pleins de trucs
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21
scripts/data/actors/baltazarius.lua
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21
scripts/data/actors/baltazarius.lua
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---@class Seam : Actor
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local balta, super = Class(Actor, "baltazarius")
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function balta:init()
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super.init(self)
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-- The name of the actor
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self.name = "seam"
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-- The sprites dimensions
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-- The shop uses this to know where to place the shopkeeper
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self.width = 40
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self.height = 50
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-- The path to the shopkeeper sprites
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self.path = "shopkeepers/balta"
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-- The default animation to use
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self.default = "talk"
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end
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return balta
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54
scripts/data/actors/dummy.lua
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54
scripts/data/actors/dummy.lua
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local actor, super = Class(Actor, "dummy")
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function actor:init()
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super.init(self)
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-- Display name (optional)
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self.name = "Dummy"
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-- Width and height for this actor, used to determine its center
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self.width = 27
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self.height = 45
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-- Hitbox for this actor in the overworld (optional, uses width and height by default)
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self.hitbox = { 0, 25, 19, 14 }
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-- Color for this actor used in outline areas (optional, defaults to red)
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self.color = { 1, 0, 0 }
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-- Whether this actor flips horizontally (optional, values are "right" or "left", indicating the flip direction)
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self.flip = nil
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-- Path to this actor's sprites (defaults to "")
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self.path = "enemies/dummy"
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-- This actor's default sprite or animation, relative to the path (defaults to "")
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self.default = "idle"
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-- Sound to play when this actor speaks (optional)
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self.voice = nil
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-- Path to this actor's portrait for dialogue (optional)
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self.portrait_path = nil
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-- Offset position for this actor's portrait (optional)
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self.portrait_offset = nil
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-- Whether this actor as a follower will blush when close to the player
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self.can_blush = false
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-- Table of talk sprites and their talk speeds (default 0.25)
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self.talk_sprites = {}
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-- Table of sprite animations
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self.animations = {
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-- Looping animation with 0.25 seconds between each frame
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-- (even though there's only 1 idle frame)
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["idle"] = { "idle", 0.25, true },
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}
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-- Table of sprite offsets (indexed by sprite name)
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self.offsets = {
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-- Since the width and height is the idle sprite size, the offset is 0,0
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["idle"] = { 0, 0 },
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}
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end
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return actor
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40
scripts/data/actors/naatikata.lua
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40
scripts/data/actors/naatikata.lua
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local actor, super = Class(Actor, "naatikata")
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function actor:init()
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super.init(self)
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-- Display name (optional)
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self.name = "Naatikata"
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-- Width and height for this actor, used to determine its center
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self.width = 41
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self.height = 50
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-- Hitbox for this actor in the overworld (optional, uses width and height by default)
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self.hitbox = {5, 25, 30, 25}
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-- A table that defines where the Soul should be placed on this actor if they are a player.
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-- First value is x, second value is y.
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self.soul_offset = {10, 24}
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-- Color for this actor used in outline areas (optional, defaults to red)
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self.color = {0, 1, 1}
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-- Path to this actor's sprites (defaults to "")
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self.path = "party/naatikata"
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-- This actor's default sprite or animation, relative to the path (defaults to "")
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self.default = "walk"
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-- Sound to play when this actor speaks (optional)
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self.voice = nil
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-- Path to this actor's portrait for dialogue (optional)
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self.portrait_path = nil
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-- Offset position for this actor's portrait (optional)
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self.portrait_offset = nil
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-- Whether this actor as a follower will blush when close to the player
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self.can_blush = false
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end
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return actor
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47
scripts/data/actors/starwalker.lua
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47
scripts/data/actors/starwalker.lua
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local actor, super = Class(Actor, "starwalker")
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function actor:init()
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super.init(self)
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-- Display name (optional)
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self.name = "Starwalker"
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-- Width and height for this actor, used to determine its center
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self.width = 37
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self.height = 36
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-- Hitbox for this actor in the overworld (optional, uses width and height by default)
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self.hitbox = { 2, 26, 27, 10 }
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-- Color for this actor used in outline areas (optional, defaults to red)
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self.color = { 1, 1, 0 }
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-- Whether this actor flips horizontally (optional, values are "right" or "left", indicating the flip direction)
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self.flip = nil
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-- Path to this actor's sprites (defaults to "")
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self.path = "npcs/starwalker"
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-- This actor's default sprite or animation, relative to the path (defaults to "")
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self.default = ""
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-- Sound to play when this actor speaks (optional)
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self.voice = nil
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-- Path to this actor's portrait for dialogue (optional)
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self.portrait_path = nil
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-- Offset position for this actor's portrait (optional)
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self.portrait_offset = nil
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-- Whether this actor as a follower will blush when close to the player
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self.can_blush = false
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-- Table of talk sprites and their talk speeds (default 0.25)
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self.talk_sprites = {}
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-- Table of sprite animations
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self.animations = {}
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-- Table of sprite offsets (indexed by sprite name)
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self.offsets = {}
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end
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return actor
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49
scripts/data/actors/wall.lua
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49
scripts/data/actors/wall.lua
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local actor, super = Class(Actor, "wall")
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function actor:init()
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super.init(self)
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-- Display name (optional)
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self.name = "Wall"
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-- Width and height for this actor, used to determine its center
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self.width = 60
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self.height = 70
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-- Hitbox for this actor in the overworld (optional, uses width and height by default)
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self.hitbox = { 0, 50, 60, 20 }
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-- Color for this actor used in outline areas (optional, defaults to red)
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self.color = { 1, 0, 0 }
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-- Whether this actor flips horizontally (optional, values are "right" or "left", indicating the flip direction)
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self.flip = nil
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-- Path to this actor's sprites (defaults to "")
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self.path = "npcs/wall"
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-- This actor's default sprite or animation, relative to the path (defaults to "")
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self.default = ""
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-- Sound to play when this actor speaks (optional)
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self.voice = nil
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-- Path to this actor's portrait for dialogue (optional)
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self.portrait_path = nil
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-- Offset position for this actor's portrait (optional)
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self.portrait_offset = nil
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-- Whether this actor as a follower will blush when close to the player
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self.can_blush = false
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-- Table of talk sprites and their talk speeds (default 0.25)
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self.talk_sprites = {
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[""] = 0.2
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}
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-- Table of sprite animations
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self.animations = {}
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-- Table of sprite offsets (indexed by sprite name)
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self.offsets = {}
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end
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return actor
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