Game (functions)/Rescue Management: Difference between revisions
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= 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.
