{
  // Configuration file for newserv.

  // This file is standard JSON with C-style comments. Some other extensions to the JSON standard are also supported;
  // notably, integers may be specified in hexadecimal using the 0x prefix. If you use a text editor that auto-formats
  // JSON on save, it may be confused by this file's format. Make sure it doesn't automatically turn hex integers into
  // strings, for example.

  // If you're just setting up a newserv instance for your personal use, you probably only need to change LocalAddress.
  // Set LocalAddress to your machine's local IPv4 address (usually something like 10.0.x.x or 192.168.x.x). In PSO's
  // network configuration, set the DNS server address to the same address you entered in LocalAddress in this file.

  // If you also want people to be able to connect to your newserv instance from the Internet, you'll need to set
  // ExternalAddress to your public-facing IPv4 address (you can find this by visiting e.g. whatismyip.com). You'll
  // also need to set up port forwarding on your router for all the TCP ports listed in PortConfiguration (9000, 9001,
  // etc.), as well as UDP port 53. Players from outside your network can then connect to your server by entering your
  // public address as their DNS server address in PSO's network configuration.

  // Server's name (maximum 16 characters). This appears in the upper-right corner of the screen while in lobbies.
  "ServerName": "newserv",

  // User to run the server as. If present, newserv will attempt to switch to this user's permissions after loading its
  // configuration and opening listening sockets. The special value $SUDO_USER causes newserv to look up the desired
  // username in the $SUDO_USER environment variable instead. This option has no effect on Windows.
  // "User": "$SUDO_USER",

  // Number of threads to use for CPU-intensive work. This value must be at least 1, and should generally not be more
  // than the number of CPUs in the system.
  "WorkerThreads": 1,

  // Address to connect local clients to (IP address or interface name). This is the address that newserv will expect
  // clients on the same network as the server to connect to.
  "LocalAddress": "en0",
  // Address to connect external clients to (IP address or interface name). This is the address that newserv will
  // expect clients not on the same network as the server to connect to. If you're running newserv behind a NAT (this
  // applies to most home networks), this should be your router's public-facing IP address.
  "ExternalAddress": "10.0.1.5",

  // Port to listen for DNS queries on. To disable the DNS server, comment this out or set it to zero. By default, the
  // DNS server listens on all interfaces, but you can specify an interface by replacing this with a list of
  // [interface_addr_or_name, port].
  "DNSServerPort": 53,

  // Ports to listen for game connections on.
  "PortConfiguration": {
    // Format of entries in this dictionary:
    // name: [port, version, behavior]

    // port is normally just an integer (which will cause the server to listen on that port on all interfaces), but you
    // can also replace the integer with a 2-list of [address, port] to listen in a specific port. For example:
    // "xb": [["en0", 9500], "xb", "login_server"],

    // Various versions of PSO hardcode these ports in the clients. Don't change these unless you don't want to support
    // certain versions of PSO.
    // Note: The pc_console_detect behavior is used for separating PSO PC and DC/GC clients that connect on the same
    // port. On these ports, newserv sends a single command that PC and DC/GC clients parse in different ways, leading
    // them to connect to either the console-login port or the pc-login port (both of which must be defined below if
    // pc_console_detect is used). If you want to support only PC, you can change the pc_console_detect behavior for
    // these ports to game_server. If you don't want to support PC, you can do the same, but also change the version
    // from pc to gc.
    // Note: It is not an error that no ports appear here with "dc" in their definitions. DC clients use the same ports
    // as GC clients, and newserv can tell them apart at the time they connect.
    "gc-jp10":     [9000,  "gc",    "game_server"],
    "gc-jp11":     [9001,  "gc",    "game_server"],
    "gc-jp3te":    [9002,  "gc",    "game_server"],
    "gc-jp3":      [9003,  "gc",    "game_server"],
    "gc-us12t1":   [9064,  "gc",    "game_server"],
    "gc-us10":     [9100,  "pc",    "pc_console_detect"],
    "gc-us3":      [9103,  "gc",    "game_server"],
    "gc-eu10":     [9200,  "gc",    "game_server"],
    "gc-eu11":     [9201,  "gc",    "game_server"],
    "gc-eu3-50":   [9202,  "gc",    "game_server"],
    "gc-eu3-60a":  [9203,  "gc",    "game_server"],
    "gc-eu3-60b":  [9204,  "gc",    "game_server"],
    "pc":          [9300,  "pc",    "game_server"],
    "xb":          [9500,  "xb",    "game_server"],
    "pc-patch":    [10000, "patch", "patch_server_pc"],
    "bb-patch":    [11000, "patch", "patch_server_bb"],
    "bb-jp-patch": [11100, "patch", "patch_server_bb"],
    "bb-jp":       [11101, "bb",    "game_server"],
    "bb-patch-hg": [11200, "patch", "patch_server_bb"],
    "bb-data1":    [12000, "bb",    "game_server"],
    "bb-data2":    [12001, "bb",    "game_server"],
  },

  // Where to listen for IP and PPP stack clients. This exists to interface with PSO GC clients running in a local
  // Dolphin emulator. See README.md for details on how to get PSO to connect via this interface. You can also add
  // "address:port" strings to these lists to listen for tapserver connections on specific interfaces only.
  // You can get Dolphin to connect locally by adding a port to this list and configuring Dolphin to connect to the
  // same port. For example, you could set this to ["127.0.0.1:5059"] (which listens on port 5059 but only accepts
  // connections from the local machine), and configure Dolphin's tapserver BBA to connect to 127.0.0.1:5059.
  "IPStackListen": [5059],
  "PPPStackListen": [5058],

  // Where to listen for PPP clients. This exists to interface with PSO GC clients running on a Wii with Devolution,
  // which emulates the modem adapter. The PPP stream can be forwarded directly to newserv on any port specified here
  // without using pppd or another PPP server. When you start newserv, it will tell you the Devolution phone number you
  // can use to connect.
  "PPPRawListen": [5057],

  // Where to listen for HTTP connections. The HTTP server is intended as a private interface to interact with newserv
  // from e.g. an in-house Web portal or Discord bot. It would be unwise to expose any of these ports to the public
  // Internet (hence why the default here is blank). The format of entries in this list is the same as for
  // IPStackListen and PPPStackListen.
  "HTTPListen": [],

  // Banned IP address ranges. If a client whose remote IPv4 address is in any of these ranges connects to the server,
  // they are immediately disconnected with no message. Entries in this list may be individiual IP addresses (e.g.
  // "1.2.3.4") or CIDR ranges (e.g. "1.2.3.0/24"). This field takes effect immediately when `reload config` is run in
  // the shell; any existing clients who are now banned are disconnected.
  // Note that this setting does not apply to the HTTP server; it is not possible to ban IP ranges from the HTTP
  // server. (It is also inadvisable to expose the HTTP server to the public Internet.)
  "BannedIPV4Ranges": [],

  // Other servers to support proxying to. If this is empty for any game version, the proxy server is disabled for that
  // version. Entries in these dictionaries should be of the form "name": "address:port"; the names are used in the
  // proxy server menu.
  // Note that PSO GameCube Episodes 1&2 Trial Edition uses the DC's ProxyDestinations dictionary here. This is because
  // other servers that support that version treat it as PSO DC v2.
  "ProxyDestinations-DC": {
    "Schtserv": "psobb.dyndns.org:9200",
    "Sylverant": "sylverant.net:9200",
    "EU/Ragol": "ragol.org:9200",
  },
  "ProxyDestinations-PC": {
    "Schtserv": "psobb.dyndns.org:9100",
    "Sylverant": "sylverant.net:9100",
    "EU/Ragol": "ragol.org:9100",
  },
  "ProxyDestinations-GC": {
    "Schtserv": "psobb.dyndns.org:9103",
    "Sylverant": "sylverant.net:9103",
    "EU/Ragol": "ragol.org:9103",
  },
  "ProxyDestinations-XB": {
    "Schtserv": "psobb.dyndns.org:9500",
    "Sylverant": "sylverant.net:9500",
    "EU/Ragol": "ragol.org:9500",
  },
  // Proxy destination for patch server clients. If this is given, the internal patch server (for PC and BB) is
  // bypassed, and any client that connects to the patch server is instead proxied to this destination.
  // "ProxyDestination-Patch": "",
  // Proxy destination for BB clients. If this is given, all BB clients that connect to newserv will be proxied to this
  // destination.
  // "ProxyDestination-BB": "",

  // The server automatically pings clients if they haven't sent anything for a while to make sure they're still alive.
  // This option specifies how long a client must be idle for the server to send a ping.
  "ClientPingInterval": 30000000, // 30 seconds
  // If a client doesn't send anything for this long, they will be disconnected. This should always be longer than
  // ClientPingInterval, since an alive client should have a chance to respond to the server's ping.
  "ClientIdleTimeout": 60000000, // 1 minute

  // There is a proxy option that allows users to save copies of various game files on the server side. If you have
  // external clients connecting to your server, you can disable this option to prevent clients from generating files
  // on the server side which they will never be able to access.
  "ProxyAllowSaveFiles": true,

  // By default, the interactive shell runs if stdin is a terminal, and doesn't run if it's not. This option, if
  // present, overrides that behavior.
  // "RunInteractiveShell": false,

  // Specify which kinds of logging you want to be enabled. This allows you to make the terminal more or less noisy
  // when players are connected, so you can see only the log messages you care about. The log levels are, in decreasing
  // order of verbosity, "DEBUG", "INFO", "WARNING", "ERROR", and "DISABLED".
  "LogLevels": {
    // Channel exceptions are messages about clients disconnecting unexpectedly, or other network-level events.
    "ChannelExceptions": "INFO",
    // Client messages describe events that are specific to a single client's connection or game state.
    "Clients": "INFO",
    // Command data messages show the raw data for all commands sent and received, on both the game server and proxy
    // server. If stderr is a terminal, these messages are colored as well; green is for commands sent by the client,
    // yellow is for commands sent by newserv, and red is for commands sent by the remote server in proxy sessions.
    "CommandData": "INFO",
    // Config messages describe server-wide events, and generally only occur during the startup procedure.
    "Config": "INFO",
    // DNS server messages describe erroneous queries that the DNS server does not respond to. Normal DNS queries do
    // not generate any log messages.
    "DNSServer": "INFO",
    // Function compiler messages are generated when building client functions, which only happens at startup time or
    // when `reload functions` is used in the shell.
    "FunctionCompiler": "INFO",
    // IP stack simulator messages describe clients connecting and disconnecting via the IP stack interface, and errors
    // that occur at the simulated network level within the simulator.
    "IPStackSimulator": "INFO",
    // Lobby messages describe creation and deletion of lobbies and games, as well as item tracking events within
    // games. On Episode 3, debug messages during battles go to this stream as well; use "DEBUG" here to see them.
    "Lobbies": "INFO",
    // Patch file index messages describe finding and preloading the patch files for download to BB and PC clients.
    "PatchFileIndex": "INFO",
    // Player data messages describe the loading and saving of player and account data files.
    "PlayerData": "INFO",
    // Proxy server messages describe clients connecting and disconnecting from the proxy server, as well as events
    // that occur in each session.
    "ProxyServer": "INFO",
    // Replay messages are generated when replaying a session log (usually during functional testing).
    "Replay": "INFO",
    // Game server messages describe clients connecting and disconnecting from the game server.
    "GameServer": "INFO",
    // Static game data messages describe the loading of any kind of game data.
    "StaticGameData": "INFO",
  },
  // Some large commands (especially during the BB login sequence) can clutter up logs, so we hide these commands by
  // default. If you're investigating or submitting a bug report that occurs on BB clients, set this to false to get a
  // full session log before submitting your report.
  "HideDownloadCommands": true,

  // If this option is disabled, the server only allows users who have accounts on the server to connect. If this is
  // enabled, all users will be allowed to connect even if they don't have accounts. When a user connects with an
  // unregistered license (serial number and access key combination, or username and password combination on BB), a new
  // account is created for them. Accounts are addressed by serial numbers; on BB, the new account's serial number is a
  // hash of the username.
  "AllowUnregisteredUsers": true,

  // If this option is enabled and AllowUnregisteredUsers is enabled, the server will use temporary accounts for the
  // prototype versions (DC NTE, DC 11/2000, GC NTE, and Ep3 NTE) instead of permanent accounts. In this case, you can
  // still manually create permanent accounts for NTE players.
  "UseTemporaryAccountsForPrototypes": true,

  // If this option is enabled, PC NTE players will be allowed to connect. This is the only version of the game that
  // does not have any way to identify the player (no serial number, username, etc.), so PC NTE players receive random
  // Guild Card numbers every time they connect and cannot be banned by serial number or username.
  "AllowPCNTE": true,

  // Whether to enable chat commands for all players. If this is true, all players will be able to use chat commands as
  // normal; if this is false, only players with the ALWAYS_ENABLE_CHAT_COMMANDS account flag will be able to use chat
  // commands.
  "EnableChatCommands": true,

  // Sentinel to use for chat commands. If this is given, chat commands are prefixed by this character instead of $.
  // "ChatCommandSentinel": "/",

  // Number of backup character slots for each account, accessible with the $savechar, $loadchar, and $checkchar
  // commands. This can be any value, but it's recommended to use a small number such as 16.
  "BackupCharacterSlots": 16,

  // Information menu contents. Each entry is a list containing [title, short description, full contents]. In the short
  // description and full contents, you can use PSO escape codes with the $ character (for example, $Cx for colors).
  // You can show different information menus to V1/V2 clients and V3 clients; to do so, copy InformationMenuContents
  // to InformationMenuContentsV1V2 and InformationMenuContentsV3 and edit them as needed. (If either the V1V2 or V3
  // version of the information menu is not defined, this default version is used instead.)
  "InformationMenuContents": [
    ["Lobby commands", "Show commands used\nin the lobby", "These commands can be used in the lobby.\n\n$C6%sli$C7: Show basic information about the lobby\n$C6%sarrow <color-id>$C7: Change your lobby arrow color\n$C6%sln [name]$C7: Change the lobby type (for you only)\n$C6%sexit$C7: Leave the current game or lobby\n$C6%spatch <name>$C7: Run a patch on your client\n\n$C8Episode 3 only:$C7\n$C6%ssong <song-id>$C7: Play a jukebox song"],
    ["Game commands", "Show commands used\nin games", "These commands can be used to customize games.\n\n$C8Before starting a game:$C7\n$C6%ssecid <section-id>$C7: Set your override section ID\n$C6%srand <seed>$C7: Set your override random seed\n\n$C8When in a game:$C7\n$C6%sli$C7: Show basic information about the game\n$C6%swhat$C7: Describe the nearest item on the ground\n$C6%smaxlevel <level>$C7: Set maximum level to join\n$C6%sminlevel <level>$C7: Set minimum level to join\n$C6%spassword [password]$C7: Lock or unlock the game"],
    ["Player commands", "Show commands used\nto edit player data", "These commands can be used to work with your player data.\n\n$C6%sbbchar <username> <password> <1-4>$C7: Convert your\n    character to BB format\n$C6%sedit <stat> <value>$C7: Modify your character data"],
    ["Ep3 commands", "Show commands used\nin Episode 3 games", "These commands can be used in Episode 3 games.\n\n$C8Before battle begins:$C7\n$C6%sinftime$C7: Disable all battle time limits, regardless\n    of limits set in battle rules\n$C6%sdefrange <min>-<max>$C7: Set the DEF dice range for\n    the next battle\n\n$C8During battle:$C7\n$C6%sspec$C7: Allow or forbid spectators\n$C6%sstat <what>$C7: Show a live statistic\n$C6%ssurrender$C7: Immediately lose the current battle\n\n$C8In game after battle:$C7\n$C6%ssaverec <name>$C7: Save recording of the last battle"],
    ["Cheat commands", "Show commands used\nfor cheating", "These commands can be used to cheat.\n\n$C8In a game:$C7\n$C6%scheat$C7: Enable or disable cheat mode\n\n$C8When cheat mode is enabled:$C7\n$C6%sinfhp$C7 / $C6%sinftp$C7: Enable or disable infinite HP or TP\n$C6%swarpme <area-id>$C7: Warp yourself to the given area\n$C6%swarpall <area-id>$C7: Warp everyone to the given area\n$C6%snext$C7: Warp yourself to the next area\n$C6%sswa$C7: Enable or disable switch assist\n$C6%si <name>$C7 / $C6%si <hex>$C7: Create an item\n\n$C8Episode 3 only:$C7\n$C6%sunset <index>$C7: Remove one of your set cards from\n    the field"],
    ["Admin commands", "Show commands used\nfor setting server\noptions", "These commands provide administration functions.\n\n$C6%sevent <event>$C7: Set the holiday in the current lobby\n$C6%sallevent <event>$C7: Set the holiday in all lobbies\n$C6%sann <message>$C7: Send an announcement message to\n    all players\n$C6%sax <message>$C7: Send a message to the server\n$C6%ssilence <who>$C7: Silence or unsilence a player\n$C6%skick <who>$C7: Disconnect a player\n$C6%sban <who>$C7: Ban a player"],
    ["Debug commands", "Show commands used\nfor debugging", "These commands are used for debugging.\n\n$C6%sdebug$C7: Enable or disable debug messages\n$C6%scall <id>$C7: Call a quest function\n$C6%sgc$C7: Send your own Guild Card to yourself\n$C6%spersist$C7: Cause game to not close when last player\n    leaves\n$C6%ssc <data>$C7: Send a command to yourself\n\n$C8Proxy only:$C7\n$C6%sss <data>$C7: Send a command to the remote server"],
    ["Using $i", "$C7Show how to use\nthe %si command", "The %si command is used to create items.\nUse it like this (for example):\n\n$C6%si Double Cannon +10 0/0/20/15/35$C7\n$C6%si Hell Pallasch$C7\n$C6%si Black Ring +5DEF$C7\n$C6%si Knight/Power++$C7\n$C6%si Sato 5/50/10.5/50 120% 200IQ$C7\n$C6%si Trimate x3$C7\n$C6%si 1000 Meseta$C7\n\nYou can also use a hex code instead of a name\n(this is the same as the Sato example above):\n\n$C6%si 023F7300F40188131A04881378C80000$C7"],
    ["Using $edit", "$C7Show how to use\nthe %sedit command", "%sedit is used in PSOBB to change character stats.\nUse one of the following subcommands:\n\n$C6%sedit ATP <value>$C7\n$C6%sedit MST <value>$C7\n$C6%sedit EVP <value>$C7\n$C6%sedit HP <value>$C7\n$C6%sedit DFP <value>$C7\n$C6%sedit ATA <value>$C7\n$C6%sedit LCK <value>$C7\n$C6%sedit MESETA <amount>$C7\n$C6%sedit EXP <amount>$C7\n$C6%sedit LEVEL <level>$C7\n$C6%sedit NAMECOLOR <color in hex, AARRGGBB format>$C7\n$C6%sedit SECID <section ID name>$C7\n$C6%sedit NAME <new character name>$C7\n$C6%sedit NPC <NPC name>$C7\n$C6%sedit TECH <technique name> <new technique level>$C7\n\nNPC names: none, ninja, rico, sonic, knuckles,\n    flowen, elly\n\nTechnique names: foie, gifoie, rafoie, barta,\n    gibarta, rabarta, zonde, gizonde, razonde,\n    grants, deband, jellen, zalure, shifta, ryuker,\n    resta, anti, reverser, megid, all"],
    ["Using $bbchar", "$C7Show how to use\nthe %sbbchar command", "%sbbchar is used to convert a character from an\nolder version of PSO to Blue Burst format and save\nit on this server. Use the command like this:\n\n$C6%sbbchar <username> <password> <slot>$C7\n\nIf the username and password are correct, the\ncharacter that you're currently playing as will be\nconverted to PSOBB format and saved under that\naccount, in the specified character slot (1-4)."],
    ["Text colors", "Show color values", "These values can be used to color text in\nsome situations with escape codes like %sC6.\nFor example, these can be used in the Info Board.\n\n$C0%sC0$C7 - Black     $C1%sC1$C7 - Blue     $C2%sC2$C7 - Green\n$C3%sC3$C7 - Cyan      $C4%sC4$C7 - Red     $C5%sC5$C7 - Purple\n$C6%sC6$C7 - Yellow    $C7%sC7$C7 - White   $C8%sC8$C7 - Pink\n$C9%sC9$C7 - Violet     $CG%sCG$C7 - Orange Pulse\n\n$Ca%sCa$C7 - Orange (Episode 3 only)"],
    ["Arrow colors", "$C7Show lobby arrow\ncolor list", "Use these names with %sarrow.\n\n0 - no marker\n1 - red\n2 - blue\n3 - green\n4 - yellow\n5 - purple\n6 - cyan\n7 - orange\n8 - pink\n9 - white\n10 - white\n11 - white\n12 - black"],
    ["Event names", "$C7Show lobby event\nnames", "Use these names with %sevent and %sallevent.\n\nnone - no event\nxmas - Christmas event\nval - Valentine's Day\neaster - Easter Sunday event\nhallo - Halloween event\nsonic - Sonic Adventure DX event\nnewyear - New Year's event\nbval - White Day\nwedding - Wedding Day event\nspring - spring event\ns-spring - spring event with striped background\nsummer - summer event\ns-summer - summer event with striped background\nfall - fall event"],
    ["GC lobby types", "$C7Show lobby type\nlist for Episodes\nI & II", "Use these names with %sln on Episodes 1 & 2.\n$C6*$C7 indicates lobbies where players can't move.\n\nnormal - standard lobby\ninormal - under standard lobby $C6*$C7\nipc - under PC lobby $C6*$C7\niball - under soccer lobby $C6*$C7\ncave1 - Cave 1 $C6*$C7\ncave2u - Cave 2 Ultimate $C6*$C7\ndragon - Dragon stage (floor is black)\nderolle - De Rol Le stage (water/walls are gone)\nvolopt - Vol Opt stage\ndarkfalz - Dark Falz stage"],
    ["Ep3 lobby types", "$C7Show lobby type\nlist for Episode III", "Use these names with %sln on Episode 3.\n\nnormal - Standard lobby\nplanet - Blank Ragol lobby\nclouds - Blank sky lobby\ncave - Unguis Lapis (platform missing)\njungle - Nebula Montana 1 (Ep2 Jungle)\nforest2-1 - Lupus Silva 2 (Ep1 Forest 2)\nforest2-2 - Lupus Silva 1 (Ep1 Forest 2)\nwindpower - Molae Venti\noverview - Nebula Montana 2\nseaside - Tener Sinus (Ep2 Seaside)\nfons - Mortis Fons\ndmorgue - Destroyed Morgue (column missing)\ncaelum - Tower of Caelum (top)\ncyber - Cyber\nboss1 - Castor/Pollux map\nboss2 - Amplum Umbra map\ndolor - Dolor Odor\nravum - Ravum Aedes Sacra\nsky - Via Tubus (tube missing)\nmorgue - Morgue (column missing)"],
    ["Area list", "$C7Show stage code\nlist", "Use these names with %swarpme and %swarpall.\n$C2Green$C7 areas will be empty unless you are in a quest.\n$C6Yellow$C7 areas will not allow you to move.\n\n    $C8Episode 1  / Episode 2        / Episode 4$C7\n0: Pioneer 2  / Pioneer 2        / Pioneer 2\n1: Forest 1   / Temple Alpha    / Crater East\n2: Forest 2   / Temple Beta     / Crater West\n3: Caves 1    / Spaceship Alpha / Crater South\n4: Caves 2    / Spaceship Beta  / Crater North\n5: Caves 3    / CCA              / Crater Interior\n6: Mines 1    / Jungle North     / Desert 1\n7: Mines 2    / Jungle South     / Desert 2\n8: Ruins 1     / Mountain         / Desert 3\n9: Ruins 2     / Seaside          / Saint-Milion\n10: Ruins 3   / Seabed Upper    / $C6Test map$C7\n11: Dragon    / Seabed Lower\n12: De Rol Le / Gal Gryphon\n13: Vol Opt   / Olga Flow\n14: Dark Falz / Barba Ray\n15: $C2Lobby$C7     / Gol Dragon\n16: $C6Battle 1$C7  / $C6Seaside Night$C7\n17: $C6Battle 2$C7  / $C2Tower$C7"],
  ],

  // Welcome message. If not blank, this message will be shown to PSO GC users upon first connecting. (If this is
  // blank, they will be taken directly to the main menu instead.) The welcome message is never shown to PSO PC or PSO
  // BB users, though the patch server message (below) can be used for a similar purpose.
  "WelcomeMessage": "",

  // Patch server message. If not blank, these messages will be shown to PSO PC and PSO BB users (respectively) when
  // they connect to the patch server. Note that PSO PC displays the text in a Windows edit control instead of using
  // PSO's normal text renderer, so linebreaks must be \r\n and color escapes do not work in PCPatchServerMessage.
  "PCPatchServerMessage": "newserv patch server\r\n\r\nThis server is not affiliated with, sponsored by, or in any other way connected to SEGA or Sonic Team, and is owned and operated completely independently.",
  "BBPatchServerMessage": "$C7newserv patch server\n\nThis server is not affiliated with, sponsored by, or in any\nother way connected to SEGA or Sonic Team, and is owned\nand operated completely independently.",

  // Lobby search orders. When a player joins the lobby from the main menu, they are placed into the first lobby in the
  // list that has empty spaces. In these lists, CARD lobbies C1-C5 are referenced as lobbies 16-20. The number of
  // lobbies is hardcoded in the client and cannot be changed, so the server enforces these limits as well. Thus, the
  // server will not add DCv1 players to lobbies above 10, for example, even if they are specified in these lists.
  // Removing lobbies from these lists doesn't prevent players from joining those lobbies via the lobby teleporter.
  "LobbySearchOrders": [
    [], // PC patch server (unused)
    [], // BB patch server (unused)
    [1, 2, 3, 4, 5, 6, 7, 8, 9, 10], // DC NTE
    [1, 2, 3, 4, 5, 6, 7, 8, 9, 10], // DC 11/2000 prototype
    [1, 2, 3, 4, 5, 6, 7, 8, 9, 10], // DC V1
    [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15], // DC V2
    [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15], // PC NTE
    [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15], // PC
    [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15], // GC NTE
    [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15], // GC
    [16, 17, 18, 19, 20, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15], // GC Ep3 NTE
    [16, 17, 18, 19, 20, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15], // GC Ep3
    [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15], // Xbox
    [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15], // BB
  ],
  "ClientCustomizationLobbySearchOrder": [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15],

  // Lobby holiday events. The event can be changed in each lobby independently with the $event command, or in all
  // lobbies with the $allevent command. When a game is created, it inherits the holiday event from the lobby from
  // which it was created.
  // The values in this list can be strings like "xmas" (the names used here are the same as for the $event command),
  // or an integer. There are always 20 lobbies; if a player can't be added to any public lobby, they are added to a
  // dynamically-created private overflow lobby instead, which uses the event specified in MenuEvent below.
  // The events are: "none", "xmas", "val", "easter", "hallo", "sonic", "newyear", "summer", "white", "wedding",
  // "fall", "s-spring", "s-summer", and "spring".
  "LobbyEvents": [
    "none", // Lobby 1
    "none", // Lobby 2
    "none", // Lobby 3
    "none", // Lobby 4
    "none", // Lobby 5
    "none", // Lobby 6
    "none", // Lobby 7
    "none", // Lobby 8
    "none", // Lobby 9
    "none", // Lobby 10 (or Lobby 0 on early versions)
    "none", // Lobby 11 (DCv2 and later only)
    "none", // Lobby 12 (DCv2 and later only)
    "none", // Lobby 13 (DCv2 and later only)
    "none", // Lobby 14 (DCv2 and later only)
    "none", // Lobby 15 (DCv2 and later only)
    "none", // Lobby C1 (Episode 3 only)
    "none", // Lobby C2 (Episode 3 only)
    "none", // Lobby C3 (Episode 3 only)
    "none", // Lobby C4 (Episode 3 only)
    "none", // Lobby C5 (Episode 3 only)
  ],
  // Menu event. This is the holiday event the player sees at the main menu.
  "MenuEvent": "none",

  // Episode 3 menu song. If set, Episode 3 clients will hear this song when they are at the newserv main menu. Values:
  //   0: "Let the winds blow  - Theme of PSO Episode3 -"
  //   1: "Gate"
  //   2: "Tune"
  //   3: "Code"
  //   4: "NEW LIFES"
  //   5: "RIDE ON"
  //   6: "ADVICES"
  //   7: "Morgue PART1"
  //   8: "Unguis lapis"
  //   9: "Via Tubus "
  //   10: "Tower of Caelum"
  //   11: "Mortis Fons"
  //   12: "Lupus Silva PART1 from Mother earth of dishonesty"
  //   13: "Lupus Silva PART2 from Mother earth of dishonesty"
  //   14: "Molae Venti "
  //   15: "Tener Sinus"
  //   16: "The whole new world - PSO OPENING THEME -"
  //   17: "World with me  - PSO EP2 ENDING THEME -"
  //   18: "Can still see the light  - PSO ENDING THEME -"
  //   19: "Day dawns"
  //   20: "Nebula Montana PART1 from Jungle -A forest cage-"
  //   21: "Nebula Montana PART2 from Jungle -A forest cage-"
  //   22: "Morgue PART2"
  //   23: "Dolor Odor"
  //   24: "Ravum Aedes Sacra"
  //   25: "IDOLA the strange fruits"
  //   26: "Cyber"
  //   27: "Special Relaxies"
  //   28: "Let the winds blow -Remix Version-"
  //   29: "Leavin flow"
  //   30: "Rose Confession"
  //   31: "Day light"
  //   32: "Versus1 -Tricktrack-"
  //   33: "Versus2 -A longing to ancient times-"
  //   34: "Burning Hearts - Burning Ranger -"
  //   35: "Wedding March   - SAMBA de AMIGO -"
  //   36: "VAMOS A CARNAVAL  - SAMBA de AMIGO -"
  //   37: "dreams dreams  - Nights -"
  //   38: "dreams dreams (kids ver)  - Nights -"
  //   39: "CHANT THIS CHARM  - BILLY HATCHER -"
  //   40: "Let Mom Sleep  - Jet Grind Radio -"
  //   41: "THE CONCEPT OF LOVE  - Jet Grind Radio Future -"
  //   42: "Where is smiley?  - NEW ROOMMANIA -"
  //   43: "Buggie Running Beeps 01  - Rez -"
  //   44: "Skies of Arcadia Opening Theme  - Skies of Arcadia -"
  //   45: "Shinobi :boutan  - Shinobi -"
  //   46: "Tsuioku  - Panzer Dragoon ZWEI -"
  //   47: "Sona mi areru ec sancitu  - AZEL Panzer Dragoon RPG -"
  //   48: "ANU ORTA VENIYA  - Panzer Dragoon ORTA -"
  //   49: "LET'S GO AWAY  - DAYTONA 53! -"
  //   50: "MAIN THEME-SPACE HARRIER  - SPACE HARRIER -"
  //   51: "OPA-OPA!  - Fantasy Zone -"
  // "Episode3MenuSong": 0,

  // If this is enabled, all players will have infinite Meseta, effectively making the jukebox and Pinz's Shop free.
  // Otherwise, Meseta behaves as defined below. Meseta rewards are tied to a player's account and are stored
  // server-side. Unlike other servers, newserv forbids overdrafting Meseta; if this option is disabled and a player
  // spends Meseta they don't have, the player is disconnected.
  "Episode3InfiniteMeseta": false,
  // Meseta values for winning each tournament round. If a player defeats another player in round 1, for example, they
  // will earn 400 Meseta; if they then defeat a COM in round 2, they will earn 200 more Meseta; if they defeat another
  // player in round 3, they will earn an additional 600.
  "Episode3DefeatPlayerMeseta": [400, 500, 600, 700, 800],
  "Episode3DefeatCOMMeseta": [100, 200, 300, 400, 500],
  // Winning the final round is worth this much extra Meseta.
  "Episode3FinalRoundMesetaBonus": 300,
  // If this option is enabled, the jukebox in Episode 3 lobbies does not deduct any Meseta when a song is played. The
  // check for 100 or more meseta happens client-side, however, so even if this option is enabled, the client must
  // either have 100 or more Meseta or use the "Jukebox is free" Action Replay code to be able to play songs. (In the
  // Git repository, the code is in notes/ar-codes.txt.)
  "Episode3JukeboxIsFree": false,

  // Episode 3 battle behavior flags. When set to zero, battles behave as they did on the original Sega servers.
  // Combinations of behaviors can be enabled by bitwise-OR'ing together the following values:
  // 0x0001 => Disable deck verification entirely
  // 0x0002 => Disable owned card count check during deck verification (this enables the use of the non-saveable Have
  //           All Cards Action Replay code, but retains all the other validity checks)
  // 0x0004 => Allow cards with the D1 and D2 ranks to be used in battle
  // 0x0008 => Disable overall and per-phase battle time limits, regardless of the values chosen during battle setup
  // 0x0010 => Enable debug messages in Episode 3 games and battles
  // 0x0040 => Enable recording (after battle, players can save the recording with the $saverec <filename> command)
  // 0x0080 => Disable command masking during battles
  // 0x0100 => Disable interference (COMs randomly coming to each other's rescue)
  // 0x0200 => Allow interference even when neither player is a COM
  "Episode3BehaviorFlags": 0x0042,

  // Trap assist cards for each trap type in Episode 3 battles. These are the default values used offline, but you can
  // change the trap types online here. Only assist cards may be used as trap cards.
  "Episode3TrapCards": [
    ["Dice Fever", "Heavy Fog", "Muscular", "Immortality", "Snail Pace"], // Red
    ["Gold Rush", "Charity", "Requiem"], // Blue
    ["Powerless Rain", "Trash 1", "Empty Hand", "Skip Draw"], // Purple
    ["Brave Wind", "Homesick", "Fly"], // Green
    ["Dice+1", "Battle Royale", "Reverse Card", "Giant Garden", "Fix"], // Yellow
  ],

  // Episode 3 EX result values. This allows you to set the amount of EX players will get for winning or losing online
  // matches. Each set of numbers is a list of thresholds; the first number in each pair is the level difference
  // threshold and the second is the amount of EX. The game scans each list for the entry whose threshold value is less
  // than or equal to the level difference. For example, if player A's CLv is 70 and player B's CLv is 55, and the
  // lists are set up like this:
  //   "Win": [[30, 40], [20, 30], [10, 20], ...],
  //   "Lose": [[0, 0], [-10, -5], [-20, -10], ...],
  // ...then player A would get 20 EX for defeating player B (since the difference between their CLvs is 15, so the
  // first two Win entries don't apply), and player B would lose 10 EX for losing to player A (again, since the first
  // two Lose entries don't apply). If none of the thresholds apply, then the last entry's value is used regardless of
  // its threshold. All lists here must contain 10 [threshold, value] pairs.
  "Episode3EXResultValues": {
    "Default": {
      "Win": [[50, 100], [30, 80], [15, 70], [10, 55], [7, 45], [4, 35], [1, 25], [-1, 20], [-9, 15], [0, 10]],
      "Lose": [[1, 0], [-2, 0], [-3, 0], [-4, 0], [-5, 0], [-6, 0], [-7, 0], [-10, -10], [-30, -10], [0, -15]],
    },
    "Tournament": {
      "Win": [[60, 70], [40, 50], [25, 45], [20, 40], [13, 35], [8, 30], [5, 25], [2, 20], [-1, 15], [0, 10]],
      "Lose": [[1, 0], [-1, 0], [-3, 0], [-5, 0], [-7, 0], [-10, 0], [-12, 0], [-15, 0], [-18, 0], [0, 0]],
    },
    "TournamentFinalMatch": {
      "Win": [[40, 100], [25, 95], [20, 85], [15, 75], [10, 65], [8, 60], [5, 50], [2, 40], [-1, 30], [0, 20]],
      "Lose": [[1, -5], [-1, -10], [-3, -15], [-7, -20], [-15, -20], [-20, -25], [-30, -30], [-40, -30], [-50, -34], [0, -40]],
    },
  },

  // Episode 3 card auction configuration. CardAuctionPoints specifies how many points each player gets when they join
  // an auction (this may be anywhere from 0 to 65535, but a somewhat-low number is generally good). CardAuctionSize
  // specifies how many cards will be present in each auction; this can be an integer if auctions should always have
  // the same number of cards, or it can be a list of [min count, max count] and the server will choose a random number
  // of cards in that range for each auction. CardAuctionPool is a dictionary specifying the relative frequencies and
  // costs of each card in the auction pool. Relative frequencies are 64-bit integers, but should generally be less
  // than 0x0100000000000000 to avoid excessive bias. All relative frequencies must sum to a number less than
  // 0x10000000000000000 (the limit of an unsigned 64-bit integer). When players enter an auction, the auctioned cards
  // are drawn with replacement from the distribution specified here.
  "CardAuctionPoints": 30,
  "CardAuctionSize": [6, 8],
  "CardAuctionPool": {
    // "CardName":     [RelativeFrequency, MinPrice]
    "Beat +":          [500, 4],
    "Berserk +":       [800, 7],
    "Biboo":           [500, 6],
    "Chaos Bringer":   [900, 3],
    "Charity +":       [800, 4],
    "Counter +":       [800, 9],
    "Dark Flow":       [600, 11],
    "Dolmolm":         [500, 8],
    "Egg Rappy":       [800, 2],
    "Epsilon":         [300, 7],
    "Gather +":        [800, 8],
    "Gibbles +":       [700, 6],
    "Grants":          [200, 4],
    "Hallo Rappy +":   [800, 3],
    "Heart Of Poumn":  [600, 5],
    "Heaven Punisher": [500, 6],
    "Lavis Cannon":    [400, 7],
    "Piety":           [800, 5],
    "Rag Rappy +":     [800, 2],
    "Rich +":          [700, 2],
    "Snail Pace":      [900, 3],
    "Striker of Chao": [500, 5],
    "Thread +":        [800, 8],
  },

  // Episode 3 lobby banners. Currently only images are supported. Image files are expected to be in .bmp, .ppm, .gvm,
  // or .gvm.prs format, and should be placed in the system/ep3/banners directory. Images are subject to a lot of
  // restrictions due to GC hardware limitations:
  // - The image must be square.
  // - The image dimensions must be a power of 2 (e.g. 128x128 or 256x256).
  // - The image data must be no larger than 0x37000 bytes when encoded as a GVM file (newserv will do this encoding
  //   internally if it's not a .gvm or .gvm.prs file already).
  // - The GVM file must compress to no larger than 0x3800 bytes.
  // Banners are specified as lists of [type, where, filename]. type should be  1 for image files. where is a bit field
  // specifying where in the lobby the banner should appear; the bits are:
  //   00000001: South above-counter banner (facing away from teleporters)
  //   00000002: West above-counter banner
  //   00000004: North above-counter banner (facing toward jukebox)
  //   00000008: East above-counter banner
  //   00000010: Banner above west (left) teleporter
  //   00000020: Banner above east (right) teleporter
  //   00000040: Banner at south end of lobby (opposite the jukebox)
  //   00000080: Immediately left of 00000040
  //   00000100: Immediately right of 00000040
  //   00000200: Same as 00000080, but further left and at a slight inward angle
  //   00000400: Same as 00000100, but further right and at a slight inward angle
  //   00000800: Banner at north end of lobby, above the jukebox
  //   00001000: Immediately right of 00000800
  //   00002000: Immediately left of 00000800
  //   00004000: Same as 00001000, but further right and at a slight inward angle
  //   00008000: Same as 00002000, but further left and at a slight inward angle
  //   00010000: Banners at west AND east ends of lobby, next to battle tables
  //   00020000: Immediately left of 00010000 (2 banners)
  //   00040000: Immediately right of 00010000 (2 banners)
  //   00080000: Banners on southwest AND southeast ends of the lobby
  //   00100000: Banners on south-southwest AND south-southeast ends of the lobby
  //   00200000: Floor banners in front of the counter (4 banners)
  //   00400000: Banners on both small walls in front of the battle tables
  //   00800000: On southern platform
  //   01000000: In front of jukebox
  //   02000000: In western battle table corner (next to 4-player tables)
  //   04000000: In eastern battle table corner (next to 2-player tables)
  //   08000000: In southeastern battle table corner (next to 2-player tables)
  //   10000000: In southwestern battle table corner (next to 4-player tables)
  //   20000000: Just north-northwest of the counter
  //   40000000: In front of the small wall in front of the 2-player battle tables
  //   80000000: Inside the lobby counter, facing southeast
  // For example, to make the image system/ep3/banners/test-image.bmp appear in the lobby above both the left and right
  // teleporters, you would set Episode3LobbyBanners like so:
  // "Episode3LobbyBanners": [
  //   [1, 0x00000030, "test-image.bmp"],
  // ],
  "Episode3LobbyBanners": [],

  // Quest category configuration. See README.md for information on how quest files should be named. This list
  // specifies the quest category names and descriptions. (We don't use a map here because the category order specified
  // here is the order that appears in the quest menu.)
  "QuestCategories": [
    // Each entry is [flags, directory_name, category_name, description]. These fields are:
    //   flags: a bit field containing the following bits:
    //     0x001 - appears in normal mode
    //     0x002 - appears in battle mode
    //     0x004 - appears in challenge mode
    //     0x008 - appears in solo mode (BB)
    //     0x010 - appears at government counter (BB)
    //     0x020 - appears in download quest menu
    //     0x080 - hide quests that don't match the game's episode
    //     0x100 - is Episode 2 Challenge category
    //   directory_name: the directory inside system/quests that contains quests for this category.
    //   category_name: what appears in the quest menu on the client.
    //   description: what appears in the category description window (may contain color escape codes like $C6).
    [0x000, "hidden", "Hidden", "$E$C6Quests that do not\nappear in any menu"],
    [0x081, "government-console-ep1", "Hero in Red", "$E$CG-Red Ring Rico-\n$C6Quests that follow\nthe Episode 1\nstoryline"],
    [0x081, "government-console-ep2", "The Military's Hero", "$E$CG-Heathcliff Flowen-\n$C6Quests that follow\nthe Episode 2\nstoryline"],
    [0x081, "retrieval", "Retrieval", "$E$C6Quests that involve\nretrieving an object"],
    [0x081, "extermination", "Extermination", "$E$C6Quests that involve\ndestroying all\nmonsters"],
    [0x081, "events", "Events", "$E$C6Quests that are part\nof an event"],
    [0x081, "shops", "Shops", "$E$C6Quests that contain\nshops"],
    [0x081, "vr", "Virtual Reality", "$E$C6Quests that are\ndone in a simulator"],
    [0x081, "tower", "Control Tower", "$E$C6Quests that take\nplace at the Control\nTower"],
    [0x081, "team", "Team", "$E$C6Quests for you\nand your team\nmembers."],
    [0x002, "battle", "Battle", "$E$C6Battle mode rule\nsets"],
    [0x004, "challenge-ep1", "Challenge (Episode 1)", "$E$C6Challenge mode\nquests in Episode 1"],
    [0x004, "challenge-solo-ep1", "Solo Challenge (Episode 1)", "$E$C6Challenge mode\nquests in Episode 1\nthat you can solo"],
    [0x104, "challenge-ep2", "Challenge (Episode 2)", "$E$C6Challenge mode\nquests in Episode 2"],
    [0x104, "challenge-solo-ep2", "Solo Challenge (Episode 2)", "$E$C6Challenge mode\nquests in Episode 2\nthat you can solo"],
    [0x088, "solo-story", "Story", "$E$C6Quests that follow\nthe story"],
    [0x088, "solo-extra", "Solo", "$E$C6Quests that require\na single player"],
    [0x010, "government-ep1", "Hero in Red", "$E$CG-Red Ring Rico-\n$C6Quests that follow\nthe Episode 1\nstoryline"],
    [0x010, "government-ep2", "The Military's Hero", "$E$CG-Heathcliff Flowen-\n$C6Quests that follow\nthe Episode 2\nstoryline"],
    [0x010, "government-ep4", "The Meteor Impact Incident", "$E$C6Quests that follow\nthe Episode 4\nstoryline"],
    [0x020, "download", "Download", "$E$C6Quests to download\nto your Memory Card"],
  ],

  // BB bank size. If you change either of these values, you must also add "BankSize" to BBRequiredPatches, and change
  // the patch contents in system/client-functions/BlueBurstExclusive/BankSize.59NL.patch.s to reflect the counts here.
  "BBMaxBankItems": 200,
  "BBMaxBankMeseta": 999999,

  // Item stack limits. Note that changing these does not affect the client's behavior automatically - this only exists
  // to allow the server to understand the behavior of clients that are already patched with different stack limits.
  // If you want to use an unpatched BB client but still have custom stack limits, you can use the StackLimits runtime
  // patch by editing system/client-functions/BlueBurstExclusive/StackLimits.59NL.patch.s to match the BB stack limits
  // and adding "StackLimits" to the BBRequiredPatches list.
  // It's important that all players in the same game have the same stack limits, both on the client and server! So, if
  // you change the BB stack limits, you must either prevent BB from playing with other versions (see
  // CompatibilityGroups) or write an analogous patch for all other versions and add it to AutoPatches.
  // The ToolLimits list is indexed by data1[1] (that is, the second byte of the item data); for items beyond the end
  // of the list, the last entry's value is used.
  "ItemStackLimits": [
    {"MesetaLimit": 999999, "ToolLimits": [10]}, // DC NTE
    {"MesetaLimit": 999999, "ToolLimits": [10]}, // DC 11/2000
    {"MesetaLimit": 999999, "ToolLimits": [10, 10, 1, 10, 10, 10, 10, 10, 10, 1]}, // DC V1
    {"MesetaLimit": 999999, "ToolLimits": [10, 10, 1, 10, 10, 10, 10, 10, 10, 1]}, // DC V2
    {"MesetaLimit": 999999, "ToolLimits": [10, 10, 1, 10, 10, 10, 10, 10, 10, 1]}, // PC NTE
    {"MesetaLimit": 999999, "ToolLimits": [10, 10, 1, 10, 10, 10, 10, 10, 10, 1]}, // PC
    {"MesetaLimit": 999999, "ToolLimits": [10, 10, 1, 10, 10, 10, 10, 10, 10, 1, 1, 1, 1, 1, 1, 1, 99, 1]}, // GC NTE
    {"MesetaLimit": 999999, "ToolLimits": [10, 10, 1, 10, 10, 10, 10, 10, 10, 1, 1, 1, 1, 1, 1, 1, 99, 1]}, // GC
    {"MesetaLimit": 999999, "ToolLimits": [10, 10, 1, 10, 10, 10, 10, 10, 10, 1, 1, 1, 1, 1, 1, 1, 99, 1]}, // GC Ep3 NTE
    {"MesetaLimit": 999999, "ToolLimits": [10, 10, 1, 10, 10, 10, 10, 10, 10, 1, 1, 1, 1, 1, 1, 1, 99, 1]}, // GC Ep3
    {"MesetaLimit": 999999, "ToolLimits": [10, 10, 1, 10, 10, 10, 10, 10, 10, 1, 1, 1, 1, 1, 1, 1, 99, 1]}, // XB
    {"MesetaLimit": 999999, "ToolLimits": [10, 10, 1, 10, 10, 10, 10, 10, 10, 1, 1, 1, 1, 1, 1, 1, 99, 1]}, // BB
  ],

  // Quest result item definitions for opcode F95E (used in Black Paper's Dangerous Deal 1 and 2). This list is indexed
  // as [reward_type][difficulty]. Reward types 0, 1, 2, and 4 are used by vanilla PSOBB; other reward types can be
  // specified when using the F95E quest opcode in custom quests. Rewards are chosen uniformly at random from the list
  // corresponding to the reward location and difficulty level. All items in these lists must be hex item codes (1-16
  // bytes); textual descriptions are not supported here.
  "QuestF95EResultItems": [
    [
      [0x00900000, 0x00900100, 0x00900200, 0x00900300, 0x00900400, 0x00900500, 0x00900600, 0x00900700, 0x00900800, 0x00B40000, 0x01014E00, 0x01030700, 0x01034100, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000],
      [0x00B90000, 0x00340000, 0x00090100, 0x00900200, 0x00900700, 0x002C0000, 0x002D0000, 0x01023500, 0x00010600, 0x00010500, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000],
      [0x00B60000, 0x008A0100, 0x00100100, 0x00100200, 0x00100300, 0x00100400, 0x00100500, 0x00100600, 0x00270000, 0x00010700, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000],
      [0x00B70000, 0x00100100, 0x00100200, 0x00100300, 0x00100400, 0x00100500, 0x00100600, 0x00290000, 0x008A0000, 0x008A0200, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000],
    ], [
      [0x01028B00, 0x01022800, 0x01013400, 0x01030300, 0x01030B00, 0x03180700, 0x00550000, 0x01032900, 0x01032F00, 0x01032C00, 0x01032300, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000],
      [0x01028C00, 0x01021500, 0x01028A00, 0x01014000, 0x01034400, 0x01034600, 0x01034500, 0x01034700, 0x03180700, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000],
      [0x00CB0000, 0x003A0000, 0x008C0200, 0x01022B00, 0x00500000, 0x000B0600, 0x000A0600, 0x000A0400, 0x00550000, 0x00230000, 0x003B0000, 0x03180700, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000],
      [0x00510000, 0x01035200, 0x01032000, 0x01033E00, 0x01022900, 0x03180700, 0x000B0400, 0x000A0600, 0x00560000, 0x003B0000, 0x00230000, 0x000A0500, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000],
    ], [
      [0x01013200, 0x002F0100, 0x00B30000, 0x005E0000, 0x000E0200, 0x002E0000, 0x00950000, 0x009A0000, 0x002F0000, 0x01031B00, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000],
      [0x00C00000, 0x00D20000, 0x008D0000, 0x01012E00, 0x008B0000, 0x00090700, 0x004E0000, 0x006D0000, 0x00150000, 0x008B0200, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000],
      [0x00AA0000, 0x01014100, 0x01015100, 0x01022300, 0x003F0000, 0x00410000, 0x00050700, 0x00050600, 0x00050500, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000],
      [0x00AF0000, 0x00430000, 0x01035100, 0x00CD0000, 0x00990000, 0x006C0000, 0x00450000, 0x006B0000, 0x00120000, 0x00650000, 0x01022900, 0x00130000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000, 0x04000000],
    ], [], [
      [0x00BA0000, 0x000D0300, 0x00430100, 0x00070800, 0x00420100, 0x00C90000, 0x03100000, 0x01029500, 0x01028F00, 0x01029100],
      [0x00BB0000, 0x000D0300, 0x00B70000, 0x00420100, 0x00070800, 0x00C90000, 0x01013600, 0x01028A00, 0x01029900, 0x01035100, 0x01035B00, 0x01035200, 0x03100000, 0x03180A00],
      [0x00BA0000, 0x00B40000, 0x000D0300, 0x00B60000, 0x00B30000, 0x00070800, 0x00430100, 0x00C90000, 0x01013600, 0x01028A00, 0x01029900, 0x01028500, 0x01034800, 0x01035100, 0x01035B00, 0x01035200, 0x03100000],
      [0x00BA0000, 0x00B40000, 0x000D0300, 0x00B60000, 0x00B30000, 0x00070800, 0x00430100, 0x00C90000, 0x01013600, 0x01028A00, 0x01029900, 0x01028500, 0x01034800, 0x01035100, 0x01035B00, 0x01035200],
    ],
  ],
  // Results for quest opcode F95F (used in Gallon's Plan). This list is indexed by type (which is the third argument
  // to the opcode). The entries here are [num_photon_tickets, item_hex].
  "QuestF95FResultItems": [
    [0, 0x00010000], // Unused
    [10, 0x00D50000],
    [15, 0x000A0700],
    [20, 0x01015700],
  ],

  // Result items for Coren (quest opcodes F960/F961). Indexed by prize_tier. When a prize is requested, the server
  // chooses a random number and checks it against the tier's probability. If the check passes, one of the items for
  // the current weekday is chosen uniformly at random and given to the player. If the check fails, the next lower tier
  // is checked in a similar manner, but uses BaseProbability + ProbabilityUpgrade. If that check fails, the next lower
  // tier is checked, with 2x ProbabilityUpgrade, and so on. If no tiers produce an item, one of the
  // QuestF960FailureResultItems is given.
  "QuestF960SuccessResultItems": [
    {
      "MesetaCost": 1000,
      "BaseProbability": 0x0A3D70A3, // 4%
      "ProbabilityUpgrade": 0x0A3D70A3, // 4%
      "Sunday": [0x01030300, 0x01034200, 0x01034300, 0x01034400, 0x01034500, 0x01034600, 0x01034700, 0x03180000],
      "Monday": [0x01028D00, 0x01030700, 0x01030B00, 0x01031F00, 0x01033500, 0x01033B00, 0x01034000, 0x01034400],
      "Tuesday": [0x01031300, 0x01031B00, 0x01033B00, 0x01034200, 0x01034300, 0x01034600],
      "Wednesday": [0x01030F00, 0x01031F00, 0x01033800, 0x01034000, 0x01034400, 0x03180000],
      "Thursday": [0x01031700, 0x01031F00, 0x01033500, 0x01033E00, 0x01034700],
      "Friday": [0x01031D00, 0x01033800, 0x01033B00, 0x01034000, 0x01034300, 0x01034400, 0x01034700, 0x03180000],
      "Saturday": [0x01028D00, 0x01031F00, 0x01032000, 0x01033500, 0x01033B00, 0x01034200, 0x01034300, 0x01034600],
    }, {
      "MesetaCost": 10000,
      "BaseProbability": 0x0A3D70A3, // 4%
      "ProbabilityUpgrade": 0x0A3D70A3, // 4%
      "Sunday": [0x00010600, 0x00010700, 0x00080500, 0x00080600, 0x00080700, 0x000D0000, 0x000D0100, 0x00100700, 0x00490000, 0x00010500, 0x01013700, 0x01034500, 0x01034400, 0x01034300, 0x01034600, 0x01034200, 0x03100200, 0x03180200, 0x03180700, 0x030B0000],
      "Monday": [0x00020500, 0x00020600, 0x00020700, 0x00070800, 0x00080600, 0x000E0000, 0x00090500, 0x00090600, 0x00090700, 0x00560000, 0x00560100, 0x00010500, 0x01022600, 0x01034000, 0x01031F00],
      "Tuesday": [0x00030600, 0x006D0000, 0x01022200, 0x01027B00, 0x03100200, 0x03180200, 0x03180700],
      "Wednesday": [0x00040600, 0x00890000, 0x00890100, 0x00070800, 0x000B0400, 0x000B0500, 0x000B0600, 0x01021600, 0x01021800, 0x01021900, 0x01021E00, 0x01033800, 0x01031F00, 0x01030F00, 0x03100200, 0x03180700],
      "Thursday": [0x00100700, 0x00050500, 0x00050600, 0x00050700, 0x00060500, 0x000B0400, 0x000C0400, 0x000C0500, 0x000C0600, 0x00200000, 0x008B0000, 0x01013700, 0x01014000, 0x01015300, 0x01022200, 0x01033500, 0x01034600, 0x030F0000, 0x03100200, 0x03180200, 0x030B0300, 0x030B0600],
      "Friday": [0x00060500, 0x00060600, 0x00060700, 0x00070500, 0x00070800, 0x00080500, 0x000A0400, 0x00220000, 0x00230000, 0x00560100, 0x008C0000, 0x008C0100, 0x00490000, 0x01013100, 0x01013200, 0x01013300, 0x01013400, 0x01014000, 0x01033800, 0x01034700, 0x01034400, 0x01031D00, 0x03100200, 0x03180200, 0x030B0400],
      "Saturday": [0x000E0000, 0x00260000, 0x00070600, 0x00070700, 0x00070800, 0x00270000, 0x01012700, 0x01034300, 0x01033900, 0x01033B00, 0x030B0000],
    }, {
      "MesetaCost": 100000,
      "BaseProbability": 0x0A3D70A3, // 4%
      "ProbabilityUpgrade": 0x0A3D70A3, // 4%
      "Sunday": [0x00010500, 0x00270000, 0x002C0000, 0x00030500, 0x00030800, 0x00040800, 0x00100700, 0x000E0100, 0x000D0100, 0x000D0000, 0x00B60000, 0x00080600, 0x00080500, 0x00130000, 0x008B0100, 0x008B0200, 0x000A0400, 0x00930200, 0x00930900, 0x01012A00, 0x01021700, 0x01013A00, 0x01022B00, 0x01022900, 0x01023500, 0x01034900, 0x01034700, 0x01034300, 0x01034600, 0x01033200, 0x030F0000, 0x03100200],
      "Monday": [0x00010500, 0x00010600, 0x002C0000, 0x002D0000, 0x00020700, 0x00020500, 0x00020600, 0x00340000, 0x00BA0000, 0x000E0000, 0x002E0000, 0x008A0200, 0x008A0000, 0x00080600, 0x00080700, 0x00090500, 0x00090600, 0x004E0000, 0x000C0700, 0x00920000, 0x008C0000, 0x01014C00, 0x01013800, 0x01028500, 0x01029200, 0x01022200, 0x01028800, 0x01034A00, 0x01035300, 0x01031F00, 0x01034400, 0x01030B00, 0x03100200, 0x030B0600],
      "Tuesday": [0x00010500, 0x00030700, 0x00030600, 0x00030500, 0x00030800, 0x00040500, 0x00040800, 0x00050700, 0x00940000, 0x000D0300, 0x00890200, 0x000F0100, 0x000F0200, 0x000F0000, 0x00080500, 0x000A0500, 0x000A0400, 0x00930200, 0x008C0000, 0x00930500, 0x01014600, 0x01014000, 0x01021F00, 0x01028B00, 0x01028C00, 0x01034B00, 0x01033B00, 0x01034300, 0x01035100, 0x03100200, 0x030B0100],
      "Wednesday": [0x00970000, 0x00030600, 0x00040600, 0x00040500, 0x00110100, 0x003E0000, 0x00940000, 0x000D0300, 0x006A0000, 0x00A30000, 0x006B0000, 0x006D0000, 0x00C00000, 0x00C30000, 0x000B0400, 0x000B0500, 0x01013700, 0x01021700, 0x01021800, 0x01021E00, 0x01021600, 0x01029200, 0x030F0000],
      "Thursday": [0x00B90000, 0x00200000, 0x00040700, 0x00040800, 0x00050500, 0x00050600, 0x00050700, 0x003F0000, 0x00410000, 0x009A0000, 0x00690000, 0x000D0300, 0x00A30000, 0x00120000, 0x00130000, 0x00080500, 0x00140000, 0x00C00000, 0x00C50000, 0x00680000, 0x000C0400, 0x000C0500, 0x000C0600, 0x000C0700, 0x008C0000, 0x01012A00, 0x00930600, 0x01012900, 0x01013500, 0x01012B00, 0x01029900, 0x01033400, 0x01033300, 0x01034700, 0x01031700, 0x01031F00, 0x030F0000, 0x030B0300, 0x030B0400],
      "Friday": [0x002D0000, 0x00200000, 0x00030800, 0x000D0300, 0x00060500, 0x00060700, 0x00AF0000, 0x00440000, 0x00070500, 0x00080600, 0x00090500, 0x006D0100, 0x008B0100, 0x00220000, 0x000C0400, 0x005B0000, 0x01012500, 0x01013200, 0x01013100, 0x01012400, 0x01014800, 0x01013800, 0x01013A00, 0x01033B00, 0x01033800, 0x01034000],
      "Saturday": [0x00010600, 0x00B40000, 0x00060500, 0x00260000, 0x00070500, 0x00070600, 0x00070700, 0x00490000, 0x004C0000, 0x00500000, 0x00230000, 0x00220000, 0x00560000, 0x00560100, 0x000C0700, 0x00930600, 0x00930700, 0x01011E00, 0x01011F00, 0x01012400, 0x01011C00, 0x01012300, 0x01011B00, 0x01011D00, 0x01029200, 0x01033B00, 0x01034600, 0x01034200, 0x01032000, 0x03100200, 0x030F0000],
    },
  ],
  "QuestF960FailureResultItems": { // Items given when all tiers failed to give a prize
    "Sunday": [0x03000000, 0x03000100, 0x03000200, 0x03010000, 0x03010100, 0x03010200, 0x03030000, 0x03040000, 0x03060000, 0x03060100, 0x03070000, 0x03080000],
    "Monday": [0x03000000, 0x03000100, 0x03000200, 0x03010000, 0x03010100, 0x03010200, 0x03030000, 0x03040000, 0x03060000, 0x03060100, 0x03070000, 0x03080000],
    "Tuesday": [0x03000000, 0x03000100, 0x03000200, 0x03010000, 0x03010100, 0x03010200, 0x03030000, 0x03040000, 0x03060000, 0x03060100, 0x03070000, 0x03080000],
    "Wednesday": [0x03000000, 0x03000100, 0x03000200, 0x03010000, 0x03010100, 0x03010200, 0x03030000, 0x03040000, 0x03060000, 0x03060100, 0x03070000, 0x03080000],
    "Thursday": [0x03000000, 0x03000100, 0x03000200, 0x03010000, 0x03010100, 0x03010200, 0x03030000, 0x03040000, 0x03060000, 0x03060100, 0x03070000, 0x03080000],
    "Friday": [0x03000000, 0x03000100, 0x03000200, 0x03010000, 0x03010100, 0x03010200, 0x03030000, 0x03040000, 0x03060000, 0x03060100, 0x03070000, 0x03080000],
    "Saturday": [0x03000000, 0x03000100, 0x03000200, 0x03010000, 0x03010100, 0x03010200, 0x03030000, 0x03040000, 0x03060000, 0x03060100, 0x03070000, 0x03080000],
  },

  // EXP multiplier for BB games. If this is not an integer, the client will display incorrect EXP values, unless you
  // also add "ServerEXPDisplay" to BBRequiredPatches.
  "BBGlobalEXPMultiplier": 1,
  // EXP share multiplier for BB games. The logic for EXP computation is:
  // - If the player lands the killing blow on an enemy they get full EXP (or multiplied by this value, if this value
  //   is greater than 1).
  // - If the player tags an enemy but doesn't kill it, they get full EXP multiplied by 80% (or multiplied by this
  //   value, if this value is greater than 0.8). This applies even if the player is on a different floor when the
  //   enemy dies.
  // - If the player is on the same floor as an enemy when it is killed but the player never attacked it, they get full
  //   EXP multiplied by this value (50% by default).
  // - If the player is not on the same floor as an enemy when it is killed and never tagged it, they get no EXP.
  // To disable EXP share in BB games, set this to zero. EXP share is always disabled during battle and challenge
  // quests (but not in free-play battle mode).
  "BBEXPShareMultiplier": 0.5,
  // Drop rate multiplier for all server drop tables. This applies to server drop modes in all game versions. If you
  // want to scale the drop rates for only some versions, use the --multiply option to the convert-rare-item-set action
  // instead.
  "ServerGlobalDropRateMultiplier": 1.0,

  // Client functions listed here are always enabled as auto patches for BB clients. For example, you can add
  // "StackLimits" here if you've edited the StackLimits patch and the ItemStackLimits field in this file, and want the
  // limits to take effect on BB clients. If a client connects using a client version that isn't compatible with one of
  // these patches, the client will be disconnected.
  "BBRequiredPatches": [
    // You will probably want to uncomment the following line if you want to use items that were unreleased on the
    // original Sega servers.
    // "ClearUnreleasedItemList",
  ],
  // Client functions listed here are automatically sent to all clients. If a client connects using a client version
  // that isn't compatible with some of these patches, the incompatible patches are skipped and the client is allowed
  // to connect. This option applies to all PSO versions, not only BB.
  "AutoPatches": [
    // "AccurateKillCount",
  ],

  // Whether to retain server drop tables when game leaders change. The client reloads its drop tables when the leader
  // joins a game or returns to Pioneer 2; this leads to some edge cases that could be confusing for players, so
  // newserv instead switches its server tables instantly to the new leader's section ID when the leader leaves the
  // game. This option, if enabled, causes the server to instead use the game creator's section ID for the entire
  // duration of the game. On versions other than BB, this only has an effect in server drop modes.
  "UseGameCreatorSectionID": false,

  // BB team reward definitions. Team rewards have the following fields:
  //   Key: Internal name of the reward. Must be unique across all rewards.
  //   Name: Reward name shown to the player.
  //   Description: Reward description shown to the player.
  //   Points: Cost in team points.
  //   PrerequisiteKeys: List of reward keys required to be purchased before this reward can be purchased.
  //   RewardFlag: Flag in the client's team rewards field. Not used for most rewards; only rewards that change client
  //     behavior need this.
  //   RewardItem: Item to be given to the team master when this reward is purchased. If the master's bank is full,
  //     item rewards do not appear in the purchase list.
  //   IsUnique: If false, the reward can be purchased multiple times (this only really makes sense for item rewards).
  //     If true or omitted, the reward can only be purchased once.
  "TeamRewards": [
    {
      "Key": "TeamFlag",
      "Name": "Team flag",
      "Description": "Show a custom banner\nabove your team's\nplayers in the lobby",
      "Points": 2500,
      "RewardFlag": 0x00000001,
    }, {
      "Key": "DressingRoom",
      "Name": "Dressing room",
      "Description": "Unlock the ability to\nchange your character's\nappearance",
      "Points": 3000,
      "RewardFlag": 0x00000002,
    }, {
      "Key": "Members20Leaders3",
      "Name": "20 team members",
      "Description": "Increase your team's\nsize limit to 30 members\nand 3 leaders",
      "Points": 1500,
      "RewardFlag": 0x00000004,
    }, {
      "Key": "Members40Leaders5",
      "Name": "40 team members",
      "Description": "Increase your team's\nsize limit to 40 members\nand 5 leaders",
      "Points": 4000,
      "PrerequisiteKeys": ["Members20Leaders3"],
      "RewardFlag": 0x00000008,
    }, {
      "Key": "Members70Leaders8",
      "Name": "70 team members",
      "Description": "Increase your team's\nsize limit to 70 members\nand 8 leaders",
      "Points": 9000,
      "PrerequisiteKeys": ["Members40Leaders5"],
      "RewardFlag": 0x00000010,
    }, {
      "Key": "Members100Leaders10",
      "Name": "100 team members",
      "Description": "Increase your team's\nsize limit to 100 members\nand 10 leaders",
      "Points": 18000,
      "PrerequisiteKeys": ["Members70Leaders8"],
      "RewardFlag": 0x00000020,
    }, {
      "Key": "PointOfDisasterQuest",
      "Name": "Quest: Point of Disaster",
      "Description": "Unlock the quest\nPoint of Disaster\nfor your team",
      "Points": 1000,
    }, {
      "Key": "TheRobotsReckoningQuest",
      "Name": "Quest: The Robots' Reckoning",
      "Description": "Unlock the quest\nThe Robots' Reckoning\nfor your team",
      "Points": 1000,
    }, {
      "Key": "CommanderBlade",
      "Name": "Commander Blade",
      "Description": "Create a Commander\nBlade weapon",
      "IsUnique": false,
      "Points": 8000,
      "RewardItem": "00B200",
    }, {
      "Key": "UnionField",
      "Name": "Union Field",
      "Description": "Create a Union Field\narmor",
      "IsUnique": false,
      "Points": 100,
      "RewardItem": "010155",
    }, {
      "Key": "UnionGuard",
      "Name": "Union Guard",
      "Description": "Create a Union Guard\nshield",
      "IsUnique": false,
      "Points": 100,
      "RewardItem": "010295",
    }, {
      "Key": "Ticket500",
      "Name": "Team Points Ticket 500",
      "Description": "Create a 500-point ticket",
      "IsUnique": false,
      "Points": 500,
      "RewardItem": "031900",
    }, {
      "Key": "Ticket1000",
      "Name": "Team Points Ticket 1000",
      "Description": "Create a 1000-point ticket",
      "IsUnique": false,
      "Points": 1000,
      "RewardItem": "031901",
    }, {
      "Key": "Ticket5000",
      "Name": "Team Points Ticket 5000",
      "Description": "Create a 5000-point ticket",
      "IsUnique": false,
      "Points": 5000,
      "RewardItem": "031902",
    }, {
      "Key": "Ticket10000",
      "Name": "Team Points Ticket 10000",
      "Description": "Create a 10000-point ticket",
      "IsUnique": false,
      "Points": 10000,
      "RewardItem": "031903",
    },
  ],

  // Persistent game timeout. This is the amount of time a game set to be persistent (with the $persist command) will
  // continue to exist with no players in it before being deleted. The value is in microseconds; the default value is
  // 30 minutes. If this is set to zero or not specified, persistent games never expire; such a game can then only
  // deleted by joining it, running $persist again, and leaving.
  "PersistentGameIdleTimeout": 1800000000,

  // Cheat mode behavior. There are three values:
  //   "Off": Cheat mode is disabled on the entire server. Cheat mode cannot be enabled in games, and the $cheat
  //     command does nothing. This also disables cheat options on the proxy server.
  //   "OffByDefault": Cheat mode is disabled on the entire server, but can be enabled in each game with the $cheat
  //     command. Cheat options are available on the proxy server.
  //   "OnByDefault": Cheat mode is enabled on the entire server, but can be disabled in each game with the $cheat
  //     command. Cheat options are available on the proxy server.
  "CheatModeBehavior": "OnByDefault",

  // Cheat mode behaviors. The keys present in this list determine what the server considers to be cheating. If you
  // delete or comment out an item here, the server will allow that action even when cheat mode is off.
  "CheatingBehaviors": [
    "CreateItems", // Use of the $item command
    "EditSectionID", // Use of $edit secid for characters past Level 1
    "EditStats", // Use of $edit atp, etc.
    "Ep3ReplaceAssist", // Use of $setassist
    "Ep3UnsetFieldCharacter", // Use of $unset
    "InfiniteHPTP", // Use of $infhp and $inftp
    "FastKills", // Use of $fastkill
    "InsufficientMinimumLevel", // Setting a $minlevel below the default
    "OverrideRandomSeed", // Use of $rand
    "OverrideSectionID", // Use of $secid
    "OverrideVariations", // Use of $variations
    "ProxyOverrideDrops", // Use of $dropmode on proxy server
    // "ResetMaterials", // Use of $edit mat reset (by default, not cheating)
    "Warp", // Use of $warp
  ],

  // Default switch assist behavior. Players can always toggle switch assist with the $swa command; this only controls
  // whether it's enabled by default for all players or not.
  "EnableSwitchAssistByDefault": false,

  // Whether to enable rare drop notifications by default. Players can toggle this behavior for themselves with the
  // $itemnotifs command.
  "RareNotificationsEnabledByDefaultV1V2": false,
  "RareNotificationsEnabledByDefaultV3V4": false,

  // If this is true, items generated in client drop mode can trigger rare drop notifications. By default, they can't.
  "RareNotificationsEnabledForClientDrops": false,

  // Items for which rare notifications should be broadcast to the game or entire server. These notifications occur
  // when the item is picked up. They only are generated from items dropped by boxes and enemies; items dropped by
  // players or created with the $item command do not cause notifications when picked up.
  // Entries in these lists are primary identifiers, which are similar to the usual 3-byte item codes but are slightly
  // more expressive. In summary, primary identifiers go like this:
  //   0x00TTSS00 = weapon (T = type, S = subtype; subtype is 0 for ES weapons)
  //   0x01TTSS00 = armor/shield/unit
  //   0x02TT0000 = mag
  //   0x03TTSS00 = tool item (except tech disks)
  //   0x0302ZZLL = tech disk (Z = tech number, L = level - 1)
  //   0x04000000 = meseta
  // For example (you can check these in names-v4.json):
  //   0x00020700 = DRAGON SLAYER (any stats)
  //   0x01012A00 = DF FIELD (any stats)
  //   0x020B0000 = Tapas (any level)
  //   0x03010200 = Trifluid (any amount)
  //   0x0302061D = Disk:Zonde Lv.30
  //   0x04000000 = Meseta (any amount)
  // As with most other places where you can specify items in this file, you can also put textual item descriptions in
  // here (e.g. "DRAGON SLAYER"), but only data that would appear in the primary identifier will be used - that is, if
  // you were to put something like "DRAGON SLAYER +5 5/0/0/5/0", the grind and bonuses would be ignored, and all
  // DRAGON SLAYERs would result in notifications regardless of their stats. For textual descriptions, the items are
  // parsed as they would be on BB, so certain V2-only items cannot be represented this way.
  "NotifyGameForItemPrimaryIdentifiersV1V2": [],
  "NotifyGameForItemPrimaryIdentifiersV3": [],
  "NotifyGameForItemPrimaryIdentifiersV4": [],
  "NotifyServerForItemPrimaryIdentifiersV1V2": [],
  "NotifyServerForItemPrimaryIdentifiersV3": [],
  "NotifyServerForItemPrimaryIdentifiersV4": [],

  // Whether to notify the entire server when a player reaches the maximum level (100 on v1, 200 on other versions, or
  // 999 on Episode 3).
  "NotifyServerForMaxLevelAchieved": false,

  // This setting allows the server to enable server patching for versions that don't natively support it. This is not
  // enabled by default because it increases the loading time considerably - the player has to wait for the initial
  // server connection, then wait for the quest to load, then wait for the client to leave the "game", before getting
  // to the welcome message.
  "EnableSendFunctionCallQuestNumbers": {
    // "3OE2": 88530, // US Plus (v1.2) + customizations
    // "3OJ5": 88531, // JP Plus (v1.5)
    // "3SE0": 88532, // US Ep3
    // "3SP0": 88533, // EU Ep3
  },

  // Whether to enable protected subcommands on GC and Xbox. This enables the infinite HP cheat to also automatically
  // revive players and clear conditions like poison and freeze. (On v1 and v2, those functions are always enabled in
  // infinite HP mode.)
  "EnableV3V4ProtectedSubcommands": false,

  // These flags specify which versions to allow to join games, depending on the version that created the game. Each
  // entry here is a bit field specifying which versions can join. The bits are in the same order as specified here in
  // the comments, starting from the right (so DC_NTE is the third bit from the right). By default, all non-prototype
  // v1 and v2 versions can play with each other, and GC and Xbox can play with each other also.
  // Note that there are some built-in restrictions. If a game is in the Ultimate difficulty level, for example, it
  // will not be accessible to v1 players regardless of what's specified below. There are similar restrictions based on
  // the game mode and episode number.
  "CompatibilityGroups": [
    0x0000, // PC_PATCH
    0x0000, // BB_PATCH
    0x0004, // DC_NTE compatible only with itself
    0x0008, // DC_11_2000 compatible only with itself
    0x00B0, // DC_V1 compatible with DC_V1, DC_V2, and PC_V2
    0x00B0, // DC_V2 compatible with DC_V1, DC_V2, and PC_V2
    0x0040, // PC_NTE compatible only with itself
    0x00B0, // PC_V2 compatible with DC_V1, DC_V2, and PC_V2
    0x0100, // GC_NTE compatible only with itself
    0x1200, // GC_V3 compatible with GC_V3 and XB_V3
    0x0400, // GC_EP3_NTE compatible only with itself
    0x0800, // GC_EP3 compatible only with itself
    0x1200, // XB_V3 compatible with GC_V3 and XB_V3
    0x2000, // BB_V4 compatible only with itself
  ],

  // This option causes the server to override name colors for all players based on which version of the game they're
  // using. If this option is missing or commented out (the default), the server does not override any name colors.
  // There must be 12 entries in this list, and colors are specified as ARGB32.
  // "VersionNameColors": [
  //   0xFFBBBBBB, // DC NTE
  //   0xFF666666, // DC 11/2000
  //   0xFFFFFFFF, // DC v1
  //   0xFFFFAE35, // DC v2
  //   0xFF875C1C, // PC NTE
  //   0xFFFFAE35, // PC v2
  //   0xFF663366, // GC NTE
  //   0xFFFFBBFF, // GC
  //   0xFF666600, // Ep3 NTE
  //   0xFFDFF56E, // Ep3
  //   0xFFBBFFBB, // Xbox
  //   0xFF55FDE3, // BB (the official Episode 4 color is probably 0xFFC69141)
  // ],
  // "ClientCustomizationNameColor": 0xFFFFBBBB,

  // These options control which item drop modes are used by default, and which can be chosen by the player. The
  // AllowedDropModes fields are bit fields specifying which modes players can choose with the $dropmode command. See
  // "Item tables and drop modes" in README.md for details on how each drop mode behaves. The mode bits are:
  //   DISABLED         = 0x01
  //   CLIENT           = 0x02
  //   SERVER_SHARED    = 0x04
  //   SERVER_PRIVATE   = 0x08
  //   SERVER_DUPLICATE = 0x10
  // See README.md for more information on drop modes and item tables.
  "AllowedDropModesV1V2Normal": 0x1F, // All modes
  "AllowedDropModesV1V2Battle": 0x07, // SERVER_PRIVATE and SERVER_DUPLICATE not allowed
  "AllowedDropModesV1V2Challenge": 0x07, // SERVER_PRIVATE and SERVER_DUPLICATE not allowed
  "AllowedDropModesV3Normal": 0x1F, // All modes allowed
  "AllowedDropModesV3Battle": 0x07, // SERVER_PRIVATE and SERVER_DUPLICATE not allowed
  "AllowedDropModesV3Challenge": 0x07, // SERVER_PRIVATE and SERVER_DUPLICATE not allowed
  "AllowedDropModesV4Normal": 0x1D, // CLIENT not allowed
  "AllowedDropModesV4Challenge": 0x05, // CLIENT, SERVER_PRIVATE, and SERVER_DUPLICATE not allowed
  "AllowedDropModesV4Battle": 0x05, // CLIENT, SERVER_PRIVATE, and SERVER_DUPLICATE not allowed
  "DefaultDropModeV1V2Normal": "CLIENT",
  "DefaultDropModeV1V2Battle": "CLIENT",
  "DefaultDropModeV1V2Challenge": "CLIENT",
  "DefaultDropModeV3Normal": "CLIENT",
  "DefaultDropModeV3Battle": "CLIENT",
  "DefaultDropModeV3Challenge": "CLIENT",
  "DefaultDropModeV4Normal": "SERVER_SHARED",
  "DefaultDropModeV4Battle": "SERVER_SHARED",
  "DefaultDropModeV4Challenge": "SERVER_SHARED",

  // Rare enemy rates for BB games. The default rates specified here match the original rates on the official servers.
  // There is a hard limit of 16 rare enemies per room or quest, which you may run into if you increase these rates
  // significantly.
  // If no rates are specified for a difficulty, the previous difficulty's rates will be used. (In the default
  // configuration, only Normal is specified, so all difficulties use the same rates.) If the Challenge set is not
  // specified, the default rates are used for Challenge mode, which is 1/500 for all enemies.
  // The Mericarand rate applies to Mericarol enemies whose arguments specify that they may be replaced with Mericus or
  // Merikle. (Specifically, if uparam1 > 2, this is the case.) When a Mericarol is replaced, the enemy index is used
  // to determine whether it will be a Mericus (even enemy index) or Merikle (odd enemy index).
  "RareEnemyRates-Normal": {
    // These are probabilities out of 0xFFFFFFFF - so 0 means that rare enemy will never appear, and 0xFFFFFFFF means
    // it will always appear (until 16 rare enemies have been assigned).
    "Hildeblue": 0x0083126E, // 1/500
    "Rappy": 0x0083126E, // 1/500
    "NarLily": 0x0083126E, // 1/500
    "PouillySlime": 0x0083126E, // 1/500
    "Mericarand": 0x33333333, // 1/5
    "MerissaAA": 0x0083126E, // 1/500
    "Pazuzu": 0x0083126E, // 1/500
    "DorphonEclair": 0x0083126E, // 1/500
    "Kondrieu": 0x1999999A, // 1/10
  },
  // "RareEnemyRates-Hard": {...},
  // "RareEnemyRates-VeryHard": {...},
  // "RareEnemyRates-Ultimate": {...},
  // "RareEnemyRates-Challenge": {...},

  // You can override the minimum character levels required to make games in each episode and difficulty level here.
  "V1V2MinimumLevels": {
    "Episode1": [1, 20, 40, 80],
  },
  "V3MinimumLevels": {
    "Episode1": [1, 20, 40, 80],
    "Episode2": [1, 20, 40, 80],
  },
  "BBMinimumLevels": {
    "Episode1": [1, 20, 50, 90],
    "Episode2": [1, 30, 60, 100],
    "Episode4": [1, 40, 70, 110],
  },

  // Some quest flags should be changed when a game is started in order to fix certain in-game issues (noted in the
  // comments in the default values below). These can be true, false, or expressions to make values conditional on
  // other flags' values. For non-BB versions, you should generally only use true and false here, since the server
  // doesn't have direct access to the client's quest flags from their save file.
  // If you use an expression, the format is the same as the AvailableIf and EnabledIf fields in quest JSONs (see
  // system/quests/retrieval/q058.json for details). Note that the expression is only evaluated at the time the game is
  // created, and the player-specific tokens like C_EpX_YY refer to the player who created the game.
  // The UnlockAllAreas option is now gone; if you want the same behavior as if it were enabled, uncomment all the
  // "area unlocks" lines below. Note that some late PSOBB client versions (for example, the Tethealla client) open all
  // areas by default, so the area unlock flags have no effect for them.
  "QuestFlagRewritesV1V2": {
    // "F_0017": true, // Ep1 area unlocks
    // "F_0020": true, // Ep1 area unlocks
    // "F_002A": true, // Ep1 area unlocks
  },
  "QuestFlagRewritesV3": {
    // "F_0017": true, // Ep1 area unlocks
    // "F_0020": true, // Ep1 area unlocks
    // "F_002A": true, // Ep1 area unlocks
    // "F_004C": true, // Ep2 area unlocks
    // "F_004F": true, // Ep2 area unlocks
    // "F_0052": true, // Ep2 area unlocks
  },
  "QuestFlagRewritesV4": {
    // "F_01F9": true, // Ep1 area unlocks
    // "F_0201": true, // Ep1 area unlocks
    // "F_0207": true, // Ep1 area unlocks
    // "F_021B": true, // Ep2 area unlocks
    // "F_0225": true, // Ep2 area unlocks
    // "F_022F": true, // Ep2 area unlocks
    // "F_02BD": true, // Ep4 area unlocks
    // "F_02BE": true, // Ep4 area unlocks
    // "F_02BF": true, // Ep4 area unlocks
    // "F_02C0": true, // Ep4 area unlocks
    // "F_02C1": true, // Ep4 area unlocks
    "F_0046": false, // Ep2 CCA door lock fix
    "F_0047": false, // Ep2 CCA door lock fix
    "F_0048": false, // Ep2 CCA door lock fix
    "F_004F": "F_0225", // Ep2 Elly appears in town = 6-5 cleared
    "F_002C": "F_01F7", // Ep1 Forest monument state = 1-2 cleared
    "F_002D": "F_01FD", // Ep1 Cave monument state = 2-2 cleared
    "F_002E": "F_0209", // Ep1 Mine monument state = 4-1 cleared
    "F_002F": "F_01F7 && F_01FD && F_0209", // All monuments state
  },

  // This setting defines fields that can be used with the $qfread command.
  "QuestCounterFields": {
    // Entries are [quest_counter_index, field_mask]. field_mask must contain exactly one contiguous sequence of one or
    // more 1 bits. If there is exactly one bit set in the mask, it is reported as true or false; if there are multiple
    // bits set, it is reported as a numeric value.
    "betaluckycoins": [0x01, 0x003F8000], // Beta Lucky Coins
    "garonbscore":    [0x00, 0x0003FC00], // Garon button-mashing game score
    "garonpoints":    [0x00, 0x000003FF], // Garon points
    "garontscore":    [0x00, 0x03FC0000], // Garon timing game score
    "killcount":      [0x03, 0x003FFF00], // Kill count
    "luckycoins":     [0x0B, 0x000001FC], // Lucky Coins
    "luckytickets1":  [0x03, 0x000000FF], // Lucky Tickets
    "luckytickets2":  [0x06, 0x0FF00000], // Lucky Tickets
    "luckytickets3":  [0x0A, 0x7FC00000], // Lucky Tickets
    "ma1v2points":    [0x09, 0x00003FFF], // MA1v2 points
    "ma2v2points":    [0x09, 0x0FFFC000], // MA2v2 points
    "ma4kills":       [0x0E, 0x7FFFFFFF], // MA4 kills (Total)
    "ma4killsc":      [0x08, 0x7FFFFFFF], // MA4 kills (Crater)
    "ma4killscd":     [0x03, 0x7FFFFFFF], // MA4 kills (Central Dome)
    "ma4killsgdv":    [0x04, 0x7FFFFFFF], // MA4 kills (Gal Da Val)
    "ma4tickets":     [0x0F, 0x000000FF], // MA4 Tickets
    "pgcandyid":      [0x05, 0x00007FFF], // Principal's Gift: Random Candy ID
    "rhpoints":       [0x02, 0x003FC000], // Rappy's Holiday points
    "songcount":      [0x03, 0x07C00000], // Song count
    "wrappingpapers": [0x0B, 0x1FF00000], // Wrapping Papers
  },
}
