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Cogwheel (Zelda style dungeon object toolkit) - CogwheelCore.js

Plugin desc : Cogwheel covers push blocks with weight, ice and holes, pressure plates, light beams with mirrors, rolling boulders and room reset, so a dungeon room doesn't have to be evented block by block. Beams reflect off mirrors, stop on blocks and boulders, cross holes and water, and end on receivers. Mirrors are themselves pushable, so aiming a beam is a pushing puzzle rather than a switch. Pushing a block into a hole makes a permanent crossing that survives a save and reload. Your map file is never modified. The dungeon also draws itself. CogwheelAtlas generates 46 procedural marks, blocks in 6 ...

License :
・Copyright: Retained
・Commercial Use: Allowed
・Modification: Allowed
・Redistribution: Prohibited (This does not apply to works made using the material.)
・Details: See Download Page / In-plugin documentation

Author : Core Systems Asset Factory

Website : https://csaf.itch.io/cogwheel

Desc page : https://csaf.itch.io/cogwheel

File name : CogwheelCore.js

Help of plugin :

Cogwheel Core — the model layer.

POSITIONING: this is the OBJECT layer. It governs things that sit ON tiles — pushing, sliding,
sinking, weighing, reflecting, resetting. It does NOT govern tile passability, and it is designed
to sit happily on top of a tile-control plugin rather than replace one.

LIGHT AND MIRRORS. Beams reflect off mirrors, are stopped by blocks and boulders, pass over
pressure plates, cross holes and water, and terminate on receivers. Mirrors are themselves
pushable, so "aim the beam" is a pushing puzzle rather than a switch.

Mirror loops cannot hang your game, and not because of a retry limit: a beam's whole state is
(tile, direction), so a beam that never ends must repeat one — which is what a loop IS. Cogwheel
detects the repeat exactly and stops. A ring of four mirrors is reported as a loop rather than
silently truncated, so you can see it in the inspector and fix it.

FILLED HOLES SURVIVE SAVING. Pushing a block into a hole makes a permanent crossing, and it is
still there after a save and reload — the crossing is derived from the block that made it, not
from a change to your map. Your map file is never modified.

ROOM RESET restores the room exactly as you authored it. If the player is standing on a crossing
when they reset, Cogwheel reports it so the room can return them to its entrance instead of
leaving them on a hole that has just re-opened.

COMPATIBILITY, STATED UP FRONT: Cogwheel is grid-native, exactly like RPG Maker's own events. It
is NOT compatible with pixel-movement or action-battle plugins that replace event movement
wholesale. Said here rather than discovered later.

Cogwheel covers push blocks with weight, ice and holes, pressure plates, light beams with mirrors, rolling boulders and room reset, so a dungeon room doesn't have to be evented block by block.

Beams reflect off mirrors, stop on blocks and boulders, cross holes and water, and end on receivers. Mirrors are themselves pushable, so aiming a beam is a pushing puzzle rather than a switch.

Pushing a block into a hole makes a permanent crossing that survives a save and reload. Your map file is never modified.

The dungeon also draws itself. CogwheelAtlas generates 46 procedural marks, blocks in 6 materials and boulders in 3, and ships zero image files.

https://csaf.itch.io/cogwheel

Disclosure: this is made by an AI development pipeline. Code and graphics are AI generated.

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