Class "Level"⚓︎
Functions⚓︎
Add·Angel·Room·Chance ()⚓︎
void AddAngelRoomChance ( float Chance )⚓︎
Add·Curse ()⚓︎
void AddCurse ( LevelCurse Curse, boolean ShowName )⚓︎
Apply·Blue·Map·Effect ()⚓︎
void ApplyBlueMapEffect ( )⚓︎
Apply·Compass·Effect ()⚓︎
void ApplyCompassEffect ( boolean Persistent )⚓︎
Apply·Map·Effect ()⚓︎
void ApplyMapEffect ( )⚓︎
Can·Open·Challenge·Room ()⚓︎
boolean CanOpenChallengeRoom ( int RoomIndex )⚓︎
Can·Spawn·Devil·Room ()⚓︎
boolean CanSpawnDevilRoom ( )⚓︎
Can·Stage·Have·Curse·Of·Labyrinth ()⚓︎
boolean CanStageHaveCurseOfLabyrinth ( LevelStage Stage )⚓︎
Change·Room ()⚓︎
void ChangeRoom ( int RoomIndex )⚓︎
Disable·Devil·Room ()⚓︎
void DisableDevilRoom ( )⚓︎
Force·Horseman·Boss ()⚓︎
boolean ForceHorsemanBoss ( int Seed )⚓︎
return true on success
Get·Absolute·Stage ()⚓︎
LevelStage GetAbsoluteStage ( )⚓︎
Returns the absolute stage, if its greed mode its converted to equivalent one.
Get·Angel·Room·Chance ()⚓︎
float GetAngelRoomChance ( )⚓︎
Get·Can·See·Everything ()⚓︎
boolean GetCanSeeEverything ( )⚓︎
Get·Current·Room ()⚓︎
Room GetCurrentRoom ( )⚓︎
Get·Current·Room·Desc ()⚓︎
const RoomDescriptor GetCurrentRoomDesc ( )⚓︎
Get·Current·Room·Index ()⚓︎
int GetCurrentRoomIndex ( )⚓︎
Notes
This will always return the roomindex on the levelgrid, on which you entered the current room from. (see black entries in graphic below)
Get·Curse·Name ()⚓︎
string GetCurseName ( )⚓︎
Get·Curses ()⚓︎
int GetCurses ( )⚓︎
Get·Devil·Angel·Room·RNG ()⚓︎
RNG GetDevilAngelRoomRNG ( )⚓︎
Get·Dungeon·Placement·Seed ()⚓︎
int GetDungeonPlacementSeed ( )⚓︎
Get·Enter·Position ()⚓︎
Vector GetEnterPosition ( )⚓︎
Get·Heart·Picked ()⚓︎
boolean GetHeartPicked ( )⚓︎
Get·Last·Boss·Room·List·Index ()⚓︎
int GetLastBossRoomListIndex ( )⚓︎
Get·Last·Room·Desc ()⚓︎
const RoomDescriptor GetLastRoomDesc ( )⚓︎
Get·Name ()⚓︎
string GetName ( LevelStage Stage, StageType Type, int Curses, int InfiniteLevel, boolean Dyslexia )⚓︎
Get·Non·Complete·Room·Index ()⚓︎
int GetNonCompleteRoomIndex ( )⚓︎
Get·Previous·Room·Index ()⚓︎
int GetPreviousRoomIndex ( )⚓︎
Get·Random·Room·Index ()⚓︎
int GetRandomRoomIndex ( boolean IAmErrorRoom, int Seed )⚓︎
Get·Room·By·Idx ()⚓︎
const RoomDescriptor GetRoomByIdx ( int RoomIdx )⚓︎
Get·Room·Count ()⚓︎
int GetRoomCount ( )⚓︎
Get·Rooms ()⚓︎
RoomDescriptor List GetRooms ( )⚓︎
Get·Stage ()⚓︎
LevelStage GetStage ( )⚓︎
Get·Stage·Type ()⚓︎
StageType GetStageType ( )⚓︎
Get·Starting·Room·Index ()⚓︎
int GetStartingRoomIndex ( )⚓︎
Get·State·Flag ()⚓︎
boolean GetStateFlag ( StateFlag StateFlag )⚓︎
Has·Boss·Challenge ()⚓︎
boolean HasBossChallenge ( )⚓︎
Initialize·Devil·Angel·Room ()⚓︎
void InitializeDevilAngelRoom ( boolean ForceAngel, boolean ForceDevil )⚓︎
Is·Alt·Stage ()⚓︎
boolean IsAltStage ( )⚓︎
Is·Devil·Room·Disabled ()⚓︎
boolean IsDevilRoomDisabled ( )⚓︎
Is·Next·Stage·Available ()⚓︎
boolean IsNextStageAvailable ( )⚓︎
Query·Room·Type·Index ()⚓︎
int QueryRoomTypeIndex ( RoomType RoomType, boolean Visited, RNG rng )⚓︎
Remove·Compass·Effect ()⚓︎
void RemoveCompassEffect ( )⚓︎
Remove·Curse ()⚓︎
void RemoveCurse ( LevelCurse Curse )⚓︎
Remove·Curses ()⚓︎
void RemoveCurses ( )⚓︎
Set·Can·See·Everything ()⚓︎
void SetCanSeeEverything ( boolean Value )⚓︎
Set·Heart·Picked ()⚓︎
void SetHeartPicked ( )⚓︎
Set·Next·Stage ()⚓︎
void SetNextStage ( )⚓︎
This function teleports you directly to the next stage without playing the leveltransition or updating the floors backdrop. Use other functions to fix those issues.
Set·Red·Heart·Damage ()⚓︎
void SetRedHeartDamage ( )⚓︎
Set·Stage ()⚓︎
void SetStage ( LevelStage Stage, StageType StageType )⚓︎
for SetStage/SetNextStage to have effect, call Init afterward
Set·State·Flag ()⚓︎
void SetStateFlag ( StateFlag StateFlag, boolean Val )⚓︎
Show·Map ()⚓︎
void ShowMap ( )⚓︎
Show's all map (world/sun card effect) except the top secret room.
Show·Name ()⚓︎
void ShowName ( boolean Sticky )⚓︎
Uncover·Hidden·Door ()⚓︎
void UncoverHiddenDoor ( int CurrentRoomIdx, DoorSlot Slot )⚓︎
Uncovers the door on both sides by modifying the saved grid entities for neighboring room.
Update ()⚓︎
void Update ( )⚓︎
Update·Visibility ()⚓︎
void UpdateVisibility ( )⚓︎
Notes
Whenever you update the visibility of a room on the minimap, it won't update the map automatically, since it is cached. You have to explicitly call UpdateVisibility() afterwards to apply any changes.
Example Code
This code
1 2 3 4 5 6 7 8 9 10 11 12 13 14 |
|
Variables⚓︎
Dungeon·Return·Position⚓︎
Vector DungeonReturnPosition⚓︎
Dungeon·Return·Room·Index⚓︎
int DungeonReturnRoomIndex⚓︎
Enter·Door⚓︎
int EnterDoor⚓︎
1 |
|
Bugs
Changing this value has no impact on anything. the EnterDoor value is always determined by the LeaveDoor Value and the game itself.
Greed·Mode·Wave⚓︎
int GreedModeWave⚓︎
Leave·Door⚓︎
int LeaveDoor⚓︎
1 |
|
Notes
if level.LeaveDoor is set to anything other than -1, the function will transition based on the room you are currently in.