Info

  • License MIT License
  • Copyright Ondrej Zara. All rights reserved.

Statistics

  • Download count217 total downloads
  • Latest download count 171 downloads of latest version
  • Average download count1 downloads per day average

Owners

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

Misc

  • Actions

    Debug

    Prints plugin information to the browser console

    Debug FOV

    Prints fov information to the browser console

  • Conditions

    Any Map Generated

    Triggered when any map is generated

Generate Dungeons

  • 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

  • Conditions

    Dungeon Generated

    Triggered when a dungeon is generated

    Rogue Dungeon Generated

    Triggered when a rogue dungeon is generated

Generate Arena

  • Actions

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

    Generate Arena Map

  • Conditions

    Arena Generated

    Triggered when an arena is generated

Generate Maze

  • 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)

  • Conditions

    Maze Generated

    Triggered when a maze is generated

Generate Cellular Automata

  • 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

  • Conditions

    Celluar Automata Generated

    Triggered when a cellular automata is generated

Import / Export

  • 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

  • Expressions

    AsJson

    Get Map Data as Json String

Random (RNG)

  • Actions

    Set {0} As Seed

    The seed for Rot.js

  • 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

  • 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

  • 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

  • Actions

    Generate Island Index For ({0}) Cell Type

    Assigns index to seperated sections of floor (islands), use after map is generated

  • 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

  • Expressions

    IslandCount

    Get number of islands that were generated

    CurIslandIndex

    The current islands index

Cells

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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)