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-rw-r--r--example/scripts/maps/desert.lua80
1 files changed, 40 insertions, 40 deletions
diff --git a/example/scripts/maps/desert.lua b/example/scripts/maps/desert.lua
index 5f61bd53..96518ac9 100644
--- a/example/scripts/maps/desert.lua
+++ b/example/scripts/maps/desert.lua
@@ -14,32 +14,32 @@ require "scripts/npcs/shaker"
atinit(function()
-- Barber examples
- mana.npc_create("Barber Twin", 1, GENDER_MALE, 14 * TILESIZE + TILESIZE / 2, 9 * TILESIZE + TILESIZE / 2, Barber)
- mana.npc_create("Barber Twin", 1, GENDER_MALE, 20 * TILESIZE + TILESIZE / 2, 11 * TILESIZE + TILESIZE / 2, npclib.talk(Barber, {14, 15, 16}, {}))
+ 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
- mana.npc_create("Banker", 8, GENDER_MALE, 35 * TILESIZE + TILESIZE / 2, 24 * TILESIZE + TILESIZE / 2, 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} }
- mana.npc_create("Merchant", 3, GENDER_MALE, 4 * TILESIZE + TILESIZE / 2, 16 * TILESIZE + TILESIZE / 2, npclib.talk(Merchant, merchant_buy_table, merchant_sell_table))
+ 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} }
- mana.npc_create("Smith", 5, GENDER_MALE, 15 * TILESIZE + TILESIZE / 2, 16 * TILESIZE + TILESIZE / 2, npclib.talk(Smith, smith_buy_table))
+ 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.
- mana.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)
+ 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.
- mana.npc_create("Tamer", 9, GENDER_UNSPECIFIED, 28 * TILESIZE + TILESIZE / 2, 21 * TILESIZE + TILESIZE / 2, Tamer)
+ npc_create("Tamer", 9, GENDER_UNSPECIFIED, 28 * TILESIZE + TILESIZE / 2, 21 * TILESIZE + TILESIZE / 2, Tamer)
end)
function Smith(npc, ch, list)
- local sword_count = mana.chr_inv_count(ch, true, true, "Sword")
+ local sword_count = chr_inv_count(ch, true, true, "Sword")
if sword_count > 0 then
- mana.npc_message(npc, ch, "Ah! I can see you already have a sword.")
+ npc_message(npc, ch, "Ah! I can see you already have a sword.")
end
Merchant(npc, ch, list)
end
@@ -48,23 +48,23 @@ 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)
+ local inventory_table = 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
- mana.npc_message(npc, ch, item_message)
+ npc_message(npc, ch, item_message)
item_message = "Equipment:"..
"\nSlot id, item id, item name:"..
"\n----------------------"
- local equipment_table = mana.chr_get_equipment(ch)
+ local equipment_table = 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
- mana.npc_message(npc, ch, item_message)
+ npc_message(npc, ch, item_message)
end
@@ -73,30 +73,30 @@ harmony_have_talked_to_someone = false
function Harmony(npc, ch, list)
-- Say all the messages in the messages list.
for i = 1, #list do
- mana.npc_message(npc, ch, list[i])
+ npc_message(npc, ch, list[i])
end
--- Give the player 100 units of money the first time.
if harmony_have_talked_to_someone == false then
- mana.npc_message(npc, ch, "Here is some money for you to find some toys to play with.\nEh Eh!")
- mana.chr_money_change(ch, 100)
- mana.npc_message(npc, ch, string.format("You now have %d shiny coins!", mana.chr_money(ch)))
+ npc_message(npc, ch, "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)))
harmony_have_talked_to_someone = true
- mana.npc_message(npc, ch, string.format("Try to come back with a better level than %i.", mana.chr_get_level(ch)))
+ npc_message(npc, ch, string.format("Try to come back with a better level than %i.", chr_get_level(ch)))
else
- mana.npc_message(npc, ch, "Let me see what you've got so far... Don't be afraid!")
- mana.effect_create(EMOTE_WINK, npc)
+ npc_message(npc, ch, "Let me see what you've got so far... Don't be afraid!")
+ effect_create(EMOTE_WINK, npc)
possessions_table(npc, ch)
end
- mana.npc_message(npc, ch, "Have fun!")
- mana.effect_create(EMOTE_HAPPY, npc)
+ npc_message(npc, ch, "Have fun!")
+ 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)
+ local shakeX = posX(npc)
+ local shakeY = posY(npc)
+ 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() npc_enable(npc) end)
schedule_in(20, function() tremor(shakeX, shakeY, 300) end)
end
@@ -108,35 +108,35 @@ function Harmony_update(npc)
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...")
+ 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.")
+ being_say(npc, string.format("You have %s Sword(s).",
+ chr_inv_count(ch, true, true, "Sword")))
+ being_say(npc, string.format("You are %s pixel away.",
+ get_distance(npc, ch)))
+ 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,
+ for i, b in ipairs(get_beings_in_rectangle(posX(npc) - 3 * TILESIZE,
+ posY(npc) - 3 * TILESIZE,
6 * TILESIZE, 6 * TILESIZE)) do
- if mana.being_type(b) == TYPE_MONSTER then
- mana.monster_remove(b)
+ if being_type(b) == TYPE_MONSTER then
+ monster_remove(b)
end
end
- local m1 = mana.monster_create("Maggot", mana.posX(ch), mana.posY(ch))
- mana.monster_change_anger(m1, ch, 100)
+ local m1 = monster_create("Maggot", posX(ch), posY(ch))
+ 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)
+ -- being_say(m1, "Roaaarrrr!!!")
+ -- monster_change_anger(m1, ch, 100)
-- end)
end