Introduction

Javardry HTML5 version is a port of Javardry made with Java to HTML5 (HTML5 + CSS + JavaScript). Since it is made with JavaScript, it should be called Javardry2, but since it is a port of Javardry, I will call it Javardry HTML5 version. Use JavardryEditor to export the game data for HTML5 version and use it. The specifications are almost the same as the Java version, but there are some differences, which are explained below.

Operating environment and execution method

Load the HTML file for execution in your browser and execute it. It can be run locally (offline) or online (uploaded to the internet), but there is a restriction that dungeon images cannot be displayed when running locally (see here for the reason). Therefore, we recommend that you play it online (including local server operation).

How to run without operation restrictions in a local PC environment

When running in a local environment (with game-related data stored on the PC), some image processing cannot be performed on the loaded image files due to JavaScript specifications (cross-domain restrictions). Therefore, when running in a local environment and some image processing cannot be performed by actually loading image files (if it is executed internally and fails), the game is run with the restriction of "dungeon image display not possible".
However, by using the following two methods, you can run it without any restrictions even in a local environment.

Console

In the HTML5 version, just like in the Java version, you can check the results of debug commands and error messages in the console. The console screen can be viewed in the developer tools, although the display will differ depending on the browser. The developer tools are generally located in the following location, although they differ depending on the browser and its version.

When you select the developer tools, a screen like this will appear. This is the Chrome screen, but other browsers will display similarly. When you first start the developer tools, it seems that a tab other than the console, such as network, is usually selected.

If you select the console, the console screen will be displayed. The results of the debug command and errors will be displayed here.

Mainly when running on Chrome/Edge, but depending on the execution environment, errors and warnings that do not affect operation (or are displayed due to local restrictions, etc.) may appear. Please ignore such errors and warnings unless there is an obvious abnormality such as strange operation or freezing.The following two are examples.

Also, when running on Chrome/Edge, it seems that a large number of messages are displayed stating that image and audio files could not be loaded.

Like this, the message 404 (Not Found) continues in a row. The message for audio files, etc. may be displayed slightly differently, but all of them are warning messages that the file cannot be loaded. These do not affect operation, so you can ignore them, but if you find them annoying because there are too many of them, you can hide them using the method below.

First, open the settings screen from the settings button (gear mark) on the far right.

Check "Selected content only."

Then, the 404 (Not Found) related messages will disappear. This does not mean that all unnecessary messages will disappear, but if you are using Chrome/Edge, this should make it much easier to see.

Operation Method

Operations are performed using a keyboard or gamepad. Operation Method is almost the same as for the Java version, but the initial settings for the keys and buttons are done in config.js. You can also change the key and button settings during the game in the Key Config section of Options. Check the key and button identification names in Keyname under Options.
If you are using a gamepad such as JoyToKey to operate the gamepad, select GamePad in the options. Please set it to off.
If the controller section is displayed in the settings of the HTML file for execution below, mouse (click) and touch operation is also possible. The operation method when using the mouse is as shown, but part of the game screen is operated with the Escape key and debug key.

Setting the HTML file for execution

There are several settings that can be made in the HTML file for execution, so I will explain them here. You can see how to write them.

Initial settings (config.js)

Initial settings, font settings, key settings (key initial settings), and spell name settings are all in config.js. The key settings and spell name settings are the same as in the Java version.
If you change the file name of config.js, please note that you will need to change the description in the HTML file for execution.

Specify font

Specify font in Font in config.js. As with the Java version, the display will be distorted if the font is not monospaced (fixed width). Specify the logical font name (monospaced) or the physical font name (MS Gothic, MS Mincho, IPAGothic, IPAMincho, VL Gothic, etc.).
When specifying a font file in the data directory, etc., set the Font value to GameFont. Then, specify the font file as a web font in the style sheet section of the executable HTML file. The font file can be a TrueType (ttf) font, just like when directly specifying it in the Java version, but I think a small Web Open Font Format (woff) is better.
When playing on a smartphone, it may depend on the OS version, but even if you specify the logical font name (monospaced), it does not include a monospaced font and appears to be displayed as a proportional font. Therefore, if you are assuming operation on a smartphone, it is better to include the font file and specify that file directly.

Option

You can turn music on/off while playing.

Face Image

Adventurer face images are displayed in the face directory with the same name as the adventurer, just like in the Java version, but since it is difficult for players to change the image file name when playing online (not on a local server), the HTML5 version allows you to specify an image file in the game.
Image files are specified in the training ground. In the training ground, select an adventurer in "View Character" and then "Set Face Image". A text input field will appear, so enter the URL of the image file (including the extension) and press Enter. If not set (displaying an image file with the same name as the adventurer in the face directory as before), set it to "none".
You can specify the image file with a URL starting with http or https, for example "http://hoge.example.ne.jp/hage/fuga.png", or if the image is on the same server where the game is uploaded, you can specify it in the form of "graphic/face/fighter.png" or "graphic/monster/Angel.png". If you specify a URL starting with http or https, it will be a so-called direct link, so please specify an image that you have uploaded to a server that allows direct linking, or an image for which you have permission to direct link.

To save the user the trouble, it may be a good idea to upload some face images to the face directory in advance and display the thumbnail and file name.

Save data

HTML5 version save data is saved in local storage. Therefore, although the notation differs depending on the browser, please note that if you delete your browsing history, cookies, or site data, your save data will also be deleted.While playing, we recommend that you back up your save data in Options at appropriate times.
When the training ground is empty (all adventurers have been deleted), you can initialize the data by executing the "Delete Character" command. In that case, the save data stored in the local storage will also be deleted, and there will be no save data until the next save. Use this if you want to delete only Javardry save data from local storage.

Other differences from the Java version

Distribution method

The Java version is explained in "Release of the scenario", but the HTML5 version can be thought of in a similar way.
For the HTML5 version, there are three possible distribution methods. The top two are the same as for the Java version.