--[[ Example script for the Desert map --]] -- 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 npc_create("Barber Twin", 1, GENDER_MALE, 14 * TILESIZE + TILESIZE / 2, 9 * TILESIZE + TILESIZE / 2, Barber) npc_create("Barber Twin", 1, GENDER_MALE, 20 * TILESIZE + TILESIZE / 2, 11 * TILESIZE + TILESIZE / 2, npclib.talk(Barber, {14, 15, 16}, {})) -- A simple banker npc_create("Banker", 8, GENDER_MALE, 35 * TILESIZE + TILESIZE / 2, 24 * TILESIZE + TILESIZE / 2, Banker) -- 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} } npc_create("Merchant", 3, GENDER_MALE, 4 * TILESIZE + TILESIZE / 2, 16 * TILESIZE + TILESIZE / 2, npclib.talk(Merchant, merchant_buy_table, merchant_sell_table)) -- Another Merchant, selling some equipment, and buying everything... smith_buy_table = { {"Sword", 10, 50}, {7, 10, 70}, {10, 10, 20} } npc_create("Smith", 5, GENDER_MALE, 15 * TILESIZE + TILESIZE / 2, 16 * TILESIZE + TILESIZE / 2, npclib.talk(Smith, smith_buy_table)) -- The most simple NPC - Welcoming new ones around. npc_create("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. npc_create("Tamer", 9, GENDER_UNSPECIFIED, 28 * TILESIZE + TILESIZE / 2, 21 * TILESIZE + TILESIZE / 2, Tamer) end) function Smith(npc, ch, list) local sword_count = ch:inv_count(true, true, "Sword") if sword_count > 0 then say("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 = ch:inventory() 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 say(item_message) item_message = "Equipment:".. "\nSlot id, item id, item name:".. "\n----------------------" local equipment_table = ch:equipment() for i = 1, #equipment_table do item_message = item_message.."\n"..equipment_table[i].slot..", " ..equipment_table[i].id..", "..equipment_table[i].name end say(item_message) end -- Global variable used to know whether Harmony talked to someone. harmony_have_talked_to_someone = false function Harmony(npc, ch, list) ch:apply_status(1, 99999) -- Say all the messages in the messages list. for i = 1, #list do say(list[i]) end --- Give the player 100 units of money the first time. if harmony_have_talked_to_someone == false then say("Here is some money for you to find some toys to play with.\nEh Eh!") ch:change_money(100) say(string.format("You now have %d shiny coins!", ch:money())) harmony_have_talked_to_someone = true say(string.format("Try to come back with a better level than %i.", ch:level())) else say("Let me see what you've got so far... Don't be afraid!") effect_create(EMOTE_WINK, npc) possessions_table(npc, ch) end say("Have fun!") effect_create(EMOTE_HAPPY, npc) -- Make Harmony disappear for a while... with a small earthquake effect! local shakeX, shakeY = npc:position() npc_disable(npc) tremor(shakeX, shakeY, 300) -- 20 seconds later, Harmony comes back schedule_in(20, function() 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 npc:say("Hey! You're new! Come here...") end end end function Tamer(npc, ch, list) npc:say(string.format("You have %s Sword(s).", ch:inv_count(true, true, "Sword"))) npc:say(string.format("You are %s pixel away.", get_distance(npc, ch))) npc:say("I will now spawn a monster for your training session.") -- Remove monsters in the area for i, b in ipairs(get_beings_in_rectangle(npc:x() - 3 * TILESIZE, npc:y() - 3 * TILESIZE, 6 * TILESIZE, 6 * TILESIZE)) do if b:type() == TYPE_MONSTER then b:remove() end end local m1 = monster_create("Maggot", ch:position()) -- (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() -- m1:say("Roaaarrrr!!!") -- end) end