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

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---@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

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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

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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

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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

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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