## The Overworld: The Map Object

Each map has its own settings, which are determined by the mod it loads, the music it plays, and a bunch of other stuff.
Listed below are functions mainly used to access these variables.

Map.GetName() returns Returns a string representing the name of the active scene. This is a valid name you may pass to the other functions here.

Map.GetSaveName( mapName) returns Returns a string representing the text displayed in the save screen when the player has saved on the scene mapName.
If there is no scene named mapName, or mapName does not have save point text set, this function will return nil.
You can change these values by changing the function AddKeysToMapCorrespondanceList in the file Assets/Scripts/Util/UnitaleUtil.cs.

Map.HasPlayerBeenInMap( mapName) returns Returns a boolean specifying whether the player has been in the map mapName before or not.
If they have, the function will return true, false otherwise.

Map.GetMusic() returns Returns the name of the music the map plays when loaded.

Map.SetMusic(value) Sets the name of the music the map plays when loaded.

Map.GetModToLoad() returns Returns the name of the mod the map uses.

Map.SetModToLoad( value) Sets the name of the mod the map uses. The player needs to enter the map again for this new mod to be loaded.

Map.GetNoRandomEncounter() returns Returns whether random encounters can occur on this map.
IMPORTANT: Encounters with names starting with # will be ignored!!
Add # to the names of Encounters you DON'T want to be chosen as random encounters.
This way, you can have both random encounters AND a unique encounter in the same map.

Map.SetNoRandomEncounter( value) Sets whether random encounters can occur on this map.

Map.GetMusicKept() returns Returns whether music will persist between the Overworld and battles, like in The Core.

Map.SetMusicKept( value) Sets whether music will persist between the Overworld and battles, like in The Core.
The main Audio channel used for the map's bgm will be StaticKeptAudio if true, and src otherwise.

Map.GetMusicMap( mapName) returns Returns the name of the music that the map mapName plays when loaded.
If mapName is the current map's name, this will return Map.GetMusic() instead.
NOTE: ONLY WORKS IF THE PLAYER HAS ENTERED THE MAP BEFORE!
Use Map.HasPlayerBeenInMap() to check if they have.

Map.SetMusicMap( mapName, value) Sets the name of the music that the map mapName plays when loaded.
Works with maps the player hasn't been in yet.
If mapName is the current map's name, this will call Map.SetMusic() instead.

Map.GetModToLoadMap( mapName) returns Returns the name of the mod that the map mapName uses.
If mapName is the current map's name, this will return Map.GetModToLoad() instead.
NOTE: ONLY WORKS IF THE PLAYER HAS ENTERED THE MAP BEFORE!
Use Map.HasPlayerBeenInMap() to check if they have.

Map.SetModToLoadMap( mapName, value) Sets the name of the mod that the map mapName uses.
Works with maps the player hasn't been in yet.
If mapName is the current map's name, this will call Map.SetModToLoad() instead.

Map.GetNoRandomEncounterMap( mapName) returns Returns whether random encounters can occur on the map mapName.
If mapName is the current map's name, this will return Map.GetNoRandomEncounter() instead.
NOTE: ONLY WORKS IF THE PLAYER HAS ENTERED THE MAP BEFORE!
Use Map.HasPlayerBeenInMap() to check if they have.

Map.SetNoRandomEncounterMap( mapName, value) Sets whether random encounters can occur on the map mapName.
Works on maps the player hasn't been in yet.
If mapName is the current map's name, this will call Map.SetNoRandomEncounter() instead.

Map.GetMusicKeptMap( mapName) Returns whether music will persist between the Overworld and battles, like in The Core, for the map mapName.
If mapName is the current map's name, this will return Map.GetMusicKept() instead.
NOTE: ONLY WORKS IF THE PLAYER HAS ENTERED THE MAP BEFORE!
Use Map.HasPlayerBeenInMap() to check if they have.

Map.SetMusicKeptMap( mapName, value) Sets whether music will persist between the Overworld and battles, like in The Core, for the map mapName.
Works on maps the player hasn't been in yet.
If mapName is the current map's name, this will call Map.SetMusicKept() instead.

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