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	<title>Game (functions)/Map and Adventure Control - Revision history</title>
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	<updated>2026-08-01T08:21:54Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Game_(functions)/Map_and_Adventure_Control&amp;diff=6408&amp;oldid=prev</id>
		<title>Imbion at 21:45, 17 January 2026</title>
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		<updated>2026-01-17T21:45:24Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;a href=&quot;https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Game_(functions)/Map_and_Adventure_Control&amp;amp;diff=6408&amp;amp;oldid=6384&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Imbion</name></author>
	</entry>
	<entry>
		<id>https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Game_(functions)/Map_and_Adventure_Control&amp;diff=6384&amp;oldid=prev</id>
		<title>Imbion: Created page with &quot; == GAME:GetCurrentGround ==   Gets the current ground map.   == GAME:GetCurrentFloor ==   Gets the current dungeon map.   == GAME:GetCurrentDungeon ==   Gets the current zone, also known as dungeon.   == GAME:EnterGroundMap(System.Int32,System.Int32,System.Boolean) ==   Leave current map, and enter specified ground map within the current zone   === Arguments ===  * &lt;code&gt;id&lt;/code&gt;: The index of the ground map in the zone * &lt;code&gt;idxentrypoint&lt;/code&gt;: The index of the en...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.pmdo.pmdcollab.org/wiki/index.php?title=Game_(functions)/Map_and_Adventure_Control&amp;diff=6384&amp;oldid=prev"/>
		<updated>2026-01-17T20:59:38Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot; == GAME:GetCurrentGround ==   Gets the current ground map.   == GAME:GetCurrentFloor ==   Gets the current dungeon map.   == GAME:GetCurrentDungeon ==   Gets the current zone, also known as dungeon.   == GAME:EnterGroundMap(System.Int32,System.Int32,System.Boolean) ==   Leave current map, and enter specified ground map within the current zone   === Arguments ===  * &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;: The index of the ground map in the zone * &amp;lt;code&amp;gt;idxentrypoint&amp;lt;/code&amp;gt;: The index of the en...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&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: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;/div&gt;</summary>
		<author><name>Imbion</name></author>
	</entry>
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