This is a beta release. This means there may be bugs or issues with using this plugin.

Release Notes

this release include all the rng and generation methods from rot.js (arena,maze,cellular-automata,dungeons)

ACES

A list of all Actions, Conditions and Expressions supported in this addon.

Custom

  • Actions

    Set {0} As Seed

    The seed for Rot.js

    Debug

    Prints plugin information to the browser console

    Generate Arena {0}x{1} On Tilemap {2}

    Generate Arena Map

    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)

    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

    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 (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 {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

    Generate Dungeon (Uniform) {0}x{1} On Tilemap {2}

    Generate Dungeon (Uniform), Generates a set of rooms; tries to connect them afterwards

    Generate Dungeon (Rouge) {0}x{1} On Tilemap {2}

    Generate Dungeon (Rouge), The original Rogue dungeon algorithm, NOTE: no room or cooridor information will be availble with this dungeon type.

  • Conditions

    For Each Room

    Loop over all rooms

    For Each Doors

    Loop over all doors

    For Each Cell

    Loop over all cell

    For Each Cell In Room {0}

    Loop over all cells in room

    For Each Floor Cell

    Loop over all floor cell

    Any Map Generated

    Triggered when any map is generated

    Arena Generated

    Triggered when an arena is generated

    Maze Generated

    Triggered when a maze is generated

    Celluar Automata Generated

    Triggered when a cellular automata is generated

    Dungeon Generated

    Triggered when a dungeon is generated

    Rogue Dungeon Generated

    Triggered when a rogue dungeon is generated

    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

  • Expressions

    GetSeed

    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

    GetRoomCount

    Get number of rooms in dungeon

    GetCurRoomIndex

    The current rooms index

    GetCurRoomHeight

    The current rooms height

    GetCurRoomWidth

    The current rooms width

    GetCurRoomTop

    The current rooms top coordinate

    GetCurRoomBottom

    The current rooms bottom coordinate

    GetCurRoomRight

    The current rooms right coordinate

    GetCurRoomLeft

    The current rooms left coordinate

    GetCurRoomCenterX

    The current rooms center x coordinate

    GetCurRoomCenterY

    The current rooms center y coordinate

    GetCurRoomDoorCount

    the current rooms amount of doors

    GetCurRoomFreeCellCount

    the current rooms amoutn of non wall cells

    GetRoomHeight

    The rooms height

    GetRoomWidth

    The rooms width

    GetRoomTop

    The rooms top coordinate

    GetRoomBottom

    The rooms bottom coordinate

    GetRoomRight

    The rooms right coordinate

    GetRoomLeft

    The rooms left coordinate

    GetRoomCenterX

    The rooms center x coordinate

    GetRoomCenterY

    The rooms center y coordinate

    GetRoomDoorCount

    the rooms amount of doors

    GetRoomFreeCellCount

    the rooms amount of non wall cells

    GetCurDoorRoomIndex

    The Current Doors room index

    GetCurDoorX

    The Current Doors center x coordinate

    GetCurDoorY

    The Current Doors center y coordinate

    GetDoorRoomIndex

    The Doors room index

    GetDoorX

    The Doors center x coordinate

    GetDoorY

    The Doors center y coordinate

    GetCurCellX

    The Current Cell x coordinate

    GetCurCellY

    The Current Cell y coordinate

    GetCurCellValue

    The Current Cell Value

    GetCellValue

    The Cell Value

    GetCurCellType

    The Current Cell Type

    GetCellType

    The Cell Type

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