50
    15: 50
    random: 0
    random-low: 0
    random-high: 0

  oaks_aide_route_16:
    # Sets the number of Pokemon that need to be registered in the Pokedex to receive the item from Professor Oak's Aide
    # on Route 16. Vanilla is 40.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 50
    20: 50
    random: 0
    random-low: 0
    random-high: 0

  oaks_aide_route_15:
    # Sets the number of Pokemon that need to be registered in the Pokedex to receive the item from Professor Oak's Aide
    # on Route 15. Vanilla is 50.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 50
    25: 50
    random: 0
    random-low: 0
    random-high: 0

  viridian_gym_requirement:
    # Sets the requirement for opening the Viridian Gym.
    # 
    # - Badges: Obtain some number of Badges
    # - Gyms: Beat some number of Gyms
    badges: 50
    gyms: 0

  viridian_gym_count:
    # Sets the number of Badges/Gyms required to open the Viridian Gym.
    #
    # 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-high: 0

  route22_gate_requirement:
    # Sets the requirement for passing through the Route 22 Gate.
    # 
    # - Badges: Obtain some number of Badges
    # - Gyms: Beat some number of Gyms
    badges: 50
    gyms: 0

  route22_gate_count:
    # Sets the number of Badges/Gyms required to pass through the Route 22 Gate.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 8
    7: 50
    random: 0
    random-low: 0
    random-high: 0

  route23_guard_requirement:
    # Sets the requirement for passing the Route 23 Guard.
    # 
    # - Badges: Obtain some number of Badges
    # - Gyms: Beat some number of Gyms
    badges: 50
    gyms: 0

  route23_guard_count:
    # Sets the number of Badges/Gyms required to pass the Route 23 Guard.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 8
    7: 50
    random: 0
    random-low: 0
    random-high: 0

  elite_four_requirement:
    # Sets the requirement for challenging the Elite Four.
    # 
    # - Badges: Obtain some number of Badges
    # - Gyms: Beat some number of Gyms
    badges: 50
    gyms: 0

  elite_four_count:
    # Sets the number of Badges/Gyms required to challenge the Elite Four.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 8
    8: 50
    random: 0
    random-low: 0
    random-high: 0

  elite_four_rematch_count:
    # Sets the number of Badges/Gyms required to challenge the Elite Four Rematch.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 8
    8: 50
    random: 0
    random-low: 0
    random-high: 0

  cerulean_cave_requirement:
    # Sets the requirement for being able to enter Cerulean Cave.
    # 
    # - Vanilla: Become the Champion and restore the Network Machine on the Sevii Islands
    # - Champion: Become the Champion
    # - Network Machine: Restore the Network Machine on the Sevii Islands
    # - Badges: Obtain some number of Badges
    # - Gyms: Beat some number of Gyms
    vanilla: 50
    champion: 0
    restore_network: 0
    badges: 0
    gyms: 0

  cerulean_cave_count:
    # Sets the number of Badges/Gyms required to enter Cerulean Cave. This setting only matters if the Cerulean Cave
    # Requirement is set to either Badges or Gyms.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 8
    8: 50
    random: 0
    random-low: 0
    random-high: 0

  level_scaling:
    # Sets whether encounter levels are scaled by sphere access.
    # 
    # - Off: Vanilla levels are used
    # - Spheres: Levels are scaled based on sphere access
    # - Spheres and Distance: Levels are scaled based on sphere access and the distance they are from your starting town
    'off': 50
    spheres: 0
    spheres_and_distance: 0

  modify_trainer_levels:
    # Modifies the level of all Trainer's Pokemon by the specified percentage.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 200
    100: 50
    random: 0
    random-low: 0
    random-high: 0

  force_fully_evolved:
    # Forces opponent's Pokemon to be fully evolved if they are greater than or equal to the specified level.
    # 
    # If set to "species" will force opponent's Pokemon to be evolved based on the level the species would normally
    # evolve. For species that don't evolve based on levels, the level they will be evolved at is determined by their BST.
    # 
    # Only applies when trainer parties are randomized.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 100
    random: 0
    random-low: 0
    random-high: 0
    never: 50 # equivalent to 0
    species: 0 # equivalent to -1

  wild_pokemon:
    # Randomizes wild Pokemon encounters (grass, caves, water, fishing)
    # 
    # - Vanilla: Wild Pokemon are unchanged
    # - Match Base Stats: Wild Pokemon are replaced with species with approximately the same BST
    # - Match Type: Wild Pokemon are replaced with species that share a type with the original
    # - Match Base Stats and Type: Apply both Match Base Stats and Match Type
    # - Completely Random: There are no restrictions
    vanilla: 50
    match_base_stats: 0
    match_type: 0
    match_base_stats_and_type: 0
    completely_random: 0

  wild_pokemon_groups:
    # If wild Pokemon are not vanilla, they will be randomized according to the grouping specified.
    # 
    # - None: Pokemon are not randomized together based on any groupings
    # - Dungeons: All Pokemon of the same species in a dungeon are randomized together
    # - Species: All Pokemon of the same species are randomized together
    none: 50
    dungeons: 0
    species: 0

  wild_pokemon_blacklist:
    # Prevents listed species from appearing in the wild when wild Pokemon are randomized.
    # 
    # May be overridden if enforcing other restrictions in combination with this blacklist is impossible.
    # 
    # Use "Legendaries" as a shortcut for all legendary Pokemon.
    []

  starters:
    # Randomizes the starter Pokemon in Professor Oak's Lab.
    # 
    # - Vanilla: Starters are unchanged
    # - Match Base Stats: Starters are replaced with species with approximately the same BST
    # - Match Type: Starters are replaced with species that share a type with the original
    # - Match Base Stats and Type: Apply both Match Base Stats and Match Type
    # - Completely Random: There are no restrictions
    vanilla: 50
    match_base_stats: 0
    match_type: 0
    match_base_stats_and_type: 0
    completely_random: 0

  starter_blacklist:
    # Prevents listed species from appearing as a starter when starters are randomized.
    # 
    # May be overridden if enforcing other restrictions in combination with this blacklist is impossible.
    # 
    # Use "Legendaries" as a shortcut for all legendary Pokemon.
    []

  trainers:
    # Randomizes the Pokemon in all trainer's parties.
    # 
    # - Vanilla: Parties are unchanged
    # - Match Base Stats: Trainer Pokemon are replaced with species with approximately the same BST
    # - Match Type: Trainer Pokemon are replaced with species that share a type with the original
    # - Match Base Stats and Type: Apply both Match Base Stats and Match Type
    # - Completely Random: There are no restrictions
    vanilla: 50
    match_base_stats: 0
    match_type: 0
    match_base_stats_and_type: 0
    completely_random: 0

  trainer_blacklist:
    # Prevents listed species from appearing in trainer's parties when trainer's parties are randomized.
    # 
    # May be overridden if enforcing other restrictions in combination with this blacklist is impossible.
    # 
    # Use "Legendaries" as a shortcut for all legendary Pokemon.
    []

  legendary_pokemon:
    # Randomizes legendary Pokemon (Mewtwo, Zapdos, Deoxys, etc.). Does not randomize the roamer.
    # 
    # - Vanilla: Legendary encounters are unchanged
    # - Legendaries: Legendary encounters are replaced with another legendary Pokemon
    # - Match Base Stats: Legendary encounters are replaced with species with approximately the same BST
    # - Match Type: Legendary encounters are replaced with species that share a type with the original
    # - Match Base Stats and Type: Apply both Match Base Stats and Match Type
    # - Completely Random: There are no restrictions
    vanilla: 50
    legendaries: 0
    match_base_stats: 0
    match_type: 0
    match_base_stats_and_type: 0
    completely_random: 0

  misc_pokemon:
    # Randomizes misc Pokemon. This includes non-legendary static encounters, gift Pokemon, and trade Pokemon.
    # 
    # - Vanilla: Species are unchanged
    # - Match Base Stats: Species are replaced with species with approximately the same bst
    # - Match Type: Species are replaced with species that share a type with the original
    # - Match Base Stats and Type: Apply both Match Base Stats and Match Type
    # - Completely Random: There are no restrictions
    vanilla: 50
    match_base_stats: 0
    match_type: 0
    match_base_stats_and_type: 0
    completely_random: 0

  types:
    # Randomizes the type(s) of every Pokemon. Each species will have the same number of types.
    # 
    # - Vanilla: Types are unchanged
    # - Shuffle: Types are shuffled globally for all species (e.g. every Water-type Pokemon becomes Fire-type)
    # - Completely Random: Each species has its type(s) randomized
    # - Follow Evolutions: Types are randomized per evolution line instead of per species
    vanilla: 50
    shuffle: 0
    completely_random: 0
    follow_evolutions: 0

  abilities:
    # Randomizes abilities of every species. Each species will have the same number of abilities.
    # 
    # - Vanilla: Abilities are unchanged
    # - Completely Random: Each species has its abilities randomized
    # - Follow Evolutions: Abilities are randomized, but evolutions that normally retain abilities will still do so
    vanilla: 50
    completely_random: 0
    follow_evolutions: 0

  ability_blacklist:
    # Prevent species from being given these abilities.
    # 
    # Has no effect if abilities are not randomized.
    []

  moves:
    # Randomizes the moves a Pokemon learns through leveling.
    # Your starter is guaranteed to have a usable damaging move.
    # 
    # - Vanilla: Learnset is unchanged
    # - Randomized: Moves are randomized
    # - Start with Four Moves: Moves are randomized and all Pokemon know 4 moves at level 1
    vanilla: 50
    randomized: 0
    start_with_four_moves: 0

  move_match_type_bias:
    # Sets the probability that a learned move will be forced to match one of the types of a Pokemon.
    # 
    # If a move is not forced to match type, it will roll for Normal type bias.
    #
    # 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-high: 0

  move_normal_type_bias:
    # Sets the probability that a learned move will be forced to be a Normal type move.
    # 
    # If a move is not forced to be Normal, it will be completely random.
    #
    # 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-high: 0

  move_blacklist:
    # Prevents species from learning these moves via learnsets, TMs, and move tutors.
    # 
    # Has no effect is moves are not randomized.
    []

  physical_special_split:
    # Changes the damage category that moves use to match the categories since the Gen IV physical/special split instead
    # of the damage category being determined by the move's type.
    'false': 50
    'true': 0

  move_types:
    # Randomizes the type for each move.
    # 
    # - Vanilla: Move types are unchanged
    # - Shuffle: Move types are shuffled globally for all moves (e.g. every Water-type Move becomes Fire-type)
    # - Completely Random: Each move has its type randomized
    vanilla: 50
    shuffle: 0
    completely_random: 0

  damage_categories:
    # Randomizes the damage category for each move/type. Will randomized the damage category of the moves individually or
    # by each type depending on if the Physical/Special Split option is on.
    # 
    # - Vanilla: Damage Categories are unchanged
    # - Shuffle: Damage Categories for moves/types are shuffled so the amount of physical and special moves/types will remain the same
    # - Completely Random: Each moves/types damage category is chosen at random with no regard to maintaining the same amount of physical and special moves/types
    vanilla: 50
    shuffle: 0
    completely_random: 0

  hm_compatibility:
    # Sets the percent chance that a given HM is compatible with a species.
    # 
    # If you have seen a Pokemon already, the HMs it can use are listed in the Pokedex.
    #
    # 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-high: 0
    vanilla: 50 # equivalent to -1
    none: 0 # equivalent to 0
    full: 0 # equivalent to 100

  tm_tutor_compatibility:
    # Sets the percent chance that a given TM or move tutor is compatible with a species.
    #
    # 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-high: 0
    vanilla: 50 # equivalent to -1
    none: 0 # equivalent to 0
    full: 0 # equivalent to 100

  tm_tutor_moves:
    # Randomizes the moves taught by TMs and move tutors.
    # 
    # Some opponents like gym leaders are allowed to use TMs. This option can affect the moves they know.
    'false': 50
    'true': 0

  reusable_tm_tutors:
    # Sets TMs to not break after use (they remain sellable). Allows Move Tutors to be used infinitely.
    'false': 50
    'true': 0

  min_catch_rate:
    # Sets the minimum catch rate a Pokemon can have. It will raise any Pokemon's catch rate to this value if its normal
    # catch rate is lower than the chosen value.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 3
    # Maximum value is 255
    3: 50
    random: 0
    random-low: 0
    random-high: 0

  all_pokemon_seen:
    # Start will all Pokemon seen in your Pokedex.
    # This allows you to see where the Pokemon can be encountered in the wild.
    'false': 50
    'true': 0

  exp_modifier:
    # Sets the EXP multiplier that is used when the in game option for experience is set to Custom.
    # 
    # 100 is default
    # 50 is half
    # 200 is double
    # etc.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 1000
    100: 50
    random: 0
    random-low: 0
    random-high: 0

  starting_money:
    # Sets the amount of money that you start with.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 999999
    3000: 50
    random: 0
    random-low: 0
    random-high: 0

  better_shops:
    # Most Pokemarts will sell all normal Pokemart items. The exceptions are the following:
    # 
    # - Celadon Department Store 2F TM Pokemart
    # - Celadon Department Store 4F Evo Stone Pokemart
    # - Celadon Department Store 4F Held Items Pokemart
    # - Celadon Department Store 5F Vitamin Pokemart
    # - Two Island Market Stall
    'false': 50
    'true': 0

  free_fly_location:
    # Enables flying to one random location (excluding cities reachable with no items).
    'false': 50
    'true': 0

  free_fly_blacklist:
    # Prevents certain towns from being chosen as your free fly location.
    []

  town_map_fly_location:
    # Enables flying to one random location once the town map has been obtained (excluding cities reachable with no
    # items).
    'false': 50
    'true': 0

  town_map_fly_blacklist:
    # Prevents certain towns from being chosen as your town map fly location.
    []

  randomize_music:
    # Shuffles music played in any situation where it loops.
    'false': 50
    'true': 0

  randomize_fanfares:
    # Shuffles fanfares for item pickups, healing at the pokecenter, etc.
    'false': 50
    'true': 0

  game_options:
    # Allows you to preset the in game options.
    # The available options and their allowed values are the following:
    # 
    # - Auto Run: Off, On
    # - Battle Scene: Off, On
    # - Battle Style: Shift, Set
    # - Bike Music: Off, On
    # - Blind Trainers: Off, On
    # - Button Mode: Help, LR, L=A
    # - Encounter Rates: Vanilla, Normalized
    # - Experience: None, Half, Normal, Double, Triple, Quadruple, Custom
    # - Frame: 1-10
    # - Guaranteed Catch: Off, On
    # - Item Messages: All, Progression, None
    # - Low HP Beep: Off, On
    # - Show Effectiveness: Off, On
    # - Skip Fanfares: Off, On
    # - Sound: Mono, Stereo
    # - Surf Music: Off, On
    # - Text Speed: Slow, Mid, Fast, Instant
    # - Turbo A: Off, On
    Auto Run: 'Off'
    Battle Scene: 'On'
    Battle Style: Shift
    Bike Music: 'On'
    Blind Trainers: 'Off'
    Button Mode: Help
    Encounter Rates: Vanilla
    Experience: Custom
    Frame: 1
    Guaranteed Catch: 'Off'
    Item Messages: Progression
    Low HP Beep: 'On'
    Show Effectiveness: 'On'
    Skip Fanfares: 'Off'
    Sound: Mono
    Surf Music: 'On'
    Text Speed: Instant
    Turbo A: 'Off'

  provide_hints:
    # Provides an Archipelago Hint for locations that tell you what item they give once you've gotten the in game hint.
    # 
    # This includes the Oak's Aides, Bicycle Shop, and Pokemon Request Locations.
    '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 these items.
    {}

  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.
    []
