# DIFFICULTY: How hard do you want your dungeons? This is about spawner placement, not related to game difficulty: 
# NONE = No spawners.
# BABY = Baby mode.  I'm too young to die!
# NOOB = Not too hard, not to rough.
# NORM = Normal difficulty. Hurt me plenty! 
# HARD = Super violent! Some might even say ultraviolence
# NUTS = NIGHTMARE!!! Insane horror!
# The default (NORM for normal) is probably good for most players.
# Nightmare (NUTS) if for those who want wither boss and warden spanwers!
#Allowed Values: NONE, BABY, NOOB, NORM, HARD, NUTS
Difficulty = "NORM"
# If true dungeons will remove some spanwers from smaller dungeons.
#This will try to give all dungeons a spawner density no greater than that typical 
#of a size Large dungeon.  This mostly effects Small and Tiny dungeons.)
"Cull Spawners" = true
# If true all the dungeons will be in the huge size category.
#(Note: There is a bug that creates empty spawners, which is more common with smaller dungeons 
#where the spawneer are packed more densely, so is is probably best to keep this as true.)
"All Huge" = true
# If true entrance and "boss" rooms will have extra high ceilings, good with tall mobs.
"Big Hubs" = false
# If true all dungeons will have at least one entrance from the surface 
# and entrances will have a small building or ruin on top.
"Easy Find" = true
# If true all have exactly one entrance.
"Only Single Entrance" = false
# If true some rooms in some dungeons will merge with caves and other open areas; 
# technically this is done by having walls, ceiling, and less often floors not replace air blocks.
"Allow Degeneration" = true
#If true this will limit the amount of level 8 loot found with anything less than a true boss
#(This includes epic, sometimes somewhat cheaty items,)
"Nerf Epic Loot" = false
#Modifies the value of loot, incase you think its too stingy.
#Range: -9 ~ 9
"Loot Bonus" = 0
#Mixed: Chests have mixed loot tables.
#Original: Uses original 1/3 random-mixed third loot.
#Allowed Values: MIXED, ORIGINAL
"Chest Loot Style" = "ORIGINAL"
#Part of the formula for determine how many items go in basic chests.
#Formula for number of loot items: number of items = random.NextIt(A1 + (Room Difficulty / B1)) + C1
#Range: 0 ~ 9
"Common Chest A1" = 3
#Part of the formula for determine how many items go in basic chests.
#Formula for number of loot items: number of items = random.NextIt(A1 + (Room Difficulty / B1)) + C1
#Range: 0 ~ 9
"Common Chest B1" = 1
#Part of the formula for determine how many items go in basic chests.
#Formula for number of loot items: number of items = random.NextIt(A1 + (Room Difficulty / B1)) + C1
#Range: 0 ~ 9
"Common Chest C1" = 3
#Part of the formula for determine how many items of each category go in "boss room" treasure chests.
#Formula for number of loot items: number of items = random.NextIt(A2 + (Room Difficulty / B2)) + C2
#The categories for these items are healing, gear, and loot.
#Range: 0 ~ 9
"Common Chest A2" = 1
#Part of the formula for determine how many items of each category go in "boss room" treasure chests.
#Formula for number of loot items: number of items = random.NextIt(A2 + (Room Difficulty / B2)) + C2
#The categories for these items are healing, gear, and loot.
#Range: 0 ~ 9
"Common Chest B2" = 1
#Part of the formula for determine how many items of each category go in "boss room" treasure chests.
#Formula for number of loot items: number of items = random.NextIt(A2 + (Room Difficulty / B2)) + C2
#The categories for these items are healing, gear, and loot.
#Range: 0 ~ 9
"Common Chest C2" = 1

