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Dungeon Complete

Dungeon Complete

Marks the player's run as completed: the dungeon's onEnd triggers fire once for every member, then everybody is sent home and the world is released. Any number of members may trigger it at once; the run ends only once. Unlike dungeon_close it records a victory, not an interruption.

Fields

FieldTypeDefaultDescription
dungeonInstanceRef<DungeonInstanceEntry>—Dungeon instance to complete. Empty = the run the player is in.
exitPointWorldLocation—Where the players are sent when the run is completed. Empty world = back to where each one came from.
WorldLocation (6)
FieldTypeDefaultDescription
worldString——
xInt0—
yInt0—
zInt0—
yawFloat0—
pitchFloat0—
completeMessageVar<String>Dungeon completedMessage shown to the player who completes the dungeonPlaceholdersColors
Common TypeWriter fields (criteria, modifiers, triggers)
FieldTypeDefaultDescription
criteriaList<Criteria>empty—
modifiersList<Modifier>empty—
triggersList<Ref<TriggerableEntry>>empty—

How to use it​

Marks the dungeon as finished and ends the run. It records a completion and the best time in the statistics, raises When a dungeon is completed, fires onEnd for each member, then sends the players to exitPoint (or back to where each came from when its world is empty). With dungeonInstance empty it completes the run the player is in. Place it after the last chest or boss. Use Dungeon Close for an admin close that is not a completion.