diff --git a/headers/types/dungeon_mode/dungeon_mode.h b/headers/types/dungeon_mode/dungeon_mode.h index 6ea4fd99..c994fa93 100644 --- a/headers/types/dungeon_mode/dungeon_mode.h +++ b/headers/types/dungeon_mode/dungeon_mode.h @@ -1121,8 +1121,12 @@ struct floor_properties { // 0x5: Controls how many connections will be made between grid cells uint8_t floor_connectivity; // 0x6: Controls how many enemies will be spawned. If 0, no enemies will spawn, even as the - // player walks. If > 0, the final value will be randomized between density / 2 and density - 1. - // If < 0, its absolute value will be used without adding a random variation. + // player walks. + // The final value will be 0 in the special case that density is 0. Otherwise, the final value + // will be randomized between density / 2 and density - 1, but no lower than 1. + // The code seems to imply that the value was meant to be signed, since it contains a section + // that takes the absolute value of the density while skipping the random variation, similar to + // room_density. uint8_t enemy_density; uint8_t kecleon_shop_spawn_chance; // 0x7: Percentage chance from 0-100 uint8_t monster_house_spawn_chance; // 0x8: Percentage chance from 0-100