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								# Archipelago Triggers Guide
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								This guide details the use of the Archipelago YAML trigger system. This guide is intended for a more advanced user with
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								more in-depth knowledge of Archipelago YAML options as well as experience editing YAML files. This guide should take
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								about 5 minutes to read.
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								## What are triggers?
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								Triggers allow you to customize your game settings by allowing you to define one or many options which only occur under
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								specific conditions. These are essentially "if, then" statements for options in your game. A good example of what you
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								can do with triggers is the [custom mercenary mode YAML
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								](https://github.com/alwaysintreble/Archipelago-yaml-dump/blob/main/Snippets/Mercenary%20Mode%20Snippet.yaml) that was
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								created using entirely triggers and plando.
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								For more information on plando, you can reference the [general plando guide](/tutorial/Archipelago/plando/en) or the
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								[A Link to the Past plando guide](/tutorial/A%20Link%20to%20the%20Past/plando/en).
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								## Trigger use
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								Triggers may be defined in either the root or in the relevant game sections. Generally, the best place to do this is the
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								bottom of the YAML for clear organization.
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								Each trigger consists of four parts:
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								- `option_category` specifies the section which the triggering option is defined in.
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								    - Example: `A Link to the Past`
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								    - This is the category the option is located in. If the option you're triggering off of is in root then you
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								      would use `null`, otherwise this is the game for which you want this option trigger to activate.
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								- `option_name` specifies the name of the triggering option.
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								    - Example: `shop_item_slots`
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								    - This can be any option from any category defined in the YAML file in either root or a game section.
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								- `option_result` specifies the value of the option that activates this trigger.
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								    - Example: `15`
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								    - Each trigger must be used for exactly one option result. If you would like the same thing to occur with multiple
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								      results, you would need multiple triggers for this.
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								- `options` is where you define what will happen when the trigger activates. This can be something as simple as ensuring
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								  another option also gets selected or placing an item in a certain location. It is possible to have multiple things
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								  happen in this section.
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								    - Example:
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								  ```yaml
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								  A Link to the Past:
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								    start_inventory: 
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								      Rupees (300): 2
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								  ```
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								The general format is:
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								  ```yaml
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								  category:
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								    option to change:
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								      desired result
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								  ```
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								### Examples
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								The above examples all together will end up looking like this:
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								  ```yaml
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								  triggers:
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								    - option_category: A Link to the Past
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								      option_name: shop_item_slots
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								      option_result: 15
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								      options:
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								        A Link to the Past:
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								          start_inventory:
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								            Rupees(300): 2
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								  ```
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								For this example, if the generator happens to roll 15 shuffled in shop item slots for your game, you'll be granted 600
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								rupees at the beginning. Triggers can also be used to change other options.
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								For example:
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								  ```yaml
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								  triggers:
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								    - option_category: Timespinner
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								      option_name: SpecificKeycards
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								      option_result: true
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								      options:
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								        Timespinner:
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								          Inverted: true
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								  ```
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								In this example, if your world happens to roll SpecificKeycards, then your game will also start in inverted.
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								It is also possible to use imaginary values in options to trigger specific settings. You can use these made-up values in
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								either your main options or to trigger from another trigger. Currently, this is the only way to trigger on "setting 1
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								AND setting 2".
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								For example:
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								  ```yaml
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								  triggers:
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								    - option_category: Secret of Evermore
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								      option_name: doggomizer
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								      option_result: pupdunk
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								      options:
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								        Secret of Evermore:
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								          difficulty:
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								            normal: 50
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								            pupdunk_hard: 25
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								            pupdunk_mystery: 25
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								          exp_modifier:
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								            150: 50
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								            200: 50
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								    - option_category: Secret of Evermore
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								      option_name: difficulty
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								      option_result: pupdunk_hard
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								      options:
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								        Secret of Evermore:
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								          fix_wings_glitch: false
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								          difficulty: hard
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								    - option_category: Secret of Evermore
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								      option_name: difficulty
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								      option_result: pupdunk_mystery
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								      options:
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								        Secret of Evermore:
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								          fix_wings_glitch: false
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								          difficulty: mystery
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								  ```
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								In this example (thanks to @Black-Sliver), if the `pupdunk` option is rolled, then the difficulty values will be rolled
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								again using the new options `normal`, `pupdunk_hard`, and `pupdunk_mystery`, and the exp modifier will be rerolled using
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								new weights for 150 and 200. This allows for two more triggers that will only be used for the new `pupdunk_hard`
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								and `pupdunk_mystery` options so that they will only be triggered on "pupdunk AND hard/mystery".
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								Options that define a list, set, or dict can additionally have the character `+` added to the start of their name, which applies the contents of
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								the activated trigger to the already present equivalents in the game options.
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								For example:
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								```yaml
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								Super Metroid:
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								  start_location: 
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								    landing_site: 50
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								    aqueduct: 50
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								  start_hints:
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								    - Morph Ball
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								triggers:
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								  - option_category: Super Metroid
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								    option_name: start_location
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								    option_result: aqueduct
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								    options:
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								      Super Metroid:
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								        +start_hints:
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								          - Gravity Suit
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								In this example, if the `start_location` option rolls `landing_site`, only a starting hint for Morph Ball will be created.
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								If `aqueduct` is rolled, a starting hint for Gravity Suit will also be created alongside the hint for Morph Ball.
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								Note that for lists, items can only be added, not removed or replaced. For dicts, defining a value for a present key will 
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								replace that value within the dict.
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