Dungeon Floor: Difference between revisions

Added details about structure settings
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* <u>Room Density</u> is used to determine the amount of rooms on a floor. Some random variation may be applied to this number and a floor will never have less than two rooms unless it is a whole floor monster house.
* <u>Room Density</u> is used to determine the amount of rooms on a floor. Some random variation may be applied to this number and a floor will never have less than two rooms unless it is a whole floor monster house.
* <u>Dead Ends</u> can be toggled on or off and determines if hallways can lead to dead ends instead of a room or other hallway. ''Note that dead ends can still occasionally spawn even with them turned off due to a bug in the game.''
* <u>Dead Ends</u> can be toggled on or off and determines if hallways can lead to dead ends instead of a room or other hallway. ''Note that dead ends can still occasionally spawn even with them turned off due to a bug in the game.''
=== Terrain Settings: ===
This tab is used to control additional layout settings of the floor.
* <u>Secondary Terrain Enabled?</u> can be toggled on or off and determines if the floor will spawn a secondary type of terrain outside of rooms. The type of terrain is determined by the tileset in use and not anything within Dungeon Floor settings. Most tilesets use water while a few use lava or void. Note that Secondary Terrain can still spawn within rooms themselves even with this setting turned off, if Secondary Terrain (Number of Rooms) is set higher than 0.
* <u>Secondary Terrain (Number of Rooms)</u> is used to determine the amount of rooms on a floor that have secondary terrain inside them. However, this feature does not seem to work consistently. Still, a higher number will give a greater chance of one or more rooms with secondary terrain.
* <u>Secondary Terrain Density</u> is used to determine how much secondary terrain spawns on the floor outside of rooms.
* <u>Imperfect Rooms</u> can be toggled to determine if rooms always spawn as perfect rectangles or not. With this setting on, small notches can be taken out of the corners of rooms, giving them an imperfect shape.
* <u>Darkness Level</u> can be used to determine how many tiles in front of the player that other Pokemon and items can be seen while traveling through hallways.
* <u>Weather</u> is used to determine what type of weather activates when the player enters the floor. This can still be changed by moves and abilities used on the floor.


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