WIP Service Events
This page shows all Service Events available in the game and their arguments.
EngineServiceEvents.Init
Triggered as soon as the game is done loading.
The base game implements this in the debug_tools
service.
Arguments
None.
EngineServiceEvents.Deinit
Triggered whenever the game closed, right after it is done unloading non-graphics related data.
The base game implements this in the debug_tools
service.
Arguments
None.
EngineServiceEvents.GraphicsLoad
Triggered at the very start of the game's process, right after it is done loading graphics data.
Arguments
None.
EngineServiceEvents.GraphicsUnload
Triggered at the very end of the game's process, right before it shuts down.
Arguments
None.
EngineServiceEvents.MenuButtonPressed
Triggered whenever the menu button is pressed during gameplay and no menus are open.
The base game implements this in the menu_tools
service.
Arguments
None.
EngineServiceEvents.NewGame
WIP
The base game implements this in the debug_tools
service.
Arguments
None.
EngineServiceEvents.LossPenalty
Triggered whenever a dungeon is failed and its Stakes level is set to Risk.
The base game implements this in the debug_tools
service.
Arguments
- RogueEssence.Data.GameProgress: the save data.
EngineServiceEvents.UpgradeSave
Triggered when a save is loaded on a newer version of the game or when a mod has been added, removed or updated since the last time it has been opened.
The base game implements this in the upgrade_tools
service.
Contrary to LoadSavedData, this event only triggers when actually leaving the Top Menu.
Arguments
None.
EngineServiceEvents.Restart
Currently unimplemented.
EngineServiceEvents.Update
Triggerered every frame.
Arguments
- Microsoft.Xna.Framework.GameTime: the time passed since the game was opened.
EngineServiceEvents.SaveData
Triggered whenever the game is saved.
Arguments
None.
EngineServiceEvents.LoadSavedData
Triggered whenever the save file is read. This also happens when opening the Top Menu, since that is a necessary step to display it correctly.
The base game implements this in the debug_tools
service.
Arguments
None.
EngineServiceEvents.AddMenu
Triggered every time a menu is displayed.
The base game implements this in the menu_tools
service.
Arguments
- RogueEssence.Menu.IInteractable: the menu that is being opened. For more information, see: Editing Menus.
EngineServiceEvents.MusicChange
Triggered every time the music changes.
Arguments
- System.String: the song's name.
- System.String: the song's original title.
- System.String: the song's album.
- System.String: the song's artist.
- System.String: the song's spoiler tag.
EngineServiceEvents.GroundEntityInteract
Currently unimplemented.
EngineServiceEvents.DungeonModeBegin
Triggered whenever the game switches to Dungeon Mode.
Arguments
None.
EngineServiceEvents.DungeonModeEnd
Triggered whenever the game switches away from Dungeon Mode.
Arguments
None.
EngineServiceEvents.DungeonMapInit
Triggered whenever a new dungeon map or floor is entered, after the Init script has ended.
Arguments
- System.String: the internal name of the entered map or floor.
- RogueEssence.Ground.GroundMap: the entered map or floor.
EngineServiceEvents.DungeonFloorEnter
Triggered whenever a new dungeon map or floor is entered, after the Enter script has ended.
Arguments
- System.String: the internal name of the entered map or floor.
- RogueEssence.Ground.GroundMap: the entered map or floor.
EngineServiceEvents.DungeonFloorExit
Triggered whenever a dungeon map or floor is exited, after the Exit script has ended.
Arguments
- System.String: the internal name of the exited map or floor.
- RogueEssence.Ground.GroundMap: the exited map or floor.
EngineServiceEvents.ZoneInit
Triggered whenever a new zone is entered, after the Init script has ended.
Arguments
None.
EngineServiceEvents.DungeonSegmentStart
Triggered whenever a new dungeon segment is entered.
Arguments
None.
EngineServiceEvents.DungeonSegmentEnd
Triggered whenever a new dungeon segment is exited. WIP
Arguments
None.
EngineServiceEvents.GroundModeBegin
Triggered whenever the game switches to Ground Mode.
Arguments
None.
EngineServiceEvents.GroundModeEnd
Triggered whenever the game switches away from Ground Mode.
Arguments
None.
EngineServiceEvents.GroundMapInit
Triggered whenever a new ground map is entered, after the Init script has ended.
Arguments
- System.String: the internal name of the entered map.
- RogueEssence.Ground.GroundMap: the entered map.
EngineServiceEvents.GroundMapEnter
Triggered whenever a new ground map is entered, after the Enter script has ended.
Arguments
- System.String: the internal name of the entered map.
- RogueEssence.Ground.GroundMap: the entered map.
EngineServiceEvents.GroundMapExit
Triggered whenever a ground map is exited, after the Exit script has ended.
Arguments
- System.String: the internal name of the exited map.
- RogueEssence.Ground.GroundMap: the exited map.