# 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 Starcraft 2 Template

game: Starcraft 2
requires:
  version: 0.7.158 # Version of MultiworldGG required for this yaml to work as expected.

Starcraft 2:
  ################
  # 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_difficulty:
    # The difficulty of the campaign, affects enemy AI, starting units, and game speed.
    # 
    # For those unfamiliar with the MultiworldGG randomizer, the recommended settings are one difficulty level
    # lower than the vanilla game
    casual: 0
    normal: 50
    hard: 0
    brutal: 0

  game_speed:
    # Optional setting to override difficulty-based game speed.
    default: 50
    slower: 0
    slow: 0
    normal: 0
    fast: 0
    faster: 0

  disable_forced_camera:
    # Prevents the game from moving or locking the camera without the player's consent.
    'false': 50
    'true': 0

  skip_cutscenes:
    # Skips all cutscenes and prevents dialog from blocking progress.
    'false': 50
    'true': 0

  all_in_map:
    # Determines what version of All-In (WoL final map) that will be generated for the campaign.
    ground: 50
    air: 0

  mission_order:
    # Determines the order the missions are played in.  The last three mission orders end in a random mission.
    # Vanilla (83 total if all campaigns enabled): Keeps the standard mission order and branching from the vanilla Campaigns.
    # Vanilla Shuffled (83 total if all campaigns enabled): Keeps same branching paths from the vanilla Campaigns but randomizes the order of missions within.
    # Mini Campaign (47 total if all campaigns enabled): Shorter version of the campaign with randomized missions and optional branches.
    # Medium Grid (16):  A 4x4 grid of random missions.  Start at the top-left and forge a path towards bottom-right mission to win.
    # Mini Grid (9):  A 3x3 version of Grid.  Complete the bottom-right mission to win.
    # Blitz (12):  12 random missions that open up very quickly.  Complete the bottom-right mission to win.
    # Gauntlet (7): Linear series of 7 random missions to complete the campaign.
    # Mini Gauntlet (4): Linear series of 4 random missions to complete the campaign.
    # Tiny Grid (4): A 2x2 version of Grid.  Complete the bottom-right mission to win.
    # Grid (variable): A grid that will resize to use all non-excluded missions.  Corners may be omitted to make the grid more square.  Complete the bottom-right mission to win.
    vanilla: 50
    vanilla_shuffled: 0
    mini_campaign: 0
    medium_grid: 0
    mini_grid: 0
    blitz: 0
    gauntlet: 0
    mini_gauntlet: 0
    tiny_grid: 0
    grid: 0

  maximum_campaign_size:
    # Sets an upper bound on how many missions to include when a variable-size mission order is selected.
    # If a set-size mission order is selected, does nothing.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 83
    83: 50
    random: 0
    random-low: 0
    random-high: 0

  grid_two_start_positions:
    # If turned on and 'grid' mission order is selected, removes a mission from the starting
    # corner sets the adjacent two missions as the starter missions.
    'false': 50
    'true': 0

  player_color_terran_raynor:
    # Determines in-game team color for playable Raynor's Raiders (Terran) factions.
    white: 0
    red: 0
    blue: 0
    teal: 0
    purple: 0
    yellow: 0
    orange: 0
    green: 0
    light_pink: 0
    violet: 0
    light_grey: 0
    dark_green: 0
    brown: 0
    light_green: 0
    dark_grey: 0
    pink: 0
    rainbow: 0
    default: 50

  player_color_protoss:
    # Determines in-game team color for playable Protoss factions.
    white: 0
    red: 0
    blue: 0
    teal: 0
    purple: 0
    yellow: 0
    orange: 0
    green: 0
    light_pink: 0
    violet: 0
    light_grey: 0
    dark_green: 0
    brown: 0
    light_green: 0
    dark_grey: 0
    pink: 0
    rainbow: 0
    default: 50

  player_color_zerg:
    # Determines in-game team color for playable Zerg factions before Kerrigan becomes Primal Kerrigan.
    white: 0
    red: 0
    blue: 0
    teal: 0
    purple: 0
    yellow: 0
    orange: 0
    green: 0
    light_pink: 0
    violet: 0
    light_grey: 0
    dark_green: 0
    brown: 0
    light_green: 0
    dark_grey: 0
    pink: 0
    rainbow: 0
    default: 50

  player_color_zerg_primal:
    # Determines in-game team color for playable Zerg factions after Kerrigan becomes Primal Kerrigan.
    white: 0
    red: 0
    blue: 0
    teal: 0
    purple: 0
    yellow: 0
    orange: 0
    green: 0
    light_pink: 0
    violet: 0
    light_grey: 0
    dark_green: 0
    brown: 0
    light_green: 0
    dark_grey: 0
    pink: 0
    rainbow: 0
    default: 50

  enable_wol_missions:
    # Enables missions from main Wings of Liberty campaign.
    'false': 0
    'true': 50

  enable_prophecy_missions:
    # Enables missions from Prophecy mini-campaign.
    'false': 0
    'true': 50

  enable_hots_missions:
    # Enables missions from Heart of the Swarm campaign.
    'false': 0
    'true': 50

  enable_lotv_prologue_missions:
    # Enables missions from Prologue campaign.
    'false': 0
    'true': 50

  enable_lotv_missions:
    # Enables missions from Legacy of the Void campaign.
    'false': 0
    'true': 50

  enable_epilogue_missions:
    # Enables missions from Epilogue campaign.
    # These missions are considered very hard.
    # 
    # Enabling Wings of Liberty, Heart of the Swarm and Legacy of the Void is strongly recommended in order to play Epilogue.
    # Not recommended for short mission orders.
    # See also: Exclude Very Hard Missions
    'false': 0
    'true': 50

  enable_nco_missions:
    # Enables missions from Nova Covert Ops campaign.
    # 
    # Note: For best gameplay experience it's recommended to also enable Wings of Liberty campaign.
    'false': 0
    'true': 50

  shuffle_campaigns:
    # Shuffles the missions between campaigns if enabled.
    # Only available for Vanilla Shuffled and Mini Campaign mission order
    'false': 0
    'true': 50

  shuffle_no_build:
    # Determines if the no-build missions are included in the shuffle.
    # If turned off, the no-build missions will not appear. Has no effect for Vanilla mission order.
    'false': 0
    'true': 50

  starter_unit:
    # Unlocks a random unit at the start of the game.
    # 
    # Off: No units are provided, the first unit must be obtained from the randomizer
    # Balanced: A unit that doesn't give the player too much power early on is given
    # Any Starter Unit: Any starter unit can be given
    'off': 50
    balanced: 0
    any_starter_unit: 0

  required_tactics:
    # Determines the maximum tactical difficulty of the world (separate from mission difficulty).  Higher settings
    # increase randomness.
    # 
    # Standard:  All missions can be completed with good micro and macro.
    # Advanced:  Completing missions may require relying on starting units and micro-heavy units.
    # No Logic:  Units and upgrades may be placed anywhere.  LIKELY TO RENDER THE RUN IMPOSSIBLE ON HARDER DIFFICULTIES!
    #            Locks Grant Story Tech option to true.
    standard: 50
    advanced: 0
    no_logic: 0

  ensure_generic_items:
    # Specifies a minimum percentage of the generic item pool that will be present for the slot.
    # The generic item pool is the pool of all generically useful items after all exclusions.
    # Generically-useful items include: Worker upgrades, Building upgrades, economy upgrades,
    # Mercenaries, Kerrigan levels and abilities, and Spear of Adun abilities
    # Increasing this percentage will make units less common.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 100
    25: 50
    random: 0
    random-low: 0
    random-high: 0

  min_number_of_upgrades:
    # Set a minimum to the number of upgrades a unit/structure can have.
    # Note that most units have 4 or 6 upgrades.
    # If a unit has fewer upgrades than the minimum, it will have all of its upgrades.
    # 
    # Doesn't affect shared unit upgrades.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 12
    2: 50
    random: 0
    random-low: 0
    random-high: 0

  max_number_of_upgrades:
    # Set a maximum to the number of upgrades a unit/structure can have. -1 is used to define unlimited.
    # Note that most unit have 4 to 6 upgrades.
    # 
    # Doesn't affect shared unit upgrades.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is -1
    # Maximum value is 12
    -1: 50
    random: 0
    random-low: 0
    random-high: 0

  generic_upgrade_missions:
    # Determines the percentage of missions in the mission order that must be completed before
    # level 1 of all weapon and armor upgrades is unlocked.  Level 2 upgrades require double the amount of missions,
    # and level 3 requires triple the amount.  The required amounts are always rounded down.
    # If set to 0, upgrades are instead added to the item pool and must be found to be used.
    #
    # 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

  generic_upgrade_research:
    # Determines how weapon and armor upgrades affect missions once unlocked.
    # 
    # Vanilla:  Upgrades must be researched as normal.
    # Auto In No-Build:  In No-Build missions, upgrades are automatically researched.
    # In all other missions, upgrades must be researched as normal.
    # Auto In Build:  In No-Build missions, upgrades are unavailable as normal.
    # In all other missions, upgrades are automatically researched.
    # Always Auto:  Upgrades are automatically researched in all missions.
    vanilla: 50
    auto_in_no_build: 0
    auto_in_build: 0
    always_auto: 0

  generic_upgrade_items:
    # Determines how weapon and armor upgrades are split into items.  All options produce 3 levels of each item.
    # Does nothing if upgrades are unlocked by completed mission counts.
    # 
    # Individual Items:  All weapon and armor upgrades are each an item,
    # resulting in 18 total upgrade items for Terran and 15 total items for Zerg and Protoss each.
    # Bundle Weapon And Armor:  All types of weapon upgrades are one item per race,
    # and all types of armor upgrades are one item per race,
    # resulting in 18 total items.
    # Bundle Unit Class:  Weapon and armor upgrades are merged,
    # but upgrades are bundled separately for each race:
    # Infantry, Vehicle, and Starship upgrades for Terran (9 items),
    # Ground and Flyer upgrades for Zerg (6 items),
    # Ground and Air upgrades for Protoss (6 items),
    # resulting in 21 total items.
    # Bundle All:  All weapon and armor upgrades are one item per race,
    # resulting in 9 total items.
    individual_items: 50
    bundle_weapon_and_armor: 0
    bundle_unit_class: 0
    bundle_all: 0

  kerrigan_presence:
    # Determines whether Kerrigan is playable outside of missions that require her.
    # 
    # Vanilla: Kerrigan is playable as normal, appears in the same missions as in vanilla game.
    # Not Present:  Kerrigan is not playable, unless the mission requires her to be present.  Other hero units stay playable,
    #     and locations normally requiring Kerrigan can be checked by any unit.
    #     Kerrigan level items, active abilities and passive abilities affecting her will not appear.
    #     In missions where the Kerrigan unit is required, story abilities are given in same way as Grant Story Tech is set to true
    # Not Present And No Passives:  In addition to the above, Kerrigan's passive abilities affecting other units (such as Twin Drones) will not appear.
    # 
    # Note: Always set to "Not Present" if Heart of the Swarm campaign is disabled.
    vanilla: 50
    not_present: 0
    not_present_and_no_passives: 0

  kerrigan_levels_per_mission_completed:
    # Determines how many levels Kerrigan gains when a mission is beaten.
    # 
    # NOTE: Setting this too low can result in generation failures if The Infinite Cycle or Supreme are in the mission pool.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    0: 50
    random: 0
    random-low: 0
    random-high: 0

  kerrigan_levels_per_mission_completed_cap:
    # Limits how many total levels Kerrigan can gain from beating missions.  This does not affect levels gained from items.  
    # Set to -1 to disable this limit.
    # 
    # NOTE: The following missions have these level requirements:
    # Supreme: 35
    # The Infinite Cycle: 70
    # See Grant Story Levels for more details.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is -1
    # Maximum value is 140
    -1: 50
    random: 0
    random-low: 0
    random-high: 0

  kerrigan_level_item_sum:
    # Determines the sum of the level items in the world.  This does not affect levels gained from beating missions.
    # 
    # NOTE: The following missions have these level requirements:
    # Supreme: 35
    # The Infinite Cycle: 70
    # See Grant Story Levels for more details.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 140
    70: 50
    random: 0
    random-low: 0
    random-high: 0

  kerrigan_level_item_distribution:
    # Determines the amount and size of Kerrigan level items.
    # 
    # Vanilla:  Uses the distribution in the vanilla campaign.
    # This entails 32 individual levels and 6 packs of varying sizes.
    # This distribution always adds up to 70, ignoring the Level Item Sum setting.
    # Smooth:  Uses a custom, condensed distribution of 10 items between sizes 4 and 10,
    # intended to fit more levels into settings with little room for filler while keeping some variance in level gains.
    # This distribution always adds up to 70, ignoring the Level Item Sum setting.
    # Size 70:  Uses items worth 70 levels each.
    # Size 35:  Uses items worth 35 levels each.
    # Size 14:  Uses items worth 14 levels each.
    # Size 10:  Uses items worth 10 levels each.
    # Size 7:  Uses items worth 7 levels each.
    # Size 5:  Uses items worth 5 levels each.
    # Size 2:  Uses items worth 2 level eachs.
    # Size 1:  Uses individual levels.  As there are not enough locations in the game for this distribution,
    # this will result in a greatly reduced total level, and is likely to remove many other items.
    vanilla: 0
    smooth: 50
    size_70: 0
    size_35: 0
    size_14: 0
    size_10: 0
    size_7: 0
    size_5: 0
    size_2: 0
    size_1: 0

  kerrigan_total_level_cap:
    # Limits how many total levels Kerrigan can gain from any source.  Depending on your other settings,
    # there may be more levels available in the world, but they will not affect Kerrigan.  
    # Set to -1 to disable this limit.
    # 
    # NOTE: The following missions have these level requirements:
    # Supreme: 35
    # The Infinite Cycle: 70
    # See Grant Story Levels for more details.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is -1
    # Maximum value is 140
    -1: 50
    random: 0
    random-low: 0
    random-high: 0

  start_primary_abilities:
    # Number of Primary Abilities (Kerrigan Tier 1, 2, and 4) to start the game with.
    # If set to 4, a Tier 7 ability is also included.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 4
    0: 50
    random: 0
    random-low: 0
    random-high: 0

  kerrigan_primal_status:
    # Determines when Kerrigan appears in her Primal Zerg form.
    # This greatly increases her energy regeneration.
    # 
    # Vanilla:  Kerrigan is human in missions that canonically appear before The Crucible,
    # and zerg thereafter.
    # Always Zerg:  Kerrigan is always zerg.
    # Always Human:  Kerrigan is always human.
    # Level 35:  Kerrigan is human until reaching level 35, and zerg thereafter.
    # Half Completion:  Kerrigan is human until half of the missions in the world are completed,
    # and zerg thereafter.
    # Item:  Kerrigan's Primal Form is an item. She is human until it is found, and zerg thereafter.
    vanilla: 50
    always_zerg: 0
    always_human: 0
    level_35: 0
    half_completion: 0
    item: 0

  spear_of_adun_presence:
    # Determines in which missions Spear of Adun calldowns will be available.
    # Affects only abilities used from Spear of Adun top menu.
    # 
    # Not Present: Spear of Adun calldowns are unavailable.
    # LotV Protoss: Spear of Adun calldowns are only available in LotV main campaign
    # Protoss: Spear od Adun calldowns are available in any Protoss mission
    # Everywhere: Spear od Adun calldowns are available in any mission of any race
    not_present: 0
    lotv_protoss: 50
    protoss: 0
    everywhere: 0

  spear_of_adun_present_in_no_build:
    # Determines if Spear of Adun calldowns are available in no-build missions.
    # 
    # If turned on, Spear of Adun calldown powers are available in missions specified under "Spear of Adun Presence".
    # If turned off, Spear of Adun calldown powers are unavailable in all no-build missions
    'false': 50
    'true': 0

  spear_of_adun_autonomously_cast_ability_presence:
    # Determines availability of Spear of Adun powers, that are autonomously cast.
    # Affects abilities like Reconstruction Beam or Overwatch
    # 
    # Not Presents: Autocasts are not available.
    # LotV Protoss: Spear of Adun autocasts are only available in LotV main campaign
    # Protoss: Spear od Adun autocasts are available in any Protoss mission
    # Everywhere: Spear od Adun autocasts are available in any mission of any race
    not_present: 0
    lotv_protoss: 50
    protoss: 0
    everywhere: 0

  spear_of_adun_autonomously_cast_present_in_no_build:
    # Determines if Spear of Adun autocasts are available in no-build missions.
    # 
    # If turned on, Spear of Adun autocasts are available in missions specified under "Spear of Adun Autonomously Cast Powers Presence".
    # If turned off, Spear of Adun autocasts are unavailable in all no-build missions
    'false': 50
    'true': 0

  grant_story_tech:
    # If set true, grants special tech required for story mission completion for duration of the mission.
    # Otherwise, you need to find these tech by a normal means as items.
    # Affects story missions like Back in the Saddle and Supreme
    # 
    # Locked to true if Required Tactics is set to no logic.
    'false': 50
    'true': 0

  grant_story_levels:
    # If enabled, grants Kerrigan the required minimum levels for the following missions:
    # Supreme: 35
    # The Infinite Cycle: 70
    # The bonus levels only apply during the listed missions, and can exceed the Total Level Cap.
    # 
    # If disabled, either of these missions is included, and there are not enough levels in the world, generation may fail.  
    # To prevent this, either increase the amount of levels in the world, or enable this option.
    # 
    # If disabled and Required Tactics is set to no logic, this option is forced to Minimum.
    # 
    # Disabled: Kerrigan does not get bonus levels for these missions,
    #           instead the levels must be gained from items or beating missions.
    # Additive: Kerrigan gains bonus levels equal to the mission's required level.
    # Minimum: Kerrigan is either at her real level, or at the mission's required level,
    #          depending on which is higher.
    disabled: 0
    additive: 0
    minimum: 50

  take_over_ai_allies:
    # On maps supporting this feature allows you to take control over an AI Ally.
    'false': 50
    'true': 0

  locked_items:
    # Guarantees that these items will be unlockable
    []

  excluded_items:
    # Guarantees that these items will not be unlockable
    []

  excluded_missions:
    # Guarantees that these missions will not appear in the campaign
    # Doesn't apply to vanilla mission order.
    # It may be impossible to build a valid campaign if too many missions are excluded.
    []

  exclude_very_hard_missions:
    # Excludes Very Hard missions outside of Epilogue campaign (All-In, Salvation, and all Epilogue missions are considered Very Hard).
    # Doesn't apply to "Vanilla" mission order.
    # 
    # Default: Not excluded for mission orders "Vanilla Shuffled" or "Grid" with Maximum Campaign Size >= 20,
    #          excluded for any other order
    # Yes: Non-Epilogue Very Hard missions are excluded and won't be generated
    # No: Non-Epilogue Very Hard missions can appear normally. Not recommended for too short mission orders.
    # 
    # See also: Excluded Missions, Enable Epilogue Missions, Maximum Campaign Size
    default: 50
    'true': 0
    'false': 0

  nco_items:
    # If turned on, the equipment upgrades from Nova Covert Ops may be present in the world.
    # 
    # If Nova Covert Ops campaign is enabled, this option is locked to be turned on.
    'false': 0
    'true': 50

  bw_items:
    # If turned on, returning items from StarCraft: Brood War may appear in the world.
    'false': 0
    'true': 50

  ext_items:
    # If turned on, original items that did not appear in Campaign mode may appear in the world.
    'false': 0
    'true': 50

  vanilla_locations:
    # Enables or disables item rewards for completing vanilla objectives.
    # Vanilla objectives are bonus objectives from the vanilla game,
    # along with some additional objectives to balance the missions.
    # Enable these locations for a balanced experience.
    # 
    # Enabled: All locations fitting into this do their normal rewards
    # Resources: Forces these locations to contain Starting Resources
    # Disabled: Removes item rewards from these locations.
    # 
    # Note: Individual locations subject to plando are always enabled, so the plando can be placed properly.
    # See also: Excluded Locations, Item Plando (https://multiworld.gg/tutorial/MultiworldGG/plando/en#item-plando)
    enabled: 50
    resources: 0
    disabled: 0

  extra_locations:
    # Enables or disables item rewards for mission progress and minor objectives.
    # This includes mandatory mission objectives,
    # collecting reinforcements and resource pickups,
    # destroying structures, and overcoming minor challenges.
    # Enables these locations to add more checks and items to your world.
    # 
    # Enabled: All locations fitting into this do their normal rewards
    # Resources: Forces these locations to contain Starting Resources
    # Disabled: Removes item rewards from these locations.
    # 
    # Note: Individual locations subject to plando are always enabled, so the plando can be placed properly.
    # See also: Excluded Locations, Item Plando (https://multiworld.gg/tutorial/MultiworldGG/plando/en#item-plando)
    enabled: 50
    resources: 0
    disabled: 0

  challenge_locations:
    # Enables or disables item rewards for completing challenge tasks.
    # Challenges are tasks that are more difficult than completing the mission, and are often based on achievements.
    # You might be required to visit the same mission later after getting stronger in order to finish these tasks.
    # Enable these locations to increase the difficulty of completing the multiworld.
    # 
    # Enabled: All locations fitting into this do their normal rewards
    # Resources: Forces these locations to contain Starting Resources
    # Disabled: Removes item rewards from these locations.
    # 
    # Note: Individual locations subject to plando are always enabled, so the plando can be placed properly.
    # See also: Excluded Locations, Item Plando (https://multiworld.gg/tutorial/MultiworldGG/plando/en#item-plando)
    enabled: 50
    resources: 0
    disabled: 0

  mastery_locations:
    # Enables or disables item rewards for overcoming especially difficult challenges.
    # These challenges are often based on Mastery achievements and Feats of Strength.
    # Enable these locations to add the most difficult checks to the world.
    # 
    # Enabled: All locations fitting into this do their normal rewards
    # Resources: Forces these locations to contain Starting Resources
    # Disabled: Removes item rewards from these locations.
    # 
    # Note: Individual locations subject to plando are always enabled, so the plando can be placed properly.
    # See also: Excluded Locations, Item Plando (https://multiworld.gg/tutorial/MultiworldGG/plando/en#item-plando)
    enabled: 50
    resources: 0
    disabled: 0

  minerals_per_item:
    # Configures how many minerals are given per resource item.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 500
    25: 50
    random: 0
    random-low: 0
    random-high: 0

  vespene_per_item:
    # Configures how much vespene gas is given per resource item.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 500
    25: 50
    random: 0
    random-low: 0
    random-high: 0

  starting_supply_per_item:
    # Configures how much starting supply per is given per item.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 200
    5: 50
    random: 0
    random-low: 0
    random-high: 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.
    []

  plando_items:
    # Generic items plando.
    []
