Dungeon (functions): Difference between revisions

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== DungeonDisplayName ==
== DungeonDisplayName ==


Returns the localized name of the current dungeon. Takes no arguments.
Returns the localized name of the current dungeon. Takes no arguments.
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=== Usage ===
=== Usage ===


 
== CharSetEmote ==
== DUNGEON:CharSetEmote(RogueEssence.Dungeon.Character,System.String,System.Int32) ==
 


Set a character's emote in a dungeon map. Argument order is <code>DUNGEON:CharSetEmote(chara, emoteID, cycles)</code>.
Set a character's emote in a dungeon map. Argument order is <code>DUNGEON:CharSetEmote(chara, emoteID, cycles)</code>.
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|}
|}


== DUNGEON:CharStartAnim(RogueEssence.Dungeon.Character,System.String,System.Bool)===
== CharStartAnim ==


Set a character's animation. Argument order is <code>DUNGEON:CharStartAnim(chara, emoteID, emoteID)</code>
Set a character's animation. Argument order is <code>DUNGEON:CharStartAnim(chara, emoteID, doLoop)</code>
{| class="wikitable"
{| class="wikitable"
|-
|-
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| emoteID || String || System.String || Name of the animation
| emoteID || String || System.String || Name of the animation
|-
|-
| emoteID || Integer || System.Bool||  Whether to loop the animation
| doLoop || Boolean || System.Bool||  Whether to loop the animation
|-
|-
|}
|}
=== Arguments ===
* <code>chara</code>: Character to animate
* <code>anim</code>: Name of the animation
* <code>loop</code>: Whether to loop the animation


=== Example ===
=== Example ===
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== DUNGEON:CharEndAnim ==
== DUNGEON:CharEndAnim ==


 
Stops a character's current animation, reverting them to default idle. Usage is <code>DUNGEON:CharEndAnim(chara)</code>.
Stops a character's current animation, reverting them to default idle.
 


=== Arguments ===
=== Arguments ===


* <code>chara</code>: Character to stop animating
* <code>chara</code>: Character to stop animating
{| class="wikitable"
|-
! Name !! Type !! Technical Type !! Purpose
|-
| chara || Dungeon Character ||RogueEssence.Dungeon.Character || Character to stop animating
|-
|}


=== Example ===
=== Example ===
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</pre>
</pre>


== DUNGEON:CharWaitAnim ==
== CharWaitAnim ==
 
 
Set a character's animation, and waits until it completed before continue.


Set a character's animation, and waits until it completed before continue. Usage is <code>CharWaitAnim(chara, anim)</code>.


=== Arguments ===
=== Arguments ===
 
{| class="wikitable"
* <code>chara</code>: Character to animate
{{ArgHeader}}
* <code>anim</code>: Name of the animation
{{{ArgRow
|name=chara
|type=Character
|techt=-
|purp=The character to animate.
}}}
{{{ArgRow
|name=anim
|type=String
|techt=-
|purp=The string name of the animation.
}}}
|}


=== Example ===
=== Example ===
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DUNGEON:CharStartAnim(player, anim)
DUNGEON:CharStartAnim(player, anim)
</pre>
</pre>


== DUNGEON:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8) ==
== PlayVFX ==
 
 
Plays a VFX in the dungeon map


Plays a VFX in the dungeon map. Usage is <code>DUNGEON:PlayVFX(emitter, x, y, dir)</code>.


=== Arguments ===
=== Arguments ===
{| class="wikitable"
{{ArgHeader}}
{{{ArgRow
|name=emitter
|type=Emitter
|techt=RogueEssence.Content.FiniteEmitter
|purp=The VFX emitter
}}}
{{{ArgRow
|name=X
|type=Integer
|techt=System.Int32
|purp=X Position in pixels
}}}
{{{ArgRow
|name=Y
|type=Integer
|techt=System.Int32
|purp=Y Position in pixels
}}}
{{{ArgRow
|name=dir
|type=Direction
|techt=RogueElements.Dir8
|purp=Direction to orient the VFX, defaults to Down
}}}
|}


* <code>emitter</code>: The VFX emitter
== PlayVFX ==
* <code>x</code>: X position in pixels
* <code>y</code>: Y Position in pixels
* <code>dir</code>: Direction to orient the VFX, defaults to Down
 
== DUNGEON:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8,System.Int32,System.Int32) ==
 
 
Plays a VFX that has a start position and an end position.  It uses a finite emitter that generates BaseAnims.


Plays a VFX that has a start position and an end position.  It uses a finite emitter that generates BaseAnims. {{FuncUsage|nmspace=DUNGEON|nm=PlayVFX|args=emitter, x, y, dir, xTo, yTo}}


=== Arguments ===
=== Arguments ===
{| class="wikitable"
{{ArgHeader}}
{{{ArgRow
|name=emitter
|type=Emitter
|techt=RogueEssence.Content.FiniteEmitter
|purp=The VFX emitter
}}}
{{{ArgRow
|name=x
|type=Integer
|techt=System.Int32
|purp=Start X position in pixels
}}}
{{{ArgRow
|name=y
|type=Integer
|techt=System.Int32
|purp=Start Y Position in pixels
}}}
{{{ArgRow
|name=dir
|type=Direction
|techt=RogueElements.Dir8
|purp=Direction to orient the VFX, defaults to Down.
}}}
{{{ArgRow
|name=xTo
|type=Integer
|techt=System.Int32
|purp=End X position in pixels
}}}
{{{ArgRow
|name=yTo
|type=Integer
|techt=System.Int32
|purp=End Y Position in pixels
}}}
|}


* <code>emitter</code>: The VFX emitter
== PlayVFXAnim ==
* <code>x</code>: Start X position in pixels
* <code>y</code>: Start Y Position in pixels
* <code>dir</code>: Direction to orient the VFX, defaults to Down.
* <code>xTo</code>: End X position in pixels
* <code>yTo</code>: End Y position in pixels
 
== DUNGEON:PlayVFXAnim(RogueEssence.Content.BaseAnim,RogueEssence.Content.DrawLayer) ==
 
 
Plays a VFX using just a BaseAnim


Plays a VFX using just a BaseAnim. {{FuncUsage|nmspace=DUNGEON|nm=PlayVFXAnim|args=anim, layer}}


=== Arguments ===
=== Arguments ===
{| class="wikitable"
{{ArgHeader}}
{{{ArgRow
|name=anim
|type=Animation
|techt=RogueEssence.Content.BaseAnim
|purp=The animation to play.
}}}
{{{ArgRow
|name=layer
|type=Layer
|techt=RogueEssence.Content.DrawLayer
|purp=The layer to draw.
}}}
|}


* <code>anim</code>: The animation to play
== MoveScreen ==
* <code>layer</code>: The layer to put it on
 
== DUNGEON:MoveScreen(RogueEssence.Content.ScreenMover) ==
 
 
Plays a screen-moving effect.


Plays a screen-moving effect. {{FuncUsage|nmspace=DUNGEON|nm=MoveScreen|args=mover}}


=== Arguments ===
=== Arguments ===


* <code>mover</code>: The screen mover.
{| class="wikitable"
{{ArgHeader}}
{{{ArgRow
|name=mover
|type=Screen Mover
|techt=DUNGEON:MoveScreen(RogueEssence.Content.ScreenMover)
|purp=The screen mover.
}}}
|}

Revision as of 18:38, 17 January 2026

The dungeon functions involve actions that are performed within dungeons.

CharTurnToChar

Makes a character turn to face another.

Arguments

Argument order is DUNGEON:CharTurnToChar(curch, turnto).

Name Type Technical Type Purpose
curch Dungeon Character RogueEssence.Dungeon.Character The character that will turn.
turnto Dungeon Character RogueEssence.Dungeon.Character The character being turned to.

LastDungeonResult

Gets the result of the last dungeon adventure. Takes no arguments.

Usage

This section is a stub. You can help PMDO Wiki by expanding it.


DungeonCurrentFloor

Returns the floor number of the current dungeon. Takes no arguments.

Usage

This section is a stub. You can help PMDO Wiki by expanding it.


DungeonAssetName

Returns the internal name for the current dungeon. Takes no arguments.

Usage

This section is a stub. You can help PMDO Wiki by expanding it.


DungeonDisplayName

Returns the localized name of the current dungeon. Takes no arguments.

Usage

CharSetEmote

Set a character's emote in a dungeon map. Argument order is DUNGEON:CharSetEmote(chara, emoteID, cycles).

Arguments

Name Type Technical Type Purpose
chara Dungeon Character RogueEssence.Dungeon.Character Character to emote
emoteID String System.String ID of the emote
emoteID Integer System.Int32 The number of times to play the emote.

CharStartAnim

Set a character's animation. Argument order is DUNGEON:CharStartAnim(chara, emoteID, doLoop)

Name Type Technical Type Purpose
chara Dungeon Character RogueEssence.Dungeon.Character Character to animate
emoteID String System.String Name of the animation
doLoop Boolean System.Bool Whether to loop the animation

Example


DUNGEON:CharStartAnim(player, anim, false)

DUNGEON:CharEndAnim

Stops a character's current animation, reverting them to default idle. Usage is DUNGEON:CharEndAnim(chara).

Arguments

  • chara: Character to stop animating
Name Type Technical Type Purpose
chara Dungeon Character RogueEssence.Dungeon.Character Character to stop animating

Example


DUNGEON:CharEndAnim(player)

CharWaitAnim

Set a character's animation, and waits until it completed before continue. Usage is CharWaitAnim(chara, anim).

Arguments

name=chara name=anim
Name Type Technical Type Purpose

Example


DUNGEON:CharStartAnim(player, anim)

PlayVFX

Plays a VFX in the dungeon map. Usage is DUNGEON:PlayVFX(emitter, x, y, dir).

Arguments

name=emitter name=X name=Y name=dir
Name Type Technical Type Purpose

PlayVFX

Plays a VFX that has a start position and an end position. It uses a finite emitter that generates BaseAnims. Argument order is DUNGEON:PlayVFX(emitter, x, y, dir, xTo, yTo).

Arguments

name=emitter name=x name=y name=dir name=xTo name=yTo
Name Type Technical Type Purpose

PlayVFXAnim

Plays a VFX using just a BaseAnim. Argument order is DUNGEON:PlayVFXAnim(anim, layer).

Arguments

name=anim name=layer
Name Type Technical Type Purpose

MoveScreen

Plays a screen-moving effect. Argument order is DUNGEON:MoveScreen(mover).

Arguments

name=mover
Name Type Technical Type Purpose