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level.struct.DookuCastle

level.struct.DookuCastle

Inherits from: level.LevelStruct

Fields

NameType
wantedSpecialRoomshaxe.ds.EnumValueMap
chosenSpecialRoomshaxe.ds.EnumValueMap
specialRoomsCounthaxe.ds.EnumValueMap
combatRoomCountBeforeCrossI32
combatRoomCountBeforeBigRoomI32
combatRoomCountBeforeSpecialRoomI32
bigRoom0Sizehl.types.ArrayBytes_Int
bigRoom1Sizehl.types.ArrayBytes_Int
bcDoor1TypeString
bcDoor2TypeString
bcDoor2Shoplevel.MerchantType
bcDoor4TypeString
exitRoomString
bigRoomCountI32
crossGroupI32

Protos

  • f@32097 buildMainRooms(level.struct.DookuCastle) → level.RoomNode
  • f@32098 buildSecondaryRooms(level.struct.DookuCastle) → Void
  • f@32099 createRunicZDoor(level.struct.DookuCastle, Null, level.RoomNode, I32, level.ZDoorContentClue, Null, Null, hl.types.ArrayObj) → level.RoomNode
  • f@32100 computeChosenSpecialRooms(level.struct.DookuCastle) → Void
  • f@32101 getSpecialRoom(level.struct.DookuCastle, level.struct.SpecialRoomFloor, String, Ref) → level.RoomNode
  • f@32102 createUpsideDownRoom(level.struct.DookuCastle, String) → level.RoomNode
  • f@32103 buildBigRoomAfter(level.struct.DookuCastle, level.RoomNode, I32, I32, I32, Ref, Ref) → Virtual[exits, rooms, size]
  • f@32104 addTeleports(level.struct.DookuCastle) → Void
  • f@32105 createCross(level.struct.DookuCastle, String) → level.RoomNode
  • f@32106 finalize(level.struct.DookuCastle) → Void
  • f@32107 addLoreRoom(level.struct.DookuCastle, Virtual[Intention, arc, examinables, fxEmitters, levels, onlyUseOnce, rarity, requiredLore, requiredMeta, room, roomLoot, sprites, status, structMode], Null) → Void

Bindings

  • static f@32108 __constructor__(level.struct.DookuCastle, User, Virtual[baseLootLevel, biome, bonusTripleScrollAfterBC, cellBonus, dlc, doubleUps, eliteRoomChance, eliteWanderChance, flagsProps, group, icon, id, index, loreDescriptions, mapDepth, minGold, mobDensity, mobs, name, nextLevels, parallax, props, quarterUpsBC3, quarterUpsBC4, specificLoots, specificSubBiome, transitionTo, tripleUps, worldDepth], libs.Rand) → Void