Dungeon Enter
Dungeon Enter
Action/command allowing players to enter a dungeon instance.
字段
| 字段 | 类型 | 默认值 | 描述 |
|---|---|---|---|
dungeonInstance | Ref<DungeonInstanceEntry> | — | Target dungeon instance to enter |
joinMessage | Var<String> | Entering dungeon | Message shown when joining the dungeon占位符颜色 |
maxReachedMessage | Var<String> | No slots available | Message shown when no slots are available占位符颜色 |
errorMessage | Var<String> | Unable to join | Message shown when the dungeon cannot be entered占位符颜色 |
TypeWriter 通用字段(criteria, modifiers, triggers)
| 字段 | 类型 | 默认值 | 描述 |
|---|---|---|---|
criteria | List<Criteria> | empty | — |
modifiers | List<Modifier> | empty | — |
triggers | List<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.