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		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Lua_Function_Reference&amp;diff=2685</id>
		<title>Lua Function Reference</title>
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		<updated>2025-05-12T22:55:40Z</updated>

		<summary type="html">&lt;p&gt;Logical123: /* GROUND:CharAnimateTurnTo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows all script functions that can be called from Lua&lt;br /&gt;
&lt;br /&gt;
== AI:SetCharacterAI(RogueEssence.Ground.GroundChar,System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Assign the given scripted AI class to the specified GroundChar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;classpath&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:DisableCharacterAI(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disable a given groundchar&#039;s AI processing until its enabled again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:EnableCharacterAI(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enable a given groundchar&#039;s AI processing if its currently disabled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:SetAIState(RogueEssence.Ground.GroundChar,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enable a given groundchar&#039;s AI processing if its currently disabled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharTurnToChar(RogueEssence.Dungeon.Character,RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character turn to face another&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;curch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:LastDungeonResult ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the result of the last dungeon adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonCurrentFloor ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the floor number of the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonAssetName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the internal name for the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonDisplayName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the localized name of the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharSetEmote(RogueEssence.Dungeon.Character,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s emote in a dungeon map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to emote&lt;br /&gt;
* &amp;lt;code&amp;gt;emoteid&amp;lt;/code&amp;gt;: ID of the emote&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to play the emote.&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharStartAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt;: Whether to loop the animation&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharStartAnim(player, anim, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharEndAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a character&#039;s current animation, reverting them to default idle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to stop animating&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharEndAnim(player)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharWaitAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation, and waits until it completed before continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharStartAnim(player, anim)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX in the dungeon map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y Position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX that has a start position and an end position.  It uses a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: Start X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Start Y Position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down.&lt;br /&gt;
* &amp;lt;code&amp;gt;xTo&amp;lt;/code&amp;gt;: End X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;yTo&amp;lt;/code&amp;gt;: End Y position in pixels&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFXAnim(RogueEssence.Content.BaseAnim,RogueEssence.Content.DrawLayer) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using just a BaseAnim&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The animation to play&lt;br /&gt;
* &amp;lt;code&amp;gt;layer&amp;lt;/code&amp;gt;: The layer to put it on&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:MoveScreen(RogueEssence.Content.ScreenMover) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a screen-moving effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;mover&amp;lt;/code&amp;gt;: The screen mover.&lt;br /&gt;
&lt;br /&gt;
== GAME:GroundSave ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saves the game while in ground mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:GroundSave()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:GetModDiff(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;uuidStr&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentGround ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentFloor ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current dungeon map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current zone, also known as dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.Int32,System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within the current zone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The index of the ground map in the zone&lt;br /&gt;
* &amp;lt;code&amp;gt;idxentrypoint&amp;lt;/code&amp;gt;: The index of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.String,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within the current zone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The name of the ground map.  It must exist within in the zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;entrypoint&amp;lt;/code&amp;gt;: The name of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.String,System.String,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within a new zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;zone&amp;lt;/code&amp;gt;: The name of the destination zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The name of the ground map.  It must exist within in the zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;entrypoint&amp;lt;/code&amp;gt;: The name of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a new adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
* &amp;lt;code&amp;gt;stakes&amp;lt;/code&amp;gt;: Decides what happens when the adventure fails/succeeds.&lt;br /&gt;
* &amp;lt;code&amp;gt;recorded&amp;lt;/code&amp;gt;: Record the adventure in a replay&lt;br /&gt;
* &amp;lt;code&amp;gt;silentRestrict&amp;lt;/code&amp;gt;: Make the dungeon restrictions silently&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EnterDungeon(1, 0, 0, 0, RogueEssence.Data.GameProgress.DungeonStakes.Risk, true, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:ContinueDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and continues the current adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:ContinueDungeon(1, 1, 0, 0)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:EndDungeonRun ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ends the current adventure, sending the player to a specified destination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;result&amp;lt;/code&amp;gt;: The result of the adventure.&lt;br /&gt;
* &amp;lt;code&amp;gt;destzoneid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entryid&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
* &amp;lt;code&amp;gt;display&amp;lt;/code&amp;gt;: Display an epitaph marking the end of the adventure.&lt;br /&gt;
* &amp;lt;code&amp;gt;fanfare&amp;lt;/code&amp;gt;: Play a fanfare.&lt;br /&gt;
* &amp;lt;code&amp;gt;completedZone&amp;lt;/code&amp;gt;: Zone to mark as completed. Defaults to current zone.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EndDungeonRun(GameProgress.ResultType.Cleared, 0, -1, 1, 0, true, true)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterRescue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a rescue adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;sosPath&amp;lt;/code&amp;gt;: The path of the sos mail.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EnterRescue(&amp;quot;RESCUE/INBOX/SOS/example.sosmail&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:AddAOKRemark(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;remarkIndex&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:RestartToTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map and load up the title screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:RestartRogue(RogueEssence.Data.RogueConfig) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Restarts a Roguelocke run based on the configuration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;config&amp;lt;/code&amp;gt;: The configuration of the roguelocke run&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterZone(System.String,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a new adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
&lt;br /&gt;
== GAME:FadeOut ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fade out the screen. Waits to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;white&amp;lt;/code&amp;gt;: Fade to white if set to true.  Fades to black otherwise.&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time to fade in frames.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:FadeOut(false, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:FadeIn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fade into the screen. Waits to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time to fade in frames.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:FadeIn(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:MoveCamera ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Centers the camera on a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the camera center&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the camera center&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time it takes ot move to the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;toPlayer&amp;lt;/code&amp;gt;: Destination is in absolute coordinates if false, and relative to the player character if set to true.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:MoveCamera(200, 240, 60, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:MoveCameraToChara ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Centers the camera on a character.&lt;br /&gt;
&lt;br /&gt;
As we are simply moving the camera to a character, this will simply set ViewCenter and not ViewOffset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the camera center, as an offset for the chara&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the camera center, as an offset for the chara&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time it takes ot move to the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to center on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:MoveCameraToChara(200, 240, 60, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCameraCenter ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current center of the camera.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Loc object representing the center of the camera.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsCameraOnChar ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Determines whether the camera is centered relative to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if the camera is relative to the player, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:HasSOSMail ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:HasAOKMail ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetTeamLeaderIndex ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the index of the currently player controlled entity in the party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Index of the currently player controlled entity in the party.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetTeamLeaderIndex(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the leader to the chosen index within the party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;idx&amp;lt;/code&amp;gt;: The index of the team member within the team.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCanSwitch(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prevents or allows the switching of leaders for the save file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;canSwitch&amp;lt;/code&amp;gt;: Set to true to allow switching, set to false to prevent it.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCanRecruit(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prevents or allows the joining of recruits for the save file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;canRecruit&amp;lt;/code&amp;gt;: Set to true to allow recruit joins, set to false to prevent it.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the player party count.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The count of players&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the party as a LuaTable.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the number of guests currently in the player&#039;s party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of guests&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the guests as a LuaTable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the number of characters currently in the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the assembly as a LuaTable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The assembly member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerTeam(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerTeam(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the team, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerGuest(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerGuest(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the team&#039;s guests, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerAssembly(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerAssembly(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the assembly, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCharacterNickname(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a character&#039;s nickname&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to rename&lt;br /&gt;
* &amp;lt;code&amp;gt;nickname&amp;lt;/code&amp;gt;: The new name&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCharacterNickname(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character nickname&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to get the nickname from&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s nickname&lt;br /&gt;
&lt;br /&gt;
== GAME:SetTeamName(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the name of the player&#039;s team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;teamname&amp;lt;/code&amp;gt;: The new team name&lt;br /&gt;
&lt;br /&gt;
== GAME:GetTeamName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the name of the player&#039;s team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team&#039;s name&lt;br /&gt;
&lt;br /&gt;
== GAME:CanRelearn(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can relearn any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CanForget(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can forget any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CanLearn(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can learn any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CheckLevelSkills ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks the levels gained by a character and prompts to learn all skills along the levels.&lt;br /&gt;
Waits until all skills have been accepted or declined before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to prompt for learning.&lt;br /&gt;
* &amp;lt;code&amp;gt;oldLevel&amp;lt;/code&amp;gt;: The level that the character leveled up from.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:CheckLevelSkills(player, 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:TryLearnSkill ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attempts to give a new skill to the specified character, prompting to replace an old one if they are full.&lt;br /&gt;
Waits until all the skill has been accepted or declined before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:TryLearnSkill(player, &amp;quot;thunder&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:LearnSkill(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives a new skill to a specified character.&lt;br /&gt;
Fails if the character&#039;s skills are full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
&lt;br /&gt;
== GAME:ForgetSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removed a skill from the specified character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to forget the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the skill to forget&lt;br /&gt;
&lt;br /&gt;
== GAME:LockSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a skill impossible to forget or replace for the specified character.&lt;br /&gt;
Note that this only affects normal gameplay. Scripts can still freely get rid of the skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to lock the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the skill to lock&lt;br /&gt;
&lt;br /&gt;
== GAME:UnlockSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocks a previously locked skill for the specified character, making it possible to be forgotten or replaced during normal gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to unlock the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the skill to unlock&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCharacterSkill(RogueEssence.Dungeon.Character,System.String,System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives a new skill to a specified character, replacing a specifically chosen slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skillId&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to replace&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCharacterSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the skill from a specified character and specified slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to get the skill from.&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to get the skill from.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The ID of the skill in the slot&lt;br /&gt;
&lt;br /&gt;
== GAME:CanPromote(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can be promoted to a new class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the character can be promoted, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetAvailablePromotions(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets a list of possible classes that the character can prmote to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
* &amp;lt;code&amp;gt;bypassItem&amp;lt;/code&amp;gt;: An exception item that can bypass checks for promotion&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A lua table of PromoteBranch objects&lt;br /&gt;
&lt;br /&gt;
== GAME:PromoteCharacter(RogueEssence.Dungeon.Character,RogueEssence.Data.PromoteBranch,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Promotes a character ot a new class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to promote&lt;br /&gt;
* &amp;lt;code&amp;gt;branch&amp;lt;/code&amp;gt;: The PromoteBranch to promote with&lt;br /&gt;
* &amp;lt;code&amp;gt;bypassItem&amp;lt;/code&amp;gt;: An exception item that can bypass checks for promotion&lt;br /&gt;
&lt;br /&gt;
== GAME:FindPlayerItem(System.String,System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finds an item in the player&#039;s team and returns its slot within the inventory or among its team&#039;s equips.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The item ID to search for.&lt;br /&gt;
* &amp;lt;code&amp;gt;held&amp;lt;/code&amp;gt;: Check equipped items.&lt;br /&gt;
* &amp;lt;code&amp;gt;inv&amp;lt;/code&amp;gt;: Check inventory items.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The InvSlot of the item. Invalid if the item could not be found.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerEquippedCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the number of items equipped by players.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the number of items in the bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagLimit ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the maximum amount of item the player&#039;s team can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the equipped item for the character in the specified slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The team slot of the character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s equipped item&lt;br /&gt;
&lt;br /&gt;
== GAME:GetGuestEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the equipped item for the character in the specified guest slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The guest slot of the character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s equipped item&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerItem(RogueEssence.Dungeon.InvItem) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt;: The item to give&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerItem(System.String,System.Int32,System.Boolean,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item&lt;br /&gt;
* &amp;lt;code&amp;gt;count&amp;lt;/code&amp;gt;: The amount to give. Default 1&lt;br /&gt;
* &amp;lt;code&amp;gt;cursed&amp;lt;/code&amp;gt;: Whether the item is cursed. Default false.&lt;br /&gt;
* &amp;lt;code&amp;gt;hiddenval&amp;lt;/code&amp;gt;: The hidden value of the item. Default empty string.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the item found at the specified slot of the player&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The item found in the slot&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerBagItem(System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove an item from player inventory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot from which to remove the item&lt;br /&gt;
* &amp;lt;code&amp;gt;takeAll&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerEquippedItem(System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove the equipped item from a chosen member of the team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the character on the team from which to remove the item&lt;br /&gt;
* &amp;lt;code&amp;gt;takeAll&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:TakeGuestEquippedItem(System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove the equipped item from a chosen guest of the team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the character on the team&#039;s guest list from which to remove the item&lt;br /&gt;
* &amp;lt;code&amp;gt;takeAll&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerStorageCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the amount of items in the player&#039;s storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerStorageItemCount(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the amount of a specific item in the player&#039;s storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: ID of the item ot check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of copies currently in storage&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerStorageItem(RogueEssence.Dungeon.InvItem) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt;: The item to give&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerStorageItem(System.String,System.Int32,System.Boolean,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item&lt;br /&gt;
* &amp;lt;code&amp;gt;count&amp;lt;/code&amp;gt;: The amount to give. Default 1&lt;br /&gt;
* &amp;lt;code&amp;gt;cursed&amp;lt;/code&amp;gt;: Whether the item is cursed. Default false.&lt;br /&gt;
* &amp;lt;code&amp;gt;hiddenval&amp;lt;/code&amp;gt;: The hidden value of the item. Default empty string.&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerStorageItem(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Takes an item from the storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item to take&lt;br /&gt;
&lt;br /&gt;
== GAME:DepositAll ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Takes all items in the player team&#039;s bag and equipped items, and deposits them in storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerMoney ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the amount of money the player currently has on hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of money.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddToPlayerMoney(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds money to the player&#039;s wallet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toadd&amp;lt;/code&amp;gt;: The amount of money to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemoveFromPlayerMoney(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes money from the player&#039;s wallet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toremove&amp;lt;/code&amp;gt;: The amount of money to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerMoneyBank ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the amount of money in the player&#039;s bank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of money.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddToPlayerMoneyBank(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds money to the player&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toadd&amp;lt;/code&amp;gt;: The amount of money to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemoveFromPlayerMoneyBank(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes money from the player&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toremove&amp;lt;/code&amp;gt;: The amount of money to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsKeyDown(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a player is making a certain physical keyboard input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;keyid&amp;lt;/code&amp;gt;: The ID of the input&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the button is currently pressed.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsInputDown(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a player is making a certain game input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;inputid&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the input is currently pressed.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:CutsceneMode(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the game in cutscene mode. This prevents characters from taking idle action and hides certain UI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bon&amp;lt;/code&amp;gt;: If set to true, turns cutscene mode on. If set to false, turns it off.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetDailySeed ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the random seed for the current adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The current adventure&#039;s seed.&lt;br /&gt;
&lt;br /&gt;
== GAME:UnlockDungeon(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocks a specified dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: ID of the dungeon to unlock.&lt;br /&gt;
&lt;br /&gt;
== GAME:DungeonUnlocked(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a dungeon is unlocked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: ID of the dungeon to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if unlocked, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:InRogueMode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the current game is in rogue mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if in rogue mode, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:HasServerSet ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetRescueAllowed ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks to see if rescue is allowed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if rescues are allowed, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetRescueAllowed(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the value in the player&#039;s save file to determine if they can be rescued or not.&lt;br /&gt;
If rescue is possible on the Save File level, it can still be prevented by the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;allowed&amp;lt;/code&amp;gt;: Set to true to allow the player to be rescued.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:QueueLeaderEvent(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepares an event to execute on the next frame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:WaitFrames ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for a specified number of frames before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;frames&amp;lt;/code&amp;gt;: The number of frames ot wait.  Each frame is 1/60th of a second.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:WaitFrames(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:VectorToDirection(RogueElements.Loc) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Turns a vector (preferably a unit vector) into a cardinal or diagonal direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;v&amp;lt;/code&amp;gt;: The vector.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The direction as one of 8 values.&lt;br /&gt;
&lt;br /&gt;
== GAME:VectorToDirection(System.Double,System.Double) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Convenience function to get a vector&#039;s components from lua numbers(doubles)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt;: The X value of the vector&lt;br /&gt;
* &amp;lt;code&amp;gt;Y&amp;lt;/code&amp;gt;: The Y value of the vector&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The direction the vector points to as one of 8 values.&lt;br /&gt;
&lt;br /&gt;
== GAME:RandomDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generates a random direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
An 8-directional direction.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetupLuaFunctions(RogueEssence.Script.LuaEngine) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setups any extra functionalities for this object written on the lua side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GROUND:Hide(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hides an entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;entityname&amp;lt;/code&amp;gt;: The name of the entity to hide.&lt;br /&gt;
&lt;br /&gt;
== GROUND:Unhide(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unhides an entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;entityname&amp;lt;/code&amp;gt;: The name of the entity to unhide.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateObject(System.String,System.String,System.Int32,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;objtype&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;w&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;h&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateCharacter(System.String,System.String,System.Int32,System.Int32,System.String,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chartype&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;actionfun&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;thinkfun&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveObject(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deletes an object from the ground map, identified by its instance name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name of the object.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if succeeded, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveCharacter(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deletes a character from the ground map, identified by its instance name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name of the object.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if succeeded, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateCharacterFromCharData(System.String,RogueEssence.Dungeon.Character,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creates a ground character, given a dungeon character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name to give the character&lt;br /&gt;
* &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;: Character data to create from&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the character&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the character&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction the character will face, defaults to Dir8.Down&lt;br /&gt;
&lt;br /&gt;
== GROUND:RefreshPlayer ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reloads the controllable player&#039;s character data to be the current team&#039;s leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GROUND:SetPlayer(RogueEssence.Dungeon.CharData) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the controllable player to use new character data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;charData&amp;lt;/code&amp;gt;: The new character data&lt;br /&gt;
&lt;br /&gt;
== GROUND:SpawnerDoSpawn(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make the specified spawner run its spawn method.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnername&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The ground character spawned.&lt;br /&gt;
&lt;br /&gt;
== GROUND:SpawnerSetSpawn(System.String,RogueEssence.Dungeon.CharData) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the character to the specified spawner&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnername&amp;lt;/code&amp;gt;: The spawner to set the character to, by name&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnChar&amp;lt;/code&amp;gt;: The character to spawn.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharTurnToChar(RogueEssence.Ground.GroundChar,RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character turn to face another character instantly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;turnchar&amp;lt;/code&amp;gt;: The character that is turning.&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: The character to turn to.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharTurnToCharAnimated ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face another character over the specified time.&lt;br /&gt;
Clockwise or counter-clockwise are chosen based on the closest direction.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;curch&amp;lt;/code&amp;gt;: Character that is turning&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: Character to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: Time spent on each direction, in frames&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharTurnToCharAnimated(charFrom, charTo, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:EntTurn(RogueEssence.Ground.GroundEntity,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a ground entity turn to face a direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: The ground entity.  Can be a character or object.&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to face.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharAnimateTurn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face a chosen direction over the specified time.&lt;br /&gt;
Must specify clockwise or counter-clockwise.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: The character to turn&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: The time spent in each intermediate direction, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;ccw&amp;lt;/code&amp;gt;: false if clockwise, true if counter-clockwise&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:CharTurnToCharAnimated(charFrom, Dir8.Left, 3, true)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharAnimateTurnTo ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face a chosen direction over the specified time.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: The character to turn&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: The time spent in each intermediate direction, in frames&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharAnimateTurnTo(charFrom, Dir8.Left, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:TeleportTo(RogueEssence.Ground.GroundEntity,System.Int32,System.Int32,RogueElements.Dir8,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repositions the ground entity in a specified location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: The ground entity to reposition&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to point the entity.  Defaults to Dir8.None, which leaves it untouched.&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveInDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move in a direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction to move in&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: Duration of movement, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, Dir8.Down, 24, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move to a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y  coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, 200, 240, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveToMarker ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move to a ground marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;mark&amp;lt;/code&amp;gt;: GroundMarker object ot move to&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, marker, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveObjectToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground object move to a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Ground Entity to move&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y  coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, 200, 240, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:AnimateInDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a ground character move in a direction with custom animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;animDir&amp;lt;/code&amp;gt;: Direction of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction to move in&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: Duration of movement, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;animSpeed&amp;lt;/code&amp;gt;: Speed of animation, where 1.0 represents normal speed&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed movement, in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:AnimateInDirection(player, &amp;quot;Hurt&amp;quot;, Dir8.Down, 24, 0.5, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:AnimateToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a ground entity move to a position with custom animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity to move&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;animDir&amp;lt;/code&amp;gt;: Direction of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;animSpeed&amp;lt;/code&amp;gt;: Speed of animation, where 1.0 represents normal speed&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed movement, in pixels per frame&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the destination&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:AnimateToPosition(player, &amp;quot;Hurt&amp;quot;, Dir8.Down, 200, 240, 0.5, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetEmote(RogueEssence.Ground.GroundChar,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a character emote on the ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to emote&lt;br /&gt;
* &amp;lt;code&amp;gt;emoteid&amp;lt;/code&amp;gt;: ID of the emote&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to play the emote.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetDrawEffect(RogueEssence.Ground.GroundChar,RogueEssence.Dungeon.DrawEffect) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the ground character&#039;s draw effect to become invisible, shaking, still, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Target ground character.&lt;br /&gt;
* &amp;lt;code&amp;gt;effect&amp;lt;/code&amp;gt;: The draw effect.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharEndDrawEffect(RogueEssence.Ground.GroundChar,RogueEssence.Dungeon.DrawEffect) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the ground character&#039;s draw effect to become invisible, shaking, still, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Target ground character.&lt;br /&gt;
* &amp;lt;code&amp;gt;effect&amp;lt;/code&amp;gt;: The draw effect.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnimFallback(RogueEssence.Ground.GroundChar,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the fallback animation for the character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The anim to get the fallback anim of.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The fallback animation, as a string.  Blank if there is none.  Will return anim if anim already exists.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnim(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets a character&#039;s current animation as a string.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnimPoint(RogueEssence.Ground.GroundChar,RogueEssence.Content.ActionPointType) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the chosen action point of the character at this specific frame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;actionPoint&amp;lt;/code&amp;gt;: The ype of action point to retrieve the coordinates for.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The location of the action point in absolute coordinates on the map.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetAnim(RogueEssence.Ground.GroundChar,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt;: Whether to loop the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharEndAnim(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a character&#039;s current animation, reverting them to default idle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to stop animating&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharWaitAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the character perform an animation and waits until it&#039;s over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Animation to play&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:CharWaitAnim(player, &amp;quot;Hurt&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetAction(RogueEssence.Ground.GroundChar,RogueEssence.Ground.GroundAction) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to perfom the action&lt;br /&gt;
* &amp;lt;code&amp;gt;action&amp;lt;/code&amp;gt;: The action to perform&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharWaitAction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the character perform an action and waits until it&#039;s over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;action&amp;lt;/code&amp;gt;: Action to perform&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:CharWaitAction(player, action)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectSetAnim(RogueEssence.Ground.GroundObject,System.Int32,System.Int32,System.Int32,RogueElements.Dir8,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a ground object&#039;s animation.  After it finishes, it will return to the default animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: The duration of each frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;startFrame&amp;lt;/code&amp;gt;: The start frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;endFrame&amp;lt;/code&amp;gt;: The end frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: The direction of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to repeat the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectSetDefaultAnim(RogueEssence.Ground.GroundObject,System.String,System.Int32,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a ground object&#039;s default animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;animName&amp;lt;/code&amp;gt;: The name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: The duration of each frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;startFrame&amp;lt;/code&amp;gt;: The start frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;endFrame&amp;lt;/code&amp;gt;: The end frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: The direction of the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectWaitAnimFrame ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the object to reach a specific frame before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object ot wait on&lt;br /&gt;
* &amp;lt;code&amp;gt;frame&amp;lt;/code&amp;gt;: The frame of animation to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:WaitObjectAnim(fountain, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y Position&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX that has a start position and an end position.  It uses a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: Start X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Start Y Position&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down.&lt;br /&gt;
* &amp;lt;code&amp;gt;xTo&amp;lt;/code&amp;gt;: End X position&lt;br /&gt;
* &amp;lt;code&amp;gt;yTo&amp;lt;/code&amp;gt;: End Y position&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFXAnim(RogueEssence.Content.BaseAnim,RogueEssence.Content.DrawLayer) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using just a BaseAnim&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The animation to play&lt;br /&gt;
* &amp;lt;code&amp;gt;layer&amp;lt;/code&amp;gt;: The layer to put it on&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveScreen(RogueEssence.Content.ScreenMover) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a screen-moving effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;mover&amp;lt;/code&amp;gt;: The screen mover.&lt;br /&gt;
&lt;br /&gt;
== GROUND:HandoutEXP ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives a character a set amount of EXP.&lt;br /&gt;
Also handles leveling up and learning new moves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The characters to level up.&lt;br /&gt;
* &amp;lt;code&amp;gt;experience&amp;lt;/code&amp;gt;: The amount of EXP to gain.&lt;br /&gt;
&lt;br /&gt;
== GROUND:LevelUpChar ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Levels up a character a certain amount of times all at once.&lt;br /&gt;
Also handles learning new moves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The characters to level up.&lt;br /&gt;
* &amp;lt;code&amp;gt;numLevelUps&amp;lt;/code&amp;gt;: The number of level ups.&lt;br /&gt;
&lt;br /&gt;
== GROUND:AddMapStatus(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a mapstatus to the ground map.  Map statuses only have an aesthetic effect in ground maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;statusIdx&amp;lt;/code&amp;gt;: The ID of the Map Status&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveMapStatus(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes a map status from the ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;statusIdx&amp;lt;/code&amp;gt;: The ID of the Map Status to remove.&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlaySE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect specifically from the Battle/ subdirectory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:WaitSE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect, and waits for it to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOUND:WaitSE(&amp;quot;Battle/Hit&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SOUND:LoopSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:LoopBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeInSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect, fading in over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade in&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeInBattleSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect, fading in over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade in&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect, fading out over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade out&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutBattleSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect, fading out over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade out&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayFanfare(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect that temporarily mutes the music for its duration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:WaitFanfare ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect that temporarily mutes the music for its duration.&lt;br /&gt;
This function waits for the sound to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOUND:WaitFanfare(&amp;quot;Battle/LevelUp&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayBGM(System.String,System.Boolean,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a song, replacing the current one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The file name of the song, relative to the Content/Music folder.&lt;br /&gt;
* &amp;lt;code&amp;gt;fade&amp;lt;/code&amp;gt;: Whether to fade the old song out, or start a new one.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: The amount of time, in frames, to fade out the old song.&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopBGM ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops playing the current song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutBGM(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the current song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: The amount of time, in frames, to fade out the song.&lt;br /&gt;
&lt;br /&gt;
== SOUND:SetBGMVolume(System.Single) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current volume of the song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;val&amp;lt;/code&amp;gt;: A float value between 0 and 1&lt;br /&gt;
&lt;br /&gt;
== SOUND:GetCurrentSong ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the currently playing song.  If the current song is fading out, gets the next song to be played.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The filename of the song, relative to the Content/Music folder&lt;br /&gt;
&lt;br /&gt;
== STRINGS:LocaleCode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current language setting of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The current language, represented by a locale code.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:Format(System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Formats a string.  Will unescape escaped characters and process grammar tags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fmt&amp;lt;/code&amp;gt;: String to format.&lt;br /&gt;
* &amp;lt;code&amp;gt;para&amp;lt;/code&amp;gt;: Arguments&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The formatted string.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:FormatKey(System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Formats a string given a string key.  Will unescape escaped characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fmt&amp;lt;/code&amp;gt;: The string key to format&lt;br /&gt;
* &amp;lt;code&amp;gt;para&amp;lt;/code&amp;gt;: string arguments&lt;br /&gt;
&lt;br /&gt;
== STRINGS:LocalKeyString(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the string representing a button or key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The input type of the input.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The string representing the button o key the input maps to.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:CreateList(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Builds a single string of comma separated elements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;listStrings&amp;lt;/code&amp;gt;: LuaTable of strings containing the elements to build the list from.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The combined string containing all elements.&lt;br /&gt;
&lt;br /&gt;
== TASK:StartEntityTask(RogueEssence.Ground.GroundEntity,NLua.LuaFunction) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Helper function to make an entity run the specified task.&lt;br /&gt;
Will not replace a running task!&lt;br /&gt;
Tasks are run interlocked with the script processing and game processing, and characters cannot run multiple tasks at the same time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which will run the task.&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: Task coroutine.&lt;br /&gt;
&lt;br /&gt;
== TASK:StopEntityTask(RogueEssence.Ground.GroundEntity) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Helper function to force stop an entity&#039;s current task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity running the task to stop.&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitStartEntityTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes an entity run a specified task, and waits for it to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which will run the task.&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: Task coroutine.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitEntityTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the specified entity to finish its task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which task we&#039;ll wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:WaitEntityTask(player)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Runs a task and waits for it to complete.&lt;br /&gt;
Most methods that do not expose themselves to script need to be wrapped with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The task to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:WaitTask(_DUNGEON:DropMoney(100, RogueElements.Loc(10, 10), RogueElements.Loc(10, 10)))&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:StartScriptLocalCoroutine(NLua.LuaFunction,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A wrapper around the StartCoroutine method of the GameManager, so lua coroutines can be executed locally to the script context.&lt;br /&gt;
AKA, it will block the script execution while its executed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;args&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== TASK:BranchCoroutine(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starts a new coroutine to run parallel to the current execution.&lt;br /&gt;
Useful for performing multiple actions at once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The task to run in parallel&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
local coro1 = TASK:BranchCoroutine(GAME:_FadeIn(60))&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:JoinCoroutines ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for all specified coroutines to finish before continuing execution.&lt;br /&gt;
Often used for coroutines created using TASK:BranchCoroutine()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;coroTable&amp;lt;/code&amp;gt;: A table of coroutines to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:JoinCoroutines({coro1})&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:WaitInput ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the player to press a button before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowDialogue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a dialogue box with text, waiting until the player completes it.&lt;br /&gt;
Takes a string as an argument.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowDialogue(&amp;quot;Hello World!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowTimedDialogue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a dialogue box with text, waiting until the specified time has expired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;waitTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowTimedDialogue(&amp;quot;Hello World!&amp;quot;, 120)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextDialogue(System.String,System.Int32,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current dialogue text to be shown.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;waitTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowVoiceOver ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a voice over, waiting until the player completes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowVoiceOver(&amp;quot;Hello World!&amp;quot;, 120)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextVoiceOver(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current voice-over text to be shown.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:TextPopUp(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes text pop up in the bottom-left corner by default. Displays concurrently with any other process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;centerH&amp;lt;/code&amp;gt;: Horizontal centering&lt;br /&gt;
* &amp;lt;code&amp;gt;centerV&amp;lt;/code&amp;gt;: Vertical centering&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades in a title text, waiting until the fade-in is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowTitle(&amp;quot;Hello World!&amp;quot;, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextShowTitle(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shows text in the format of a title drop.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitHideTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the currently displayed title, waiting until the fade-out is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitHideTitle(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextFadeTitle(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the text set in a title drop.  Requires WaitDialog to actually fade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowBG ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades in a chosen background image, with a chosen framerate, at a certain fade time, waiting until the fade-in is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bg&amp;lt;/code&amp;gt;: The background to show, from the list of BG textures.&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: Framerate of the image animation.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeInTime&amp;lt;/code&amp;gt;: Time taken to fade in the image.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowBG(&amp;quot;TestBG&amp;quot;, 3, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:ShowBG(System.String,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets an image to display.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bg&amp;lt;/code&amp;gt;: The background to show, from the list of BG textures.&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: Framerate of the image animation.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeInTime&amp;lt;/code&amp;gt;: Time taken to fade in the image.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitHideBG ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the current background image, waiting until the fade-out is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: Time taken to fade out the image.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitHideBG(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:FadeBG(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepares a fade-out of the current image.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: Time taken to fade out the image.&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSpeaker(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clears the current speaker, so none is displayed the next time TextDialogue is called.&lt;br /&gt;
This also resets any custom dialogue box positions, portrait positions, and choice positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: If turned on, the text from the dialogue boxes make sounds.  Default is on.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(System.String,System.Boolean,System.String,System.Int32,System.String,RogueEssence.Data.Gender) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Speaker name.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
* &amp;lt;code&amp;gt;specie&amp;lt;/code&amp;gt;: Species of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;form&amp;lt;/code&amp;gt;: Form of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;skin&amp;lt;/code&amp;gt;: Skin of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;gender&amp;lt;/code&amp;gt;: Gender of the speaker&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(RogueEssence.Ground.GroundChar,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to set as speaker. This is a character in a ground map.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(RogueEssence.Dungeon.Character,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to set as speaker. This is a character in a dungeon map.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerReverse(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reverses the speaker orientation to face left instead of right.  This depends on the boolean passed in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;reverse&amp;lt;/code&amp;gt;: Faces right if false, left if true.&lt;br /&gt;
&lt;br /&gt;
== UI:SetChoiceLoc(System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the choices for a question dialog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position&lt;br /&gt;
&lt;br /&gt;
== UI:ResetChoiceLoc ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the choices for a question dialog back to default.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetBounds(System.Int32,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position and size of the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
&lt;br /&gt;
== UI:SetSe(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker sound effect and speak frames played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newSe&amp;lt;/code&amp;gt;: The sound effect of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;speakTime&amp;lt;/code&amp;gt;: The amount of frames to wait between each sound effect&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSe(&amp;quot;Battle/_UNK_DUN_Water_Drop&amp;quot;, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:SetSe(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker sound effect played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newSe&amp;lt;/code&amp;gt;: The sound effect of the box&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSe(&amp;quot;Menu/Unknown-3&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakTime(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speak frames played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;speakTime&amp;lt;/code&amp;gt;: The amount of frames to wait between each sound effect&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSpeakTime(10)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSe ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets to the default speaker sound effect and speaker frames.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ResetBounds ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets the position and size of the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerLoc(System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the speaker in a dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSpeakerLoc ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets the position of the speaker in a dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerEmotion(System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the emotion of the speaker in the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emo&amp;lt;/code&amp;gt;: Emotion to display&lt;br /&gt;
* &amp;lt;code&amp;gt;reverse&amp;lt;/code&amp;gt;: Faces right if false, left if true.&lt;br /&gt;
&lt;br /&gt;
== UI:SetCenter(System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the centering of the text in the textbox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;centerH&amp;lt;/code&amp;gt;: Horizontal centering&lt;br /&gt;
* &amp;lt;code&amp;gt;centerV&amp;lt;/code&amp;gt;: Vertical centering&lt;br /&gt;
&lt;br /&gt;
== UI:SetAutoFinish(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the text automatically finish when it shows up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;autoFinish&amp;lt;/code&amp;gt;: Auto-finishes text if true.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitDialog ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the currently set dialogue box and waits for the player to complete it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitDialog()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:_DummyWait ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instantly break. Used as default/invalid value when returning a yieldable value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ChoiceMenuYesNo(System.String,System.Boolean,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ask a question answered by yes or no via character dialogue to the player.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
The Yes/No menu returns 1 for yes, and 0 for no.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;: Question to be asked to the user.&lt;br /&gt;
* &amp;lt;code&amp;gt;bdefaultstono&amp;lt;/code&amp;gt;: Whether the cursor starts on no by default&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:NameMenu(System.String,System.String,System.Int32,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the name input box.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: The text to show above the input line.&lt;br /&gt;
* &amp;lt;code&amp;gt;desc&amp;lt;/code&amp;gt;: The text to show below the input line.&lt;br /&gt;
* &amp;lt;code&amp;gt;maxLength&amp;lt;/code&amp;gt;: The length of the text in pixels.&lt;br /&gt;
* &amp;lt;code&amp;gt;defaultName&amp;lt;/code&amp;gt;: Name to start the textbox with.&lt;br /&gt;
&lt;br /&gt;
== UI:AssemblyMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a menu for replacing party members with the assembly.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the boolean value indicating whether the team composition was changed or not, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShopMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Shop menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items chosen, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;goods&amp;lt;/code&amp;gt;: A table of items to be sold.  The format is { Item=InvItem, Price=int } for each item.&lt;br /&gt;
&lt;br /&gt;
== UI:SellMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Sell menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items to sell, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:StorageMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Storage menu for which to exchange items in the inventory with.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:WithdrawMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Storage menu for which to withdraw from.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:BankMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Bank menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SpoilsMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Spoils menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;appraisalMap&amp;lt;/code&amp;gt;: A table of mappings from containers to items, in the format of { Box=InvItem , Item=InvItem }&lt;br /&gt;
&lt;br /&gt;
== UI:AppraiseMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Appraisal menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items chosen, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:TutorTeamMenu(NLua.LuaFunction) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Tutor Team menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen team member, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:RelearnMenu(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Relearn menu for a character.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
&lt;br /&gt;
== UI:LearnMenu(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Learn menu for a character to replace an existing skill with a new one.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
* &amp;lt;code&amp;gt;skillNum&amp;lt;/code&amp;gt;: The new skill&lt;br /&gt;
&lt;br /&gt;
== UI:ForgetMenu(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Forget menu for a character to forget a skill.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
&lt;br /&gt;
== UI:ShowPromoteMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Promote menu to choose a team member to promote.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen team slot, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:CanSwapMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SwapMenu(NLua.LuaTable,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:TributeMenu(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShowMusicMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Music menu to browse music for the game.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string representing the chosen song, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spoilerUnlocks&amp;lt;/code&amp;gt;: A lua table of strings representing progression flags that have been completed.&lt;br /&gt;
            Any ogg file that uses this tag as a spoiler tag will display in the menu only if the flag has been passed.&lt;br /&gt;
&lt;br /&gt;
== UI:DungeonChoice(System.String,RogueEssence.Dungeon.ZoneLoc) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ask to enter a destintion via character dialogue to the player.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
The Yes/No menu returns 1 for yes, and 0 for no.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Name of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;dest&amp;lt;/code&amp;gt;: The ZoneLoc location of the destination.&lt;br /&gt;
&lt;br /&gt;
== UI:DestinationMenu(NLua.LuaTable,System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a choice menu for choosing destinations, showing a preview of restrictions and requirements for dungeons.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the ZoneLoc indicating the chosen destination, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;destinations&amp;lt;/code&amp;gt;: A lua table representing the list of destinations with each element in the format of { Name=string, Dest=ZoneLoc }&lt;br /&gt;
&lt;br /&gt;
== UI:ServersMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ContactsMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SOSMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:AOKMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:PeersMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShowConnectMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:CurrentActivityMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ChooseMonsterMenu(System.String,NLua.LuaTable,System.Boolean,System.Boolean,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a choice menu for choosing monsters, showing a preview of their appearances via portrait.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string indicating the chosen species, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: The title of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;choices&amp;lt;/code&amp;gt;: A lua table of choices with each element being a MonsterID.&lt;br /&gt;
* &amp;lt;code&amp;gt;canMenu&amp;lt;/code&amp;gt;: If set to true, the Menu Button exits the menu if pressed.&lt;br /&gt;
* &amp;lt;code&amp;gt;canCancel&amp;lt;/code&amp;gt;: If set to true, the Cancel Button exits the menu if pressed.&lt;br /&gt;
* &amp;lt;code&amp;gt;slotsPerPage&amp;lt;/code&amp;gt;: Slots to display per page&lt;br /&gt;
&lt;br /&gt;
== UI:SetCustomMenu(RogueEssence.Menu.InteractableMenu) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a custom menu of the caller&#039;s choice.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:BeginChoiceMenu(System.String,NLua.LuaTable,System.Object,System.Object,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a multi-choice menu.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;: The question to ask the user.&lt;br /&gt;
* &amp;lt;code&amp;gt;choicesPairs&amp;lt;/code&amp;gt;: A table of choices.  Each choice can be either a string, or { string, bool } representing the text and enabled status.&lt;br /&gt;
* &amp;lt;code&amp;gt;defaultChoice&amp;lt;/code&amp;gt;: The cursor starts on this choice.&lt;br /&gt;
* &amp;lt;code&amp;gt;cancelChoice&amp;lt;/code&amp;gt;: This choice is chosen if the player presses the cancel button.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:BeginMultiPageMenu(System.Int32,System.Int32,System.Int32,System.String,NLua.LuaTable,System.Int32,System.Object,System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a multi-paged choice menu.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y position of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: Height of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;choicesPairs&amp;lt;/code&amp;gt;: A table of choices.  Each choice can be either a string, or { string, bool } representing the text and enabled status.&lt;br /&gt;
* &amp;lt;code&amp;gt;linesPerPage&amp;lt;/code&amp;gt;: Number of choices per page&lt;br /&gt;
* &amp;lt;code&amp;gt;defaultChoice&amp;lt;/code&amp;gt;: The cursor starts on this choice.&lt;br /&gt;
* &amp;lt;code&amp;gt;cancelChoice&amp;lt;/code&amp;gt;: This choice is chosen if the player presses the cancel button.&lt;br /&gt;
&lt;br /&gt;
== UI:ChoiceResult ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the result of the last choice menu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The result of the choice&lt;br /&gt;
&lt;br /&gt;
== UI:GetChoiceAction(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s complicated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== UI:WaitForChoice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the currently set choice menu and waits for the player&#039;s selection to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:__WaitForChoice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wait for choice and then CLEAN UP m_curchoice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scripting]]&lt;br /&gt;
[[Category:Quick Reference]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Logical123</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Lua_Function_Reference&amp;diff=2684</id>
		<title>Lua Function Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Lua_Function_Reference&amp;diff=2684"/>
		<updated>2025-05-11T01:50:27Z</updated>

		<summary type="html">&lt;p&gt;Logical123: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows all script functions that can be called from Lua&lt;br /&gt;
&lt;br /&gt;
== AI:SetCharacterAI(RogueEssence.Ground.GroundChar,System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Assign the given scripted AI class to the specified GroundChar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;classpath&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:DisableCharacterAI(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disable a given groundchar&#039;s AI processing until its enabled again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:EnableCharacterAI(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enable a given groundchar&#039;s AI processing if its currently disabled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:SetAIState(RogueEssence.Ground.GroundChar,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enable a given groundchar&#039;s AI processing if its currently disabled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharTurnToChar(RogueEssence.Dungeon.Character,RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character turn to face another&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;curch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:LastDungeonResult ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the result of the last dungeon adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonCurrentFloor ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the floor number of the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonAssetName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the internal name for the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonDisplayName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the localized name of the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharSetEmote(RogueEssence.Dungeon.Character,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s emote in a dungeon map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to emote&lt;br /&gt;
* &amp;lt;code&amp;gt;emoteid&amp;lt;/code&amp;gt;: ID of the emote&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to play the emote.&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharStartAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt;: Whether to loop the animation&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharStartAnim(player, anim, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharEndAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a character&#039;s current animation, reverting them to default idle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to stop animating&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharEndAnim(player)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharWaitAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation, and waits until it completed before continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharStartAnim(player, anim)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX in the dungeon map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y Position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX that has a start position and an end position.  It uses a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: Start X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Start Y Position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down.&lt;br /&gt;
* &amp;lt;code&amp;gt;xTo&amp;lt;/code&amp;gt;: End X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;yTo&amp;lt;/code&amp;gt;: End Y position in pixels&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFXAnim(RogueEssence.Content.BaseAnim,RogueEssence.Content.DrawLayer) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using just a BaseAnim&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The animation to play&lt;br /&gt;
* &amp;lt;code&amp;gt;layer&amp;lt;/code&amp;gt;: The layer to put it on&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:MoveScreen(RogueEssence.Content.ScreenMover) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a screen-moving effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;mover&amp;lt;/code&amp;gt;: The screen mover.&lt;br /&gt;
&lt;br /&gt;
== GAME:GroundSave ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saves the game while in ground mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:GroundSave()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:GetModDiff(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;uuidStr&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentGround ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentFloor ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current dungeon map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current zone, also known as dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.Int32,System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within the current zone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The index of the ground map in the zone&lt;br /&gt;
* &amp;lt;code&amp;gt;idxentrypoint&amp;lt;/code&amp;gt;: The index of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.String,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within the current zone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The name of the ground map.  It must exist within in the zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;entrypoint&amp;lt;/code&amp;gt;: The name of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.String,System.String,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within a new zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;zone&amp;lt;/code&amp;gt;: The name of the destination zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The name of the ground map.  It must exist within in the zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;entrypoint&amp;lt;/code&amp;gt;: The name of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a new adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
* &amp;lt;code&amp;gt;stakes&amp;lt;/code&amp;gt;: Decides what happens when the adventure fails/succeeds.&lt;br /&gt;
* &amp;lt;code&amp;gt;recorded&amp;lt;/code&amp;gt;: Record the adventure in a replay&lt;br /&gt;
* &amp;lt;code&amp;gt;silentRestrict&amp;lt;/code&amp;gt;: Make the dungeon restrictions silently&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EnterDungeon(1, 0, 0, 0, RogueEssence.Data.GameProgress.DungeonStakes.Risk, true, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:ContinueDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and continues the current adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:ContinueDungeon(1, 1, 0, 0)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:EndDungeonRun ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ends the current adventure, sending the player to a specified destination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;result&amp;lt;/code&amp;gt;: The result of the adventure.&lt;br /&gt;
* &amp;lt;code&amp;gt;destzoneid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entryid&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
* &amp;lt;code&amp;gt;display&amp;lt;/code&amp;gt;: Display an epitaph marking the end of the adventure.&lt;br /&gt;
* &amp;lt;code&amp;gt;fanfare&amp;lt;/code&amp;gt;: Play a fanfare.&lt;br /&gt;
* &amp;lt;code&amp;gt;completedZone&amp;lt;/code&amp;gt;: Zone to mark as completed. Defaults to current zone.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EndDungeonRun(GameProgress.ResultType.Cleared, 0, -1, 1, 0, true, true)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterRescue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a rescue adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;sosPath&amp;lt;/code&amp;gt;: The path of the sos mail.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EnterRescue(&amp;quot;RESCUE/INBOX/SOS/example.sosmail&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:AddAOKRemark(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;remarkIndex&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:RestartToTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map and load up the title screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:RestartRogue(RogueEssence.Data.RogueConfig) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Restarts a Roguelocke run based on the configuration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;config&amp;lt;/code&amp;gt;: The configuration of the roguelocke run&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterZone(System.String,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a new adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
&lt;br /&gt;
== GAME:FadeOut ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fade out the screen. Waits to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;white&amp;lt;/code&amp;gt;: Fade to white if set to true.  Fades to black otherwise.&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time to fade in frames.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:FadeOut(false, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:FadeIn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fade into the screen. Waits to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time to fade in frames.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:FadeIn(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:MoveCamera ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Centers the camera on a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the camera center&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the camera center&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time it takes ot move to the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;toPlayer&amp;lt;/code&amp;gt;: Destination is in absolute coordinates if false, and relative to the player character if set to true.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:MoveCamera(200, 240, 60, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:MoveCameraToChara ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Centers the camera on a character.&lt;br /&gt;
&lt;br /&gt;
As we are simply moving the camera to a character, this will simply set ViewCenter and not ViewOffset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the camera center, as an offset for the chara&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the camera center, as an offset for the chara&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time it takes ot move to the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to center on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:MoveCameraToChara(200, 240, 60, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCameraCenter ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current center of the camera.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Loc object representing the center of the camera.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsCameraOnChar ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Determines whether the camera is centered relative to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if the camera is relative to the player, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:HasSOSMail ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:HasAOKMail ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetTeamLeaderIndex ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the index of the currently player controlled entity in the party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Index of the currently player controlled entity in the party.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetTeamLeaderIndex(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the leader to the chosen index within the party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;idx&amp;lt;/code&amp;gt;: The index of the team member within the team.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCanSwitch(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prevents or allows the switching of leaders for the save file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;canSwitch&amp;lt;/code&amp;gt;: Set to true to allow switching, set to false to prevent it.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCanRecruit(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prevents or allows the joining of recruits for the save file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;canRecruit&amp;lt;/code&amp;gt;: Set to true to allow recruit joins, set to false to prevent it.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the player party count.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The count of players&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the party as a LuaTable.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the number of guests currently in the player&#039;s party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of guests&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the guests as a LuaTable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the number of characters currently in the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the assembly as a LuaTable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The assembly member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerTeam(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerTeam(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the team, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerGuest(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerGuest(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the team&#039;s guests, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerAssembly(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerAssembly(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the assembly, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCharacterNickname(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a character&#039;s nickname&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to rename&lt;br /&gt;
* &amp;lt;code&amp;gt;nickname&amp;lt;/code&amp;gt;: The new name&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCharacterNickname(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character nickname&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to get the nickname from&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s nickname&lt;br /&gt;
&lt;br /&gt;
== GAME:SetTeamName(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the name of the player&#039;s team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;teamname&amp;lt;/code&amp;gt;: The new team name&lt;br /&gt;
&lt;br /&gt;
== GAME:GetTeamName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the name of the player&#039;s team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team&#039;s name&lt;br /&gt;
&lt;br /&gt;
== GAME:CanRelearn(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can relearn any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CanForget(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can forget any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CanLearn(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can learn any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CheckLevelSkills ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks the levels gained by a character and prompts to learn all skills along the levels.&lt;br /&gt;
Waits until all skills have been accepted or declined before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to prompt for learning.&lt;br /&gt;
* &amp;lt;code&amp;gt;oldLevel&amp;lt;/code&amp;gt;: The level that the character leveled up from.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:CheckLevelSkills(player, 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:TryLearnSkill ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attempts to give a new skill to the specified character, prompting to replace an old one if they are full.&lt;br /&gt;
Waits until all the skill has been accepted or declined before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:TryLearnSkill(player, &amp;quot;thunder&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:LearnSkill(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives a new skill to a specified character.&lt;br /&gt;
Fails if the character&#039;s skills are full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
&lt;br /&gt;
== GAME:ForgetSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removed a skill from the specified character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to forget the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the skill to forget&lt;br /&gt;
&lt;br /&gt;
== GAME:LockSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a skill impossible to forget or replace for the specified character.&lt;br /&gt;
Note that this only affects normal gameplay. Scripts can still freely get rid of the skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to lock the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the skill to lock&lt;br /&gt;
&lt;br /&gt;
== GAME:UnlockSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocks a previously locked skill for the specified character, making it possible to be forgotten or replaced during normal gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to unlock the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the skill to unlock&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCharacterSkill(RogueEssence.Dungeon.Character,System.String,System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives a new skill to a specified character, replacing a specifically chosen slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skillId&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to replace&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCharacterSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the skill from a specified character and specified slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to get the skill from.&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to get the skill from.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The ID of the skill in the slot&lt;br /&gt;
&lt;br /&gt;
== GAME:CanPromote(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can be promoted to a new class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the character can be promoted, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetAvailablePromotions(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets a list of possible classes that the character can prmote to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
* &amp;lt;code&amp;gt;bypassItem&amp;lt;/code&amp;gt;: An exception item that can bypass checks for promotion&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A lua table of PromoteBranch objects&lt;br /&gt;
&lt;br /&gt;
== GAME:PromoteCharacter(RogueEssence.Dungeon.Character,RogueEssence.Data.PromoteBranch,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Promotes a character ot a new class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to promote&lt;br /&gt;
* &amp;lt;code&amp;gt;branch&amp;lt;/code&amp;gt;: The PromoteBranch to promote with&lt;br /&gt;
* &amp;lt;code&amp;gt;bypassItem&amp;lt;/code&amp;gt;: An exception item that can bypass checks for promotion&lt;br /&gt;
&lt;br /&gt;
== GAME:FindPlayerItem(System.String,System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finds an item in the player&#039;s team and returns its slot within the inventory or among its team&#039;s equips.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The item ID to search for.&lt;br /&gt;
* &amp;lt;code&amp;gt;held&amp;lt;/code&amp;gt;: Check equipped items.&lt;br /&gt;
* &amp;lt;code&amp;gt;inv&amp;lt;/code&amp;gt;: Check inventory items.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The InvSlot of the item. Invalid if the item could not be found.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerEquippedCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the number of items equipped by players.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the number of items in the bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagLimit ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the maximum amount of item the player&#039;s team can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the equipped item for the character in the specified slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The team slot of the character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s equipped item&lt;br /&gt;
&lt;br /&gt;
== GAME:GetGuestEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the equipped item for the character in the specified guest slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The guest slot of the character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s equipped item&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerItem(RogueEssence.Dungeon.InvItem) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt;: The item to give&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerItem(System.String,System.Int32,System.Boolean,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item&lt;br /&gt;
* &amp;lt;code&amp;gt;count&amp;lt;/code&amp;gt;: The amount to give. Default 1&lt;br /&gt;
* &amp;lt;code&amp;gt;cursed&amp;lt;/code&amp;gt;: Whether the item is cursed. Default false.&lt;br /&gt;
* &amp;lt;code&amp;gt;hiddenval&amp;lt;/code&amp;gt;: The hidden value of the item. Default empty string.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the item found at the specified slot of the player&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The item found in the slot&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerBagItem(System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove an item from player inventory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot from which to remove the item&lt;br /&gt;
* &amp;lt;code&amp;gt;takeAll&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerEquippedItem(System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove the equipped item from a chosen member of the team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the character on the team from which to remove the item&lt;br /&gt;
* &amp;lt;code&amp;gt;takeAll&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:TakeGuestEquippedItem(System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove the equipped item from a chosen guest of the team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the character on the team&#039;s guest list from which to remove the item&lt;br /&gt;
* &amp;lt;code&amp;gt;takeAll&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerStorageCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the amount of items in the player&#039;s storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerStorageItemCount(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the amount of a specific item in the player&#039;s storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: ID of the item ot check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of copies currently in storage&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerStorageItem(RogueEssence.Dungeon.InvItem) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt;: The item to give&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerStorageItem(System.String,System.Int32,System.Boolean,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item&lt;br /&gt;
* &amp;lt;code&amp;gt;count&amp;lt;/code&amp;gt;: The amount to give. Default 1&lt;br /&gt;
* &amp;lt;code&amp;gt;cursed&amp;lt;/code&amp;gt;: Whether the item is cursed. Default false.&lt;br /&gt;
* &amp;lt;code&amp;gt;hiddenval&amp;lt;/code&amp;gt;: The hidden value of the item. Default empty string.&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerStorageItem(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Takes an item from the storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item to take&lt;br /&gt;
&lt;br /&gt;
== GAME:DepositAll ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Takes all items in the player team&#039;s bag and equipped items, and deposits them in storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerMoney ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the amount of money the player currently has on hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of money.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddToPlayerMoney(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds money to the player&#039;s wallet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toadd&amp;lt;/code&amp;gt;: The amount of money to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemoveFromPlayerMoney(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes money from the player&#039;s wallet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toremove&amp;lt;/code&amp;gt;: The amount of money to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerMoneyBank ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the amount of money in the player&#039;s bank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of money.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddToPlayerMoneyBank(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds money to the player&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toadd&amp;lt;/code&amp;gt;: The amount of money to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemoveFromPlayerMoneyBank(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes money from the player&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toremove&amp;lt;/code&amp;gt;: The amount of money to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsKeyDown(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a player is making a certain physical keyboard input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;keyid&amp;lt;/code&amp;gt;: The ID of the input&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the button is currently pressed.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsInputDown(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a player is making a certain game input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;inputid&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the input is currently pressed.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:CutsceneMode(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the game in cutscene mode. This prevents characters from taking idle action and hides certain UI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bon&amp;lt;/code&amp;gt;: If set to true, turns cutscene mode on. If set to false, turns it off.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetDailySeed ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the random seed for the current adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The current adventure&#039;s seed.&lt;br /&gt;
&lt;br /&gt;
== GAME:UnlockDungeon(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocks a specified dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: ID of the dungeon to unlock.&lt;br /&gt;
&lt;br /&gt;
== GAME:DungeonUnlocked(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a dungeon is unlocked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: ID of the dungeon to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if unlocked, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:InRogueMode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the current game is in rogue mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if in rogue mode, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:HasServerSet ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetRescueAllowed ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks to see if rescue is allowed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if rescues are allowed, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetRescueAllowed(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the value in the player&#039;s save file to determine if they can be rescued or not.&lt;br /&gt;
If rescue is possible on the Save File level, it can still be prevented by the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;allowed&amp;lt;/code&amp;gt;: Set to true to allow the player to be rescued.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:QueueLeaderEvent(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepares an event to execute on the next frame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:WaitFrames ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for a specified number of frames before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;frames&amp;lt;/code&amp;gt;: The number of frames ot wait.  Each frame is 1/60th of a second.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:WaitFrames(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:VectorToDirection(RogueElements.Loc) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Turns a vector (preferably a unit vector) into a cardinal or diagonal direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;v&amp;lt;/code&amp;gt;: The vector.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The direction as one of 8 values.&lt;br /&gt;
&lt;br /&gt;
== GAME:VectorToDirection(System.Double,System.Double) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Convenience function to get a vector&#039;s components from lua numbers(doubles)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt;: The X value of the vector&lt;br /&gt;
* &amp;lt;code&amp;gt;Y&amp;lt;/code&amp;gt;: The Y value of the vector&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The direction the vector points to as one of 8 values.&lt;br /&gt;
&lt;br /&gt;
== GAME:RandomDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generates a random direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
An 8-directional direction.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetupLuaFunctions(RogueEssence.Script.LuaEngine) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setups any extra functionalities for this object written on the lua side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GROUND:Hide(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hides an entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;entityname&amp;lt;/code&amp;gt;: The name of the entity to hide.&lt;br /&gt;
&lt;br /&gt;
== GROUND:Unhide(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unhides an entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;entityname&amp;lt;/code&amp;gt;: The name of the entity to unhide.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateObject(System.String,System.String,System.Int32,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;objtype&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;w&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;h&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateCharacter(System.String,System.String,System.Int32,System.Int32,System.String,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chartype&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;actionfun&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;thinkfun&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveObject(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deletes an object from the ground map, identified by its instance name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name of the object.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if succeeded, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveCharacter(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deletes a character from the ground map, identified by its instance name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name of the object.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if succeeded, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateCharacterFromCharData(System.String,RogueEssence.Dungeon.Character,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creates a ground character, given a dungeon character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name to give the character&lt;br /&gt;
* &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;: Character data to create from&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the character&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the character&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction the character will face, defaults to Dir8.Down&lt;br /&gt;
&lt;br /&gt;
== GROUND:RefreshPlayer ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reloads the controllable player&#039;s character data to be the current team&#039;s leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GROUND:SetPlayer(RogueEssence.Dungeon.CharData) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the controllable player to use new character data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;charData&amp;lt;/code&amp;gt;: The new character data&lt;br /&gt;
&lt;br /&gt;
== GROUND:SpawnerDoSpawn(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make the specified spawner run its spawn method.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnername&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The ground character spawned.&lt;br /&gt;
&lt;br /&gt;
== GROUND:SpawnerSetSpawn(System.String,RogueEssence.Dungeon.CharData) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the character to the specified spawner&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnername&amp;lt;/code&amp;gt;: The spawner to set the character to, by name&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnChar&amp;lt;/code&amp;gt;: The character to spawn.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharTurnToChar(RogueEssence.Ground.GroundChar,RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character turn to face another character instantly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;turnchar&amp;lt;/code&amp;gt;: The character that is turning.&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: The character to turn to.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharTurnToCharAnimated ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face another character over the specified time.&lt;br /&gt;
Clockwise or counter-clockwise are chosen based on the closest direction.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;curch&amp;lt;/code&amp;gt;: Character that is turning&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: Character to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: Time spent on each direction, in frames&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharTurnToCharAnimated(charFrom, charTo, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:EntTurn(RogueEssence.Ground.GroundEntity,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a ground entity turn to face a direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: The ground entity.  Can be a character or object.&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to face.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharAnimateTurn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face a chosen direction over the specified time.&lt;br /&gt;
Must specify clockwise or counter-clockwise.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: The character to turn&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: The time spent in each intermediate direction, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;ccw&amp;lt;/code&amp;gt;: false if clockwise, true if counter-clockwise&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:CharTurnToCharAnimated(charFrom, Dir8.Left, 3, true)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharAnimateTurnTo ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face a chosen direction over the specified time.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: The character to turn&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: The time spent in each intermediate direction, in frames&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharTurnToCharAnimated(charFrom, Dir8.Left, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:TeleportTo(RogueEssence.Ground.GroundEntity,System.Int32,System.Int32,RogueElements.Dir8,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repositions the ground entity in a specified location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: The ground entity to reposition&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to point the entity.  Defaults to Dir8.None, which leaves it untouched.&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveInDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move in a direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction to move in&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: Duration of movement, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, Dir8.Down, 24, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move to a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y  coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, 200, 240, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveToMarker ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move to a ground marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;mark&amp;lt;/code&amp;gt;: GroundMarker object ot move to&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, marker, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveObjectToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground object move to a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Ground Entity to move&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y  coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, 200, 240, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:AnimateInDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a ground character move in a direction with custom animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;animDir&amp;lt;/code&amp;gt;: Direction of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction to move in&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: Duration of movement, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;animSpeed&amp;lt;/code&amp;gt;: Speed of animation, where 1.0 represents normal speed&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed movement, in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:AnimateInDirection(player, &amp;quot;Hurt&amp;quot;, Dir8.Down, 24, 0.5, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:AnimateToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a ground entity move to a position with custom animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity to move&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;animDir&amp;lt;/code&amp;gt;: Direction of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;animSpeed&amp;lt;/code&amp;gt;: Speed of animation, where 1.0 represents normal speed&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed movement, in pixels per frame&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the destination&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:AnimateToPosition(player, &amp;quot;Hurt&amp;quot;, Dir8.Down, 200, 240, 0.5, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetEmote(RogueEssence.Ground.GroundChar,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a character emote on the ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to emote&lt;br /&gt;
* &amp;lt;code&amp;gt;emoteid&amp;lt;/code&amp;gt;: ID of the emote&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to play the emote.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetDrawEffect(RogueEssence.Ground.GroundChar,RogueEssence.Dungeon.DrawEffect) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the ground character&#039;s draw effect to become invisible, shaking, still, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Target ground character.&lt;br /&gt;
* &amp;lt;code&amp;gt;effect&amp;lt;/code&amp;gt;: The draw effect.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharEndDrawEffect(RogueEssence.Ground.GroundChar,RogueEssence.Dungeon.DrawEffect) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the ground character&#039;s draw effect to become invisible, shaking, still, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Target ground character.&lt;br /&gt;
* &amp;lt;code&amp;gt;effect&amp;lt;/code&amp;gt;: The draw effect.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnimFallback(RogueEssence.Ground.GroundChar,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the fallback animation for the character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The anim to get the fallback anim of.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The fallback animation, as a string.  Blank if there is none.  Will return anim if anim already exists.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnim(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets a character&#039;s current animation as a string.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnimPoint(RogueEssence.Ground.GroundChar,RogueEssence.Content.ActionPointType) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the chosen action point of the character at this specific frame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;actionPoint&amp;lt;/code&amp;gt;: The ype of action point to retrieve the coordinates for.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The location of the action point in absolute coordinates on the map.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetAnim(RogueEssence.Ground.GroundChar,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt;: Whether to loop the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharEndAnim(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a character&#039;s current animation, reverting them to default idle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to stop animating&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharWaitAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the character perform an animation and waits until it&#039;s over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Animation to play&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:CharWaitAnim(player, &amp;quot;Hurt&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetAction(RogueEssence.Ground.GroundChar,RogueEssence.Ground.GroundAction) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to perfom the action&lt;br /&gt;
* &amp;lt;code&amp;gt;action&amp;lt;/code&amp;gt;: The action to perform&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharWaitAction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the character perform an action and waits until it&#039;s over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;action&amp;lt;/code&amp;gt;: Action to perform&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:CharWaitAction(player, action)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectSetAnim(RogueEssence.Ground.GroundObject,System.Int32,System.Int32,System.Int32,RogueElements.Dir8,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a ground object&#039;s animation.  After it finishes, it will return to the default animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: The duration of each frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;startFrame&amp;lt;/code&amp;gt;: The start frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;endFrame&amp;lt;/code&amp;gt;: The end frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: The direction of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to repeat the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectSetDefaultAnim(RogueEssence.Ground.GroundObject,System.String,System.Int32,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a ground object&#039;s default animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;animName&amp;lt;/code&amp;gt;: The name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: The duration of each frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;startFrame&amp;lt;/code&amp;gt;: The start frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;endFrame&amp;lt;/code&amp;gt;: The end frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: The direction of the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectWaitAnimFrame ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the object to reach a specific frame before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object ot wait on&lt;br /&gt;
* &amp;lt;code&amp;gt;frame&amp;lt;/code&amp;gt;: The frame of animation to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:WaitObjectAnim(fountain, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y Position&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX that has a start position and an end position.  It uses a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: Start X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Start Y Position&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down.&lt;br /&gt;
* &amp;lt;code&amp;gt;xTo&amp;lt;/code&amp;gt;: End X position&lt;br /&gt;
* &amp;lt;code&amp;gt;yTo&amp;lt;/code&amp;gt;: End Y position&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFXAnim(RogueEssence.Content.BaseAnim,RogueEssence.Content.DrawLayer) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using just a BaseAnim&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The animation to play&lt;br /&gt;
* &amp;lt;code&amp;gt;layer&amp;lt;/code&amp;gt;: The layer to put it on&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveScreen(RogueEssence.Content.ScreenMover) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a screen-moving effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;mover&amp;lt;/code&amp;gt;: The screen mover.&lt;br /&gt;
&lt;br /&gt;
== GROUND:HandoutEXP ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives a character a set amount of EXP.&lt;br /&gt;
Also handles leveling up and learning new moves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The characters to level up.&lt;br /&gt;
* &amp;lt;code&amp;gt;experience&amp;lt;/code&amp;gt;: The amount of EXP to gain.&lt;br /&gt;
&lt;br /&gt;
== GROUND:LevelUpChar ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Levels up a character a certain amount of times all at once.&lt;br /&gt;
Also handles learning new moves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The characters to level up.&lt;br /&gt;
* &amp;lt;code&amp;gt;numLevelUps&amp;lt;/code&amp;gt;: The number of level ups.&lt;br /&gt;
&lt;br /&gt;
== GROUND:AddMapStatus(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a mapstatus to the ground map.  Map statuses only have an aesthetic effect in ground maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;statusIdx&amp;lt;/code&amp;gt;: The ID of the Map Status&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveMapStatus(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes a map status from the ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;statusIdx&amp;lt;/code&amp;gt;: The ID of the Map Status to remove.&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlaySE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect specifically from the Battle/ subdirectory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:WaitSE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect, and waits for it to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOUND:WaitSE(&amp;quot;Battle/Hit&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SOUND:LoopSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:LoopBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeInSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect, fading in over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade in&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeInBattleSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect, fading in over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade in&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect, fading out over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade out&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutBattleSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect, fading out over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade out&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayFanfare(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect that temporarily mutes the music for its duration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:WaitFanfare ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect that temporarily mutes the music for its duration.&lt;br /&gt;
This function waits for the sound to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOUND:WaitFanfare(&amp;quot;Battle/LevelUp&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayBGM(System.String,System.Boolean,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a song, replacing the current one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The file name of the song, relative to the Content/Music folder.&lt;br /&gt;
* &amp;lt;code&amp;gt;fade&amp;lt;/code&amp;gt;: Whether to fade the old song out, or start a new one.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: The amount of time, in frames, to fade out the old song.&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopBGM ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops playing the current song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutBGM(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the current song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: The amount of time, in frames, to fade out the song.&lt;br /&gt;
&lt;br /&gt;
== SOUND:SetBGMVolume(System.Single) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current volume of the song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;val&amp;lt;/code&amp;gt;: A float value between 0 and 1&lt;br /&gt;
&lt;br /&gt;
== SOUND:GetCurrentSong ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the currently playing song.  If the current song is fading out, gets the next song to be played.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The filename of the song, relative to the Content/Music folder&lt;br /&gt;
&lt;br /&gt;
== STRINGS:LocaleCode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current language setting of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The current language, represented by a locale code.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:Format(System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Formats a string.  Will unescape escaped characters and process grammar tags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fmt&amp;lt;/code&amp;gt;: String to format.&lt;br /&gt;
* &amp;lt;code&amp;gt;para&amp;lt;/code&amp;gt;: Arguments&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The formatted string.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:FormatKey(System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Formats a string given a string key.  Will unescape escaped characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fmt&amp;lt;/code&amp;gt;: The string key to format&lt;br /&gt;
* &amp;lt;code&amp;gt;para&amp;lt;/code&amp;gt;: string arguments&lt;br /&gt;
&lt;br /&gt;
== STRINGS:LocalKeyString(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the string representing a button or key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The input type of the input.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The string representing the button o key the input maps to.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:CreateList(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Builds a single string of comma separated elements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;listStrings&amp;lt;/code&amp;gt;: LuaTable of strings containing the elements to build the list from.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The combined string containing all elements.&lt;br /&gt;
&lt;br /&gt;
== TASK:StartEntityTask(RogueEssence.Ground.GroundEntity,NLua.LuaFunction) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Helper function to make an entity run the specified task.&lt;br /&gt;
Will not replace a running task!&lt;br /&gt;
Tasks are run interlocked with the script processing and game processing, and characters cannot run multiple tasks at the same time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which will run the task.&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: Task coroutine.&lt;br /&gt;
&lt;br /&gt;
== TASK:StopEntityTask(RogueEssence.Ground.GroundEntity) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Helper function to force stop an entity&#039;s current task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity running the task to stop.&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitStartEntityTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes an entity run a specified task, and waits for it to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which will run the task.&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: Task coroutine.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitEntityTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the specified entity to finish its task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which task we&#039;ll wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:WaitEntityTask(player)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Runs a task and waits for it to complete.&lt;br /&gt;
Most methods that do not expose themselves to script need to be wrapped with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The task to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:WaitTask(_DUNGEON:DropMoney(100, RogueElements.Loc(10, 10), RogueElements.Loc(10, 10)))&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:StartScriptLocalCoroutine(NLua.LuaFunction,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A wrapper around the StartCoroutine method of the GameManager, so lua coroutines can be executed locally to the script context.&lt;br /&gt;
AKA, it will block the script execution while its executed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;args&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== TASK:BranchCoroutine(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starts a new coroutine to run parallel to the current execution.&lt;br /&gt;
Useful for performing multiple actions at once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The task to run in parallel&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
local coro1 = TASK:BranchCoroutine(GAME:_FadeIn(60))&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:JoinCoroutines ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for all specified coroutines to finish before continuing execution.&lt;br /&gt;
Often used for coroutines created using TASK:BranchCoroutine()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;coroTable&amp;lt;/code&amp;gt;: A table of coroutines to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:JoinCoroutines({coro1})&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:WaitInput ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the player to press a button before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowDialogue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a dialogue box with text, waiting until the player completes it.&lt;br /&gt;
Takes a string as an argument.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowDialogue(&amp;quot;Hello World!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowTimedDialogue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a dialogue box with text, waiting until the specified time has expired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;waitTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowTimedDialogue(&amp;quot;Hello World!&amp;quot;, 120)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextDialogue(System.String,System.Int32,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current dialogue text to be shown.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;waitTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowVoiceOver ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a voice over, waiting until the player completes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowVoiceOver(&amp;quot;Hello World!&amp;quot;, 120)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextVoiceOver(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current voice-over text to be shown.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:TextPopUp(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes text pop up in the bottom-left corner by default. Displays concurrently with any other process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;centerH&amp;lt;/code&amp;gt;: Horizontal centering&lt;br /&gt;
* &amp;lt;code&amp;gt;centerV&amp;lt;/code&amp;gt;: Vertical centering&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades in a title text, waiting until the fade-in is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowTitle(&amp;quot;Hello World!&amp;quot;, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextShowTitle(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shows text in the format of a title drop.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitHideTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the currently displayed title, waiting until the fade-out is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitHideTitle(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextFadeTitle(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the text set in a title drop.  Requires WaitDialog to actually fade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowBG ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades in a chosen background image, with a chosen framerate, at a certain fade time, waiting until the fade-in is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bg&amp;lt;/code&amp;gt;: The background to show, from the list of BG textures.&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: Framerate of the image animation.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeInTime&amp;lt;/code&amp;gt;: Time taken to fade in the image.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowBG(&amp;quot;TestBG&amp;quot;, 3, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:ShowBG(System.String,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets an image to display.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bg&amp;lt;/code&amp;gt;: The background to show, from the list of BG textures.&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: Framerate of the image animation.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeInTime&amp;lt;/code&amp;gt;: Time taken to fade in the image.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitHideBG ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the current background image, waiting until the fade-out is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: Time taken to fade out the image.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitHideBG(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:FadeBG(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepares a fade-out of the current image.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: Time taken to fade out the image.&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSpeaker(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clears the current speaker, so none is displayed the next time TextDialogue is called.&lt;br /&gt;
This also resets any custom dialogue box positions, portrait positions, and choice positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: If turned on, the text from the dialogue boxes make sounds.  Default is on.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(System.String,System.Boolean,System.String,System.Int32,System.String,RogueEssence.Data.Gender) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Speaker name.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
* &amp;lt;code&amp;gt;specie&amp;lt;/code&amp;gt;: Species of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;form&amp;lt;/code&amp;gt;: Form of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;skin&amp;lt;/code&amp;gt;: Skin of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;gender&amp;lt;/code&amp;gt;: Gender of the speaker&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(RogueEssence.Ground.GroundChar,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to set as speaker. This is a character in a ground map.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(RogueEssence.Dungeon.Character,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to set as speaker. This is a character in a dungeon map.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerReverse(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reverses the speaker orientation to face left instead of right.  This depends on the boolean passed in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;reverse&amp;lt;/code&amp;gt;: Faces right if false, left if true.&lt;br /&gt;
&lt;br /&gt;
== UI:SetChoiceLoc(System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the choices for a question dialog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position&lt;br /&gt;
&lt;br /&gt;
== UI:ResetChoiceLoc ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the choices for a question dialog back to default.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetBounds(System.Int32,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position and size of the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
&lt;br /&gt;
== UI:SetSe(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker sound effect and speak frames played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newSe&amp;lt;/code&amp;gt;: The sound effect of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;speakTime&amp;lt;/code&amp;gt;: The amount of frames to wait between each sound effect&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSe(&amp;quot;Battle/_UNK_DUN_Water_Drop&amp;quot;, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:SetSe(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker sound effect played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newSe&amp;lt;/code&amp;gt;: The sound effect of the box&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSe(&amp;quot;Menu/Unknown-3&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakTime(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speak frames played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;speakTime&amp;lt;/code&amp;gt;: The amount of frames to wait between each sound effect&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSpeakTime(10)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSe ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets to the default speaker sound effect and speaker frames.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ResetBounds ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets the position and size of the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerLoc(System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the speaker in a dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSpeakerLoc ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets the position of the speaker in a dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerEmotion(System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the emotion of the speaker in the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emo&amp;lt;/code&amp;gt;: Emotion to display&lt;br /&gt;
* &amp;lt;code&amp;gt;reverse&amp;lt;/code&amp;gt;: Faces right if false, left if true.&lt;br /&gt;
&lt;br /&gt;
== UI:SetCenter(System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the centering of the text in the textbox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;centerH&amp;lt;/code&amp;gt;: Horizontal centering&lt;br /&gt;
* &amp;lt;code&amp;gt;centerV&amp;lt;/code&amp;gt;: Vertical centering&lt;br /&gt;
&lt;br /&gt;
== UI:SetAutoFinish(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the text automatically finish when it shows up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;autoFinish&amp;lt;/code&amp;gt;: Auto-finishes text if true.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitDialog ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the currently set dialogue box and waits for the player to complete it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitDialog()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:_DummyWait ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instantly break. Used as default/invalid value when returning a yieldable value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ChoiceMenuYesNo(System.String,System.Boolean,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ask a question answered by yes or no via character dialogue to the player.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
The Yes/No menu returns 1 for yes, and 0 for no.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;: Question to be asked to the user.&lt;br /&gt;
* &amp;lt;code&amp;gt;bdefaultstono&amp;lt;/code&amp;gt;: Whether the cursor starts on no by default&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:NameMenu(System.String,System.String,System.Int32,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the name input box.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: The text to show above the input line.&lt;br /&gt;
* &amp;lt;code&amp;gt;desc&amp;lt;/code&amp;gt;: The text to show below the input line.&lt;br /&gt;
* &amp;lt;code&amp;gt;maxLength&amp;lt;/code&amp;gt;: The length of the text in pixels.&lt;br /&gt;
* &amp;lt;code&amp;gt;defaultName&amp;lt;/code&amp;gt;: Name to start the textbox with.&lt;br /&gt;
&lt;br /&gt;
== UI:AssemblyMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a menu for replacing party members with the assembly.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the boolean value indicating whether the team composition was changed or not, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShopMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Shop menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items chosen, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;goods&amp;lt;/code&amp;gt;: A table of items to be sold.  The format is { Item=InvItem, Price=int } for each item.&lt;br /&gt;
&lt;br /&gt;
== UI:SellMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Sell menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items to sell, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:StorageMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Storage menu for which to exchange items in the inventory with.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:WithdrawMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Storage menu for which to withdraw from.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:BankMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Bank menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SpoilsMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Spoils menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;appraisalMap&amp;lt;/code&amp;gt;: A table of mappings from containers to items, in the format of { Box=InvItem , Item=InvItem }&lt;br /&gt;
&lt;br /&gt;
== UI:AppraiseMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Appraisal menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items chosen, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:TutorTeamMenu(NLua.LuaFunction) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Tutor Team menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen team member, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:RelearnMenu(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Relearn menu for a character.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
&lt;br /&gt;
== UI:LearnMenu(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Learn menu for a character to replace an existing skill with a new one.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
* &amp;lt;code&amp;gt;skillNum&amp;lt;/code&amp;gt;: The new skill&lt;br /&gt;
&lt;br /&gt;
== UI:ForgetMenu(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Forget menu for a character to forget a skill.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
&lt;br /&gt;
== UI:ShowPromoteMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Promote menu to choose a team member to promote.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen team slot, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:CanSwapMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SwapMenu(NLua.LuaTable,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:TributeMenu(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShowMusicMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Music menu to browse music for the game.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string representing the chosen song, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spoilerUnlocks&amp;lt;/code&amp;gt;: A lua table of strings representing progression flags that have been completed.&lt;br /&gt;
            Any ogg file that uses this tag as a spoiler tag will display in the menu only if the flag has been passed.&lt;br /&gt;
&lt;br /&gt;
== UI:DungeonChoice(System.String,RogueEssence.Dungeon.ZoneLoc) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ask to enter a destintion via character dialogue to the player.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
The Yes/No menu returns 1 for yes, and 0 for no.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Name of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;dest&amp;lt;/code&amp;gt;: The ZoneLoc location of the destination.&lt;br /&gt;
&lt;br /&gt;
== UI:DestinationMenu(NLua.LuaTable,System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a choice menu for choosing destinations, showing a preview of restrictions and requirements for dungeons.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the ZoneLoc indicating the chosen destination, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;destinations&amp;lt;/code&amp;gt;: A lua table representing the list of destinations with each element in the format of { Name=string, Dest=ZoneLoc }&lt;br /&gt;
&lt;br /&gt;
== UI:ServersMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ContactsMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SOSMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:AOKMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:PeersMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShowConnectMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:CurrentActivityMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ChooseMonsterMenu(System.String,NLua.LuaTable,System.Boolean,System.Boolean,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a choice menu for choosing monsters, showing a preview of their appearances via portrait.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string indicating the chosen species, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: The title of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;choices&amp;lt;/code&amp;gt;: A lua table of choices with each element being a MonsterID.&lt;br /&gt;
* &amp;lt;code&amp;gt;canMenu&amp;lt;/code&amp;gt;: If set to true, the Menu Button exits the menu if pressed.&lt;br /&gt;
* &amp;lt;code&amp;gt;canCancel&amp;lt;/code&amp;gt;: If set to true, the Cancel Button exits the menu if pressed.&lt;br /&gt;
* &amp;lt;code&amp;gt;slotsPerPage&amp;lt;/code&amp;gt;: Slots to display per page&lt;br /&gt;
&lt;br /&gt;
== UI:SetCustomMenu(RogueEssence.Menu.InteractableMenu) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a custom menu of the caller&#039;s choice.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:BeginChoiceMenu(System.String,NLua.LuaTable,System.Object,System.Object,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a multi-choice menu.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;: The question to ask the user.&lt;br /&gt;
* &amp;lt;code&amp;gt;choicesPairs&amp;lt;/code&amp;gt;: A table of choices.  Each choice can be either a string, or { string, bool } representing the text and enabled status.&lt;br /&gt;
* &amp;lt;code&amp;gt;defaultChoice&amp;lt;/code&amp;gt;: The cursor starts on this choice.&lt;br /&gt;
* &amp;lt;code&amp;gt;cancelChoice&amp;lt;/code&amp;gt;: This choice is chosen if the player presses the cancel button.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:BeginMultiPageMenu(System.Int32,System.Int32,System.Int32,System.String,NLua.LuaTable,System.Int32,System.Object,System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a multi-paged choice menu.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y position of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: Height of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;choicesPairs&amp;lt;/code&amp;gt;: A table of choices.  Each choice can be either a string, or { string, bool } representing the text and enabled status.&lt;br /&gt;
* &amp;lt;code&amp;gt;linesPerPage&amp;lt;/code&amp;gt;: Number of choices per page&lt;br /&gt;
* &amp;lt;code&amp;gt;defaultChoice&amp;lt;/code&amp;gt;: The cursor starts on this choice.&lt;br /&gt;
* &amp;lt;code&amp;gt;cancelChoice&amp;lt;/code&amp;gt;: This choice is chosen if the player presses the cancel button.&lt;br /&gt;
&lt;br /&gt;
== UI:ChoiceResult ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the result of the last choice menu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The result of the choice&lt;br /&gt;
&lt;br /&gt;
== UI:GetChoiceAction(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s complicated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== UI:WaitForChoice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the currently set choice menu and waits for the player&#039;s selection to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:__WaitForChoice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wait for choice and then CLEAN UP m_curchoice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scripting]]&lt;br /&gt;
[[Category:Quick Reference]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Logical123</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Lua_Function_Reference&amp;diff=2429</id>
		<title>Lua Function Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Lua_Function_Reference&amp;diff=2429"/>
		<updated>2024-08-09T01:14:29Z</updated>

		<summary type="html">&lt;p&gt;Logical123: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows all script functions that can be called from Lua&lt;br /&gt;
&lt;br /&gt;
== AI:SetCharacterAI(RogueEssence.Ground.GroundChar,System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Assign the given scripted AI class to the specified GroundChar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;classpath&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:DisableCharacterAI(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disable a given groundchar&#039;s AI processing until its enabled again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:EnableCharacterAI(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enable a given groundchar&#039;s AI processing if its currently disabled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:SetAIState(RogueEssence.Ground.GroundChar,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enable a given groundchar&#039;s AI processing if its currently disabled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharTurnToChar(RogueEssence.Dungeon.Character,RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character turn to face another&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;curch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:LastDungeonResult ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the result of the last dungeon adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonCurrentFloor ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the floor number of the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonAssetName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the internal name for the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonDisplayName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the localized name of the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharSetEmote(RogueEssence.Dungeon.Character,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s emote in a dungeon map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to emote&lt;br /&gt;
* &amp;lt;code&amp;gt;emoteid&amp;lt;/code&amp;gt;: ID of the emote&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to play the emote.&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharStartAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt;: Whether to loop the animation&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharStartAnim(player, anim, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharEndAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a character&#039;s current animation, reverting them to default idle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to stop animating&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharEndAnim(player)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharWaitAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation, and waits until it completed before continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharStartAnim(player, anim)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX in the dungeon map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y Position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX that has a start position and an end position.  It uses a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: Start X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Start Y Position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down.&lt;br /&gt;
* &amp;lt;code&amp;gt;xTo&amp;lt;/code&amp;gt;: End X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;yTo&amp;lt;/code&amp;gt;: End Y position in pixels&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFXAnim(RogueEssence.Content.BaseAnim,RogueEssence.Content.DrawLayer) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using just a BaseAnim&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The animation to play&lt;br /&gt;
* &amp;lt;code&amp;gt;layer&amp;lt;/code&amp;gt;: The layer to put it on&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:MoveScreen(RogueEssence.Content.ScreenMover) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a screen-moving effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;mover&amp;lt;/code&amp;gt;: The screen mover.&lt;br /&gt;
&lt;br /&gt;
== GAME:GroundSave ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saves the game while in ground mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:GroundSave()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:GetModDiff(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;uuidStr&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentGround ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentFloor ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current dungeon map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current zone, also known as dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.Int32,System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within the current zone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The index of the ground map in the zone&lt;br /&gt;
* &amp;lt;code&amp;gt;idxentrypoint&amp;lt;/code&amp;gt;: The index of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.String,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within the current zone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The name of the ground map.  It must exist within in the zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;entrypoint&amp;lt;/code&amp;gt;: The name of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.String,System.String,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within a new zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;zone&amp;lt;/code&amp;gt;: The name of the destination zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The name of the ground map.  It must exist within in the zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;entrypoint&amp;lt;/code&amp;gt;: The name of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a new adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
* &amp;lt;code&amp;gt;stakes&amp;lt;/code&amp;gt;: Decides what happens when the adventure fails/succeeds.&lt;br /&gt;
* &amp;lt;code&amp;gt;recorded&amp;lt;/code&amp;gt;: Record the adventure in a replay&lt;br /&gt;
* &amp;lt;code&amp;gt;silentRestrict&amp;lt;/code&amp;gt;: Make the dungeon restrictions silently&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EnterDungeon(1, 0, 0, 0, RogueEssence.Data.GameProgress.DungeonStakes.Risk, true, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:ContinueDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and continues the current adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:ContinueDungeon(1, 1, 0, 0)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:EndDungeonRun ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ends the current adventure, sending the player to a specified destination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;result&amp;lt;/code&amp;gt;: The result of the adventure.&lt;br /&gt;
* &amp;lt;code&amp;gt;destzoneid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entryid&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
* &amp;lt;code&amp;gt;display&amp;lt;/code&amp;gt;: Display an epitaph marking the end of the adventure.&lt;br /&gt;
* &amp;lt;code&amp;gt;fanfare&amp;lt;/code&amp;gt;: Play a fanfare.&lt;br /&gt;
* &amp;lt;code&amp;gt;completedZone&amp;lt;/code&amp;gt;: Zone to mark as completed. Defaults to current zone.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EndDungeonRun(GameProgress.ResultType.Cleared, 0, -1, 1, 0, true, true)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterRescue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a rescue adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;sosPath&amp;lt;/code&amp;gt;: The path of the sos mail.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EnterRescue(&amp;quot;RESCUE/INBOX/SOS/example.sosmail&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:AddAOKRemark(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;remarkIndex&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:RestartToTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map and load up the title screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:RestartRogue(RogueEssence.Data.RogueConfig) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Restarts a Roguelocke run based on the configuration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;config&amp;lt;/code&amp;gt;: The configuration of the roguelocke run&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterZone(System.String,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a new adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
&lt;br /&gt;
== GAME:FadeOut ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fade out the screen. Waits to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;white&amp;lt;/code&amp;gt;: Fade to white if set to true.  Fades to black otherwise.&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time to fade in frames.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:FadeOut(false, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:FadeIn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fade into the screen. Waits to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time to fade in frames.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:FadeIn(false, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:MoveCamera ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Centers the camera on a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the camera center&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the camera center&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time it takes ot move to the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;toPlayer&amp;lt;/code&amp;gt;: Destination is in absolute coordinates if false, and relative to the player character if set to true.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:MoveCamera(200, 240, 60, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:MoveCameraToChara ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Centers the camera on a character.&lt;br /&gt;
&lt;br /&gt;
As we are simply moving the camera to a character, this will simply set ViewCenter and not ViewOffset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the camera center, as an offset for the chara&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the camera center, as an offset for the chara&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time it takes ot move to the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to center on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:MoveCameraToChara(200, 240, 60, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCameraCenter ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current center of the camera.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Loc object representing the center of the camera.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsCameraOnChar ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Determines whether the camera is centered relative to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if the camera is relative to the player, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:HasSOSMail ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:HasAOKMail ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetTeamLeaderIndex ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the index of the currently player controlled entity in the party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Index of the currently player controlled entity in the party.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetTeamLeaderIndex(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the leader to the chosen index within the party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;idx&amp;lt;/code&amp;gt;: The index of the team member within the team.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCanSwitch(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prevents or allows the switching of leaders for the save file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;canSwitch&amp;lt;/code&amp;gt;: Set to true to allow switching, set to false to prevent it.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCanRecruit(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prevents or allows the joining of recruits for the save file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;canRecruit&amp;lt;/code&amp;gt;: Set to true to allow recruit joins, set to false to prevent it.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the player party count.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The count of players&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the party as a LuaTable.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the number of guests currently in the player&#039;s party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of guests&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the guests as a LuaTable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the number of characters currently in the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the assembly as a LuaTable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The assembly member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerTeam(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerTeam(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the team, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerGuest(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerGuest(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the team&#039;s guests, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerAssembly(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerAssembly(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the assembly, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCharacterNickname(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a character&#039;s nickname&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to rename&lt;br /&gt;
* &amp;lt;code&amp;gt;nickname&amp;lt;/code&amp;gt;: The new name&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCharacterNickname(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character nickname&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to get the nickname from&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s nickname&lt;br /&gt;
&lt;br /&gt;
== GAME:SetTeamName(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the name of the player&#039;s team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;teamname&amp;lt;/code&amp;gt;: The new team name&lt;br /&gt;
&lt;br /&gt;
== GAME:GetTeamName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the name of the player&#039;s team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team&#039;s name&lt;br /&gt;
&lt;br /&gt;
== GAME:CanRelearn(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can relearn any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CanForget(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can forget any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CanLearn(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can learn any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CheckLevelSkills ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks the levels gained by a character and prompts to learn all skills along the levels.&lt;br /&gt;
Waits until all skills have been accepted or declined before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to prompt for learning.&lt;br /&gt;
* &amp;lt;code&amp;gt;oldLevel&amp;lt;/code&amp;gt;: The level that the character leveled up from.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:CheckLevelSkills(player, 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:TryLearnSkill ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attempts to give a new skill to the specified character, prompting to replace an old one if they are full.&lt;br /&gt;
Waits until all the skill has been accepted or declined before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:TryLearnSkill(player, &amp;quot;thunder&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:LearnSkill(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives a new skill to a specified character.&lt;br /&gt;
Fails if the character&#039;s skills are full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
&lt;br /&gt;
== GAME:ForgetSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removed a skill from the specified character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to forget the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the skill to forget&lt;br /&gt;
&lt;br /&gt;
== GAME:LockSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a skill impossible to forget or replace for the specified character.&lt;br /&gt;
Note that this only affects normal gameplay. Scripts can still freely get rid of the skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to lock the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the skill to lock&lt;br /&gt;
&lt;br /&gt;
== GAME:UnlockSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocks a previously locked skill for the specified character, making it possible to be forgotten or replaced during normal gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to unlock the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the skill to unlock&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCharacterSkill(RogueEssence.Dungeon.Character,System.String,System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives a new skill to a specified character, replacing a specifically chosen slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skillId&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to replace&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCharacterSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the skill from a specified character and specified slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to get the skill from.&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to get the skill from.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The ID of the skill in the slot&lt;br /&gt;
&lt;br /&gt;
== GAME:CanPromote(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can be promoted to a new class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the character can be promoted, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetAvailablePromotions(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets a list of possible classes that the character can prmote to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
* &amp;lt;code&amp;gt;bypassItem&amp;lt;/code&amp;gt;: An exception item that can bypass checks for promotion&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A lua table of PromoteBranch objects&lt;br /&gt;
&lt;br /&gt;
== GAME:PromoteCharacter(RogueEssence.Dungeon.Character,RogueEssence.Data.PromoteBranch,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Promotes a character ot a new class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to promote&lt;br /&gt;
* &amp;lt;code&amp;gt;branch&amp;lt;/code&amp;gt;: The PromoteBranch to promote with&lt;br /&gt;
* &amp;lt;code&amp;gt;bypassItem&amp;lt;/code&amp;gt;: An exception item that can bypass checks for promotion&lt;br /&gt;
&lt;br /&gt;
== GAME:FindPlayerItem(System.String,System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finds an item in the player&#039;s team and returns its slot within the inventory or among its team&#039;s equips.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The item ID to search for.&lt;br /&gt;
* &amp;lt;code&amp;gt;held&amp;lt;/code&amp;gt;: Check equipped items.&lt;br /&gt;
* &amp;lt;code&amp;gt;inv&amp;lt;/code&amp;gt;: Check inventory items.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The InvSlot of the item. Invalid if the item could not be found.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerEquippedCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the number of items equipped by players.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the number of items in the bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagLimit ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the maximum amount of item the player&#039;s team can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the equipped item for the character in the specified slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The team slot of the character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s equipped item&lt;br /&gt;
&lt;br /&gt;
== GAME:GetGuestEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the equipped item for the character in the specified guest slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The guest slot of the character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s equipped item&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerItem(RogueEssence.Dungeon.InvItem) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt;: The item to give&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerItem(System.String,System.Int32,System.Boolean,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item&lt;br /&gt;
* &amp;lt;code&amp;gt;count&amp;lt;/code&amp;gt;: The amount to give. Default 1&lt;br /&gt;
* &amp;lt;code&amp;gt;cursed&amp;lt;/code&amp;gt;: Whether the item is cursed. Default false.&lt;br /&gt;
* &amp;lt;code&amp;gt;hiddenval&amp;lt;/code&amp;gt;: The hidden value of the item. Default empty string.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the item found at the specified slot of the player&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The item found in the slot&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerBagItem(System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove an item from player inventory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot from which to remove the item&lt;br /&gt;
* &amp;lt;code&amp;gt;takeAll&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerEquippedItem(System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove the equipped item from a chosen member of the team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the character on the team from which to remove the item&lt;br /&gt;
* &amp;lt;code&amp;gt;takeAll&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:TakeGuestEquippedItem(System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove the equipped item from a chosen guest of the team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the character on the team&#039;s guest list from which to remove the item&lt;br /&gt;
* &amp;lt;code&amp;gt;takeAll&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerStorageCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the amount of items in the player&#039;s storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerStorageItemCount(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the amount of a specific item in the player&#039;s storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: ID of the item ot check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of copies currently in storage&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerStorageItem(RogueEssence.Dungeon.InvItem) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt;: The item to give&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerStorageItem(System.String,System.Int32,System.Boolean,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item&lt;br /&gt;
* &amp;lt;code&amp;gt;count&amp;lt;/code&amp;gt;: The amount to give. Default 1&lt;br /&gt;
* &amp;lt;code&amp;gt;cursed&amp;lt;/code&amp;gt;: Whether the item is cursed. Default false.&lt;br /&gt;
* &amp;lt;code&amp;gt;hiddenval&amp;lt;/code&amp;gt;: The hidden value of the item. Default empty string.&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerStorageItem(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Takes an item from the storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item to take&lt;br /&gt;
&lt;br /&gt;
== GAME:DepositAll ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Takes all items in the player team&#039;s bag and equipped items, and deposits them in storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerMoney ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the amount of money the player currently has on hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of money.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddToPlayerMoney(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds money to the player&#039;s wallet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toadd&amp;lt;/code&amp;gt;: The amount of money to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemoveFromPlayerMoney(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes money from the player&#039;s wallet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toremove&amp;lt;/code&amp;gt;: The amount of money to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerMoneyBank ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the amount of money in the player&#039;s bank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of money.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddToPlayerMoneyBank(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds money to the player&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toadd&amp;lt;/code&amp;gt;: The amount of money to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemoveFromPlayerMoneyBank(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes money from the player&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toremove&amp;lt;/code&amp;gt;: The amount of money to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsKeyDown(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a player is making a certain physical keyboard input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;keyid&amp;lt;/code&amp;gt;: The ID of the input&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the button is currently pressed.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsInputDown(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a player is making a certain game input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;inputid&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the input is currently pressed.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:CutsceneMode(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the game in cutscene mode. This prevents characters from taking idle action and hides certain UI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bon&amp;lt;/code&amp;gt;: If set to true, turns cutscene mode on. If set to false, turns it off.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetDailySeed ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the random seed for the current adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The current adventure&#039;s seed.&lt;br /&gt;
&lt;br /&gt;
== GAME:UnlockDungeon(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocks a specified dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: ID of the dungeon to unlock.&lt;br /&gt;
&lt;br /&gt;
== GAME:DungeonUnlocked(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a dungeon is unlocked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: ID of the dungeon to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if unlocked, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:InRogueMode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the current game is in rogue mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if in rogue mode, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:HasServerSet ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetRescueAllowed ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks to see if rescue is allowed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if rescues are allowed, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetRescueAllowed(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the value in the player&#039;s save file to determine if they can be rescued or not.&lt;br /&gt;
If rescue is possible on the Save File level, it can still be prevented by the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;allowed&amp;lt;/code&amp;gt;: Set to true to allow the player to be rescued.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:QueueLeaderEvent(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepares an event to execute on the next frame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:WaitFrames ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for a specified number of frames before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;frames&amp;lt;/code&amp;gt;: The number of frames ot wait.  Each frame is 1/60th of a second.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:WaitFrames(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:VectorToDirection(RogueElements.Loc) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Turns a vector (preferably a unit vector) into a cardinal or diagonal direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;v&amp;lt;/code&amp;gt;: The vector.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The direction as one of 8 values.&lt;br /&gt;
&lt;br /&gt;
== GAME:VectorToDirection(System.Double,System.Double) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Convenience function to get a vector&#039;s components from lua numbers(doubles)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt;: The X value of the vector&lt;br /&gt;
* &amp;lt;code&amp;gt;Y&amp;lt;/code&amp;gt;: The Y value of the vector&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The direction the vector points to as one of 8 values.&lt;br /&gt;
&lt;br /&gt;
== GAME:RandomDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generates a random direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
An 8-directional direction.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetupLuaFunctions(RogueEssence.Script.LuaEngine) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setups any extra functionalities for this object written on the lua side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GROUND:Hide(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hides an entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;entityname&amp;lt;/code&amp;gt;: The name of the entity to hide.&lt;br /&gt;
&lt;br /&gt;
== GROUND:Unhide(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unhides an entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;entityname&amp;lt;/code&amp;gt;: The name of the entity to unhide.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateObject(System.String,System.String,System.Int32,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;objtype&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;w&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;h&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateCharacter(System.String,System.String,System.Int32,System.Int32,System.String,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chartype&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;actionfun&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;thinkfun&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveObject(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deletes an object from the ground map, identified by its instance name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name of the object.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if succeeded, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveCharacter(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deletes a character from the ground map, identified by its instance name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name of the object.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if succeeded, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateCharacterFromCharData(System.String,RogueEssence.Dungeon.Character,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creates a ground character, given a dungeon character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name to give the character&lt;br /&gt;
* &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;: Character data to create from&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the character&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the character&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction the character will face, defaults to Dir8.Down&lt;br /&gt;
&lt;br /&gt;
== GROUND:RefreshPlayer ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reloads the controllable player&#039;s character data to be the current team&#039;s leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GROUND:SetPlayer(RogueEssence.Dungeon.CharData) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the controllable player to use new character data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;charData&amp;lt;/code&amp;gt;: The new character data&lt;br /&gt;
&lt;br /&gt;
== GROUND:SpawnerDoSpawn(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make the specified spawner run its spawn method.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnername&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The ground character spawned.&lt;br /&gt;
&lt;br /&gt;
== GROUND:SpawnerSetSpawn(System.String,RogueEssence.Dungeon.CharData) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the character to the specified spawner&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnername&amp;lt;/code&amp;gt;: The spawner to set the character to, by name&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnChar&amp;lt;/code&amp;gt;: The character to spawn.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharTurnToChar(RogueEssence.Ground.GroundChar,RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character turn to face another character instantly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;turnchar&amp;lt;/code&amp;gt;: The character that is turning.&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: The character to turn to.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharTurnToCharAnimated ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face another character over the specified time.&lt;br /&gt;
Clockwise or counter-clockwise are chosen based on the closest direction.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;curch&amp;lt;/code&amp;gt;: Character that is turning&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: Character to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: Time spent on each direction, in frames&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharTurnToCharAnimated(charFrom, charTo, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:EntTurn(RogueEssence.Ground.GroundEntity,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a ground entity turn to face a direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: The ground entity.  Can be a character or object.&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to face.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharAnimateTurn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face a chosen direction over the specified time.&lt;br /&gt;
Must specify clockwise or counter-clockwise.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: The character to turn&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: The time spent in each intermediate direction, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;ccw&amp;lt;/code&amp;gt;: false if clockwise, true if counter-clockwise&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharAnimateTurn(chara, Dir8.Left, 3, true)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharAnimateTurnTo ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face a chosen direction over the specified time.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: The character to turn&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: The time spent in each intermediate direction, in frames&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharTurnToCharAnimated(charFrom, Dir8.Left, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:TeleportTo(RogueEssence.Ground.GroundEntity,System.Int32,System.Int32,RogueElements.Dir8,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repositions the ground entity in a specified location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: The ground entity to reposition&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to point the entity.  Defaults to Dir8.None, which leaves it untouched.&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveInDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move in a direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction to move in&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: Duration of movement, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, Dir8.Down, 24, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move to a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y  coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, 200, 240, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveToMarker ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move to a ground marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;mark&amp;lt;/code&amp;gt;: GroundMarker object ot move to&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, marker, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveObjectToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground object move to a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Ground Entity to move&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y  coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveObjectToPosition(object, 200, 240, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:AnimateInDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a ground character move in a direction with custom animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;animDir&amp;lt;/code&amp;gt;: Direction of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction to move in&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: Duration of movement, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;animSpeed&amp;lt;/code&amp;gt;: Speed of animation, where 1.0 represents normal speed&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed movement, in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:AnimateInDirection(player, &amp;quot;Hurt&amp;quot;, Dir8.Down, 24, 0.5, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:AnimateToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a ground entity move to a position with custom animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity to move&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;animDir&amp;lt;/code&amp;gt;: Direction of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;animSpeed&amp;lt;/code&amp;gt;: Speed of animation, where 1.0 represents normal speed&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed movement, in pixels per frame&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the destination&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:AnimateToPosition(player, &amp;quot;Hurt&amp;quot;, Dir8.Down, 200, 240, 0.5, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetEmote(RogueEssence.Ground.GroundChar,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a character emote on the ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to emote&lt;br /&gt;
* &amp;lt;code&amp;gt;emoteid&amp;lt;/code&amp;gt;: ID of the emote&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to play the emote.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetDrawEffect(RogueEssence.Ground.GroundChar,RogueEssence.Dungeon.DrawEffect) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the ground character&#039;s draw effect to become invisible, shaking, still, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Target ground character.&lt;br /&gt;
* &amp;lt;code&amp;gt;effect&amp;lt;/code&amp;gt;: The draw effect.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharEndDrawEffect(RogueEssence.Ground.GroundChar,RogueEssence.Dungeon.DrawEffect) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the ground character&#039;s draw effect to become invisible, shaking, still, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Target ground character.&lt;br /&gt;
* &amp;lt;code&amp;gt;effect&amp;lt;/code&amp;gt;: The draw effect.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnimFallback(RogueEssence.Ground.GroundChar,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the fallback animation for the character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The anim to get the fallback anim of.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The fallback animation, as a string.  Blank if there is none.  Will return anim if anim already exists.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnim(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets a character&#039;s current animation as a string.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnimPoint(RogueEssence.Ground.GroundChar,RogueEssence.Content.ActionPointType) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the chosen action point of the character at this specific frame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;actionPoint&amp;lt;/code&amp;gt;: The ype of action point to retrieve the coordinates for.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The location of the action point in absolute coordinates on the map.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetAnim(RogueEssence.Ground.GroundChar,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt;: Whether to loop the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharEndAnim(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a character&#039;s current animation, reverting them to default idle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to stop animating&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharWaitAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the character perform an animation and waits until it&#039;s over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Animation to play&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:CharWaitAnim(player, &amp;quot;Hurt&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetAction(RogueEssence.Ground.GroundChar,RogueEssence.Ground.GroundAction) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to perfom the action&lt;br /&gt;
* &amp;lt;code&amp;gt;action&amp;lt;/code&amp;gt;: The action to perform&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharWaitAction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the character perform an action and waits until it&#039;s over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;action&amp;lt;/code&amp;gt;: Action to perform&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:CharWaitAction(player, action)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectSetAnim(RogueEssence.Ground.GroundObject,System.Int32,System.Int32,System.Int32,RogueElements.Dir8,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a ground object&#039;s animation.  After it finishes, it will return to the default animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: The duration of each frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;startFrame&amp;lt;/code&amp;gt;: The start frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;endFrame&amp;lt;/code&amp;gt;: The end frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: The direction of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to repeat the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectSetDefaultAnim(RogueEssence.Ground.GroundObject,System.String,System.Int32,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a ground object&#039;s default animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;animName&amp;lt;/code&amp;gt;: The name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: The duration of each frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;startFrame&amp;lt;/code&amp;gt;: The start frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;endFrame&amp;lt;/code&amp;gt;: The end frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: The direction of the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectWaitAnimFrame ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the object to reach a specific frame before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object ot wait on&lt;br /&gt;
* &amp;lt;code&amp;gt;frame&amp;lt;/code&amp;gt;: The frame of animation to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:WaitObjectAnim(fountain, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y Position&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX that has a start position and an end position.  It uses a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: Start X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Start Y Position&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down.&lt;br /&gt;
* &amp;lt;code&amp;gt;xTo&amp;lt;/code&amp;gt;: End X position&lt;br /&gt;
* &amp;lt;code&amp;gt;yTo&amp;lt;/code&amp;gt;: End Y position&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFXAnim(RogueEssence.Content.BaseAnim,RogueEssence.Content.DrawLayer) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using just a BaseAnim&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The animation to play&lt;br /&gt;
* &amp;lt;code&amp;gt;layer&amp;lt;/code&amp;gt;: The layer to put it on&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveScreen(RogueEssence.Content.ScreenMover) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a screen-moving effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;mover&amp;lt;/code&amp;gt;: The screen mover.&lt;br /&gt;
&lt;br /&gt;
== GROUND:HandoutEXP ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives a character a set amount of EXP.&lt;br /&gt;
Also handles leveling up and learning new moves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The characters to level up.&lt;br /&gt;
* &amp;lt;code&amp;gt;experience&amp;lt;/code&amp;gt;: The amount of EXP to gain.&lt;br /&gt;
&lt;br /&gt;
== GROUND:LevelUpChar ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Levels up a character a certain amount of times all at once.&lt;br /&gt;
Also handles learning new moves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The characters to level up.&lt;br /&gt;
* &amp;lt;code&amp;gt;numLevelUps&amp;lt;/code&amp;gt;: The number of level ups.&lt;br /&gt;
&lt;br /&gt;
== GROUND:AddMapStatus(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a mapstatus to the ground map.  Map statuses only have an aesthetic effect in ground maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;statusIdx&amp;lt;/code&amp;gt;: The ID of the Map Status&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveMapStatus(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes a map status from the ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;statusIdx&amp;lt;/code&amp;gt;: The ID of the Map Status to remove.&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlaySE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect specifically from the Battle/ subdirectory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:WaitSE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect, and waits for it to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOUND:WaitSE(&amp;quot;Battle/Hit&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SOUND:LoopSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:LoopBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeInSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect, fading in over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade in&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeInBattleSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect, fading in over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade in&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect, fading out over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade out&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutBattleSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect, fading out over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade out&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayFanfare(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect that temporarily mutes the music for its duration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:WaitFanfare ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect that temporarily mutes the music for its duration.&lt;br /&gt;
This function waits for the sound to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOUND:WaitFanfare(&amp;quot;Battle/LevelUp&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayBGM(System.String,System.Boolean,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a song, replacing the current one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The file name of the song, relative to the Content/Music folder.&lt;br /&gt;
* &amp;lt;code&amp;gt;fade&amp;lt;/code&amp;gt;: Whether to fade the old song out, or start a new one.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: The amount of time, in frames, to fade out the old song.&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopBGM ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops playing the current song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutBGM(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the current song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: The amount of time, in frames, to fade out the song.&lt;br /&gt;
&lt;br /&gt;
== SOUND:SetBGMVolume(System.Single) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current volume of the song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;val&amp;lt;/code&amp;gt;: A float value between 0 and 1&lt;br /&gt;
&lt;br /&gt;
== SOUND:GetCurrentSong ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the currently playing song.  If the current song is fading out, gets the next song to be played.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The filename of the song, relative to the Content/Music folder&lt;br /&gt;
&lt;br /&gt;
== STRINGS:LocaleCode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current language setting of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The current language, represented by a locale code.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:Format(System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Formats a string.  Will unescape escaped characters and process grammar tags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fmt&amp;lt;/code&amp;gt;: String to format.&lt;br /&gt;
* &amp;lt;code&amp;gt;para&amp;lt;/code&amp;gt;: Arguments&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The formatted string.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:FormatKey(System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Formats a string given a string key.  Will unescape escaped characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fmt&amp;lt;/code&amp;gt;: The string key to format&lt;br /&gt;
* &amp;lt;code&amp;gt;para&amp;lt;/code&amp;gt;: string arguments&lt;br /&gt;
&lt;br /&gt;
== STRINGS:LocalKeyString(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the string representing a button or key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The input type of the input.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The string representing the button o key the input maps to.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:CreateList(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Builds a single string of comma separated elements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;listStrings&amp;lt;/code&amp;gt;: LuaTable of strings containing the elements to build the list from.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The combined string containing all elements.&lt;br /&gt;
&lt;br /&gt;
== TASK:StartEntityTask(RogueEssence.Ground.GroundEntity,NLua.LuaFunction) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Helper function to make an entity run the specified task.&lt;br /&gt;
Will not replace a running task!&lt;br /&gt;
Tasks are run interlocked with the script processing and game processing, and characters cannot run multiple tasks at the same time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which will run the task.&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: Task coroutine.&lt;br /&gt;
&lt;br /&gt;
== TASK:StopEntityTask(RogueEssence.Ground.GroundEntity) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Helper function to force stop an entity&#039;s current task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity running the task to stop.&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitStartEntityTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes an entity run a specified task, and waits for it to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which will run the task.&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: Task coroutine.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitEntityTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the specified entity to finish its task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which task we&#039;ll wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:WaitEntityTask(player)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Runs a task and waits for it to complete.&lt;br /&gt;
Most methods that do not expose themselves to script need ot be wrapped with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The task to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:WaitTask(_DUNGEON:AddMapStatus(&amp;quot;rain&amp;quot;))&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:StartScriptLocalCoroutine(NLua.LuaFunction,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A wrapper around the StartCoroutine method of the GameManager, so lua coroutines can be executed locally to the script context.&lt;br /&gt;
AKA, it will block the script execution while its executed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;args&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== TASK:BranchCoroutine(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starts a new coroutine to run parallel to the current execution.&lt;br /&gt;
Useful for performing multiple actions at once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The task to run in parallel&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
local coro1 = TASK:BranchCoroutine(GAME:_FadeIn(60))&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:JoinCoroutines ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for all specified coroutines to finish before continuing execution.&lt;br /&gt;
Often used for coroutines created using TASK:BranchCoroutine()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;coroTable&amp;lt;/code&amp;gt;: A table of coroutines to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:JoinCoroutines({coro1})&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:WaitInput ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the player to press a button before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowDialogue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a dialogue box with text, waiting until the player completes it.&lt;br /&gt;
Takes a string as an argument.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowDialogue(&amp;quot;Hello World!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowTimedDialogue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a dialogue box with text, waiting until the specified time has expired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;waitTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowTimedDialogue(&amp;quot;Hello World!&amp;quot;, 120)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextDialogue(System.String,System.Int32,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current dialogue text to be shown.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;waitTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowVoiceOver ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a voice over, waiting until the player completes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowVoiceOver(&amp;quot;Hello World!&amp;quot;, 120)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextVoiceOver(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current voice-over text to be shown.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:TextPopUp(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes text pop up in the bottom-left corner by default. Displays concurrently with any other process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;centerH&amp;lt;/code&amp;gt;: Horizontal centering&lt;br /&gt;
* &amp;lt;code&amp;gt;centerV&amp;lt;/code&amp;gt;: Vertical centering&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades in a title text, waiting until the fade-in is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowTitle(&amp;quot;Hello World!&amp;quot;, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextShowTitle(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shows text in the format of a title drop.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitHideTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the currently displayed title, waiting until the fade-out is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitHideTitle(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextFadeTitle(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the text set in a title drop.  Requires WaitDialog to actually fade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowBG ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades in a chosen background image, with a chosen framerate, at a certain fade time, waiting until the fade-in is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bg&amp;lt;/code&amp;gt;: The background to show, from the list of BG textures.&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: Framerate of the image animation.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeInTime&amp;lt;/code&amp;gt;: Time taken to fade in the image.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowBG(&amp;quot;TestBG&amp;quot;, 3, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:ShowBG(System.String,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets an image to display.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bg&amp;lt;/code&amp;gt;: The background to show, from the list of BG textures.&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: Framerate of the image animation.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeInTime&amp;lt;/code&amp;gt;: Time taken to fade in the image.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitHideBG ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the current background image, waiting until the fade-out is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: Time taken to fade out the image.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitHideBG(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:FadeBG(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepares a fade-out of the current image.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: Time taken to fade out the image.&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSpeaker(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clears the current speaker, so none is displayed the next time TextDialogue is called.&lt;br /&gt;
This also resets any custom dialogue box positions, portrait positions, and choice positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: If turned on, the text from the dialogue boxes make sounds.  Default is on.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(System.String,System.Boolean,System.String,System.Int32,System.String,RogueEssence.Data.Gender) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Speaker name.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
* &amp;lt;code&amp;gt;specie&amp;lt;/code&amp;gt;: Species of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;form&amp;lt;/code&amp;gt;: Form of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;skin&amp;lt;/code&amp;gt;: Skin of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;gender&amp;lt;/code&amp;gt;: Gender of the speaker&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(RogueEssence.Ground.GroundChar,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to set as speaker. This is a character in a ground map.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(RogueEssence.Dungeon.Character,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to set as speaker. This is a character in a dungeon map.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerReverse(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reverses the speaker orientation to face left instead of right.  This depends on the boolean passed in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;reverse&amp;lt;/code&amp;gt;: Faces right if false, left if true.&lt;br /&gt;
&lt;br /&gt;
== UI:SetChoiceLoc(System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the choices for a question dialog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position&lt;br /&gt;
&lt;br /&gt;
== UI:ResetChoiceLoc ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the choices for a question dialog back to default.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetBounds(System.Int32,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position and size of the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
&lt;br /&gt;
== UI:SetSe(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker sound effect and speak frames played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newSe&amp;lt;/code&amp;gt;: The sound effect of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;speakTime&amp;lt;/code&amp;gt;: The amount of frames to wait between each sound effect&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSe(&amp;quot;Battle/_UNK_DUN_Water_Drop&amp;quot;, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:SetSe(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker sound effect played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newSe&amp;lt;/code&amp;gt;: The sound effect of the box&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSe(&amp;quot;Menu/Unknown-3&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakTime(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speak frames played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;speakTime&amp;lt;/code&amp;gt;: The amount of frames to wait between each sound effect&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSpeakTime(10)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSe ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets to the default speaker sound effect and speaker frames.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ResetBounds ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets the position and size of the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerLoc(System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the speaker in a dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSpeakerLoc ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets the position of the speaker in a dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerEmotion(System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the emotion of the speaker in the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emo&amp;lt;/code&amp;gt;: Emotion to display&lt;br /&gt;
* &amp;lt;code&amp;gt;reverse&amp;lt;/code&amp;gt;: Faces right if false, left if true.&lt;br /&gt;
&lt;br /&gt;
== UI:SetCenter(System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the centering of the text in the textbox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;centerH&amp;lt;/code&amp;gt;: Horizontal centering&lt;br /&gt;
* &amp;lt;code&amp;gt;centerV&amp;lt;/code&amp;gt;: Vertical centering&lt;br /&gt;
&lt;br /&gt;
== UI:SetAutoFinish(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the text automatically finish when it shows up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;autoFinish&amp;lt;/code&amp;gt;: Auto-finishes text if true.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitDialog ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the currently set dialogue box and waits for the player to complete it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitDialog()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:_DummyWait ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instantly break. Used as default/invalid value when returning a yieldable value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ChoiceMenuYesNo(System.String,System.Boolean,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ask a question answered by yes or no via character dialogue to the player.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
The Yes/No menu returns 1 for yes, and 0 for no.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;: Question to be asked to the user.&lt;br /&gt;
* &amp;lt;code&amp;gt;bdefaultstono&amp;lt;/code&amp;gt;: Whether the cursor starts on no by default&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:NameMenu(System.String,System.String,System.Int32,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the name input box.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: The text to show above the input line.&lt;br /&gt;
* &amp;lt;code&amp;gt;desc&amp;lt;/code&amp;gt;: The text to show below the input line.&lt;br /&gt;
* &amp;lt;code&amp;gt;maxLength&amp;lt;/code&amp;gt;: The length of the text in pixels.&lt;br /&gt;
* &amp;lt;code&amp;gt;defaultName&amp;lt;/code&amp;gt;: Name to start the textbox with.&lt;br /&gt;
&lt;br /&gt;
== UI:AssemblyMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a menu for replacing party members with the assembly.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the boolean value indicating whether the team composition was changed or not, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShopMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Shop menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items chosen, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;goods&amp;lt;/code&amp;gt;: A table of items to be sold.  The format is { Item=InvItem, Price=int } for each item.&lt;br /&gt;
&lt;br /&gt;
== UI:SellMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Sell menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items to sell, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:StorageMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Storage menu for which to exchange items in the inventory with.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:WithdrawMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Storage menu for which to withdraw from.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:BankMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Bank menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SpoilsMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Spoils menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;appraisalMap&amp;lt;/code&amp;gt;: A table of mappings from containers to items, in the format of { Box=InvItem , Item=InvItem }&lt;br /&gt;
&lt;br /&gt;
== UI:AppraiseMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Appraisal menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items chosen, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:TutorTeamMenu(NLua.LuaFunction) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Tutor Team menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen team member, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:RelearnMenu(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Relearn menu for a character.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
&lt;br /&gt;
== UI:LearnMenu(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Learn menu for a character to replace an existing skill with a new one.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
* &amp;lt;code&amp;gt;skillNum&amp;lt;/code&amp;gt;: The new skill&lt;br /&gt;
&lt;br /&gt;
== UI:ForgetMenu(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Forget menu for a character to forget a skill.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
&lt;br /&gt;
== UI:ShowPromoteMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Promote menu to choose a team member to promote.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen team slot, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:CanSwapMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SwapMenu(NLua.LuaTable,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:TributeMenu(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShowMusicMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Music menu to browse music for the game.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string representing the chosen song, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spoilerUnlocks&amp;lt;/code&amp;gt;: A lua table of strings representing progression flags that have been completed.&lt;br /&gt;
            Any ogg file that uses this tag as a spoiler tag will display in the menu only if the flag has been passed.&lt;br /&gt;
&lt;br /&gt;
== UI:DungeonChoice(System.String,RogueEssence.Dungeon.ZoneLoc) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ask to enter a destintion via character dialogue to the player.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
The Yes/No menu returns 1 for yes, and 0 for no.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Name of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;dest&amp;lt;/code&amp;gt;: The ZoneLoc location of the destination.&lt;br /&gt;
&lt;br /&gt;
== UI:DestinationMenu(NLua.LuaTable,System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a choice menu for choosing destinations, showing a preview of restrictions and requirements for dungeons.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the ZoneLoc indicating the chosen destination, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;destinations&amp;lt;/code&amp;gt;: A lua table representing the list of destinations with each element in the format of { Name=string, Dest=ZoneLoc }&lt;br /&gt;
&lt;br /&gt;
== UI:ServersMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ContactsMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SOSMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:AOKMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:PeersMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShowConnectMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:CurrentActivityMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ChooseMonsterMenu(System.String,NLua.LuaTable,System.Boolean,System.Boolean,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a choice menu for choosing monsters, showing a preview of their appearances via portrait.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string indicating the chosen species, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: The title of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;choices&amp;lt;/code&amp;gt;: A lua table of choices with each element being a MonsterID.&lt;br /&gt;
* &amp;lt;code&amp;gt;canMenu&amp;lt;/code&amp;gt;: If set to true, the Menu Button exits the menu if pressed.&lt;br /&gt;
* &amp;lt;code&amp;gt;canCancel&amp;lt;/code&amp;gt;: If set to true, the Cancel Button exits the menu if pressed.&lt;br /&gt;
* &amp;lt;code&amp;gt;slotsPerPage&amp;lt;/code&amp;gt;: Slots to display per page&lt;br /&gt;
&lt;br /&gt;
== UI:SetCustomMenu(RogueEssence.Menu.InteractableMenu) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a custom menu of the caller&#039;s choice.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:BeginChoiceMenu(System.String,NLua.LuaTable,System.Object,System.Object,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a multi-choice menu.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;: The question to ask the user.&lt;br /&gt;
* &amp;lt;code&amp;gt;choicesPairs&amp;lt;/code&amp;gt;: A table of choices.  Each choice can be either a string, or { string, bool } representing the text and enabled status.&lt;br /&gt;
* &amp;lt;code&amp;gt;defaultChoice&amp;lt;/code&amp;gt;: The cursor starts on this choice.&lt;br /&gt;
* &amp;lt;code&amp;gt;cancelChoice&amp;lt;/code&amp;gt;: This choice is chosen if the player presses the cancel button.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:BeginMultiPageMenu(System.Int32,System.Int32,System.Int32,System.String,NLua.LuaTable,System.Int32,System.Object,System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a multi-paged choice menu.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y position of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: Height of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;choicesPairs&amp;lt;/code&amp;gt;: A table of choices.  Each choice can be either a string, or { string, bool } representing the text and enabled status.&lt;br /&gt;
* &amp;lt;code&amp;gt;linesPerPage&amp;lt;/code&amp;gt;: Number of choices per page&lt;br /&gt;
* &amp;lt;code&amp;gt;defaultChoice&amp;lt;/code&amp;gt;: The cursor starts on this choice.&lt;br /&gt;
* &amp;lt;code&amp;gt;cancelChoice&amp;lt;/code&amp;gt;: This choice is chosen if the player presses the cancel button.&lt;br /&gt;
&lt;br /&gt;
== UI:ChoiceResult ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the result of the last choice menu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The result of the choice&lt;br /&gt;
&lt;br /&gt;
== UI:GetChoiceAction(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s complicated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== UI:WaitForChoice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the currently set choice menu and waits for the player&#039;s selection to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:__WaitForChoice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wait for choice and then CLEAN UP m_curchoice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scripting]]&lt;br /&gt;
[[Category:Quick Reference]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Logical123</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Tutorial:Scripting_Cheat_Sheet&amp;diff=2428</id>
		<title>Tutorial:Scripting Cheat Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Tutorial:Scripting_Cheat_Sheet&amp;diff=2428"/>
		<updated>2024-08-09T01:12:27Z</updated>

		<summary type="html">&lt;p&gt;Logical123: /* Make two or more characters move at once? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A simple list of commands to make common cutscene actions, intended for those with little programming experience.  Mostly example snippets that can be copied and pasted or simple instructions.&lt;br /&gt;
&lt;br /&gt;
For a more in-depth reference, check the [[Script Reference]]&lt;br /&gt;
&lt;br /&gt;
For programmers, in-depth documentation of the base engine can be found on [https://github.com/RogueCollab/RogueEssence/tree/master/RogueEssence/Lua Github].&lt;br /&gt;
&lt;br /&gt;
For those that want to learn Lua and better understand the way it all works, it is recommended to start with a [https://www.tutorialspoint.com/lua/index.htm Tutorial].&lt;br /&gt;
&lt;br /&gt;
== How do I… ==&lt;br /&gt;
&lt;br /&gt;
=== Display text? ===&lt;br /&gt;
Use WaitShowDialogue.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
UI:ResetSpeaker()&lt;br /&gt;
UI:WaitShowDialogue(&amp;quot;Hello World!&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is good practice to use ResetSpeaker before calling the first WaitShowDialogue in a function.  It ensures that no variables have been set by previous functions.&lt;br /&gt;
&lt;br /&gt;
=== Display text instantly? ===&lt;br /&gt;
Set Auto-finish.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
UI:SetAutoFinish(true)&lt;br /&gt;
UI:WaitShowDialogue(&amp;quot;Hello World!&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Display text with an NPC&#039;s profile? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
local npc = CH(&#039;Friend&#039;) --obtain the NPC&lt;br /&gt;
UI:SetSpeaker(npc) --set it to the dialogue box&lt;br /&gt;
UI:WaitShowDialogue(&amp;quot;Hello World!&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Obtain the player? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
local player = CH(&#039;PLAYER&#039;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The player character has the special entity name PLAYER.&lt;br /&gt;
&lt;br /&gt;
=== Make the text pause in the middle of a dialogue? ===&lt;br /&gt;
Edit the string to include the pause tag.  Ex.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Ready,[pause=30] set,[pause=0] GO!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A pause of 60 will pause text for 60 frames (one second) before it continues.&lt;br /&gt;
A pause of 0 will pause text and prompt the player to press Confirm before it continues.&lt;br /&gt;
&lt;br /&gt;
=== Color text differently? ===&lt;br /&gt;
Edit the string to include the color tag.  Ex.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Welcome to [color=#FFC663]Treasure Town[color]!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The tag accepts colors in hex.  Don’t forget to close the tag!&lt;br /&gt;
Additionally, you can access colored names for Pokemon, item, move, zone, etc. using GetColoredName(), GetIconName(), or GetDisplayName()&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
local item = RogueEssence.Dungeon.InvItem(&amp;quot;food_apple&amp;quot;)&lt;br /&gt;
UI:WaitShowDialogue(item:GetDisplayName())&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Tags? ===&lt;br /&gt;
[[Text Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ask the player a question? ===&lt;br /&gt;
Yes/No:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
UI:ChoiceMenuYesNo(STRINGS:Format(MapStrings[&#039;String_001&#039;]), false)&lt;br /&gt;
UI:WaitForChoice()&lt;br /&gt;
ch = UI:ChoiceResult()&lt;br /&gt;
if ch then&lt;br /&gt;
    UI:WaitShowDialogue(STRINGS:Format(MapStrings[&#039;String_002&#039;]))&lt;br /&gt;
else&lt;br /&gt;
    UI:WaitShowDialogue(STRINGS:Format(MapStrings[&#039;String_003&#039;]))&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Custom:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
choices = {STRINGS:Format(MapStrings[&#039;Strings_001&#039;]),&lt;br /&gt;
    STRINGS:Format(MapStrings[&#039;Strings_002&#039;]),&lt;br /&gt;
    STRINGS:Format(MapStrings[&#039;Strings_003&#039;])}&lt;br /&gt;
&lt;br /&gt;
UI:BeginChoiceMenu(STRINGS:Format(MapStrings[&#039;Strings_004&#039;]), choices, 1, 3)&lt;br /&gt;
UI:WaitForChoice()&lt;br /&gt;
result = UI:ChoiceResult()&lt;br /&gt;
if result == 1 then&lt;br /&gt;
    UI:WaitShowDialogue(STRINGS:Format(MapStrings[&#039;Strings_004&#039;]))&lt;br /&gt;
elseif result == 2 then&lt;br /&gt;
    UI:WaitShowDialogue(STRINGS:Format(MapStrings[&#039;Strings_005&#039;]))&lt;br /&gt;
else&lt;br /&gt;
    UI:WaitShowDialogue(STRINGS:Format(MapStrings[&#039;Strings_006&#039;]))&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Change a character’s portrait emotion for speaking? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
UI:SetSpeakerEmotion(&amp;quot;Happy&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The list of possible portrait emotions can be found in &amp;lt;code&amp;gt;Base/GFXParams.xml&amp;lt;/code&amp;gt;.  Look inside the Emotions tag.&lt;br /&gt;
=== Make a character do a sprite emote? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GROUND:CharSetEmote(player, &amp;quot;exclaim&amp;quot;, 1)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Argument 2 is the asset name of the emote, found by editing emotes.&lt;br /&gt;
Argument 3 is the number of repetitions to animate the emote with.&lt;br /&gt;
&lt;br /&gt;
=== Make a character turn? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GROUND:EntTurn(player, Direction.UpLeft) --turn a specific direction&lt;br /&gt;
GROUND:CharTurnToChar(friend, player) --turn to a specific character&lt;br /&gt;
GROUND:CharAnimateTurn(player, Direction.DownRight, 4, true) --turn with animation&lt;br /&gt;
GROUND:CharTurnToCharAnimated(friend, player, 4) --turn to char with animation&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===  Walk somewhere? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GROUND:MoveInDirection(player, Direction.Down, 24, false, 2)&lt;br /&gt;
GROUND:MoveInDirection(player, Direction.DownLeft, 24, true, 4) --running&lt;br /&gt;
GROUND:MoveToPosition(player, 120, 120, false, 2)&lt;br /&gt;
GROUND:MoveToPosition(player, 120, 120, true, 4) --running&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Warp the player? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GROUND:TeleportTo(player, 120, 120, Direction.Up)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Make a character move with custom animation? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GROUND:AnimateInDirection(player, &amp;quot;Hurt&amp;quot;, Direction.Right, Direction.Left, 24, 3, 2)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will make a character appear to be dragged leftward while facing right in a Hurt animation.&lt;br /&gt;
The “3” signifies how long each frame of animation should take in 1/60ths of a second.&lt;br /&gt;
The “2” signifies the speed of movement.  2 is normal walking speed.&lt;br /&gt;
&lt;br /&gt;
=== Make two or more characters move at once? ===&lt;br /&gt;
You can achieve this by calling BranchCoroutine and giving it a function that does the secondary actions:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
local coro1 = TASK:BranchCoroutine(function() test_grounds.Walk_Sequence(partner1) end)&lt;br /&gt;
local coro2 = TASK:BranchCoroutine(function() test_grounds.Walk_Sequence(partner2) end)&lt;br /&gt;
GROUND:MoveInDirection(player, Direction.Up, 72, false, 2)&lt;br /&gt;
GROUND:CharAnimateTurn(player, Direction.DownLeft, 4, false)&lt;br /&gt;
 &lt;br /&gt;
TASK:JoinCoroutines({coro1,coro2})&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You would then define the function elsewhere:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function test_grounds.Walk_Sequence(character)&lt;br /&gt;
  GROUND:MoveInDirection(character, Direction.Up, 72, false, 2)&lt;br /&gt;
  GROUND:CharAnimateTurn(character, Direction.DownRight, 4, false)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Make a character perform an animation? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GROUND:CharSetAnim(chara, &amp;quot;Attack&amp;quot;, false) --animates once&lt;br /&gt;
GROUND:CharSetAnim(chara, &amp;quot;Idle&amp;quot;, true) --animation loops forever&lt;br /&gt;
GROUND:CharEndAnim(chara) --stops a looping animation&lt;br /&gt;
GROUND:CharWaitAnim(chara, &amp;quot;Attack&amp;quot;) --animates and waits until done&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The list of possible animations can be found in &amp;lt;code&amp;gt;Base/GFXParams.xml&amp;lt;/code&amp;gt;.  Look inside the Actions tag.&lt;br /&gt;
&lt;br /&gt;
This will play an animation that stops at the frame where the attack comes out.  Useful for bosses making their attack pose before a fight whoosh.&lt;br /&gt;
&lt;br /&gt;
=== Play VFX? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
local emitter = RogueEssence.Content.SingleEmitter(RogueEssence.Content.AnimData(&amp;quot;Flamethrower&amp;quot;, 3))&lt;br /&gt;
emitter.LocHeight = 8&lt;br /&gt;
GROUND:PlayVFX(emitter, player.Bounds.Center.X, player.Bounds.Center.Y)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This plays a single attack animation for the Flamethrower hit effect, on top of the player (must be declared earlier).&lt;br /&gt;
&lt;br /&gt;
=== Make everyone stop moving in cutscenes? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GAME:CutsceneMode(true)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This turns cutscene mode on, which prevents idle movement and removes UI in dungeons.&lt;br /&gt;
&lt;br /&gt;
=== Activate/Deactivate a character/object? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GROUND:Hide(&amp;quot;Shopkeeper&amp;quot;)&lt;br /&gt;
GROUND:Unhide(&amp;quot;Shopkeeper&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pass in the entity name you want to hide or show.&lt;br /&gt;
&lt;br /&gt;
=== Make a sound?  A Fanfare?  Change the BGM? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SOUND:PlaySE(&amp;quot;Battle/DUN_Explosion&amp;quot;)&lt;br /&gt;
SOUND:PlayBattleSE(&amp;quot;DUN_Explosion&amp;quot;)&lt;br /&gt;
SOUND:LoopSE(&amp;quot;Battle/EVT_Applause&amp;quot;)&lt;br /&gt;
SOUND:LoopBattleSE(&amp;quot;EVT_Applause&amp;quot;)&lt;br /&gt;
SOUND:StopSE(&amp;quot;Battle/EVT_Applause&amp;quot;)&lt;br /&gt;
SOUND:StopBattleSE(&amp;quot;EVT_Applause&amp;quot;)&lt;br /&gt;
SOUND:PlayFanfare(&amp;quot;Fanfare/Treasure&amp;quot;)&lt;br /&gt;
SOUND:PlayBGM(&amp;quot;Title.ogg&amp;quot;, true)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The list of possible sounds can be found in Content/Sound.  The list of music can be found in Content/Music.  Music must use &amp;lt;code&amp;gt;LOOPSTART&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;LOOPLENGTH&amp;lt;/code&amp;gt; tags to loop properly.&lt;br /&gt;
&lt;br /&gt;
=== Make a looping sound? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SOUND:LoopSE(&amp;quot;Battle/EVT_Applause&amp;quot;)&lt;br /&gt;
SOUND:LoopBattleSE(&amp;quot;EVT_Applause&amp;quot;)&lt;br /&gt;
SOUND:StopSE(&amp;quot;Battle/EVT_Applause&amp;quot;)&lt;br /&gt;
SOUND:StopBattleSE(&amp;quot;EVT_Applause&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound effect must use &amp;lt;code&amp;gt;LOOPSTART&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;LOOPLENGTH&amp;lt;/code&amp;gt; tags to loop properly. &lt;br /&gt;
&lt;br /&gt;
=== Change the name of the character? ===&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GAME:SetCharacterNickname(partner, result)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Change the starters? ===&lt;br /&gt;
Edit the Start Params by navigating to the [[Dev_Mode#Constants|Constants Tab]].&lt;br /&gt;
&lt;br /&gt;
You can also alter form, skin (shinyness), gender and a preset name.  If there is only one choice, with a preset name, the starting menu will be skipped entirely.  This is the preferred way to start Explorers of Sky-type Special Episodes.&lt;br /&gt;
&lt;br /&gt;
=== Make a character say something different when talked to again? ===&lt;br /&gt;
You will need to edit &amp;lt;code&amp;gt;Data/Script/scriptvars.lua&amp;lt;/code&amp;gt;.  Add an additional table with a single variable like below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SV.your_map_name =&lt;br /&gt;
{&lt;br /&gt;
  TalkedToNpc  = false&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there already exists a table with your map name on it, just add the variable to it.&lt;br /&gt;
Then, add a check to your NPC’s action event:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function your_map_name.YourNpc_Action(chara, activator)&lt;br /&gt;
    if SV.your_map_name then&lt;br /&gt;
        UI:WaitShowDialogue(STRINGS:Format(MapStrings[&#039;String_002&#039;]))&lt;br /&gt;
    else&lt;br /&gt;
        UI:WaitShowDialogue(STRINGS:Format(MapStrings[&#039;String_001&#039;]))&lt;br /&gt;
        SV.your_map_name = true&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Display a Title? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
UI:WaitShowTitle(GAME:GetCurrentGround().Name:ToLocal(), 20)&lt;br /&gt;
GAME:WaitFrames(30)&lt;br /&gt;
UI:WaitHideTitle(20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This snippet fades in the title of the current ground map in 20 frames.&lt;br /&gt;
Waits for 30 frames.&lt;br /&gt;
Then fades out the title in 20 frames.&lt;br /&gt;
&lt;br /&gt;
=== Show a Pre-Drawn Picture? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
UI:WaitShowBG(&amp;quot;Sky&amp;quot;, 1, 20);&lt;br /&gt;
UI:WaitInput(false);&lt;br /&gt;
UI:WaitHideBG(20);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This snippet fades in the Sky background in 20 frames, waits for input, and fades it out on input.&lt;br /&gt;
&lt;br /&gt;
=== Move the camera? ===&lt;br /&gt;
To center on an absolute position, X40 Y40:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GAME:MoveCamera(40, 40, 1, false)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To center on a position relative to the player, 80 pixels above player:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GAME:MoveCamera(0, -80, 1, true)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Move slowly over the course of 60 frames:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GAME:MoveCamera(40, 40, 60, false)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Set the map weather? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GROUND:AddMapStatus(&amp;quot;clouds_overhead&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This call will add status with the asset name &amp;quot;clouds_overhead&amp;quot;, which has the clouds passing overhead.  To make the map start with this status, place it in the Init function of the map.&lt;br /&gt;
&lt;br /&gt;
=== Send the player to a dungeon? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GAME:EnterDungeon(&#039;[DUNGEON NAME]&#039;, 0, 0, 0, RogueEssence.Data.GameProgress.DungeonStakes.Risk, true, true)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This sends the player to a dungeon AND begins an adventure.  Adventures are recorded, with all dungeon footage combined into one replay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GAME:EnterZone(&#039;[DUNGEON NAME]&#039;, 0, 0, 0)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This sends the player to a dungeon but does NOT begin an adventure.  Whatever occurs in the destination zone is not recorded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GAME:ContinueDungeon(&#039;[DUNGEON NAME]&#039;, 0, 0, 0)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This sends the player to a dungeon AND continues the currently running adventure.&lt;br /&gt;
&lt;br /&gt;
=== Send the player to a ground map? ===&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GAME:EnterGroundMap(&amp;quot;[GROUND MAP NAME]&amp;quot;, &amp;quot;[ENTRANCE NAME]&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Scripting]]&lt;br /&gt;
[[Category:Quick Reference]]&lt;/div&gt;</summary>
		<author><name>Logical123</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Tutorial:Scripting_Cheat_Sheet&amp;diff=2427</id>
		<title>Tutorial:Scripting Cheat Sheet</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Tutorial:Scripting_Cheat_Sheet&amp;diff=2427"/>
		<updated>2024-08-09T01:11:34Z</updated>

		<summary type="html">&lt;p&gt;Logical123: /* Make two or more characters move at once? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A simple list of commands to make common cutscene actions, intended for those with little programming experience.  Mostly example snippets that can be copied and pasted or simple instructions.&lt;br /&gt;
&lt;br /&gt;
For a more in-depth reference, check the [[Script Reference]]&lt;br /&gt;
&lt;br /&gt;
For programmers, in-depth documentation of the base engine can be found on [https://github.com/RogueCollab/RogueEssence/tree/master/RogueEssence/Lua Github].&lt;br /&gt;
&lt;br /&gt;
For those that want to learn Lua and better understand the way it all works, it is recommended to start with a [https://www.tutorialspoint.com/lua/index.htm Tutorial].&lt;br /&gt;
&lt;br /&gt;
== How do I… ==&lt;br /&gt;
&lt;br /&gt;
=== Display text? ===&lt;br /&gt;
Use WaitShowDialogue.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
UI:ResetSpeaker()&lt;br /&gt;
UI:WaitShowDialogue(&amp;quot;Hello World!&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is good practice to use ResetSpeaker before calling the first WaitShowDialogue in a function.  It ensures that no variables have been set by previous functions.&lt;br /&gt;
&lt;br /&gt;
=== Display text instantly? ===&lt;br /&gt;
Set Auto-finish.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
UI:SetAutoFinish(true)&lt;br /&gt;
UI:WaitShowDialogue(&amp;quot;Hello World!&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Display text with an NPC&#039;s profile? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
local npc = CH(&#039;Friend&#039;) --obtain the NPC&lt;br /&gt;
UI:SetSpeaker(npc) --set it to the dialogue box&lt;br /&gt;
UI:WaitShowDialogue(&amp;quot;Hello World!&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Obtain the player? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
local player = CH(&#039;PLAYER&#039;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The player character has the special entity name PLAYER.&lt;br /&gt;
&lt;br /&gt;
=== Make the text pause in the middle of a dialogue? ===&lt;br /&gt;
Edit the string to include the pause tag.  Ex.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Ready,[pause=30] set,[pause=0] GO!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A pause of 60 will pause text for 60 frames (one second) before it continues.&lt;br /&gt;
A pause of 0 will pause text and prompt the player to press Confirm before it continues.&lt;br /&gt;
&lt;br /&gt;
=== Color text differently? ===&lt;br /&gt;
Edit the string to include the color tag.  Ex.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Welcome to [color=#FFC663]Treasure Town[color]!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The tag accepts colors in hex.  Don’t forget to close the tag!&lt;br /&gt;
Additionally, you can access colored names for Pokemon, item, move, zone, etc. using GetColoredName(), GetIconName(), or GetDisplayName()&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
local item = RogueEssence.Dungeon.InvItem(&amp;quot;food_apple&amp;quot;)&lt;br /&gt;
UI:WaitShowDialogue(item:GetDisplayName())&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Tags? ===&lt;br /&gt;
[[Text Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Ask the player a question? ===&lt;br /&gt;
Yes/No:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
UI:ChoiceMenuYesNo(STRINGS:Format(MapStrings[&#039;String_001&#039;]), false)&lt;br /&gt;
UI:WaitForChoice()&lt;br /&gt;
ch = UI:ChoiceResult()&lt;br /&gt;
if ch then&lt;br /&gt;
    UI:WaitShowDialogue(STRINGS:Format(MapStrings[&#039;String_002&#039;]))&lt;br /&gt;
else&lt;br /&gt;
    UI:WaitShowDialogue(STRINGS:Format(MapStrings[&#039;String_003&#039;]))&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Custom:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
choices = {STRINGS:Format(MapStrings[&#039;Strings_001&#039;]),&lt;br /&gt;
    STRINGS:Format(MapStrings[&#039;Strings_002&#039;]),&lt;br /&gt;
    STRINGS:Format(MapStrings[&#039;Strings_003&#039;])}&lt;br /&gt;
&lt;br /&gt;
UI:BeginChoiceMenu(STRINGS:Format(MapStrings[&#039;Strings_004&#039;]), choices, 1, 3)&lt;br /&gt;
UI:WaitForChoice()&lt;br /&gt;
result = UI:ChoiceResult()&lt;br /&gt;
if result == 1 then&lt;br /&gt;
    UI:WaitShowDialogue(STRINGS:Format(MapStrings[&#039;Strings_004&#039;]))&lt;br /&gt;
elseif result == 2 then&lt;br /&gt;
    UI:WaitShowDialogue(STRINGS:Format(MapStrings[&#039;Strings_005&#039;]))&lt;br /&gt;
else&lt;br /&gt;
    UI:WaitShowDialogue(STRINGS:Format(MapStrings[&#039;Strings_006&#039;]))&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Change a character’s portrait emotion for speaking? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
UI:SetSpeakerEmotion(&amp;quot;Happy&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The list of possible portrait emotions can be found in &amp;lt;code&amp;gt;Base/GFXParams.xml&amp;lt;/code&amp;gt;.  Look inside the Emotions tag.&lt;br /&gt;
=== Make a character do a sprite emote? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GROUND:CharSetEmote(player, &amp;quot;exclaim&amp;quot;, 1)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Argument 2 is the asset name of the emote, found by editing emotes.&lt;br /&gt;
Argument 3 is the number of repetitions to animate the emote with.&lt;br /&gt;
&lt;br /&gt;
=== Make a character turn? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GROUND:EntTurn(player, Direction.UpLeft) --turn a specific direction&lt;br /&gt;
GROUND:CharTurnToChar(friend, player) --turn to a specific character&lt;br /&gt;
GROUND:CharAnimateTurn(player, Direction.DownRight, 4, true) --turn with animation&lt;br /&gt;
GROUND:CharTurnToCharAnimated(friend, player, 4) --turn to char with animation&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===  Walk somewhere? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GROUND:MoveInDirection(player, Direction.Down, 24, false, 2)&lt;br /&gt;
GROUND:MoveInDirection(player, Direction.DownLeft, 24, true, 4) --running&lt;br /&gt;
GROUND:MoveToPosition(player, 120, 120, false, 2)&lt;br /&gt;
GROUND:MoveToPosition(player, 120, 120, true, 4) --running&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Warp the player? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GROUND:TeleportTo(player, 120, 120, Direction.Up)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Make a character move with custom animation? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GROUND:AnimateInDirection(player, &amp;quot;Hurt&amp;quot;, Direction.Right, Direction.Left, 24, 3, 2)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will make a character appear to be dragged leftward while facing right in a Hurt animation.&lt;br /&gt;
The “3” signifies how long each frame of animation should take in 1/60ths of a second.&lt;br /&gt;
The “2” signifies the speed of movement.  2 is normal walking speed.&lt;br /&gt;
&lt;br /&gt;
=== Make two or more characters move at once? ===&lt;br /&gt;
You can achieve this by calling BranchCoroutine and giving it a function that does the secondary actions:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
local coro1 = TASK:BranchCoroutine(function() test_grounds.Walk_Sequence(partner1) end)&lt;br /&gt;
local coro2 = TASK:BranchCoroutine(function() test_grounds.Walk_Sequence(partner2) end)&lt;br /&gt;
GROUND:MoveInDirection(player, Direction.Up, 72, false, 2)&lt;br /&gt;
GROUND:CharAnimateTurn(player, Direction.DownLeft, 4)&lt;br /&gt;
 &lt;br /&gt;
TASK:JoinCoroutines({coro1,coro2})&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You would then define the function elsewhere:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function test_grounds.Walk_Sequence(character)&lt;br /&gt;
  GROUND:MoveInDirection(character, Direction.Up, 72, false, 2)&lt;br /&gt;
  GROUND:CharAnimateTurn(character, Direction.DownRight, 4, false)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Make a character perform an animation? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GROUND:CharSetAnim(chara, &amp;quot;Attack&amp;quot;, false) --animates once&lt;br /&gt;
GROUND:CharSetAnim(chara, &amp;quot;Idle&amp;quot;, true) --animation loops forever&lt;br /&gt;
GROUND:CharEndAnim(chara) --stops a looping animation&lt;br /&gt;
GROUND:CharWaitAnim(chara, &amp;quot;Attack&amp;quot;) --animates and waits until done&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The list of possible animations can be found in &amp;lt;code&amp;gt;Base/GFXParams.xml&amp;lt;/code&amp;gt;.  Look inside the Actions tag.&lt;br /&gt;
&lt;br /&gt;
This will play an animation that stops at the frame where the attack comes out.  Useful for bosses making their attack pose before a fight whoosh.&lt;br /&gt;
&lt;br /&gt;
=== Play VFX? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
local emitter = RogueEssence.Content.SingleEmitter(RogueEssence.Content.AnimData(&amp;quot;Flamethrower&amp;quot;, 3))&lt;br /&gt;
emitter.LocHeight = 8&lt;br /&gt;
GROUND:PlayVFX(emitter, player.Bounds.Center.X, player.Bounds.Center.Y)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This plays a single attack animation for the Flamethrower hit effect, on top of the player (must be declared earlier).&lt;br /&gt;
&lt;br /&gt;
=== Make everyone stop moving in cutscenes? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GAME:CutsceneMode(true)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This turns cutscene mode on, which prevents idle movement and removes UI in dungeons.&lt;br /&gt;
&lt;br /&gt;
=== Activate/Deactivate a character/object? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GROUND:Hide(&amp;quot;Shopkeeper&amp;quot;)&lt;br /&gt;
GROUND:Unhide(&amp;quot;Shopkeeper&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pass in the entity name you want to hide or show.&lt;br /&gt;
&lt;br /&gt;
=== Make a sound?  A Fanfare?  Change the BGM? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SOUND:PlaySE(&amp;quot;Battle/DUN_Explosion&amp;quot;)&lt;br /&gt;
SOUND:PlayBattleSE(&amp;quot;DUN_Explosion&amp;quot;)&lt;br /&gt;
SOUND:LoopSE(&amp;quot;Battle/EVT_Applause&amp;quot;)&lt;br /&gt;
SOUND:LoopBattleSE(&amp;quot;EVT_Applause&amp;quot;)&lt;br /&gt;
SOUND:StopSE(&amp;quot;Battle/EVT_Applause&amp;quot;)&lt;br /&gt;
SOUND:StopBattleSE(&amp;quot;EVT_Applause&amp;quot;)&lt;br /&gt;
SOUND:PlayFanfare(&amp;quot;Fanfare/Treasure&amp;quot;)&lt;br /&gt;
SOUND:PlayBGM(&amp;quot;Title.ogg&amp;quot;, true)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The list of possible sounds can be found in Content/Sound.  The list of music can be found in Content/Music.  Music must use &amp;lt;code&amp;gt;LOOPSTART&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;LOOPLENGTH&amp;lt;/code&amp;gt; tags to loop properly.&lt;br /&gt;
&lt;br /&gt;
=== Make a looping sound? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SOUND:LoopSE(&amp;quot;Battle/EVT_Applause&amp;quot;)&lt;br /&gt;
SOUND:LoopBattleSE(&amp;quot;EVT_Applause&amp;quot;)&lt;br /&gt;
SOUND:StopSE(&amp;quot;Battle/EVT_Applause&amp;quot;)&lt;br /&gt;
SOUND:StopBattleSE(&amp;quot;EVT_Applause&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sound effect must use &amp;lt;code&amp;gt;LOOPSTART&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;LOOPLENGTH&amp;lt;/code&amp;gt; tags to loop properly. &lt;br /&gt;
&lt;br /&gt;
=== Change the name of the character? ===&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GAME:SetCharacterNickname(partner, result)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Change the starters? ===&lt;br /&gt;
Edit the Start Params by navigating to the [[Dev_Mode#Constants|Constants Tab]].&lt;br /&gt;
&lt;br /&gt;
You can also alter form, skin (shinyness), gender and a preset name.  If there is only one choice, with a preset name, the starting menu will be skipped entirely.  This is the preferred way to start Explorers of Sky-type Special Episodes.&lt;br /&gt;
&lt;br /&gt;
=== Make a character say something different when talked to again? ===&lt;br /&gt;
You will need to edit &amp;lt;code&amp;gt;Data/Script/scriptvars.lua&amp;lt;/code&amp;gt;.  Add an additional table with a single variable like below:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SV.your_map_name =&lt;br /&gt;
{&lt;br /&gt;
  TalkedToNpc  = false&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there already exists a table with your map name on it, just add the variable to it.&lt;br /&gt;
Then, add a check to your NPC’s action event:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function your_map_name.YourNpc_Action(chara, activator)&lt;br /&gt;
    if SV.your_map_name then&lt;br /&gt;
        UI:WaitShowDialogue(STRINGS:Format(MapStrings[&#039;String_002&#039;]))&lt;br /&gt;
    else&lt;br /&gt;
        UI:WaitShowDialogue(STRINGS:Format(MapStrings[&#039;String_001&#039;]))&lt;br /&gt;
        SV.your_map_name = true&lt;br /&gt;
    end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Display a Title? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
UI:WaitShowTitle(GAME:GetCurrentGround().Name:ToLocal(), 20)&lt;br /&gt;
GAME:WaitFrames(30)&lt;br /&gt;
UI:WaitHideTitle(20)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This snippet fades in the title of the current ground map in 20 frames.&lt;br /&gt;
Waits for 30 frames.&lt;br /&gt;
Then fades out the title in 20 frames.&lt;br /&gt;
&lt;br /&gt;
=== Show a Pre-Drawn Picture? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
UI:WaitShowBG(&amp;quot;Sky&amp;quot;, 1, 20);&lt;br /&gt;
UI:WaitInput(false);&lt;br /&gt;
UI:WaitHideBG(20);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This snippet fades in the Sky background in 20 frames, waits for input, and fades it out on input.&lt;br /&gt;
&lt;br /&gt;
=== Move the camera? ===&lt;br /&gt;
To center on an absolute position, X40 Y40:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GAME:MoveCamera(40, 40, 1, false)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To center on a position relative to the player, 80 pixels above player:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GAME:MoveCamera(0, -80, 1, true)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Move slowly over the course of 60 frames:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GAME:MoveCamera(40, 40, 60, false)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Set the map weather? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GROUND:AddMapStatus(&amp;quot;clouds_overhead&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This call will add status with the asset name &amp;quot;clouds_overhead&amp;quot;, which has the clouds passing overhead.  To make the map start with this status, place it in the Init function of the map.&lt;br /&gt;
&lt;br /&gt;
=== Send the player to a dungeon? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GAME:EnterDungeon(&#039;[DUNGEON NAME]&#039;, 0, 0, 0, RogueEssence.Data.GameProgress.DungeonStakes.Risk, true, true)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This sends the player to a dungeon AND begins an adventure.  Adventures are recorded, with all dungeon footage combined into one replay.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GAME:EnterZone(&#039;[DUNGEON NAME]&#039;, 0, 0, 0)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This sends the player to a dungeon but does NOT begin an adventure.  Whatever occurs in the destination zone is not recorded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GAME:ContinueDungeon(&#039;[DUNGEON NAME]&#039;, 0, 0, 0)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This sends the player to a dungeon AND continues the currently running adventure.&lt;br /&gt;
&lt;br /&gt;
=== Send the player to a ground map? ===&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
GAME:EnterGroundMap(&amp;quot;[GROUND MAP NAME]&amp;quot;, &amp;quot;[ENTRANCE NAME]&amp;quot;)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Scripting]]&lt;br /&gt;
[[Category:Quick Reference]]&lt;/div&gt;</summary>
		<author><name>Logical123</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Lua_Function_Reference&amp;diff=2426</id>
		<title>Lua Function Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Lua_Function_Reference&amp;diff=2426"/>
		<updated>2024-08-07T02:45:16Z</updated>

		<summary type="html">&lt;p&gt;Logical123: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows all script functions that can be called from Lua&lt;br /&gt;
&lt;br /&gt;
== AI:SetCharacterAI(RogueEssence.Ground.GroundChar,System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Assign the given scripted AI class to the specified GroundChar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;classpath&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:DisableCharacterAI(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disable a given groundchar&#039;s AI processing until its enabled again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:EnableCharacterAI(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enable a given groundchar&#039;s AI processing if its currently disabled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:SetAIState(RogueEssence.Ground.GroundChar,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enable a given groundchar&#039;s AI processing if its currently disabled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharTurnToChar(RogueEssence.Dungeon.Character,RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character turn to face another&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;curch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:LastDungeonResult ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the result of the last dungeon adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonCurrentFloor ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the floor number of the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonAssetName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the internal name for the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonDisplayName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the localized name of the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharSetEmote(RogueEssence.Dungeon.Character,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s emote in a dungeon map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to emote&lt;br /&gt;
* &amp;lt;code&amp;gt;emoteid&amp;lt;/code&amp;gt;: ID of the emote&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to play the emote.&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharStartAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt;: Whether to loop the animation&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharStartAnim(player, anim, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharEndAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a character&#039;s current animation, reverting them to default idle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to stop animating&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharEndAnim(player)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharWaitAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation, and waits until it completed before continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharStartAnim(player, anim)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX in the dungeon map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y Position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX that has a start position and an end position.  It uses a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: Start X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Start Y Position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down.&lt;br /&gt;
* &amp;lt;code&amp;gt;xTo&amp;lt;/code&amp;gt;: End X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;yTo&amp;lt;/code&amp;gt;: End Y position in pixels&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFXAnim(RogueEssence.Content.BaseAnim,RogueEssence.Content.DrawLayer) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using just a BaseAnim&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The animation to play&lt;br /&gt;
* &amp;lt;code&amp;gt;layer&amp;lt;/code&amp;gt;: The layer to put it on&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:MoveScreen(RogueEssence.Content.ScreenMover) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a screen-moving effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;mover&amp;lt;/code&amp;gt;: The screen mover.&lt;br /&gt;
&lt;br /&gt;
== GAME:GroundSave ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saves the game while in ground mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:GroundSave()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:GetModDiff(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;uuidStr&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentGround ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentFloor ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current dungeon map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current zone, also known as dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.Int32,System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within the current zone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The index of the ground map in the zone&lt;br /&gt;
* &amp;lt;code&amp;gt;idxentrypoint&amp;lt;/code&amp;gt;: The index of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.String,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within the current zone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The name of the ground map.  It must exist within in the zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;entrypoint&amp;lt;/code&amp;gt;: The name of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.String,System.String,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within a new zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;zone&amp;lt;/code&amp;gt;: The name of the destination zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The name of the ground map.  It must exist within in the zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;entrypoint&amp;lt;/code&amp;gt;: The name of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a new adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
* &amp;lt;code&amp;gt;stakes&amp;lt;/code&amp;gt;: Decides what happens when the adventure fails/succeeds.&lt;br /&gt;
* &amp;lt;code&amp;gt;recorded&amp;lt;/code&amp;gt;: Record the adventure in a replay&lt;br /&gt;
* &amp;lt;code&amp;gt;silentRestrict&amp;lt;/code&amp;gt;: Make the dungeon restrictions silently&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EnterDungeon(1, 0, 0, 0, RogueEssence.Data.GameProgress.DungeonStakes.Risk, true, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:ContinueDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and continues the current adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:ContinueDungeon(1, 1, 0, 0)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:EndDungeonRun ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ends the current adventure, sending the player to a specified destination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;result&amp;lt;/code&amp;gt;: The result of the adventure.&lt;br /&gt;
* &amp;lt;code&amp;gt;destzoneid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entryid&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
* &amp;lt;code&amp;gt;display&amp;lt;/code&amp;gt;: Display an epitaph marking the end of the adventure.&lt;br /&gt;
* &amp;lt;code&amp;gt;fanfare&amp;lt;/code&amp;gt;: Play a fanfare.&lt;br /&gt;
* &amp;lt;code&amp;gt;completedZone&amp;lt;/code&amp;gt;: Zone to mark as completed. Defaults to current zone.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EndDungeonRun(GameProgress.ResultType.Cleared, 0, -1, 1, 0, true, true)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterRescue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a rescue adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;sosPath&amp;lt;/code&amp;gt;: The path of the sos mail.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EnterRescue(&amp;quot;RESCUE/INBOX/SOS/example.sosmail&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:AddAOKRemark(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;remarkIndex&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:RestartToTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map and load up the title screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:RestartRogue(RogueEssence.Data.RogueConfig) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Restarts a Roguelocke run based on the configuration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;config&amp;lt;/code&amp;gt;: The configuration of the roguelocke run&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterZone(System.String,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a new adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
&lt;br /&gt;
== GAME:FadeOut ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fade out the screen. Waits to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;white&amp;lt;/code&amp;gt;: Fade to white if set to true.  Fades to black otherwise.&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time to fade in frames.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:FadeOut(false, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:FadeIn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fade into the screen. Waits to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time to fade in frames.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:FadeIn(false, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:MoveCamera ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Centers the camera on a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the camera center&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the camera center&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time it takes ot move to the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;toPlayer&amp;lt;/code&amp;gt;: Destination is in absolute coordinates if false, and relative to the player character if set to true.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:MoveCamera(200, 240, 60, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:MoveCameraToChara ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Centers the camera on a character.&lt;br /&gt;
&lt;br /&gt;
As we are simply moving the camera to a character, this will simply set ViewCenter and not ViewOffset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the camera center, as an offset for the chara&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the camera center, as an offset for the chara&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time it takes ot move to the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to center on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:MoveCameraToChara(200, 240, 60, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCameraCenter ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current center of the camera.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Loc object representing the center of the camera.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsCameraOnChar ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Determines whether the camera is centered relative to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if the camera is relative to the player, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:HasSOSMail ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:HasAOKMail ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetTeamLeaderIndex ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the index of the currently player controlled entity in the party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Index of the currently player controlled entity in the party.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetTeamLeaderIndex(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the leader to the chosen index within the party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;idx&amp;lt;/code&amp;gt;: The index of the team member within the team.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCanSwitch(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prevents or allows the switching of leaders for the save file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;canSwitch&amp;lt;/code&amp;gt;: Set to true to allow switching, set to false to prevent it.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCanRecruit(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prevents or allows the joining of recruits for the save file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;canRecruit&amp;lt;/code&amp;gt;: Set to true to allow recruit joins, set to false to prevent it.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the player party count.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The count of players&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the party as a LuaTable.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the number of guests currently in the player&#039;s party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of guests&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the guests as a LuaTable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the number of characters currently in the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the assembly as a LuaTable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The assembly member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerTeam(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerTeam(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the team, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerGuest(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerGuest(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the team&#039;s guests, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerAssembly(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerAssembly(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the assembly, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCharacterNickname(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a character&#039;s nickname&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to rename&lt;br /&gt;
* &amp;lt;code&amp;gt;nickname&amp;lt;/code&amp;gt;: The new name&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCharacterNickname(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character nickname&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to get the nickname from&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s nickname&lt;br /&gt;
&lt;br /&gt;
== GAME:SetTeamName(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the name of the player&#039;s team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;teamname&amp;lt;/code&amp;gt;: The new team name&lt;br /&gt;
&lt;br /&gt;
== GAME:GetTeamName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the name of the player&#039;s team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team&#039;s name&lt;br /&gt;
&lt;br /&gt;
== GAME:CanRelearn(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can relearn any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CanForget(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can forget any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CanLearn(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can learn any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CheckLevelSkills ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks the levels gained by a character and prompts to learn all skills along the levels.&lt;br /&gt;
Waits until all skills have been accepted or declined before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to prompt for learning.&lt;br /&gt;
* &amp;lt;code&amp;gt;oldLevel&amp;lt;/code&amp;gt;: The level that the character leveled up from.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:CheckLevelSkills(player, 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:TryLearnSkill ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attempts to give a new skill to the specified character, prompting to replace an old one if they are full.&lt;br /&gt;
Waits until all the skill has been accepted or declined before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:TryLearnSkill(player, &amp;quot;thunder&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:LearnSkill(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives a new skill to a specified character.&lt;br /&gt;
Fails if the character&#039;s skills are full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
&lt;br /&gt;
== GAME:ForgetSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removed a skill from the specified character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to forget the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the skill to forget&lt;br /&gt;
&lt;br /&gt;
== GAME:LockSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a skill impossible to forget or replace for the specified character.&lt;br /&gt;
Note that this only affects normal gameplay. Scripts can still freely get rid of the skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to lock the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the skill to lock&lt;br /&gt;
&lt;br /&gt;
== GAME:UnlockSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocks a previously locked skill for the specified character, making it possible to be forgotten or replaced during normal gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to unlock the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the skill to unlock&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCharacterSkill(RogueEssence.Dungeon.Character,System.String,System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives a new skill to a specified character, replacing a specifically chosen slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skillId&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to replace&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCharacterSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the skill from a specified character and specified slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to get the skill from.&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to get the skill from.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The ID of the skill in the slot&lt;br /&gt;
&lt;br /&gt;
== GAME:CanPromote(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can be promoted to a new class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the character can be promoted, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetAvailablePromotions(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets a list of possible classes that the character can prmote to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
* &amp;lt;code&amp;gt;bypassItem&amp;lt;/code&amp;gt;: An exception item that can bypass checks for promotion&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A lua table of PromoteBranch objects&lt;br /&gt;
&lt;br /&gt;
== GAME:PromoteCharacter(RogueEssence.Dungeon.Character,RogueEssence.Data.PromoteBranch,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Promotes a character ot a new class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to promote&lt;br /&gt;
* &amp;lt;code&amp;gt;branch&amp;lt;/code&amp;gt;: The PromoteBranch to promote with&lt;br /&gt;
* &amp;lt;code&amp;gt;bypassItem&amp;lt;/code&amp;gt;: An exception item that can bypass checks for promotion&lt;br /&gt;
&lt;br /&gt;
== GAME:FindPlayerItem(System.String,System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finds an item in the player&#039;s team and returns its slot within the inventory or among its team&#039;s equips.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The item ID to search for.&lt;br /&gt;
* &amp;lt;code&amp;gt;held&amp;lt;/code&amp;gt;: Check equipped items.&lt;br /&gt;
* &amp;lt;code&amp;gt;inv&amp;lt;/code&amp;gt;: Check inventory items.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The InvSlot of the item. Invalid if the item could not be found.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerEquippedCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the number of items equipped by players.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the number of items in the bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagLimit ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the maximum amount of item the player&#039;s team can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the equipped item for the character in the specified slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The team slot of the character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s equipped item&lt;br /&gt;
&lt;br /&gt;
== GAME:GetGuestEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the equipped item for the character in the specified guest slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The guest slot of the character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s equipped item&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerItem(RogueEssence.Dungeon.InvItem) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt;: The item to give&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerItem(System.String,System.Int32,System.Boolean,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item&lt;br /&gt;
* &amp;lt;code&amp;gt;count&amp;lt;/code&amp;gt;: The amount to give. Default 1&lt;br /&gt;
* &amp;lt;code&amp;gt;cursed&amp;lt;/code&amp;gt;: Whether the item is cursed. Default false.&lt;br /&gt;
* &amp;lt;code&amp;gt;hiddenval&amp;lt;/code&amp;gt;: The hidden value of the item. Default empty string.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the item found at the specified slot of the player&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The item found in the slot&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerBagItem(System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove an item from player inventory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot from which to remove the item&lt;br /&gt;
* &amp;lt;code&amp;gt;takeAll&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerEquippedItem(System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove the equipped item from a chosen member of the team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the character on the team from which to remove the item&lt;br /&gt;
* &amp;lt;code&amp;gt;takeAll&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:TakeGuestEquippedItem(System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove the equipped item from a chosen guest of the team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the character on the team&#039;s guest list from which to remove the item&lt;br /&gt;
* &amp;lt;code&amp;gt;takeAll&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerStorageCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the amount of items in the player&#039;s storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerStorageItemCount(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the amount of a specific item in the player&#039;s storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: ID of the item ot check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of copies currently in storage&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerStorageItem(RogueEssence.Dungeon.InvItem) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt;: The item to give&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerStorageItem(System.String,System.Int32,System.Boolean,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item&lt;br /&gt;
* &amp;lt;code&amp;gt;count&amp;lt;/code&amp;gt;: The amount to give. Default 1&lt;br /&gt;
* &amp;lt;code&amp;gt;cursed&amp;lt;/code&amp;gt;: Whether the item is cursed. Default false.&lt;br /&gt;
* &amp;lt;code&amp;gt;hiddenval&amp;lt;/code&amp;gt;: The hidden value of the item. Default empty string.&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerStorageItem(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Takes an item from the storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item to take&lt;br /&gt;
&lt;br /&gt;
== GAME:DepositAll ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Takes all items in the player team&#039;s bag and equipped items, and deposits them in storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerMoney ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the amount of money the player currently has on hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of money.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddToPlayerMoney(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds money to the player&#039;s wallet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toadd&amp;lt;/code&amp;gt;: The amount of money to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemoveFromPlayerMoney(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes money from the player&#039;s wallet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toremove&amp;lt;/code&amp;gt;: The amount of money to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerMoneyBank ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the amount of money in the player&#039;s bank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of money.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddToPlayerMoneyBank(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds money to the player&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toadd&amp;lt;/code&amp;gt;: The amount of money to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemoveFromPlayerMoneyBank(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes money from the player&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toremove&amp;lt;/code&amp;gt;: The amount of money to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsKeyDown(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a player is making a certain physical keyboard input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;keyid&amp;lt;/code&amp;gt;: The ID of the input&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the button is currently pressed.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsInputDown(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a player is making a certain game input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;inputid&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the input is currently pressed.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:CutsceneMode(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the game in cutscene mode. This prevents characters from taking idle action and hides certain UI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bon&amp;lt;/code&amp;gt;: If set to true, turns cutscene mode on. If set to false, turns it off.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetDailySeed ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the random seed for the current adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The current adventure&#039;s seed.&lt;br /&gt;
&lt;br /&gt;
== GAME:UnlockDungeon(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocks a specified dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: ID of the dungeon to unlock.&lt;br /&gt;
&lt;br /&gt;
== GAME:DungeonUnlocked(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a dungeon is unlocked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: ID of the dungeon to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if unlocked, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:InRogueMode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the current game is in rogue mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if in rogue mode, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:HasServerSet ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetRescueAllowed ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks to see if rescue is allowed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if rescues are allowed, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetRescueAllowed(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the value in the player&#039;s save file to determine if they can be rescued or not.&lt;br /&gt;
If rescue is possible on the Save File level, it can still be prevented by the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;allowed&amp;lt;/code&amp;gt;: Set to true to allow the player to be rescued.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:QueueLeaderEvent(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepares an event to execute on the next frame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:WaitFrames ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for a specified number of frames before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;frames&amp;lt;/code&amp;gt;: The number of frames ot wait.  Each frame is 1/60th of a second.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:WaitFrames(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:VectorToDirection(RogueElements.Loc) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Turns a vector (preferably a unit vector) into a cardinal or diagonal direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;v&amp;lt;/code&amp;gt;: The vector.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The direction as one of 8 values.&lt;br /&gt;
&lt;br /&gt;
== GAME:VectorToDirection(System.Double,System.Double) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Convenience function to get a vector&#039;s components from lua numbers(doubles)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt;: The X value of the vector&lt;br /&gt;
* &amp;lt;code&amp;gt;Y&amp;lt;/code&amp;gt;: The Y value of the vector&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The direction the vector points to as one of 8 values.&lt;br /&gt;
&lt;br /&gt;
== GAME:RandomDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generates a random direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
An 8-directional direction.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetupLuaFunctions(RogueEssence.Script.LuaEngine) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setups any extra functionalities for this object written on the lua side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GROUND:Hide(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hides an entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;entityname&amp;lt;/code&amp;gt;: The name of the entity to hide.&lt;br /&gt;
&lt;br /&gt;
== GROUND:Unhide(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unhides an entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;entityname&amp;lt;/code&amp;gt;: The name of the entity to unhide.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateObject(System.String,System.String,System.Int32,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;objtype&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;w&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;h&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateCharacter(System.String,System.String,System.Int32,System.Int32,System.String,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chartype&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;actionfun&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;thinkfun&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveObject(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deletes an object from the ground map, identified by its instance name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name of the object.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if succeeded, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveCharacter(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deletes a character from the ground map, identified by its instance name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name of the object.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if succeeded, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateCharacterFromCharData(System.String,RogueEssence.Dungeon.Character,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creates a ground character, given a dungeon character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name to give the character&lt;br /&gt;
* &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;: Character data to create from&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the character&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the character&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction the character will face, defaults to Dir8.Down&lt;br /&gt;
&lt;br /&gt;
== GROUND:RefreshPlayer ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reloads the controllable player&#039;s character data to be the current team&#039;s leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GROUND:SetPlayer(RogueEssence.Dungeon.CharData) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the controllable player to use new character data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;charData&amp;lt;/code&amp;gt;: The new character data&lt;br /&gt;
&lt;br /&gt;
== GROUND:SpawnerDoSpawn(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make the specified spawner run its spawn method.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnername&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The ground character spawned.&lt;br /&gt;
&lt;br /&gt;
== GROUND:SpawnerSetSpawn(System.String,RogueEssence.Dungeon.CharData) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the character to the specified spawner&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnername&amp;lt;/code&amp;gt;: The spawner to set the character to, by name&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnChar&amp;lt;/code&amp;gt;: The character to spawn.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharTurnToChar(RogueEssence.Ground.GroundChar,RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character turn to face another character instantly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;turnchar&amp;lt;/code&amp;gt;: The character that is turning.&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: The character to turn to.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharTurnToCharAnimated ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face another character over the specified time.&lt;br /&gt;
Clockwise or counter-clockwise are chosen based on the closest direction.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;curch&amp;lt;/code&amp;gt;: Character that is turning&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: Character to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: Time spent on each direction, in frames&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharTurnToCharAnimated(charFrom, charTo, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:EntTurn(RogueEssence.Ground.GroundEntity,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a ground entity turn to face a direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: The ground entity.  Can be a character or object.&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to face.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharAnimateTurn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face a chosen direction over the specified time.&lt;br /&gt;
Must specify clockwise or counter-clockwise.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: The character to turn&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: The time spent in each intermediate direction, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;ccw&amp;lt;/code&amp;gt;: false if clockwise, true if counter-clockwise&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharTurnToCharAnimated(charFrom, Dir8.Left, 3, true)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharAnimateTurnTo ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face a chosen direction over the specified time.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: The character to turn&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: The time spent in each intermediate direction, in frames&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharTurnToCharAnimated(charFrom, Dir8.Left, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:TeleportTo(RogueEssence.Ground.GroundEntity,System.Int32,System.Int32,RogueElements.Dir8,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repositions the ground entity in a specified location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: The ground entity to reposition&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to point the entity.  Defaults to Dir8.None, which leaves it untouched.&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveInDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move in a direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction to move in&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: Duration of movement, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, Dir8.Down, 24, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move to a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y  coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, 200, 240, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveToMarker ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move to a ground marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;mark&amp;lt;/code&amp;gt;: GroundMarker object ot move to&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, marker, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveObjectToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground object move to a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Ground Entity to move&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y  coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveObjectToPosition(object, 200, 240, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:AnimateInDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a ground character move in a direction with custom animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;animDir&amp;lt;/code&amp;gt;: Direction of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction to move in&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: Duration of movement, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;animSpeed&amp;lt;/code&amp;gt;: Speed of animation, where 1.0 represents normal speed&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed movement, in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:AnimateInDirection(player, &amp;quot;Hurt&amp;quot;, Dir8.Down, 24, 0.5, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:AnimateToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a ground entity move to a position with custom animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity to move&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;animDir&amp;lt;/code&amp;gt;: Direction of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;animSpeed&amp;lt;/code&amp;gt;: Speed of animation, where 1.0 represents normal speed&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed movement, in pixels per frame&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the destination&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:AnimateToPosition(player, &amp;quot;Hurt&amp;quot;, Dir8.Down, 200, 240, 0.5, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetEmote(RogueEssence.Ground.GroundChar,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a character emote on the ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to emote&lt;br /&gt;
* &amp;lt;code&amp;gt;emoteid&amp;lt;/code&amp;gt;: ID of the emote&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to play the emote.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetDrawEffect(RogueEssence.Ground.GroundChar,RogueEssence.Dungeon.DrawEffect) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the ground character&#039;s draw effect to become invisible, shaking, still, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Target ground character.&lt;br /&gt;
* &amp;lt;code&amp;gt;effect&amp;lt;/code&amp;gt;: The draw effect.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharEndDrawEffect(RogueEssence.Ground.GroundChar,RogueEssence.Dungeon.DrawEffect) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the ground character&#039;s draw effect to become invisible, shaking, still, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Target ground character.&lt;br /&gt;
* &amp;lt;code&amp;gt;effect&amp;lt;/code&amp;gt;: The draw effect.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnimFallback(RogueEssence.Ground.GroundChar,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the fallback animation for the character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The anim to get the fallback anim of.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The fallback animation, as a string.  Blank if there is none.  Will return anim if anim already exists.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnim(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets a character&#039;s current animation as a string.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnimPoint(RogueEssence.Ground.GroundChar,RogueEssence.Content.ActionPointType) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the chosen action point of the character at this specific frame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;actionPoint&amp;lt;/code&amp;gt;: The ype of action point to retrieve the coordinates for.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The location of the action point in absolute coordinates on the map.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetAnim(RogueEssence.Ground.GroundChar,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt;: Whether to loop the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharEndAnim(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a character&#039;s current animation, reverting them to default idle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to stop animating&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharWaitAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the character perform an animation and waits until it&#039;s over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Animation to play&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:CharWaitAnim(player, &amp;quot;Hurt&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetAction(RogueEssence.Ground.GroundChar,RogueEssence.Ground.GroundAction) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to perfom the action&lt;br /&gt;
* &amp;lt;code&amp;gt;action&amp;lt;/code&amp;gt;: The action to perform&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharWaitAction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the character perform an action and waits until it&#039;s over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;action&amp;lt;/code&amp;gt;: Action to perform&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:CharWaitAction(player, action)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectSetAnim(RogueEssence.Ground.GroundObject,System.Int32,System.Int32,System.Int32,RogueElements.Dir8,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a ground object&#039;s animation.  After it finishes, it will return to the default animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: The duration of each frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;startFrame&amp;lt;/code&amp;gt;: The start frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;endFrame&amp;lt;/code&amp;gt;: The end frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: The direction of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to repeat the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectSetDefaultAnim(RogueEssence.Ground.GroundObject,System.String,System.Int32,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a ground object&#039;s default animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;animName&amp;lt;/code&amp;gt;: The name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: The duration of each frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;startFrame&amp;lt;/code&amp;gt;: The start frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;endFrame&amp;lt;/code&amp;gt;: The end frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: The direction of the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectWaitAnimFrame ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the object to reach a specific frame before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object ot wait on&lt;br /&gt;
* &amp;lt;code&amp;gt;frame&amp;lt;/code&amp;gt;: The frame of animation to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:WaitObjectAnim(fountain, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y Position&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX that has a start position and an end position.  It uses a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: Start X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Start Y Position&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down.&lt;br /&gt;
* &amp;lt;code&amp;gt;xTo&amp;lt;/code&amp;gt;: End X position&lt;br /&gt;
* &amp;lt;code&amp;gt;yTo&amp;lt;/code&amp;gt;: End Y position&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFXAnim(RogueEssence.Content.BaseAnim,RogueEssence.Content.DrawLayer) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using just a BaseAnim&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The animation to play&lt;br /&gt;
* &amp;lt;code&amp;gt;layer&amp;lt;/code&amp;gt;: The layer to put it on&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveScreen(RogueEssence.Content.ScreenMover) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a screen-moving effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;mover&amp;lt;/code&amp;gt;: The screen mover.&lt;br /&gt;
&lt;br /&gt;
== GROUND:HandoutEXP ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives a character a set amount of EXP.&lt;br /&gt;
Also handles leveling up and learning new moves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The characters to level up.&lt;br /&gt;
* &amp;lt;code&amp;gt;experience&amp;lt;/code&amp;gt;: The amount of EXP to gain.&lt;br /&gt;
&lt;br /&gt;
== GROUND:LevelUpChar ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Levels up a character a certain amount of times all at once.&lt;br /&gt;
Also handles learning new moves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The characters to level up.&lt;br /&gt;
* &amp;lt;code&amp;gt;numLevelUps&amp;lt;/code&amp;gt;: The number of level ups.&lt;br /&gt;
&lt;br /&gt;
== GROUND:AddMapStatus(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a mapstatus to the ground map.  Map statuses only have an aesthetic effect in ground maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;statusIdx&amp;lt;/code&amp;gt;: The ID of the Map Status&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveMapStatus(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes a map status from the ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;statusIdx&amp;lt;/code&amp;gt;: The ID of the Map Status to remove.&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlaySE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect specifically from the Battle/ subdirectory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:WaitSE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect, and waits for it to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOUND:WaitSE(&amp;quot;Battle/Hit&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SOUND:LoopSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:LoopBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeInSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect, fading in over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade in&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeInBattleSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect, fading in over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade in&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect, fading out over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade out&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutBattleSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect, fading out over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade out&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayFanfare(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect that temporarily mutes the music for its duration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:WaitFanfare ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect that temporarily mutes the music for its duration.&lt;br /&gt;
This function waits for the sound to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOUND:WaitFanfare(&amp;quot;Battle/LevelUp&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayBGM(System.String,System.Boolean,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a song, replacing the current one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The file name of the song, relative to the Content/Music folder.&lt;br /&gt;
* &amp;lt;code&amp;gt;fade&amp;lt;/code&amp;gt;: Whether to fade the old song out, or start a new one.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: The amount of time, in frames, to fade out the old song.&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopBGM ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops playing the current song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutBGM(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the current song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: The amount of time, in frames, to fade out the song.&lt;br /&gt;
&lt;br /&gt;
== SOUND:SetBGMVolume(System.Single) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current volume of the song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;val&amp;lt;/code&amp;gt;: A float value between 0 and 1&lt;br /&gt;
&lt;br /&gt;
== SOUND:GetCurrentSong ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the currently playing song.  If the current song is fading out, gets the next song to be played.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The filename of the song, relative to the Content/Music folder&lt;br /&gt;
&lt;br /&gt;
== STRINGS:LocaleCode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current language setting of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The current language, represented by a locale code.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:Format(System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Formats a string.  Will unescape escaped characters and process grammar tags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fmt&amp;lt;/code&amp;gt;: String to format.&lt;br /&gt;
* &amp;lt;code&amp;gt;para&amp;lt;/code&amp;gt;: Arguments&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The formatted string.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:FormatKey(System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Formats a string given a string key.  Will unescape escaped characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fmt&amp;lt;/code&amp;gt;: The string key to format&lt;br /&gt;
* &amp;lt;code&amp;gt;para&amp;lt;/code&amp;gt;: string arguments&lt;br /&gt;
&lt;br /&gt;
== STRINGS:LocalKeyString(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the string representing a button or key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The input type of the input.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The string representing the button o key the input maps to.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:CreateList(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Builds a single string of comma separated elements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;listStrings&amp;lt;/code&amp;gt;: LuaTable of strings containing the elements to build the list from.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The combined string containing all elements.&lt;br /&gt;
&lt;br /&gt;
== TASK:StartEntityTask(RogueEssence.Ground.GroundEntity,NLua.LuaFunction) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Helper function to make an entity run the specified task.&lt;br /&gt;
Will not replace a running task!&lt;br /&gt;
Tasks are run interlocked with the script processing and game processing, and characters cannot run multiple tasks at the same time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which will run the task.&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: Task coroutine.&lt;br /&gt;
&lt;br /&gt;
== TASK:StopEntityTask(RogueEssence.Ground.GroundEntity) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Helper function to force stop an entity&#039;s current task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity running the task to stop.&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitStartEntityTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes an entity run a specified task, and waits for it to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which will run the task.&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: Task coroutine.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitEntityTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the specified entity to finish its task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which task we&#039;ll wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:WaitEntityTask(player)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Runs a task and waits for it to complete.&lt;br /&gt;
Most methods that do not expose themselves to script need ot be wrapped with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The task to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:WaitTask(_DUNGEON:AddMapStatus(&amp;quot;rain&amp;quot;))&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:StartScriptLocalCoroutine(NLua.LuaFunction,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A wrapper around the StartCoroutine method of the GameManager, so lua coroutines can be executed locally to the script context.&lt;br /&gt;
AKA, it will block the script execution while its executed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;args&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== TASK:BranchCoroutine(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starts a new coroutine to run parallel to the current execution.&lt;br /&gt;
Useful for performing multiple actions at once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The task to run in parallel&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
local coro1 = TASK:BranchCoroutine(GAME:_FadeIn(60))&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:JoinCoroutines ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for all specified coroutines to finish before continuing execution.&lt;br /&gt;
Often used for coroutines created using TASK:BranchCoroutine()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;coroTable&amp;lt;/code&amp;gt;: A table of coroutines to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:JoinCoroutines({coro1})&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:WaitInput ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the player to press a button before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowDialogue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a dialogue box with text, waiting until the player completes it.&lt;br /&gt;
Takes a string as an argument.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowDialogue(&amp;quot;Hello World!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowTimedDialogue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a dialogue box with text, waiting until the specified time has expired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;waitTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowTimedDialogue(&amp;quot;Hello World!&amp;quot;, 120)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextDialogue(System.String,System.Int32,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current dialogue text to be shown.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;waitTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowVoiceOver ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a voice over, waiting until the player completes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowVoiceOver(&amp;quot;Hello World!&amp;quot;, 120)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextVoiceOver(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current voice-over text to be shown.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:TextPopUp(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes text pop up in the bottom-left corner by default. Displays concurrently with any other process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;centerH&amp;lt;/code&amp;gt;: Horizontal centering&lt;br /&gt;
* &amp;lt;code&amp;gt;centerV&amp;lt;/code&amp;gt;: Vertical centering&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades in a title text, waiting until the fade-in is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowTitle(&amp;quot;Hello World!&amp;quot;, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextShowTitle(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shows text in the format of a title drop.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitHideTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the currently displayed title, waiting until the fade-out is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitHideTitle(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextFadeTitle(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the text set in a title drop.  Requires WaitDialog to actually fade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowBG ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades in a chosen background image, with a chosen framerate, at a certain fade time, waiting until the fade-in is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bg&amp;lt;/code&amp;gt;: The background to show, from the list of BG textures.&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: Framerate of the image animation.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeInTime&amp;lt;/code&amp;gt;: Time taken to fade in the image.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowBG(&amp;quot;TestBG&amp;quot;, 3, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:ShowBG(System.String,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets an image to display.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bg&amp;lt;/code&amp;gt;: The background to show, from the list of BG textures.&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: Framerate of the image animation.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeInTime&amp;lt;/code&amp;gt;: Time taken to fade in the image.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitHideBG ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the current background image, waiting until the fade-out is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: Time taken to fade out the image.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitHideBG(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:FadeBG(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepares a fade-out of the current image.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: Time taken to fade out the image.&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSpeaker(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clears the current speaker, so none is displayed the next time TextDialogue is called.&lt;br /&gt;
This also resets any custom dialogue box positions, portrait positions, and choice positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: If turned on, the text from the dialogue boxes make sounds.  Default is on.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(System.String,System.Boolean,System.String,System.Int32,System.String,RogueEssence.Data.Gender) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Speaker name.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
* &amp;lt;code&amp;gt;specie&amp;lt;/code&amp;gt;: Species of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;form&amp;lt;/code&amp;gt;: Form of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;skin&amp;lt;/code&amp;gt;: Skin of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;gender&amp;lt;/code&amp;gt;: Gender of the speaker&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(RogueEssence.Ground.GroundChar,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to set as speaker. This is a character in a ground map.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(RogueEssence.Dungeon.Character,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to set as speaker. This is a character in a dungeon map.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerReverse(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reverses the speaker orientation to face left instead of right.  This depends on the boolean passed in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;reverse&amp;lt;/code&amp;gt;: Faces right if false, left if true.&lt;br /&gt;
&lt;br /&gt;
== UI:SetChoiceLoc(System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the choices for a question dialog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position&lt;br /&gt;
&lt;br /&gt;
== UI:ResetChoiceLoc ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the choices for a question dialog back to default.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetBounds(System.Int32,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position and size of the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
&lt;br /&gt;
== UI:SetSe(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker sound effect and speak frames played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newSe&amp;lt;/code&amp;gt;: The sound effect of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;speakTime&amp;lt;/code&amp;gt;: The amount of frames to wait between each sound effect&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSe(&amp;quot;Battle/_UNK_DUN_Water_Drop&amp;quot;, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:SetSe(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker sound effect played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newSe&amp;lt;/code&amp;gt;: The sound effect of the box&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSe(&amp;quot;Menu/Unknown-3&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakTime(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speak frames played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;speakTime&amp;lt;/code&amp;gt;: The amount of frames to wait between each sound effect&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSpeakTime(10)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSe ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets to the default speaker sound effect and speaker frames.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ResetBounds ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets the position and size of the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerLoc(System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the speaker in a dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSpeakerLoc ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets the position of the speaker in a dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerEmotion(System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the emotion of the speaker in the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emo&amp;lt;/code&amp;gt;: Emotion to display&lt;br /&gt;
* &amp;lt;code&amp;gt;reverse&amp;lt;/code&amp;gt;: Faces right if false, left if true.&lt;br /&gt;
&lt;br /&gt;
== UI:SetCenter(System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the centering of the text in the textbox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;centerH&amp;lt;/code&amp;gt;: Horizontal centering&lt;br /&gt;
* &amp;lt;code&amp;gt;centerV&amp;lt;/code&amp;gt;: Vertical centering&lt;br /&gt;
&lt;br /&gt;
== UI:SetAutoFinish(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the text automatically finish when it shows up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;autoFinish&amp;lt;/code&amp;gt;: Auto-finishes text if true.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitDialog ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the currently set dialogue box and waits for the player to complete it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitDialog()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:_DummyWait ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instantly break. Used as default/invalid value when returning a yieldable value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ChoiceMenuYesNo(System.String,System.Boolean,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ask a question answered by yes or no via character dialogue to the player.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
The Yes/No menu returns 1 for yes, and 0 for no.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;: Question to be asked to the user.&lt;br /&gt;
* &amp;lt;code&amp;gt;bdefaultstono&amp;lt;/code&amp;gt;: Whether the cursor starts on no by default&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:NameMenu(System.String,System.String,System.Int32,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the name input box.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: The text to show above the input line.&lt;br /&gt;
* &amp;lt;code&amp;gt;desc&amp;lt;/code&amp;gt;: The text to show below the input line.&lt;br /&gt;
* &amp;lt;code&amp;gt;maxLength&amp;lt;/code&amp;gt;: The length of the text in pixels.&lt;br /&gt;
* &amp;lt;code&amp;gt;defaultName&amp;lt;/code&amp;gt;: Name to start the textbox with.&lt;br /&gt;
&lt;br /&gt;
== UI:AssemblyMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a menu for replacing party members with the assembly.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the boolean value indicating whether the team composition was changed or not, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShopMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Shop menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items chosen, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;goods&amp;lt;/code&amp;gt;: A table of items to be sold.  The format is { Item=InvItem, Price=int } for each item.&lt;br /&gt;
&lt;br /&gt;
== UI:SellMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Sell menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items to sell, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:StorageMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Storage menu for which to exchange items in the inventory with.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:WithdrawMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Storage menu for which to withdraw from.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:BankMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Bank menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SpoilsMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Spoils menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;appraisalMap&amp;lt;/code&amp;gt;: A table of mappings from containers to items, in the format of { Box=InvItem , Item=InvItem }&lt;br /&gt;
&lt;br /&gt;
== UI:AppraiseMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Appraisal menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items chosen, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:TutorTeamMenu(NLua.LuaFunction) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Tutor Team menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen team member, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:RelearnMenu(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Relearn menu for a character.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
&lt;br /&gt;
== UI:LearnMenu(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Learn menu for a character to replace an existing skill with a new one.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
* &amp;lt;code&amp;gt;skillNum&amp;lt;/code&amp;gt;: The new skill&lt;br /&gt;
&lt;br /&gt;
== UI:ForgetMenu(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Forget menu for a character to forget a skill.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
&lt;br /&gt;
== UI:ShowPromoteMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Promote menu to choose a team member to promote.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen team slot, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:CanSwapMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SwapMenu(NLua.LuaTable,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:TributeMenu(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShowMusicMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Music menu to browse music for the game.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string representing the chosen song, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spoilerUnlocks&amp;lt;/code&amp;gt;: A lua table of strings representing progression flags that have been completed.&lt;br /&gt;
            Any ogg file that uses this tag as a spoiler tag will display in the menu only if the flag has been passed.&lt;br /&gt;
&lt;br /&gt;
== UI:DungeonChoice(System.String,RogueEssence.Dungeon.ZoneLoc) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ask to enter a destintion via character dialogue to the player.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
The Yes/No menu returns 1 for yes, and 0 for no.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Name of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;dest&amp;lt;/code&amp;gt;: The ZoneLoc location of the destination.&lt;br /&gt;
&lt;br /&gt;
== UI:DestinationMenu(NLua.LuaTable,System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a choice menu for choosing destinations, showing a preview of restrictions and requirements for dungeons.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the ZoneLoc indicating the chosen destination, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;destinations&amp;lt;/code&amp;gt;: A lua table representing the list of destinations with each element in the format of { Name=string, Dest=ZoneLoc }&lt;br /&gt;
&lt;br /&gt;
== UI:ServersMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ContactsMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SOSMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:AOKMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:PeersMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShowConnectMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:CurrentActivityMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ChooseMonsterMenu(System.String,NLua.LuaTable,System.Boolean,System.Boolean,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a choice menu for choosing monsters, showing a preview of their appearances via portrait.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string indicating the chosen species, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: The title of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;choices&amp;lt;/code&amp;gt;: A lua table of choices with each element being a MonsterID.&lt;br /&gt;
* &amp;lt;code&amp;gt;canMenu&amp;lt;/code&amp;gt;: If set to true, the Menu Button exits the menu if pressed.&lt;br /&gt;
* &amp;lt;code&amp;gt;canCancel&amp;lt;/code&amp;gt;: If set to true, the Cancel Button exits the menu if pressed.&lt;br /&gt;
* &amp;lt;code&amp;gt;slotsPerPage&amp;lt;/code&amp;gt;: Slots to display per page&lt;br /&gt;
&lt;br /&gt;
== UI:SetCustomMenu(RogueEssence.Menu.InteractableMenu) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a custom menu of the caller&#039;s choice.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:BeginChoiceMenu(System.String,NLua.LuaTable,System.Object,System.Object,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a multi-choice menu.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;: The question to ask the user.&lt;br /&gt;
* &amp;lt;code&amp;gt;choicesPairs&amp;lt;/code&amp;gt;: A table of choices.  Each choice can be either a string, or { string, bool } representing the text and enabled status.&lt;br /&gt;
* &amp;lt;code&amp;gt;defaultChoice&amp;lt;/code&amp;gt;: The cursor starts on this choice.&lt;br /&gt;
* &amp;lt;code&amp;gt;cancelChoice&amp;lt;/code&amp;gt;: This choice is chosen if the player presses the cancel button.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:BeginMultiPageMenu(System.Int32,System.Int32,System.Int32,System.String,NLua.LuaTable,System.Int32,System.Object,System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a multi-paged choice menu.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y position of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: Height of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;choicesPairs&amp;lt;/code&amp;gt;: A table of choices.  Each choice can be either a string, or { string, bool } representing the text and enabled status.&lt;br /&gt;
* &amp;lt;code&amp;gt;linesPerPage&amp;lt;/code&amp;gt;: Number of choices per page&lt;br /&gt;
* &amp;lt;code&amp;gt;defaultChoice&amp;lt;/code&amp;gt;: The cursor starts on this choice.&lt;br /&gt;
* &amp;lt;code&amp;gt;cancelChoice&amp;lt;/code&amp;gt;: This choice is chosen if the player presses the cancel button.&lt;br /&gt;
&lt;br /&gt;
== UI:ChoiceResult ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the result of the last choice menu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The result of the choice&lt;br /&gt;
&lt;br /&gt;
== UI:GetChoiceAction(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s complicated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== UI:WaitForChoice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the currently set choice menu and waits for the player&#039;s selection to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:__WaitForChoice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wait for choice and then CLEAN UP m_curchoice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scripting]]&lt;br /&gt;
[[Category:Quick Reference]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Logical123</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Lua_Function_Reference&amp;diff=1928</id>
		<title>Lua Function Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Lua_Function_Reference&amp;diff=1928"/>
		<updated>2024-01-25T01:46:47Z</updated>

		<summary type="html">&lt;p&gt;Logical123: /* GROUND:MoveObjectToPosition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows all script functions that can be called from Lua&lt;br /&gt;
&lt;br /&gt;
== AI:SetCharacterAI(RogueEssence.Ground.GroundChar,System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Assign the given scripted AI class to the specified GroundChar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;classpath&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:DisableCharacterAI(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disable a given groundchar&#039;s AI processing until its enabled again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:EnableCharacterAI(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enable a given groundchar&#039;s AI processing if its currently disabled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:SetAIState(RogueEssence.Ground.GroundChar,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enable a given groundchar&#039;s AI processing if its currently disabled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharTurnToChar(RogueEssence.Dungeon.Character,RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character turn to face another&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;curch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:LastDungeonResult ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the result of the last dungeon adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonCurrentFloor ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the floor number of the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonAssetName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the internal name for the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonDisplayName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the localized name of the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharSetEmote(RogueEssence.Dungeon.Character,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s emote in a dungeon map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to emote&lt;br /&gt;
* &amp;lt;code&amp;gt;emoteid&amp;lt;/code&amp;gt;: ID of the emote&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to play the emote.&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharStartAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt;: Whether to loop the animation&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharStartAnim(player, anim, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharEndAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a character&#039;s current animation, reverting them to default idle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to stop animating&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharEndAnim(player)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharWaitAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation, and waits until it completed before continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharStartAnim(player, anim)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX in the dungeon map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y Position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX that has a start position and an end position.  It uses a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: Start X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Start Y Position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down.&lt;br /&gt;
* &amp;lt;code&amp;gt;xTo&amp;lt;/code&amp;gt;: End X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;yTo&amp;lt;/code&amp;gt;: End Y position in pixels&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFXAnim(RogueEssence.Content.BaseAnim,RogueEssence.Content.DrawLayer) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using just a BaseAnim&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The animation to play&lt;br /&gt;
* &amp;lt;code&amp;gt;layer&amp;lt;/code&amp;gt;: The layer to put it on&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:MoveScreen(RogueEssence.Content.ScreenMover) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a screen-moving effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;mover&amp;lt;/code&amp;gt;: The screen mover.&lt;br /&gt;
&lt;br /&gt;
== GAME:GroundSave ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saves the game while in ground mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:GroundSave()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:GetModDiff(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;uuidStr&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentGround ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentFloor ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current dungeon map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current zone, also known as dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.Int32,System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within the current zone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The index of the ground map in the zone&lt;br /&gt;
* &amp;lt;code&amp;gt;idxentrypoint&amp;lt;/code&amp;gt;: The index of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.String,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within the current zone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The name of the ground map.  It must exist within in the zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;entrypoint&amp;lt;/code&amp;gt;: The name of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.String,System.String,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within a new zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;zone&amp;lt;/code&amp;gt;: The name of the destination zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The name of the ground map.  It must exist within in the zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;entrypoint&amp;lt;/code&amp;gt;: The name of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a new adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
* &amp;lt;code&amp;gt;stakes&amp;lt;/code&amp;gt;: Decides what happens when the adventure fails/succeeds.&lt;br /&gt;
* &amp;lt;code&amp;gt;recorded&amp;lt;/code&amp;gt;: Record the adventure in a replay&lt;br /&gt;
* &amp;lt;code&amp;gt;silentRestrict&amp;lt;/code&amp;gt;: Make the dungeon restrictions silently&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EnterDungeon(1, 0, 0, 0, RogueEssence.Data.GameProgress.DungeonStakes.Risk, true, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:ContinueDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and continues the current adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:ContinueDungeon(1, 1, 0, 0)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:EndDungeonRun ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ends the current adventure, sending the player to a specified destination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;result&amp;lt;/code&amp;gt;: The result of the adventure.&lt;br /&gt;
* &amp;lt;code&amp;gt;destzoneid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entryid&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
* &amp;lt;code&amp;gt;display&amp;lt;/code&amp;gt;: Display an epitaph marking the end of the adventure.&lt;br /&gt;
* &amp;lt;code&amp;gt;fanfare&amp;lt;/code&amp;gt;: Play a fanfare.&lt;br /&gt;
* &amp;lt;code&amp;gt;completedZone&amp;lt;/code&amp;gt;: Zone to mark as completed. Defaults to current zone.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EndDungeonRun(GameProgress.ResultType.Cleared, 0, -1, 1, 0, true, true)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterRescue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a rescue adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;sosPath&amp;lt;/code&amp;gt;: The path of the sos mail.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EnterRescue(&amp;quot;RESCUE/INBOX/SOS/example.sosmail&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:AddAOKRemark(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;remarkIndex&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:RestartToTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map and load up the title screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:RestartRogue(RogueEssence.Data.RogueConfig) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Restarts a Roguelocke run based on the configuration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;config&amp;lt;/code&amp;gt;: The configuration of the roguelocke run&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterZone(System.String,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a new adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
&lt;br /&gt;
== GAME:FadeOut ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fade out the screen. Waits to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;white&amp;lt;/code&amp;gt;: Fade to white if set to true.  Fades to black otherwise.&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time to fade in frames.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:FadeOut(false, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:FadeIn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fade into the screen. Waits to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time to fade in frames.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:FadeIn(false, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:MoveCamera ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Centers the camera on a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the camera center&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the camera center&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time it takes ot move to the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;toPlayer&amp;lt;/code&amp;gt;: Destination is in absolute coordinates if false, and relative to the player character if set to true.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:MoveCamera(200, 240, 60, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:MoveCameraToChara ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Centers the camera on a character.&lt;br /&gt;
&lt;br /&gt;
As we are simply moving the camera to a character, this will simply set ViewCenter and not ViewOffset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the camera center, as an offset for the chara&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the camera center, as an offset for the chara&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time it takes ot move to the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to center on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:MoveCameraToChara(200, 240, 60, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCameraCenter ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current center of the camera.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Loc object representing the center of the camera.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsCameraOnChar ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Determines whether the camera is centered relative to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if the camera is relative to the player, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:HasSOSMail ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:HasAOKMail ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetTeamLeaderIndex ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the index of the currently player controlled entity in the party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Index of the currently player controlled entity in the party.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetTeamLeaderIndex(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the leader to the chosen index within the party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;idx&amp;lt;/code&amp;gt;: The index of the team member within the team.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCanSwitch(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prevents or allows the switching of leaders for the save file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;canSwitch&amp;lt;/code&amp;gt;: Set to true to allow switching, set to false to prevent it.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCanRecruit(bool canRecruit) ==&lt;br /&gt;
&lt;br /&gt;
Prevents or allows the joining of recruits for the save file.&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;canRecruit&amp;lt;/code&amp;gt;: Set to true to allow recruitment, set to false to prevent it.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the player party count.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The count of players&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the party as a LuaTable.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the number of guests currently in the player&#039;s party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of guests&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the guests as a LuaTable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the number of characters currently in the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the assembly as a LuaTable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The assembly member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerTeam(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerTeam(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the team, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerGuest(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerGuest(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the team&#039;s guests, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerAssembly(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerAssembly(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the assembly, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCharacterNickname(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a character&#039;s nickname&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to rename&lt;br /&gt;
* &amp;lt;code&amp;gt;nickname&amp;lt;/code&amp;gt;: The new name&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCharacterNickname(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character nickname&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to get the nickname from&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s nickname&lt;br /&gt;
&lt;br /&gt;
== GAME:SetTeamName(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the name of the player&#039;s team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;teamname&amp;lt;/code&amp;gt;: The new team name&lt;br /&gt;
&lt;br /&gt;
== GAME:GetTeamName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the name of the player&#039;s team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team&#039;s name&lt;br /&gt;
&lt;br /&gt;
== GAME:CanRelearn(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can relearn any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CanForget(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can forget any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CanLearn(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can learn any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CheckLevelSkills ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks the levels gained by a character and prompts to learn all skills along the levels.&lt;br /&gt;
Waits until all skills have been accepted or declined before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to prompt for learning.&lt;br /&gt;
* &amp;lt;code&amp;gt;oldLevel&amp;lt;/code&amp;gt;: The level that the character leveled up from.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:CheckLevelSkills(player, 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:TryLearnSkill ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attempts to give a new skill to the specified character, prompting to replace an old one if they are full.&lt;br /&gt;
Waits until all the skill has been accepted or declined before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:TryLearnSkill(player, &amp;quot;thunder&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:LearnSkill(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives a new skill to a specified character.&lt;br /&gt;
Fails if the character&#039;s skills are full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
&lt;br /&gt;
== GAME:ForgetSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removed a skill from the specified character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to forget the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the skill to forget&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCharacterSkill(RogueEssence.Dungeon.Character,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives a new skill to a specified character, replacing a specifically chosen slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skillId&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to replace&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCharacterSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the skill from a specified character and specified slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to get the skill from.&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to get the skill from.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The ID of the skill in the slot&lt;br /&gt;
&lt;br /&gt;
== GAME:CanPromote(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can be promoted to a new class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the character can be promoted, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetAvailablePromotions(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets a list of possible classes that the character can prmote to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
* &amp;lt;code&amp;gt;bypassItem&amp;lt;/code&amp;gt;: An exception item that can bypass checks for promotion&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A lua table of PromoteBranch objects&lt;br /&gt;
&lt;br /&gt;
== GAME:PromoteCharacter(RogueEssence.Dungeon.Character,RogueEssence.Data.PromoteBranch,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Promotes a character ot a new class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to promote&lt;br /&gt;
* &amp;lt;code&amp;gt;branch&amp;lt;/code&amp;gt;: The PromoteBranch to promote with&lt;br /&gt;
* &amp;lt;code&amp;gt;bypassItem&amp;lt;/code&amp;gt;: An exception item that can bypass checks for promotion&lt;br /&gt;
&lt;br /&gt;
== GAME:FindPlayerItem(System.String,System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finds an item in the player&#039;s team and returns its slot within the inventory or among its team&#039;s equips.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The item ID to search for.&lt;br /&gt;
* &amp;lt;code&amp;gt;held&amp;lt;/code&amp;gt;: Check equipped items.&lt;br /&gt;
* &amp;lt;code&amp;gt;inv&amp;lt;/code&amp;gt;: Check inventory items.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The InvSlot of the item. Invalid if the item could not be found.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerEquippedCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the number of items equipped by players.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the number of items in the bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagLimit ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the maximum amount of item the player&#039;s team can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the equipped item for the character in the specified slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The team slot of the character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s equipped item&lt;br /&gt;
&lt;br /&gt;
== GAME:GetGuestEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the equipped item for the character in the specified guest slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The guest slot of the character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s equipped item&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerItem(RogueEssence.Dungeon.InvItem) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt;: The item to give&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerItem(System.String,System.Int32,System.Boolean,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item&lt;br /&gt;
* &amp;lt;code&amp;gt;count&amp;lt;/code&amp;gt;: The amount to give. Default 1&lt;br /&gt;
* &amp;lt;code&amp;gt;cursed&amp;lt;/code&amp;gt;: Whether the item is cursed. Default false.&lt;br /&gt;
* &amp;lt;code&amp;gt;hiddenval&amp;lt;/code&amp;gt;: The hidden value of the item. Default empty string.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the item found at the specified slot of the player&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The item found in the slot&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerBagItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove an item from player inventory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot from which to remove the item&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove the equipped item from a chosen member of the team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the character on the team from which to remove the item&lt;br /&gt;
&lt;br /&gt;
== GAME:TakeGuestEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove the equipped item from a chosen guest of the team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the character on the team&#039;s guest list from which to remove the item&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerStorageCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the amount of items in the player&#039;s storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerStorageItemCount(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the amount of a specific item in the player&#039;s storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: ID of the item ot check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of copies currently in storage&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerStorageItem(RogueEssence.Dungeon.InvItem) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt;: The item to give&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerStorageItem(System.String,System.Int32,System.Boolean,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item&lt;br /&gt;
* &amp;lt;code&amp;gt;count&amp;lt;/code&amp;gt;: The amount to give. Default 1&lt;br /&gt;
* &amp;lt;code&amp;gt;cursed&amp;lt;/code&amp;gt;: Whether the item is cursed. Default false.&lt;br /&gt;
* &amp;lt;code&amp;gt;hiddenval&amp;lt;/code&amp;gt;: The hidden value of the item. Default empty string.&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerStorageItem(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Takes an item from the storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item to take&lt;br /&gt;
&lt;br /&gt;
== GAME:DepositAll ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Takes all items in the player team&#039;s bag and equipped items, and deposits them in storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerMoney ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the amount of money the player currently has on hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of money.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddToPlayerMoney(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds money to the player&#039;s wallet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toadd&amp;lt;/code&amp;gt;: The amount of money to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemoveFromPlayerMoney(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes money from the player&#039;s wallet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toremove&amp;lt;/code&amp;gt;: The amount of money to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerMoneyBank ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the amount of money in the player&#039;s bank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of money.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddToPlayerMoneyBank(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds money to the player&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toadd&amp;lt;/code&amp;gt;: The amount of money to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemoveFromPlayerMoneyBank(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes money from the player&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toremove&amp;lt;/code&amp;gt;: The amount of money to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsKeyDown(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a player is making a certain physical keyboard input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;keyid&amp;lt;/code&amp;gt;: The ID of the input&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the button is currently pressed.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsInputDown(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a player is making a certain game input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;inputid&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the input is currently pressed.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:CutsceneMode(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the game in cutscene mode. This prevents characters from taking idle action and hides certain UI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bon&amp;lt;/code&amp;gt;: If set to true, turns cutscene mode on. If set to false, turns it off.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetDailySeed ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the random seed for the current adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The current adventure&#039;s seed.&lt;br /&gt;
&lt;br /&gt;
== GAME:UnlockDungeon(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocks a specified dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: ID of the dungeon to unlock.&lt;br /&gt;
&lt;br /&gt;
== GAME:DungeonUnlocked(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a dungeon is unlocked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: ID of the dungeon to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if unlocked, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:InRogueMode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the current game is in rogue mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if in rogue mode, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:HasServerSet ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetRescueAllowed ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks to see if rescue is allowed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if rescues are allowed, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetRescueAllowed(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the value in the player&#039;s save file to determine if they can be rescued or not.&lt;br /&gt;
If rescue is possible on the Save File level, it can still be prevented by the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;allowed&amp;lt;/code&amp;gt;: Set to true to allow the player to be rescued.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:QueueLeaderEvent(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepares an event to execute on the next frame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:WaitFrames ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for a specified number of frames before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;frames&amp;lt;/code&amp;gt;: The number of frames ot wait.  Each frame is 1/60th of a second.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:WaitFrames(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:VectorToDirection(RogueElements.Loc) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Turns a vector (preferably a unit vector) into a cardinal or diagonal direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;v&amp;lt;/code&amp;gt;: The vector.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The direction as one of 8 values.&lt;br /&gt;
&lt;br /&gt;
== GAME:VectorToDirection(System.Double,System.Double) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Convenience function to get a vector&#039;s components from lua numbers(doubles)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt;: The X value of the vector&lt;br /&gt;
* &amp;lt;code&amp;gt;Y&amp;lt;/code&amp;gt;: The Y value of the vector&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The direction the vector points to as one of 8 values.&lt;br /&gt;
&lt;br /&gt;
== GAME:RandomDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generates a random direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
An 8-directional direction.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetupLuaFunctions(RogueEssence.Script.LuaEngine) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setups any extra functionalities for this object written on the lua side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GROUND:Hide(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hides an entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;entityname&amp;lt;/code&amp;gt;: The name of the entity to hide.&lt;br /&gt;
&lt;br /&gt;
== GROUND:Unhide(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unhides an entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;entityname&amp;lt;/code&amp;gt;: The name of the entity to unhide.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateObject(System.String,System.String,System.Int32,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;objtype&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;w&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;h&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateCharacter(System.String,System.String,System.Int32,System.Int32,System.String,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chartype&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;actionfun&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;thinkfun&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveObject(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deletes an object from the ground map, identified by its instance name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name of the object.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if succeeded, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveCharacter(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deletes a character from the ground map, identified by its instance name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name of the object.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if succeeded, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateCharacterFromCharData(System.String,RogueEssence.Dungeon.Character,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creates a ground character, given a dungeon character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name to give the character&lt;br /&gt;
* &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;: Character data to create from&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the character&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the character&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction the character will face, defaults to Dir8.Down&lt;br /&gt;
&lt;br /&gt;
== GROUND:RefreshPlayer ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reloads the controllable player&#039;s character data to be the current team&#039;s leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GROUND:SetPlayer(RogueEssence.Dungeon.CharData) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the controllable player to use new character data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;charData&amp;lt;/code&amp;gt;: The new character data&lt;br /&gt;
&lt;br /&gt;
== GROUND:SpawnerDoSpawn(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make the specified spawner run its spawn method.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnername&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The ground character spawned.&lt;br /&gt;
&lt;br /&gt;
== GROUND:SpawnerSetSpawn(System.String,RogueEssence.Dungeon.CharData) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the character to the specified spawner&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnername&amp;lt;/code&amp;gt;: The spawner to set the character to, by name&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnChar&amp;lt;/code&amp;gt;: The character to spawn.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharTurnToChar(RogueEssence.Ground.GroundChar,RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character turn to face another character instantly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;turnchar&amp;lt;/code&amp;gt;: The character that is turning.&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: The character to turn to.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharTurnToCharAnimated ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face another character over the specified time.&lt;br /&gt;
Clockwise or counter-clockwise are chosen based on the closest direction.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;curch&amp;lt;/code&amp;gt;: Character that is turning&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: Character to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: Time spent on each direction, in frames&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharTurnToCharAnimated(charFrom, charTo, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:EntTurn(RogueEssence.Ground.GroundEntity,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a ground entity turn to face a direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: The ground entity.  Can be a character or object.&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to face.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharAnimateTurn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face a chosen direction over the specified time.&lt;br /&gt;
Must specify clockwise or counter-clockwise.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: The character to turn&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: The time spent in each intermediate direction, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;ccw&amp;lt;/code&amp;gt;: false if clockwise, true if counter-clockwise&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharAnimateTurn(charFrom, Dir8.Left, 3, true)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharAnimateTurnTo ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face a chosen direction over the specified time.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: The character to turn&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: The time spent in each intermediate direction, in frames&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharAnimateTurnTo(charFrom, Dir8.Left, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:TeleportTo(RogueEssence.Ground.GroundEntity,System.Int32,System.Int32,RogueElements.Dir8,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repositions the ground entity in a specified location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: The ground entity to reposition&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to point the entity.  Defaults to Dir8.None, which leaves it untouched.&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveInDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move in a direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction to move in&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: Duration of movement, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, Dir8.Down, 24, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move to a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y  coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveToPosition(player, 200, 240, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveToMarker ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move to a ground marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;mark&amp;lt;/code&amp;gt;: GroundMarker object ot move to&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveToMarker(player, marker, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveObjectToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground object move to a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Ground Entity to move&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y  coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveObjectToPosition(player, 200, 240, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:AnimateInDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a ground character move in a direction with custom animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;animDir&amp;lt;/code&amp;gt;: Direction of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction to move in&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: Duration of movement, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;animSpeed&amp;lt;/code&amp;gt;: Speed of animation, where 1.0 represents normal speed&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed movement, in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:AnimateInDirection(player, &amp;quot;Hurt&amp;quot;, Dir8.Down, 24, 0.5, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:AnimateToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a ground entity move to a position with custom animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity to move&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;animDir&amp;lt;/code&amp;gt;: Direction of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;animSpeed&amp;lt;/code&amp;gt;: Speed of animation, where 1.0 represents normal speed&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed movement, in pixels per frame&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the destination&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:AnimateToPosition(player, &amp;quot;Hurt&amp;quot;, Dir8.Down, 200, 240, 0.5, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetEmote(RogueEssence.Ground.GroundChar,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a character emote on the ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to emote&lt;br /&gt;
* &amp;lt;code&amp;gt;emoteid&amp;lt;/code&amp;gt;: ID of the emote&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to play the emote.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetDrawEffect(RogueEssence.Ground.GroundChar,RogueEssence.Dungeon.DrawEffect) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the ground character&#039;s draw effect to become invisible, shaking, still, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Target ground character.&lt;br /&gt;
* &amp;lt;code&amp;gt;effect&amp;lt;/code&amp;gt;: The draw effect.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharEndDrawEffect(RogueEssence.Ground.GroundChar,RogueEssence.Dungeon.DrawEffect) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the ground character&#039;s draw effect to become invisible, shaking, still, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Target ground character.&lt;br /&gt;
* &amp;lt;code&amp;gt;effect&amp;lt;/code&amp;gt;: The draw effect.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnimFallback(RogueEssence.Ground.GroundChar,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the fallback animation for the character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The anim to get the fallback anim of.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The fallback animation, as a string.  Blank if there is none.  Will return anim if anim already exists.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnim(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets a character&#039;s current animation as a string.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnimPoint(RogueEssence.Ground.GroundChar,RogueEssence.Content.ActionPointType) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the chosen action point of the character at this specific frame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;actionPoint&amp;lt;/code&amp;gt;: The ype of action point to retrieve the coordinates for.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The location of the action point in absolute coordinates on the map.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetAnim(RogueEssence.Ground.GroundChar,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt;: Whether to loop the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharEndAnim(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a character&#039;s current animation, reverting them to default idle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to stop animating&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharWaitAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the character perform an animation and waits until it&#039;s over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Animation to play&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:CharWaitAnim(player, &amp;quot;Hurt&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetAction(RogueEssence.Ground.GroundChar,RogueEssence.Ground.GroundAction) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to perfom the action&lt;br /&gt;
* &amp;lt;code&amp;gt;action&amp;lt;/code&amp;gt;: The action to perform&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharWaitAction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the character perform an action and waits until it&#039;s over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;action&amp;lt;/code&amp;gt;: Action to perform&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:CharWaitAction(player, action)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectSetAnim(RogueEssence.Ground.GroundObject,System.Int32,System.Int32,System.Int32,RogueElements.Dir8,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a ground object&#039;s animation.  After it finishes, it will return to the default animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: The duration of each frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;startFrame&amp;lt;/code&amp;gt;: The start frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;endFrame&amp;lt;/code&amp;gt;: The end frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: The direction of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to repeat the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectSetDefaultAnim(RogueEssence.Ground.GroundObject,System.String,System.Int32,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a ground object&#039;s default animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;animName&amp;lt;/code&amp;gt;: The name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: The duration of each frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;startFrame&amp;lt;/code&amp;gt;: The start frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;endFrame&amp;lt;/code&amp;gt;: The end frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: The direction of the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectWaitAnimFrame ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the object to reach a specific frame before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object ot wait on&lt;br /&gt;
* &amp;lt;code&amp;gt;frame&amp;lt;/code&amp;gt;: The frame of animation to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:WaitObjectAnim(fountain, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y Position&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX that has a start position and an end position.  It uses a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: Start X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Start Y Position&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down.&lt;br /&gt;
* &amp;lt;code&amp;gt;xTo&amp;lt;/code&amp;gt;: End X position&lt;br /&gt;
* &amp;lt;code&amp;gt;yTo&amp;lt;/code&amp;gt;: End Y position&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFXAnim(RogueEssence.Content.BaseAnim,RogueEssence.Content.DrawLayer) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using just a BaseAnim&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The animation to play&lt;br /&gt;
* &amp;lt;code&amp;gt;layer&amp;lt;/code&amp;gt;: The layer to put it on&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveScreen(RogueEssence.Content.ScreenMover) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a screen-moving effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;mover&amp;lt;/code&amp;gt;: The screen mover.&lt;br /&gt;
&lt;br /&gt;
== GROUND:LevelUpChar ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Levels up a character a certain amount of times all at once.&lt;br /&gt;
Also handles learning new moves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The characters to level up.&lt;br /&gt;
* &amp;lt;code&amp;gt;numLevelUps&amp;lt;/code&amp;gt;: The number of level ups.&lt;br /&gt;
&lt;br /&gt;
== GROUND:AddMapStatus(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a mapstatus to the ground map.  Map statuses only have an aesthetic effect in ground maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;statusIdx&amp;lt;/code&amp;gt;: The ID of the Map Status&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveMapStatus(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes a map status from the ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;statusIdx&amp;lt;/code&amp;gt;: The ID of the Map Status to remove.&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlaySE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect specifically from the Battle/ subdirectory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:WaitSE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect, and waits for it to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOUND:WaitSE(&amp;quot;Battle/Hit&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SOUND:LoopSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:LoopBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeInSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect, fading in over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade in&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeInBattleSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect, fading in over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade in&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect, fading out over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade out&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutBattleSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect, fading out over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade out&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayFanfare(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect that temporarily mutes the music for its duration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:WaitFanfare ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect that temporarily mutes the music for its duration.&lt;br /&gt;
This function waits for the sound to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOUND:WaitFanfare(&amp;quot;Battle/LevelUp&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayBGM(System.String,System.Boolean,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a song, replacing the current one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The file name of the song, relative to the Content/Music folder.&lt;br /&gt;
* &amp;lt;code&amp;gt;fade&amp;lt;/code&amp;gt;: Whether to fade the old song out, or start a new one.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: The amount of time, in frames, to fade out the old song.&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopBGM ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops playing the current song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutBGM(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the current song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: The amount of time, in frames, to fade out the song.&lt;br /&gt;
&lt;br /&gt;
== SOUND:SetBGMVolume(System.Single) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current volume of the song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;val&amp;lt;/code&amp;gt;: A float value between 0 and 1&lt;br /&gt;
&lt;br /&gt;
== SOUND:GetCurrentSong ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the currently playing song.  If the current song is fading out, gets the next song to be played.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The filename of the song, relative to the Content/Music folder&lt;br /&gt;
&lt;br /&gt;
== STRINGS:LocaleCode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current language setting of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The current language, represented by a locale code.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:Format(System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Formats a string.  Will unescape escaped characters and process grammar tags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fmt&amp;lt;/code&amp;gt;: String to format.&lt;br /&gt;
* &amp;lt;code&amp;gt;para&amp;lt;/code&amp;gt;: Arguments&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The formatted string.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:FormatKey(System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Formats a string given a string key.  Will unescape escaped characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fmt&amp;lt;/code&amp;gt;: The string key to format&lt;br /&gt;
* &amp;lt;code&amp;gt;para&amp;lt;/code&amp;gt;: string arguments&lt;br /&gt;
&lt;br /&gt;
== STRINGS:LocalKeyString(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the string representing a button or key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The input type of the input.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The string representing the button o key the input maps to.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:CreateList(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Builds a single string of comma separated elements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;listStrings&amp;lt;/code&amp;gt;: LuaTable of strings containing the elements to build the list from.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The combined string containing all elements.&lt;br /&gt;
&lt;br /&gt;
== TASK:StartEntityTask(RogueEssence.Ground.GroundEntity,NLua.LuaFunction) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Helper function to make an entity run the specified task.&lt;br /&gt;
Will not replace a running task!&lt;br /&gt;
Tasks are run interlocked with the script processing and game processing, and characters cannot run multiple tasks at the same time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which will run the task.&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: Task coroutine.&lt;br /&gt;
&lt;br /&gt;
== TASK:StopEntityTask(RogueEssence.Ground.GroundEntity) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Helper function to force stop an entity&#039;s current task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity running the task to stop.&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitStartEntityTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes an entity run a specified task, and waits for it to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which will run the task.&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: Task coroutine.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitEntityTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the specified entity to finish its task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which task we&#039;ll wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:WaitEntityTask(player)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Runs a task and waits for it to complete.&lt;br /&gt;
Most methods that do not expose themselves to script need ot be wrapped with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The task to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:WaitTask(_DUNGEON:AddMapStatus(&amp;quot;rain&amp;quot;))&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:StartScriptLocalCoroutine(NLua.LuaFunction,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A wrapper around the StartCoroutine method of the GameManager, so lua coroutines can be executed locally to the script context.&lt;br /&gt;
AKA, it will block the script execution while its executed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;args&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== TASK:BranchCoroutine(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starts a new coroutine to run parallel to the current execution.&lt;br /&gt;
Useful for performing multiple actions at once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The task to run in parallel&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
local coro1 = TASK:BranchCoroutine(GAME:_FadeIn(60))&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:JoinCoroutines ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for all specified coroutines to finish before continuing execution.&lt;br /&gt;
Often used for coroutines created using TASK:BranchCoroutine()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;coroTable&amp;lt;/code&amp;gt;: A table of coroutines to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:JoinCoroutines({coro1})&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:WaitInput ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the player to press a button before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowDialogue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a dialogue box with text, waiting until the player completes it.&lt;br /&gt;
Takes a string as an argument.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowDialogue(&amp;quot;Hello World!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowTimedDialogue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a dialogue box with text, waiting until the specified time has expired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;waitTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowTimedDialogue(&amp;quot;Hello World!&amp;quot;, 120)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextDialogue(System.String,System.Int32,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current dialogue text to be shown.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;waitTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowVoiceOver ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a voice over, waiting until the player completes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowVoiceOver(&amp;quot;Hello World!&amp;quot;, 120)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextVoiceOver(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current voice-over text to be shown.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:TextPopUp(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes text pop up in the bottom-left corner by default. Displays concurrently with any other process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;centerH&amp;lt;/code&amp;gt;: Horizontal centering&lt;br /&gt;
* &amp;lt;code&amp;gt;centerV&amp;lt;/code&amp;gt;: Vertical centering&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades in a title text, waiting until the fade-in is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowTitle(&amp;quot;Hello World!&amp;quot;, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextShowTitle(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shows text in the format of a title drop.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitHideTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the currently displayed title, waiting until the fade-out is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitHideTitle(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextFadeTitle(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the text set in a title drop.  Requires WaitDialog to actually fade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowBG ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades in a chosen background image, with a chosen framerate, at a certain fade time, waiting until the fade-in is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bg&amp;lt;/code&amp;gt;: The background to show, from the list of BG textures.&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: Framerate of the image animation.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeInTime&amp;lt;/code&amp;gt;: Time taken to fade in the image.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowBG(&amp;quot;TestBG&amp;quot;, 3, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:ShowBG(System.String,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets an image to display.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bg&amp;lt;/code&amp;gt;: The background to show, from the list of BG textures.&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: Framerate of the image animation.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeInTime&amp;lt;/code&amp;gt;: Time taken to fade in the image.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitHideBG ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the current background image, waiting until the fade-out is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: Time taken to fade out the image.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitHideBG(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:FadeBG(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepares a fade-out of the current image.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: Time taken to fade out the image.&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSpeaker(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clears the current speaker, so none is displayed the next time TextDialogue is called.&lt;br /&gt;
This also resets any custom dialogue box positions, portrait positions, and choice positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: If turned on, the text from the dialogue boxes make sounds.  Default is on.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(System.String,System.Boolean,System.String,System.Int32,System.String,RogueEssence.Data.Gender) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Speaker name.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
* &amp;lt;code&amp;gt;specie&amp;lt;/code&amp;gt;: Species of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;form&amp;lt;/code&amp;gt;: Form of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;skin&amp;lt;/code&amp;gt;: Skin of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;gender&amp;lt;/code&amp;gt;: Gender of the speaker&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(RogueEssence.Ground.GroundChar,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to set as speaker. This is a character in a ground map.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(RogueEssence.Dungeon.Character,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to set as speaker. This is a character in a dungeon map.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerReverse(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reverses the speaker orientation to face left instead of right.  This depends on the boolean passed in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;reverse&amp;lt;/code&amp;gt;: Faces right if false, left if true.&lt;br /&gt;
&lt;br /&gt;
== UI:SetChoiceLoc(System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the choices for a question dialog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position&lt;br /&gt;
&lt;br /&gt;
== UI:ResetChoiceLoc ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the choices for a question dialog back to default.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetBounds(System.Int32,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position and size of the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
&lt;br /&gt;
== UI:SetSe(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker sound effect and speak frames played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newSe&amp;lt;/code&amp;gt;: The sound effect of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;speakTime&amp;lt;/code&amp;gt;: The amount of frames to wait between each sound effect&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSe(&amp;quot;Battle/_UNK_DUN_Water_Drop&amp;quot;, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:SetSe(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker sound effect played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newSe&amp;lt;/code&amp;gt;: The sound effect of the box&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSe(&amp;quot;Menu/Unknown-3&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakTime(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speak frames played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;speakTime&amp;lt;/code&amp;gt;: The amount of frames to wait between each sound effect&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSpeakTime(10)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSe ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets to the default speaker sound effect and speaker frames.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ResetBounds ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets the position and size of the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerLoc(System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the speaker in a dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSpeakerLoc ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets the position of the speaker in a dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerEmotion(System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the emotion of the speaker in the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emo&amp;lt;/code&amp;gt;: Emotion to display&lt;br /&gt;
* &amp;lt;code&amp;gt;reverse&amp;lt;/code&amp;gt;: Faces right if false, left if true.&lt;br /&gt;
&lt;br /&gt;
== UI:SetCenter(System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the centering of the text in the textbox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;centerH&amp;lt;/code&amp;gt;: Horizontal centering&lt;br /&gt;
* &amp;lt;code&amp;gt;centerV&amp;lt;/code&amp;gt;: Vertical centering&lt;br /&gt;
&lt;br /&gt;
== UI:SetAutoFinish(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the text automatically finish when it shows up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;autoFinish&amp;lt;/code&amp;gt;: Auto-finishes text if true.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitDialog ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the currently set dialogue box and waits for the player to complete it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitDialog()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:_DummyWait ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instantly break. Used as default/invalid value when returning a yieldable value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ChoiceMenuYesNo(System.String,System.Boolean,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ask a question answered by yes or no via character dialogue to the player.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
The Yes/No menu returns 1 for yes, and 0 for no.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;: Question to be asked to the user.&lt;br /&gt;
* &amp;lt;code&amp;gt;bdefaultstono&amp;lt;/code&amp;gt;: Whether the cursor starts on no by default&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:NameMenu(System.String,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the name input box.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: The text to show above the input line.&lt;br /&gt;
* &amp;lt;code&amp;gt;desc&amp;lt;/code&amp;gt;: The text to show below the input line.&lt;br /&gt;
* &amp;lt;code&amp;gt;maxLength&amp;lt;/code&amp;gt;: The length of the text in pixels.&lt;br /&gt;
&lt;br /&gt;
== UI:AssemblyMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a menu for replacing party members with the assembly.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the boolean value indicating whether the team composition was changed or not, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShopMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Shop menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items chosen, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;goods&amp;lt;/code&amp;gt;: A table of items to be sold.  The format is { Item=InvItem, Price=int } for each item.&lt;br /&gt;
&lt;br /&gt;
== UI:SellMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Sell menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items to sell, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:StorageMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Storage menu for which to exchange items in the inventory with.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:WithdrawMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Storage menu for which to withdraw from.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:BankMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Bank menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SpoilsMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Spoils menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;appraisalMap&amp;lt;/code&amp;gt;: A table of mappings from containers to items, in the format of { Box=InvItem , Item=InvItem }&lt;br /&gt;
&lt;br /&gt;
== UI:AppraiseMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Appraisal menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items chosen, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:TutorTeamMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Tutor Team menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen team member, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:RelearnMenu(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Relearn menu for a character.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
&lt;br /&gt;
== UI:LearnMenu(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Learn menu for a character to replace an existing skill with a new one.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
* &amp;lt;code&amp;gt;skillNum&amp;lt;/code&amp;gt;: The new skill&lt;br /&gt;
&lt;br /&gt;
== UI:ForgetMenu(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Forget menu for a character to forget a skill.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
&lt;br /&gt;
== UI:ShowPromoteMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Promote menu to choose a team member to promote.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen team slot, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:CanSwapMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SwapMenu(NLua.LuaTable,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:TributeMenu(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShowMusicMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Music menu to browse music for the game.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string representing the chosen song, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spoilerUnlocks&amp;lt;/code&amp;gt;: A lua table of strings representing progression flags that have been completed.&lt;br /&gt;
            Any ogg file that uses this tag as a spoiler tag will display in the menu only if the flag has been passed.&lt;br /&gt;
&lt;br /&gt;
== UI:DungeonChoice(System.String,RogueEssence.Dungeon.ZoneLoc) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ask to enter a destintion via character dialogue to the player.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
The Yes/No menu returns 1 for yes, and 0 for no.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Name of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;dest&amp;lt;/code&amp;gt;: The ZoneLoc location of the destination.&lt;br /&gt;
&lt;br /&gt;
== UI:DestinationMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a choice menu for choosing destinations, showing a preview of restrictions and requirements for dungeons.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the ZoneLoc indicating the chosen destination, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;destinations&amp;lt;/code&amp;gt;: A lua table representing the list of destinations with each element in the format of { Name=string, Dest=ZoneLoc }&lt;br /&gt;
&lt;br /&gt;
== UI:ServersMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ContactsMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SOSMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:AOKMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:PeersMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShowConnectMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:CurrentActivityMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ChooseMonsterMenu(System.String,NLua.LuaTable,System.Boolean,System.Boolean,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a choice menu for choosing monsters, showing a preview of their appearances via portrait.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string indicating the chosen species, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: The title of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;choices&amp;lt;/code&amp;gt;: A lua table of choices with each element being a MonsterID.&lt;br /&gt;
* &amp;lt;code&amp;gt;canMenu&amp;lt;/code&amp;gt;: If set to true, the Menu Button exits the menu if pressed.&lt;br /&gt;
* &amp;lt;code&amp;gt;canCancel&amp;lt;/code&amp;gt;: If set to true, the Cancel Button exits the menu if pressed.&lt;br /&gt;
* &amp;lt;code&amp;gt;slotsPerPage&amp;lt;/code&amp;gt;: Slots to display per page&lt;br /&gt;
&lt;br /&gt;
== UI:SetCustomMenu(RogueEssence.Menu.InteractableMenu) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a custom menu of the caller&#039;s choice.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:BeginChoiceMenu(System.String,NLua.LuaTable,System.Object,System.Object,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a multi-choice menu.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;: The question to ask the user.&lt;br /&gt;
* &amp;lt;code&amp;gt;choicesPairs&amp;lt;/code&amp;gt;: A table of choices.  Each choice can be either a string, or { string, bool } representing the text and enabled status.&lt;br /&gt;
* &amp;lt;code&amp;gt;defaultChoice&amp;lt;/code&amp;gt;: The cursor starts on this choice.&lt;br /&gt;
* &amp;lt;code&amp;gt;cancelChoice&amp;lt;/code&amp;gt;: This choice is chosen if the player presses the cancel button.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:BeginMultiPageMenu(System.Int32,System.Int32,System.Int32,System.String,NLua.LuaTable,System.Int32,System.Object,System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a multi-paged choice menu.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y position of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: Height of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;choicesPairs&amp;lt;/code&amp;gt;: A table of choices.  Each choice can be either a string, or { string, bool } representing the text and enabled status.&lt;br /&gt;
* &amp;lt;code&amp;gt;linesPerPage&amp;lt;/code&amp;gt;: Number of choices per page&lt;br /&gt;
* &amp;lt;code&amp;gt;defaultChoice&amp;lt;/code&amp;gt;: The cursor starts on this choice.&lt;br /&gt;
* &amp;lt;code&amp;gt;cancelChoice&amp;lt;/code&amp;gt;: This choice is chosen if the player presses the cancel button.&lt;br /&gt;
&lt;br /&gt;
== UI:ChoiceResult ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the result of the last choice menu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The result of the choice&lt;br /&gt;
&lt;br /&gt;
== UI:GetChoiceAction(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s complicated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== UI:WaitForChoice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the currently set choice menu and waits for the player&#039;s selection to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:__WaitForChoice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wait for choice and then CLEAN UP m_curchoice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scripting]]&lt;br /&gt;
[[Category:Quick Reference]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Logical123</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Lua_Function_Reference&amp;diff=1927</id>
		<title>Lua Function Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Lua_Function_Reference&amp;diff=1927"/>
		<updated>2024-01-25T01:46:00Z</updated>

		<summary type="html">&lt;p&gt;Logical123: /* GROUND:MoveToMarker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows all script functions that can be called from Lua&lt;br /&gt;
&lt;br /&gt;
== AI:SetCharacterAI(RogueEssence.Ground.GroundChar,System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Assign the given scripted AI class to the specified GroundChar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;classpath&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:DisableCharacterAI(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disable a given groundchar&#039;s AI processing until its enabled again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:EnableCharacterAI(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enable a given groundchar&#039;s AI processing if its currently disabled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:SetAIState(RogueEssence.Ground.GroundChar,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enable a given groundchar&#039;s AI processing if its currently disabled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharTurnToChar(RogueEssence.Dungeon.Character,RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character turn to face another&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;curch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:LastDungeonResult ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the result of the last dungeon adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonCurrentFloor ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the floor number of the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonAssetName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the internal name for the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonDisplayName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the localized name of the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharSetEmote(RogueEssence.Dungeon.Character,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s emote in a dungeon map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to emote&lt;br /&gt;
* &amp;lt;code&amp;gt;emoteid&amp;lt;/code&amp;gt;: ID of the emote&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to play the emote.&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharStartAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt;: Whether to loop the animation&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharStartAnim(player, anim, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharEndAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a character&#039;s current animation, reverting them to default idle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to stop animating&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharEndAnim(player)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharWaitAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation, and waits until it completed before continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharStartAnim(player, anim)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX in the dungeon map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y Position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX that has a start position and an end position.  It uses a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: Start X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Start Y Position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down.&lt;br /&gt;
* &amp;lt;code&amp;gt;xTo&amp;lt;/code&amp;gt;: End X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;yTo&amp;lt;/code&amp;gt;: End Y position in pixels&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFXAnim(RogueEssence.Content.BaseAnim,RogueEssence.Content.DrawLayer) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using just a BaseAnim&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The animation to play&lt;br /&gt;
* &amp;lt;code&amp;gt;layer&amp;lt;/code&amp;gt;: The layer to put it on&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:MoveScreen(RogueEssence.Content.ScreenMover) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a screen-moving effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;mover&amp;lt;/code&amp;gt;: The screen mover.&lt;br /&gt;
&lt;br /&gt;
== GAME:GroundSave ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saves the game while in ground mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:GroundSave()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:GetModDiff(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;uuidStr&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentGround ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentFloor ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current dungeon map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current zone, also known as dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.Int32,System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within the current zone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The index of the ground map in the zone&lt;br /&gt;
* &amp;lt;code&amp;gt;idxentrypoint&amp;lt;/code&amp;gt;: The index of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.String,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within the current zone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The name of the ground map.  It must exist within in the zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;entrypoint&amp;lt;/code&amp;gt;: The name of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.String,System.String,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within a new zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;zone&amp;lt;/code&amp;gt;: The name of the destination zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The name of the ground map.  It must exist within in the zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;entrypoint&amp;lt;/code&amp;gt;: The name of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a new adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
* &amp;lt;code&amp;gt;stakes&amp;lt;/code&amp;gt;: Decides what happens when the adventure fails/succeeds.&lt;br /&gt;
* &amp;lt;code&amp;gt;recorded&amp;lt;/code&amp;gt;: Record the adventure in a replay&lt;br /&gt;
* &amp;lt;code&amp;gt;silentRestrict&amp;lt;/code&amp;gt;: Make the dungeon restrictions silently&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EnterDungeon(1, 0, 0, 0, RogueEssence.Data.GameProgress.DungeonStakes.Risk, true, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:ContinueDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and continues the current adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:ContinueDungeon(1, 1, 0, 0)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:EndDungeonRun ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ends the current adventure, sending the player to a specified destination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;result&amp;lt;/code&amp;gt;: The result of the adventure.&lt;br /&gt;
* &amp;lt;code&amp;gt;destzoneid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entryid&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
* &amp;lt;code&amp;gt;display&amp;lt;/code&amp;gt;: Display an epitaph marking the end of the adventure.&lt;br /&gt;
* &amp;lt;code&amp;gt;fanfare&amp;lt;/code&amp;gt;: Play a fanfare.&lt;br /&gt;
* &amp;lt;code&amp;gt;completedZone&amp;lt;/code&amp;gt;: Zone to mark as completed. Defaults to current zone.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EndDungeonRun(GameProgress.ResultType.Cleared, 0, -1, 1, 0, true, true)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterRescue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a rescue adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;sosPath&amp;lt;/code&amp;gt;: The path of the sos mail.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EnterRescue(&amp;quot;RESCUE/INBOX/SOS/example.sosmail&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:AddAOKRemark(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;remarkIndex&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:RestartToTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map and load up the title screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:RestartRogue(RogueEssence.Data.RogueConfig) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Restarts a Roguelocke run based on the configuration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;config&amp;lt;/code&amp;gt;: The configuration of the roguelocke run&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterZone(System.String,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a new adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
&lt;br /&gt;
== GAME:FadeOut ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fade out the screen. Waits to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;white&amp;lt;/code&amp;gt;: Fade to white if set to true.  Fades to black otherwise.&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time to fade in frames.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:FadeOut(false, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:FadeIn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fade into the screen. Waits to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time to fade in frames.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:FadeIn(false, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:MoveCamera ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Centers the camera on a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the camera center&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the camera center&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time it takes ot move to the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;toPlayer&amp;lt;/code&amp;gt;: Destination is in absolute coordinates if false, and relative to the player character if set to true.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:MoveCamera(200, 240, 60, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:MoveCameraToChara ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Centers the camera on a character.&lt;br /&gt;
&lt;br /&gt;
As we are simply moving the camera to a character, this will simply set ViewCenter and not ViewOffset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the camera center, as an offset for the chara&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the camera center, as an offset for the chara&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time it takes ot move to the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to center on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:MoveCameraToChara(200, 240, 60, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCameraCenter ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current center of the camera.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Loc object representing the center of the camera.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsCameraOnChar ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Determines whether the camera is centered relative to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if the camera is relative to the player, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:HasSOSMail ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:HasAOKMail ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetTeamLeaderIndex ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the index of the currently player controlled entity in the party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Index of the currently player controlled entity in the party.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetTeamLeaderIndex(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the leader to the chosen index within the party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;idx&amp;lt;/code&amp;gt;: The index of the team member within the team.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCanSwitch(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prevents or allows the switching of leaders for the save file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;canSwitch&amp;lt;/code&amp;gt;: Set to true to allow switching, set to false to prevent it.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCanRecruit(bool canRecruit) ==&lt;br /&gt;
&lt;br /&gt;
Prevents or allows the joining of recruits for the save file.&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;canRecruit&amp;lt;/code&amp;gt;: Set to true to allow recruitment, set to false to prevent it.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the player party count.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The count of players&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the party as a LuaTable.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the number of guests currently in the player&#039;s party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of guests&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the guests as a LuaTable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the number of characters currently in the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the assembly as a LuaTable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The assembly member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerTeam(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerTeam(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the team, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerGuest(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerGuest(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the team&#039;s guests, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerAssembly(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerAssembly(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the assembly, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCharacterNickname(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a character&#039;s nickname&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to rename&lt;br /&gt;
* &amp;lt;code&amp;gt;nickname&amp;lt;/code&amp;gt;: The new name&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCharacterNickname(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character nickname&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to get the nickname from&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s nickname&lt;br /&gt;
&lt;br /&gt;
== GAME:SetTeamName(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the name of the player&#039;s team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;teamname&amp;lt;/code&amp;gt;: The new team name&lt;br /&gt;
&lt;br /&gt;
== GAME:GetTeamName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the name of the player&#039;s team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team&#039;s name&lt;br /&gt;
&lt;br /&gt;
== GAME:CanRelearn(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can relearn any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CanForget(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can forget any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CanLearn(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can learn any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CheckLevelSkills ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks the levels gained by a character and prompts to learn all skills along the levels.&lt;br /&gt;
Waits until all skills have been accepted or declined before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to prompt for learning.&lt;br /&gt;
* &amp;lt;code&amp;gt;oldLevel&amp;lt;/code&amp;gt;: The level that the character leveled up from.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:CheckLevelSkills(player, 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:TryLearnSkill ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attempts to give a new skill to the specified character, prompting to replace an old one if they are full.&lt;br /&gt;
Waits until all the skill has been accepted or declined before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:TryLearnSkill(player, &amp;quot;thunder&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:LearnSkill(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives a new skill to a specified character.&lt;br /&gt;
Fails if the character&#039;s skills are full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
&lt;br /&gt;
== GAME:ForgetSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removed a skill from the specified character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to forget the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the skill to forget&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCharacterSkill(RogueEssence.Dungeon.Character,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives a new skill to a specified character, replacing a specifically chosen slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skillId&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to replace&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCharacterSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the skill from a specified character and specified slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to get the skill from.&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to get the skill from.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The ID of the skill in the slot&lt;br /&gt;
&lt;br /&gt;
== GAME:CanPromote(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can be promoted to a new class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the character can be promoted, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetAvailablePromotions(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets a list of possible classes that the character can prmote to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
* &amp;lt;code&amp;gt;bypassItem&amp;lt;/code&amp;gt;: An exception item that can bypass checks for promotion&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A lua table of PromoteBranch objects&lt;br /&gt;
&lt;br /&gt;
== GAME:PromoteCharacter(RogueEssence.Dungeon.Character,RogueEssence.Data.PromoteBranch,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Promotes a character ot a new class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to promote&lt;br /&gt;
* &amp;lt;code&amp;gt;branch&amp;lt;/code&amp;gt;: The PromoteBranch to promote with&lt;br /&gt;
* &amp;lt;code&amp;gt;bypassItem&amp;lt;/code&amp;gt;: An exception item that can bypass checks for promotion&lt;br /&gt;
&lt;br /&gt;
== GAME:FindPlayerItem(System.String,System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finds an item in the player&#039;s team and returns its slot within the inventory or among its team&#039;s equips.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The item ID to search for.&lt;br /&gt;
* &amp;lt;code&amp;gt;held&amp;lt;/code&amp;gt;: Check equipped items.&lt;br /&gt;
* &amp;lt;code&amp;gt;inv&amp;lt;/code&amp;gt;: Check inventory items.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The InvSlot of the item. Invalid if the item could not be found.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerEquippedCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the number of items equipped by players.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the number of items in the bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagLimit ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the maximum amount of item the player&#039;s team can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the equipped item for the character in the specified slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The team slot of the character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s equipped item&lt;br /&gt;
&lt;br /&gt;
== GAME:GetGuestEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the equipped item for the character in the specified guest slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The guest slot of the character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s equipped item&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerItem(RogueEssence.Dungeon.InvItem) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt;: The item to give&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerItem(System.String,System.Int32,System.Boolean,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item&lt;br /&gt;
* &amp;lt;code&amp;gt;count&amp;lt;/code&amp;gt;: The amount to give. Default 1&lt;br /&gt;
* &amp;lt;code&amp;gt;cursed&amp;lt;/code&amp;gt;: Whether the item is cursed. Default false.&lt;br /&gt;
* &amp;lt;code&amp;gt;hiddenval&amp;lt;/code&amp;gt;: The hidden value of the item. Default empty string.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the item found at the specified slot of the player&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The item found in the slot&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerBagItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove an item from player inventory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot from which to remove the item&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove the equipped item from a chosen member of the team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the character on the team from which to remove the item&lt;br /&gt;
&lt;br /&gt;
== GAME:TakeGuestEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove the equipped item from a chosen guest of the team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the character on the team&#039;s guest list from which to remove the item&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerStorageCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the amount of items in the player&#039;s storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerStorageItemCount(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the amount of a specific item in the player&#039;s storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: ID of the item ot check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of copies currently in storage&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerStorageItem(RogueEssence.Dungeon.InvItem) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt;: The item to give&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerStorageItem(System.String,System.Int32,System.Boolean,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item&lt;br /&gt;
* &amp;lt;code&amp;gt;count&amp;lt;/code&amp;gt;: The amount to give. Default 1&lt;br /&gt;
* &amp;lt;code&amp;gt;cursed&amp;lt;/code&amp;gt;: Whether the item is cursed. Default false.&lt;br /&gt;
* &amp;lt;code&amp;gt;hiddenval&amp;lt;/code&amp;gt;: The hidden value of the item. Default empty string.&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerStorageItem(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Takes an item from the storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item to take&lt;br /&gt;
&lt;br /&gt;
== GAME:DepositAll ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Takes all items in the player team&#039;s bag and equipped items, and deposits them in storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerMoney ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the amount of money the player currently has on hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of money.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddToPlayerMoney(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds money to the player&#039;s wallet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toadd&amp;lt;/code&amp;gt;: The amount of money to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemoveFromPlayerMoney(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes money from the player&#039;s wallet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toremove&amp;lt;/code&amp;gt;: The amount of money to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerMoneyBank ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the amount of money in the player&#039;s bank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of money.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddToPlayerMoneyBank(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds money to the player&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toadd&amp;lt;/code&amp;gt;: The amount of money to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemoveFromPlayerMoneyBank(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes money from the player&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toremove&amp;lt;/code&amp;gt;: The amount of money to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsKeyDown(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a player is making a certain physical keyboard input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;keyid&amp;lt;/code&amp;gt;: The ID of the input&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the button is currently pressed.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsInputDown(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a player is making a certain game input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;inputid&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the input is currently pressed.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:CutsceneMode(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the game in cutscene mode. This prevents characters from taking idle action and hides certain UI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bon&amp;lt;/code&amp;gt;: If set to true, turns cutscene mode on. If set to false, turns it off.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetDailySeed ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the random seed for the current adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The current adventure&#039;s seed.&lt;br /&gt;
&lt;br /&gt;
== GAME:UnlockDungeon(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocks a specified dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: ID of the dungeon to unlock.&lt;br /&gt;
&lt;br /&gt;
== GAME:DungeonUnlocked(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a dungeon is unlocked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: ID of the dungeon to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if unlocked, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:InRogueMode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the current game is in rogue mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if in rogue mode, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:HasServerSet ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetRescueAllowed ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks to see if rescue is allowed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if rescues are allowed, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetRescueAllowed(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the value in the player&#039;s save file to determine if they can be rescued or not.&lt;br /&gt;
If rescue is possible on the Save File level, it can still be prevented by the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;allowed&amp;lt;/code&amp;gt;: Set to true to allow the player to be rescued.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:QueueLeaderEvent(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepares an event to execute on the next frame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:WaitFrames ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for a specified number of frames before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;frames&amp;lt;/code&amp;gt;: The number of frames ot wait.  Each frame is 1/60th of a second.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:WaitFrames(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:VectorToDirection(RogueElements.Loc) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Turns a vector (preferably a unit vector) into a cardinal or diagonal direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;v&amp;lt;/code&amp;gt;: The vector.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The direction as one of 8 values.&lt;br /&gt;
&lt;br /&gt;
== GAME:VectorToDirection(System.Double,System.Double) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Convenience function to get a vector&#039;s components from lua numbers(doubles)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt;: The X value of the vector&lt;br /&gt;
* &amp;lt;code&amp;gt;Y&amp;lt;/code&amp;gt;: The Y value of the vector&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The direction the vector points to as one of 8 values.&lt;br /&gt;
&lt;br /&gt;
== GAME:RandomDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generates a random direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
An 8-directional direction.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetupLuaFunctions(RogueEssence.Script.LuaEngine) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setups any extra functionalities for this object written on the lua side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GROUND:Hide(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hides an entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;entityname&amp;lt;/code&amp;gt;: The name of the entity to hide.&lt;br /&gt;
&lt;br /&gt;
== GROUND:Unhide(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unhides an entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;entityname&amp;lt;/code&amp;gt;: The name of the entity to unhide.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateObject(System.String,System.String,System.Int32,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;objtype&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;w&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;h&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateCharacter(System.String,System.String,System.Int32,System.Int32,System.String,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chartype&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;actionfun&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;thinkfun&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveObject(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deletes an object from the ground map, identified by its instance name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name of the object.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if succeeded, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveCharacter(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deletes a character from the ground map, identified by its instance name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name of the object.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if succeeded, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateCharacterFromCharData(System.String,RogueEssence.Dungeon.Character,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creates a ground character, given a dungeon character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name to give the character&lt;br /&gt;
* &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;: Character data to create from&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the character&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the character&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction the character will face, defaults to Dir8.Down&lt;br /&gt;
&lt;br /&gt;
== GROUND:RefreshPlayer ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reloads the controllable player&#039;s character data to be the current team&#039;s leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GROUND:SetPlayer(RogueEssence.Dungeon.CharData) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the controllable player to use new character data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;charData&amp;lt;/code&amp;gt;: The new character data&lt;br /&gt;
&lt;br /&gt;
== GROUND:SpawnerDoSpawn(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make the specified spawner run its spawn method.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnername&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The ground character spawned.&lt;br /&gt;
&lt;br /&gt;
== GROUND:SpawnerSetSpawn(System.String,RogueEssence.Dungeon.CharData) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the character to the specified spawner&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnername&amp;lt;/code&amp;gt;: The spawner to set the character to, by name&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnChar&amp;lt;/code&amp;gt;: The character to spawn.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharTurnToChar(RogueEssence.Ground.GroundChar,RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character turn to face another character instantly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;turnchar&amp;lt;/code&amp;gt;: The character that is turning.&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: The character to turn to.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharTurnToCharAnimated ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face another character over the specified time.&lt;br /&gt;
Clockwise or counter-clockwise are chosen based on the closest direction.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;curch&amp;lt;/code&amp;gt;: Character that is turning&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: Character to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: Time spent on each direction, in frames&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharTurnToCharAnimated(charFrom, charTo, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:EntTurn(RogueEssence.Ground.GroundEntity,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a ground entity turn to face a direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: The ground entity.  Can be a character or object.&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to face.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharAnimateTurn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face a chosen direction over the specified time.&lt;br /&gt;
Must specify clockwise or counter-clockwise.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: The character to turn&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: The time spent in each intermediate direction, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;ccw&amp;lt;/code&amp;gt;: false if clockwise, true if counter-clockwise&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharAnimateTurn(charFrom, Dir8.Left, 3, true)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharAnimateTurnTo ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face a chosen direction over the specified time.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: The character to turn&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: The time spent in each intermediate direction, in frames&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharAnimateTurnTo(charFrom, Dir8.Left, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:TeleportTo(RogueEssence.Ground.GroundEntity,System.Int32,System.Int32,RogueElements.Dir8,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repositions the ground entity in a specified location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: The ground entity to reposition&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to point the entity.  Defaults to Dir8.None, which leaves it untouched.&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveInDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move in a direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction to move in&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: Duration of movement, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, Dir8.Down, 24, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move to a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y  coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveToPosition(player, 200, 240, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveToMarker ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move to a ground marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;mark&amp;lt;/code&amp;gt;: GroundMarker object ot move to&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveToMarker(player, marker, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveObjectToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground object move to a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Ground Entity to move&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y  coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, 200, 240, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:AnimateInDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a ground character move in a direction with custom animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;animDir&amp;lt;/code&amp;gt;: Direction of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction to move in&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: Duration of movement, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;animSpeed&amp;lt;/code&amp;gt;: Speed of animation, where 1.0 represents normal speed&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed movement, in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:AnimateInDirection(player, &amp;quot;Hurt&amp;quot;, Dir8.Down, 24, 0.5, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:AnimateToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a ground entity move to a position with custom animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity to move&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;animDir&amp;lt;/code&amp;gt;: Direction of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;animSpeed&amp;lt;/code&amp;gt;: Speed of animation, where 1.0 represents normal speed&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed movement, in pixels per frame&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the destination&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:AnimateToPosition(player, &amp;quot;Hurt&amp;quot;, Dir8.Down, 200, 240, 0.5, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetEmote(RogueEssence.Ground.GroundChar,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a character emote on the ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to emote&lt;br /&gt;
* &amp;lt;code&amp;gt;emoteid&amp;lt;/code&amp;gt;: ID of the emote&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to play the emote.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetDrawEffect(RogueEssence.Ground.GroundChar,RogueEssence.Dungeon.DrawEffect) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the ground character&#039;s draw effect to become invisible, shaking, still, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Target ground character.&lt;br /&gt;
* &amp;lt;code&amp;gt;effect&amp;lt;/code&amp;gt;: The draw effect.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharEndDrawEffect(RogueEssence.Ground.GroundChar,RogueEssence.Dungeon.DrawEffect) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the ground character&#039;s draw effect to become invisible, shaking, still, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Target ground character.&lt;br /&gt;
* &amp;lt;code&amp;gt;effect&amp;lt;/code&amp;gt;: The draw effect.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnimFallback(RogueEssence.Ground.GroundChar,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the fallback animation for the character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The anim to get the fallback anim of.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The fallback animation, as a string.  Blank if there is none.  Will return anim if anim already exists.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnim(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets a character&#039;s current animation as a string.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnimPoint(RogueEssence.Ground.GroundChar,RogueEssence.Content.ActionPointType) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the chosen action point of the character at this specific frame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;actionPoint&amp;lt;/code&amp;gt;: The ype of action point to retrieve the coordinates for.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The location of the action point in absolute coordinates on the map.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetAnim(RogueEssence.Ground.GroundChar,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt;: Whether to loop the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharEndAnim(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a character&#039;s current animation, reverting them to default idle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to stop animating&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharWaitAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the character perform an animation and waits until it&#039;s over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Animation to play&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:CharWaitAnim(player, &amp;quot;Hurt&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetAction(RogueEssence.Ground.GroundChar,RogueEssence.Ground.GroundAction) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to perfom the action&lt;br /&gt;
* &amp;lt;code&amp;gt;action&amp;lt;/code&amp;gt;: The action to perform&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharWaitAction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the character perform an action and waits until it&#039;s over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;action&amp;lt;/code&amp;gt;: Action to perform&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:CharWaitAction(player, action)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectSetAnim(RogueEssence.Ground.GroundObject,System.Int32,System.Int32,System.Int32,RogueElements.Dir8,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a ground object&#039;s animation.  After it finishes, it will return to the default animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: The duration of each frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;startFrame&amp;lt;/code&amp;gt;: The start frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;endFrame&amp;lt;/code&amp;gt;: The end frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: The direction of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to repeat the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectSetDefaultAnim(RogueEssence.Ground.GroundObject,System.String,System.Int32,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a ground object&#039;s default animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;animName&amp;lt;/code&amp;gt;: The name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: The duration of each frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;startFrame&amp;lt;/code&amp;gt;: The start frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;endFrame&amp;lt;/code&amp;gt;: The end frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: The direction of the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectWaitAnimFrame ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the object to reach a specific frame before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object ot wait on&lt;br /&gt;
* &amp;lt;code&amp;gt;frame&amp;lt;/code&amp;gt;: The frame of animation to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:WaitObjectAnim(fountain, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y Position&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX that has a start position and an end position.  It uses a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: Start X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Start Y Position&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down.&lt;br /&gt;
* &amp;lt;code&amp;gt;xTo&amp;lt;/code&amp;gt;: End X position&lt;br /&gt;
* &amp;lt;code&amp;gt;yTo&amp;lt;/code&amp;gt;: End Y position&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFXAnim(RogueEssence.Content.BaseAnim,RogueEssence.Content.DrawLayer) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using just a BaseAnim&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The animation to play&lt;br /&gt;
* &amp;lt;code&amp;gt;layer&amp;lt;/code&amp;gt;: The layer to put it on&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveScreen(RogueEssence.Content.ScreenMover) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a screen-moving effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;mover&amp;lt;/code&amp;gt;: The screen mover.&lt;br /&gt;
&lt;br /&gt;
== GROUND:LevelUpChar ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Levels up a character a certain amount of times all at once.&lt;br /&gt;
Also handles learning new moves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The characters to level up.&lt;br /&gt;
* &amp;lt;code&amp;gt;numLevelUps&amp;lt;/code&amp;gt;: The number of level ups.&lt;br /&gt;
&lt;br /&gt;
== GROUND:AddMapStatus(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a mapstatus to the ground map.  Map statuses only have an aesthetic effect in ground maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;statusIdx&amp;lt;/code&amp;gt;: The ID of the Map Status&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveMapStatus(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes a map status from the ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;statusIdx&amp;lt;/code&amp;gt;: The ID of the Map Status to remove.&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlaySE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect specifically from the Battle/ subdirectory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:WaitSE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect, and waits for it to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOUND:WaitSE(&amp;quot;Battle/Hit&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SOUND:LoopSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:LoopBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeInSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect, fading in over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade in&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeInBattleSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect, fading in over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade in&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect, fading out over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade out&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutBattleSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect, fading out over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade out&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayFanfare(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect that temporarily mutes the music for its duration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:WaitFanfare ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect that temporarily mutes the music for its duration.&lt;br /&gt;
This function waits for the sound to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOUND:WaitFanfare(&amp;quot;Battle/LevelUp&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayBGM(System.String,System.Boolean,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a song, replacing the current one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The file name of the song, relative to the Content/Music folder.&lt;br /&gt;
* &amp;lt;code&amp;gt;fade&amp;lt;/code&amp;gt;: Whether to fade the old song out, or start a new one.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: The amount of time, in frames, to fade out the old song.&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopBGM ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops playing the current song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutBGM(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the current song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: The amount of time, in frames, to fade out the song.&lt;br /&gt;
&lt;br /&gt;
== SOUND:SetBGMVolume(System.Single) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current volume of the song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;val&amp;lt;/code&amp;gt;: A float value between 0 and 1&lt;br /&gt;
&lt;br /&gt;
== SOUND:GetCurrentSong ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the currently playing song.  If the current song is fading out, gets the next song to be played.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The filename of the song, relative to the Content/Music folder&lt;br /&gt;
&lt;br /&gt;
== STRINGS:LocaleCode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current language setting of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The current language, represented by a locale code.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:Format(System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Formats a string.  Will unescape escaped characters and process grammar tags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fmt&amp;lt;/code&amp;gt;: String to format.&lt;br /&gt;
* &amp;lt;code&amp;gt;para&amp;lt;/code&amp;gt;: Arguments&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The formatted string.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:FormatKey(System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Formats a string given a string key.  Will unescape escaped characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fmt&amp;lt;/code&amp;gt;: The string key to format&lt;br /&gt;
* &amp;lt;code&amp;gt;para&amp;lt;/code&amp;gt;: string arguments&lt;br /&gt;
&lt;br /&gt;
== STRINGS:LocalKeyString(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the string representing a button or key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The input type of the input.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The string representing the button o key the input maps to.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:CreateList(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Builds a single string of comma separated elements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;listStrings&amp;lt;/code&amp;gt;: LuaTable of strings containing the elements to build the list from.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The combined string containing all elements.&lt;br /&gt;
&lt;br /&gt;
== TASK:StartEntityTask(RogueEssence.Ground.GroundEntity,NLua.LuaFunction) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Helper function to make an entity run the specified task.&lt;br /&gt;
Will not replace a running task!&lt;br /&gt;
Tasks are run interlocked with the script processing and game processing, and characters cannot run multiple tasks at the same time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which will run the task.&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: Task coroutine.&lt;br /&gt;
&lt;br /&gt;
== TASK:StopEntityTask(RogueEssence.Ground.GroundEntity) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Helper function to force stop an entity&#039;s current task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity running the task to stop.&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitStartEntityTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes an entity run a specified task, and waits for it to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which will run the task.&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: Task coroutine.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitEntityTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the specified entity to finish its task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which task we&#039;ll wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:WaitEntityTask(player)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Runs a task and waits for it to complete.&lt;br /&gt;
Most methods that do not expose themselves to script need ot be wrapped with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The task to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:WaitTask(_DUNGEON:AddMapStatus(&amp;quot;rain&amp;quot;))&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:StartScriptLocalCoroutine(NLua.LuaFunction,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A wrapper around the StartCoroutine method of the GameManager, so lua coroutines can be executed locally to the script context.&lt;br /&gt;
AKA, it will block the script execution while its executed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;args&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== TASK:BranchCoroutine(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starts a new coroutine to run parallel to the current execution.&lt;br /&gt;
Useful for performing multiple actions at once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The task to run in parallel&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
local coro1 = TASK:BranchCoroutine(GAME:_FadeIn(60))&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:JoinCoroutines ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for all specified coroutines to finish before continuing execution.&lt;br /&gt;
Often used for coroutines created using TASK:BranchCoroutine()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;coroTable&amp;lt;/code&amp;gt;: A table of coroutines to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:JoinCoroutines({coro1})&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:WaitInput ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the player to press a button before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowDialogue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a dialogue box with text, waiting until the player completes it.&lt;br /&gt;
Takes a string as an argument.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowDialogue(&amp;quot;Hello World!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowTimedDialogue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a dialogue box with text, waiting until the specified time has expired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;waitTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowTimedDialogue(&amp;quot;Hello World!&amp;quot;, 120)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextDialogue(System.String,System.Int32,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current dialogue text to be shown.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;waitTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowVoiceOver ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a voice over, waiting until the player completes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowVoiceOver(&amp;quot;Hello World!&amp;quot;, 120)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextVoiceOver(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current voice-over text to be shown.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:TextPopUp(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes text pop up in the bottom-left corner by default. Displays concurrently with any other process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;centerH&amp;lt;/code&amp;gt;: Horizontal centering&lt;br /&gt;
* &amp;lt;code&amp;gt;centerV&amp;lt;/code&amp;gt;: Vertical centering&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades in a title text, waiting until the fade-in is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowTitle(&amp;quot;Hello World!&amp;quot;, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextShowTitle(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shows text in the format of a title drop.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitHideTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the currently displayed title, waiting until the fade-out is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitHideTitle(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextFadeTitle(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the text set in a title drop.  Requires WaitDialog to actually fade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowBG ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades in a chosen background image, with a chosen framerate, at a certain fade time, waiting until the fade-in is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bg&amp;lt;/code&amp;gt;: The background to show, from the list of BG textures.&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: Framerate of the image animation.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeInTime&amp;lt;/code&amp;gt;: Time taken to fade in the image.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowBG(&amp;quot;TestBG&amp;quot;, 3, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:ShowBG(System.String,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets an image to display.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bg&amp;lt;/code&amp;gt;: The background to show, from the list of BG textures.&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: Framerate of the image animation.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeInTime&amp;lt;/code&amp;gt;: Time taken to fade in the image.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitHideBG ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the current background image, waiting until the fade-out is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: Time taken to fade out the image.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitHideBG(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:FadeBG(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepares a fade-out of the current image.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: Time taken to fade out the image.&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSpeaker(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clears the current speaker, so none is displayed the next time TextDialogue is called.&lt;br /&gt;
This also resets any custom dialogue box positions, portrait positions, and choice positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: If turned on, the text from the dialogue boxes make sounds.  Default is on.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(System.String,System.Boolean,System.String,System.Int32,System.String,RogueEssence.Data.Gender) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Speaker name.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
* &amp;lt;code&amp;gt;specie&amp;lt;/code&amp;gt;: Species of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;form&amp;lt;/code&amp;gt;: Form of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;skin&amp;lt;/code&amp;gt;: Skin of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;gender&amp;lt;/code&amp;gt;: Gender of the speaker&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(RogueEssence.Ground.GroundChar,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to set as speaker. This is a character in a ground map.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(RogueEssence.Dungeon.Character,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to set as speaker. This is a character in a dungeon map.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerReverse(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reverses the speaker orientation to face left instead of right.  This depends on the boolean passed in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;reverse&amp;lt;/code&amp;gt;: Faces right if false, left if true.&lt;br /&gt;
&lt;br /&gt;
== UI:SetChoiceLoc(System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the choices for a question dialog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position&lt;br /&gt;
&lt;br /&gt;
== UI:ResetChoiceLoc ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the choices for a question dialog back to default.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetBounds(System.Int32,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position and size of the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
&lt;br /&gt;
== UI:SetSe(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker sound effect and speak frames played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newSe&amp;lt;/code&amp;gt;: The sound effect of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;speakTime&amp;lt;/code&amp;gt;: The amount of frames to wait between each sound effect&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSe(&amp;quot;Battle/_UNK_DUN_Water_Drop&amp;quot;, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:SetSe(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker sound effect played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newSe&amp;lt;/code&amp;gt;: The sound effect of the box&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSe(&amp;quot;Menu/Unknown-3&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakTime(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speak frames played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;speakTime&amp;lt;/code&amp;gt;: The amount of frames to wait between each sound effect&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSpeakTime(10)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSe ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets to the default speaker sound effect and speaker frames.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ResetBounds ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets the position and size of the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerLoc(System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the speaker in a dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSpeakerLoc ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets the position of the speaker in a dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerEmotion(System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the emotion of the speaker in the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emo&amp;lt;/code&amp;gt;: Emotion to display&lt;br /&gt;
* &amp;lt;code&amp;gt;reverse&amp;lt;/code&amp;gt;: Faces right if false, left if true.&lt;br /&gt;
&lt;br /&gt;
== UI:SetCenter(System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the centering of the text in the textbox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;centerH&amp;lt;/code&amp;gt;: Horizontal centering&lt;br /&gt;
* &amp;lt;code&amp;gt;centerV&amp;lt;/code&amp;gt;: Vertical centering&lt;br /&gt;
&lt;br /&gt;
== UI:SetAutoFinish(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the text automatically finish when it shows up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;autoFinish&amp;lt;/code&amp;gt;: Auto-finishes text if true.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitDialog ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the currently set dialogue box and waits for the player to complete it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitDialog()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:_DummyWait ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instantly break. Used as default/invalid value when returning a yieldable value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ChoiceMenuYesNo(System.String,System.Boolean,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ask a question answered by yes or no via character dialogue to the player.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
The Yes/No menu returns 1 for yes, and 0 for no.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;: Question to be asked to the user.&lt;br /&gt;
* &amp;lt;code&amp;gt;bdefaultstono&amp;lt;/code&amp;gt;: Whether the cursor starts on no by default&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:NameMenu(System.String,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the name input box.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: The text to show above the input line.&lt;br /&gt;
* &amp;lt;code&amp;gt;desc&amp;lt;/code&amp;gt;: The text to show below the input line.&lt;br /&gt;
* &amp;lt;code&amp;gt;maxLength&amp;lt;/code&amp;gt;: The length of the text in pixels.&lt;br /&gt;
&lt;br /&gt;
== UI:AssemblyMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a menu for replacing party members with the assembly.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the boolean value indicating whether the team composition was changed or not, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShopMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Shop menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items chosen, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;goods&amp;lt;/code&amp;gt;: A table of items to be sold.  The format is { Item=InvItem, Price=int } for each item.&lt;br /&gt;
&lt;br /&gt;
== UI:SellMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Sell menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items to sell, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:StorageMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Storage menu for which to exchange items in the inventory with.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:WithdrawMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Storage menu for which to withdraw from.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:BankMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Bank menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SpoilsMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Spoils menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;appraisalMap&amp;lt;/code&amp;gt;: A table of mappings from containers to items, in the format of { Box=InvItem , Item=InvItem }&lt;br /&gt;
&lt;br /&gt;
== UI:AppraiseMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Appraisal menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items chosen, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:TutorTeamMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Tutor Team menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen team member, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:RelearnMenu(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Relearn menu for a character.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
&lt;br /&gt;
== UI:LearnMenu(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Learn menu for a character to replace an existing skill with a new one.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
* &amp;lt;code&amp;gt;skillNum&amp;lt;/code&amp;gt;: The new skill&lt;br /&gt;
&lt;br /&gt;
== UI:ForgetMenu(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Forget menu for a character to forget a skill.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
&lt;br /&gt;
== UI:ShowPromoteMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Promote menu to choose a team member to promote.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen team slot, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:CanSwapMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SwapMenu(NLua.LuaTable,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:TributeMenu(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShowMusicMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Music menu to browse music for the game.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string representing the chosen song, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spoilerUnlocks&amp;lt;/code&amp;gt;: A lua table of strings representing progression flags that have been completed.&lt;br /&gt;
            Any ogg file that uses this tag as a spoiler tag will display in the menu only if the flag has been passed.&lt;br /&gt;
&lt;br /&gt;
== UI:DungeonChoice(System.String,RogueEssence.Dungeon.ZoneLoc) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ask to enter a destintion via character dialogue to the player.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
The Yes/No menu returns 1 for yes, and 0 for no.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Name of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;dest&amp;lt;/code&amp;gt;: The ZoneLoc location of the destination.&lt;br /&gt;
&lt;br /&gt;
== UI:DestinationMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a choice menu for choosing destinations, showing a preview of restrictions and requirements for dungeons.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the ZoneLoc indicating the chosen destination, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;destinations&amp;lt;/code&amp;gt;: A lua table representing the list of destinations with each element in the format of { Name=string, Dest=ZoneLoc }&lt;br /&gt;
&lt;br /&gt;
== UI:ServersMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ContactsMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SOSMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:AOKMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:PeersMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShowConnectMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:CurrentActivityMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ChooseMonsterMenu(System.String,NLua.LuaTable,System.Boolean,System.Boolean,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a choice menu for choosing monsters, showing a preview of their appearances via portrait.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string indicating the chosen species, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: The title of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;choices&amp;lt;/code&amp;gt;: A lua table of choices with each element being a MonsterID.&lt;br /&gt;
* &amp;lt;code&amp;gt;canMenu&amp;lt;/code&amp;gt;: If set to true, the Menu Button exits the menu if pressed.&lt;br /&gt;
* &amp;lt;code&amp;gt;canCancel&amp;lt;/code&amp;gt;: If set to true, the Cancel Button exits the menu if pressed.&lt;br /&gt;
* &amp;lt;code&amp;gt;slotsPerPage&amp;lt;/code&amp;gt;: Slots to display per page&lt;br /&gt;
&lt;br /&gt;
== UI:SetCustomMenu(RogueEssence.Menu.InteractableMenu) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a custom menu of the caller&#039;s choice.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:BeginChoiceMenu(System.String,NLua.LuaTable,System.Object,System.Object,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a multi-choice menu.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;: The question to ask the user.&lt;br /&gt;
* &amp;lt;code&amp;gt;choicesPairs&amp;lt;/code&amp;gt;: A table of choices.  Each choice can be either a string, or { string, bool } representing the text and enabled status.&lt;br /&gt;
* &amp;lt;code&amp;gt;defaultChoice&amp;lt;/code&amp;gt;: The cursor starts on this choice.&lt;br /&gt;
* &amp;lt;code&amp;gt;cancelChoice&amp;lt;/code&amp;gt;: This choice is chosen if the player presses the cancel button.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:BeginMultiPageMenu(System.Int32,System.Int32,System.Int32,System.String,NLua.LuaTable,System.Int32,System.Object,System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a multi-paged choice menu.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y position of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: Height of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;choicesPairs&amp;lt;/code&amp;gt;: A table of choices.  Each choice can be either a string, or { string, bool } representing the text and enabled status.&lt;br /&gt;
* &amp;lt;code&amp;gt;linesPerPage&amp;lt;/code&amp;gt;: Number of choices per page&lt;br /&gt;
* &amp;lt;code&amp;gt;defaultChoice&amp;lt;/code&amp;gt;: The cursor starts on this choice.&lt;br /&gt;
* &amp;lt;code&amp;gt;cancelChoice&amp;lt;/code&amp;gt;: This choice is chosen if the player presses the cancel button.&lt;br /&gt;
&lt;br /&gt;
== UI:ChoiceResult ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the result of the last choice menu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The result of the choice&lt;br /&gt;
&lt;br /&gt;
== UI:GetChoiceAction(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s complicated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== UI:WaitForChoice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the currently set choice menu and waits for the player&#039;s selection to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:__WaitForChoice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wait for choice and then CLEAN UP m_curchoice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scripting]]&lt;br /&gt;
[[Category:Quick Reference]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Logical123</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Lua_Function_Reference&amp;diff=1926</id>
		<title>Lua Function Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Lua_Function_Reference&amp;diff=1926"/>
		<updated>2024-01-25T01:45:08Z</updated>

		<summary type="html">&lt;p&gt;Logical123: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows all script functions that can be called from Lua&lt;br /&gt;
&lt;br /&gt;
== AI:SetCharacterAI(RogueEssence.Ground.GroundChar,System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Assign the given scripted AI class to the specified GroundChar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;classpath&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:DisableCharacterAI(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disable a given groundchar&#039;s AI processing until its enabled again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:EnableCharacterAI(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enable a given groundchar&#039;s AI processing if its currently disabled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:SetAIState(RogueEssence.Ground.GroundChar,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enable a given groundchar&#039;s AI processing if its currently disabled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharTurnToChar(RogueEssence.Dungeon.Character,RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character turn to face another&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;curch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:LastDungeonResult ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the result of the last dungeon adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonCurrentFloor ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the floor number of the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonAssetName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the internal name for the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonDisplayName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the localized name of the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharSetEmote(RogueEssence.Dungeon.Character,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s emote in a dungeon map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to emote&lt;br /&gt;
* &amp;lt;code&amp;gt;emoteid&amp;lt;/code&amp;gt;: ID of the emote&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to play the emote.&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharStartAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt;: Whether to loop the animation&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharStartAnim(player, anim, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharEndAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a character&#039;s current animation, reverting them to default idle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to stop animating&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharEndAnim(player)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharWaitAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation, and waits until it completed before continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharStartAnim(player, anim)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX in the dungeon map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y Position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX that has a start position and an end position.  It uses a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: Start X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Start Y Position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down.&lt;br /&gt;
* &amp;lt;code&amp;gt;xTo&amp;lt;/code&amp;gt;: End X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;yTo&amp;lt;/code&amp;gt;: End Y position in pixels&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFXAnim(RogueEssence.Content.BaseAnim,RogueEssence.Content.DrawLayer) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using just a BaseAnim&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The animation to play&lt;br /&gt;
* &amp;lt;code&amp;gt;layer&amp;lt;/code&amp;gt;: The layer to put it on&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:MoveScreen(RogueEssence.Content.ScreenMover) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a screen-moving effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;mover&amp;lt;/code&amp;gt;: The screen mover.&lt;br /&gt;
&lt;br /&gt;
== GAME:GroundSave ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saves the game while in ground mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:GroundSave()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:GetModDiff(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;uuidStr&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentGround ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentFloor ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current dungeon map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current zone, also known as dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.Int32,System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within the current zone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The index of the ground map in the zone&lt;br /&gt;
* &amp;lt;code&amp;gt;idxentrypoint&amp;lt;/code&amp;gt;: The index of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.String,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within the current zone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The name of the ground map.  It must exist within in the zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;entrypoint&amp;lt;/code&amp;gt;: The name of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.String,System.String,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within a new zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;zone&amp;lt;/code&amp;gt;: The name of the destination zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The name of the ground map.  It must exist within in the zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;entrypoint&amp;lt;/code&amp;gt;: The name of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a new adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
* &amp;lt;code&amp;gt;stakes&amp;lt;/code&amp;gt;: Decides what happens when the adventure fails/succeeds.&lt;br /&gt;
* &amp;lt;code&amp;gt;recorded&amp;lt;/code&amp;gt;: Record the adventure in a replay&lt;br /&gt;
* &amp;lt;code&amp;gt;silentRestrict&amp;lt;/code&amp;gt;: Make the dungeon restrictions silently&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EnterDungeon(1, 0, 0, 0, RogueEssence.Data.GameProgress.DungeonStakes.Risk, true, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:ContinueDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and continues the current adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:ContinueDungeon(1, 1, 0, 0)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:EndDungeonRun ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ends the current adventure, sending the player to a specified destination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;result&amp;lt;/code&amp;gt;: The result of the adventure.&lt;br /&gt;
* &amp;lt;code&amp;gt;destzoneid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entryid&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
* &amp;lt;code&amp;gt;display&amp;lt;/code&amp;gt;: Display an epitaph marking the end of the adventure.&lt;br /&gt;
* &amp;lt;code&amp;gt;fanfare&amp;lt;/code&amp;gt;: Play a fanfare.&lt;br /&gt;
* &amp;lt;code&amp;gt;completedZone&amp;lt;/code&amp;gt;: Zone to mark as completed. Defaults to current zone.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EndDungeonRun(GameProgress.ResultType.Cleared, 0, -1, 1, 0, true, true)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterRescue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a rescue adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;sosPath&amp;lt;/code&amp;gt;: The path of the sos mail.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EnterRescue(&amp;quot;RESCUE/INBOX/SOS/example.sosmail&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:AddAOKRemark(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;remarkIndex&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:RestartToTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map and load up the title screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:RestartRogue(RogueEssence.Data.RogueConfig) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Restarts a Roguelocke run based on the configuration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;config&amp;lt;/code&amp;gt;: The configuration of the roguelocke run&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterZone(System.String,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a new adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
&lt;br /&gt;
== GAME:FadeOut ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fade out the screen. Waits to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;white&amp;lt;/code&amp;gt;: Fade to white if set to true.  Fades to black otherwise.&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time to fade in frames.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:FadeOut(false, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:FadeIn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fade into the screen. Waits to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time to fade in frames.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:FadeIn(false, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:MoveCamera ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Centers the camera on a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the camera center&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the camera center&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time it takes ot move to the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;toPlayer&amp;lt;/code&amp;gt;: Destination is in absolute coordinates if false, and relative to the player character if set to true.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:MoveCamera(200, 240, 60, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:MoveCameraToChara ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Centers the camera on a character.&lt;br /&gt;
&lt;br /&gt;
As we are simply moving the camera to a character, this will simply set ViewCenter and not ViewOffset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the camera center, as an offset for the chara&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the camera center, as an offset for the chara&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time it takes ot move to the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to center on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:MoveCameraToChara(200, 240, 60, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCameraCenter ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current center of the camera.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Loc object representing the center of the camera.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsCameraOnChar ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Determines whether the camera is centered relative to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if the camera is relative to the player, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:HasSOSMail ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:HasAOKMail ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetTeamLeaderIndex ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the index of the currently player controlled entity in the party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Index of the currently player controlled entity in the party.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetTeamLeaderIndex(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the leader to the chosen index within the party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;idx&amp;lt;/code&amp;gt;: The index of the team member within the team.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCanSwitch(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prevents or allows the switching of leaders for the save file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;canSwitch&amp;lt;/code&amp;gt;: Set to true to allow switching, set to false to prevent it.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCanRecruit(bool canRecruit) ==&lt;br /&gt;
&lt;br /&gt;
Prevents or allows the joining of recruits for the save file.&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;canRecruit&amp;lt;/code&amp;gt;: Set to true to allow recruitment, set to false to prevent it.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the player party count.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The count of players&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the party as a LuaTable.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the number of guests currently in the player&#039;s party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of guests&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the guests as a LuaTable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the number of characters currently in the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the assembly as a LuaTable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The assembly member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerTeam(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerTeam(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the team, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerGuest(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerGuest(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the team&#039;s guests, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerAssembly(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerAssembly(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the assembly, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCharacterNickname(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a character&#039;s nickname&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to rename&lt;br /&gt;
* &amp;lt;code&amp;gt;nickname&amp;lt;/code&amp;gt;: The new name&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCharacterNickname(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character nickname&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to get the nickname from&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s nickname&lt;br /&gt;
&lt;br /&gt;
== GAME:SetTeamName(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the name of the player&#039;s team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;teamname&amp;lt;/code&amp;gt;: The new team name&lt;br /&gt;
&lt;br /&gt;
== GAME:GetTeamName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the name of the player&#039;s team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team&#039;s name&lt;br /&gt;
&lt;br /&gt;
== GAME:CanRelearn(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can relearn any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CanForget(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can forget any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CanLearn(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can learn any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CheckLevelSkills ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks the levels gained by a character and prompts to learn all skills along the levels.&lt;br /&gt;
Waits until all skills have been accepted or declined before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to prompt for learning.&lt;br /&gt;
* &amp;lt;code&amp;gt;oldLevel&amp;lt;/code&amp;gt;: The level that the character leveled up from.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:CheckLevelSkills(player, 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:TryLearnSkill ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attempts to give a new skill to the specified character, prompting to replace an old one if they are full.&lt;br /&gt;
Waits until all the skill has been accepted or declined before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:TryLearnSkill(player, &amp;quot;thunder&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:LearnSkill(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives a new skill to a specified character.&lt;br /&gt;
Fails if the character&#039;s skills are full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
&lt;br /&gt;
== GAME:ForgetSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removed a skill from the specified character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to forget the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the skill to forget&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCharacterSkill(RogueEssence.Dungeon.Character,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives a new skill to a specified character, replacing a specifically chosen slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skillId&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to replace&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCharacterSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the skill from a specified character and specified slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to get the skill from.&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to get the skill from.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The ID of the skill in the slot&lt;br /&gt;
&lt;br /&gt;
== GAME:CanPromote(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can be promoted to a new class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the character can be promoted, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetAvailablePromotions(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets a list of possible classes that the character can prmote to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
* &amp;lt;code&amp;gt;bypassItem&amp;lt;/code&amp;gt;: An exception item that can bypass checks for promotion&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A lua table of PromoteBranch objects&lt;br /&gt;
&lt;br /&gt;
== GAME:PromoteCharacter(RogueEssence.Dungeon.Character,RogueEssence.Data.PromoteBranch,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Promotes a character ot a new class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to promote&lt;br /&gt;
* &amp;lt;code&amp;gt;branch&amp;lt;/code&amp;gt;: The PromoteBranch to promote with&lt;br /&gt;
* &amp;lt;code&amp;gt;bypassItem&amp;lt;/code&amp;gt;: An exception item that can bypass checks for promotion&lt;br /&gt;
&lt;br /&gt;
== GAME:FindPlayerItem(System.String,System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finds an item in the player&#039;s team and returns its slot within the inventory or among its team&#039;s equips.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The item ID to search for.&lt;br /&gt;
* &amp;lt;code&amp;gt;held&amp;lt;/code&amp;gt;: Check equipped items.&lt;br /&gt;
* &amp;lt;code&amp;gt;inv&amp;lt;/code&amp;gt;: Check inventory items.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The InvSlot of the item. Invalid if the item could not be found.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerEquippedCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the number of items equipped by players.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the number of items in the bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagLimit ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the maximum amount of item the player&#039;s team can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the equipped item for the character in the specified slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The team slot of the character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s equipped item&lt;br /&gt;
&lt;br /&gt;
== GAME:GetGuestEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the equipped item for the character in the specified guest slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The guest slot of the character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s equipped item&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerItem(RogueEssence.Dungeon.InvItem) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt;: The item to give&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerItem(System.String,System.Int32,System.Boolean,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item&lt;br /&gt;
* &amp;lt;code&amp;gt;count&amp;lt;/code&amp;gt;: The amount to give. Default 1&lt;br /&gt;
* &amp;lt;code&amp;gt;cursed&amp;lt;/code&amp;gt;: Whether the item is cursed. Default false.&lt;br /&gt;
* &amp;lt;code&amp;gt;hiddenval&amp;lt;/code&amp;gt;: The hidden value of the item. Default empty string.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the item found at the specified slot of the player&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The item found in the slot&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerBagItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove an item from player inventory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot from which to remove the item&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove the equipped item from a chosen member of the team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the character on the team from which to remove the item&lt;br /&gt;
&lt;br /&gt;
== GAME:TakeGuestEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove the equipped item from a chosen guest of the team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the character on the team&#039;s guest list from which to remove the item&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerStorageCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the amount of items in the player&#039;s storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerStorageItemCount(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the amount of a specific item in the player&#039;s storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: ID of the item ot check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of copies currently in storage&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerStorageItem(RogueEssence.Dungeon.InvItem) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt;: The item to give&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerStorageItem(System.String,System.Int32,System.Boolean,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item&lt;br /&gt;
* &amp;lt;code&amp;gt;count&amp;lt;/code&amp;gt;: The amount to give. Default 1&lt;br /&gt;
* &amp;lt;code&amp;gt;cursed&amp;lt;/code&amp;gt;: Whether the item is cursed. Default false.&lt;br /&gt;
* &amp;lt;code&amp;gt;hiddenval&amp;lt;/code&amp;gt;: The hidden value of the item. Default empty string.&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerStorageItem(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Takes an item from the storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item to take&lt;br /&gt;
&lt;br /&gt;
== GAME:DepositAll ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Takes all items in the player team&#039;s bag and equipped items, and deposits them in storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerMoney ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the amount of money the player currently has on hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of money.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddToPlayerMoney(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds money to the player&#039;s wallet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toadd&amp;lt;/code&amp;gt;: The amount of money to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemoveFromPlayerMoney(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes money from the player&#039;s wallet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toremove&amp;lt;/code&amp;gt;: The amount of money to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerMoneyBank ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the amount of money in the player&#039;s bank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of money.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddToPlayerMoneyBank(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds money to the player&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toadd&amp;lt;/code&amp;gt;: The amount of money to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemoveFromPlayerMoneyBank(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes money from the player&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toremove&amp;lt;/code&amp;gt;: The amount of money to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsKeyDown(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a player is making a certain physical keyboard input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;keyid&amp;lt;/code&amp;gt;: The ID of the input&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the button is currently pressed.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsInputDown(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a player is making a certain game input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;inputid&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the input is currently pressed.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:CutsceneMode(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the game in cutscene mode. This prevents characters from taking idle action and hides certain UI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bon&amp;lt;/code&amp;gt;: If set to true, turns cutscene mode on. If set to false, turns it off.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetDailySeed ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the random seed for the current adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The current adventure&#039;s seed.&lt;br /&gt;
&lt;br /&gt;
== GAME:UnlockDungeon(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocks a specified dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: ID of the dungeon to unlock.&lt;br /&gt;
&lt;br /&gt;
== GAME:DungeonUnlocked(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a dungeon is unlocked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: ID of the dungeon to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if unlocked, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:InRogueMode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the current game is in rogue mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if in rogue mode, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:HasServerSet ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetRescueAllowed ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks to see if rescue is allowed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if rescues are allowed, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetRescueAllowed(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the value in the player&#039;s save file to determine if they can be rescued or not.&lt;br /&gt;
If rescue is possible on the Save File level, it can still be prevented by the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;allowed&amp;lt;/code&amp;gt;: Set to true to allow the player to be rescued.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:QueueLeaderEvent(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepares an event to execute on the next frame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:WaitFrames ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for a specified number of frames before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;frames&amp;lt;/code&amp;gt;: The number of frames ot wait.  Each frame is 1/60th of a second.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:WaitFrames(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:VectorToDirection(RogueElements.Loc) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Turns a vector (preferably a unit vector) into a cardinal or diagonal direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;v&amp;lt;/code&amp;gt;: The vector.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The direction as one of 8 values.&lt;br /&gt;
&lt;br /&gt;
== GAME:VectorToDirection(System.Double,System.Double) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Convenience function to get a vector&#039;s components from lua numbers(doubles)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt;: The X value of the vector&lt;br /&gt;
* &amp;lt;code&amp;gt;Y&amp;lt;/code&amp;gt;: The Y value of the vector&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The direction the vector points to as one of 8 values.&lt;br /&gt;
&lt;br /&gt;
== GAME:RandomDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generates a random direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
An 8-directional direction.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetupLuaFunctions(RogueEssence.Script.LuaEngine) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setups any extra functionalities for this object written on the lua side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GROUND:Hide(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hides an entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;entityname&amp;lt;/code&amp;gt;: The name of the entity to hide.&lt;br /&gt;
&lt;br /&gt;
== GROUND:Unhide(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unhides an entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;entityname&amp;lt;/code&amp;gt;: The name of the entity to unhide.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateObject(System.String,System.String,System.Int32,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;objtype&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;w&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;h&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateCharacter(System.String,System.String,System.Int32,System.Int32,System.String,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chartype&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;actionfun&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;thinkfun&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveObject(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deletes an object from the ground map, identified by its instance name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name of the object.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if succeeded, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveCharacter(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deletes a character from the ground map, identified by its instance name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name of the object.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if succeeded, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateCharacterFromCharData(System.String,RogueEssence.Dungeon.Character,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creates a ground character, given a dungeon character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name to give the character&lt;br /&gt;
* &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;: Character data to create from&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the character&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the character&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction the character will face, defaults to Dir8.Down&lt;br /&gt;
&lt;br /&gt;
== GROUND:RefreshPlayer ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reloads the controllable player&#039;s character data to be the current team&#039;s leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GROUND:SetPlayer(RogueEssence.Dungeon.CharData) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the controllable player to use new character data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;charData&amp;lt;/code&amp;gt;: The new character data&lt;br /&gt;
&lt;br /&gt;
== GROUND:SpawnerDoSpawn(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make the specified spawner run its spawn method.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnername&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The ground character spawned.&lt;br /&gt;
&lt;br /&gt;
== GROUND:SpawnerSetSpawn(System.String,RogueEssence.Dungeon.CharData) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the character to the specified spawner&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnername&amp;lt;/code&amp;gt;: The spawner to set the character to, by name&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnChar&amp;lt;/code&amp;gt;: The character to spawn.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharTurnToChar(RogueEssence.Ground.GroundChar,RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character turn to face another character instantly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;turnchar&amp;lt;/code&amp;gt;: The character that is turning.&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: The character to turn to.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharTurnToCharAnimated ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face another character over the specified time.&lt;br /&gt;
Clockwise or counter-clockwise are chosen based on the closest direction.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;curch&amp;lt;/code&amp;gt;: Character that is turning&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: Character to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: Time spent on each direction, in frames&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharTurnToCharAnimated(charFrom, charTo, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:EntTurn(RogueEssence.Ground.GroundEntity,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a ground entity turn to face a direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: The ground entity.  Can be a character or object.&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to face.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharAnimateTurn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face a chosen direction over the specified time.&lt;br /&gt;
Must specify clockwise or counter-clockwise.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: The character to turn&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: The time spent in each intermediate direction, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;ccw&amp;lt;/code&amp;gt;: false if clockwise, true if counter-clockwise&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharAnimateTurn(charFrom, Dir8.Left, 3, true)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharAnimateTurnTo ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face a chosen direction over the specified time.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: The character to turn&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: The time spent in each intermediate direction, in frames&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharAnimateTurnTo(charFrom, Dir8.Left, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:TeleportTo(RogueEssence.Ground.GroundEntity,System.Int32,System.Int32,RogueElements.Dir8,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repositions the ground entity in a specified location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: The ground entity to reposition&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to point the entity.  Defaults to Dir8.None, which leaves it untouched.&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveInDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move in a direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction to move in&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: Duration of movement, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, Dir8.Down, 24, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move to a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y  coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveToPosition(player, 200, 240, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveToMarker ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move to a ground marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;mark&amp;lt;/code&amp;gt;: GroundMarker object ot move to&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, marker, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveObjectToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground object move to a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Ground Entity to move&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y  coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, 200, 240, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:AnimateInDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a ground character move in a direction with custom animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;animDir&amp;lt;/code&amp;gt;: Direction of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction to move in&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: Duration of movement, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;animSpeed&amp;lt;/code&amp;gt;: Speed of animation, where 1.0 represents normal speed&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed movement, in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:AnimateInDirection(player, &amp;quot;Hurt&amp;quot;, Dir8.Down, 24, 0.5, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:AnimateToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a ground entity move to a position with custom animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity to move&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;animDir&amp;lt;/code&amp;gt;: Direction of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;animSpeed&amp;lt;/code&amp;gt;: Speed of animation, where 1.0 represents normal speed&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed movement, in pixels per frame&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the destination&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:AnimateToPosition(player, &amp;quot;Hurt&amp;quot;, Dir8.Down, 200, 240, 0.5, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetEmote(RogueEssence.Ground.GroundChar,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a character emote on the ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to emote&lt;br /&gt;
* &amp;lt;code&amp;gt;emoteid&amp;lt;/code&amp;gt;: ID of the emote&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to play the emote.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetDrawEffect(RogueEssence.Ground.GroundChar,RogueEssence.Dungeon.DrawEffect) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the ground character&#039;s draw effect to become invisible, shaking, still, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Target ground character.&lt;br /&gt;
* &amp;lt;code&amp;gt;effect&amp;lt;/code&amp;gt;: The draw effect.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharEndDrawEffect(RogueEssence.Ground.GroundChar,RogueEssence.Dungeon.DrawEffect) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the ground character&#039;s draw effect to become invisible, shaking, still, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Target ground character.&lt;br /&gt;
* &amp;lt;code&amp;gt;effect&amp;lt;/code&amp;gt;: The draw effect.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnimFallback(RogueEssence.Ground.GroundChar,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the fallback animation for the character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The anim to get the fallback anim of.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The fallback animation, as a string.  Blank if there is none.  Will return anim if anim already exists.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnim(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets a character&#039;s current animation as a string.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnimPoint(RogueEssence.Ground.GroundChar,RogueEssence.Content.ActionPointType) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the chosen action point of the character at this specific frame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;actionPoint&amp;lt;/code&amp;gt;: The ype of action point to retrieve the coordinates for.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The location of the action point in absolute coordinates on the map.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetAnim(RogueEssence.Ground.GroundChar,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt;: Whether to loop the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharEndAnim(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a character&#039;s current animation, reverting them to default idle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to stop animating&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharWaitAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the character perform an animation and waits until it&#039;s over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Animation to play&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:CharWaitAnim(player, &amp;quot;Hurt&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetAction(RogueEssence.Ground.GroundChar,RogueEssence.Ground.GroundAction) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to perfom the action&lt;br /&gt;
* &amp;lt;code&amp;gt;action&amp;lt;/code&amp;gt;: The action to perform&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharWaitAction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the character perform an action and waits until it&#039;s over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;action&amp;lt;/code&amp;gt;: Action to perform&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:CharWaitAction(player, action)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectSetAnim(RogueEssence.Ground.GroundObject,System.Int32,System.Int32,System.Int32,RogueElements.Dir8,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a ground object&#039;s animation.  After it finishes, it will return to the default animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: The duration of each frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;startFrame&amp;lt;/code&amp;gt;: The start frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;endFrame&amp;lt;/code&amp;gt;: The end frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: The direction of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to repeat the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectSetDefaultAnim(RogueEssence.Ground.GroundObject,System.String,System.Int32,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a ground object&#039;s default animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;animName&amp;lt;/code&amp;gt;: The name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: The duration of each frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;startFrame&amp;lt;/code&amp;gt;: The start frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;endFrame&amp;lt;/code&amp;gt;: The end frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: The direction of the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectWaitAnimFrame ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the object to reach a specific frame before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object ot wait on&lt;br /&gt;
* &amp;lt;code&amp;gt;frame&amp;lt;/code&amp;gt;: The frame of animation to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:WaitObjectAnim(fountain, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y Position&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX that has a start position and an end position.  It uses a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: Start X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Start Y Position&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down.&lt;br /&gt;
* &amp;lt;code&amp;gt;xTo&amp;lt;/code&amp;gt;: End X position&lt;br /&gt;
* &amp;lt;code&amp;gt;yTo&amp;lt;/code&amp;gt;: End Y position&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFXAnim(RogueEssence.Content.BaseAnim,RogueEssence.Content.DrawLayer) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using just a BaseAnim&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The animation to play&lt;br /&gt;
* &amp;lt;code&amp;gt;layer&amp;lt;/code&amp;gt;: The layer to put it on&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveScreen(RogueEssence.Content.ScreenMover) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a screen-moving effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;mover&amp;lt;/code&amp;gt;: The screen mover.&lt;br /&gt;
&lt;br /&gt;
== GROUND:LevelUpChar ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Levels up a character a certain amount of times all at once.&lt;br /&gt;
Also handles learning new moves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The characters to level up.&lt;br /&gt;
* &amp;lt;code&amp;gt;numLevelUps&amp;lt;/code&amp;gt;: The number of level ups.&lt;br /&gt;
&lt;br /&gt;
== GROUND:AddMapStatus(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a mapstatus to the ground map.  Map statuses only have an aesthetic effect in ground maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;statusIdx&amp;lt;/code&amp;gt;: The ID of the Map Status&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveMapStatus(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes a map status from the ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;statusIdx&amp;lt;/code&amp;gt;: The ID of the Map Status to remove.&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlaySE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect specifically from the Battle/ subdirectory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:WaitSE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect, and waits for it to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOUND:WaitSE(&amp;quot;Battle/Hit&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SOUND:LoopSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:LoopBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeInSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect, fading in over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade in&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeInBattleSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect, fading in over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade in&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect, fading out over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade out&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutBattleSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect, fading out over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade out&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayFanfare(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect that temporarily mutes the music for its duration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:WaitFanfare ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect that temporarily mutes the music for its duration.&lt;br /&gt;
This function waits for the sound to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOUND:WaitFanfare(&amp;quot;Battle/LevelUp&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayBGM(System.String,System.Boolean,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a song, replacing the current one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The file name of the song, relative to the Content/Music folder.&lt;br /&gt;
* &amp;lt;code&amp;gt;fade&amp;lt;/code&amp;gt;: Whether to fade the old song out, or start a new one.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: The amount of time, in frames, to fade out the old song.&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopBGM ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops playing the current song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutBGM(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the current song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: The amount of time, in frames, to fade out the song.&lt;br /&gt;
&lt;br /&gt;
== SOUND:SetBGMVolume(System.Single) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current volume of the song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;val&amp;lt;/code&amp;gt;: A float value between 0 and 1&lt;br /&gt;
&lt;br /&gt;
== SOUND:GetCurrentSong ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the currently playing song.  If the current song is fading out, gets the next song to be played.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The filename of the song, relative to the Content/Music folder&lt;br /&gt;
&lt;br /&gt;
== STRINGS:LocaleCode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current language setting of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The current language, represented by a locale code.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:Format(System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Formats a string.  Will unescape escaped characters and process grammar tags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fmt&amp;lt;/code&amp;gt;: String to format.&lt;br /&gt;
* &amp;lt;code&amp;gt;para&amp;lt;/code&amp;gt;: Arguments&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The formatted string.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:FormatKey(System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Formats a string given a string key.  Will unescape escaped characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fmt&amp;lt;/code&amp;gt;: The string key to format&lt;br /&gt;
* &amp;lt;code&amp;gt;para&amp;lt;/code&amp;gt;: string arguments&lt;br /&gt;
&lt;br /&gt;
== STRINGS:LocalKeyString(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the string representing a button or key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The input type of the input.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The string representing the button o key the input maps to.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:CreateList(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Builds a single string of comma separated elements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;listStrings&amp;lt;/code&amp;gt;: LuaTable of strings containing the elements to build the list from.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The combined string containing all elements.&lt;br /&gt;
&lt;br /&gt;
== TASK:StartEntityTask(RogueEssence.Ground.GroundEntity,NLua.LuaFunction) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Helper function to make an entity run the specified task.&lt;br /&gt;
Will not replace a running task!&lt;br /&gt;
Tasks are run interlocked with the script processing and game processing, and characters cannot run multiple tasks at the same time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which will run the task.&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: Task coroutine.&lt;br /&gt;
&lt;br /&gt;
== TASK:StopEntityTask(RogueEssence.Ground.GroundEntity) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Helper function to force stop an entity&#039;s current task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity running the task to stop.&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitStartEntityTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes an entity run a specified task, and waits for it to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which will run the task.&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: Task coroutine.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitEntityTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the specified entity to finish its task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which task we&#039;ll wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:WaitEntityTask(player)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Runs a task and waits for it to complete.&lt;br /&gt;
Most methods that do not expose themselves to script need ot be wrapped with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The task to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:WaitTask(_DUNGEON:AddMapStatus(&amp;quot;rain&amp;quot;))&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:StartScriptLocalCoroutine(NLua.LuaFunction,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A wrapper around the StartCoroutine method of the GameManager, so lua coroutines can be executed locally to the script context.&lt;br /&gt;
AKA, it will block the script execution while its executed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;args&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== TASK:BranchCoroutine(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starts a new coroutine to run parallel to the current execution.&lt;br /&gt;
Useful for performing multiple actions at once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The task to run in parallel&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
local coro1 = TASK:BranchCoroutine(GAME:_FadeIn(60))&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:JoinCoroutines ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for all specified coroutines to finish before continuing execution.&lt;br /&gt;
Often used for coroutines created using TASK:BranchCoroutine()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;coroTable&amp;lt;/code&amp;gt;: A table of coroutines to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:JoinCoroutines({coro1})&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:WaitInput ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the player to press a button before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowDialogue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a dialogue box with text, waiting until the player completes it.&lt;br /&gt;
Takes a string as an argument.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowDialogue(&amp;quot;Hello World!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowTimedDialogue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a dialogue box with text, waiting until the specified time has expired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;waitTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowTimedDialogue(&amp;quot;Hello World!&amp;quot;, 120)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextDialogue(System.String,System.Int32,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current dialogue text to be shown.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;waitTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowVoiceOver ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a voice over, waiting until the player completes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowVoiceOver(&amp;quot;Hello World!&amp;quot;, 120)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextVoiceOver(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current voice-over text to be shown.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:TextPopUp(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes text pop up in the bottom-left corner by default. Displays concurrently with any other process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;centerH&amp;lt;/code&amp;gt;: Horizontal centering&lt;br /&gt;
* &amp;lt;code&amp;gt;centerV&amp;lt;/code&amp;gt;: Vertical centering&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades in a title text, waiting until the fade-in is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowTitle(&amp;quot;Hello World!&amp;quot;, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextShowTitle(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shows text in the format of a title drop.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitHideTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the currently displayed title, waiting until the fade-out is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitHideTitle(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextFadeTitle(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the text set in a title drop.  Requires WaitDialog to actually fade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowBG ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades in a chosen background image, with a chosen framerate, at a certain fade time, waiting until the fade-in is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bg&amp;lt;/code&amp;gt;: The background to show, from the list of BG textures.&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: Framerate of the image animation.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeInTime&amp;lt;/code&amp;gt;: Time taken to fade in the image.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowBG(&amp;quot;TestBG&amp;quot;, 3, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:ShowBG(System.String,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets an image to display.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bg&amp;lt;/code&amp;gt;: The background to show, from the list of BG textures.&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: Framerate of the image animation.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeInTime&amp;lt;/code&amp;gt;: Time taken to fade in the image.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitHideBG ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the current background image, waiting until the fade-out is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: Time taken to fade out the image.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitHideBG(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:FadeBG(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepares a fade-out of the current image.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: Time taken to fade out the image.&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSpeaker(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clears the current speaker, so none is displayed the next time TextDialogue is called.&lt;br /&gt;
This also resets any custom dialogue box positions, portrait positions, and choice positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: If turned on, the text from the dialogue boxes make sounds.  Default is on.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(System.String,System.Boolean,System.String,System.Int32,System.String,RogueEssence.Data.Gender) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Speaker name.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
* &amp;lt;code&amp;gt;specie&amp;lt;/code&amp;gt;: Species of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;form&amp;lt;/code&amp;gt;: Form of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;skin&amp;lt;/code&amp;gt;: Skin of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;gender&amp;lt;/code&amp;gt;: Gender of the speaker&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(RogueEssence.Ground.GroundChar,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to set as speaker. This is a character in a ground map.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(RogueEssence.Dungeon.Character,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to set as speaker. This is a character in a dungeon map.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerReverse(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reverses the speaker orientation to face left instead of right.  This depends on the boolean passed in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;reverse&amp;lt;/code&amp;gt;: Faces right if false, left if true.&lt;br /&gt;
&lt;br /&gt;
== UI:SetChoiceLoc(System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the choices for a question dialog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position&lt;br /&gt;
&lt;br /&gt;
== UI:ResetChoiceLoc ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the choices for a question dialog back to default.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetBounds(System.Int32,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position and size of the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
&lt;br /&gt;
== UI:SetSe(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker sound effect and speak frames played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newSe&amp;lt;/code&amp;gt;: The sound effect of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;speakTime&amp;lt;/code&amp;gt;: The amount of frames to wait between each sound effect&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSe(&amp;quot;Battle/_UNK_DUN_Water_Drop&amp;quot;, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:SetSe(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker sound effect played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newSe&amp;lt;/code&amp;gt;: The sound effect of the box&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSe(&amp;quot;Menu/Unknown-3&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakTime(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speak frames played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;speakTime&amp;lt;/code&amp;gt;: The amount of frames to wait between each sound effect&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSpeakTime(10)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSe ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets to the default speaker sound effect and speaker frames.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ResetBounds ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets the position and size of the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerLoc(System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the speaker in a dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSpeakerLoc ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets the position of the speaker in a dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerEmotion(System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the emotion of the speaker in the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emo&amp;lt;/code&amp;gt;: Emotion to display&lt;br /&gt;
* &amp;lt;code&amp;gt;reverse&amp;lt;/code&amp;gt;: Faces right if false, left if true.&lt;br /&gt;
&lt;br /&gt;
== UI:SetCenter(System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the centering of the text in the textbox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;centerH&amp;lt;/code&amp;gt;: Horizontal centering&lt;br /&gt;
* &amp;lt;code&amp;gt;centerV&amp;lt;/code&amp;gt;: Vertical centering&lt;br /&gt;
&lt;br /&gt;
== UI:SetAutoFinish(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the text automatically finish when it shows up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;autoFinish&amp;lt;/code&amp;gt;: Auto-finishes text if true.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitDialog ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the currently set dialogue box and waits for the player to complete it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitDialog()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:_DummyWait ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instantly break. Used as default/invalid value when returning a yieldable value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ChoiceMenuYesNo(System.String,System.Boolean,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ask a question answered by yes or no via character dialogue to the player.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
The Yes/No menu returns 1 for yes, and 0 for no.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;: Question to be asked to the user.&lt;br /&gt;
* &amp;lt;code&amp;gt;bdefaultstono&amp;lt;/code&amp;gt;: Whether the cursor starts on no by default&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:NameMenu(System.String,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the name input box.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: The text to show above the input line.&lt;br /&gt;
* &amp;lt;code&amp;gt;desc&amp;lt;/code&amp;gt;: The text to show below the input line.&lt;br /&gt;
* &amp;lt;code&amp;gt;maxLength&amp;lt;/code&amp;gt;: The length of the text in pixels.&lt;br /&gt;
&lt;br /&gt;
== UI:AssemblyMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a menu for replacing party members with the assembly.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the boolean value indicating whether the team composition was changed or not, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShopMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Shop menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items chosen, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;goods&amp;lt;/code&amp;gt;: A table of items to be sold.  The format is { Item=InvItem, Price=int } for each item.&lt;br /&gt;
&lt;br /&gt;
== UI:SellMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Sell menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items to sell, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:StorageMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Storage menu for which to exchange items in the inventory with.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:WithdrawMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Storage menu for which to withdraw from.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:BankMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Bank menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SpoilsMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Spoils menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;appraisalMap&amp;lt;/code&amp;gt;: A table of mappings from containers to items, in the format of { Box=InvItem , Item=InvItem }&lt;br /&gt;
&lt;br /&gt;
== UI:AppraiseMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Appraisal menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items chosen, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:TutorTeamMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Tutor Team menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen team member, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:RelearnMenu(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Relearn menu for a character.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
&lt;br /&gt;
== UI:LearnMenu(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Learn menu for a character to replace an existing skill with a new one.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
* &amp;lt;code&amp;gt;skillNum&amp;lt;/code&amp;gt;: The new skill&lt;br /&gt;
&lt;br /&gt;
== UI:ForgetMenu(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Forget menu for a character to forget a skill.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
&lt;br /&gt;
== UI:ShowPromoteMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Promote menu to choose a team member to promote.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen team slot, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:CanSwapMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SwapMenu(NLua.LuaTable,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:TributeMenu(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShowMusicMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Music menu to browse music for the game.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string representing the chosen song, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spoilerUnlocks&amp;lt;/code&amp;gt;: A lua table of strings representing progression flags that have been completed.&lt;br /&gt;
            Any ogg file that uses this tag as a spoiler tag will display in the menu only if the flag has been passed.&lt;br /&gt;
&lt;br /&gt;
== UI:DungeonChoice(System.String,RogueEssence.Dungeon.ZoneLoc) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ask to enter a destintion via character dialogue to the player.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
The Yes/No menu returns 1 for yes, and 0 for no.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Name of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;dest&amp;lt;/code&amp;gt;: The ZoneLoc location of the destination.&lt;br /&gt;
&lt;br /&gt;
== UI:DestinationMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a choice menu for choosing destinations, showing a preview of restrictions and requirements for dungeons.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the ZoneLoc indicating the chosen destination, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;destinations&amp;lt;/code&amp;gt;: A lua table representing the list of destinations with each element in the format of { Name=string, Dest=ZoneLoc }&lt;br /&gt;
&lt;br /&gt;
== UI:ServersMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ContactsMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SOSMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:AOKMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:PeersMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShowConnectMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:CurrentActivityMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ChooseMonsterMenu(System.String,NLua.LuaTable,System.Boolean,System.Boolean,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a choice menu for choosing monsters, showing a preview of their appearances via portrait.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string indicating the chosen species, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: The title of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;choices&amp;lt;/code&amp;gt;: A lua table of choices with each element being a MonsterID.&lt;br /&gt;
* &amp;lt;code&amp;gt;canMenu&amp;lt;/code&amp;gt;: If set to true, the Menu Button exits the menu if pressed.&lt;br /&gt;
* &amp;lt;code&amp;gt;canCancel&amp;lt;/code&amp;gt;: If set to true, the Cancel Button exits the menu if pressed.&lt;br /&gt;
* &amp;lt;code&amp;gt;slotsPerPage&amp;lt;/code&amp;gt;: Slots to display per page&lt;br /&gt;
&lt;br /&gt;
== UI:SetCustomMenu(RogueEssence.Menu.InteractableMenu) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a custom menu of the caller&#039;s choice.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:BeginChoiceMenu(System.String,NLua.LuaTable,System.Object,System.Object,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a multi-choice menu.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;: The question to ask the user.&lt;br /&gt;
* &amp;lt;code&amp;gt;choicesPairs&amp;lt;/code&amp;gt;: A table of choices.  Each choice can be either a string, or { string, bool } representing the text and enabled status.&lt;br /&gt;
* &amp;lt;code&amp;gt;defaultChoice&amp;lt;/code&amp;gt;: The cursor starts on this choice.&lt;br /&gt;
* &amp;lt;code&amp;gt;cancelChoice&amp;lt;/code&amp;gt;: This choice is chosen if the player presses the cancel button.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:BeginMultiPageMenu(System.Int32,System.Int32,System.Int32,System.String,NLua.LuaTable,System.Int32,System.Object,System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a multi-paged choice menu.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y position of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: Height of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;choicesPairs&amp;lt;/code&amp;gt;: A table of choices.  Each choice can be either a string, or { string, bool } representing the text and enabled status.&lt;br /&gt;
* &amp;lt;code&amp;gt;linesPerPage&amp;lt;/code&amp;gt;: Number of choices per page&lt;br /&gt;
* &amp;lt;code&amp;gt;defaultChoice&amp;lt;/code&amp;gt;: The cursor starts on this choice.&lt;br /&gt;
* &amp;lt;code&amp;gt;cancelChoice&amp;lt;/code&amp;gt;: This choice is chosen if the player presses the cancel button.&lt;br /&gt;
&lt;br /&gt;
== UI:ChoiceResult ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the result of the last choice menu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The result of the choice&lt;br /&gt;
&lt;br /&gt;
== UI:GetChoiceAction(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s complicated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== UI:WaitForChoice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the currently set choice menu and waits for the player&#039;s selection to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:__WaitForChoice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wait for choice and then CLEAN UP m_curchoice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scripting]]&lt;br /&gt;
[[Category:Quick Reference]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Logical123</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Lua_Function_Reference&amp;diff=1925</id>
		<title>Lua Function Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Lua_Function_Reference&amp;diff=1925"/>
		<updated>2024-01-24T05:45:45Z</updated>

		<summary type="html">&lt;p&gt;Logical123: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows all script functions that can be called from Lua&lt;br /&gt;
&lt;br /&gt;
== AI:SetCharacterAI(RogueEssence.Ground.GroundChar,System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Assign the given scripted AI class to the specified GroundChar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;classpath&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:DisableCharacterAI(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disable a given groundchar&#039;s AI processing until its enabled again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:EnableCharacterAI(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enable a given groundchar&#039;s AI processing if its currently disabled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:SetAIState(RogueEssence.Ground.GroundChar,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enable a given groundchar&#039;s AI processing if its currently disabled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharTurnToChar(RogueEssence.Dungeon.Character,RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character turn to face another&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;curch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:LastDungeonResult ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the result of the last dungeon adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonCurrentFloor ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the floor number of the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonAssetName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the internal name for the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonDisplayName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the localized name of the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharSetEmote(RogueEssence.Dungeon.Character,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s emote in a dungeon map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to emote&lt;br /&gt;
* &amp;lt;code&amp;gt;emoteid&amp;lt;/code&amp;gt;: ID of the emote&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to play the emote.&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharStartAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt;: Whether to loop the animation&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharStartAnim(player, anim, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharEndAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a character&#039;s current animation, reverting them to default idle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to stop animating&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharEndAnim(player)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharWaitAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation, and waits until it completed before continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharStartAnim(player, anim)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX in the dungeon map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y Position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX that has a start position and an end position.  It uses a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: Start X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Start Y Position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down.&lt;br /&gt;
* &amp;lt;code&amp;gt;xTo&amp;lt;/code&amp;gt;: End X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;yTo&amp;lt;/code&amp;gt;: End Y position in pixels&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFXAnim(RogueEssence.Content.BaseAnim,RogueEssence.Content.DrawLayer) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using just a BaseAnim&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The animation to play&lt;br /&gt;
* &amp;lt;code&amp;gt;layer&amp;lt;/code&amp;gt;: The layer to put it on&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:MoveScreen(RogueEssence.Content.ScreenMover) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a screen-moving effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;mover&amp;lt;/code&amp;gt;: The screen mover.&lt;br /&gt;
&lt;br /&gt;
== GAME:GroundSave ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saves the game while in ground mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:GroundSave()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:GetModDiff(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;uuidStr&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentGround ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentFloor ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current dungeon map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current zone, also known as dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.Int32,System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within the current zone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The index of the ground map in the zone&lt;br /&gt;
* &amp;lt;code&amp;gt;idxentrypoint&amp;lt;/code&amp;gt;: The index of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.String,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within the current zone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The name of the ground map.  It must exist within in the zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;entrypoint&amp;lt;/code&amp;gt;: The name of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.String,System.String,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within a new zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;zone&amp;lt;/code&amp;gt;: The name of the destination zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The name of the ground map.  It must exist within in the zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;entrypoint&amp;lt;/code&amp;gt;: The name of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a new adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
* &amp;lt;code&amp;gt;stakes&amp;lt;/code&amp;gt;: Decides what happens when the adventure fails/succeeds.&lt;br /&gt;
* &amp;lt;code&amp;gt;recorded&amp;lt;/code&amp;gt;: Record the adventure in a replay&lt;br /&gt;
* &amp;lt;code&amp;gt;silentRestrict&amp;lt;/code&amp;gt;: Make the dungeon restrictions silently&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EnterDungeon(1, 0, 0, 0, RogueEssence.Data.GameProgress.DungeonStakes.Risk, true, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:ContinueDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and continues the current adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:ContinueDungeon(1, 1, 0, 0)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:EndDungeonRun ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ends the current adventure, sending the player to a specified destination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;result&amp;lt;/code&amp;gt;: The result of the adventure.&lt;br /&gt;
* &amp;lt;code&amp;gt;destzoneid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entryid&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
* &amp;lt;code&amp;gt;display&amp;lt;/code&amp;gt;: Display an epitaph marking the end of the adventure.&lt;br /&gt;
* &amp;lt;code&amp;gt;fanfare&amp;lt;/code&amp;gt;: Play a fanfare.&lt;br /&gt;
* &amp;lt;code&amp;gt;completedZone&amp;lt;/code&amp;gt;: Zone to mark as completed. Defaults to current zone.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EndDungeonRun(GameProgress.ResultType.Cleared, 0, -1, 1, 0, true, true)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterRescue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a rescue adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;sosPath&amp;lt;/code&amp;gt;: The path of the sos mail.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EnterRescue(&amp;quot;RESCUE/INBOX/SOS/example.sosmail&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:AddAOKRemark(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;remarkIndex&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:RestartToTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map and load up the title screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:RestartRogue(RogueEssence.Data.RogueConfig) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Restarts a Roguelocke run based on the configuration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;config&amp;lt;/code&amp;gt;: The configuration of the roguelocke run&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterZone(System.String,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a new adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
&lt;br /&gt;
== GAME:FadeOut ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fade out the screen. Waits to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;white&amp;lt;/code&amp;gt;: Fade to white if set to true.  Fades to black otherwise.&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time to fade in frames.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:FadeOut(false, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:FadeIn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fade into the screen. Waits to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time to fade in frames.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:FadeIn(false, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:MoveCamera ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Centers the camera on a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the camera center&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the camera center&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time it takes ot move to the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;toPlayer&amp;lt;/code&amp;gt;: Destination is in absolute coordinates if false, and relative to the player character if set to true.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:MoveCamera(200, 240, 60, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:MoveCameraToChara ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Centers the camera on a character.&lt;br /&gt;
&lt;br /&gt;
As we are simply moving the camera to a character, this will simply set ViewCenter and not ViewOffset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the camera center, as an offset for the chara&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the camera center, as an offset for the chara&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time it takes ot move to the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to center on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:MoveCameraToChara(200, 240, 60, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCameraCenter ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current center of the camera.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Loc object representing the center of the camera.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsCameraOnChar ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Determines whether the camera is centered relative to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if the camera is relative to the player, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:HasSOSMail ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:HasAOKMail ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetTeamLeaderIndex ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the index of the currently player controlled entity in the party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Index of the currently player controlled entity in the party.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetTeamLeaderIndex(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the leader to the chosen index within the party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;idx&amp;lt;/code&amp;gt;: The index of the team member within the team.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCanSwitch(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prevents or allows the switching of leaders for the save file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;canSwitch&amp;lt;/code&amp;gt;: Set to true to allow switching, set to false to prevent it.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCanRecruit(bool canRecruit) ==&lt;br /&gt;
&lt;br /&gt;
Prevents or allows the joining of recruits for the save file.&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;canRecruit&amp;lt;/code&amp;gt;: Set to true to allow recruitment, set to false to prevent it.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the player party count.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The count of players&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the party as a LuaTable.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the number of guests currently in the player&#039;s party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of guests&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the guests as a LuaTable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the number of characters currently in the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the assembly as a LuaTable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The assembly member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerTeam(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerTeam(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the team, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerGuest(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerGuest(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the team&#039;s guests, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerAssembly(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerAssembly(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the assembly, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCharacterNickname(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a character&#039;s nickname&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to rename&lt;br /&gt;
* &amp;lt;code&amp;gt;nickname&amp;lt;/code&amp;gt;: The new name&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCharacterNickname(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character nickname&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to get the nickname from&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s nickname&lt;br /&gt;
&lt;br /&gt;
== GAME:SetTeamName(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the name of the player&#039;s team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;teamname&amp;lt;/code&amp;gt;: The new team name&lt;br /&gt;
&lt;br /&gt;
== GAME:GetTeamName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the name of the player&#039;s team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team&#039;s name&lt;br /&gt;
&lt;br /&gt;
== GAME:CanRelearn(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can relearn any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CanForget(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can forget any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CanLearn(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can learn any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CheckLevelSkills ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks the levels gained by a character and prompts to learn all skills along the levels.&lt;br /&gt;
Waits until all skills have been accepted or declined before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to prompt for learning.&lt;br /&gt;
* &amp;lt;code&amp;gt;oldLevel&amp;lt;/code&amp;gt;: The level that the character leveled up from.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:CheckLevelSkills(player, 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:TryLearnSkill ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attempts to give a new skill to the specified character, prompting to replace an old one if they are full.&lt;br /&gt;
Waits until all the skill has been accepted or declined before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:TryLearnSkill(player, &amp;quot;thunder&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:LearnSkill(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives a new skill to a specified character.&lt;br /&gt;
Fails if the character&#039;s skills are full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
&lt;br /&gt;
== GAME:ForgetSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removed a skill from the specified character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to forget the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the skill to forget&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCharacterSkill(RogueEssence.Dungeon.Character,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives a new skill to a specified character, replacing a specifically chosen slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skillId&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to replace&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCharacterSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the skill from a specified character and specified slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to get the skill from.&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to get the skill from.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The ID of the skill in the slot&lt;br /&gt;
&lt;br /&gt;
== GAME:CanPromote(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can be promoted to a new class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the character can be promoted, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetAvailablePromotions(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets a list of possible classes that the character can prmote to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
* &amp;lt;code&amp;gt;bypassItem&amp;lt;/code&amp;gt;: An exception item that can bypass checks for promotion&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A lua table of PromoteBranch objects&lt;br /&gt;
&lt;br /&gt;
== GAME:PromoteCharacter(RogueEssence.Dungeon.Character,RogueEssence.Data.PromoteBranch,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Promotes a character ot a new class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to promote&lt;br /&gt;
* &amp;lt;code&amp;gt;branch&amp;lt;/code&amp;gt;: The PromoteBranch to promote with&lt;br /&gt;
* &amp;lt;code&amp;gt;bypassItem&amp;lt;/code&amp;gt;: An exception item that can bypass checks for promotion&lt;br /&gt;
&lt;br /&gt;
== GAME:FindPlayerItem(System.String,System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finds an item in the player&#039;s team and returns its slot within the inventory or among its team&#039;s equips.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The item ID to search for.&lt;br /&gt;
* &amp;lt;code&amp;gt;held&amp;lt;/code&amp;gt;: Check equipped items.&lt;br /&gt;
* &amp;lt;code&amp;gt;inv&amp;lt;/code&amp;gt;: Check inventory items.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The InvSlot of the item. Invalid if the item could not be found.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerEquippedCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the number of items equipped by players.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the number of items in the bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagLimit ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the maximum amount of item the player&#039;s team can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the equipped item for the character in the specified slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The team slot of the character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s equipped item&lt;br /&gt;
&lt;br /&gt;
== GAME:GetGuestEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the equipped item for the character in the specified guest slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The guest slot of the character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s equipped item&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerItem(RogueEssence.Dungeon.InvItem) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt;: The item to give&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerItem(System.String,System.Int32,System.Boolean,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item&lt;br /&gt;
* &amp;lt;code&amp;gt;count&amp;lt;/code&amp;gt;: The amount to give. Default 1&lt;br /&gt;
* &amp;lt;code&amp;gt;cursed&amp;lt;/code&amp;gt;: Whether the item is cursed. Default false.&lt;br /&gt;
* &amp;lt;code&amp;gt;hiddenval&amp;lt;/code&amp;gt;: The hidden value of the item. Default empty string.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the item found at the specified slot of the player&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The item found in the slot&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerBagItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove an item from player inventory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot from which to remove the item&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove the equipped item from a chosen member of the team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the character on the team from which to remove the item&lt;br /&gt;
&lt;br /&gt;
== GAME:TakeGuestEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove the equipped item from a chosen guest of the team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the character on the team&#039;s guest list from which to remove the item&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerStorageCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the amount of items in the player&#039;s storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerStorageItemCount(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the amount of a specific item in the player&#039;s storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: ID of the item ot check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of copies currently in storage&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerStorageItem(RogueEssence.Dungeon.InvItem) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt;: The item to give&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerStorageItem(System.String,System.Int32,System.Boolean,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item&lt;br /&gt;
* &amp;lt;code&amp;gt;count&amp;lt;/code&amp;gt;: The amount to give. Default 1&lt;br /&gt;
* &amp;lt;code&amp;gt;cursed&amp;lt;/code&amp;gt;: Whether the item is cursed. Default false.&lt;br /&gt;
* &amp;lt;code&amp;gt;hiddenval&amp;lt;/code&amp;gt;: The hidden value of the item. Default empty string.&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerStorageItem(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Takes an item from the storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item to take&lt;br /&gt;
&lt;br /&gt;
== GAME:DepositAll ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Takes all items in the player team&#039;s bag and equipped items, and deposits them in storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerMoney ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the amount of money the player currently has on hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of money.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddToPlayerMoney(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds money to the player&#039;s wallet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toadd&amp;lt;/code&amp;gt;: The amount of money to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemoveFromPlayerMoney(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes money from the player&#039;s wallet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toremove&amp;lt;/code&amp;gt;: The amount of money to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerMoneyBank ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the amount of money in the player&#039;s bank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of money.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddToPlayerMoneyBank(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds money to the player&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toadd&amp;lt;/code&amp;gt;: The amount of money to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemoveFromPlayerMoneyBank(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes money from the player&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toremove&amp;lt;/code&amp;gt;: The amount of money to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsKeyDown(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a player is making a certain physical keyboard input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;keyid&amp;lt;/code&amp;gt;: The ID of the input&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the button is currently pressed.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsInputDown(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a player is making a certain game input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;inputid&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the input is currently pressed.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:CutsceneMode(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the game in cutscene mode. This prevents characters from taking idle action and hides certain UI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bon&amp;lt;/code&amp;gt;: If set to true, turns cutscene mode on. If set to false, turns it off.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetDailySeed ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the random seed for the current adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The current adventure&#039;s seed.&lt;br /&gt;
&lt;br /&gt;
== GAME:UnlockDungeon(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocks a specified dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: ID of the dungeon to unlock.&lt;br /&gt;
&lt;br /&gt;
== GAME:DungeonUnlocked(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a dungeon is unlocked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: ID of the dungeon to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if unlocked, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:InRogueMode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the current game is in rogue mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if in rogue mode, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:HasServerSet ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetRescueAllowed ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks to see if rescue is allowed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if rescues are allowed, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetRescueAllowed(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the value in the player&#039;s save file to determine if they can be rescued or not.&lt;br /&gt;
If rescue is possible on the Save File level, it can still be prevented by the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;allowed&amp;lt;/code&amp;gt;: Set to true to allow the player to be rescued.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:QueueLeaderEvent(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepares an event to execute on the next frame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:WaitFrames ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for a specified number of frames before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;frames&amp;lt;/code&amp;gt;: The number of frames ot wait.  Each frame is 1/60th of a second.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:WaitFrames(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:VectorToDirection(RogueElements.Loc) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Turns a vector (preferably a unit vector) into a cardinal or diagonal direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;v&amp;lt;/code&amp;gt;: The vector.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The direction as one of 8 values.&lt;br /&gt;
&lt;br /&gt;
== GAME:VectorToDirection(System.Double,System.Double) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Convenience function to get a vector&#039;s components from lua numbers(doubles)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt;: The X value of the vector&lt;br /&gt;
* &amp;lt;code&amp;gt;Y&amp;lt;/code&amp;gt;: The Y value of the vector&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The direction the vector points to as one of 8 values.&lt;br /&gt;
&lt;br /&gt;
== GAME:RandomDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generates a random direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
An 8-directional direction.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetupLuaFunctions(RogueEssence.Script.LuaEngine) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setups any extra functionalities for this object written on the lua side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GROUND:Hide(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hides an entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;entityname&amp;lt;/code&amp;gt;: The name of the entity to hide.&lt;br /&gt;
&lt;br /&gt;
== GROUND:Unhide(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unhides an entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;entityname&amp;lt;/code&amp;gt;: The name of the entity to unhide.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateObject(System.String,System.String,System.Int32,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;objtype&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;w&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;h&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateCharacter(System.String,System.String,System.Int32,System.Int32,System.String,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chartype&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;actionfun&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;thinkfun&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveObject(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deletes an object from the ground map, identified by its instance name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name of the object.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if succeeded, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveCharacter(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deletes a character from the ground map, identified by its instance name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name of the object.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if succeeded, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateCharacterFromCharData(System.String,RogueEssence.Dungeon.Character,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creates a ground character, given a dungeon character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name to give the character&lt;br /&gt;
* &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;: Character data to create from&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the character&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the character&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction the character will face, defaults to Dir8.Down&lt;br /&gt;
&lt;br /&gt;
== GROUND:RefreshPlayer ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reloads the controllable player&#039;s character data to be the current team&#039;s leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GROUND:SetPlayer(RogueEssence.Dungeon.CharData) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the controllable player to use new character data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;charData&amp;lt;/code&amp;gt;: The new character data&lt;br /&gt;
&lt;br /&gt;
== GROUND:SpawnerDoSpawn(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make the specified spawner run its spawn method.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnername&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The ground character spawned.&lt;br /&gt;
&lt;br /&gt;
== GROUND:SpawnerSetSpawn(System.String,RogueEssence.Dungeon.CharData) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the character to the specified spawner&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnername&amp;lt;/code&amp;gt;: The spawner to set the character to, by name&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnChar&amp;lt;/code&amp;gt;: The character to spawn.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharTurnToChar(RogueEssence.Ground.GroundChar,RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character turn to face another character instantly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;turnchar&amp;lt;/code&amp;gt;: The character that is turning.&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: The character to turn to.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharTurnToCharAnimated ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face another character over the specified time.&lt;br /&gt;
Clockwise or counter-clockwise are chosen based on the closest direction.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;curch&amp;lt;/code&amp;gt;: Character that is turning&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: Character to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: Time spent on each direction, in frames&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharTurnToCharAnimated(charFrom, charTo, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:EntTurn(RogueEssence.Ground.GroundEntity,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a ground entity turn to face a direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: The ground entity.  Can be a character or object.&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to face.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharAnimateTurn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face a chosen direction over the specified time.&lt;br /&gt;
Must specify clockwise or counter-clockwise.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: The character to turn&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: The time spent in each intermediate direction, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;ccw&amp;lt;/code&amp;gt;: false if clockwise, true if counter-clockwise&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharAnimateTurn(charFrom, Dir8.Left, 3, true)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharAnimateTurnTo ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face a chosen direction over the specified time.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: The character to turn&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: The time spent in each intermediate direction, in frames&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharAnimateTurnTo(charFrom, Dir8.Left, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:TeleportTo(RogueEssence.Ground.GroundEntity,System.Int32,System.Int32,RogueElements.Dir8,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repositions the ground entity in a specified location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: The ground entity to reposition&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to point the entity.  Defaults to Dir8.None, which leaves it untouched.&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveInDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move in a direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction to move in&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: Duration of movement, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, Dir8.Down, 24, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move to a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y  coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, 200, 240, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveToMarker ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move to a ground marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;mark&amp;lt;/code&amp;gt;: GroundMarker object ot move to&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, marker, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveObjectToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground object move to a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Ground Entity to move&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y  coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, 200, 240, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:AnimateInDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a ground character move in a direction with custom animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;animDir&amp;lt;/code&amp;gt;: Direction of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction to move in&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: Duration of movement, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;animSpeed&amp;lt;/code&amp;gt;: Speed of animation, where 1.0 represents normal speed&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed movement, in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:AnimateInDirection(player, &amp;quot;Hurt&amp;quot;, Dir8.Down, 24, 0.5, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:AnimateToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a ground entity move to a position with custom animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity to move&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;animDir&amp;lt;/code&amp;gt;: Direction of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;animSpeed&amp;lt;/code&amp;gt;: Speed of animation, where 1.0 represents normal speed&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed movement, in pixels per frame&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the destination&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:AnimateToPosition(player, &amp;quot;Hurt&amp;quot;, Dir8.Down, 200, 240, 0.5, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetEmote(RogueEssence.Ground.GroundChar,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a character emote on the ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to emote&lt;br /&gt;
* &amp;lt;code&amp;gt;emoteid&amp;lt;/code&amp;gt;: ID of the emote&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to play the emote.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetDrawEffect(RogueEssence.Ground.GroundChar,RogueEssence.Dungeon.DrawEffect) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the ground character&#039;s draw effect to become invisible, shaking, still, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Target ground character.&lt;br /&gt;
* &amp;lt;code&amp;gt;effect&amp;lt;/code&amp;gt;: The draw effect.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharEndDrawEffect(RogueEssence.Ground.GroundChar,RogueEssence.Dungeon.DrawEffect) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the ground character&#039;s draw effect to become invisible, shaking, still, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Target ground character.&lt;br /&gt;
* &amp;lt;code&amp;gt;effect&amp;lt;/code&amp;gt;: The draw effect.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnimFallback(RogueEssence.Ground.GroundChar,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the fallback animation for the character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The anim to get the fallback anim of.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The fallback animation, as a string.  Blank if there is none.  Will return anim if anim already exists.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnim(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets a character&#039;s current animation as a string.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnimPoint(RogueEssence.Ground.GroundChar,RogueEssence.Content.ActionPointType) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the chosen action point of the character at this specific frame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;actionPoint&amp;lt;/code&amp;gt;: The ype of action point to retrieve the coordinates for.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The location of the action point in absolute coordinates on the map.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetAnim(RogueEssence.Ground.GroundChar,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt;: Whether to loop the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharEndAnim(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a character&#039;s current animation, reverting them to default idle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to stop animating&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharWaitAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the character perform an animation and waits until it&#039;s over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Animation to play&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:CharWaitAnim(player, &amp;quot;Hurt&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetAction(RogueEssence.Ground.GroundChar,RogueEssence.Ground.GroundAction) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to perfom the action&lt;br /&gt;
* &amp;lt;code&amp;gt;action&amp;lt;/code&amp;gt;: The action to perform&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharWaitAction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the character perform an action and waits until it&#039;s over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;action&amp;lt;/code&amp;gt;: Action to perform&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:CharWaitAction(player, action)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectSetAnim(RogueEssence.Ground.GroundObject,System.Int32,System.Int32,System.Int32,RogueElements.Dir8,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a ground object&#039;s animation.  After it finishes, it will return to the default animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: The duration of each frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;startFrame&amp;lt;/code&amp;gt;: The start frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;endFrame&amp;lt;/code&amp;gt;: The end frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: The direction of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to repeat the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectSetDefaultAnim(RogueEssence.Ground.GroundObject,System.String,System.Int32,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a ground object&#039;s default animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;animName&amp;lt;/code&amp;gt;: The name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: The duration of each frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;startFrame&amp;lt;/code&amp;gt;: The start frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;endFrame&amp;lt;/code&amp;gt;: The end frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: The direction of the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectWaitAnimFrame ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the object to reach a specific frame before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object ot wait on&lt;br /&gt;
* &amp;lt;code&amp;gt;frame&amp;lt;/code&amp;gt;: The frame of animation to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:WaitObjectAnim(fountain, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y Position&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX that has a start position and an end position.  It uses a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: Start X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Start Y Position&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down.&lt;br /&gt;
* &amp;lt;code&amp;gt;xTo&amp;lt;/code&amp;gt;: End X position&lt;br /&gt;
* &amp;lt;code&amp;gt;yTo&amp;lt;/code&amp;gt;: End Y position&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFXAnim(RogueEssence.Content.BaseAnim,RogueEssence.Content.DrawLayer) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using just a BaseAnim&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The animation to play&lt;br /&gt;
* &amp;lt;code&amp;gt;layer&amp;lt;/code&amp;gt;: The layer to put it on&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveScreen(RogueEssence.Content.ScreenMover) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a screen-moving effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;mover&amp;lt;/code&amp;gt;: The screen mover.&lt;br /&gt;
&lt;br /&gt;
== GROUND:LevelUpChar ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Levels up a character a certain amount of times all at once.&lt;br /&gt;
Also handles learning new moves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The characters to level up.&lt;br /&gt;
* &amp;lt;code&amp;gt;numLevelUps&amp;lt;/code&amp;gt;: The number of level ups.&lt;br /&gt;
&lt;br /&gt;
== GROUND:AddMapStatus(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a mapstatus to the ground map.  Map statuses only have an aesthetic effect in ground maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;statusIdx&amp;lt;/code&amp;gt;: The ID of the Map Status&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveMapStatus(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes a map status from the ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;statusIdx&amp;lt;/code&amp;gt;: The ID of the Map Status to remove.&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlaySE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect specifically from the Battle/ subdirectory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:WaitSE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect, and waits for it to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOUND:WaitSE(&amp;quot;Battle/Hit&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SOUND:LoopSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:LoopBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeInSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect, fading in over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade in&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeInBattleSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect, fading in over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade in&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect, fading out over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade out&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutBattleSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect, fading out over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade out&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayFanfare(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect that temporarily mutes the music for its duration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:WaitFanfare ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect that temporarily mutes the music for its duration.&lt;br /&gt;
This function waits for the sound to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOUND:WaitFanfare(&amp;quot;Battle/LevelUp&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayBGM(System.String,System.Boolean,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a song, replacing the current one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The file name of the song, relative to the Content/Music folder.&lt;br /&gt;
* &amp;lt;code&amp;gt;fade&amp;lt;/code&amp;gt;: Whether to fade the old song out, or start a new one.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: The amount of time, in frames, to fade out the old song.&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopBGM ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops playing the current song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutBGM(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the current song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: The amount of time, in frames, to fade out the song.&lt;br /&gt;
&lt;br /&gt;
== SOUND:SetBGMVolume(System.Single) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current volume of the song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;val&amp;lt;/code&amp;gt;: A float value between 0 and 1&lt;br /&gt;
&lt;br /&gt;
== SOUND:GetCurrentSong ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the currently playing song.  If the current song is fading out, gets the next song to be played.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The filename of the song, relative to the Content/Music folder&lt;br /&gt;
&lt;br /&gt;
== STRINGS:LocaleCode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current language setting of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The current language, represented by a locale code.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:Format(System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Formats a string.  Will unescape escaped characters and process grammar tags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fmt&amp;lt;/code&amp;gt;: String to format.&lt;br /&gt;
* &amp;lt;code&amp;gt;para&amp;lt;/code&amp;gt;: Arguments&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The formatted string.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:FormatKey(System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Formats a string given a string key.  Will unescape escaped characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fmt&amp;lt;/code&amp;gt;: The string key to format&lt;br /&gt;
* &amp;lt;code&amp;gt;para&amp;lt;/code&amp;gt;: string arguments&lt;br /&gt;
&lt;br /&gt;
== STRINGS:LocalKeyString(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the string representing a button or key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The input type of the input.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The string representing the button o key the input maps to.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:CreateList(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Builds a single string of comma separated elements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;listStrings&amp;lt;/code&amp;gt;: LuaTable of strings containing the elements to build the list from.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The combined string containing all elements.&lt;br /&gt;
&lt;br /&gt;
== TASK:StartEntityTask(RogueEssence.Ground.GroundEntity,NLua.LuaFunction) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Helper function to make an entity run the specified task.&lt;br /&gt;
Will not replace a running task!&lt;br /&gt;
Tasks are run interlocked with the script processing and game processing, and characters cannot run multiple tasks at the same time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which will run the task.&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: Task coroutine.&lt;br /&gt;
&lt;br /&gt;
== TASK:StopEntityTask(RogueEssence.Ground.GroundEntity) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Helper function to force stop an entity&#039;s current task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity running the task to stop.&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitStartEntityTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes an entity run a specified task, and waits for it to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which will run the task.&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: Task coroutine.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitEntityTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the specified entity to finish its task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which task we&#039;ll wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:WaitEntityTask(player)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Runs a task and waits for it to complete.&lt;br /&gt;
Most methods that do not expose themselves to script need ot be wrapped with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The task to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:WaitTask(_DUNGEON:AddMapStatus(&amp;quot;rain&amp;quot;))&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:StartScriptLocalCoroutine(NLua.LuaFunction,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A wrapper around the StartCoroutine method of the GameManager, so lua coroutines can be executed locally to the script context.&lt;br /&gt;
AKA, it will block the script execution while its executed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;args&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== TASK:BranchCoroutine(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starts a new coroutine to run parallel to the current execution.&lt;br /&gt;
Useful for performing multiple actions at once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The task to run in parallel&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
local coro1 = TASK:BranchCoroutine(GAME:_FadeIn(60))&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:JoinCoroutines ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for all specified coroutines to finish before continuing execution.&lt;br /&gt;
Often used for coroutines created using TASK:BranchCoroutine()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;coroTable&amp;lt;/code&amp;gt;: A table of coroutines to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:JoinCoroutines({coro1})&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:WaitInput ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the player to press a button before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowDialogue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a dialogue box with text, waiting until the player completes it.&lt;br /&gt;
Takes a string as an argument.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowDialogue(&amp;quot;Hello World!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowTimedDialogue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a dialogue box with text, waiting until the specified time has expired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;waitTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowTimedDialogue(&amp;quot;Hello World!&amp;quot;, 120)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextDialogue(System.String,System.Int32,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current dialogue text to be shown.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;waitTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowVoiceOver ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a voice over, waiting until the player completes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowVoiceOver(&amp;quot;Hello World!&amp;quot;, 120)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextVoiceOver(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current voice-over text to be shown.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:TextPopUp(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes text pop up in the bottom-left corner by default. Displays concurrently with any other process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;centerH&amp;lt;/code&amp;gt;: Horizontal centering&lt;br /&gt;
* &amp;lt;code&amp;gt;centerV&amp;lt;/code&amp;gt;: Vertical centering&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades in a title text, waiting until the fade-in is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowTitle(&amp;quot;Hello World!&amp;quot;, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextShowTitle(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shows text in the format of a title drop.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitHideTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the currently displayed title, waiting until the fade-out is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitHideTitle(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextFadeTitle(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the text set in a title drop.  Requires WaitDialog to actually fade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowBG ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades in a chosen background image, with a chosen framerate, at a certain fade time, waiting until the fade-in is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bg&amp;lt;/code&amp;gt;: The background to show, from the list of BG textures.&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: Framerate of the image animation.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeInTime&amp;lt;/code&amp;gt;: Time taken to fade in the image.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowBG(&amp;quot;TestBG&amp;quot;, 3, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:ShowBG(System.String,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets an image to display.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bg&amp;lt;/code&amp;gt;: The background to show, from the list of BG textures.&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: Framerate of the image animation.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeInTime&amp;lt;/code&amp;gt;: Time taken to fade in the image.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitHideBG ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the current background image, waiting until the fade-out is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: Time taken to fade out the image.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitHideBG(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:FadeBG(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepares a fade-out of the current image.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: Time taken to fade out the image.&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSpeaker(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clears the current speaker, so none is displayed the next time TextDialogue is called.&lt;br /&gt;
This also resets any custom dialogue box positions, portrait positions, and choice positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: If turned on, the text from the dialogue boxes make sounds.  Default is on.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(System.String,System.Boolean,System.String,System.Int32,System.String,RogueEssence.Data.Gender) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Speaker name.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
* &amp;lt;code&amp;gt;specie&amp;lt;/code&amp;gt;: Species of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;form&amp;lt;/code&amp;gt;: Form of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;skin&amp;lt;/code&amp;gt;: Skin of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;gender&amp;lt;/code&amp;gt;: Gender of the speaker&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(RogueEssence.Ground.GroundChar,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to set as speaker. This is a character in a ground map.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(RogueEssence.Dungeon.Character,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to set as speaker. This is a character in a dungeon map.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerReverse(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reverses the speaker orientation to face left instead of right.  This depends on the boolean passed in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;reverse&amp;lt;/code&amp;gt;: Faces right if false, left if true.&lt;br /&gt;
&lt;br /&gt;
== UI:SetChoiceLoc(System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the choices for a question dialog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position&lt;br /&gt;
&lt;br /&gt;
== UI:ResetChoiceLoc ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the choices for a question dialog back to default.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetBounds(System.Int32,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position and size of the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
&lt;br /&gt;
== UI:SetSe(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker sound effect and speak frames played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newSe&amp;lt;/code&amp;gt;: The sound effect of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;speakTime&amp;lt;/code&amp;gt;: The amount of frames to wait between each sound effect&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSe(&amp;quot;Battle/_UNK_DUN_Water_Drop&amp;quot;, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:SetSe(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker sound effect played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newSe&amp;lt;/code&amp;gt;: The sound effect of the box&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSe(&amp;quot;Menu/Unknown-3&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakTime(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speak frames played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;speakTime&amp;lt;/code&amp;gt;: The amount of frames to wait between each sound effect&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSpeakTime(10)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSe ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets to the default speaker sound effect and speaker frames.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ResetBounds ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets the position and size of the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerLoc(System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the speaker in a dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSpeakerLoc ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets the position of the speaker in a dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerEmotion(System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the emotion of the speaker in the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emo&amp;lt;/code&amp;gt;: Emotion to display&lt;br /&gt;
* &amp;lt;code&amp;gt;reverse&amp;lt;/code&amp;gt;: Faces right if false, left if true.&lt;br /&gt;
&lt;br /&gt;
== UI:SetCenter(System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the centering of the text in the textbox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;centerH&amp;lt;/code&amp;gt;: Horizontal centering&lt;br /&gt;
* &amp;lt;code&amp;gt;centerV&amp;lt;/code&amp;gt;: Vertical centering&lt;br /&gt;
&lt;br /&gt;
== UI:SetAutoFinish(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the text automatically finish when it shows up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;autoFinish&amp;lt;/code&amp;gt;: Auto-finishes text if true.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitDialog ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the currently set dialogue box and waits for the player to complete it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitDialog()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:_DummyWait ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instantly break. Used as default/invalid value when returning a yieldable value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ChoiceMenuYesNo(System.String,System.Boolean,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ask a question answered by yes or no via character dialogue to the player.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
The Yes/No menu returns 1 for yes, and 0 for no.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;: Question to be asked to the user.&lt;br /&gt;
* &amp;lt;code&amp;gt;bdefaultstono&amp;lt;/code&amp;gt;: Whether the cursor starts on no by default&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:NameMenu(System.String,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the name input box.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: The text to show above the input line.&lt;br /&gt;
* &amp;lt;code&amp;gt;desc&amp;lt;/code&amp;gt;: The text to show below the input line.&lt;br /&gt;
* &amp;lt;code&amp;gt;maxLength&amp;lt;/code&amp;gt;: The length of the text in pixels.&lt;br /&gt;
&lt;br /&gt;
== UI:AssemblyMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a menu for replacing party members with the assembly.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the boolean value indicating whether the team composition was changed or not, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShopMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Shop menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items chosen, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;goods&amp;lt;/code&amp;gt;: A table of items to be sold.  The format is { Item=InvItem, Price=int } for each item.&lt;br /&gt;
&lt;br /&gt;
== UI:SellMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Sell menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items to sell, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:StorageMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Storage menu for which to exchange items in the inventory with.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:WithdrawMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Storage menu for which to withdraw from.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:BankMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Bank menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SpoilsMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Spoils menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;appraisalMap&amp;lt;/code&amp;gt;: A table of mappings from containers to items, in the format of { Box=InvItem , Item=InvItem }&lt;br /&gt;
&lt;br /&gt;
== UI:AppraiseMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Appraisal menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items chosen, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:TutorTeamMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Tutor Team menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen team member, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:RelearnMenu(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Relearn menu for a character.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
&lt;br /&gt;
== UI:LearnMenu(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Learn menu for a character to replace an existing skill with a new one.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
* &amp;lt;code&amp;gt;skillNum&amp;lt;/code&amp;gt;: The new skill&lt;br /&gt;
&lt;br /&gt;
== UI:ForgetMenu(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Forget menu for a character to forget a skill.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
&lt;br /&gt;
== UI:ShowPromoteMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Promote menu to choose a team member to promote.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen team slot, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:CanSwapMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SwapMenu(NLua.LuaTable,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:TributeMenu(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShowMusicMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Music menu to browse music for the game.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string representing the chosen song, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spoilerUnlocks&amp;lt;/code&amp;gt;: A lua table of strings representing progression flags that have been completed.&lt;br /&gt;
            Any ogg file that uses this tag as a spoiler tag will display in the menu only if the flag has been passed.&lt;br /&gt;
&lt;br /&gt;
== UI:DungeonChoice(System.String,RogueEssence.Dungeon.ZoneLoc) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ask to enter a destintion via character dialogue to the player.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
The Yes/No menu returns 1 for yes, and 0 for no.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Name of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;dest&amp;lt;/code&amp;gt;: The ZoneLoc location of the destination.&lt;br /&gt;
&lt;br /&gt;
== UI:DestinationMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a choice menu for choosing destinations, showing a preview of restrictions and requirements for dungeons.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the ZoneLoc indicating the chosen destination, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;destinations&amp;lt;/code&amp;gt;: A lua table representing the list of destinations with each element in the format of { Name=string, Dest=ZoneLoc }&lt;br /&gt;
&lt;br /&gt;
== UI:ServersMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ContactsMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SOSMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:AOKMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:PeersMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShowConnectMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:CurrentActivityMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ChooseMonsterMenu(System.String,NLua.LuaTable,System.Boolean,System.Boolean,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a choice menu for choosing monsters, showing a preview of their appearances via portrait.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string indicating the chosen species, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: The title of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;choices&amp;lt;/code&amp;gt;: A lua table of choices with each element being a MonsterID.&lt;br /&gt;
* &amp;lt;code&amp;gt;canMenu&amp;lt;/code&amp;gt;: If set to true, the Menu Button exits the menu if pressed.&lt;br /&gt;
* &amp;lt;code&amp;gt;canCancel&amp;lt;/code&amp;gt;: If set to true, the Cancel Button exits the menu if pressed.&lt;br /&gt;
* &amp;lt;code&amp;gt;slotsPerPage&amp;lt;/code&amp;gt;: Slots to display per page&lt;br /&gt;
&lt;br /&gt;
== UI:SetCustomMenu(RogueEssence.Menu.InteractableMenu) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a custom menu of the caller&#039;s choice.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:BeginChoiceMenu(System.String,NLua.LuaTable,System.Object,System.Object,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a multi-choice menu.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;: The question to ask the user.&lt;br /&gt;
* &amp;lt;code&amp;gt;choicesPairs&amp;lt;/code&amp;gt;: A table of choices.  Each choice can be either a string, or { string, bool } representing the text and enabled status.&lt;br /&gt;
* &amp;lt;code&amp;gt;defaultChoice&amp;lt;/code&amp;gt;: The cursor starts on this choice.&lt;br /&gt;
* &amp;lt;code&amp;gt;cancelChoice&amp;lt;/code&amp;gt;: This choice is chosen if the player presses the cancel button.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:BeginMultiPageMenu(System.Int32,System.Int32,System.Int32,System.String,NLua.LuaTable,System.Int32,System.Object,System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a multi-paged choice menu.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y position of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: Height of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;choicesPairs&amp;lt;/code&amp;gt;: A table of choices.  Each choice can be either a string, or { string, bool } representing the text and enabled status.&lt;br /&gt;
* &amp;lt;code&amp;gt;linesPerPage&amp;lt;/code&amp;gt;: Number of choices per page&lt;br /&gt;
* &amp;lt;code&amp;gt;defaultChoice&amp;lt;/code&amp;gt;: The cursor starts on this choice.&lt;br /&gt;
* &amp;lt;code&amp;gt;cancelChoice&amp;lt;/code&amp;gt;: This choice is chosen if the player presses the cancel button.&lt;br /&gt;
&lt;br /&gt;
== UI:ChoiceResult ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the result of the last choice menu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The result of the choice&lt;br /&gt;
&lt;br /&gt;
== UI:GetChoiceAction(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s complicated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== UI:WaitForChoice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the currently set choice menu and waits for the player&#039;s selection to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:__WaitForChoice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wait for choice and then CLEAN UP m_curchoice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scripting]]&lt;br /&gt;
[[Category:Quick Reference]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Logical123</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Lua_Function_Reference&amp;diff=1924</id>
		<title>Lua Function Reference</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Lua_Function_Reference&amp;diff=1924"/>
		<updated>2024-01-24T05:44:48Z</updated>

		<summary type="html">&lt;p&gt;Logical123: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page shows all script functions that can be called from Lua&lt;br /&gt;
&lt;br /&gt;
== AI:SetCharacterAI(RogueEssence.Ground.GroundChar,System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Assign the given scripted AI class to the specified GroundChar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;classpath&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:DisableCharacterAI(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disable a given groundchar&#039;s AI processing until its enabled again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:EnableCharacterAI(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enable a given groundchar&#039;s AI processing if its currently disabled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== AI:SetAIState(RogueEssence.Ground.GroundChar,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enable a given groundchar&#039;s AI processing if its currently disabled&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharTurnToChar(RogueEssence.Dungeon.Character,RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character turn to face another&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;curch&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:LastDungeonResult ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the result of the last dungeon adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonCurrentFloor ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the floor number of the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonAssetName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the internal name for the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:DungeonDisplayName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the localized name of the current dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharSetEmote(RogueEssence.Dungeon.Character,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s emote in a dungeon map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to emote&lt;br /&gt;
* &amp;lt;code&amp;gt;emoteid&amp;lt;/code&amp;gt;: ID of the emote&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to play the emote.&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharStartAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt;: Whether to loop the animation&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharStartAnim(player, anim, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharEndAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a character&#039;s current animation, reverting them to default idle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to stop animating&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharEndAnim(player)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:CharWaitAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation, and waits until it completed before continue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DUNGEON:CharStartAnim(player, anim)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX in the dungeon map&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y Position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX that has a start position and an end position.  It uses a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: Start X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Start Y Position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down.&lt;br /&gt;
* &amp;lt;code&amp;gt;xTo&amp;lt;/code&amp;gt;: End X position in pixels&lt;br /&gt;
* &amp;lt;code&amp;gt;yTo&amp;lt;/code&amp;gt;: End Y position in pixels&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:PlayVFXAnim(RogueEssence.Content.BaseAnim,RogueEssence.Content.DrawLayer) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using just a BaseAnim&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The animation to play&lt;br /&gt;
* &amp;lt;code&amp;gt;layer&amp;lt;/code&amp;gt;: The layer to put it on&lt;br /&gt;
&lt;br /&gt;
== DUNGEON:MoveScreen(RogueEssence.Content.ScreenMover) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a screen-moving effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;mover&amp;lt;/code&amp;gt;: The screen mover.&lt;br /&gt;
&lt;br /&gt;
== GAME:GroundSave ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saves the game while in ground mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:GroundSave()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:GetModDiff(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;uuidStr&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentGround ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentFloor ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current dungeon map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCurrentDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current zone, also known as dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.Int32,System.Int32,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within the current zone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The index of the ground map in the zone&lt;br /&gt;
* &amp;lt;code&amp;gt;idxentrypoint&amp;lt;/code&amp;gt;: The index of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.String,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within the current zone&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The name of the ground map.  It must exist within in the zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;entrypoint&amp;lt;/code&amp;gt;: The name of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterGroundMap(System.String,System.String,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map, and enter specified ground map within a new zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;zone&amp;lt;/code&amp;gt;: The name of the destination zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The name of the ground map.  It must exist within in the zone.&lt;br /&gt;
* &amp;lt;code&amp;gt;entrypoint&amp;lt;/code&amp;gt;: The name of the entry point in the ground map&lt;br /&gt;
* &amp;lt;code&amp;gt;preserveMusic&amp;lt;/code&amp;gt;: If set to true, does not change the music when moving to the new ground map.&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a new adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
* &amp;lt;code&amp;gt;stakes&amp;lt;/code&amp;gt;: Decides what happens when the adventure fails/succeeds.&lt;br /&gt;
* &amp;lt;code&amp;gt;recorded&amp;lt;/code&amp;gt;: Record the adventure in a replay&lt;br /&gt;
* &amp;lt;code&amp;gt;silentRestrict&amp;lt;/code&amp;gt;: Make the dungeon restrictions silently&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EnterDungeon(1, 0, 0, 0, RogueEssence.Data.GameProgress.DungeonStakes.Risk, true, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:ContinueDungeon ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and continues the current adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:ContinueDungeon(1, 1, 0, 0)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:EndDungeonRun ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ends the current adventure, sending the player to a specified destination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;result&amp;lt;/code&amp;gt;: The result of the adventure.&lt;br /&gt;
* &amp;lt;code&amp;gt;destzoneid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entryid&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
* &amp;lt;code&amp;gt;display&amp;lt;/code&amp;gt;: Display an epitaph marking the end of the adventure.&lt;br /&gt;
* &amp;lt;code&amp;gt;fanfare&amp;lt;/code&amp;gt;: Play a fanfare.&lt;br /&gt;
* &amp;lt;code&amp;gt;completedZone&amp;lt;/code&amp;gt;: Zone to mark as completed. Defaults to current zone.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EndDungeonRun(GameProgress.ResultType.Cleared, 0, -1, 1, 0, true, true)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterRescue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a rescue adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;sosPath&amp;lt;/code&amp;gt;: The path of the sos mail.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:EnterRescue(&amp;quot;RESCUE/INBOX/SOS/example.sosmail&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:AddAOKRemark(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;remarkIndex&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:RestartToTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Leave current map and load up the title screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:RestartRogue(RogueEssence.Data.RogueConfig) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Restarts a Roguelocke run based on the configuration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;config&amp;lt;/code&amp;gt;: The configuration of the roguelocke run&lt;br /&gt;
&lt;br /&gt;
== GAME:EnterZone(System.String,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enters a zone and begins a new adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: The id of the dungeon to travel to.&lt;br /&gt;
* &amp;lt;code&amp;gt;structureid&amp;lt;/code&amp;gt;: The segment within the dungeon to start in.  -1 represents ground maps.&lt;br /&gt;
* &amp;lt;code&amp;gt;mapid&amp;lt;/code&amp;gt;: The id of the ground map or dungeon map within the dungeon segment.&lt;br /&gt;
* &amp;lt;code&amp;gt;entry&amp;lt;/code&amp;gt;: The entry point on the resulting map&lt;br /&gt;
&lt;br /&gt;
== GAME:FadeOut ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fade out the screen. Waits to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;white&amp;lt;/code&amp;gt;: Fade to white if set to true.  Fades to black otherwise.&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time to fade in frames.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:FadeOut(false, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:FadeIn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fade into the screen. Waits to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time to fade in frames.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:FadeIn(false, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:MoveCamera ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Centers the camera on a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the camera center&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the camera center&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time it takes ot move to the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;toPlayer&amp;lt;/code&amp;gt;: Destination is in absolute coordinates if false, and relative to the player character if set to true.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:MoveCamera(200, 240, 60, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:MoveCameraToChara ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Centers the camera on a character.&lt;br /&gt;
&lt;br /&gt;
As we are simply moving the camera to a character, this will simply set ViewCenter and not ViewOffset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the camera center, as an offset for the chara&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the camera center, as an offset for the chara&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: The amount of time it takes ot move to the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to center on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:MoveCameraToChara(200, 240, 60, false)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCameraCenter ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current center of the camera.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Loc object representing the center of the camera.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsCameraOnChar ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Determines whether the camera is centered relative to the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if the camera is relative to the player, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:HasSOSMail ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:HasAOKMail ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetTeamLeaderIndex ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the index of the currently player controlled entity in the party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Index of the currently player controlled entity in the party.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetTeamLeaderIndex(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the leader to the chosen index within the party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;idx&amp;lt;/code&amp;gt;: The index of the team member within the team.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCanSwitch(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prevents or allows the switching of leaders for the save file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;canSwitch&amp;lt;/code&amp;gt;: Set to true to allow switching, set to false to prevent it.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCanRecruit(bool canRecruit) ==&lt;br /&gt;
&lt;br /&gt;
Prevents or allows the joining of recruits for the save file.&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;canRecruit&amp;lt;/code&amp;gt;: Set to true to allow recruitment, set to false to prevent it.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Returns the player party count.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The count of players&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the party as a LuaTable.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerPartyMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the number of guests currently in the player&#039;s party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of guests&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the guests as a LuaTable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerGuestMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the number of characters currently in the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyTable ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Return the assembly as a LuaTable&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A Lua Table of Characters&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerAssemblyMember(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character at the specified index within the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The specified index&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The assembly member retrieved.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerTeam(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerTeam(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the team, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerGuest(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerGuest(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the team&#039;s guests, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddPlayerAssembly(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a character to the player&#039;s assembly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemovePlayerAssembly(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes the character from the assembly, placing its item back in the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the player to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCharacterNickname(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a character&#039;s nickname&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to rename&lt;br /&gt;
* &amp;lt;code&amp;gt;nickname&amp;lt;/code&amp;gt;: The new name&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCharacterNickname(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the character nickname&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to get the nickname from&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s nickname&lt;br /&gt;
&lt;br /&gt;
== GAME:SetTeamName(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the name of the player&#039;s team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;teamname&amp;lt;/code&amp;gt;: The new team name&lt;br /&gt;
&lt;br /&gt;
== GAME:GetTeamName ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the name of the player&#039;s team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The team&#039;s name&lt;br /&gt;
&lt;br /&gt;
== GAME:CanRelearn(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can relearn any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CanForget(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can forget any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CanLearn(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can learn any skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
== GAME:CheckLevelSkills ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks the levels gained by a character and prompts to learn all skills along the levels.&lt;br /&gt;
Waits until all skills have been accepted or declined before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to prompt for learning.&lt;br /&gt;
* &amp;lt;code&amp;gt;oldLevel&amp;lt;/code&amp;gt;: The level that the character leveled up from.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:CheckLevelSkills(player, 5)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:TryLearnSkill ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Attempts to give a new skill to the specified character, prompting to replace an old one if they are full.&lt;br /&gt;
Waits until all the skill has been accepted or declined before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:TryLearnSkill(player, &amp;quot;thunder&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:LearnSkill(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives a new skill to a specified character.&lt;br /&gt;
Fails if the character&#039;s skills are full.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
&lt;br /&gt;
== GAME:ForgetSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removed a skill from the specified character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to forget the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the skill to forget&lt;br /&gt;
&lt;br /&gt;
== GAME:SetCharacterSkill(RogueEssence.Dungeon.Character,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives a new skill to a specified character, replacing a specifically chosen slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to learn the skill&lt;br /&gt;
* &amp;lt;code&amp;gt;skillId&amp;lt;/code&amp;gt;: The skill to learn&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to replace&lt;br /&gt;
&lt;br /&gt;
== GAME:GetCharacterSkill(RogueEssence.Dungeon.Character,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the skill from a specified character and specified slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to get the skill from.&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to get the skill from.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The ID of the skill in the slot&lt;br /&gt;
&lt;br /&gt;
== GAME:CanPromote(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the character can be promoted to a new class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the character can be promoted, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetAvailablePromotions(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets a list of possible classes that the character can prmote to.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to check&lt;br /&gt;
* &amp;lt;code&amp;gt;bypassItem&amp;lt;/code&amp;gt;: An exception item that can bypass checks for promotion&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
A lua table of PromoteBranch objects&lt;br /&gt;
&lt;br /&gt;
== GAME:PromoteCharacter(RogueEssence.Dungeon.Character,RogueEssence.Data.PromoteBranch,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Promotes a character ot a new class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The character to promote&lt;br /&gt;
* &amp;lt;code&amp;gt;branch&amp;lt;/code&amp;gt;: The PromoteBranch to promote with&lt;br /&gt;
* &amp;lt;code&amp;gt;bypassItem&amp;lt;/code&amp;gt;: An exception item that can bypass checks for promotion&lt;br /&gt;
&lt;br /&gt;
== GAME:FindPlayerItem(System.String,System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finds an item in the player&#039;s team and returns its slot within the inventory or among its team&#039;s equips.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The item ID to search for.&lt;br /&gt;
* &amp;lt;code&amp;gt;held&amp;lt;/code&amp;gt;: Check equipped items.&lt;br /&gt;
* &amp;lt;code&amp;gt;inv&amp;lt;/code&amp;gt;: Check inventory items.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The InvSlot of the item. Invalid if the item could not be found.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerEquippedCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the number of items equipped by players.  Does not include guests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the number of items in the bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagLimit ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the maximum amount of item the player&#039;s team can carry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The number of items.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the equipped item for the character in the specified slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The team slot of the character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s equipped item&lt;br /&gt;
&lt;br /&gt;
== GAME:GetGuestEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the equipped item for the character in the specified guest slot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The guest slot of the character to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The character&#039;s equipped item&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerItem(RogueEssence.Dungeon.InvItem) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt;: The item to give&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerItem(System.String,System.Int32,System.Boolean,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item&lt;br /&gt;
* &amp;lt;code&amp;gt;count&amp;lt;/code&amp;gt;: The amount to give. Default 1&lt;br /&gt;
* &amp;lt;code&amp;gt;cursed&amp;lt;/code&amp;gt;: Whether the item is cursed. Default false.&lt;br /&gt;
* &amp;lt;code&amp;gt;hiddenval&amp;lt;/code&amp;gt;: The hidden value of the item. Default empty string.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerBagItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the item found at the specified slot of the player&#039;s bag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The item found in the slot&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerBagItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove an item from player inventory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot from which to remove the item&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove the equipped item from a chosen member of the team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the character on the team from which to remove the item&lt;br /&gt;
&lt;br /&gt;
== GAME:TakeGuestEquippedItem(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Remove the equipped item from a chosen guest of the team&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;slot&amp;lt;/code&amp;gt;: The slot of the character on the team&#039;s guest list from which to remove the item&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerStorageCount ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the amount of items in the player&#039;s storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerStorageItemCount(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the amount of a specific item in the player&#039;s storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: ID of the item ot check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of copies currently in storage&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerStorageItem(RogueEssence.Dungeon.InvItem) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;item&amp;lt;/code&amp;gt;: The item to give&lt;br /&gt;
&lt;br /&gt;
== GAME:GivePlayerStorageItem(System.String,System.Int32,System.Boolean,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gives an item and adds it to the player team&#039;s storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item&lt;br /&gt;
* &amp;lt;code&amp;gt;count&amp;lt;/code&amp;gt;: The amount to give. Default 1&lt;br /&gt;
* &amp;lt;code&amp;gt;cursed&amp;lt;/code&amp;gt;: Whether the item is cursed. Default false.&lt;br /&gt;
* &amp;lt;code&amp;gt;hiddenval&amp;lt;/code&amp;gt;: The hidden value of the item. Default empty string.&lt;br /&gt;
&lt;br /&gt;
== GAME:TakePlayerStorageItem(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Takes an item from the storage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The ID of the item to take&lt;br /&gt;
&lt;br /&gt;
== GAME:DepositAll ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Takes all items in the player team&#039;s bag and equipped items, and deposits them in storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerMoney ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the amount of money the player currently has on hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of money.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddToPlayerMoney(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds money to the player&#039;s wallet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toadd&amp;lt;/code&amp;gt;: The amount of money to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemoveFromPlayerMoney(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes money from the player&#039;s wallet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toremove&amp;lt;/code&amp;gt;: The amount of money to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetPlayerMoneyBank ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the amount of money in the player&#039;s bank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The amount of money.&lt;br /&gt;
&lt;br /&gt;
== GAME:AddToPlayerMoneyBank(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds money to the player&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toadd&amp;lt;/code&amp;gt;: The amount of money to add.&lt;br /&gt;
&lt;br /&gt;
== GAME:RemoveFromPlayerMoneyBank(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes money from the player&#039;s bank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;toremove&amp;lt;/code&amp;gt;: The amount of money to remove.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsKeyDown(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a player is making a certain physical keyboard input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;keyid&amp;lt;/code&amp;gt;: The ID of the input&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the button is currently pressed.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:IsInputDown(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a player is making a certain game input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;inputid&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if the input is currently pressed.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:CutsceneMode(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the game in cutscene mode. This prevents characters from taking idle action and hides certain UI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bon&amp;lt;/code&amp;gt;: If set to true, turns cutscene mode on. If set to false, turns it off.&lt;br /&gt;
&lt;br /&gt;
== GAME:GetDailySeed ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the random seed for the current adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The current adventure&#039;s seed.&lt;br /&gt;
&lt;br /&gt;
== GAME:UnlockDungeon(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlocks a specified dungeon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: ID of the dungeon to unlock.&lt;br /&gt;
&lt;br /&gt;
== GAME:DungeonUnlocked(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if a dungeon is unlocked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;dungeonid&amp;lt;/code&amp;gt;: ID of the dungeon to check&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if unlocked, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:InRogueMode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks if the current game is in rogue mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if in rogue mode, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:HasServerSet ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GAME:GetRescueAllowed ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Checks to see if rescue is allowed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
True if rescues are allowed, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetRescueAllowed(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the value in the player&#039;s save file to determine if they can be rescued or not.&lt;br /&gt;
If rescue is possible on the Save File level, it can still be prevented by the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;allowed&amp;lt;/code&amp;gt;: Set to true to allow the player to be rescued.  False otherwise.&lt;br /&gt;
&lt;br /&gt;
== GAME:QueueLeaderEvent(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepares an event to execute on the next frame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GAME:WaitFrames ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for a specified number of frames before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;frames&amp;lt;/code&amp;gt;: The number of frames ot wait.  Each frame is 1/60th of a second.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GAME:WaitFrames(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GAME:VectorToDirection(RogueElements.Loc) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Turns a vector (preferably a unit vector) into a cardinal or diagonal direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;v&amp;lt;/code&amp;gt;: The vector.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The direction as one of 8 values.&lt;br /&gt;
&lt;br /&gt;
== GAME:VectorToDirection(System.Double,System.Double) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Convenience function to get a vector&#039;s components from lua numbers(doubles)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt;: The X value of the vector&lt;br /&gt;
* &amp;lt;code&amp;gt;Y&amp;lt;/code&amp;gt;: The Y value of the vector&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The direction the vector points to as one of 8 values.&lt;br /&gt;
&lt;br /&gt;
== GAME:RandomDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generates a random direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
An 8-directional direction.&lt;br /&gt;
&lt;br /&gt;
== GAME:SetupLuaFunctions(RogueEssence.Script.LuaEngine) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setups any extra functionalities for this object written on the lua side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GROUND:Hide(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hides an entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;entityname&amp;lt;/code&amp;gt;: The name of the entity to hide.&lt;br /&gt;
&lt;br /&gt;
== GROUND:Unhide(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unhides an entity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;entityname&amp;lt;/code&amp;gt;: The name of the entity to unhide.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateObject(System.String,System.String,System.Int32,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;objtype&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;w&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;h&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateCharacter(System.String,System.String,System.Int32,System.Int32,System.String,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO: WIP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chartype&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;actionfun&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;thinkfun&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveObject(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deletes an object from the ground map, identified by its instance name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name of the object.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if succeeded, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveCharacter(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deletes a character from the ground map, identified by its instance name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name of the object.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
Returns true if succeeded, false otherwise.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CreateCharacterFromCharData(System.String,RogueEssence.Dungeon.Character,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creates a ground character, given a dungeon character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;instancename&amp;lt;/code&amp;gt;: The instance name to give the character&lt;br /&gt;
* &amp;lt;code&amp;gt;data&amp;lt;/code&amp;gt;: Character data to create from&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the character&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the character&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction the character will face, defaults to Dir8.Down&lt;br /&gt;
&lt;br /&gt;
== GROUND:RefreshPlayer ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reloads the controllable player&#039;s character data to be the current team&#039;s leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GROUND:SetPlayer(RogueEssence.Dungeon.CharData) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the controllable player to use new character data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;charData&amp;lt;/code&amp;gt;: The new character data&lt;br /&gt;
&lt;br /&gt;
== GROUND:SpawnerDoSpawn(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make the specified spawner run its spawn method.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnername&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The ground character spawned.&lt;br /&gt;
&lt;br /&gt;
== GROUND:SpawnerSetSpawn(System.String,RogueEssence.Dungeon.CharData) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the character to the specified spawner&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnername&amp;lt;/code&amp;gt;: The spawner to set the character to, by name&lt;br /&gt;
* &amp;lt;code&amp;gt;spawnChar&amp;lt;/code&amp;gt;: The character to spawn.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharTurnToChar(RogueEssence.Ground.GroundChar,RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character turn to face another character instantly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;turnchar&amp;lt;/code&amp;gt;: The character that is turning.&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: The character to turn to.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharTurnToCharAnimated ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face another character over the specified time.&lt;br /&gt;
Clockwise or counter-clockwise are chosen based on the closest direction.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;curch&amp;lt;/code&amp;gt;: Character that is turning&lt;br /&gt;
* &amp;lt;code&amp;gt;turnto&amp;lt;/code&amp;gt;: Character to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: Time spent on each direction, in frames&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharTurnToCharAnimated(charFrom, charTo, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:EntTurn(RogueEssence.Ground.GroundEntity,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a ground entity turn to face a direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: The ground entity.  Can be a character or object.&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to face.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharAnimateTurn ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face a chosen direction over the specified time.&lt;br /&gt;
Must specify clockwise or counter-clockwise.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: The character to turn&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: The time spent in each intermediate direction, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;ccw&amp;lt;/code&amp;gt;: false if clockwise, true if counter-clockwise&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharAnimateTurn(charFrom, Dir8.Left, 3, true)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharAnimateTurnTo ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes a character do an animated turn to face a chosen direction over the specified time.&lt;br /&gt;
Waits until the operation is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ch&amp;lt;/code&amp;gt;: The character to turn&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to turn to&lt;br /&gt;
* &amp;lt;code&amp;gt;framedur&amp;lt;/code&amp;gt;: The time spent in each intermediate direction, in frames&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
CharTurnToCharAnimated(charFrom, Dir8.Left, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:TeleportTo(RogueEssence.Ground.GroundEntity,System.Int32,System.Int32,RogueElements.Dir8,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Repositions the ground entity in a specified location.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: The ground entity to reposition&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: The direction to point the entity.  Defaults to Dir8.None, which leaves it untouched.&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveInDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move in a direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction to move in&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: Duration of movement, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, Dir8.Down, 24, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move to a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y  coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, 200, 240, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveToMarker ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground character move to a ground marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;mark&amp;lt;/code&amp;gt;: GroundMarker object ot move to&lt;br /&gt;
* &amp;lt;code&amp;gt;run&amp;lt;/code&amp;gt;: True if using a running animation, false otherwise&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, marker, false, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveObjectToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make ground object move to a position.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Ground Entity to move&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y  coordinate of destination&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:MoveInDirection(player, 200, 240, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:AnimateInDirection ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a ground character move in a direction with custom animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to move&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;animDir&amp;lt;/code&amp;gt;: Direction of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;direction&amp;lt;/code&amp;gt;: Direction to move in&lt;br /&gt;
* &amp;lt;code&amp;gt;duration&amp;lt;/code&amp;gt;: Duration of movement, in frames&lt;br /&gt;
* &amp;lt;code&amp;gt;animSpeed&amp;lt;/code&amp;gt;: Speed of animation, where 1.0 represents normal speed&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed movement, in pixels per frame&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:AnimateInDirection(player, &amp;quot;Hurt&amp;quot;, Dir8.Down, 24, 0.5, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:AnimateToPosition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a ground entity move to a position with custom animation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity to move&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;animDir&amp;lt;/code&amp;gt;: Direction of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y coordinate of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;animSpeed&amp;lt;/code&amp;gt;: Speed of animation, where 1.0 represents normal speed&lt;br /&gt;
* &amp;lt;code&amp;gt;speed&amp;lt;/code&amp;gt;: Speed movement, in pixels per frame&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the destination&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:AnimateToPosition(player, &amp;quot;Hurt&amp;quot;, Dir8.Down, 200, 240, 0.5, 2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetEmote(RogueEssence.Ground.GroundChar,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Make a character emote on the ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to emote&lt;br /&gt;
* &amp;lt;code&amp;gt;emoteid&amp;lt;/code&amp;gt;: ID of the emote&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to play the emote.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetDrawEffect(RogueEssence.Ground.GroundChar,RogueEssence.Dungeon.DrawEffect) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the ground character&#039;s draw effect to become invisible, shaking, still, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Target ground character.&lt;br /&gt;
* &amp;lt;code&amp;gt;effect&amp;lt;/code&amp;gt;: The draw effect.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharEndDrawEffect(RogueEssence.Ground.GroundChar,RogueEssence.Dungeon.DrawEffect) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the ground character&#039;s draw effect to become invisible, shaking, still, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Target ground character.&lt;br /&gt;
* &amp;lt;code&amp;gt;effect&amp;lt;/code&amp;gt;: The draw effect.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnimFallback(RogueEssence.Ground.GroundChar,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the fallback animation for the character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The anim to get the fallback anim of.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The fallback animation, as a string.  Blank if there is none.  Will return anim if anim already exists.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnim(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets a character&#039;s current animation as a string.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharGetAnimPoint(RogueEssence.Ground.GroundChar,RogueEssence.Content.ActionPointType) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the chosen action point of the character at this specific frame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;actionPoint&amp;lt;/code&amp;gt;: The ype of action point to retrieve the coordinates for.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The location of the action point in absolute coordinates on the map.&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetAnim(RogueEssence.Ground.GroundChar,System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;loop&amp;lt;/code&amp;gt;: Whether to loop the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharEndAnim(RogueEssence.Ground.GroundChar) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a character&#039;s current animation, reverting them to default idle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to stop animating&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharWaitAnim ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the character perform an animation and waits until it&#039;s over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: Animation to play&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:CharWaitAnim(player, &amp;quot;Hurt&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharSetAction(RogueEssence.Ground.GroundChar,RogueEssence.Ground.GroundAction) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Set a character&#039;s action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to perfom the action&lt;br /&gt;
* &amp;lt;code&amp;gt;action&amp;lt;/code&amp;gt;: The action to perform&lt;br /&gt;
&lt;br /&gt;
== GROUND:CharWaitAction ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the character perform an action and waits until it&#039;s over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Character to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;action&amp;lt;/code&amp;gt;: Action to perform&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:CharWaitAction(player, action)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectSetAnim(RogueEssence.Ground.GroundObject,System.Int32,System.Int32,System.Int32,RogueElements.Dir8,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a ground object&#039;s animation.  After it finishes, it will return to the default animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: The duration of each frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;startFrame&amp;lt;/code&amp;gt;: The start frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;endFrame&amp;lt;/code&amp;gt;: The end frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: The direction of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;cycles&amp;lt;/code&amp;gt;: The number of times to repeat the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectSetDefaultAnim(RogueEssence.Ground.GroundObject,System.String,System.Int32,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets a ground object&#039;s default animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object to animate&lt;br /&gt;
* &amp;lt;code&amp;gt;animName&amp;lt;/code&amp;gt;: The name of the animation&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: The duration of each frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;startFrame&amp;lt;/code&amp;gt;: The start frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;endFrame&amp;lt;/code&amp;gt;: The end frame of animation&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: The direction of the animation&lt;br /&gt;
&lt;br /&gt;
== GROUND:ObjectWaitAnimFrame ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the object to reach a specific frame before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The object ot wait on&lt;br /&gt;
* &amp;lt;code&amp;gt;frame&amp;lt;/code&amp;gt;: The frame of animation to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GROUND:WaitObjectAnim(fountain, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y Position&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX that has a start position and an end position.  It uses a finite emitter that generates BaseAnims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emitter&amp;lt;/code&amp;gt;: The VFX emitter&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: Start X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Start Y Position&lt;br /&gt;
* &amp;lt;code&amp;gt;dir&amp;lt;/code&amp;gt;: Direction to orient the VFX, defaults to Down.&lt;br /&gt;
* &amp;lt;code&amp;gt;xTo&amp;lt;/code&amp;gt;: End X position&lt;br /&gt;
* &amp;lt;code&amp;gt;yTo&amp;lt;/code&amp;gt;: End Y position&lt;br /&gt;
&lt;br /&gt;
== GROUND:PlayVFXAnim(RogueEssence.Content.BaseAnim,RogueEssence.Content.DrawLayer) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a VFX using just a BaseAnim&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;anim&amp;lt;/code&amp;gt;: The animation to play&lt;br /&gt;
* &amp;lt;code&amp;gt;layer&amp;lt;/code&amp;gt;: The layer to put it on&lt;br /&gt;
&lt;br /&gt;
== GROUND:MoveScreen(RogueEssence.Content.ScreenMover) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a screen-moving effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;mover&amp;lt;/code&amp;gt;: The screen mover.&lt;br /&gt;
&lt;br /&gt;
== GROUND:LevelUpChar ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Levels up a character a certain amount of times all at once.&lt;br /&gt;
Also handles learning new moves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;character&amp;lt;/code&amp;gt;: The characters to level up.&lt;br /&gt;
* &amp;lt;code&amp;gt;numLevelUps&amp;lt;/code&amp;gt;: The number of level ups.&lt;br /&gt;
&lt;br /&gt;
== GROUND:AddMapStatus(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adds a mapstatus to the ground map.  Map statuses only have an aesthetic effect in ground maps.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;statusIdx&amp;lt;/code&amp;gt;: The ID of the Map Status&lt;br /&gt;
&lt;br /&gt;
== GROUND:RemoveMapStatus(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Removes a map status from the ground map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;statusIdx&amp;lt;/code&amp;gt;: The ID of the Map Status to remove.&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlaySE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect specifically from the Battle/ subdirectory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:WaitSE ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect, and waits for it to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOUND:WaitSE(&amp;quot;Battle/Hit&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SOUND:LoopSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:LoopBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopBattleSE(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeInSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect, fading in over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade in&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeInBattleSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a continuous sound effect, fading in over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade in&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect, fading out over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade out&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutBattleSE(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops a continuous sound effect, fading out over a specified amount of time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE/Battle folder&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: Time in frames for the sound to fade out&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayFanfare(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect that temporarily mutes the music for its duration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Sound file name, relative to the Content/SE folder&lt;br /&gt;
&lt;br /&gt;
== SOUND:WaitFanfare ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a sound effect that temporarily mutes the music for its duration.&lt;br /&gt;
This function waits for the sound to complete before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SOUND:WaitFanfare(&amp;quot;Battle/LevelUp&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== SOUND:PlayBGM(System.String,System.Boolean,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Plays a song, replacing the current one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: The file name of the song, relative to the Content/Music folder.&lt;br /&gt;
* &amp;lt;code&amp;gt;fade&amp;lt;/code&amp;gt;: Whether to fade the old song out, or start a new one.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: The amount of time, in frames, to fade out the old song.&lt;br /&gt;
&lt;br /&gt;
== SOUND:StopBGM ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stops playing the current song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SOUND:FadeOutBGM(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the current song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeTime&amp;lt;/code&amp;gt;: The amount of time, in frames, to fade out the song.&lt;br /&gt;
&lt;br /&gt;
== SOUND:SetBGMVolume(System.Single) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current volume of the song.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;val&amp;lt;/code&amp;gt;: A float value between 0 and 1&lt;br /&gt;
&lt;br /&gt;
== SOUND:GetCurrentSong ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the currently playing song.  If the current song is fading out, gets the next song to be played.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The filename of the song, relative to the Content/Music folder&lt;br /&gt;
&lt;br /&gt;
== STRINGS:LocaleCode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the current language setting of the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The current language, represented by a locale code.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:Format(System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Formats a string.  Will unescape escaped characters and process grammar tags.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fmt&amp;lt;/code&amp;gt;: String to format.&lt;br /&gt;
* &amp;lt;code&amp;gt;para&amp;lt;/code&amp;gt;: Arguments&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The formatted string.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:FormatKey(System.String,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Formats a string given a string key.  Will unescape escaped characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fmt&amp;lt;/code&amp;gt;: The string key to format&lt;br /&gt;
* &amp;lt;code&amp;gt;para&amp;lt;/code&amp;gt;: string arguments&lt;br /&gt;
&lt;br /&gt;
== STRINGS:LocalKeyString(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gets the string representing a button or key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;index&amp;lt;/code&amp;gt;: The input type of the input.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The string representing the button o key the input maps to.&lt;br /&gt;
&lt;br /&gt;
== STRINGS:CreateList(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Builds a single string of comma separated elements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;listStrings&amp;lt;/code&amp;gt;: LuaTable of strings containing the elements to build the list from.&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The combined string containing all elements.&lt;br /&gt;
&lt;br /&gt;
== TASK:StartEntityTask(RogueEssence.Ground.GroundEntity,NLua.LuaFunction) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Helper function to make an entity run the specified task.&lt;br /&gt;
Will not replace a running task!&lt;br /&gt;
Tasks are run interlocked with the script processing and game processing, and characters cannot run multiple tasks at the same time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which will run the task.&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: Task coroutine.&lt;br /&gt;
&lt;br /&gt;
== TASK:StopEntityTask(RogueEssence.Ground.GroundEntity) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Helper function to force stop an entity&#039;s current task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity running the task to stop.&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitStartEntityTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes an entity run a specified task, and waits for it to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which will run the task.&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: Task coroutine.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitEntityTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the specified entity to finish its task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ent&amp;lt;/code&amp;gt;: Entity which task we&#039;ll wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:WaitEntityTask(player)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:WaitTask ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Runs a task and waits for it to complete.&lt;br /&gt;
Most methods that do not expose themselves to script need ot be wrapped with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The task to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:WaitTask(_DUNGEON:AddMapStatus(&amp;quot;rain&amp;quot;))&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:StartScriptLocalCoroutine(NLua.LuaFunction,System.Object[]) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A wrapper around the StartCoroutine method of the GameManager, so lua coroutines can be executed locally to the script context.&lt;br /&gt;
AKA, it will block the script execution while its executed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;fn&amp;lt;/code&amp;gt;: None&lt;br /&gt;
* &amp;lt;code&amp;gt;args&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== TASK:BranchCoroutine(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starts a new coroutine to run parallel to the current execution.&lt;br /&gt;
Useful for performing multiple actions at once.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: The task to run in parallel&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
local coro1 = TASK:BranchCoroutine(GAME:_FadeIn(60))&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== TASK:JoinCoroutines ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for all specified coroutines to finish before continuing execution.&lt;br /&gt;
Often used for coroutines created using TASK:BranchCoroutine()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;coroTable&amp;lt;/code&amp;gt;: A table of coroutines to wait on.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TASK:JoinCoroutines({coro1})&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:WaitInput ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Waits for the player to press a button before continuing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowDialogue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a dialogue box with text, waiting until the player completes it.&lt;br /&gt;
Takes a string as an argument.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowDialogue(&amp;quot;Hello World!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowTimedDialogue ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a dialogue box with text, waiting until the specified time has expired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;waitTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowTimedDialogue(&amp;quot;Hello World!&amp;quot;, 120)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextDialogue(System.String,System.Int32,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current dialogue text to be shown.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;waitTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowVoiceOver ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a voice over, waiting until the player completes it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowVoiceOver(&amp;quot;Hello World!&amp;quot;, 120)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextVoiceOver(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the current voice-over text to be shown.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen. Pass -1 to wait for layer input.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:TextPopUp(System.String,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes text pop up in the bottom-left corner by default. Displays concurrently with any other process.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;expireTime&amp;lt;/code&amp;gt;: The time for the textbox to remain on screen.&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;centerH&amp;lt;/code&amp;gt;: Horizontal centering&lt;br /&gt;
* &amp;lt;code&amp;gt;centerV&amp;lt;/code&amp;gt;: Vertical centering&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades in a title text, waiting until the fade-in is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowTitle(&amp;quot;Hello World!&amp;quot;, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextShowTitle(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shows text in the format of a title drop.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;text&amp;lt;/code&amp;gt;: The text to display.&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitHideTitle ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the currently displayed title, waiting until the fade-out is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitHideTitle(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:TextFadeTitle(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the text set in a title drop.  Requires WaitDialog to actually fade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: The time for the text to fade in.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitShowBG ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades in a chosen background image, with a chosen framerate, at a certain fade time, waiting until the fade-in is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bg&amp;lt;/code&amp;gt;: The background to show, from the list of BG textures.&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: Framerate of the image animation.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeInTime&amp;lt;/code&amp;gt;: Time taken to fade in the image.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitShowBG(&amp;quot;TestBG&amp;quot;, 3, 60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:ShowBG(System.String,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets an image to display.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;bg&amp;lt;/code&amp;gt;: The background to show, from the list of BG textures.&lt;br /&gt;
* &amp;lt;code&amp;gt;frameTime&amp;lt;/code&amp;gt;: Framerate of the image animation.&lt;br /&gt;
* &amp;lt;code&amp;gt;fadeInTime&amp;lt;/code&amp;gt;: Time taken to fade in the image.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitHideBG ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fades out the current background image, waiting until the fade-out is complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: Time taken to fade out the image.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitHideBG(60)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:FadeBG(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prepares a fade-out of the current image.  Requires WaitDialog to actually display.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;time&amp;lt;/code&amp;gt;: Time taken to fade out the image.&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSpeaker(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clears the current speaker, so none is displayed the next time TextDialogue is called.&lt;br /&gt;
This also resets any custom dialogue box positions, portrait positions, and choice positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: If turned on, the text from the dialogue boxes make sounds.  Default is on.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(System.String,System.Boolean,System.String,System.Int32,System.String,RogueEssence.Data.Gender) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Speaker name.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
* &amp;lt;code&amp;gt;specie&amp;lt;/code&amp;gt;: Species of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;form&amp;lt;/code&amp;gt;: Form of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;skin&amp;lt;/code&amp;gt;: Skin of the speaker&lt;br /&gt;
* &amp;lt;code&amp;gt;gender&amp;lt;/code&amp;gt;: Gender of the speaker&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(RogueEssence.Ground.GroundChar,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to set as speaker. This is a character in a ground map.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeaker(RogueEssence.Dungeon.Character,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker to be displayed during the following calls to the TextDialogue functions.  It resets speaker emotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: Character to set as speaker. This is a character in a dungeon map.&lt;br /&gt;
* &amp;lt;code&amp;gt;keysound&amp;lt;/code&amp;gt;: Plays sounds when text appears.&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerReverse(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reverses the speaker orientation to face left instead of right.  This depends on the boolean passed in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;reverse&amp;lt;/code&amp;gt;: Faces right if false, left if true.&lt;br /&gt;
&lt;br /&gt;
== UI:SetChoiceLoc(System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the choices for a question dialog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position&lt;br /&gt;
&lt;br /&gt;
== UI:ResetChoiceLoc ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the choices for a question dialog back to default.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetBounds(System.Int32,System.Int32,System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position and size of the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;height&amp;lt;/code&amp;gt;: Height of the box&lt;br /&gt;
&lt;br /&gt;
== UI:SetSe(System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker sound effect and speak frames played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newSe&amp;lt;/code&amp;gt;: The sound effect of the box&lt;br /&gt;
* &amp;lt;code&amp;gt;speakTime&amp;lt;/code&amp;gt;: The amount of frames to wait between each sound effect&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSe(&amp;quot;Battle/_UNK_DUN_Water_Drop&amp;quot;, 3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:SetSe(System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speaker sound effect played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;newSe&amp;lt;/code&amp;gt;: The sound effect of the box&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSe(&amp;quot;Menu/Unknown-3&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakTime(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the speak frames played in the TextDialogue functions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;speakTime&amp;lt;/code&amp;gt;: The amount of frames to wait between each sound effect&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:SetSpeakTime(10)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSe ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets to the default speaker sound effect and speaker frames.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ResetBounds ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets the position and size of the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerLoc(System.Int32,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the position of the speaker in a dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: The X position&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: The Y position&lt;br /&gt;
&lt;br /&gt;
== UI:ResetSpeakerLoc ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resets the position of the speaker in a dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SetSpeakerEmotion(System.String,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the emotion of the speaker in the dialogue box.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;emo&amp;lt;/code&amp;gt;: Emotion to display&lt;br /&gt;
* &amp;lt;code&amp;gt;reverse&amp;lt;/code&amp;gt;: Faces right if false, left if true.&lt;br /&gt;
&lt;br /&gt;
== UI:SetCenter(System.Boolean,System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sets the centering of the text in the textbox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;centerH&amp;lt;/code&amp;gt;: Horizontal centering&lt;br /&gt;
* &amp;lt;code&amp;gt;centerV&amp;lt;/code&amp;gt;: Vertical centering&lt;br /&gt;
&lt;br /&gt;
== UI:SetAutoFinish(System.Boolean) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Makes the text automatically finish when it shows up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;autoFinish&amp;lt;/code&amp;gt;: Auto-finishes text if true.&lt;br /&gt;
&lt;br /&gt;
== UI:WaitDialog ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the currently set dialogue box and waits for the player to complete it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitDialog()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:_DummyWait ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instantly break. Used as default/invalid value when returning a yieldable value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ChoiceMenuYesNo(System.String,System.Boolean,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ask a question answered by yes or no via character dialogue to the player.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
The Yes/No menu returns 1 for yes, and 0 for no.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;: Question to be asked to the user.&lt;br /&gt;
* &amp;lt;code&amp;gt;bdefaultstono&amp;lt;/code&amp;gt;: Whether the cursor starts on no by default&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:NameMenu(System.String,System.String,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the name input box.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: The text to show above the input line.&lt;br /&gt;
* &amp;lt;code&amp;gt;desc&amp;lt;/code&amp;gt;: The text to show below the input line.&lt;br /&gt;
* &amp;lt;code&amp;gt;maxLength&amp;lt;/code&amp;gt;: The length of the text in pixels.&lt;br /&gt;
&lt;br /&gt;
== UI:AssemblyMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a menu for replacing party members with the assembly.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the boolean value indicating whether the team composition was changed or not, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShopMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Shop menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items chosen, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;goods&amp;lt;/code&amp;gt;: A table of items to be sold.  The format is { Item=InvItem, Price=int } for each item.&lt;br /&gt;
&lt;br /&gt;
== UI:SellMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Sell menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items to sell, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:StorageMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Storage menu for which to exchange items in the inventory with.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:WithdrawMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Storage menu for which to withdraw from.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:BankMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Bank menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SpoilsMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Spoils menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;appraisalMap&amp;lt;/code&amp;gt;: A table of mappings from containers to items, in the format of { Box=InvItem , Item=InvItem }&lt;br /&gt;
&lt;br /&gt;
== UI:AppraiseMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Appraisal menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the table indicating the indices of items chosen, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:TutorTeamMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Tutor Team menu.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen team member, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:RelearnMenu(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Relearn menu for a character.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
&lt;br /&gt;
== UI:LearnMenu(RogueEssence.Dungeon.Character,System.String) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Learn menu for a character to replace an existing skill with a new one.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
* &amp;lt;code&amp;gt;skillNum&amp;lt;/code&amp;gt;: The new skill&lt;br /&gt;
&lt;br /&gt;
== UI:ForgetMenu(RogueEssence.Dungeon.Character) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Forget menu for a character to forget a skill.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen skill, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;chara&amp;lt;/code&amp;gt;: The character to relearn skills&lt;br /&gt;
&lt;br /&gt;
== UI:ShowPromoteMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Promote menu to choose a team member to promote.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer representing the chosen team slot, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:CanSwapMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SwapMenu(NLua.LuaTable,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:TributeMenu(System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShowMusicMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the Music menu to browse music for the game.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string representing the chosen song, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;spoilerUnlocks&amp;lt;/code&amp;gt;: A lua table of strings representing progression flags that have been completed.&lt;br /&gt;
            Any ogg file that uses this tag as a spoiler tag will display in the menu only if the flag has been passed.&lt;br /&gt;
&lt;br /&gt;
== UI:DungeonChoice(System.String,RogueEssence.Dungeon.ZoneLoc) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ask to enter a destintion via character dialogue to the player.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
The Yes/No menu returns 1 for yes, and 0 for no.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;: Name of the destination&lt;br /&gt;
* &amp;lt;code&amp;gt;dest&amp;lt;/code&amp;gt;: The ZoneLoc location of the destination.&lt;br /&gt;
&lt;br /&gt;
== UI:DestinationMenu(NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a choice menu for choosing destinations, showing a preview of restrictions and requirements for dungeons.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the ZoneLoc indicating the chosen destination, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;destinations&amp;lt;/code&amp;gt;: A lua table representing the list of destinations with each element in the format of { Name=string, Dest=ZoneLoc }&lt;br /&gt;
&lt;br /&gt;
== UI:ServersMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ContactsMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:SOSMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:AOKMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:PeersMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ShowConnectMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:CurrentActivityMenu ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:ChooseMonsterMenu(System.String,NLua.LuaTable,System.Boolean,System.Boolean,System.Int32) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a choice menu for choosing monsters, showing a preview of their appearances via portrait.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the string indicating the chosen species, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: The title of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;choices&amp;lt;/code&amp;gt;: A lua table of choices with each element being a MonsterID.&lt;br /&gt;
* &amp;lt;code&amp;gt;canMenu&amp;lt;/code&amp;gt;: If set to true, the Menu Button exits the menu if pressed.&lt;br /&gt;
* &amp;lt;code&amp;gt;canCancel&amp;lt;/code&amp;gt;: If set to true, the Cancel Button exits the menu if pressed.&lt;br /&gt;
* &amp;lt;code&amp;gt;slotsPerPage&amp;lt;/code&amp;gt;: Slots to display per page&lt;br /&gt;
&lt;br /&gt;
== UI:SetCustomMenu(RogueEssence.Menu.InteractableMenu) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays a custom menu of the caller&#039;s choice.&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the menu is exited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UI:BeginChoiceMenu(System.String,NLua.LuaTable,System.Object,System.Object,NLua.LuaTable) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a multi-choice menu.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;message&amp;lt;/code&amp;gt;: The question to ask the user.&lt;br /&gt;
* &amp;lt;code&amp;gt;choicesPairs&amp;lt;/code&amp;gt;: A table of choices.  Each choice can be either a string, or { string, bool } representing the text and enabled status.&lt;br /&gt;
* &amp;lt;code&amp;gt;defaultChoice&amp;lt;/code&amp;gt;: The cursor starts on this choice.&lt;br /&gt;
* &amp;lt;code&amp;gt;cancelChoice&amp;lt;/code&amp;gt;: This choice is chosen if the player presses the cancel button.&lt;br /&gt;
* &amp;lt;code&amp;gt;callbacks&amp;lt;/code&amp;gt;: The Lua table of callbacks for the textbox to call.&lt;br /&gt;
&lt;br /&gt;
== UI:BeginMultiPageMenu(System.Int32,System.Int32,System.Int32,System.String,NLua.LuaTable,System.Int32,System.Object,System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marks the start of a multi-paged choice menu.&lt;br /&gt;
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed,&lt;br /&gt;
and for execution to suspend until the choice is returned.&lt;br /&gt;
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;x&amp;lt;/code&amp;gt;: X position of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;: Y position of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;width&amp;lt;/code&amp;gt;: Width of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;title&amp;lt;/code&amp;gt;: Height of the menu&lt;br /&gt;
* &amp;lt;code&amp;gt;choicesPairs&amp;lt;/code&amp;gt;: A table of choices.  Each choice can be either a string, or { string, bool } representing the text and enabled status.&lt;br /&gt;
* &amp;lt;code&amp;gt;linesPerPage&amp;lt;/code&amp;gt;: Number of choices per page&lt;br /&gt;
* &amp;lt;code&amp;gt;defaultChoice&amp;lt;/code&amp;gt;: The cursor starts on this choice.&lt;br /&gt;
* &amp;lt;code&amp;gt;cancelChoice&amp;lt;/code&amp;gt;: This choice is chosen if the player presses the cancel button.&lt;br /&gt;
&lt;br /&gt;
== UI:ChoiceResult ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the result of the last choice menu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Returns ===&lt;br /&gt;
&lt;br /&gt;
The result of the choice&lt;br /&gt;
&lt;br /&gt;
== UI:GetChoiceAction(System.Object) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s complicated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arguments ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;obj&amp;lt;/code&amp;gt;: None&lt;br /&gt;
&lt;br /&gt;
== UI:WaitForChoice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Displays the currently set choice menu and waits for the player&#039;s selection to complete.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
UI:WaitForChoice()&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== UI:__WaitForChoice ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wait for choice and then CLEAN UP m_curchoice&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Scripting]]&lt;br /&gt;
[[Category:Quick Reference]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Logical123</name></author>
	</entry>
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