68 lines
2.5 KiB
ReStructuredText
68 lines
2.5 KiB
ReStructuredText
.. _revflood:
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reveal
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======
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.. dfhack-tool::
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:summary: Reveals the map.
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:tags: adventure fort armok inspection map
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.. dfhack-command:: unreveal
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:summary: Hides previously hidden tiles again.
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.. dfhack-command:: revforget
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:summary: Discard records about what was visible before revealing the map.
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.. dfhack-command:: revtoggle
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:summary: Switch between reveal and unreveal.
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.. dfhack-command:: revflood
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:summary: Hide everything, then reveal tiles with a path to a unit.
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.. dfhack-command:: nopause
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:summary: Disable pausing.
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This reveals all z-layers in fort mode. It also works in adventure mode, but any
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of its effects are negated once you move. When you use it this way, you don't
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need to run ``unreveal`` to hide the map again.
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Usage
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-----
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``reveal [hell|demon]``
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Reveal the whole map. If ``hell`` is specified, also reveal HFS areas, but
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you are required to run ``unreveal`` before unpausing is allowed in order
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to prevent the demons (or treasures) from spawning. If you really want to
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unpause with secrets revealed, specify ``demon`` instead of ``hell``.
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``unreveal``
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Reverts the effects of ``reveal``.
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``revtoggle``
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Switches between ``reveal`` and ``unreveal``. Convenient to bind to a
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hotkey.
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``revforget``
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Discard info about what was visible before revealing the map. Only useful
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where (for example) you abandoned with the fort revealed and no longer need
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the saved map data when you load a new fort.
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``revflood``
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Hide everything, then reveal tiles with a path to the keyboard cursor (if
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enabled) or the selected unit (if a unit is selected) or else a random citizen.
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This allows reparing maps that you accidentally saved while they were revealed.
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Note that tiles behind constructed walls are also revealed as a workaround for
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:bug:`1871`.
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``nopause 1|0``
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Disables pausing (both manual and automatic) with the exception of the pause
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forced by `reveal` ``hell``. This is nice for digging under rivers. Use
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``nopause 1`` to prevent pausing and ``nopause 0`` to allow pausing like
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normal.
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Note
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----
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Sometimes, the map generates secret hollows adjacent to caverns in such a way
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that the ceiling of the hollow collapses on the first tick of the embark,
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leaving the hollow exposed to the caverns. In this case, the secret event will
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be triggered as soon as the cavern is discovered and that tile is unhidden.
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This would happen anyway even if you don't use `reveal`, but be aware that it
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is possible to trigger *some* events when you run `reveal`, even without the
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``hell`` option.
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