pleins de trucs

This commit is contained in:
Deadzi06
2026-07-10 06:10:33 +02:00
commit a55abbc5f7
51 changed files with 2235 additions and 0 deletions

View File

@@ -0,0 +1,21 @@
---@class Seam : Actor
local balta, super = Class(Actor, "baltazarius")
function balta:init()
super.init(self)
-- The name of the actor
self.name = "seam"
-- The sprites dimensions
-- The shop uses this to know where to place the shopkeeper
self.width = 40
self.height = 50
-- The path to the shopkeeper sprites
self.path = "shopkeepers/balta"
-- The default animation to use
self.default = "talk"
end
return balta

View 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

View File

@@ -0,0 +1,40 @@
local actor, super = Class(Actor, "naatikata")
function actor:init()
super.init(self)
-- Display name (optional)
self.name = "Naatikata"
-- Width and height for this actor, used to determine its center
self.width = 41
self.height = 50
-- Hitbox for this actor in the overworld (optional, uses width and height by default)
self.hitbox = {5, 25, 30, 25}
-- A table that defines where the Soul should be placed on this actor if they are a player.
-- First value is x, second value is y.
self.soul_offset = {10, 24}
-- Color for this actor used in outline areas (optional, defaults to red)
self.color = {0, 1, 1}
-- Path to this actor's sprites (defaults to "")
self.path = "party/naatikata"
-- This actor's default sprite or animation, relative to the path (defaults to "")
self.default = "walk"
-- 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
end
return actor

View 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

View 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

View File

@@ -0,0 +1,38 @@
local item, super = Class(Item, "cravatte")
function item:init()
super.init(self)
-- Display name
self.name = "Cravatte"
-- Name displayed when used in battle (optional)
self.use_name = nil
-- Item type (item, key, weapon, armor)
self.type = "weapon"
-- Item icon (for equipment)
self.icon = nil
-- Whether this item is for the light world
self.light = false
-- Battle description
self.effect = "Useless"
-- Shop description
self.shop = "Useless"
-- Menu description
self.description = "This item is useless"
-- Light world check text
self.check = "It's useless"
-- Default shop price (sell price is halved)
self.price = 0
-- Whether the item can be sold
self.can_sell = false
-- Consumable target mode (ally, party, enemy, enemies, or none)
self.target = "none"
-- Where this item can be used (world, battle, all, or none)
self.usable_in = "none"
end
return item

View 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

View File

@@ -0,0 +1,97 @@
local character, super = Class(PartyMember, "naatikata")
function character:init()
super.init(self)
-- Display name
self.name = "Naatikata"
-- Actor (handles overworld/battle sprites)
self:setActor("naatikata")
-- Display level (saved to the save file)
self.level = Game.chapter
-- Default title / class (saved to the save file)
self.title = "UwU\n uwu all over the place"
-- Determines which character the soul comes from (higher number = higher priority)
self.soul_priority = 1
-- The color of this character's soul (optional, defaults to red)
self.soul_color = {1, 0, 0}
-- Whether the party member can act / use spells
self.has_act = false
self.has_spells = true
-- Whether the party member can use their X-Action
self.has_xact = true
-- X-Action name (displayed in this character's spell menu)
self.xact_name = "N-Action"
-- Spells
self:addSpell("heal_prayer")
-- Current health (saved to the save file)
self.health = 90
-- Base stats (saved to the save file)
self.stats = {
health = 90,
attack = 4,
defense = 1,
magic = 14
}
-- Max stats from level-ups
self.max_stats = {
health = 120
}
-- Weapon icon in equip menu
self.weapon_icon = "ui/menu/equip/cravatte"
-- Equipment (saved to the save file)
self:setWeapon("cravatte")
self:setArmor(1, "amber_card")
--self:setArmor(2, "amber_card")
-- Head icon in the equip / power menu
self.menu_icon = "party/naatikata/head"
-- Path to head icons used in battle
self.head_icons = "party/naatikata/icon"
-- Name sprite
-- self.name_sprite = "party/naatikata/name"
-- Default light world equipment item IDs (saves current equipment)
-- Character color (for action box outline and hp bar)
self.color = {0, 0.5, 1}
-- Damage color (for the number when attacking enemies) (defaults to the main color)
self.dmg_color = {0.5, 0.75, 1}
-- Attack bar color (for the target bar used in attack mode) (defaults to the main color)
self.attack_bar_color = {0, 0.5, 1}
-- Attack box color (for the attack area in attack mode) (defaults to darkened main color)
self.attack_box_color = {0, 0.25, 1}
-- X-Action color (for the color of X-Action menu items) (defaults to the main color)
self.xact_color = {0.5, 0.75, 1}
-- Effect shown above enemy after attacking it
self.attack_sprite = "effects/attack/shot"
-- Sound played when this character attacks
self.attack_sound = "heartshot_dr_b"
-- Pitch of the attack sound
self.attack_pitch = 1
-- Battle position offset (optional)
self.battle_offset = {2, 1}
-- Head icon position offset (optional)
self.head_icon_offset = nil
-- Menu icon position offset (optional)
self.menu_icon_offset = nil
-- Message shown on gameover (optional)
self.gameover_message = nil
end
return character