Game (functions)/Map and Adventure Control

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Revision as of 20:59, 17 January 2026 by Imbion (talk | contribs) (Created page with " == 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 === * <code>id</code>: The index of the ground map in the zone * <code>idxentrypoint</code>: The index of the en...")
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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

  • id: The index of the ground map in the zone
  • idxentrypoint: The index of the entry point in the ground map
  • preserveMusic: If set to true, does not change the music when moving to the new ground map.

GAME:EnterGroundMap(System.String,System.String,System.Boolean)

Leave current map, and enter specified ground map within the current zone


Arguments

  • name: The name of the ground map. It must exist within in the zone.
  • entrypoint: The name of the entry point in the ground map
  • preserveMusic: If set to true, does not change the music when moving to the new ground map.

GAME:EnterGroundMap(System.String,System.String,System.String,System.Boolean)

Leave current map, and enter specified ground map within a new zone.


Arguments

  • zone: The name of the destination zone.
  • name: The name of the ground map. It must exist within in the zone.
  • entrypoint: The name of the entry point in the ground map
  • preserveMusic: If set to true, does not change the music when moving to the new ground map.

GAME:EnterDungeon

Enters a zone and begins a new adventure.


Arguments

  • dungeonid: The id of the dungeon to travel to.
  • structureid: The segment within the dungeon to start in. -1 represents ground maps.
  • mapid: The id of the ground map or dungeon map within the dungeon segment.
  • entry: The entry point on the resulting map
  • stakes: Decides what happens when the adventure fails/succeeds.
  • recorded: Record the adventure in a replay
  • silentRestrict: Make the dungeon restrictions silently

Example


GAME:EnterDungeon(1, 0, 0, 0, RogueEssence.Data.GameProgress.DungeonStakes.Risk, true, false)

GAME:ContinueDungeon

Enters a zone and continues the current adventure.


Arguments

  • dungeonid: The id of the dungeon to travel to.
  • structureid: The segment within the dungeon to start in. -1 represents ground maps.
  • mapid: The id of the ground map or dungeon map within the dungeon segment.
  • entry: The entry point on the resulting map

Example


GAME:ContinueDungeon(1, 1, 0, 0)

GAME:EndDungeonRun

Ends the current adventure, sending the player to a specified destination.


Arguments

  • result: The result of the adventure.
  • destzoneid: The id of the dungeon to travel to.
  • structureid: The segment within the dungeon to start in. -1 represents ground maps.
  • mapid: The id of the ground map or dungeon map within the dungeon segment.
  • entryid: The entry point on the resulting map
  • display: Display an epitaph marking the end of the adventure.
  • fanfare: Play a fanfare.
  • completedZone: Zone to mark as completed. Defaults to current zone.

Example


GAME:EndDungeonRun(GameProgress.ResultType.Cleared, 0, -1, 1, 0, true, true)

GAME:EnterZone(System.String,System.Int32,System.Int32,System.Int32)

Enters a zone and begins a new adventure.


Arguments

  • dungeonid: The id of the dungeon to travel to.
  • structureid: The segment within the dungeon to start in. -1 represents ground maps.
  • mapid: The id of the ground map or dungeon map within the dungeon segment.
  • entry: The entry point on the resulting map