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	<id>https://wiki.pmdo.pmdcollab.org/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=WalterTheRalts</id>
	<title>PMDOWiki - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/Special:Contributions/WalterTheRalts"/>
	<updated>2026-07-31T23:39:32Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.0</generator>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Rest&amp;diff=4312</id>
		<title>Rest</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Rest&amp;diff=4312"/>
		<updated>2025-10-15T21:02:22Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Created page with &amp;quot;{{:Rest/Data|MoveInfobox}}  &amp;#039;&amp;#039;&amp;#039;Rest&amp;#039;&amp;#039;&amp;#039; is a move in PMDO.  == Effects == Rest fully restores the user&amp;#039;s HP, removes status conditions, and puts the user to sleep.  == Strategy ==  Rest is useful for times when you can&amp;#039;t sit and wait for your health to get better, or if you want to save a few berries in your bag.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Rest/Data|MoveInfobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rest&#039;&#039;&#039; is a [[move]] in [[PMDO]].&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Rest fully restores the user&#039;s HP, removes status conditions, and puts the user to [[sleep]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
Rest is useful for times when you can&#039;t sit and wait for your health to get better, or if you want to save a few berries in your bag.&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=List_of_PMDO_Mods&amp;diff=4142</id>
		<title>List of PMDO Mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=List_of_PMDO_Mods&amp;diff=4142"/>
		<updated>2025-09-10T23:32:50Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Spelling fix for and link to Minior,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A listing of mods that have been developed for PMDO.&lt;br /&gt;
&lt;br /&gt;
== Mod Categories ==&lt;br /&gt;
The mods here are categorized in the following way.&lt;br /&gt;
; Quest : A self-contained adventure with its own save file.&lt;br /&gt;
; Mechanics : A mod that alters the game mechanics of the base PMDO game.&lt;br /&gt;
; Expansion : A mod that adds extra content to the base PMDO game.&lt;br /&gt;
; Aesthetics : A mod that only makes changes to the game&#039;s visuals or sounds&lt;br /&gt;
; QoL : A mod that does not meaningfully change PMDO&#039;s gameplay but improves the user experience&lt;br /&gt;
; Library : A mod that makes no changes to the game on its own, but provides content for other mods to include within them.&lt;br /&gt;
&lt;br /&gt;
== List of Mods ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Category !! Mod !! Description !! Author !! 0.8.11 Compatibility&lt;br /&gt;
|-&lt;br /&gt;
| Mechanics || [https://gamebanana.com/mods/615680 On-Screen Keyboard] || Adds a keyboard on the screen. || Wintermourn || Compatable&lt;br /&gt;
|-&lt;br /&gt;
| Mechanics || [https://github.com/DSE76190/Party_Plus_12/releases/download/Party_Plus_12_2.1/Party_Plus_12.2.1.zip Party Plus 12] || Increases the party size. || DSE76 || Compatible&lt;br /&gt;
|-&lt;br /&gt;
| Mechanics || [https://drive.google.com/drive/folders/1_MeXe1XD_wTxxBCYx1GluDYeV9uvLV7U?usp=drive_link Friend Areas] || Adds friend areas. || someoneelse || Compatible&lt;br /&gt;
|-&lt;br /&gt;
| Framework || [https://github.com/435THz/NebulaMissionBoard/releases Nebula Mission Board] || Adds a mission board that can also be implemented into other mods. || Mistress Nebula|| Compatible&lt;br /&gt;
|-&lt;br /&gt;
| Quest || [https://www.insertnamejam.net/forum/insert-name-jam-2025/pokemon-mystery-dungeon-minior-the-fallen-star Minior the Fallen Star] || A [[Minior]] that fell from the sky goes on a journey to get home. || CregALeg|| Compatible&lt;br /&gt;
|-&lt;br /&gt;
| Quest || [https://github.com/Palikadude/Halcyon Halcyon] || A quest that aims to recapture the vibes and energy of Explorers in an all-new original adventure.|| Palika || Downgrade to 0.8.1&lt;br /&gt;
|-&lt;br /&gt;
| Quest || [https://github.com/RaoKurai/ZMDO Zoura Mystery Dungeon Origins] || Demo of a very unique pmd adventure..! || RaoKurai || Downgrade to 0.8.2 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Guildmaster_Island&amp;diff=4141</id>
		<title>Guildmaster Island</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Guildmaster_Island&amp;diff=4141"/>
		<updated>2025-09-10T23:28:38Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Link to Dungeons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Guildmaster Island&#039;&#039;&#039; is the setting of PMDO.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
It is an isolated island in the mystery dungeon world. During the time period the game takes place in, it is one of the few places remaining in the world that still has [[Dungeons|mystery dungeons]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Stick&amp;diff=4061</id>
		<title>Stick</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Stick&amp;diff=4061"/>
		<updated>2025-08-28T00:46:00Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Stick/Data|ItemInfobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Stick&#039;&#039;&#039; is an item in [[PMDO]].&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
The stick is thrown in a straight line, causing the hit opponent to [[flinch]]. The damage dealt accounts for stat boosts, has no associated type, and has 50 attack power.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The stick, like other throwables, is an extra ranged move. If you have a Pokémon that was built for melee, you can use the stick to deal with opponents that give you trouble from afar.&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Apple&amp;diff=4006</id>
		<title>Apple</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Apple&amp;diff=4006"/>
		<updated>2025-08-27T02:53:49Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Strats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Apple/Data|ItemInfobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Apple&#039;&#039;&#039; is an item in [[PMDO]].&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
When eaten, the Apple restores 50 [[Belly]]. If the consumer&#039;s belly is full, it will also add 3 to their belly&#039;s max.&lt;br /&gt;
[[Category:Food]]&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Apples can be considered the most common food item in the base game, making it very easy to have a reliable pile of food in your bag. Using an apple can ensure that you won&#039;t get hungry for a good chunk of floors, so having a reasonable amount on you can get you through a large dungeon.&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Stick&amp;diff=3717</id>
		<title>Stick</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Stick&amp;diff=3717"/>
		<updated>2025-08-18T01:45:02Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Created page with &amp;quot;{{:Stick/Data|ItemInfobox}}  The &amp;#039;&amp;#039;&amp;#039;Stick&amp;#039;&amp;#039;&amp;#039; is an item in PMDO.  == Uses == The stick is thrown in a straight line, causing the hit opponent to flinch. The damage dealt accounts for stat boosts, has no associated type, and has 50 attack power.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Stick/Data|ItemInfobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Stick&#039;&#039;&#039; is an item in [[PMDO]].&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
The stick is thrown in a straight line, causing the hit opponent to [[flinch]]. The damage dealt accounts for stat boosts, has no associated type, and has 50 attack power.&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Warp_Seed&amp;diff=3716</id>
		<title>Warp Seed</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Warp_Seed&amp;diff=3716"/>
		<updated>2025-08-18T01:34:03Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Warp Seed/Data|ItemInfobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Warp Seed&#039;&#039;&#039; is a [[Seed]] and an item in [[PMDO]].&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
When eaten, the user will teleport to a random tile that they can walk on.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{{sectstub}}&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Warp_Seed&amp;diff=3715</id>
		<title>Warp Seed</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Warp_Seed&amp;diff=3715"/>
		<updated>2025-08-18T01:32:11Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Created page with &amp;quot;{{:Warp Seed/Data|ItemInfobox}}  The &amp;#039;&amp;#039;&amp;#039;Warp Seed&amp;#039;&amp;#039;&amp;#039; is a Seed and an item in PMDO.  == Uses == When eaten, the user will teleport to a random tile that they can walk on.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Warp Seed/Data|ItemInfobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Warp Seed&#039;&#039;&#039; is a [[Seed]] and an item in [[PMDO]].&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
When eaten, the user will teleport to a random tile that they can walk on.&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Beedrill_family&amp;diff=3714</id>
		<title>Beedrill family</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Beedrill_family&amp;diff=3714"/>
		<updated>2025-08-18T00:03:20Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Created page with &amp;quot;{{stub}}  __NOTOC__  &amp;lt;tabs&amp;gt; &amp;lt;tab name=&amp;quot;Weedle&amp;quot;&amp;gt;{{:Weedle/Data|PokemonInfobox}}&amp;lt;/tab&amp;gt; &amp;lt;tab name=&amp;quot;Kakuna&amp;quot;&amp;gt;{{:Kakuna/Data|PokemonInfobox}}&amp;lt;/tab&amp;gt; &amp;lt;tab name=&amp;quot;Beedrill&amp;quot;&amp;gt;{{:Beedrill/Data|PokemonInfobox}}&amp;lt;/tab&amp;gt; &amp;lt;/tabs&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Weedle&amp;quot;&amp;gt;{{:Weedle/Data|PokemonInfobox}}&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Kakuna&amp;quot;&amp;gt;{{:Kakuna/Data|PokemonInfobox}}&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Beedrill&amp;quot;&amp;gt;{{:Beedrill/Data|PokemonInfobox}}&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Beedrill&amp;diff=3713</id>
		<title>Beedrill</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Beedrill&amp;diff=3713"/>
		<updated>2025-08-18T00:01:15Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Redirected page to Beedrill family&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Beedrill family]]&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Shroomish/Learnset&amp;diff=3712</id>
		<title>Shroomish/Learnset</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Shroomish/Learnset&amp;diff=3712"/>
		<updated>2025-08-17T23:59:17Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Created page with &amp;quot;&amp;lt;h6&amp;gt;By level up&amp;lt;/h6&amp;gt; {|- class=&amp;quot;wikitable&amp;quot; {{LearnsetHeader}} |      1 {{:Absorb/Data|LearnsetRow}} |      1 {{:Tackle/Data|LearnsetRow}} |      5 {{:Stun Spore/Data|LearnsetRow}} |      8 {{:Leech Seed/Data|LearnsetRow}} |     12 {{:Mega Drain/Data|LearnsetRow}} |     15 {{:Headbutt/Data|LearnsetRow}} |     19 {{:Poison Powder/Data|LearnsetRow}} |     22 {{:Worry Seed/Data|LearnsetRow}} |     26 {{:Giga Drain/Data|LearnsetRow}} |     29 {{:Growth/Data|LearnsetRow}} |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h6&amp;gt;By level up&amp;lt;/h6&amp;gt;&lt;br /&gt;
{|- class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{{LearnsetHeader}}&lt;br /&gt;
|      1 {{:Absorb/Data|LearnsetRow}}&lt;br /&gt;
|      1 {{:Tackle/Data|LearnsetRow}}&lt;br /&gt;
|      5 {{:Stun Spore/Data|LearnsetRow}}&lt;br /&gt;
|      8 {{:Leech Seed/Data|LearnsetRow}}&lt;br /&gt;
|     12 {{:Mega Drain/Data|LearnsetRow}}&lt;br /&gt;
|     15 {{:Headbutt/Data|LearnsetRow}}&lt;br /&gt;
|     19 {{:Poison Powder/Data|LearnsetRow}}&lt;br /&gt;
|     22 {{:Worry Seed/Data|LearnsetRow}}&lt;br /&gt;
|     26 {{:Giga Drain/Data|LearnsetRow}}&lt;br /&gt;
|     29 {{:Growth/Data|LearnsetRow}}&lt;br /&gt;
|     33 {{:Toxic/Data|LearnsetRow}}&lt;br /&gt;
|     36 {{:Seed Bomb/Data|LearnsetRow}}&lt;br /&gt;
|     40 {{:Spore/Data|LearnsetRow}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h6&amp;gt;By TM&amp;lt;/h6&amp;gt;&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h6&amp;gt;By move tutor&amp;lt;/h6&amp;gt;&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category: Learnsets]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Shroomish&amp;diff=3711</id>
		<title>Shroomish</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Shroomish&amp;diff=3711"/>
		<updated>2025-08-17T23:51:25Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Redirected page to Breloom family&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Breloom family]]&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Shroomish/Data&amp;diff=3710</id>
		<title>Shroomish/Data</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Shroomish/Data&amp;diff=3710"/>
		<updated>2025-08-17T23:51:03Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Created page with &amp;quot;{{{{{1|PokemonData}}} |pokemon_name=Shroomish |pokemon_id=shroomish |type1=Grass |ability1=Effect Spore |ability2=Poison Heal |ability3=Quick Feet |recruit=80 |portrait=Portrait_Shroomish.png }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{{{{1|PokemonData}}}&lt;br /&gt;
|pokemon_name=Shroomish&lt;br /&gt;
|pokemon_id=shroomish&lt;br /&gt;
|type1=Grass&lt;br /&gt;
|ability1=Effect Spore&lt;br /&gt;
|ability2=Poison Heal&lt;br /&gt;
|ability3=Quick Feet&lt;br /&gt;
|recruit=80&lt;br /&gt;
|portrait=Portrait_Shroomish.png&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Breloom_family&amp;diff=3709</id>
		<title>Breloom family</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Breloom_family&amp;diff=3709"/>
		<updated>2025-08-17T23:46:54Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Created page with &amp;quot;{{stub}}  __NOTOC__  &amp;lt;tabs&amp;gt; &amp;lt;tab name=&amp;quot;Shroomish&amp;quot;&amp;gt;{{:Shroomish/Data|PokemonInfobox}}&amp;lt;/tab&amp;gt; &amp;lt;tab name=&amp;quot;Breloom&amp;quot;&amp;gt;{{:Breloom/Data|PokemonInfobox}}&amp;lt;/tab&amp;gt; &amp;lt;/tabs&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shroomish&amp;quot;&amp;gt;{{:Shroomish/Data|PokemonInfobox}}&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Breloom&amp;quot;&amp;gt;{{:Breloom/Data|PokemonInfobox}}&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Huge_Power&amp;diff=3546</id>
		<title>Huge Power</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Huge_Power&amp;diff=3546"/>
		<updated>2025-08-15T03:31:41Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Strats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Huge Power/Data|AbilityInfobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Huge Power&#039;&#039;&#039; is an [[ability]] in [[PMDO]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
The Pokémon&#039;s Attack stat is multiplied by 1.5x.&lt;br /&gt;
== Strategy ==&lt;br /&gt;
This ability is essentially just a free stat boost. It has no active utility, but it can make a Pokémon good with physical moves much more powerful.&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Dev_Mode&amp;diff=3486</id>
		<title>Dev Mode</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Dev_Mode&amp;diff=3486"/>
		<updated>2025-08-13T18:59:41Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Added links to prevent Dead Ends&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PMDO has a secret developer mode that can be used to cheat, examine, and mod the game.&lt;br /&gt;
Start PMDO in this mode using the following command:&lt;br /&gt;
&lt;br /&gt;
Windows:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
PMDO.exe -dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unix:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
./PMDO -dev&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also run the &amp;lt;code&amp;gt;dev.bat&amp;lt;/code&amp;gt; file to start without the command line.&lt;br /&gt;
&lt;br /&gt;
== Hotkeys ==&lt;br /&gt;
&lt;br /&gt;
* F1 shows diagnostic information.  This will show FPS, version number, current position, animation, and hitboxes.  This is also usable outside of dev mode but will only show FPS and version number.&lt;br /&gt;
* Shift+Up/Down warps to the next and previous floors of the dungeon, respectively.&lt;br /&gt;
* Shift+Left/Right warps to the next and previous segments of the dungeon.  A dungeon may be split up into segments such as Magma Cavern and Deep Magma Cavern.&lt;br /&gt;
* Shift+Right Click will warp the player to the location clicked.&lt;br /&gt;
* F2 pauses the game.&lt;br /&gt;
* F3 advances the frame when the game is paused.&lt;br /&gt;
* F4 is a test button used by programmers to quickly test a feature.  Don’t worry about this.&lt;br /&gt;
* F5 slows down the game.&lt;br /&gt;
* F6 speeds up the game.&lt;br /&gt;
* F8 mutes the music, and unmutes it when muted.&lt;br /&gt;
* F9 turns on FreeCam mode, where the camera can be moved.  In dungeons, it turns on SeeAll mode.&lt;br /&gt;
* F11 takes a screenshot of the ENTIRE map, useful for showcasing maps.  All characters, objects, and currently active VFX are included. The screenshot is saved to the SCREENSHOT/ subfolder.&lt;br /&gt;
* F12 warps the player to the debug ground map using their current save file.  If no save file exists, a debug file is created (but not saved)&lt;br /&gt;
* F1+F12 warps the player to the debug room.  Unlike F12, it send the player to the debug dungeon map.&lt;br /&gt;
* CTRL+F12 soft resets to the title screen.&lt;br /&gt;
* CTRL+Cancel clears textboxes and menus to skip text. Cancel is the Z key by default.&lt;br /&gt;
&lt;br /&gt;
== Dev Panel ==&lt;br /&gt;
&lt;br /&gt;
This contains the main controls to modify the game.  They are separated into tabs.&lt;br /&gt;
&lt;br /&gt;
=== Game ===&lt;br /&gt;
Often used to cheat and test in dungeons.&lt;br /&gt;
&lt;br /&gt;
[[File:DevPanel_Game.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
* Hide Objects: Hides items and traps.  In ground maps, objects are hidden.&lt;br /&gt;
* Hide Sprites: Hides Pokemon.  Often used for screenshots.&lt;br /&gt;
* Create Clone: Creates a (Hostile) clone of your current character in your current location.&lt;br /&gt;
* Clear All Foes: Removes all enemies from the map. &lt;br /&gt;
* Skill List: Allows you to learn a [[move]] or give it to foes.&lt;br /&gt;
* Ability list: Allows you to gain an [[ability]] or give it to foes.&lt;br /&gt;
* Status List: Allows you to take on a status effect.&lt;br /&gt;
* Item List: Allows you to spawn [[items]] in dungeons.&lt;br /&gt;
&lt;br /&gt;
=== Player ===&lt;br /&gt;
Often used to cheat in dungeons, or test animations.&lt;br /&gt;
&lt;br /&gt;
[[File:DevPanel_Player.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
* Lv.: Sets the current player’s level.  Updates in real time.&lt;br /&gt;
* Reroll: Updates the current player’s moveset to the latest naturally learned moves at the current level.&lt;br /&gt;
* Species/Form/Skin/[[Gender]]: Change the player’s current species/form/shininess/gender.&lt;br /&gt;
* Animation: Change the player’s current animation.&lt;br /&gt;
&lt;br /&gt;
=== Travel ===&lt;br /&gt;
Used to instantly warp to needed locations.&lt;br /&gt;
&lt;br /&gt;
[[File:DevPanel_Travel.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
* Areas are organized into Zones.&lt;br /&gt;
* Each zone has a list of Structures, plus a list of Ground Maps.&lt;br /&gt;
* Ground Maps are the hub maps with free movement.&lt;br /&gt;
* Each Structure contains a list of floors.&lt;br /&gt;
* You can choose to enter either a Ground map using Enter Ground, or a dungeon floor using Enter Map.&lt;br /&gt;
&lt;br /&gt;
=== Data ===&lt;br /&gt;
Used to edit maps, items, Pokemon, etc.&lt;br /&gt;
&lt;br /&gt;
[[File:DevPanel_Data.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
=== Sprites ===&lt;br /&gt;
Used to the graphics of the game.&lt;br /&gt;
&lt;br /&gt;
[[File:DevPanel_Sprites.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
* Char Sprites: Pokemon sprites in dungeons/overworld.&lt;br /&gt;
* Portraits: Character portraits in dialogue.&lt;br /&gt;
* Particles: Most attack graphics.&lt;br /&gt;
* Beams: Used in attacks that shoot continuous beams, plus columns of light used for sending home.&lt;br /&gt;
* Backgrounds: Used in the title screen, and maps with parallax backgrounds.&lt;br /&gt;
* Emotes: Emote animations.  Includes status effect icons.&lt;br /&gt;
* Tiles: All tilesets.  Does not include autotiles (which are in the Data tab).&lt;br /&gt;
* Items: Item Sprites&lt;br /&gt;
* Objects: Tree stumps, signs, traps, etc.&lt;br /&gt;
&lt;br /&gt;
=== Script ===&lt;br /&gt;
A lua command prompt to enter custom commands.&lt;br /&gt;
&lt;br /&gt;
[[File:DevPanel_Script.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
* Reload Scripts: Reloads all lua scripts with your edits without needing to restart the game.&lt;br /&gt;
* Text Test: Allows you to test a dialogue box with sample text.  For translators.&lt;br /&gt;
&lt;br /&gt;
Command box controls:&lt;br /&gt;
* Type in a lua script command to run it directly on the game.&lt;br /&gt;
* Use TASK:BranchCoroutine(&amp;lt;your function here&amp;gt;) to call coroutines.&lt;br /&gt;
* SHIFT+Up/Down to scroll past commands.&lt;br /&gt;
* SHIFT+Enter to enter a multiline command.&lt;br /&gt;
&lt;br /&gt;
=== Mods ===&lt;br /&gt;
Controls which mod the game currently has loaded.  Can create, delete, and switch between mods.  Only one may be loaded at a time.  If you want to work on a mod, make sure the game is set to that mod before doing work.&lt;br /&gt;
&lt;br /&gt;
[[File:DevPanel_Mod.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
=== Constants ===&lt;br /&gt;
Starter data, special game events, and VFX that are used in hardcoded portions of the game. &lt;br /&gt;
&lt;br /&gt;
[[File:DevPanel_Constants.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
=== The Debug Room ===&lt;br /&gt;
This room contains a crowd of Pokemon at the top left corner for east move/ability/item testing.&lt;br /&gt;
&lt;br /&gt;
[[File:DebugRoom.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Quick Reference]]&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Fire_Spin&amp;diff=3473</id>
		<title>Fire Spin</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Fire_Spin&amp;diff=3473"/>
		<updated>2025-08-13T18:43:48Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Created page with &amp;quot;{{:Fire Spin/Data|MoveInfobox}}  &amp;#039;&amp;#039;&amp;#039;Fire Spin&amp;#039;&amp;#039;&amp;#039; is a move in PMDO.  == Effects == Fire Spin deals damage and applies the Fire Spin effect to the target.  == Strategy == {{sectstub}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Fire Spin/Data|MoveInfobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Spin&#039;&#039;&#039; is a [[move]] in [[PMDO]].&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Fire Spin deals damage and applies the Fire Spin effect to the target.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{{sectstub}}&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Flower_Veil&amp;diff=3471</id>
		<title>Flower Veil</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Flower_Veil&amp;diff=3471"/>
		<updated>2025-08-13T18:38:40Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Flower Veil/Data|AbilityInfobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flower Veil&#039;&#039;&#039; is an [[ability]] in [[PMDO]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Flower Veil protects all allies within a 1-tile area from being afflicted with major status effects.&lt;br /&gt;
&lt;br /&gt;
The Flower Veil user themself is not protected by the ability.&lt;br /&gt;
== Strategy ==&lt;br /&gt;
This support ability is valuable since it protects the user&#039;s allies from almost all forms of gaining a status ability. Aside from the usual moves, it can also make items like [[Grimy Food]] more viable in a dungeon run.&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=User:WalterTheRalts&amp;diff=3317</id>
		<title>User:WalterTheRalts</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=User:WalterTheRalts&amp;diff=3317"/>
		<updated>2025-08-12T18:48:32Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A music-making Ralts that edits wikis for the games he mods.&lt;br /&gt;
&lt;br /&gt;
Currently creating a whole game in this system, using many COMMON functions along the way. The first &amp;quot;release&amp;quot; of the game can be found here: https://github.com/WalterRalts/Explorers_of_Friending&lt;br /&gt;
&lt;br /&gt;
There are a lot of things for me to share on this wiki, and I hope that I can help out.&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Move&amp;diff=2764</id>
		<title>Move</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Move&amp;diff=2764"/>
		<updated>2025-07-25T02:38:16Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Draft of Moves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Pokemon Mystery Dungeon: Origins has most of the moves from the main series games released. To create a move, see the [[Creating Moves]] page.&lt;br /&gt;
&lt;br /&gt;
== Basic Information ==&lt;br /&gt;
Similarly to the main series games, using a move ends an entity&#039;s turn. Most moves are either damaging moves or status moves.&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Pikachu/Data&amp;diff=2763</id>
		<title>Pikachu/Data</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Pikachu/Data&amp;diff=2763"/>
		<updated>2025-07-25T02:09:24Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Created page with &amp;quot;{{{{{1|PokemonData}}} |pokemon_name=Pikachu |pokemon_id=pikachu |form_id=00 |type1=Electric |ability1=Static |ability2= |ability3=Lightning Rod |recruit=40 |portrait=Portrait_Pikachu.png }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{{{{1|PokemonData}}}&lt;br /&gt;
|pokemon_name=Pikachu&lt;br /&gt;
|pokemon_id=pikachu&lt;br /&gt;
|form_id=00&lt;br /&gt;
|type1=Electric&lt;br /&gt;
|ability1=Static&lt;br /&gt;
|ability2=&lt;br /&gt;
|ability3=Lightning Rod&lt;br /&gt;
|recruit=40&lt;br /&gt;
|portrait=Portrait_Pikachu.png&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Raichu_family&amp;diff=2762</id>
		<title>Raichu family</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Raichu_family&amp;diff=2762"/>
		<updated>2025-07-25T02:06:33Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Created page with &amp;quot;{{stub}}  __NOTOC__  &amp;lt;tabs&amp;gt; &amp;lt;tab name=&amp;quot;Pichu&amp;quot;&amp;gt;{{:Pichu/Data|PokemonInfobox}}&amp;lt;/tab&amp;gt; &amp;lt;tab name=&amp;quot;Pikachu&amp;quot;&amp;gt;{{:Pikachu/Data|PokemonInfobox}}&amp;lt;/tab&amp;gt; &amp;lt;tab name=&amp;quot;Raichu&amp;quot;&amp;gt;{{:Raichu/Data|PokemonInfobox}}&amp;lt;/tab&amp;gt; &amp;lt;tab name=&amp;quot;Alolan Raichu&amp;quot;&amp;gt;{{:Alolan_Raichu/Data|PokemonInfobox}}&amp;lt;/tab&amp;gt; &amp;lt;/tabs&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pichu&amp;quot;&amp;gt;{{:Pichu/Data|PokemonInfobox}}&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pikachu&amp;quot;&amp;gt;{{:Pikachu/Data|PokemonInfobox}}&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Raichu&amp;quot;&amp;gt;{{:Raichu/Data|PokemonInfobox}}&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Alolan Raichu&amp;quot;&amp;gt;{{:Alolan_Raichu/Data|PokemonInfobox}}&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Pikachu&amp;diff=2761</id>
		<title>Pikachu</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Pikachu&amp;diff=2761"/>
		<updated>2025-07-25T02:05:18Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Redirected page to Raichu family&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Raichu family]]&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Mod:Party_Plus&amp;diff=2756</id>
		<title>Mod:Party Plus</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Mod:Party_Plus&amp;diff=2756"/>
		<updated>2025-07-19T22:17:26Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Party Plus&amp;#039;&amp;#039;&amp;#039; (namespace: &amp;lt;code&amp;gt;franzies_party_plus_&amp;lt;/code&amp;gt;) and &amp;#039;&amp;#039;&amp;#039;Party Plus Plus&amp;#039;&amp;#039;&amp;#039; (namespace: &amp;lt;code&amp;gt;franzies_party_plus_plus&amp;lt;/code&amp;gt;) are mods for PMDO by FranzyStar that increase the maximum number of party members.  == Changes ==  * &amp;#039;&amp;#039;&amp;#039;Party Plus&amp;#039;&amp;#039;&amp;#039; increases the number to 6, while &amp;#039;&amp;#039;&amp;#039;Party Plus Plus&amp;#039;&amp;#039;&amp;#039; increase the number to 12. * Adds more spawners around every ground location.  Category:Mods&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Party Plus&#039;&#039;&#039; (namespace: &amp;lt;code&amp;gt;franzies_party_plus_&amp;lt;/code&amp;gt;) and &#039;&#039;&#039;Party Plus Plus&#039;&#039;&#039; (namespace: &amp;lt;code&amp;gt;franzies_party_plus_plus&amp;lt;/code&amp;gt;) are [[mod]]s for [[PMDO]] by FranzyStar that increase the maximum number of party members.&lt;br /&gt;
&lt;br /&gt;
== Changes ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Party Plus&#039;&#039;&#039; increases the number to 6, while &#039;&#039;&#039;Party Plus Plus&#039;&#039;&#039; increase the number to 12.&lt;br /&gt;
* Adds more spawners around every ground location.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Jaboca_Berry&amp;diff=2744</id>
		<title>Jaboca Berry</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Jaboca_Berry&amp;diff=2744"/>
		<updated>2025-07-02T00:56:51Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Jaboca Berry/Data|ItemInfobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Jaboca Berry&#039;&#039;&#039; is an item in [[PMDO]].&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
When eaten, the Jaboca Berry gives the user the [[Area Counter]] status and reflects physical damage.&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Rowap_Berry&amp;diff=2743</id>
		<title>Rowap Berry</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Rowap_Berry&amp;diff=2743"/>
		<updated>2025-07-02T00:56:28Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Created page with &amp;quot;{{:Rowap Berry/Data|ItemInfobox}}  The &amp;#039;&amp;#039;&amp;#039;Rowap Berry&amp;#039;&amp;#039;&amp;#039; is an item in PMDO.  == Uses == When eaten, the Rowap Berry gives the user the Area Counter status and reflects special damage.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Rowap Berry/Data|ItemInfobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Rowap Berry&#039;&#039;&#039; is an item in [[PMDO]].&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
When eaten, the Rowap Berry gives the user the [[Area Counter]] status and reflects special damage.&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Jaboca_Berry&amp;diff=2742</id>
		<title>Jaboca Berry</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Jaboca_Berry&amp;diff=2742"/>
		<updated>2025-07-02T00:54:50Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Created page with &amp;quot;{{:Jaboca Berry/Data|ItemInfobox}}  The &amp;#039;&amp;#039;&amp;#039;Jaboca Berry&amp;#039;&amp;#039;&amp;#039; is an item in PMDO.  == Uses == When eaten, the Jaboca Berry gives the user the Area Counter status.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Jaboca Berry/Data|ItemInfobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Jaboca Berry&#039;&#039;&#039; is an item in [[PMDO]].&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
When eaten, the Jaboca Berry gives the user the [[Area Counter]] status.&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Lua_Function_Reference&amp;diff=2741</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=2741"/>
		<updated>2025-07-01T23:47:54Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: /* GROUND:AnimateToPosition */ Added height argument&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, 0)&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>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Fire_Fang&amp;diff=2740</id>
		<title>Fire Fang</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Fire_Fang&amp;diff=2740"/>
		<updated>2025-07-01T20:48:58Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Created page with &amp;quot;{{:Fire_Fang/Data|MoveInfobox}}  &amp;#039;&amp;#039;&amp;#039;Fire Fang&amp;#039;&amp;#039;&amp;#039; is a move in PMDO.  == Effects == Fire Fang has a chance to flinch and a chance to cause burn.  == Strategy == {{sectstub}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Fire_Fang/Data|MoveInfobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Fang&#039;&#039;&#039; is a [[move]] in [[PMDO]].&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Fire Fang has a chance to [[flinch]] and a chance to cause [[burn]].&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{{sectstub}}&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Effect_Tile&amp;diff=2739</id>
		<title>Effect Tile</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Effect_Tile&amp;diff=2739"/>
		<updated>2025-06-26T23:32:52Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: All current base game traps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Effect tiles&#039;&#039;&#039; are tiles that activate upon certain conditions being met that affect the player and the foe in dungeons. In most cases, tiles replace floor [[terrain]] during dungeon generation.&lt;br /&gt;
&lt;br /&gt;
== List of effect tiles ==&lt;br /&gt;
=== Traps ===&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Image &lt;br /&gt;
! Tile&lt;br /&gt;
! Range&lt;br /&gt;
! Effects&lt;br /&gt;
! Destroyed after trigger&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Apple Trap &lt;br /&gt;
| User&lt;br /&gt;
| Changes a held item into an [[Apple]].&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Chestnut Trap &lt;br /&gt;
| 1-tile area &lt;br /&gt;
| Deals 1/6 of the Pokémon&#039;s Max HP as damage and causes them to [[flinch]].  &lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Explosion Trap&lt;br /&gt;
| 2-tile area&lt;br /&gt;
| Deals 1/2 of the Pokémon&#039;s Current HP as damage.&amp;lt;br&amp;gt;Destroys dropped items.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Grimy Trap&lt;br /&gt;
| {{sectstub}}&lt;br /&gt;
| Turns a [[food]] item in the Pokémon&#039;s inventory into [[Grimy Food]].&amp;lt;br&amp;gt;Removes the Pokémon&#039;s [[Ability]].&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Grudge Trap&lt;br /&gt;
| 2-tile area&lt;br /&gt;
| Gives all opposing Pokémon the [[Grudge]] status.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Gust Trap&lt;br /&gt;
| 1-tile area&lt;br /&gt;
| Launches Pokémon up to 8 walkable tiles in a random direction.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Hunger Trap&lt;br /&gt;
| User&lt;br /&gt;
| Reduces the Pokémon&#039;s [[belly]] by 20.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Mud Trap&lt;br /&gt;
| 1-tile area&lt;br /&gt;
| Reduces the Pokémon&#039;s highest stat by 2 stages.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Poison Trap&lt;br /&gt;
| 1-tile area&lt;br /&gt;
| Inflicts the Pokémon with [[poison]].&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| PP-Leech Trap&lt;br /&gt;
| User&lt;br /&gt;
| Removes all PP of the Pokémon&#039;s last used move. Fails if the Pokémon hasn&#039;t used a move yet.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Seal Trap&lt;br /&gt;
| 1-tile area&lt;br /&gt;
| Disables Pokémon&#039;s last used move. Fails if the Pokémon hasn&#039;t used a move yet.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Self-Destruct Trap&lt;br /&gt;
| 1-tile area&lt;br /&gt;
| Deals 1/2 of the Pokémon&#039;s Current HP as damage.&amp;lt;br&amp;gt;Destroys dropped items.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Slow Trap&lt;br /&gt;
| 1-tile area&lt;br /&gt;
| Reduces the Pokémon&#039;s movement speed by 1 stage.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Slumber Trap&lt;br /&gt;
| 1-tile area&lt;br /&gt;
| Inflicts the Pokémon with [[sleep]].&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Spikes&lt;br /&gt;
| User&lt;br /&gt;
| Does 1/8 of the Pokémon&#039;s Max HP as damage.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Spin Trap&lt;br /&gt;
| 1-tile area&lt;br /&gt;
| Inflicts the Pokémon with [[confusion]].&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Stealth Rock&lt;br /&gt;
| User&lt;br /&gt;
| Does 1/8 of the Pokémon&#039;s Max HP as rock-type damage.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Sticky Trap&lt;br /&gt;
| User&lt;br /&gt;
| Inflicts the Pokemon with [[Immobilized]].&amp;lt;br&amp;gt;Makes the highest priced item sticky.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Summon Trap&lt;br /&gt;
| User&lt;br /&gt;
| Brings up to 4 enemies from 80 tiles away onto the nearest tile relative to the player.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Toxic Spikes&lt;br /&gt;
| User&lt;br /&gt;
| Inflicts the Pokemon with [[badly poisoned]].&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Trigger Trap&lt;br /&gt;
| User&lt;br /&gt;
| Triggers traps up to 5 tiles away.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Trip Trap&lt;br /&gt;
| 4-tile area&lt;br /&gt;
| Makes a Pokémon drop its held item.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Warp Trap&lt;br /&gt;
| User&lt;br /&gt;
| Teleports a Pokemon onto a random walkable tile&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
=== Tiles ===&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Image &lt;br /&gt;
! Tile&lt;br /&gt;
! Range&lt;br /&gt;
! Effects&lt;br /&gt;
! Destroyed after trigger&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Wonder Tile&lt;br /&gt;
| 1-tile area&lt;br /&gt;
| Removes all [[stat changes]].&lt;br /&gt;
| No&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Effect_Tile&amp;diff=2738</id>
		<title>Effect Tile</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Effect_Tile&amp;diff=2738"/>
		<updated>2025-06-25T15:09:57Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: More Traps and Tile section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Effect tiles&#039;&#039;&#039; are tiles that activate upon certain conditions being met that affect the player and the foe in dungeons. In most cases, tiles replace floor [[terrain]] during dungeon generation.&lt;br /&gt;
&lt;br /&gt;
== List of effect tiles ==&lt;br /&gt;
=== Traps ===&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Image &lt;br /&gt;
! Tile&lt;br /&gt;
! Range&lt;br /&gt;
! Effects&lt;br /&gt;
! Destroyed after trigger&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Apple Trap &lt;br /&gt;
| User&lt;br /&gt;
| Changes a held item into an [[Apple]].&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Chestnut Trap &lt;br /&gt;
| 1-tile area &lt;br /&gt;
| Deals 1/6 of the Pokémon&#039;s Max HP as damage and causes them to [[flinch]].  &lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Explosion Trap&lt;br /&gt;
| 2-tile area&lt;br /&gt;
| Deals 1/2 of the Pokémon&#039;s Current HP as damage.&amp;lt;br&amp;gt;Destroys dropped items.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Grimy Trap&lt;br /&gt;
| {{sectstub}}&lt;br /&gt;
| Turns a [[food]] item in the Pokémon&#039;s inventory into [[Grimy Food]].&amp;lt;br&amp;gt;Removes the Pokémon&#039;s [[Ability]].&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Grudge Trap&lt;br /&gt;
| 2-tile area&lt;br /&gt;
| Gives all opposing Pokémon the [[Grudge]] status.&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Gust Trap&lt;br /&gt;
| 1-tile area&lt;br /&gt;
| Launches Pokémon up to 8 walkable tiles in a random direction.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Hunger Trap&lt;br /&gt;
| User&lt;br /&gt;
| Reduces the Pokémon&#039;s [[belly]] by 20.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Mud Trap&lt;br /&gt;
| 1-tile area&lt;br /&gt;
| Reduces the Pokémon&#039;s highest stat by 2 stages.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Poison Trap&lt;br /&gt;
| 1-tile area&lt;br /&gt;
| Inflicts the Pokémon with [[poison]].&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| PP-Leech Trap&lt;br /&gt;
| User&lt;br /&gt;
| Removes all PP of the Pokémon&#039;s last used move.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Seal Trap&lt;br /&gt;
| 1-tile area&lt;br /&gt;
| Disables Pokémon&#039;s last used move.&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Self-Destruct Trap&lt;br /&gt;
| 1-tile area&lt;br /&gt;
| Deals 1/2 of the Pokémon&#039;s Current HP as damage.&amp;lt;br&amp;gt;Destroys dropped items.&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
=== Tiles ===&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Image &lt;br /&gt;
! Tile&lt;br /&gt;
! Range&lt;br /&gt;
! Effects&lt;br /&gt;
! Destroyed after trigger&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Wonder Tile&lt;br /&gt;
| 1-tile area&lt;br /&gt;
| Removes all [[stat changes]].&lt;br /&gt;
| No&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=TM&amp;diff=2735</id>
		<title>TM</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=TM&amp;diff=2735"/>
		<updated>2025-06-25T14:44:59Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;TMs&amp;#039;&amp;#039;&amp;#039; are items in PMDO that can be rarely found in some dungeons in the base game. When they are used, Pokémon that are eligible can learn the move labelled on the TM.  See the full list here.  {{stub}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;TMs&#039;&#039;&#039; are items in PMDO that can be rarely found in some dungeons in the base game. When they are used, Pokémon that are eligible can learn the move labelled on the TM.&lt;br /&gt;
&lt;br /&gt;
See the [[Draft:List_of_TM_moves|full list here.]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Agility&amp;diff=2733</id>
		<title>Agility</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Agility&amp;diff=2733"/>
		<updated>2025-06-25T00:26:59Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Created page with &amp;quot;{{:Agility/Data|MoveInfobox}}  &amp;#039;&amp;#039;&amp;#039;Agility&amp;#039;&amp;#039;&amp;#039; is a move in PMDO.  == Effects == Agility increases the movement speed of the user and any allies within a three-tile radius by one stage.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Agility/Data|MoveInfobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agility&#039;&#039;&#039; is a [[move]] in [[PMDO]].&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Agility increases the movement speed of the user and any allies within a three-tile radius by one stage.&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Dragon_Rage&amp;diff=2732</id>
		<title>Dragon Rage</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Dragon_Rage&amp;diff=2732"/>
		<updated>2025-06-25T00:09:38Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Created page with &amp;quot;{{:Dragon_Rage/Data|MoveInfobox}}  &amp;#039;&amp;#039;&amp;#039;Dragon Rage&amp;#039;&amp;#039;&amp;#039; is a move in PMDO.  == Effects == Dragon Rage deals damage to the first entity within two tiles equal to the amount of HP the user is missing.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Dragon_Rage/Data|MoveInfobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon Rage&#039;&#039;&#039; is a [[move]] in [[PMDO]].&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Dragon Rage deals damage to the first entity within two tiles equal to the amount of HP the user is missing.&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Oran_Berry&amp;diff=2731</id>
		<title>Oran Berry</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Oran_Berry&amp;diff=2731"/>
		<updated>2025-06-24T23:51:35Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Linking to berries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Oran Berry/Data|ItemInfobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Oran Berry&#039;&#039;&#039; is a [[Berry]] and an item in [[PMDO]].&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
When eaten, the Oran Berry restores all HP.&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Tangrowth_family&amp;diff=2725</id>
		<title>Tangrowth family</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Tangrowth_family&amp;diff=2725"/>
		<updated>2025-06-23T21:18:55Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Created page with &amp;quot;{{stub}}  __NOTOC__  &amp;lt;tabs&amp;gt; &amp;lt;tab name=&amp;quot;Tangela&amp;quot;&amp;gt;{{:Tangela/Data|PokemonInfobox}}&amp;lt;/tab&amp;gt; &amp;lt;tab name=&amp;quot;Tangrowth&amp;quot;&amp;gt;{{:Tangrowth/Data|PokemonInfobox}}&amp;lt;/tab&amp;gt; &amp;lt;/tabs&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tangela&amp;quot;&amp;gt;{{:Tangela/Data|PokemonInfobox}}&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tangrowth&amp;quot;&amp;gt;{{:Tangrowth/Data|PokemonInfobox}}&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Tangela&amp;diff=2724</id>
		<title>Tangela</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Tangela&amp;diff=2724"/>
		<updated>2025-06-23T21:17:51Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Redirected page to Tangrowth family#Tangela&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Tangrowth family#Tangela]]&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Forest_Camp&amp;diff=2723</id>
		<title>Forest Camp</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Forest_Camp&amp;diff=2723"/>
		<updated>2025-06-23T21:06:46Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Forest Camp&amp;#039;&amp;#039;&amp;#039; is the second camp on Guildmaster Island. It is first accessed by completing Tropical Path, and you can return to it through Base Camp.  == Dungeons Accessible == * Faded Trail * Bramble Woods  {{sectstub}}  == Story == {{sectstub}}  Category: Locations&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Forest Camp&#039;&#039;&#039; is the second camp on [[Guildmaster Island]]. It is first accessed by completing [[Tropical Path]], and you can return to it through [[Base Camp]].&lt;br /&gt;
&lt;br /&gt;
== Dungeons Accessible ==&lt;br /&gt;
* [[Faded Trail]]&lt;br /&gt;
* [[Bramble Woods]]&lt;br /&gt;
&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
{{sectstub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Locations]]&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Traps&amp;diff=2709</id>
		<title>Traps</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Traps&amp;diff=2709"/>
		<updated>2025-06-11T15:05:43Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Redirected page to Effect Tiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Effect Tiles]]&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Effect_tiles&amp;diff=2708</id>
		<title>Effect tiles</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Effect_tiles&amp;diff=2708"/>
		<updated>2025-06-11T15:05:22Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: WalterTheRalts moved page Effect tiles to Effect Tiles: Misspelled title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Effect Tiles]]&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Effect_Tile&amp;diff=2707</id>
		<title>Effect Tile</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Effect_Tile&amp;diff=2707"/>
		<updated>2025-06-11T15:05:21Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: WalterTheRalts moved page Effect tiles to Effect Tiles: Misspelled title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Effect Tiles are tiles that activate upon certain conditions being met that affect the player and the foe in dungeons. In most cases, tiles replace floor [[terrain]].&lt;br /&gt;
&lt;br /&gt;
== Traps ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Terrain &lt;br /&gt;
! Affects&lt;br /&gt;
! Effects&lt;br /&gt;
! Is destroyed&lt;br /&gt;
|-&lt;br /&gt;
| Apple Trap &lt;br /&gt;
| Activator&lt;br /&gt;
| Changes a random held item into an [[Apple]]&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Chestnut Trap &lt;br /&gt;
| A 3 by 3 square with the tile in the center. &lt;br /&gt;
| Does 1/6 of the Pokémon&#039;s Max HP as damage to Pokémon within one tile of the trap and causes them to [[flinch]].  &lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Explosion Trap&lt;br /&gt;
| A 5 by 5 square with the tile in the center.  &lt;br /&gt;
| Does 1/2 of the Pokémon&#039;s Current HP as damage to Pokémon within two tiles.  &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Grimy Trap&lt;br /&gt;
| Player Inventory&lt;br /&gt;
| Turns all food items in the player&#039;s bag into [[Grimy Food]] and removes the Pokémon&#039;s [[ability]].&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Grudge Trap&lt;br /&gt;
| All foes within a 5 by 5 square with the tile in the center.&lt;br /&gt;
| Gives all opposing Pokémon the Grudge effect&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Effect_Tile&amp;diff=2706</id>
		<title>Effect Tile</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Effect_Tile&amp;diff=2706"/>
		<updated>2025-06-11T15:02:27Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Effect Tiles Draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Effect Tiles are tiles that activate upon certain conditions being met that affect the player and the foe in dungeons. In most cases, tiles replace floor [[terrain]].&lt;br /&gt;
&lt;br /&gt;
== Traps ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Terrain &lt;br /&gt;
! Affects&lt;br /&gt;
! Effects&lt;br /&gt;
! Is destroyed&lt;br /&gt;
|-&lt;br /&gt;
| Apple Trap &lt;br /&gt;
| Activator&lt;br /&gt;
| Changes a random held item into an [[Apple]]&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Chestnut Trap &lt;br /&gt;
| A 3 by 3 square with the tile in the center. &lt;br /&gt;
| Does 1/6 of the Pokémon&#039;s Max HP as damage to Pokémon within one tile of the trap and causes them to [[flinch]].  &lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Explosion Trap&lt;br /&gt;
| A 5 by 5 square with the tile in the center.  &lt;br /&gt;
| Does 1/2 of the Pokémon&#039;s Current HP as damage to Pokémon within two tiles.  &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Grimy Trap&lt;br /&gt;
| Player Inventory&lt;br /&gt;
| Turns all food items in the player&#039;s bag into [[Grimy Food]] and removes the Pokémon&#039;s [[ability]].&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Grudge Trap&lt;br /&gt;
| All foes within a 5 by 5 square with the tile in the center.&lt;br /&gt;
| Gives all opposing Pokémon the Grudge effect&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Floor_Generation_Overview&amp;diff=2705</id>
		<title>Floor Generation Overview</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Floor_Generation_Overview&amp;diff=2705"/>
		<updated>2025-06-11T14:20:38Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Floor generation is performed as a list of steps, which allows a developer to customize their floor layout at every part of the pipeline. This page covers the basics of what each step is responsible for and why it is needed.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A dungeon map can be generated without items, enemies, or traps.  But at a bare minimum, a dungeon map must generate [[terrain]] (plus entrance/exit) in order to complete without errors.  There are 4 main options on how to do this:&lt;br /&gt;
&lt;br /&gt;
* Generate a Grid of Rooms, which is then converted into a connected List of Rooms, which are then used to generate tiles.&lt;br /&gt;
* Generate a connected List of Rooms, and then use those rooms to generate tiles.&lt;br /&gt;
* Generate Tiles directly.&lt;br /&gt;
* Load a Pre-made Map.&lt;br /&gt;
&lt;br /&gt;
The type of floor gen you choose in the editor will dictate which options you have:&lt;br /&gt;
&lt;br /&gt;
[[File:FloorGen_Type.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Generating Tiles Directly ===&lt;br /&gt;
&lt;br /&gt;
Direct tile generation will randomly generate wall and floor tiles, and then add a start and end point somewhere in the result.  To use this approach, make the floor a &amp;lt;code&amp;gt;StairsFloorGen&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* The first step needed is &amp;lt;code&amp;gt;InitTilesStep&amp;lt;/code&amp;gt;, which specifies the dimensions of the floor in tiles and initializes a grid of wall tiles.&lt;br /&gt;
&lt;br /&gt;
[[File:FloorGen_Tiles_Empty.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
* Then an algorithm is used to carve out floor tiles out of the dungeon, such as &amp;lt;code&amp;gt;SpecificTilesStep&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;PerlinWaterStep&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:FloorGen_Tiles_Tiles.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
* Finally, &amp;lt;code&amp;gt;StairsStep&amp;lt;/code&amp;gt; is used to choose a start and end tile on a walkable tile(purple).&lt;br /&gt;
&lt;br /&gt;
[[File:FloorGen_Tiles_Start_End.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
While this approach theoretically works has been used in some debug room tests, it has never shown up in practice due to its inflexibility compared to the Grid or List of Rooms methods that follow.&lt;br /&gt;
&lt;br /&gt;
=== List of Rooms ===&lt;br /&gt;
&lt;br /&gt;
List of Rooms is an approach that splits generation into rooms and hallways, planning out their dimensions before filling in the tile details.  To use this approach, make the floor a &amp;lt;code&amp;gt;RoomFloorGen&amp;lt;/code&amp;gt;.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The first step needed is &amp;lt;code&amp;gt;InitFloorPlanStep&amp;lt;/code&amp;gt;, which initializes a space for which to plan out rooms and halls:&lt;br /&gt;
&lt;br /&gt;
[[File:FloorGen_Tiles_Empty.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
* Then, a path generator such as &amp;lt;code&amp;gt;FloorPathBranch&amp;lt;/code&amp;gt; is run to place the rooms with connecting halls between them (yellow):&lt;br /&gt;
&lt;br /&gt;
[[File:FloorGen_Floor_Rooms_Halls.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
* Then, the list of rooms and halls is then translated into tiles, using &amp;lt;code&amp;gt;DrawFloorToTileStep&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It accomplishes this by first asking each room to generate its tiles:&lt;br /&gt;
&lt;br /&gt;
[[File:FloorGen_Floor_Rooms_To_Tiles.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Then, the hall algorithms are asked to generate:&lt;br /&gt;
&lt;br /&gt;
[[File:FloorGen_Floor_Rooms_Halls_To_Tiles.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
This leaves us with all floor tiles:&lt;br /&gt;
&lt;br /&gt;
[[File:FloorGen_Floor_Tiles.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
* Lastly, the start and end tile are marked, by first selecting 2 separate rooms (pink) and then choosing a tile (purple) in each room to put the marker.  The step responsible for this is &amp;lt;code&amp;gt;FloorStairsStep&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FloorGen_Floor_Start_End.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Room Floors are somewhat uncommon and has few templates to choose from for floor shape.  However it&#039;s possible to vary the floor shape a lot simply by choosing different room types to generate with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Grid of Rooms ===&lt;br /&gt;
&lt;br /&gt;
Grid of Rooms is an approach that starts generation off with a grid of rooms, before planning out their dimensions and then filling in the tile details.  It is basically the List of Rooms approach with extra steps. To use this approach, make the floor a &amp;lt;code&amp;gt;GridFloorGen&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* The first step needed is &amp;lt;code&amp;gt;InitGridPlanStep&amp;lt;/code&amp;gt;, which initializes a grid of cells:&lt;br /&gt;
&lt;br /&gt;
[[File:FloorGen_Grid_Cells.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
* Then, a path generator such as &amp;lt;code&amp;gt;GridPathBranch&amp;lt;/code&amp;gt; is run to place rooms in the grid (blue) with connecting halls between them (yellow):&lt;br /&gt;
&lt;br /&gt;
[[File:FloorGen_Grid_Cells_Chosen.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Each room and hall filled in here are also assigned an algorithm at this step.&lt;br /&gt;
&lt;br /&gt;
* The grid rooms and grid connectors are then translated into a list of rooms and halls, using &amp;lt;code&amp;gt;DrawGridToFloorStep&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It accomplishes this by first having each room algorithm then choose its size and location:&lt;br /&gt;
&lt;br /&gt;
[[File:FloorGen_Grid_Cells_To_Rooms.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
The rooms then signal their connection requirements to the halls, which then have their sizes chosen:&lt;br /&gt;
&lt;br /&gt;
[[File:FloorGen_Grid_Cells_To_Rooms_Halls.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Then finally by writing it out to an actual list of rooms and halls:&lt;br /&gt;
&lt;br /&gt;
[[File:FloorGen_Grid_Rooms_Halls.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
* Then, the list of room and halls are then translated into tiles, using &amp;lt;code&amp;gt;DrawFloorToTileStep&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
It accomplishes this by first asking each room to generate its tiles:&lt;br /&gt;
&lt;br /&gt;
[[File:FloorGen_Grid_Rooms_To_Tiles.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Then, the hall algorithms are asked to generate:&lt;br /&gt;
&lt;br /&gt;
[[File:FloorGen_Grid_Rooms_Halls_To_Tiles.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
This leaves us with all floor tiles:&lt;br /&gt;
&lt;br /&gt;
[[File:FloorGen_Grid_Tiles.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
* Lastly, the start and end tile are marked, by first selecting 2 separate rooms (pink) and then choosing a tile (purple) in each room to put the marker.  The step responsible for this is &amp;lt;code&amp;gt;FloorStairsStep&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:FloorGen_Grid_Start_End.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Grid Floors are the most common approach to dungeon generation, with a large number of unique templates for floor shape.&lt;br /&gt;
&lt;br /&gt;
=== Pre-Made Map ===&lt;br /&gt;
&lt;br /&gt;
Pre-made maps directly load a file from the Data/Maps/ directory to be used as a dungeon map.  To use this approach, make the floor a &amp;lt;code&amp;gt;LoadGen&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Only one step is needed, which is the file-loading step: &amp;lt;code&amp;gt;MappedRoomStep&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pre-made maps are often used for fixed dungeon floors such as the reward rooms at the end of a dungeon, or secret rooms.&lt;br /&gt;
&lt;br /&gt;
== Priority System ==&lt;br /&gt;
&lt;br /&gt;
Floor generation is broken down into an ordered list of steps, each assigned a priority.  The priority determines at what point in the generation process the step should be performed, with a lower number means a step will execute earlier.  While these priority numbers do not need to be obeyed for modding, they are the numbers that base PMDO uses.  Priority becomes especially handy when using [[Zone Step Overview|Zone Steps]] to plan out dungeon features across multiple floors instead of a single one.&lt;br /&gt;
&lt;br /&gt;
== Steps Summary ==&lt;br /&gt;
&lt;br /&gt;
While the Overview section covers the bare minimum steps to generate without error, you may notice that generating a map only with those steps will have no name, no music, no time limit, and even no textures, forcing you to rely on the minimap to understand the terrain.  Below is a table of commonly used steps, what priorities PMDO places them in, and what they are used for.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Priority !! Step !! Description&lt;br /&gt;
|-&lt;br /&gt;
| -7 || MappedRoomStep || Loads a dungeon map to use as this floor&#039;s layout, including its entities and properties.&lt;br /&gt;
|-&lt;br /&gt;
| -6 || MapDataStep || Sets the music, time limit, and [[darkness]] of the floor.&lt;br /&gt;
|-&lt;br /&gt;
| -6 || MapNameIDStep || Gives the map a name.&lt;br /&gt;
|-&lt;br /&gt;
| -6 || MapTitleDropStep || Makes the map name show up before fading in.&lt;br /&gt;
|-&lt;br /&gt;
| -6 || MapEffectStep || Sets event data for the floor.&lt;br /&gt;
|-&lt;br /&gt;
| -5 || InitGridPlanStep || Initializes a grid for GridFloorGen.&lt;br /&gt;
|-&lt;br /&gt;
| -4 || GridPathBranch, GridPathCircle, GridPathTwoSides, etc. || Generates a path of rooms and halls for GridFloorGen.&lt;br /&gt;
|-&lt;br /&gt;
| -4 || SetGridDefaultsStep || Turns some rooms into halls (1 tile size), for GridFloorGen.&lt;br /&gt;
|-&lt;br /&gt;
| -4 || ConnectGridBranchStep || Connects some adjacent rooms, for GridFloorGen.&lt;br /&gt;
|-&lt;br /&gt;
| -4 || CombineGridRoomStep || Combines some rooms into larger rooms, for GridFloorGen.&lt;br /&gt;
|-&lt;br /&gt;
| -3 || InitFloorPlanStep || Initializes a list of rooms and halls for RoomFloorGen.&lt;br /&gt;
|-&lt;br /&gt;
| -3 || DrawGridToFloorStep || Initializes a list of rooms and halls and populates it with the grid from GridFloorGen.&lt;br /&gt;
|-&lt;br /&gt;
| -2 || FloorPathBranch|| Generates a path of rooms and halls for RoomFloorGen.&lt;br /&gt;
|-&lt;br /&gt;
| -1 || InitTilesStep || Sets the floor dimensions and initializes a grid of tiles, for StairsFloorGen.&lt;br /&gt;
|-&lt;br /&gt;
| -1 || DrawFloorToTileStep || Creates a grid of tiles and draws onto it based on the list of rooms and halls from a RoomFloorGen or GridFloorGen.&lt;br /&gt;
|-&lt;br /&gt;
| 0 || SpecificTilesStep || Sets the floor to specific tiles. Only used for debug.&lt;br /&gt;
|-&lt;br /&gt;
| 0.1 || UnbreakableBorderStep || Adds a border of unbreakable tiles at the edge of the map.&lt;br /&gt;
|-&lt;br /&gt;
| 0.3 || AddTunnelStep || Digs tunnels into the walls starting from a room.&lt;br /&gt;
|-&lt;br /&gt;
| 1 || MoneySpawnStep || Sets the spawn table for money on this floor.&lt;br /&gt;
|-&lt;br /&gt;
| 1.1 || ItemSpawnStep || Sets the spawn table for items on this floor.&lt;br /&gt;
|-&lt;br /&gt;
| 1.2 || MobSpawnStep || Sets the spawn table for mobs on this floor.&lt;br /&gt;
|-&lt;br /&gt;
| 1.2 || MobSpawnSettingsStep || Sets the rules for enemies respawning on the floor.&lt;br /&gt;
|-&lt;br /&gt;
| 1.3 || TileSpawnStep || Sets the spawn table for traps on this floor.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || FloorStairsStep || Places the start point and the end stairs on different rooms of the floor, for RoomFloorGen or GridFloorGen.&lt;br /&gt;
|-&lt;br /&gt;
| 2 || StairsStep || Places the start point and the end stairs on different tiles of the floor, for StairsFloorGen.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || PerlinWaterStep || Adds water/lava/etc. using Perlin Noise.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || [[Blob Water Step|BlobWaterStep]] || Adds water/lava/etc. by placing several blobs made from cellular automata.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || MapTextureStep || Defines the textures for floors, walls, and water.&lt;br /&gt;
|-&lt;br /&gt;
| 4 || MapDictTextureStep || Defines the textures in a more advanced way, needed if the layout uses grass.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || RandomRoomSpawnStep&amp;lt;?, EffectTile&amp;gt; || Spawns traps in random rooms.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || SpacedRoomSpawnStep&amp;lt;?, EffectTile&amp;gt; || Spawns traps in random rooms, taking care not to place in the same room or adjacent rooms.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || TerminalSpawnStep&amp;lt;?, MoneySpawn&amp;gt; || Spawns money in dead-end rooms.&lt;br /&gt;
|-&lt;br /&gt;
| 6.1 || DueSpawnStep&amp;lt;?, InvItem, MapEntrance&amp;gt; || Spawns items based on how far they are from the starting room.&lt;br /&gt;
|-&lt;br /&gt;
| 6.2 || PlaceRandomMobsStep || Randomly places enemies on the map.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || DetectIsolatedStairsStep || Testing step: Looks for a path from start to end and throws an error if none can be found.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || DetectTileStep || Testing step: Checks to see if a certain tile can be found on the map and throws an error if none can be found.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The sections below go into more detail of what each priority is typically used for, as well as less commonly used steps used in those priority brackets.&lt;br /&gt;
&lt;br /&gt;
== Floor Data ==&lt;br /&gt;
&lt;br /&gt;
Priority -6&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* MapDataStep&lt;br /&gt;
* MapEffectStep&lt;br /&gt;
* MapNameIDStep&lt;br /&gt;
* DefaultMapStatusStep&lt;br /&gt;
* MapTimeLimitStep&lt;br /&gt;
&lt;br /&gt;
== Grid Creation ==&lt;br /&gt;
&lt;br /&gt;
Priority -5&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* InitGridPlanStep&lt;br /&gt;
&lt;br /&gt;
== Grid Path Generation ==&lt;br /&gt;
&lt;br /&gt;
Priority -4&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* GridPathBranch&lt;br /&gt;
* GridPathCircle&lt;br /&gt;
* GridPathTwoSides&lt;br /&gt;
* GridPathGrid&lt;br /&gt;
* GridPathBeetle&lt;br /&gt;
* GridPathTiered&lt;br /&gt;
&lt;br /&gt;
* SetGridDefaultsStep&lt;br /&gt;
* ConnectGridBranchStep&lt;br /&gt;
* CombineGridRoomStep&lt;br /&gt;
&lt;br /&gt;
== Room List Creation ==&lt;br /&gt;
&lt;br /&gt;
Priority -3&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* InitFloorPlanStep&lt;br /&gt;
* DrawGridToFloorStep&lt;br /&gt;
&lt;br /&gt;
== Room List Generation ==&lt;br /&gt;
&lt;br /&gt;
Priority -2&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* FloorPathBranch&lt;br /&gt;
&lt;br /&gt;
== Tiles Creation ==&lt;br /&gt;
&lt;br /&gt;
Priority -1&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* InitTilesStep&lt;br /&gt;
* DrawFloorToTileStep&lt;br /&gt;
&lt;br /&gt;
== Tiles Generation ==&lt;br /&gt;
&lt;br /&gt;
Priority 0&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* SpecificTilesStep&lt;br /&gt;
&lt;br /&gt;
== Spawn Tables ==&lt;br /&gt;
&lt;br /&gt;
Priority 1&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* MoneySpawnStep&lt;br /&gt;
* ItemSpawnStep (Priority 1.1)&lt;br /&gt;
* MobSpawnStep (Priority 1.2)&lt;br /&gt;
* TileSpawnStep (Priority 1.3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Exits ==&lt;br /&gt;
&lt;br /&gt;
Priority 2&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* FloorStairsStep&lt;br /&gt;
* StairsStep&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
&lt;br /&gt;
Priority 3&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* PerlinWaterStep&lt;br /&gt;
* BlobWaterStep&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
&lt;br /&gt;
Priority 4&lt;br /&gt;
&lt;br /&gt;
Used to be here because textures were actually placed here, but now only assigns textures to the map itself and lets the map compute them after ALL steps are done.  Thus, this step is the least dependent on its current position in the steps.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* MapTextureStep&lt;br /&gt;
* MapDictTextureStep&lt;br /&gt;
&lt;br /&gt;
== Tile Spawns ==&lt;br /&gt;
&lt;br /&gt;
Priority 5&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* RandomSpawnStep&lt;br /&gt;
* DueSpawnStep&lt;br /&gt;
* TerminalSpawnStep&lt;br /&gt;
&lt;br /&gt;
== Spawns ==&lt;br /&gt;
&lt;br /&gt;
Priority 6&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* All steps in Tile Spawns&lt;br /&gt;
* PlaceRandomMobsStep&lt;br /&gt;
* PlaceDisconnectedMobsStep&lt;br /&gt;
* PlaceNoLocMobsStep&lt;br /&gt;
&lt;br /&gt;
== Debug Checks ==&lt;br /&gt;
&lt;br /&gt;
Priority 7&lt;br /&gt;
&lt;br /&gt;
These gen steps are used to check the dungeon for issues, and throw an error if they&#039;re found.  Useful for [[Stress Testing Dungeons|stress testing]].&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
* DetectIsolatedStairsStep&lt;br /&gt;
* DetectTileStep&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding Data]]&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Slash&amp;diff=2704</id>
		<title>Slash</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Slash&amp;diff=2704"/>
		<updated>2025-06-09T22:10:02Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Created page with &amp;quot;{{:Slash/Data|MoveInfobox}}  &amp;#039;&amp;#039;&amp;#039;Slash&amp;#039;&amp;#039;&amp;#039; is a move in PMDO.  == Effects == Slash deals damage with a higher chance of a critical hit.  == Strategy == Slash is essentially a stronger Scratch. With a better chance to critically hit and the higher power, it is usually better to replace Scratch with this move instead.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Slash/Data|MoveInfobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slash&#039;&#039;&#039; is a [[move]] in [[PMDO]].&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Slash deals damage with a higher chance of a critical hit.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Slash is essentially a stronger [[Scratch]]. With a better chance to critically hit and the higher power, it is usually better to replace Scratch with this move instead.&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Flamethrower&amp;diff=2701</id>
		<title>Flamethrower</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Flamethrower&amp;diff=2701"/>
		<updated>2025-05-31T16:00:34Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Created page with &amp;quot;{{:Flamethrower/Data|MoveInfobox}}  &amp;#039;&amp;#039;&amp;#039;Flamethrower&amp;#039;&amp;#039;&amp;#039; is a move in PMDO.  == Effects == Flamethrower has a 25% chance to inflict burn. This move will also burn grass on tiles.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Flamethrower/Data|MoveInfobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flamethrower&#039;&#039;&#039; is a [[move]] in [[PMDO]].&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Flamethrower has a 25% chance to inflict burn. This move will also burn grass on tiles.&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Scary_Face&amp;diff=2689</id>
		<title>Scary Face</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Scary_Face&amp;diff=2689"/>
		<updated>2025-05-18T23:41:20Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Created page with &amp;quot;{{:Scary Face/Data|MoveInfobox}}  &amp;#039;&amp;#039;&amp;#039;Scary Face&amp;#039;&amp;#039;&amp;#039; is a move in PMDO.  == Effects == Scary Face has a 70% chance of reducing the opponent&amp;#039;s movement speed by two stages.  == Strategy ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Scary Face/Data|MoveInfobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scary Face&#039;&#039;&#039; is a [[move]] in [[PMDO]].&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Scary Face has a 70% chance of reducing the opponent&#039;s [[Speed|movement speed]] by two stages.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Petrify_Orb&amp;diff=2688</id>
		<title>Petrify Orb</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Petrify_Orb&amp;diff=2688"/>
		<updated>2025-05-18T23:32:43Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Item Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Petrify_Orb/Data|ItemInfobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Petrify Orb&#039;&#039;&#039; is an item in [[PMDO]].&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
When used, all foes within 5 tiles of the user will be affected with [[Paralysis]] for 10 turns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]]&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Escape_Orb&amp;diff=2687</id>
		<title>Escape Orb</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Escape_Orb&amp;diff=2687"/>
		<updated>2025-05-18T23:31:15Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Item Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Escape Orb/Data|ItemInfobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Escape Orb&#039;&#039;&#039; is an item in [[PMDO]].&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
When used, it allows the user to leave a dungeon. This will always work unless certain conditions are met.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Items]]&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Absorb&amp;diff=2686</id>
		<title>Absorb</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Absorb&amp;diff=2686"/>
		<updated>2025-05-16T14:54:02Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Created page with &amp;quot;{{:Absorb/Data|MoveInfobox}}  &amp;#039;&amp;#039;&amp;#039;Absorb&amp;#039;&amp;#039;&amp;#039; is a move in PMDO.  == Effects == Absorb deals damage and heals the user for half of the damage done.  == Strategy == Absorb&amp;#039;s best use is dealing with close crowds. Because of its ability to affect anything in the user&amp;#039;s surrounding tiles, it is efficient in stealing multiple opponents&amp;#039; health to keep your HP in a good spot.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Absorb/Data|MoveInfobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Absorb&#039;&#039;&#039; is a [[move]] in [[PMDO]].&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Absorb deals damage and heals the user for half of the damage done.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Absorb&#039;s best use is dealing with close crowds. Because of its ability to affect anything in the user&#039;s surrounding tiles, it is efficient in stealing multiple opponents&#039; health to keep your HP in a good spot.&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Ancient_Power&amp;diff=2683</id>
		<title>Ancient Power</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Ancient_Power&amp;diff=2683"/>
		<updated>2025-05-09T23:42:58Z</updated>

		<summary type="html">&lt;p&gt;WalterTheRalts: Created page with &amp;quot;{{:Ancient Power/Data|MoveInfobox}}  &amp;#039;&amp;#039;&amp;#039;Ancient Power&amp;#039;&amp;#039;&amp;#039; is a move in PMDO.  == Effects == Ancient Power has a 25% chance to increase all stats (excluding accuracy) by one stage after the move hits.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{:Ancient Power/Data|MoveInfobox}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ancient Power&#039;&#039;&#039; is a [[move]] in [[PMDO]].&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Ancient Power has a 25% chance to increase all stats (excluding accuracy) by one stage after the move hits.&lt;/div&gt;</summary>
		<author><name>WalterTheRalts</name></author>
	</entry>
</feed>