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Diffstat (limited to 'example/scripts/maps/desert.lua')
-rw-r--r-- | example/scripts/maps/desert.lua | 149 |
1 files changed, 149 insertions, 0 deletions
diff --git a/example/scripts/maps/desert.lua b/example/scripts/maps/desert.lua new file mode 100644 index 0000000..c330247 --- /dev/null +++ b/example/scripts/maps/desert.lua @@ -0,0 +1,149 @@ +---------------------------------------------------------- +-- Template script for the Desert map -- +---------------------------------------------------------------------------------- +-- Copyright 2011 The Mana Development Team -- +-- -- +-- This file is part of Manasource Project. -- +-- -- +-- Manasource is free software; you can redistribute it and/or modify it -- +-- under the terms of the GNU General Public License as published by the Free -- +-- Software Foundation; either version 2 of the License, or any later version. -- +---------------------------------------------------------------------------------- + +-- From scripts/ +require "scripts/lua/npclib" +-- From example/scripts +require "scripts/npcs/banker" +require "scripts/npcs/barber" +require "scripts/npcs/merchant" +require "scripts/npcs/shaker" + +atinit(function() + + -- Barber examples + create_npc("Barber Twin", 1, GENDER_MALE, 14 * TILESIZE + TILESIZE / 2, 9 * TILESIZE + TILESIZE / 2, Barber, nil) + create_npc("Barber Twin", 1, GENDER_MALE, 20 * TILESIZE + TILESIZE / 2, 11 * TILESIZE + TILESIZE / 2, npclib.talk(Barber, {14, 15, 16}, {}), nil) + + -- A simple banker + create_npc("Banker", 8, GENDER_MALE, 35 * TILESIZE + TILESIZE / 2, 24 * TILESIZE + TILESIZE / 2, Banker, nil) + + -- A simple merchant. + merchant_buy_table = { {"Candy", 10, 20}, {"Regenerative trinket", 10, 30}, {"Minor health potion", 10, 50}, {11, 10, 60}, {12, 10, 40} } + merchant_sell_table = { {"Candy", 10, 19}, {"Sword", 10, 30}, {"Bow", 10, 200}, {"Leather shirt", 10, 300} } + create_npc("Merchant", 3, GENDER_MALE, 4 * TILESIZE + TILESIZE / 2, 16 * TILESIZE + TILESIZE / 2, npclib.talk(Merchant, merchant_buy_table, merchant_sell_table), nil) + + -- Another Merchant, selling some equipment, and buying everything... + smith_buy_table = { {"Sword", 10, 50}, {7, 10, 70}, {10, 10, 20} } + create_npc("Smith", 5, GENDER_MALE, 15 * TILESIZE + TILESIZE / 2, 16 * TILESIZE + TILESIZE / 2, npclib.talk(Smith, smith_buy_table), nil) + + -- The most simple NPC - Welcoming new ones around. + create_npc("Harmony", 11, GENDER_FEMALE, 4 * TILESIZE + TILESIZE / 2, 25 * TILESIZE + TILESIZE / 2, npclib.talk(Harmony, "Welcome in the template world!\nI hope you'll find here whatever you were searching for.", "Do look around to find some interesting things coming along!"), Harmony_update) + + -- Creates a Monster an let it talk for testing purpose. + create_npc("Tamer", 9, GENDER_UNSPECIFIED, 28 * TILESIZE + TILESIZE / 2, 21 * TILESIZE + TILESIZE / 2, Tamer, nil) +end) + +function Smith(npc, ch, list) + local sword_count = mana.chr_inv_count(ch, true, true, "Sword") + if sword_count > 0 then + do_message(npc, ch, "Ah! I can see you already have a sword.") + end + Merchant(npc, ch, list) +end + +function possessions_table(npc, ch) + local item_message = "Inventory:".. + "\nSlot id, item id, item name, amount:".. + "\n----------------------" + local inventory_table = mana.chr_get_inventory(ch) + for i = 1, #inventory_table do + item_message = item_message.."\n"..inventory_table[i].slot..", " + ..inventory_table[i].id..", "..inventory_table[i].name..", " + ..inventory_table[i].amount + end + do_message(npc, ch, item_message) + + item_message = "Equipment:".. + "\nSlot id, item id, item name:".. + "\n----------------------" + local equipment_table = mana.chr_get_equipment(ch) + for i = 1, #equipment_table do + item_message = item_message.."\n"..equipment_table[i].slot..", " + ..equipment_table[i].id..", "..equipment_table[i].name + end + do_message(npc, ch, item_message) + +end + +-- Global variable used to know whether Harmony talked to someone. +harmony_have_talked_to_someone = false +function Harmony(npc, ch, list) + -- Say all the messages in the messages list. + for i = 1, #list do + do_message(npc, ch, list[i]) + end + --- Give the player 100 units of money the first time. + if harmony_have_talked_to_someone == false then + do_message(npc, ch, "Here is some money for you to find some toys to play with.\nEh Eh!") + mana.chr_money_change(ch, 100) + do_message(npc, ch, string.format("You now have %d shiny coins!", mana.chr_money(ch))) + harmony_have_talked_to_someone = true + do_message(npc, ch, string.format("Try to come back with a better level than %i.", mana.chr_get_level(ch))) + else + do_message(npc, ch, "Let me see what you've got so far... Don't be afraid!") + mana.effect_create(EMOTE_WINK, npc) + possessions_table(npc, ch) + end + do_message(npc, ch, "Have fun!") + mana.effect_create(EMOTE_HAPPY, npc) + -- Make Harmony disappear for a while... with a small earthquake effect! + local shakeX = mana.posX(npc) + local shakeY = mana.posY(npc) + mana.npc_disable(npc) + tremor(shakeX, shakeY, 300) + + -- 20 seconds later, Harmony comes back + schedule_in(20, function() mana.npc_enable(npc) end) + schedule_in(20, function() tremor(shakeX, shakeY, 300) end) +end + +-- Global variable used to control Harmony's updates. +-- One tick equals to 100ms, so 100 below equals to 10000ms or 10 seconds +harmony_tick_count = 0 +function Harmony_update(npc) + if harmony_have_talked_to_someone == false then + harmony_tick_count = harmony_tick_count + 1 + if harmony_tick_count > 100 then + harmony_tick_count = 0 + mana.being_say(npc, "Hey! You're new! Come here...") + end + end +end + +function Tamer(npc, ch, list) + mana.being_say(npc, string.format("You have %s Sword(s).", + mana.chr_inv_count(ch, true, true, "Sword"))) + mana.being_say(npc, string.format("You are %s pixel away.", + mana.get_distance(npc, ch))) + mana.being_say(npc, "I will now spawn a monster for your training session.") + + -- Remove monsters in the area + for i, b in ipairs(mana.get_beings_in_rectangle(mana.posX(npc) - 3 * TILESIZE, + mana.posY(npc) - 3 * TILESIZE, + 6 * TILESIZE, 6 * TILESIZE)) do + if mana.being_type(b) == TYPE_MONSTER then + mana.monster_remove(b) + end + end + + local m1 = mana.monster_create("Maggot", mana.posX(ch), mana.posY(ch)) + mana.monster_change_anger(m1, ch, 100) + + -- (The following is not safe, since the being might have been removed by + -- the time this function gets executed (especially with the above code)) + -- + --schedule_in(0.5, function() + -- mana.being_say(m1, "Roaaarrrr!!!") + -- mana.monster_change_anger(m1, ch, 100) + -- end) +end |