Add new maps and tileset for the game world
- Created room1.tmx and room1.lua for the first room in the game, including tiles, collision objects, and NPCs. - Added room2.tmx and room2.lua for the second room, featuring tiles, collision objects, and an enemy. - Introduced a world template to manage map transitions and layout. - Implemented a new tileset (castle.tsx and castle.lua) for the castle theme, including tile properties and image references.
This commit is contained in:
54
scripts/data/actors/dummy.lua
Normal file
54
scripts/data/actors/dummy.lua
Normal file
@@ -0,0 +1,54 @@
|
||||
local actor, super = Class(Actor, "dummy")
|
||||
|
||||
function actor:init()
|
||||
super.init(self)
|
||||
|
||||
-- Display name (optional)
|
||||
self.name = "Dummy"
|
||||
|
||||
-- Width and height for this actor, used to determine its center
|
||||
self.width = 27
|
||||
self.height = 45
|
||||
|
||||
-- Hitbox for this actor in the overworld (optional, uses width and height by default)
|
||||
self.hitbox = { 0, 25, 19, 14 }
|
||||
|
||||
-- Color for this actor used in outline areas (optional, defaults to red)
|
||||
self.color = { 1, 0, 0 }
|
||||
|
||||
-- Whether this actor flips horizontally (optional, values are "right" or "left", indicating the flip direction)
|
||||
self.flip = nil
|
||||
|
||||
-- Path to this actor's sprites (defaults to "")
|
||||
self.path = "enemies/dummy"
|
||||
-- This actor's default sprite or animation, relative to the path (defaults to "")
|
||||
self.default = "idle"
|
||||
|
||||
-- Sound to play when this actor speaks (optional)
|
||||
self.voice = nil
|
||||
-- Path to this actor's portrait for dialogue (optional)
|
||||
self.portrait_path = nil
|
||||
-- Offset position for this actor's portrait (optional)
|
||||
self.portrait_offset = nil
|
||||
|
||||
-- Whether this actor as a follower will blush when close to the player
|
||||
self.can_blush = false
|
||||
|
||||
-- Table of talk sprites and their talk speeds (default 0.25)
|
||||
self.talk_sprites = {}
|
||||
|
||||
-- Table of sprite animations
|
||||
self.animations = {
|
||||
-- Looping animation with 0.25 seconds between each frame
|
||||
-- (even though there's only 1 idle frame)
|
||||
["idle"] = { "idle", 0.25, true },
|
||||
}
|
||||
|
||||
-- Table of sprite offsets (indexed by sprite name)
|
||||
self.offsets = {
|
||||
-- Since the width and height is the idle sprite size, the offset is 0,0
|
||||
["idle"] = { 0, 0 },
|
||||
}
|
||||
end
|
||||
|
||||
return actor
|
||||
47
scripts/data/actors/starwalker.lua
Normal file
47
scripts/data/actors/starwalker.lua
Normal file
@@ -0,0 +1,47 @@
|
||||
local actor, super = Class(Actor, "starwalker")
|
||||
|
||||
function actor:init()
|
||||
super.init(self)
|
||||
|
||||
-- Display name (optional)
|
||||
self.name = "Starwalker"
|
||||
|
||||
-- Width and height for this actor, used to determine its center
|
||||
self.width = 37
|
||||
self.height = 36
|
||||
|
||||
-- Hitbox for this actor in the overworld (optional, uses width and height by default)
|
||||
self.hitbox = { 2, 26, 27, 10 }
|
||||
|
||||
-- Color for this actor used in outline areas (optional, defaults to red)
|
||||
self.color = { 1, 1, 0 }
|
||||
|
||||
-- Whether this actor flips horizontally (optional, values are "right" or "left", indicating the flip direction)
|
||||
self.flip = nil
|
||||
|
||||
-- Path to this actor's sprites (defaults to "")
|
||||
self.path = "npcs/starwalker"
|
||||
-- This actor's default sprite or animation, relative to the path (defaults to "")
|
||||
self.default = ""
|
||||
|
||||
-- Sound to play when this actor speaks (optional)
|
||||
self.voice = nil
|
||||
-- Path to this actor's portrait for dialogue (optional)
|
||||
self.portrait_path = nil
|
||||
-- Offset position for this actor's portrait (optional)
|
||||
self.portrait_offset = nil
|
||||
|
||||
-- Whether this actor as a follower will blush when close to the player
|
||||
self.can_blush = false
|
||||
|
||||
-- Table of talk sprites and their talk speeds (default 0.25)
|
||||
self.talk_sprites = {}
|
||||
|
||||
-- Table of sprite animations
|
||||
self.animations = {}
|
||||
|
||||
-- Table of sprite offsets (indexed by sprite name)
|
||||
self.offsets = {}
|
||||
end
|
||||
|
||||
return actor
|
||||
49
scripts/data/actors/wall.lua
Normal file
49
scripts/data/actors/wall.lua
Normal file
@@ -0,0 +1,49 @@
|
||||
local actor, super = Class(Actor, "wall")
|
||||
|
||||
function actor:init()
|
||||
super.init(self)
|
||||
|
||||
-- Display name (optional)
|
||||
self.name = "Wall"
|
||||
|
||||
-- Width and height for this actor, used to determine its center
|
||||
self.width = 60
|
||||
self.height = 70
|
||||
|
||||
-- Hitbox for this actor in the overworld (optional, uses width and height by default)
|
||||
self.hitbox = { 0, 50, 60, 20 }
|
||||
|
||||
-- Color for this actor used in outline areas (optional, defaults to red)
|
||||
self.color = { 1, 0, 0 }
|
||||
|
||||
-- Whether this actor flips horizontally (optional, values are "right" or "left", indicating the flip direction)
|
||||
self.flip = nil
|
||||
|
||||
-- Path to this actor's sprites (defaults to "")
|
||||
self.path = "npcs/wall"
|
||||
-- This actor's default sprite or animation, relative to the path (defaults to "")
|
||||
self.default = ""
|
||||
|
||||
-- Sound to play when this actor speaks (optional)
|
||||
self.voice = nil
|
||||
-- Path to this actor's portrait for dialogue (optional)
|
||||
self.portrait_path = nil
|
||||
-- Offset position for this actor's portrait (optional)
|
||||
self.portrait_offset = nil
|
||||
|
||||
-- Whether this actor as a follower will blush when close to the player
|
||||
self.can_blush = false
|
||||
|
||||
-- Table of talk sprites and their talk speeds (default 0.25)
|
||||
self.talk_sprites = {
|
||||
[""] = 0.2
|
||||
}
|
||||
|
||||
-- Table of sprite animations
|
||||
self.animations = {}
|
||||
|
||||
-- Table of sprite offsets (indexed by sprite name)
|
||||
self.offsets = {}
|
||||
end
|
||||
|
||||
return actor
|
||||
58
scripts/data/items/ultimate_candy.lua
Normal file
58
scripts/data/items/ultimate_candy.lua
Normal file
@@ -0,0 +1,58 @@
|
||||
-- Instead of Item, create a HealItem, a convenient class for consumable healing items
|
||||
local item, super = Class(HealItem, "ultimate_candy")
|
||||
|
||||
function item:init()
|
||||
super.init(self)
|
||||
|
||||
-- Display name
|
||||
self.name = "UltimatCandy"
|
||||
-- Name displayed when used in battle (optional)
|
||||
self.use_name = "ULTIMATE CANDY"
|
||||
|
||||
-- Item type (item, key, weapon, armor)
|
||||
self.type = "item"
|
||||
-- Item icon (for equipment)
|
||||
self.icon = nil
|
||||
|
||||
-- Battle description
|
||||
self.effect = "Best\nhealing"
|
||||
-- Shop description
|
||||
self.shop = "Perfection"
|
||||
-- Menu description
|
||||
self.description = "Sparkles with perfection.\nMust be shared with everyone. +??HP"
|
||||
|
||||
-- Amount healed (HealItem variable)
|
||||
self.heal_amount = 1
|
||||
|
||||
-- Default shop price (sell price is halved)
|
||||
self.price = 100
|
||||
-- Whether the item can be sold
|
||||
self.can_sell = true
|
||||
|
||||
-- Consumable target mode (ally, party, enemy, enemies, or none)
|
||||
self.target = "party"
|
||||
-- Where this item can be used (world, battle, all, or none)
|
||||
self.usable_in = "all"
|
||||
-- Item this item will get turned into when consumed
|
||||
self.result_item = nil
|
||||
-- Will this item be instantly consumed in battles?
|
||||
self.instant = false
|
||||
|
||||
-- Equip bonuses (for weapons and armor)
|
||||
self.bonuses = {}
|
||||
-- Bonus name and icon (displayed in equip menu)
|
||||
self.bonus_name = nil
|
||||
self.bonus_icon = nil
|
||||
|
||||
-- Equippable characters (default true for armors, false for weapons)
|
||||
self.can_equip = {}
|
||||
|
||||
-- Character reactions (key = party member id)
|
||||
self.reactions = {
|
||||
susie = "Hey! It's hollow inside!",
|
||||
ralsei = "I like the texture!",
|
||||
noelle = "That was underwhelming...",
|
||||
}
|
||||
end
|
||||
|
||||
return item
|
||||
Reference in New Issue
Block a user