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-rw-r--r--example/scripts/maps/desert.lua41
1 files changed, 20 insertions, 21 deletions
diff --git a/example/scripts/maps/desert.lua b/example/scripts/maps/desert.lua
index 86f5c814..759dbb51 100644
--- a/example/scripts/maps/desert.lua
+++ b/example/scripts/maps/desert.lua
@@ -37,7 +37,7 @@ atinit(function()
end)
function Smith(npc, ch, list)
- local sword_count = chr_inv_count(ch, true, true, "Sword")
+ 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
@@ -48,7 +48,7 @@ function possessions_table(npc, ch)
local item_message = "Inventory:"..
"\nSlot id, item id, item name, amount:"..
"\n----------------------"
- local inventory_table = chr_get_inventory(ch)
+ 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..", "
@@ -59,7 +59,7 @@ function possessions_table(npc, ch)
item_message = "Equipment:"..
"\nSlot id, item id, item name:"..
"\n----------------------"
- local equipment_table = chr_get_equipment(ch)
+ 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
@@ -71,7 +71,7 @@ end
-- Global variable used to know whether Harmony talked to someone.
harmony_have_talked_to_someone = false
function Harmony(npc, ch, list)
- being_apply_status(ch, 1, 99999)
+ ch:apply_status(1, 99999)
-- Say all the messages in the messages list.
for i = 1, #list do
say(list[i])
@@ -82,7 +82,7 @@ function Harmony(npc, ch, list)
chr_money_change(ch, 100)
say(string.format("You now have %d shiny coins!", chr_money(ch)))
harmony_have_talked_to_someone = true
- say(string.format("Try to come back with a better level than %i.", chr_get_level(ch)))
+ 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)
@@ -91,8 +91,7 @@ function Harmony(npc, ch, list)
say("Have fun!")
effect_create(EMOTE_HAPPY, npc)
-- Make Harmony disappear for a while... with a small earthquake effect!
- local shakeX = posX(npc)
- local shakeY = posY(npc)
+ local shakeX, shakeY = npc:position()
npc_disable(npc)
tremor(shakeX, shakeY, 300)
@@ -109,35 +108,35 @@ function Harmony_update(npc)
harmony_tick_count = harmony_tick_count + 1
if harmony_tick_count > 100 then
harmony_tick_count = 0
- being_say(npc, "Hey! You're new! Come here...")
+ npc:say("Hey! You're new! Come here...")
end
end
end
function Tamer(npc, ch, list)
- 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.")
+ 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(posX(npc) - 3 * TILESIZE,
- posY(npc) - 3 * TILESIZE,
- 6 * TILESIZE, 6 * TILESIZE)) do
- if being_type(b) == TYPE_MONSTER then
+ 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", posX(ch), posY(ch))
- monster_change_anger(m1, ch, 100)
+ local m1 = monster_create("Maggot", ch:position())
+ m1:change_anger(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()
- -- being_say(m1, "Roaaarrrr!!!")
- -- monster_change_anger(m1, ch, 100)
+ -- m1:say("Roaaarrrr!!!")
+ -- m1:change_anger(ch, 100)
-- end)
end