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Dungeon Enter

Dungeon Enter

Action/command allowing players to enter a dungeon instance.

Champs

ChampTypePar défautDescription
dungeonInstanceRef<DungeonInstanceEntry>—Target dungeon instance to enter
joinMessageVar<String>Entering dungeonMessage shown when joining the dungeonPlaceholdersCouleurs
maxReachedMessageVar<String>No slots availableMessage shown when no slots are availablePlaceholdersCouleurs
errorMessageVar<String>Unable to joinMessage shown when the dungeon cannot be enteredPlaceholdersCouleurs
Champs TypeWriter communs (criteria, modifiers, triggers)
ChampTypePar défautDescription
criteriaList<Criteria>empty—
modifiersList<Modifier>empty—
triggersList<Ref<TriggerableEntry>>empty—

How to use it​

Sends the triggering player straight into a new run of dungeonInstance, without going through a lobby. The run starts with that player alone, and the usual rules still apply: the group size (a dungeon with minPartySize above 1 refuses a lone player), the criteria of the dungeon, the entry cost, and the number of simultaneous runs. If every run is taken the player receives maxReachedMessage; if the instance entry is missing, errorMessage; other refusals are explained to the player by the extension itself. In a fixed dungeon the player is teleported to the spawn point of a randomly chosen room configuration. In a generated dungeon the layout is made first and the player arrives at the SPAWN marker of the start room. onStart and modifiers run as for any run.

For a generated dungeon the world is created and the rooms are pasted before the player is teleported, so the arrival can take a moment.