Organize development information for compilering of projects.
- Provide a codesandbox link to users.
- Provide a web app that uses monaco editor and rete.js.
The order in which create Ruleset is as follows:
- After selecting an event,
- Add Condition.
- You can add Action.
Adding a Condition is optional and does not need to be added if conditions are not required.
For productive coding, some types defined in the existing workshop need to be objectified to data within the existing type script through AST parser. The information required for these operations is organized below.
Categorized dependent methods that cannot be used unless the instance is referenced
1. EmptyArray (`new Array()`, `[]`)
- appendToArray (
append()) - arrayContains (
includes()) - arraySlice (
slice()) - countOf (
length) - currentArrayElement (
element) <LIMITED filter: filteredArray, sort: sortArray> - filteredArray (
filter) - firstOf (
[0]) - indexOfArrayValue (
indexOf) - lastOf (
[length]) - removeFromArray (
remove) - sortedArray (
sort) - valueInArray (
[index])
- max
- min
- normalizedHealth
- randomInteger (
random) - randomReal
- randomValueInArray
- randomizedArray
- roundToInteger (
Math.round,Math.ceil,Math.floor) - squareRoot (
Math.sqrt)
- altitudeOf
- closestPlayerTo
- eyePosition
- facingDirectionOf
- farthestPlayerFrom
- hasStatus
- health
- heroOf
- horizontalAngleFromDirection
- horizontalFacingAngleOf
- horizontalSpeedOf
- isAlive
- isButtonHeld
- isCommunicating
- isCommunicatingAny
- isCommunicatingAnyEmote
- isCommunicatingVoiceLine
- isCrouching
- isDead
- isFiringPrimary
- isFiringSecondary
- isInAir
- isInSpawnRoom
- isMoving
- isOnGround
- isOnObjective
- isOnWall
- isPortraitOnFire
- isStanding
- isUsingAbility1
- isUsingAbility2
- isUsingUltimate
- maxHealth
- numberOfDeaths
- numberOfEliminations
- numberOfFinalBlows
- playerClosestToReticle
- playersInViewAngle
- positionOf
- scoreOf
- speedOf
- speedOfInDirection
- teamOf
- throttleOf
- ultimateChargePercent
- velocityOf
- verticalAngleTowards
- verticalFacingAngleOf
- verticalSpeedOf
- Vector (
new Vector(x, y, z))
- angleBetweenVectors
- localVectorOf
- worldVectorOf
- angleDifference
- acrossineInDegrees
- arccosineInRadians
- arcsineInDegrees
- arcsineInRadians
- arctangentInDegrees
- arctangentInRadians
- cosineFromDegrees
- cosineFromRadians
- crossProduct
- directionFromAngles
- directionTowards
- distanceBetween
- dotProduct
- down
- forward
- horizontalAngleTowards
- isInLineOfSight
- isInViewAngle
- left
- nearestWalkablePostion
- normalize
- playersWithinRadius
- right
- sineFromDegrees
- sineFromRadians
- slotOf
- tangentFromDegrees
- tangentFromRadians
- up
- verticalAngleFromDirection
- xComponentOf (
x()) - yComponentOf (
y()) - zComponentOf (
z())
- Team (
new Team(type)) - controlModeScoringTeam
- controlModeScoringPercentage
- isHeroBeingPlayed
- isTeamOnDefense
- isTeamOnOffense
- numberOfDeadPlayers
- numberOfHeroes
- numberOfLivingPlayers
- numberOfPlayers
- numberOfPlayersOnObjective
- oppositeTeamOf
- playersInSlot
- playersOnHero
- teamScore
- eventDamage
- eventPlayer
- eventWasCriticalHit
- entityExists
- hasSpawned
- String (
new String(type))
- heroIconString
- flagPosition
- isAssemblingHeroes
- isBetwwenRounds
- isControlModePointLocked
- isCTFModeInSuddenDeath
- isFlagAtBase
- isFlagBeingCarried
- isGameInProgress
- isInSetup
- isMatchComplete
- isObjectiveComplete
- isWaitingForPlayers
- matchRound
- matchTime
- objectiveIndex
- objectivePosition
- payloadProgressPercentage
- playerCarryingFlag
- payloadPosition
- pointCapturePercentage
- totalTimeElapsed
- lastCreatedEntity
- lastDamageModificationId
- lastDamageOverTimeId
- lastHealOverTimeId
- lastTextId
- rayCastHitNormal
- rayCastHitPlayer
- rayCastHitPosition
All of the 126's item
- absoluteValue
- number
- allDeadPlayers
- allHeroes
- allLivingPlayers
- allPlayers
- allPlayersNotOnObjective
- allPlayersOnObjective
- allowedHeroes
- attacker
- victim
- hero
- null
&&and (Boolean)||or (Boolean)!not (Boolean)==compare (Boolean)+add (Number/Vector)-substract (Number/Vector)/divide (Number/Vector)*multiply (Number/Vector)%modulo (Number)**raiseToPower (Number)
- globalVariable
- playerVariable
- false
- true
- isTrueForAll
- isTrueForAny
Necessity of unofficial launcher
- Music Resources
- Save Workshop Settings
Official Resource Support (* Translation Data)