This page documents how your mod script can interface with Dungeondraft. You can pass and receive data using the Globals such as the Tools or the World to perform tasks.
Functions and properties in this section are available to all scripts.
Valid tool names are:
Functions and properties in this category are related to the tools and user interface of Dungeondraft. They are accessed through Global.Editor.VariableName.
Functions and properties in this category are related to the map. They are accessed through Global.World.VariableName.
The class where many of the on map UI elements are accessed. They are accessed through Global.WorldUI.
The class used to export maps to various image and data formats.
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:
The object that frames the area of the map to display to the window.
The object that holds meta information about each map.
The category is the set of tools the new tool will show under. Valid options are:
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.
Functions in this category are specialized for modding Dungeondraft. They are accessed through Script.VariableName.
Functions and properties in this section are available only to tool scripts.
Valid categories are Asset Categories