name Root structures appropriately
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@@ -1,6 +1,6 @@
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{
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// This file specifies how non-rare items should be generated. For details on how each field works, see the comments
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// in CommonItemSet::Table::OffsetsT (in CommonItemSet.hh).
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// in CommonItemSet::Table::RootT (in CommonItemSet.hh).
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// Each scenario has defaults which are automatically propagated from the previous scenario unless overridden. The
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// order of precedence is:
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// - If the section ID is not Viridia, the defaults are from the same episode, game mode, and difficulty, but
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