- 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.
59 lines
1.7 KiB
Lua
59 lines
1.7 KiB
Lua
-- Instead of Item, create a HealItem, a convenient class for consumable healing items
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local item, super = Class(HealItem, "ultimate_candy")
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function item:init()
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super.init(self)
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-- Display name
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self.name = "UltimatCandy"
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-- Name displayed when used in battle (optional)
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self.use_name = "ULTIMATE CANDY"
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-- Item type (item, key, weapon, armor)
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self.type = "item"
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-- Item icon (for equipment)
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self.icon = nil
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-- Battle description
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self.effect = "Best\nhealing"
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-- Shop description
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self.shop = "Perfection"
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-- Menu description
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self.description = "Sparkles with perfection.\nMust be shared with everyone. +??HP"
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-- Amount healed (HealItem variable)
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self.heal_amount = 1
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-- Default shop price (sell price is halved)
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self.price = 100
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-- Whether the item can be sold
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self.can_sell = true
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-- Consumable target mode (ally, party, enemy, enemies, or none)
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self.target = "party"
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-- Where this item can be used (world, battle, all, or none)
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self.usable_in = "all"
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-- Item this item will get turned into when consumed
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self.result_item = nil
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-- Will this item be instantly consumed in battles?
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self.instant = false
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-- Equip bonuses (for weapons and armor)
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self.bonuses = {}
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-- Bonus name and icon (displayed in equip menu)
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self.bonus_name = nil
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self.bonus_icon = nil
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-- Equippable characters (default true for armors, false for weapons)
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self.can_equip = {}
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-- Character reactions (key = party member id)
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self.reactions = {
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susie = "Hey! It's hollow inside!",
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ralsei = "I like the texture!",
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noelle = "That was underwhelming...",
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}
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end
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return item
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