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-rw-r--r--example/scripts/maps/desert.lua18
1 files changed, 9 insertions, 9 deletions
diff --git a/example/scripts/maps/desert.lua b/example/scripts/maps/desert.lua
index 6b761dc..1fee2fc 100644
--- a/example/scripts/maps/desert.lua
+++ b/example/scripts/maps/desert.lua
@@ -39,7 +39,7 @@ end)
function Smith(npc, ch, list)
local sword_count = chr_inv_count(ch, true, true, "Sword")
if sword_count > 0 then
- npc_message(npc, ch, "Ah! I can see you already have a sword.")
+ npc_message("Ah! I can see you already have a sword.")
end
Merchant(npc, ch, list)
end
@@ -54,7 +54,7 @@ function possessions_table(npc, ch)
..inventory_table[i].id..", "..inventory_table[i].name..", "
..inventory_table[i].amount
end
- npc_message(npc, ch, item_message)
+ npc_message(item_message)
item_message = "Equipment:"..
"\nSlot id, item id, item name:"..
@@ -64,7 +64,7 @@ function possessions_table(npc, ch)
item_message = item_message.."\n"..equipment_table[i].slot..", "
..equipment_table[i].id..", "..equipment_table[i].name
end
- npc_message(npc, ch, item_message)
+ npc_message(item_message)
end
@@ -74,21 +74,21 @@ function Harmony(npc, ch, list)
being_apply_status(ch, 1, 99999)
-- Say all the messages in the messages list.
for i = 1, #list do
- npc_message(npc, ch, list[i])
+ npc_message(list[i])
end
--- Give the player 100 units of money the first time.
if harmony_have_talked_to_someone == false then
- npc_message(npc, ch, "Here is some money for you to find some toys to play with.\nEh Eh!")
+ npc_message("Here is some money for you to find some toys to play with.\nEh Eh!")
chr_money_change(ch, 100)
- npc_message(npc, ch, string.format("You now have %d shiny coins!", chr_money(ch)))
+ npc_message(string.format("You now have %d shiny coins!", chr_money(ch)))
harmony_have_talked_to_someone = true
- npc_message(npc, ch, string.format("Try to come back with a better level than %i.", chr_get_level(ch)))
+ npc_message(string.format("Try to come back with a better level than %i.", chr_get_level(ch)))
else
- npc_message(npc, ch, "Let me see what you've got so far... Don't be afraid!")
+ npc_message("Let me see what you've got so far... Don't be afraid!")
effect_create(EMOTE_WINK, npc)
possessions_table(npc, ch)
end
- npc_message(npc, ch, "Have fun!")
+ npc_message("Have fun!")
effect_create(EMOTE_HAPPY, npc)
-- Make Harmony disappear for a while... with a small earthquake effect!
local shakeX = posX(npc)