Addon ID

  • salmanshh_procroom

Info

Statistics

  • Download count10 total downloads
  • Latest download count 10 downloads of latest version
  • Average download count1 downloads per day average

Owners

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

Generation

  • Actions

    Add connection from room {0} to room {1}

    Add a link for custom room routes.

    Clear room {0} data key {1}

    Clear room metadata before reuse.

    Generate graph with seed {0} and biome {1}

    Build a seeded graph for a new run.

    Regenerate graph from last seed and biome

    Rebuild the last run for retries.

    Remove connection from room {0} to room {1}

    Remove a link while tuning routes.

    Set room {0} data key {1} to {2}

    Set room metadata for logic and tags.

  • Conditions

    On graph generated

    Run logic after a graph build.

  • Expressions

    GraphBiome

    Get the last biome for replay or debug.

    GraphJSON

    Serialize the full graph to a JSON string; use for custom map rendering, external save formats, or debug logging.

    GraphSeed

    Get the last seed for replay or debug.

    GraphTopology

    Get the topology used to generate the current graph; use for conditional logic when mixing topology configs.

    TotalDepths

    Get total depths for route planning.

    TotalRooms

    Get total rooms for pacing or debug.

Registry

  • Actions

    Guarantee room type {0} at depth {1}

    Force at least one room of this type to exist at the given depth tier.

    Add tag {1} to room type {0}

    Attach a tag to a room type so every room of this type inherits it at generation.

    Reset generation config overrides

    Reset overrides for a fresh run.

    Clear registered room types and biomes

    Clear room and biome lists for reloads.

    Define biome {0} display name {1}

    Create or replace a biome by ID without JSON. Use Set Biome Type Weight to configure it.

    Define room type {0} display {1} weight {2} depth {3}-{4} max/depth {5}

    Create or replace a room type. Sets depth range and per-depth cap inline. Use -1 for Max Depth or Max/Depth for no limit.

    Register biome from JSON {0}

    Register biome weights for varied runs.

    Register room type from JSON {0}

    Register room types for graph generation.

    Set biome {0} weight for type {1} to {2}

    Multiply a room type's spawn weight within a biome. 0 excludes it, 2 doubles its chance.

    Set config topology {0} depths {1} rooms {2}-{3}/depth

    Set all generation parameters in one action. Call before Generate Graph. Topologies: Linear Tiered = one chain per depth; Branching Path = tree with reconvergence; Freeform Grid = 2D grid with horizontal links; Hub & Spoke = hub room with dead-end wings per depth; Gauntlet = single-room corridor (1 room per depth); Ring = tier connections plus a bidirectional ring at each depth; River Delta = wide opening that narrows toward the boss; Skip Lane = tier connections plus seeded depth+2 shortcuts.

    Set generation config from JSON {0}

    Set per-run overrides before build.

    Set room type {0} can repeat adjacent: {1}

    Control whether two directly connected rooms can both be this type.

    Set room type {0} depth range {1} to {2}

    Restrict a room type to appear within a depth range. Use -1 for Max Depth to allow any.

    Set room type {0} max per depth to {1}

    Cap how many rooms of this type appear at any single depth tier. Use -1 for no limit.

  • Expressions

    CountBiomes

    Get how many biomes are registered; use with GetBiomeByIndex to build dynamic biome selection UIs.

    CountRoomTypes

    Get how many room types are registered; use with GetRoomTypeByIndex to build dynamic room-type picker UIs.

    GetBiomeByIndex

    Get a registered biome ID by index; pair with CountBiomes to iterate all biomes without hardcoding IDs.

    GetRoomTypeByIndex

    Get a registered room type ID by index; pair with CountRoomTypes to iterate all types without hardcoding IDs.

Traversal

  • Actions

    Add tag {1} to room {0}

    Add a runtime tag to a room; use to mark rooms dynamically (e.g. 'has_key', 'boss_spawned').

    Enter room {0}

    Move to a connected room for play.

    Force enter room {0}

    Jump to any room for debug or cutscenes.

    Lock room {0}

    Block a room until a condition clears.

    Mark room {0} visited

    Flag a room visited for custom flow.

    Remove tag {1} from room {0}

    Remove a runtime tag from a room; use to clear dynamic markers when a room state changes.

    Reset traversal state of room {0}

    Clear visited, revealed, and locked state for one room; use for challenge rooms that respawn.

    Reset traversal state

    Clear traversal state for a new route.

    Reveal room {0}

    Show a room for map or fog logic.

    Set start room to {0}

    Set the start room for a run.

    Unlock room {0}

    Allow entry after a lock clears.

    Unreveal room {0}

    Hide a room again for fog control.

  • Conditions

    Room {0} has data key {1}

    Check room data for branching logic.

    Room {0} has tag {1}

    Check if a room has a specific tag (from its type or added at runtime); use instead of iterating CountRoomTags.

    Graph is empty (no rooms generated)

    True if no graph has been generated yet; use as a guard before any traversal or query action.

    Is graph ready

    Check if a graph can be used.

    Is room {0} available

    True if a room is reachable and unlocked; use to gate player movement or dim UI.

    {0} is directly connected to {1}

    True if a direct one-way connection exists between two rooms; use to validate routes without iterating exits.

    Is room {0} locked

    Check if a room is blocked.

    Is room {0} revealed

    Check if a room is visible.

    Is room {0} visited

    Check if a room was visited.

    On all rooms at depth {0} cleared

    Trigger when a depth is fully cleared.

    On room {0} entered

    Trigger when a room is entered.

    On room {0} exited

    Fires when the player leaves a room; use to save state, close UI, or run cleanup logic on departure.

    On room of type {0} entered

    Trigger when a room type is entered.

    On room {0} unlocked

    Fires when a room is unlocked via Unlock Room; use to play door animations or show map indicators.

    On traversal blocked

    Fires when a room entry fails; use to show locked-door feedback or a warning.

  • Expressions

    BlockedRoomId

    Get the blocked room's ID; use for feedback or custom block handling.

    BlockReason

    Get why the last move was blocked; use to display player feedback text.

    ClearedDepth

    Get the last fully-cleared depth tier; use in OnAllRoomsAtDepthCleared events.

    CountConnectionsTo

    Get how many rooms have a connection leading into a room; use for 'convergence point' logic or map display.

    CountLockedRooms

    Get how many rooms are currently locked; use for key/puzzle tracking or a lock counter HUD.

    CountRevealedRooms

    Get how many rooms are revealed; use for map or exploration completion UI.

    CountRoomTags

    Get the total number of tags on a room (type tags + runtime tags); use with GetRoomTagByIndex to iterate.

    CountUnvisitedRooms

    Get how many rooms the player has not yet visited; use for 'rooms remaining' UI or completion tracking.

    CountUnvisitedRoomsAtDepth

    Get how many rooms at a depth have not been visited; use for per-floor 'rooms left' counters without manual subtraction.

    CountVisitedRooms

    Get how many rooms were visited; use for exploration stats or progress bars.

    CountVisitedRoomsAtDepth

    Get how many rooms at a depth tier the player has visited; use for per-depth clear progress bars.

    CurrentDepth

    Get the active room's depth tier; use for progression checks and difficulty scaling.

    CurrentRoomBiome

    Get the active room's biome; use for dynamic theming or loot table decisions.

    CurrentRoomId

    Get the active room's ID; use for queries, data reads, or UI binding.

    CurrentRoomType

    Get the active room's type; use for on-enter event branching (shop, boss, etc.).

    EnteredRoomBiome

    Get the last entered room's biome; use inside OnRoomEntered for theming.

    EnteredRoomDepth

    Get the last entered room's depth; use inside OnRoomEntered for progression logic.

    EnteredRoomId

    Get the last entered room's ID; use inside OnRoomEntered for data reads or UI.

    EnteredRoomType

    Get the last entered room's type; use inside OnRoomEntered for event branching.

    ExitedRoomBiome

    Get the biome of the room that was just left; use inside On Room Exited to handle biome-transition effects.

    ExitedRoomDepth

    Get the depth of the room that was just left; use inside On Room Exited to check if the player is descending.

    ExitedRoomId

    Get the ID of the room that was just left; use inside On Room Exited to know the departure room.

    ExitedRoomType

    Get the type of the room that was just left; use inside On Room Exited to trigger type-specific departure logic.

    GetConnectionToByIndex

    Get a room ID that connects into a room by index; pair with CountConnectionsTo to list all incoming routes.

    GetRoomTagByIndex

    Get a tag on a room by index (type tags first, then runtime tags); pair with CountRoomTags to iterate all tags.

    PreviousRoomId

    Get the room ID the player was in before the current one; use for back-button UI or narrative transitions.

    StartRoomId

    Get the ID of the room set as the start via Set Start Room; use to highlight spawn on a map.

Room Queries

  • Expressions

    CountAvailableRooms

    Count available rooms for route choices.

    CountConnectionsFrom

    Count exits from a room for navigation.

    CountRoomsAtDepth

    Count rooms at a depth for pacing.

    CountRoomsByTag

    Count tagged rooms for theme logic.

    CountRoomsByType

    Count room types for balancing.

    GetAvailableRoomByIndex

    Get an accessible room's ID by index; pair with CountAvailableRooms to build choice menus.

    GetConnectionFromByIndex

    Get a connected room's ID by index; pair with CountConnectionsFrom to list exits.

    GetRoomAtDepthByIndex

    Get a room ID at a depth tier by index; pair with CountRoomsAtDepth to iterate.

    GetRoomByTagIndex

    Get a tagged room's ID by index; pair with CountRoomsByTag to iterate tagged rooms.

    GetRoomByTypeIndex

    Get a typed room's ID by index; pair with CountRoomsByType to iterate type rooms.

    RoomBiome

    Get a room biome for theme checks.

    RoomData

    Get room metadata for branching logic.

    RoomDepth

    Get a room depth for progression logic.

    RoomTags

    Get all tags on a room as a comma-separated string (type tags then runtime tags); use for display or text-based matching.

    RoomType

    Get a room type for event logic.