Triggers allow you to customize your game settings by allowing you to define certain options or even a variety of settings to occur or "trigger" under certain conditions. These are essentially "if, then statements" for options in your game. A good example of what you can do with triggers is the custom [mercenary mode](https://github.com/alwaysintreble/Archipelago-yaml-dump/blob/main/Snippets/Mercenary%20Mode%20Snippet.yaml) that was created using entirely triggers and plando. For more information on plando you can reference [this guide](/tutorial/archipelago/plando/en) or [this guide](/tutorial/zelda3/plando/en).
- Triggers comprise of the trigger section and then each trigger must have an `option_category`, `option_name`, and `option_result` from which it will react to and then an `options` section where the definition of what will happen.
- Each trigger must be used for exactly one option result. If you would like the same thing to occur with multiple results you would need multiple triggers for this.
-`options` is where you define what will happen when this is detected. This can be something as simple as ensuring another option also gets selected or placing an item in a certain location.
For this example if the generator happens to roll 15 shuffled in shop item slots for your game you'll be granted 600 rupees at the beginning. These can also be used to change other options.