Initial Commit

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# Ignore all files
*.*
# Except
!*.mps
!*.dat
!*.json
!*.txt
!*.project
!*.js
!*.zip
!*.7z
!*.csv
!*.ain
!*.fnl
!*.ks
!*.tjs
!*.yaml
!Data/*
!*.rb
!.gitignore
!README.md
!# Images
!gauge_frame.png_
!ornament_frame2ー.png_
!メニュー背景用.png_

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# Apply Patch
1. Click Code
2. Click Download ZIP
3. Extract to game folder and Replace All.
# How To Contribute
TLDR 3 steps.
Fork the repository.
Make the changes.
Submit a pull request to the project owner.
If everything looks good and doesn't break things I'll merge it in.
Longer Version:
Things that are needed:
* [VSCode](https://code.visualstudio.com/) Make sure you check all the boxes for context menus. ![image](https://github.com/DazedMTL/Dungeon-With-Girl/assets/96628874/7a84b624-32fe-4845-a0f6-2b9f39795070)
* The Game
* [Git](https://git-scm.com/downloads) (Use the default for everything. Just keep clicking Next)
* Motivation to learn
Installation:
1. Fork the repo using the fork button at the top. Click Code > HTTPS > Copy URL.
2. Right click on the game folder and click 'Open with VSCode' (Shift+Right_Click if you are on Windows 11)
3. Click on the Source Control Button and click initialize repository.
![image](https://github.com/DazedMTL/Dungeon-With-Girl/assets/96628874/61e818e6-11f9-450d-9d7d-263d109dbf56)
4. At the top click on Terminal > New Terminal. Enter the following: `git clone [URL_YOU_COPIED_ABOVE]`.
5. Copy the contents of the new folder created with git clone into the game folder and replace all.
6. Your source control menu should be good to go and look like this.
![image](https://github.com/DazedMTL/Dungeon-With-Girl/assets/96628874/c19787a0-172d-4a08-a37a-e3b56e70e86a)
Now you are all setup, all you need to do is play the game and look for any changes that need to be made. Stuff like spelling errors, wrong names, inconsistencies, spacing issues, etc.
7. Use the FIND functionality to search for what you are trying to fix. For example if a character's name is wrong, type that into the search menu and start looking, then make the change. Try not to mess with any scripts or variables you might see.
![image](https://github.com/DazedMTL/Dungeon-With-Girl/assets/96628874/589eccaf-7f86-43f7-a917-7e6e477b381a)
8. After you are satisfied with your changes it's time to put in a PR. Go to source control to see all your changes. Add a message and click the `Commit` button to save them all.
![image](https://github.com/DazedMTL/Dungeon-With-Girl/assets/96628874/a9a8973b-bc01-4184-bea9-63a925d961a2)
8. Click Sync to push your changes to your fork. Now all that's left is to put in a pull request.
9. Go to Pull Requests > New Pull Requests. Look at the arrow, your fork should be pointing to the original repo (mine). Add in details on what you fixed and Submit. If everything looks good I'll merge it in and you would have successfully contributed.
Got questions? Just shoot me a message, more than happy to walk you through any of the tools.

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{
"name": "",
"main": "www/index.html",
"js-flags": "--expose-gc",
"window": {
"title": "",
"toolbar": false,
"width": 816,
"height": 624,
"icon": "www/icon/icon.png"
}
}

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node_modules/
audio/*
fonts/*
icon/*
img/*
movies/*
save/*
!img/characters

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MIT License
Copyright (c) 2020 lriki
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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# RPG ツクール MV - 謎解きマップシステムプラグイン
マップ上のキャラクター移動やイベントシステムを拡張し、立体的な謎解きの幅を広げるための様々な機能を追加します。
※元ネタは [黄金の太陽シリーズ](https://ja.wikipedia.org/wiki/%E9%BB%84%E9%87%91%E3%81%AE%E5%A4%AA%E9%99%BD) の謎解きシステムです。
English document in process: [English page](README.en_US.md)
[Gallery ページ](docs/Gallery.md) でサンプルの画面を見ることができます。
**ダウンロード**
| Version | File |
| ------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| v0.6.0 | [:arrow_down: LN_AdvancedMapPuzzleSystem.js](https://raw.githubusercontent.com/lriki/LN_AdvancedMapPuzzleSystem/master/js/plugins/LN_AdvancedMapPuzzleSystem.js) |
---
**サンプルプロジェクトについて**
RPG ツクール MV で新規プロジェクトを作成し、[:arrow_down: こちら](https://github.com/lriki/LN_AdvancedMapPuzzleSystem/archive/master.zip) からダウンロードしたすべてのファイルを上書きしてください。
**開発状況について**
このプラグインは以前に @lriki が RPG ツクール XP 用に開発したプラグインのリメイクです。
そちらで実装されていた全ての機能の達成を以って、バージョン 1.0.0 とする予定です。
また [JavaScript での実装](https://github.com/lriki/RPGMakerMV/tree/master/LN_AdvancedMapPuzzleSystem) を TypeScript に移行中です。
未実装の機能は ![ToDo](http://img.shields.io/badge/status-ToDo-red.svg?style=flat) でマークされています。
プラグインを変更する場合は [開発ガイド](docs/Development.md) を参照してください。
**不具合情報について**
既知の問題や修正済みの問題については次のリンク先をご確認ください。
- [不具合情報](https://github.com/lriki/LN_AdvancedMapPuzzleSystem/issues)
## 目次
<!-- TOC orderedList:true -->
1. [前提条件・注意事項](#前提条件・注意事項)
1. [プラグイン全般](#プラグイン全般)
2. [画像素材について](#画像素材について)
2. [プラグインの用語](#プラグインの用語)
1. [ホールタイル](#ホールタイル)
2. [エッジタイル](#エッジタイル)
3. [マップオブジェクト](#マップオブジェクト)
4. [ガイドライン](#ガイドライン)
5. [マップスキル](#マップスキル)
3. [キャラクター移動の拡張](#キャラクター移動の拡張)
1. [1 マス分のホールタイルのジャンプ](#1マス分のホールタイルのジャンプ)
2. [1 マス分のエッジタイル間のジャンプ](#1マス分のエッジタイル間のジャンプ)
3. [滑る床](#滑る床) ![ToDo](http://img.shields.io/badge/0.6.0-New-green.svg?style=flat)
4. [マップオブジェクト](#マップオブジェクト-1)
1. [マップオブジェクトの作り方](#マップオブジェクトの作り方)
5. [マップオブジェクト - 箱](#マップオブジェクト---箱)
1. [パラメータ](#パラメータ)
2. [箱オブジェクトに歩行で乗る](#箱オブジェクトに歩行で乗る)
3. [箱オブジェクトにジャンプで乗る](#箱オブジェクトにジャンプで乗る)
4. [特定のイベント実行による箱オブジェクトからの降下](#特定のイベント実行による箱オブジェクトからの降下)
5. [箱オブジェクトを押して移動する](#箱オブジェクトを押して移動する)
6. [箱オブジェクトの落下](#箱オブジェクトの落下)
7. [箱オブジェクトの積み重ね](#箱オブジェクトの積み重ね)
8. [箱オブジェクト落下時のイベント起動](#箱オブジェクト落下時のイベント起動)
9. [プレイヤーの乗降によるイベントの起動](#プレイヤーの乗降によるイベントの起動)
10. [マップオブジェクトの位置の永続化](#マップオブジェクトの位置の永続化)
6. [マップオブジェクト - 感圧板](#マップオブジェクト---感圧板) ![ToDo](http://img.shields.io/badge/0.6.0-New-green.svg?style=flat)
1. [キャラクターの乗降によるイベントの起動](#キャラクターの乗降によるイベントの起動)
7. [マップオブジェクト - 丸太](#マップオブジェクト---丸太)
1. [パラメータ](#パラメータ-2)
2. [丸太タイプマップオブジェクトの移動](#丸太タイプマップオブジェクトの移動)
3. [溝への落下](#溝への落下)
4. [上に乗れる丸太](#上に乗れる丸太)
8. [マップオブジェクト - 滑り台](#マップオブジェクト---滑り台)
1. [パラメータ](#パラメータ-3)
9. [マップオブジェクト - ホール](#マップオブジェクト---ホール)
10. [マップスキル](#マップスキル-1)
1. [対応するイベントを起動するスキル](#対応するイベントを起動するスキル)
2. [箱タイプのマップオブジェクトを移動させるスキル](#箱タイプのマップオブジェクトを移動させるスキル)
3. [見えないイベントを可視化するスキル](#見えないイベントを可視化するスキル)
11. [タッチ操作による自動移動について](#タッチ操作による自動移動について)
12. [ライセンス情報](#ライセンス情報)
<!-- /TOC -->
## 前提条件・注意事項
### プラグイン全般
- [パーティの隊列歩行] はテストされていません。システムの設定は OFF にしてください。
- マップ画面のシステムに大きな変更を行いますので、他のキャラクター移動系プラグインと競合し、正しく動作しないことがあります。
- 特に半歩移動やピクセル単位移動などの細かい移動単位をサポートするプラグインは注意が必要です。
- @triacontane 様の [HalfMove.js](https://github.com/triacontane/RPGMakerMV/blob/master/HalfMove.js) ではテストを行っていますが、「イベントのすり抜け」オプションを false にしないと、おそらくレベルデザイン上の不都合が発生します。(例えばジャンプ先とおせんぼ用のイベントをすり抜けてしまう)
### 画像素材について
プラグイン開発中に作成した素材を、[AMPS_Materials](./AMPS_Materials) で配布しています。
こちらはツクール MV の加工素材となりますので、MIT ライセンスではありません。ご利用はツクール MV の利用規約に従ってください。
## プラグインの用語
### ホールタイル
水路や穴など、キャラクターが移動できる地形よりも見かけ上高さが低く通行不可であるタイルを、ホールタイルと呼びます。
タイルセットの「A1アニメーション」は既定でホールタイルとみなされます。
![](docs/img/2.png)
次の画面の水地形は A1 オートタイルで、すべてホールタイルとなります。
![](docs/img/1.png)
### エッジタイル
タイルセットの「通行4 方向)」により個別の通行可能方向が設定されたタイルを、エッジタイルと呼びます。
![](docs/img/3.png)
崖などを表現するためのオートタイルは自動的に通行可能方向が設定されることがありますので注意してください。
### マップオブジェクト
本プラグインによって様々な効果を与えられるイベントを、マップオブジェクトと呼びます。
キャラクターが上に乗ることができるイベントは代表的なマップオブジェクトです。
![](docs/img/5.png)
### ガイドライン
箱オブジェクトの移動可能範囲を示すタイルです。
`地形タグ 7` のタイルはガイドラインとなります。(プラグインのパラメータの GuideLineTerrainTag で変更できます)
ガイドラインとして地形タグが設定されたタイルは、下層タイルの通行可否などの設定を上書きしません。
次の画面の例では、小石で囲まれたタイルがガイドラインです。通常は崖から右へ移動できてしまいますが、この性質により移動できなくなります。
![](docs/img/18.png)
### マップスキル
マップオブジェクトに対して移動やイベント起動などの効果を与えるスキルを、マップスキルと呼びます。
## キャラクター移動の拡張
このセクションの機能は、本プラグインを有効にするだけですべてのキャラクター(プレイヤーとイベント)に対して有効になります。
### 1 マス分のホールタイルのジャンプ
ホールタイルへ向かって移動したときに 1 マス先に移動可能タイルがある場合、ホールタイルをジャンプで飛び越えます。
![](docs/img/6.gif)
移動先にすり抜けできないイベントがある場合はジャンプできません。
### 1 マス分のエッジタイル間のジャンプ
エッジタイルの通行不可方向が 1 マス分開けて向かい合っている場合、ジャンプで飛び越えます。
![](docs/img/7.gif)
間のタイルの通行可否は関係ありません。
:warning: なお、単純に向かい合っているかどうかで判断するため、見かけ上の位置や高さが違う場所へジャンプできてしまう点に注意してください。
![](docs/img/8.gif)
### 滑る床
リージョン ID=1 のタイルは滑る床となります。(プラグインパラメータの SlipperyTileRegionId で変更できます)
この上でキャラクターが移動すると、通常の床や障害物にぶつかるまで前進を続けます。
![](docs/img/24.gif)
## マップオブジェクト
### マップオブジェクトの作り方
イベントの [実行内容] に、注釈として `@MapObject` を含めると、そのイベントはマップオブジェクトとなります。
さらに `@MapObject` に続く `{ }` の中にマップオブジェクトの詳細設定を記述します。
![](docs/img/4.png)
## マップオブジェクト - 箱
### パラメータ
| 名前 | 値 | デフォルト | 説明 |
| -------- | ------- | ---------- | ------------------------------------------------------------------ |
| box | - | - | - |
| height | 整数値 | 1 | オブジェクトの高さをタイル単位で指定します。1 以上にしてください。 |
| fallable | bool 値 | false | true を指定すると、崖際などから落下できるようになります。 |
注釈の例:
```
@MapObject {
box,
height:1,
}
```
### 箱オブジェクトに歩行で乗る
エッジタイルの通行不可能方向に隣接している箱オブジェクトへ歩行移動で乗ることができます。
![](docs/img/9.gif)
:warning: 何かが乗っている箱オブジェクトのイベントページが切り替わった場合、乗っているキャラクターは箱オブジェクトの位置へ落下します。
### 箱オブジェクトにジャンプで乗る
エッジタイルの通行不可能方向に 1 マス離れている箱オブジェクトへジャンプ移動で乗ることができます。
![](docs/img/10.gif)
### 特定のイベント実行による箱オブジェクトからの降下
![ToDo](http://img.shields.io/badge/status-ToDo-red.svg?style=flat)
キャラクターは箱オブジェクトに乗っている場合、移動操作に制限を受ける状態となります。
(例えば、斜め移動はできません)
イベントの場所移動コマンドや移動ルートのジャンプコマンドなど、上下左右の移動以外でキャラクターの位置が変更される場合、キャラクターは箱オブジェクトから降り、通常の移動ができるようになります。
次の例は、移動ルートのジャンプコマンドによって箱オブジェクトから降ります。
![](docs/img/11.gif)
![](docs/img/12.png)
### 箱オブジェクトを押して移動する
箱オブジェクトはキャラクターが接触すると、キャラクターの向きの方向へ移動します。
![](docs/img/13.gif)
この移動は `ガイドライン (地形タグ 7 のタイル)` 上に限られます。
基本としてオートタイルに地形タグを割り当て、地形を装飾しつつ移動可能な範囲を示す使い方を想定しています。
![](docs/img/14.png)
### 箱オブジェクトの落下
エッジタイルの通行禁止方向に押して移動させたとき、落下することができます。
![](docs/img/15.gif)
デフォルトでは落下しません。パラメータとして `fallable:true` を指定することで落下できるようになります。
![](docs/img/16.png)
処理としては、 `地形タグ 7` のタイルが見つかるまで下方向へのすり抜け移動を行います。
そのため **必ず落下可能な場所の下方向に 地形タグ 7 のタイルを配置してください。**
### 箱オブジェクトの積み重ね
落下中の箱オブジェクトは、下方向に別の箱オブジェクトがある場合、その上に乗ります。
![](docs/img/17.gif)
箱オブジェクトが積み重なっている場合、下の箱オブジェクトは押して移動することができなくなります。
### 箱オブジェクト落下時のイベント起動
![ToDo](http://img.shields.io/badge/status-ToDo-red.svg?style=flat)
パラメータとして `trigger:onStartedFalling,` を指定すると、落下開始時にイベントを起動します。
### キャラクターの乗降によるイベントの起動
パラメータとして `trigger:onRideOnEvent` を指定すると、キャラクターが上に乗った時にイベントを起動します。
![](docs/img/19.gif)
なお、`trigger` が指定されている場合、通常の "トリガー" によるイベント実行は行われません。
### マップオブジェクトの位置の永続化
パラメータとして `positional` を指定すると、マップを移動しても位置を記憶するようになります。
![](docs/img/20.png)
## マップオブジェクト - 感圧板
![](docs/img/23.gif)
感圧板はキャラクターが上に乗った時と降りた時にイベントを起動できるマップオブジェクトです。
感圧板を作成するには、次のようにパラメータとして `plate` を指定します。
```
@MapObject {
plate,
}
```
- 感圧板 は常に "すり抜け" が ON です。
- 感圧板 の見た目上のプライオリティは常に "通常キャラの下" になります。
### キャラクターの乗降によるイベントの起動
次のように、乗った時と降りた時のイベントページをそれぞれ作成し、パラメータに `trigger:onRideOnEvent` または `trigger:onRideOffEvent` を指定します。
![](docs/img/21.png)
![](docs/img/22.png)
乗った時にイベントを起動する:
```
@MapObject {
plate,
trigger:onRideOnEvent,
}
```
降りた時にイベントを起動する:
```
@MapObject {
plate,
trigger:onRideOffEvent,
}
```
## マップオブジェクト - 丸太
![ToDo](http://img.shields.io/badge/status-ToDo-red.svg?style=flat)
### パラメータ
![ToDo](http://img.shields.io/badge/status-ToDo-red.svg?style=flat)
### 丸太タイプマップオブジェクトの移動
![ToDo](http://img.shields.io/badge/status-ToDo-red.svg?style=flat)
### 溝への落下
![ToDo](http://img.shields.io/badge/status-ToDo-red.svg?style=flat)
### 上に乗れる丸太
![ToDo](http://img.shields.io/badge/status-ToDo-red.svg?style=flat)
## マップオブジェクト - 滑り台
![ToDo](http://img.shields.io/badge/status-ToDo-red.svg?style=flat)
### パラメータ
![ToDo](http://img.shields.io/badge/status-ToDo-red.svg?style=flat)
## マップオブジェクト - ホール
ホールタイルと同様、1 マスまでならジャンプで飛び越えられるオブジェクトです。
![ToDo](http://img.shields.io/badge/status-ToDo-red.svg?style=flat)
## マップスキル
![ToDo](http://img.shields.io/badge/status-ToDo-red.svg?style=flat)
### 対応するイベントを起動するスキル
![ToDo](http://img.shields.io/badge/status-ToDo-red.svg?style=flat)
### 箱タイプのマップオブジェクトを移動させるスキル
![ToDo](http://img.shields.io/badge/status-ToDo-red.svg?style=flat)
### 見えないイベントを可視化するスキル
![ToDo](http://img.shields.io/badge/status-ToDo-red.svg?style=flat)
## タッチ操作による自動移動について
![ToDo](http://img.shields.io/badge/status-ToDo-red.svg?style=flat)
## 他プラグインとの競合情報
- triacontane 様の HalfMove.js と併用する場合は、本プラグインをリストの下に追加してください。
- サンシロ 様の SAN_AnalogMove.js と併用する場合は、本プラグインをリストの下に追加してください。
## ライセンス情報
本プラグインは MIT ライセンスのもとで公開しています。
[The MIT License (MIT)](https://opensource.org/licenses/mit-license.php)
また、テストプロジェクトには動作確認のため以下のプラグインが含まれています。
- [HalfMove.js](https://github.com/triacontane/RPGMakerMV/blob/master/HalfMove.js) が含まれています。
- [SAN_AnalogMove.js](https://github.com/rev2nym/SAN_AnalogMove)

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3073
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[
null,
{
"id": 1,
"autoRemovalTiming": 0,
"chanceByDamage": 100,
"iconIndex": 1,
"maxTurns": 1,
"message1": "は倒れた!",
"message2": "を倒した!",
"message3": "",
"message4": "は立ち上がった!",
"minTurns": 1,
"motion": 3,
"name": "戦闘不能",
"note": "ステート1番はHPが0になったときに\n自動的に付加されます。",
"overlay": 0,
"priority": 100,
"releaseByDamage": false,
"removeAtBattleEnd": false,
"removeByDamage": false,
"removeByRestriction": false,
"removeByWalking": false,
"restriction": 4,
"stepsToRemove": 100,
"traits": [
{
"code": 23,
"dataId": 9,
"value": 0
}
]
},
{
"id": 2,
"autoRemovalTiming": 2,
"chanceByDamage": 100,
"description": "",
"iconIndex": 0,
"maxTurns": 1,
"message1": "",
"message2": "",
"message3": "",
"message4": "",
"minTurns": 1,
"motion": 0,
"name": "防御",
"note": "",
"overlay": 0,
"priority": 0,
"removeAtBattleEnd": true,
"removeByDamage": false,
"removeByRestriction": true,
"removeByWalking": false,
"restriction": 0,
"stepsToRemove": 100,
"traits": [
{
"code": 62,
"dataId": 1,
"value": 0
}
]
},
{
"id": 3,
"autoRemovalTiming": 0,
"chanceByDamage": 100,
"description": "",
"iconIndex": 0,
"maxTurns": 1,
"message1": "",
"message2": "",
"message3": "",
"message4": "",
"minTurns": 1,
"motion": 0,
"name": "不死身",
"note": "",
"overlay": 0,
"priority": 0,
"removeAtBattleEnd": true,
"removeByDamage": false,
"removeByRestriction": false,
"removeByWalking": false,
"restriction": 0,
"stepsToRemove": 100,
"traits": [
{
"code": 14,
"dataId": 1,
"value": 0
}
]
},
{
"id": 4,
"autoRemovalTiming": 0,
"chanceByDamage": 100,
"iconIndex": 2,
"maxTurns": 1,
"message1": "は毒にかかった!",
"message2": "に毒をかけた!",
"message3": "",
"message4": "の毒が消えた!",
"minTurns": 1,
"motion": 1,
"overlay": 1,
"name": "毒",
"note": "",
"priority": 50,
"releaseByDamage": false,
"removeAtBattleEnd": false,
"removeByDamage": false,
"removeByRestriction": false,
"removeByWalking": false,
"restriction": 0,
"stepsToRemove": 100,
"traits": [
{
"code": 22,
"dataId": 7,
"value": -0.1
}
]
},
{
"id": 5,
"autoRemovalTiming": 1,
"chanceByDamage": 100,
"iconIndex": 3,
"maxTurns": 5,
"message1": "は暗闇に閉ざされた!",
"message2": "を暗闇に閉ざした!",
"message3": "",
"message4": "の暗闇が消えた!",
"minTurns": 3,
"motion": 1,
"name": "暗闇",
"note": "",
"overlay": 2,
"priority": 60,
"releaseByDamage": false,
"removeAtBattleEnd": true,
"removeByDamage": false,
"removeByRestriction": false,
"removeByWalking": false,
"restriction": 0,
"stepsToRemove": 100,
"traits": [
{
"code": 22,
"dataId": 0,
"value": -0.5
}
]
},
{
"id": 6,
"autoRemovalTiming": 1,
"chanceByDamage": 100,
"iconIndex": 4,
"maxTurns": 5,
"message1": "は沈黙した!",
"message2": "を沈黙させた!",
"message3": "",
"message4": "の沈黙が解けた!",
"minTurns": 3,
"motion": 1,
"name": "沈黙",
"note": "",
"overlay": 3,
"priority": 65,
"releaseByDamage": false,
"removeAtBattleEnd": true,
"removeByDamage": false,
"removeByRestriction": false,
"removeByWalking": false,
"restriction": 0,
"stepsToRemove": 100,
"traits": [
{
"code": 42,
"dataId": 1,
"value": 0
}
]
},
{
"id": 7,
"autoRemovalTiming": 1,
"chanceByDamage": 50,
"iconIndex": 5,
"maxTurns": 4,
"message1": "は激昂した!",
"message2": "を激昂させた!",
"message3": "",
"message4": "は我に返った!",
"minTurns": 2,
"motion": 1,
"name": "激昂",
"note": "",
"overlay": 4,
"priority": 70,
"releaseByDamage": false,
"removeAtBattleEnd": true,
"removeByDamage": true,
"removeByRestriction": false,
"removeByWalking": false,
"restriction": 1,
"stepsToRemove": 100,
"traits": []
},
{
"id": 8,
"autoRemovalTiming": 1,
"chanceByDamage": 50,
"iconIndex": 6,
"maxTurns": 4,
"message1": "は混乱した!",
"message2": "を混乱させた!",
"message3": "",
"message4": "は我に返った!",
"minTurns": 2,
"motion": 1,
"name": "混乱",
"note": "",
"overlay": 5,
"priority": 75,
"releaseByDamage": false,
"removeAtBattleEnd": true,
"removeByDamage": true,
"removeByRestriction": false,
"removeByWalking": false,
"restriction": 2,
"stepsToRemove": 100,
"traits": []
},
{
"id": 9,
"autoRemovalTiming": 1,
"chanceByDamage": 50,
"iconIndex": 7,
"maxTurns": 4,
"message1": "は魅了された!",
"message2": "を魅了した!",
"message3": "",
"message4": "は我に返った!",
"minTurns": 2,
"motion": 1,
"name": "魅了",
"note": "",
"overlay": 6,
"priority": 80,
"releaseByDamage": false,
"removeAtBattleEnd": true,
"removeByDamage": true,
"removeByRestriction": false,
"removeByWalking": false,
"restriction": 3,
"stepsToRemove": 100,
"traits": []
},
{
"id": 10,
"autoRemovalTiming": 1,
"chanceByDamage": 100,
"iconIndex": 8,
"maxTurns": 5,
"message1": "は眠った!",
"message2": "を眠らせた!",
"message3": "は眠っている。",
"message4": "は目を覚ました!",
"minTurns": 3,
"motion": 2,
"name": "睡眠",
"note": "",
"overlay": 7,
"priority": 90,
"releaseByDamage": true,
"removeAtBattleEnd": true,
"removeByDamage": true,
"removeByRestriction": false,
"removeByWalking": false,
"restriction": 4,
"stepsToRemove": 100,
"traits": [
{
"code": 22,
"dataId": 1,
"value": -1
}
]
}
]

4525
www/data/System.json Normal file

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www/data/Tilesets.json Normal file

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3585
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[
null,
{
"id": 1,
"animationId": 6,
"description": "",
"etypeId": 1,
"traits": [
{
"code": 31,
"dataId": 1,
"value": 0
},
{
"code": 22,
"dataId": 0,
"value": 0
}
],
"iconIndex": 97,
"name": "黒曜石の剣",
"note": "",
"params": [
0,
0,
95,
10,
0,
0,
30,
0
],
"price": 500,
"wtypeId": 2
},
{
"id": 2,
"animationId": 6,
"description": "",
"etypeId": 1,
"traits": [
{
"code": 31,
"dataId": 1,
"value": 0
},
{
"code": 22,
"dataId": 0,
"value": 0
}
],
"iconIndex": 97,
"name": "デュランダル",
"note": "",
"params": [
0,
0,
20,
0,
0,
0,
0,
0
],
"price": 239000,
"wtypeId": 2
},
{
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"description": "",
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{
"code": 31,
"dataId": 1,
"value": 0
},
{
"code": 22,
"dataId": 0,
"value": 0
}
],
"iconIndex": 97,
"name": "ダガー",
"note": "",
"params": [
0,
0,
12,
0,
0,
0,
0,
0
],
"price": 8000,
"wtypeId": 2
},
{
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{
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"dataId": 1,
"value": 0
},
{
"code": 22,
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}
],
"iconIndex": 97,
"name": "グラディウス",
"note": "",
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0,
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0,
0,
0,
0,
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],
"price": 55000,
"wtypeId": 2
},
{
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"dataId": 1,
"value": 0
},
{
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}
],
"iconIndex": 97,
"name": "ミスリルソード",
"note": "",
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],
"price": 128000,
"wtypeId": 2
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{
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{
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"name": "鋼の剣",
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"wtypeId": 2
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]

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//=============================================================================
// LN_AdvancedMapPuzzleSystem.js
// ----------------------------------------------------------------------------
// Copyright (c) 2020 lriki
// This software is released under the MIT License.
// http://opensource.org/licenses/mit-license.php
// ----------------------------------------------------------------------------
// [GitHub] : https://github.com/lriki/LN_AdvancedMapPuzzleSystem
// [Twitter]: https://twitter.com/lriki8
//=============================================================================
/*:ja
* @plugindesc 謎解きマップシステムプラグイン v0.6.0
* @author lriki
*
* @help マップ上のキャラクター移動やイベントシステムを拡張し、謎解きの幅を広げるための様々な機能を追加します。
*
* # 他プラグインとの競合情報
* - triacontane 様の HalfMove.js と併用する場合は、本プラグインをリストの下に追加してください。
* - サンシロ 様の SAN_AnalogMove.js と併用する場合は、本プラグインをリストの下に追加してください。
*
* @param MapSkillEffectsMapId
* @desc TODO
* @type number
* @default 1
*
* @param GuideLineTerrainTag
* @desc 箱オブジェクトの移動ガイドラインとなる地形タグです。
* @type number
* @default 7
*
* @param AllowAllMapPuzzles
* @desc エリアタイプのすべてのマップで、謎解きシステムを有効にするかどうかを設定します。 false にした場合、規定ではすべてのマップで無効となり、マップのメモ欄に <LNPuzzleEnable> と記入したマップだけ有効になります。
* @type boolean
* @default true
*
* @param SlipperyTileRegionId
* @desc 滑る床として扱うリージョン ID です。
* @type number
* @default 1
*
* @param SlippingAnimationPattern
* @desc 滑る床の上で移動している時のキャラクターのアニメーションパターン番号です。
* @type number
* @default 2
*
* MIT License
*/

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*png
!!AMPS-Objects1.png
!!AMPS-Objects-h1-grid.png
!!AMPS-Objects-h2.png
!!AMPS-Objects-h2-grid.png

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*js
!.gitignore
!plugins.js

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*js
!HalfMove.js
!LN_AdvancedMapPuzzleSystem.js

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{
"name": "",
"main": "index.html",
"js-flags": "--expose-gc",
"window": {
"title": "",
"toolbar": false,
"width": 816,
"height": 624,
"icon": "icon/icon.png"
}
}

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{
"compilerOptions": {
"module": "commonjs",
"target": "es5",
"outDir": "dist",
"strict": true,
"lib": ["es5", "es2015.promise", "es2015"]
}
}

45
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const webpack = require("webpack");
const fs = require("fs");
const UglifyJsPlugin = require("uglifyjs-webpack-plugin");
const METADATA = fs.readFileSync("./header.txt").toString();
module.exports = {
mode: "production",
//mode: 'development',
entry: "./ts/index.ts", //ファイルをまとめる際のエントリーポイント
output: {
path: __dirname,
filename: "./js/plugins/LN_AdvancedMapPuzzleSystem.js", //まとめた結果出力されるファイル名
},
resolve: {
extensions: [".ts", ".js"], //拡張子がtsだったらTypescirptでコンパイルする
},
module: {
rules: [
{
test: /\.ts$/,
loader: "ts-loader", //ts-loader使うよ
},
],
},
optimization: {
minimizer: [
new UglifyJsPlugin({
uglifyOptions: {
output: {
beautify: false,
preamble: METADATA,
},
},
}),
],
},
plugins: [
new webpack.BannerPlugin({
banner: METADATA,
raw: true,
entryOnly: true,
}),
],
};

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