Scripting Reference - Megasploot/Dungeondraft GitHub Wiki

Classes

ToolPanel

Tool

WallTool

ObjectTool

ScatterTool

PathTool

SelectTool

World

WorldUI

Header

AssetPack

Asset Instance

Level

Prop

Core

Functions and properties in this section are available to all scripts.

Editor

Functions and properties in this category are related to the tools and user interface of Dungeondraft. They are accessed through Global.Editor.VariableName.

Properties

Array<Tool> Global.Editor.Tools

Provides access to every tool in Dungeondraft by name. For example, you can access the Object Tool by indexing the variable in this manner Global.Editor.Tools["ObjectTool"].

Valid tool names are:

  • SelectTool
  • TextTool
  • PrefabTool
  • FloorShapeTool
  • PatternShapeTool
  • WallTool
  • PortalTool
  • RoofTool
  • PathTool
  • ObjectTool
  • ScatterTool
  • CaveBrush
  • WaterBrush
  • TerrainBrush
  • MaterialBrush
  • Environment
  • LightTool
  • Generator
  • MapSettings
  • LevelSettings
  • LayerSettings
  • TraceImage

Functions

ToolPanel Global.Editor.Toolset.CreateModTool(Reference script_instance, String category, String id, String name, String icon)

Creates a new tool inside Dungeondraft and automatically generates a Tool Panel as the return.

The category is the set of tools the new tool will show under. Valid options are

  • Design
  • Terrain
  • Objects
  • Effects
  • Settings

The id is the internal tool name, while the name is displayed to the end user.

The icon is the path to a PNG to use as the button.

World

Functions and properties in this category are related to the map. They are accessed through Global.World.VariableName.

Root

This name is base directory of the mod a script is packaged in. It is helpful for locating other files inside a mod, like a PNG file for icons. For example, you can assign a variable to a PNG filename by combining the Root name with a known relative path like so:

var icon = Global.Root + "icons/example_tool.png"

Script

Functions in this category are specialized for modding Dungeondraft. They are accessed through Script.VariableName.

Functions

Array<String> Script.GetActiveMods()

Returns an Array of Strings of unique IDs of all active mods.

Tool Script

Functions and properties in this section are available only to tool scripts.

Script

Functions

Array<String> Script.GetAssetList(String category)

Returns an Array of Strings populated by the path to all the assets of that category.

Valid categories are:

  • Terrain
  • Patterns
  • Patterns Colorable
  • Caves
  • Roofs
  • Objects
  • Walls
  • Materials
  • Portals
  • Paths
  • Lights
  • Simple Tiles
  • Smart Tiles
  • Smart Tiles Double
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