Class "Level"
Functions
AddAngelRoomChance () {: aria-label='Functions' }
void AddAngelRoomChance ( float Chance ) {: .copyable aria-label='Functions' }
AddCurse () {: aria-label='Functions' }
void AddCurse ( LevelCurse Curse, boolean ShowName ) {: .copyable aria-label='Functions' }
ApplyBlueMapEffect () {: aria-label='Functions' }
void ApplyBlueMapEffect ( ) {: .copyable aria-label='Functions' }
ApplyCompassEffect () {: aria-label='Functions' }
void ApplyCompassEffect ( boolean Persistent ) {: .copyable aria-label='Functions' }
ApplyMapEffect () {: aria-label='Functions' }
void ApplyMapEffect ( ) {: .copyable aria-label='Functions' }
CanOpenChallengeRoom () {: aria-label='Functions' }
boolean CanOpenChallengeRoom ( int RoomIndex ) {: .copyable aria-label='Functions' }
CanSpawnDevilRoom () {: aria-label='Functions' }
boolean CanSpawnDevilRoom ( ) {: .copyable aria-label='Functions' }
CanStageHaveCurseOfLabyrinth () {: aria-label='Functions' }
boolean CanStageHaveCurseOfLabyrinth ( LevelStage Stage ) {: .copyable aria-label='Functions' }
ChangeRoom () {: aria-label='Functions' }
void ChangeRoom ( int RoomIndex ) {: .copyable aria-label='Functions' }
DisableDevilRoom () {: aria-label='Functions' }
void DisableDevilRoom ( ) {: .copyable aria-label='Functions' }
ForceHorsemanBoss () {: aria-label='Functions' }
boolean ForceHorsemanBoss ( int Seed ) {: .copyable aria-label='Functions' }
return true on success
GetAbsoluteStage () {: aria-label='Functions' }
LevelStage GetAbsoluteStage ( ) {: .copyable aria-label='Functions' }
Returns the absolute stage, if its greed mode its converted to equivalent one.
GetAngelRoomChance () {: aria-label='Functions' }
float GetAngelRoomChance ( ) {: .copyable aria-label='Functions' }
GetCanSeeEverything () {: aria-label='Functions' }
boolean GetCanSeeEverything ( ) {: .copyable aria-label='Functions' }
GetCurrentRoom () {: aria-label='Functions' }
Room GetCurrentRoom ( ) {: .copyable aria-label='Functions' }
GetCurrentRoomDesc () {: aria-label='Functions' }
RoomDescriptor GetCurrentRoomDesc ( ) {: .copyable aria-label='Functions' }
GetCurrentRoomIndex () {: aria-label='Functions' }
int GetCurrentRoomIndex ( ) {: .copyable aria-label='Functions' }
???- note "Notes" This will always return the roomindex on the levelgrid, on which you entered the current room from. (see black entries in graphic below)
GetCurseName () {: aria-label='Functions' }
string GetCurseName ( ) {: .copyable aria-label='Functions' }
GetCurses () {: aria-label='Functions' }
int GetCurses ( ) {: .copyable aria-label='Functions' }
GetDevilAngelRoomRNG () {: aria-label='Functions' }
RNG GetDevilAngelRoomRNG ( ) {: .copyable aria-label='Functions' }
GetDungeonPlacementSeed () {: aria-label='Functions' }
int GetDungeonPlacementSeed ( ) {: .copyable aria-label='Functions' }
GetEnterPosition () {: aria-label='Functions' }
Vector GetEnterPosition ( ) {: .copyable aria-label='Functions' }
GetHeartPicked () {: aria-label='Functions' }
boolean GetHeartPicked ( ) {: .copyable aria-label='Functions' }
GetLastBossRoomListIndex () {: aria-label='Functions' }
int GetLastBossRoomListIndex ( ) {: .copyable aria-label='Functions' }
GetLastRoomDesc () {: aria-label='Functions' }
RoomDescriptor GetLastRoomDesc ( ) {: .copyable aria-label='Functions' }
GetName () {: aria-label='Functions' }
string GetName ( LevelStage Stage, StageType Type, int Curses, int InfiniteLevel, boolean Dyslexia ) {: .copyable aria-label='Functions' }
GetNonCompleteRoomIndex () {: aria-label='Functions' }
int GetNonCompleteRoomIndex ( ) {: .copyable aria-label='Functions' }
GetPreviousRoomIndex () {: aria-label='Functions' }
int GetPreviousRoomIndex ( ) {: .copyable aria-label='Functions' }
GetRandomRoomIndex () {: aria-label='Functions' }
int GetRandomRoomIndex ( boolean IAmErrorRoom, int Seed ) {: .copyable aria-label='Functions' }
GetRoomByIdx () {: aria-label='Functions' }
RoomDescriptor GetRoomByIdx ( int RoomIdx ) {: .copyable aria-label='Functions' }
GetRoomCount () {: aria-label='Functions' }
int GetRoomCount ( ) {: .copyable aria-label='Functions' }
GetRooms () {: aria-label='Functions' }
LuaArrayProxy GetRooms ( ) {: .copyable aria-label='Functions' }
GetStage () {: aria-label='Functions' }
LevelStage GetStage ( ) {: .copyable aria-label='Functions' }
GetStageType () {: aria-label='Functions' }
StageType GetStageType ( ) {: .copyable aria-label='Functions' }
GetStartingRoomIndex () {: aria-label='Functions' }
int GetStartingRoomIndex ( ) {: .copyable aria-label='Functions' }
GetStateFlag () {: aria-label='Functions' }
boolean GetStateFlag ( StateFlag StateFlag ) {: .copyable aria-label='Functions' }
HasBossChallenge () {: aria-label='Functions' }
boolean HasBossChallenge ( ) {: .copyable aria-label='Functions' }
InitializeDevilAngelRoom () {: aria-label='Functions' }
void InitializeDevilAngelRoom ( boolean ForceAngel, boolean ForceDevil ) {: .copyable aria-label='Functions' }
IsAltStage () {: aria-label='Functions' }
boolean IsAltStage ( ) {: .copyable aria-label='Functions' }
IsDevilRoomDisabled () {: aria-label='Functions' }
boolean IsDevilRoomDisabled ( ) {: .copyable aria-label='Functions' }
IsNextStageAvailable () {: aria-label='Functions' }
boolean IsNextStageAvailable ( ) {: .copyable aria-label='Functions' }
QueryRoomTypeIndex () {: aria-label='Functions' }
RemoveCompassEffect () {: aria-label='Functions' }
void RemoveCompassEffect ( ) {: .copyable aria-label='Functions' }
RemoveCurse () {: aria-label='Functions' }
void RemoveCurse ( LevelCurse Curse ) {: .copyable aria-label='Functions' }
RemoveCurses () {: aria-label='Functions' }
void RemoveCurses ( ) {: .copyable aria-label='Functions' }
SetCanSeeEverything () {: aria-label='Functions' }
void SetCanSeeEverything ( boolean Value ) {: .copyable aria-label='Functions' }
SetHeartPicked () {: aria-label='Functions' }
void SetHeartPicked ( ) {: .copyable aria-label='Functions' }
SetNextStage () {: aria-label='Functions' }
void SetNextStage ( ) {: .copyable aria-label='Functions' }
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.
SetRedHeartDamage () {: aria-label='Functions' }
void SetRedHeartDamage ( ) {: .copyable aria-label='Functions' }
SetStage () {: aria-label='Functions' }
for SetStage/SetNextStage to have effect, call Init afterward
SetStateFlag () {: aria-label='Functions' }
void SetStateFlag ( StateFlag StateFlag, boolean Val ) {: .copyable aria-label='Functions' }
ShowMap () {: aria-label='Functions' }
void ShowMap ( ) {: .copyable aria-label='Functions' }
Show's all map (world/sun card effect) except the top secret room.
ShowName () {: aria-label='Functions' }
void ShowName ( boolean Sticky ) {: .copyable aria-label='Functions' }
UncoverHiddenDoor () {: aria-label='Functions' }
void UncoverHiddenDoor ( int CurrentRoomIdx, DoorSlot Slot ) {: .copyable aria-label='Functions' }
Uncovers the door on both sides by modifying the saved grid entities for neighboring room.
Update () {: aria-label='Functions' }
void Update ( ) {: .copyable aria-label='Functions' }
UpdateVisibility () {: aria-label='Functions' }
void UpdateVisibility ( ) {: .copyable aria-label='Functions' }
???- note "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 "Example Code" This code
DungeonReturnPosition () {: aria-label='Functions' }
Vector DungeonReturnPosition {: .copyable aria-label='Functions' }
Variables
DungeonReturnRoomIndex {: aria-label='Variables' }
int DungeonReturnRoomIndex {: .copyable aria-label='Variables' }
EnterDoor {: aria-label='Variables' }
int EnterDoor {: .copyable aria-label='Variables' }
???+ bug "Bugs" Changing this value has no impact on anything. the EnterDoor value is always determined by the LeaveDoor Value and the game itself.
GreedModeWave {: aria-label='Variables' }
int GreedModeWave {: .copyable aria-label='Variables' }
LeaveDoor {: aria-label='Variables' }
int LeaveDoor {: .copyable aria-label='Variables' }
???- note "Notes" if level.LeaveDoor is set to anything other than -1, the function will transition based on the room you are currently in.
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