Game (functions)/Rescue Management: Difference between revisions

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TODO
TODO
= GAME:InRogueMode ==
Checks if the current game is in rogue mode.
=== Returns ===
True if in rogue mode, false otherwise.
== GAME:HasServerSet ==
TODO: WIP
== GAME:GetRescueAllowed ==
Checks to see if rescue is allowed.
=== Returns ===
True if rescues are allowed, false otherwise.
== GAME:SetRescueAllowed(System.Boolean) ==
Sets the value in the player's save file to determine if they can be rescued or not.
If rescue is possible on the Save File level, it can still be prevented by the map.
=== Arguments ===
* <code>allowed</code>: Set to true to allow the player to be rescued.  False otherwise.

Revision as of 21:09, 17 January 2026

GAME:EnterRescue

Enters a zone and begins a rescue adventure.


Arguments

  • sosPath: The path of the sos mail.

Example


GAME:EnterRescue("RESCUE/INBOX/SOS/example.sosmail")

GAME:AddAOKRemark(System.Int32)

TODO: WIP


Arguments

  • remarkIndex: None

GAME:HasSOSMail

TODO


GAME:HasAOKMail

TODO

GAME:InRogueMode =

Checks if the current game is in rogue mode.


Returns

True if in rogue mode, false otherwise.

GAME:HasServerSet

TODO: WIP


GAME:GetRescueAllowed

Checks to see if rescue is allowed.


Returns

True if rescues are allowed, false otherwise.

GAME:SetRescueAllowed(System.Boolean)

Sets the value in the player's save file to determine if they can be rescued or not. If rescue is possible on the Save File level, it can still be prevented by the map.


Arguments

  • allowed: Set to true to allow the player to be rescued. False otherwise.