681 lines
22 KiB
YAML
681 lines
22 KiB
YAML
race:
|
|
default: normal
|
|
values:
|
|
normal:
|
|
display: Normal
|
|
race:
|
|
display: Race
|
|
mode:
|
|
display: Mode
|
|
default: open
|
|
values:
|
|
open:
|
|
display: Open
|
|
standard:
|
|
display: Standard
|
|
inverted:
|
|
display: Inverted
|
|
weapons:
|
|
display: Weapons
|
|
default: random
|
|
values:
|
|
random:
|
|
display: Random
|
|
assured:
|
|
display: Assured
|
|
tip: The player begins with the Fighter Sword.
|
|
vanilla:
|
|
display: Vanilla
|
|
tip: "Swords are placed in their vanilla locations: Uncle, Pedestal, Blacksmith, and Pyramid Fairy"
|
|
swordless:
|
|
display: Swordless
|
|
tip: The player will never find a sword. Ganon can instead be damaged with the hammer.
|
|
assured_master:
|
|
display: Assured Master
|
|
tip: The player begins with the Master Sword.
|
|
goal:
|
|
display: Goal
|
|
default: ganon
|
|
values:
|
|
ganon:
|
|
display: Ganon
|
|
tip: Ganon must be defeated to complete the game, but can only be defeated once the player has collected a sufficient number of crystals and defeated the form of Agahnim at the top of Ganon's Tower.
|
|
fast_ganon:
|
|
display: Fast Ganon
|
|
tip: Ganon must be defeated to complete the game, but can only be defeated once the player has collected a sufficient number of crystals.
|
|
boss_hunt:
|
|
display: Boss Hunt
|
|
tip: Ganon must be defeated to complete the game, but can only be defeated once the player has defeated a sufficient number of bosses.
|
|
all_dungeons:
|
|
display: All Dungeons
|
|
tip: Ganon must be defeated to complete the game, but can only be defeated once the player has collected all seven crystals, all three pendants, and has defeated both forms of Agahnim.
|
|
trinity:
|
|
display: Trinity
|
|
pedestal:
|
|
display: Pedestal
|
|
tip: Collecting all three pendants and pulling the item from the Master Sword Pedestal will complete the game.
|
|
triforce_hunt:
|
|
display: Triforce Hunt
|
|
tip: The player must collect enough triforce pieces and then turn them in to Murahdala outside Hyrule Castle to complete the game.
|
|
ganon_hunt:
|
|
display: Ganon Hunt
|
|
tip: Ganon must be defeated to complete the game, but can only be defeated once the player has collected enough triforce pieces.
|
|
completionist:
|
|
display: Completionist
|
|
tip: Ganon must be defeated to complete the game, but can only be defeated once every single randomized item has been collected.
|
|
sanctuary:
|
|
display: Sanctuary
|
|
tip: Opening the chest in the sanctuary will complete the game.
|
|
crystals_ganon:
|
|
display: Crystals for Ganon
|
|
default: "7"
|
|
order: [7, 6, 5, 4, 3, 2, 1, 0, "random"]
|
|
values:
|
|
"7":
|
|
display: 7
|
|
"6":
|
|
display: 6
|
|
"5":
|
|
display: 5
|
|
"4":
|
|
display: 4
|
|
"3":
|
|
display: 3
|
|
"2":
|
|
display: 2
|
|
"1":
|
|
display: 1
|
|
"0":
|
|
display: 0
|
|
random:
|
|
display: Random
|
|
bosses_ganon:
|
|
display: Bosses for Ganon
|
|
default: "8of10"
|
|
values:
|
|
"7of10":
|
|
display: "7 Prize Bosses"
|
|
tip: To defeat Ganon, you must defeat 7 of the 10 bosses (not including either form of Agahnim).
|
|
"8of10":
|
|
display: "8 Prize Bosses"
|
|
tip: To defeat Ganon, you must defeat 8 of the 10 bosses (not including either form of Agahnim).
|
|
"10of10":
|
|
display: "10 Prize Bosses"
|
|
tip: To defeat Ganon, you must defeat all 10 bosses (not including either form of Agahnim).
|
|
"8of12":
|
|
display: "8 Total Bosses"
|
|
tip: To defeat Ganon, you must defeat 8 of the 12 dungeon bosses.
|
|
"10of12":
|
|
display: "10 Total Bosses"
|
|
tip: To defeat Ganon, you must defeat 10 of the 12 dungeon bosses.
|
|
"12of12":
|
|
display: "12 Total Bosses"
|
|
tip: To defeat Ganon, you must defeat all 12 of the dungeon bosses.
|
|
triforce_pieces:
|
|
display: Triforce Pieces
|
|
default: "20of30"
|
|
values:
|
|
"8of10":
|
|
display: "8 out of 10"
|
|
"20of30":
|
|
display: "20 out of 30"
|
|
"67of100":
|
|
display: "67 out of 100"
|
|
"125of175":
|
|
display: "125 out of 175"
|
|
tip: Will probably fail to generate without a setting such as pottery lottery or underworld enemy drop shuffle to add a lot of checks to the pool.
|
|
"400of500":
|
|
display: "400 out of 500"
|
|
tip: Will probably fail to generate without a setting such as pottery lottery or underworld enemy drop shuffle to add a lot of checks to the pool.
|
|
crystals_gt:
|
|
display: Crystals for GT
|
|
default: "7"
|
|
order: [7, 6, 5, 4, 3, 2, 1, 0, "random"]
|
|
values:
|
|
7:
|
|
display: 7
|
|
6:
|
|
display: 6
|
|
5:
|
|
display: 5
|
|
4:
|
|
display: 4
|
|
3:
|
|
display: 3
|
|
2:
|
|
display: 2
|
|
1:
|
|
display: 1
|
|
0:
|
|
display: 0
|
|
random:
|
|
display: Random
|
|
ganon_item:
|
|
display: Ganon Vulnerability Item
|
|
default: "silver"
|
|
values:
|
|
silver:
|
|
display: Silver Arrows
|
|
boomerang:
|
|
display: Boomerang
|
|
hookshot:
|
|
display: Hookshot
|
|
powder:
|
|
display: Powder
|
|
fire_rod:
|
|
display: Fire Rod
|
|
ice_rod:
|
|
display: Ice Rod
|
|
bombos:
|
|
display: Bombos
|
|
ether:
|
|
display: Ether
|
|
quake:
|
|
display: Quake
|
|
hammer:
|
|
display: Hammer
|
|
bee:
|
|
display: Bee
|
|
somaria:
|
|
display: Cane of Somaria
|
|
byrna:
|
|
display: Cane of Byrna
|
|
random:
|
|
display: Random
|
|
none:
|
|
display: No Weakness
|
|
tip: Ganon cannot be injured while in his blue vulnerable state, and can only be harmed during the frames while he raises his arms.
|
|
entrance_shuffle:
|
|
display: Entrance Shuffle
|
|
default: vanilla
|
|
values:
|
|
vanilla:
|
|
display: None
|
|
full:
|
|
display: Full
|
|
crossed:
|
|
display: Crossed
|
|
swapped:
|
|
display: Swapped
|
|
decoupled:
|
|
display: Decoupled
|
|
overworld_map_dungeons:
|
|
display: Dungeon Locations on Overworld Map
|
|
default: vanilla
|
|
values:
|
|
vanilla:
|
|
display: Vanilla Location
|
|
map:
|
|
display: Show with Map
|
|
tip: Locations of dungeons for which the player has the dungeon map will be shown on the overworld map.
|
|
compass:
|
|
display: Show with Compass
|
|
tip: Locations of dungeons for which the player has the dungeon compass will be shown on the overworld map.
|
|
links_house:
|
|
display: Link's House
|
|
default: vanilla
|
|
values:
|
|
vanilla:
|
|
display: Vanilla
|
|
shuffled:
|
|
display: Shuffled
|
|
skull_woods:
|
|
display: Skull Woods Entrances
|
|
default: default
|
|
values:
|
|
default:
|
|
display: Shuffled in SW
|
|
tip: The entrances (aside from the fire-locked skull entrance) and drops in Skull Woods are each shuffled within their own pool.
|
|
vanilla_drops:
|
|
display: Vanilla Drops
|
|
tip: The entrances (aside from the fire-locked skull entrance) in Skull Woods are shuffled within their own pool, and the drops all lead to their vanilla placements.
|
|
loose:
|
|
display: Vanilla Drops, Loose Entrances
|
|
tip: The drops into Skull Woods all lead to their vanilla location; the entrances are shuffled into the main pool of entrances.
|
|
chaos:
|
|
display: Chaos
|
|
tip: The front entrance to Skull Woods (with the drop that leads to the Big Chest) and the middle entrance (with the northern drop accessible from the back) form two more linked dropdowns that are shuffled into the broader pool of dropdowns. The remaining two drops both lead to their vanilla locations.
|
|
linked_drops:
|
|
display: Linked Drops
|
|
default: default
|
|
values:
|
|
default:
|
|
display: Default
|
|
tip: Dropdowns are linked unless the entrance shuffle mode is set to decoupled.
|
|
linked:
|
|
display: Linked
|
|
tip: Dropdowns are linked with their nearby entrance and shuffled as pairs.
|
|
independent:
|
|
display: Independent
|
|
tip: Dropdowns are shuffled independently from their nearby entrances.
|
|
boss_shuffle:
|
|
display: Boss Shuffle
|
|
default: vanilla
|
|
values:
|
|
vanilla:
|
|
display: None
|
|
simple:
|
|
display: Simple
|
|
tip: The thirteen bosses (the ten main dungeon bosses plus the three mini-bosses in Ganon's Tower) are shuffled with their vanilla counts (two copies of each light world boss, one of each dark world boss).
|
|
full:
|
|
display: Full
|
|
tip: The thirteen bosses (the ten main dungeon bosses plus the three mini-bosses in Ganon's Tower) are shuffled to contain at least one copy of each boss, with three bosses chosen at random having a duplicate.
|
|
random:
|
|
display: Random
|
|
tip: The thirteen bosses (the ten main dungeon bosses plus the three mini-bosses in Ganon's Tower) are each chosen randomly, indepedent of how many copies there are of each boss.
|
|
prize_unique:
|
|
display: Prize Unique
|
|
tip: The ten main dungeons will have one copy of each boss; the three mini-bosses in Ganon's Tower can be any boss.
|
|
enemy_shuffle:
|
|
display: Enemy Shuffle
|
|
default: vanilla
|
|
values:
|
|
vanilla:
|
|
display: None
|
|
shuffled:
|
|
display: Shuffled
|
|
mimics:
|
|
display: All Mimics
|
|
damage_table_shuffle:
|
|
display: Damage Table Shuffle
|
|
default: vanilla
|
|
values:
|
|
vanilla:
|
|
display: None
|
|
randomized:
|
|
display: Randomized
|
|
tip: Every sword entry in the damage table that would normally deal damage is randomized indepedently; this means that higher level swords will not necessarily do more damage against a given enemy.
|
|
small_keys:
|
|
display: Small Key Shuffle
|
|
default: dungeon
|
|
values:
|
|
dungeon:
|
|
display: In Dungeon
|
|
tip: Small Keys are all within their own dungeon.
|
|
wild:
|
|
display: Wild
|
|
tip: Small Keys are all shuffled anywhere within the world.
|
|
nearby:
|
|
display: Nearby
|
|
tip: Small Keys are all either within their own dungeon, or in a nearby non-dungeon location.
|
|
universal:
|
|
display: Universal
|
|
tip: Small Keys are no longer restricted to certain dungeons, and can be freely used in any dungeon. At least one shop will have keys for sale.
|
|
big_keys:
|
|
display: Big Key Shuffle
|
|
default: dungeon
|
|
values:
|
|
dungeon:
|
|
display: In Dungeon
|
|
tip: Big Keys are all within their own dungeon.
|
|
wild:
|
|
display: Wild
|
|
tip: Big Keys are all shuffled anywhere within the world.
|
|
nearby:
|
|
display: Nearby
|
|
tip: Big Keys are all either within their own dungeon, or in a nearby non-dungeon location.
|
|
maps:
|
|
display: Map Shuffle
|
|
default: dungeon
|
|
values:
|
|
dungeon:
|
|
display: In Dungeon
|
|
tip: Maps are all within their own dungeon.
|
|
wild:
|
|
display: Wild
|
|
tip: Maps are all shuffled anywhere within the world.
|
|
nearby:
|
|
display: Nearby
|
|
tip: Maps are all either within their own dungeon, or in a nearby non-dungeon location.
|
|
compasses:
|
|
display: Compass Shuffle
|
|
default: dungeon
|
|
values:
|
|
dungeon:
|
|
display: In Dungeon
|
|
tip: Compasses are all within their own dungeon.
|
|
wild:
|
|
display: Wild
|
|
tip: Compasses are all shuffled anywhere within the world.
|
|
nearby:
|
|
display: Nearby
|
|
tip: Compasses are all either within their own dungeon, or in a nearby non-dungeon location.
|
|
prize_shuffle:
|
|
display: Prize Shuffle
|
|
default: vanilla
|
|
values:
|
|
vanilla:
|
|
display: On Boss
|
|
tip: Dungeon prizes are on bosses as in the vanilla game.
|
|
dungeon:
|
|
display: In Dungeon
|
|
tip: Dungeon prizes are all within their own dungeon.
|
|
nearby:
|
|
display: Nearby
|
|
tip: Dungeon prizes are all either within their own dungeon, or in a nearby non-dungeon location.
|
|
wild:
|
|
display: Wild
|
|
tip: Dungeon prizes are all shuffled anywhere within the world.
|
|
shop_shuffle:
|
|
display: Shop Shuffle
|
|
default: vanilla
|
|
values:
|
|
vanilla:
|
|
display: None
|
|
shuffled:
|
|
display: Shuffled
|
|
drop_shuffle:
|
|
display: Enemy Drop Shuffle
|
|
default: vanilla
|
|
values:
|
|
vanilla:
|
|
display: None
|
|
tip: Every enemy that drops a key in vanilla will continue to drop a key.
|
|
keys:
|
|
display: Key Drops
|
|
tip: Drops from enemies that normally have a key in vanilla are shuffled into the pool of items.
|
|
underworld:
|
|
display: All Underworld Enemies
|
|
tip: Drops from every underworld enemy are shuffled into the pool of items.
|
|
pot_shuffle:
|
|
display: Pottery Shuffle
|
|
default: vanilla
|
|
values:
|
|
vanilla:
|
|
display: None
|
|
tip: Every pot that contains a key in vanilla will continue to contain a key.
|
|
keys:
|
|
display: Keys
|
|
tip: Pots that contain keys in vanilla are shuffled into the pool of items.
|
|
cave:
|
|
display: Caves
|
|
tip: Underworld pots that are not inside a dungeon are shuffled into the pool of items.
|
|
cave_keys:
|
|
display: Caves & Keys
|
|
tip: Underworld pots that either contain a key in vanilla or are not inside a dungeon are shuffled into the pool of items.
|
|
reduced:
|
|
display: Reduced
|
|
tip: Underworld pots that either contain a key in vanilla or are not inside a dungeon are shuffled into the pool of items, as well as about a quarter of all remaining dungeon pots.
|
|
clustered:
|
|
display: Clustered
|
|
tip: Underworld pots that either contain a key in vanilla or are not inside a dungeon are shuffled into the pool of items, as well as about half of all remaining dungeon pots.
|
|
non_empty:
|
|
display: Non-Empty
|
|
tip: Items inside every pot that is non-empty is vanilla are shuffled into the pool of items.
|
|
dungeon:
|
|
display: Dungeon
|
|
tip: Underworld pots that are within a dungeon are shuffled into the pool of items.
|
|
all:
|
|
display: All
|
|
tip: All underworld pots are shuffled into the pool of items.
|
|
boots:
|
|
display: Boots
|
|
default: normal
|
|
values:
|
|
normal:
|
|
display: No Starting Boots
|
|
pseudoboots:
|
|
display: Pseudoboots
|
|
tip: The player can dash, but not knock items loose or bonk over most pits.
|
|
starting:
|
|
display: Starting Boots
|
|
flute:
|
|
display: Flute
|
|
default: normal
|
|
values:
|
|
normal:
|
|
display: Flute Needs Activation
|
|
tip: The flute needs to be activated at the weathervane in Kakariko before the player can use it to travel.
|
|
preactivated:
|
|
display: Preactivated
|
|
tip: Once the player finds the flute they can immediately use it to travel without needing to activate it in Kakariko.
|
|
pseudoflute:
|
|
display: Pseudoflute
|
|
tip: The player begins the game with a flute that can only take the player to locations they have already visited (except for the portal area in the desert). Obtaining the real flute will unlock all flute locations.
|
|
starting:
|
|
display: Starting Activated Flute
|
|
tip: The player begins the game with a pre-activated flute.
|
|
mirror:
|
|
display: Mirror
|
|
default: normal
|
|
values:
|
|
normal:
|
|
display: Default
|
|
tip: The player will begin with a mirror scroll if door shuffle is enabled, and nothing otherwise.
|
|
scroll:
|
|
display: Mirror Scroll
|
|
tip: The player will begin with a mirror scroll, which allows warping to the start of dungeons, but not traversing from the dark world to the light world.
|
|
starting:
|
|
display: Starting Mirror
|
|
dark_rooms:
|
|
display: Dark Room Logic
|
|
default: require_lamp
|
|
values:
|
|
require_lamp:
|
|
display: Lamp Required
|
|
tip: Dark rooms are only considered to be in logic if the player has the lamp.
|
|
always_light_cone:
|
|
display: Free Light Cone
|
|
tip: The player always gets a light cone in dark rooms, whether or not they have the lamp.
|
|
no_dark_rooms:
|
|
display: All Rooms Lit
|
|
tip: There are no dark rooms; all rooms that would normally be dark (except for Ganon) are instead fully lit, regardless of whether the player has the lamp.
|
|
always_in_logic:
|
|
display: Dark Rooms in Logic
|
|
tip: Dark rooms are always considered to be in logic, even if the player does not have the lamp.
|
|
starting_lamp:
|
|
display: Starting Lamp
|
|
tip: The player starts with the lamp.
|
|
bombs:
|
|
display: Bombs
|
|
default: normal
|
|
values:
|
|
normal:
|
|
display: No Bomb Bag Required
|
|
bomb_bag_required:
|
|
display: Bomb Bag Required
|
|
tip: The player cannot collect any bombs until they obtain a bomb bag.
|
|
book:
|
|
display: Book
|
|
default: normal
|
|
values:
|
|
normal:
|
|
display: No Special Functionality
|
|
crystal_switches:
|
|
display: Can Flip Crystal Switches
|
|
tip: Using the book indoors will flip the state of the crystal switch pegs.
|
|
door_shuffle:
|
|
display: Door Shuffle
|
|
default: vanilla
|
|
values:
|
|
vanilla:
|
|
display: None
|
|
basic:
|
|
display: Basic
|
|
partitioned:
|
|
display: Partitioned
|
|
crossed:
|
|
display: Crossed
|
|
extra_keys:
|
|
display: Extra Small Keys in Dungeons
|
|
default: none
|
|
values:
|
|
none:
|
|
display: None
|
|
extra1:
|
|
display: 1 Extra
|
|
tip: Every dungeon that has at least one small key will have one more small key than small key doors.
|
|
percent20:
|
|
display: 20% Extra
|
|
tip: Every dungeon will have 20% more (rounded up) small keys than small key doors.
|
|
percent30:
|
|
display: 30% Extra
|
|
tip: Every dungeon will have 30% more (rounded up) small keys than small key doors.
|
|
percent40:
|
|
display: 40% Extra
|
|
tip: Every dungeon will have 40% more (rounded up) small keys than small key doors.
|
|
lobbies:
|
|
display: Dungeon Lobbies
|
|
default: vanilla
|
|
values:
|
|
vanilla:
|
|
display: Vanilla
|
|
shuffled:
|
|
display: Shuffled
|
|
door_type_mode:
|
|
display: Shuffled Door Types
|
|
default: original
|
|
values:
|
|
original:
|
|
display: Key and Bomb Doors
|
|
big:
|
|
display: Key, Big Key, and Bomb Doors
|
|
all:
|
|
display: All Door Types
|
|
chaos:
|
|
display: Chaos
|
|
trap_door_mode:
|
|
display: Trap Door Removal
|
|
default: some
|
|
values:
|
|
vanilla:
|
|
display: None
|
|
some:
|
|
display: Some
|
|
boss:
|
|
display: Boss
|
|
remove_all:
|
|
display: All
|
|
follower_shuffle:
|
|
display: Follower Shuffle
|
|
default: vanilla
|
|
values:
|
|
vanilla:
|
|
display: None
|
|
shuffled:
|
|
display: Shuffled
|
|
flute_shuffle:
|
|
display: Flute Spot Shuffle
|
|
default: vanilla
|
|
values:
|
|
vanilla:
|
|
display: Vanilla
|
|
tip: The eight flute spots are at their vanilla locations.
|
|
random:
|
|
display: Random
|
|
tip: The seven flute spots outside the Desert/Mire area are each moved to a random screen, with one spot available on the mountain.
|
|
balanced:
|
|
display: Balanced
|
|
tip: The seven flute spots outside the Desert/Mire area are each moved to a random screen such that no two flute spots are on adjacent screens.
|
|
tile_swap:
|
|
display: Tile Swap
|
|
default: vanilla
|
|
values:
|
|
vanilla:
|
|
display: Normal
|
|
tile_swap:
|
|
display: Tile Swap
|
|
tip: Each tile on the overworld has a chance to be swapped with its inverted version.
|
|
overworld_layout:
|
|
display: Overworld Layout
|
|
default: vanilla
|
|
values:
|
|
vanilla:
|
|
display: Vanilla
|
|
tip: Overworld screens retain their vanilla transitions.
|
|
shuffled_grid:
|
|
display: Shuffled Grid
|
|
tip: Overworld screen transitions are shuffled such that they still maintain an 8x8 grid, and the overworld map reflects the layout.
|
|
shuffled:
|
|
display: Shuffled
|
|
tip: Overworld screen transitions are shuffled without regard for Euclidean space and cannot be displayed as a map.
|
|
overworld_world_layouts:
|
|
display: Overworld World Layouts
|
|
default: parallel
|
|
values:
|
|
parallel:
|
|
display: Parallel
|
|
tip: Light World screens and their corresponding Dark World screens are connected to the same relative screens.
|
|
independent:
|
|
display: Independent
|
|
tip: Light World screens can have a different topology than Dark World screens; the same transition on corresponding screens between the two worlds can lead to different places.
|
|
overworld_layout_edges:
|
|
display: Overworld Layout Edges
|
|
default: unrestricted
|
|
values:
|
|
unrestricted:
|
|
display: Unrestricted
|
|
tip: Overworld edges with multiple transitions can lead to different screens.
|
|
grouped:
|
|
display: Grouped
|
|
tip: Overworld edges with multiple transitions will all lead to the same screen.
|
|
overworld_layout_terrain:
|
|
display: Overworld Layout Terrain
|
|
default: same_only
|
|
values:
|
|
same_only:
|
|
display: Same Only
|
|
tip: Overworld transitions will only connect land to land and water to water.
|
|
allow_mixed:
|
|
display: Allow Mixed
|
|
tip: Overworld transitions can connect land to water or vice versa.
|
|
overworld_map_fog:
|
|
display: Overworld Map Fog
|
|
default: fog
|
|
values:
|
|
fog:
|
|
display: Fog
|
|
tip: Fog on the overworld map will cover screens that have not been visited.
|
|
no_fog:
|
|
display: No Fog
|
|
tip: The entire overworld map will always be visible.
|
|
damage_challenge:
|
|
display: Damage Mode
|
|
default: normal
|
|
values:
|
|
normal:
|
|
display: Normal
|
|
ohko:
|
|
display: One-Hit KO
|
|
tip: Every amount of damage the player takes is fatal.
|
|
gloom:
|
|
display: Gloom
|
|
tip: Every enemy will deal one permanent heart container of damage. The only way to regain health is to find heart containers or collect four heart pieces.
|
|
show_loot:
|
|
display: Show Dungeon Checks
|
|
default: presence
|
|
values:
|
|
never:
|
|
display: Never
|
|
tip: No icons will show on the dungeon map.
|
|
presence:
|
|
display: Uncollected
|
|
tip: A dot icon will show on the dungeon map on each supertile with an uncollected item.
|
|
compass:
|
|
display: Value With Compass
|
|
tip: With the compass for a dungeon, icons will show on the dungeon map with the best item value on each supertile. Without the compass, compass icons will show the location of compasses, and dots will show for any other uncollected item.
|
|
always:
|
|
display: Value Always
|
|
tip: Icons will show on the dungeon map with the best uncollected item value on each supertile.
|
|
show_map:
|
|
display: Show Dungeon Maps
|
|
default: map
|
|
values:
|
|
visited:
|
|
display: Visited Tiles Only
|
|
tip: Visited tiles in the dungeon map will show the outline of the room. Unvisited tiles will show an undetailed square.
|
|
map:
|
|
display: Visited + Map
|
|
tip: With the map for a dungeon, all tiles in the dungeon map will show the outline of the room. Without the map, visited tiles will show the outline of the room, and unvisited tiles will show an undetailed square.
|
|
always:
|
|
display: Always
|
|
tip: All tiles in the dungeon map will show the outline of the room.
|
|
hints:
|
|
display: Hints
|
|
default: off
|
|
values:
|
|
off:
|
|
display: Off
|
|
on:
|
|
display: On
|