A list of all Actions, Conditions and Expressions supported in this addon.
Misc
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Actions
Debug
Prints plugin information to the browser console
Debug FOV
Prints fov information to the browser console
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Conditions
Any Map Generated
Triggered when any map is generated
Generate Dungeons
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Actions
Generate Dungeon (Digger) {0}x{1} On Tilemap {2}
Generate Dungeon (Digger), Random dungeon generator using human-like digging patterns; based on Mike Anderson's ideas from the "Tyrant" algo
Generate Dungeon (Uniform) {0}x{1} On Tilemap {2}
Generate Dungeon (Uniform), Generates a set of rooms; tries to connect them afterwards
Generate Dungeon (Rogue) {0}x{1} On Tilemap {2}
Generate Dungeon (Rogue), The original Rogue dungeon algorithm, NOTE: no room or cooridor information will be availble with this dungeon type.
Generate Dungeon (Digger) {0}x{1} On Tilemap {10}, RoomWidth [{2},{3}] RoomHeight [{4},{5}], CooridorLength [{6},{7}], Dug% {8}, TimeOut {9} milliseconds
Generate Dungeon (Digger), Random dungeon generator using human-like digging patterns; based on Mike Anderson's ideas from the "Tyrant" algo
Generate Dungeon (Uniform) {0}x{1} On Tilemap {8}, RoomWidth [{2},{3}] RoomHeight [{4},{5}], Dug% {6}, TimeOut {7} milliseconds
Generate Dungeon (Uniform), Generate Dungeon (Uniform), Generates a set of rooms; tries to connect them afterwards
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Conditions
Dungeon Generated
Triggered when a dungeon is generated
Rogue Dungeon Generated
Triggered when a rogue dungeon is generated
Generate Arena
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Actions
Generate Arena {0}x{1} On Tilemap {2}
Generate Arena Map
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Conditions
Arena Generated
Triggered when an arena is generated
Generate Maze
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Actions
Generate Divided Maze {0}x{1} On Tilemap {2}
Generate Divided Maze
Generate Icey Maze {0}x{1} On Tilemap {3} With Regularity of {2}
Generate Icey Maze
Generate Eller Perfect Maze {0}x{1} On Tilemap {2}
Generate Eller Perfect Maze (every two cells are connected by exactly one path)
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Conditions
Maze Generated
Triggered when a maze is generated
Generate Cellular Automata
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Actions
Generate Cellular Automata {0}x{1} On Tilemap {5} with Randomize ({2}), {3} Iterations, {4}
Generate Cellular Automata
Generate Cellular Automata {0}x{1} On Tilemap {7} with Randomize ({2}), {5} Iterations, {6}, Born [{3}], Survive [{4}]
Generate Cellular Automata Advanced
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Conditions
Celluar Automata Generated
Triggered when a cellular automata is generated
Import / Export
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Actions
Download Map as JSON
Downloads the map as JSON
Load Map JSON {0} To Tilemap {1}
Load Map JSON To Tilemap
Load Map From JSON {0}
Load Map From JSON
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Expressions
AsJson
Get Map Data as Json String
Random (RNG)
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Actions
Set {0} As Seed
The seed for Rot.js
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Expressions
Seed
Get Seed
GetUniform
Get float [0-1] with uniform distribution
GetNormal
random number with normal distribution
GetPercent
Get integer [0-100]
GetWeighted
Get Weighted Value
Rooms
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Conditions
For Each Room
Loop over all rooms
For Each Doors
Loop over all doors
For Each Cell In Room {0}
Loop over all cells in room
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Expressions
RoomCount
Get number of rooms in dungeon
CurRoomIndex
The current rooms index
CurRoomHeight
The current rooms height
CurRoomWidth
The current rooms width
CurRoomTop
The current rooms top coordinate
CurRoomBottom
The current rooms bottom coordinate
CurRoomRight
The current rooms right coordinate
CurRoomLeft
The current rooms left coordinate
CurRoomCenterX
The current rooms center x coordinate
CurRoomCenterY
The current rooms center y coordinate
CurRoomDoorCount
the current rooms amount of doors
CurRoomFreeCellCount
the current rooms amoutn of non wall cells
RoomHeight
The rooms height
RoomWidth
The rooms width
RoomTop
The rooms top coordinate
RoomBottom
The rooms bottom coordinate
RoomRight
The rooms right coordinate
RoomLeft
The rooms left coordinate
RoomCenterX
The rooms center x coordinate
RoomCenterY
The rooms center y coordinate
RoomDoorCount
the rooms amount of doors
RoomFreeCellCount
the rooms amount of non wall cells
CurDoorRoomIndex
The Current Doors room index
CurDoorX
The Current Doors center x coordinate
CurDoorY
The Current Doors center y coordinate
DoorRoomIndex
The Doors room index
DoorX
The Doors center x coordinate
DoorY
The Doors center y coordinate
Islands
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Actions
Generate Island Index For ({0}) Cell Type
Assigns index to seperated sections of floor (islands), use after map is generated
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Conditions
For Each Island
Loop over all Islands
For Each Cell In Island {0}
Loop over all cells in island
Islands Generated
Triggered when the Generate Island Index action is completed
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Expressions
IslandCount
Get number of islands that were generated
CurIslandIndex
The current islands index
Cells
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Conditions
For Each Cell
Loop over all cell
For Each Floor Cell
Loop over all floor cell
Current Cell is Floor
Checks if the current cell in loop is floor
Cell at ({0},{1}) is Floor
Checks if the cell is floor
Current Cell is Wall
Checks if the current cell in loop is wall
Cell at ({0},{1}) is Wall
Checks if the cell is wall
Current Cell is in Room
Checks if the current cell in loop is in a room
Cell ({0},{1}) is in Room
Checks if the cell is in a room
Current Cell is Cooridor
Checks if the current cell in loop is a cooridor
Cell ({0},{1}) is Cooridor
Checks if the cell is in a cooridor
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Expressions
CurCellX
The Current Cell x coordinate
CurCellY
The Current Cell y coordinate
CurCellValue
The Current Cell Value
CellValue
The Cell Value
CurCellType
The Current Cell Type
CellType
The Cell Type
Field Of Vision
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Actions
Generate FOV (Percise Shadow Casting) At ({0},{1}) With Radius {2}
Generates FOV using Percise Shadow Casting Algorithm http://www.roguebasin.roguelikedevelopment.org/index.php?title=Precise_Shadowcasting_in_JavaScript
Generate 360° FOV (Recusive Shadow Casting) At ({0},{1}) With Radius {2}
Generates 360° FOV using Recusive Shadow Casting Algorithm http://www.roguebasin.com/index.php?title=FOV_using_recursive_shadowcasting
Generate 180° FOV (Recusive Shadow Casting) At ({0},{1}) With Radius {2}, And Direction {3}
Generates 180° FOV using Recusive Shadow Casting Algorithm http://www.roguebasin.com/index.php?title=FOV_using_recursive_shadowcasting
Generate 90° FOV (Recusive Shadow Casting) At ({0},{1}) With Radius {2}, And Direction {3}
Generates 90° FOV using Recusive Shadow Casting Algorithm http://www.roguebasin.com/index.php?title=FOV_using_recursive_shadowcasting
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Conditions
FOV Generated
Triggered when the FOV is calculation is completed
For Each Visible Cell In FOV
Loop over all visible cells calculated by the fov
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Expressions
FovCellIndex
Current FOV cell index
FovCellX
Current FOV cell x
FovCellY
Current FOV cell y
FovCellRadius
Current FOV cell radius
FovCellVisibility
Current FOV cell visibility
Setup
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Actions
Add Floor Tile {0} With Weight {1}
Adds a floor tile to be choosen (weighted value) for floor generation.
Add Wall Tile {0} With Weight {1}
Adds a wall tile to be choosen (weighted value) for floor generation.
Clear All Floor Tiles
Remove all added tiles for floor generation (0 will be used by default)
Clear All Wall Tiles
Remove all added tiles for wall generation (1 will be used by default)