From The Mana World
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</pre>
</pre>
<br>
<br>
== Anonymous npc ==
if you do not care what name your npc has you can set its name to # to get an auto-generated name. This is particularly useful for npcs that only activate when you walk over them.
<br><br>
Object type: npc<br>
Object name: '''#'''
{| class="wikitable" border="1"
|-
! Property
! Value
|-
| callfunc
| Qux
|}
Gives in Hercules: <pre>
009-1,25,25,0    script    #009-1_anon0    32767,{
    callfunc "Qux", "#009-1_anon0", 25, 25;
    end;
}
</pre>
<br>
Gives in TMWA: <pre>
009-1,25,25,0|script|#009-1_anon0|32767
{
    setarray @npcname$, "", "#009-1_anon0";
    setarray @npcloc, 25, 25;
    callfunc "Qux";
    end;
}
</pre>
<br>
'''''@wushin: it's up to you to decide the naming convention of anonymous npcs'''''
<br><br>


== Semi-anonymous npc ==
== Semi-anonymous npc ==

Revision as of 03:54, 29 March 2015

This proposal is to enable npc creation from Tiled. It could even provide a way to add a "npc finder" to manaplus so that players can easily know where a npc is (manaplus would simply have to look at the tmx). Should not be used for floating npcs (no map).

Usage

For the examples below we will use the map 009-1 and position 25, 25. The only mandatory property to make a npc is "callfunc". To make a store, put "items" instead of "callfunc".

Shop npc [RC]

Object type: shop
Object name: FooBar#Baz

Property Value
items Item,Item:*2,Item,Item:9

Gives in Hercules:

009-1,25,25,0    shop    FooBar#Baz    32767,Item:*1,Item:*2,Item:*1,Item:9


Gives in TMWA:

009-1,25,25,0|shop|FooBar#Baz|32767,Item:*1,Item:*2,Item:*1,Item:9


Semi-anonymous npc

When you have multiple copies of a npc with the same name, you can add # at the end without anything else to append an auto-generated suffix. For example, the barrels would become barrel# instead of barrel#(number). This way you do not have to worry about giving a safe name to a npc.

Object type: npc
Object name: FooBar#

Property Value
callfunc Qux

Gives in Hercules:

009-1,25,25,0    script    FooBar#009-1_0    32767,{
    callfunc "Qux", "FooBar#009-1_0", 25, 25;
    end;
}


Gives in TMWA:

009-1,25,25,0|script|FooBar#009-1_0|32767
{
    setarray @npcname$, "FooBar", "#009-1_0";
    setarray @npcloc, 25, 25;
    callfunc "Qux";
    end;
}


Named npc

Object type: npc
Object name: FooBar

Property Value
callfunc Qux

Gives in Hercules:

009-1,25,25,0    script    FooBar    32767,{
    callfunc "Qux", "FooBar", 25, 25;
    end;
}


Gives in TMWA:

009-1,25,25,0|script|FooBar|32767
{
    setarray @npcname$, "FooBar", "";
    setarray @npcloc, 25, 25;
    callfunc "Qux";
    end;
}

That's nice but this npc is not sent to the client since its ID is 32767. Let's add a sprite.

@wushin: There is a "end;" instead of a "close;" because not all function send "mes" so "close2;" should be put before "return;" in the functions

Adding a sprite

Object type: npc
Object name: #

Property Value
sprite 161
callfunc Qux

Gives in Hercules:

009-1,25,25,0    script    #009-1_anon0    161,{
    callfunc "Qux", "#009-1_anon0", 25, 25;
    end;
}


Gives in TMWA:

009-1,25,25,0|script|#009-1_anon0|161
{
    setarray @npcname$, "", "#009-1_anon0";
    setarray @npcloc, 25, 25;
    callfunc "Qux";
    end;
}

The "sprite" property is non-mandatory and defaults to 32767 when not set.

Setting the direction

Tiled has a built-in "Rotation" property for objects. To set the direction, set the rotation to any multiple of 90 (or a multiple of 45 if your npc supports all 8 directions). The minimum is -180 and the maximum is 180. For example, 90 is facing west and 180 (or -180) is facing north.

Object type: npc
Object name: FooBar#Baz
Rotation: 90

Property Value
sprite 161
callfunc Qux

Gives in Hercules:

009-1,25,25,3    script    FooBar#Baz    161,{
    callfunc "Qux", "FooBar#Baz", 25, 25;
    end;
}


Gives in TMWA:

009-1,25,25,3|script|FooBar#Baz|161
{
    setarray @npcname$, "FooBar", "#Baz";
    setarray @npcloc, 25, 25;
    callfunc "Qux";
    end;
}


Setting as debug npc

Object type: npc
Object name: FooBar#Baz
Rotation: 90

Property Value
debug true
sprite 161
callfunc Qux

Gives in Hercules:

009-1,25,25,3    script    FooBar#Baz    161,{
    callfunc "Qux", "FooBar#Baz", 25, 25;
    end;
OnInit:
    if(DEBUG) end;
    disablenpc "FooBar#Baz";
    end;
}


Gives in TMWA:

009-1,25,25,3|script|FooBar#Baz|161
{
    setarray @npcname$, "FooBar", "#Baz";
    setarray @npcloc, 25, 25;
    callfunc "Qux";
    end;
OnInit:
    if(DEBUG) end;
    disablenpc "FooBar#Baz";
    end;
}


Adding a trigger area

Object type: npc
Object name: FooBar#Baz
Rotation: 90

Use tiled to mark the area of the trigger. To have a 0,0 trigger set the "trigger" property to "true".

Property Value
debug true
sprite 161
callfunc Qux

Gives in Hercules:

009-1,25,25,3    script    FooBar#Baz    161,2,4,{
    end;
OnTouch:
    callfunc "Qux", "FooBar#Baz", 25, 25;
    end;
OnInit:
    if(DEBUG) end;
    disablenpc "FooBar#Baz";
    end;
}


Gives in TMWA:

009-1,25,25,3|script|FooBar#Baz|161,2,4
{
    end;
OnTouch;
    setarray @npcname$, "FooBar", "#Baz";
    setarray @npcloc, 25, 25;
    callfunc "Qux";
    end;
OnInit:
    if(DEBUG) end;
    disablenpc "FooBar#Baz";
    end;
}


Adding a recurring timer

Object type: npc
Object name: FooBar#Baz
Rotation: 90

Property Value
interval 10000,Function
trigger 2,4
debug true
sprite 161
callfunc Qux

Gives:

009-1,25,25,3    script    FooBar#Baz    161,2,4,{
    end;
OnTouch:
    callfunc "Qux", "FooBar#Baz", 25, 25;
    end;
OnTimer10000:
    callfunc "Function";
    initnpctimer;
    end;
OnInit:
    if(DEBUG >= 2) end;
    initnpctimer;
    if(DEBUG) end;
    disablenpc "FooBar#Baz";
    end;
}


Gives in TMWA:

009-1,25,25,3|script|FooBar#Baz|161,2,4
{
    end;
OnTouch:
    setarray @npcname$, "FooBar", "#Baz";
    setarray @npcloc, 25, 25;
    callfunc "Qux";
    end;
OnTimer10000:
    callfunc "Function";
    initnpctimer;
    end;
OnInit:
    if(DEBUG >= 2) end;
    initnpctimer;
    if(DEBUG) end;
    disablenpc "FooBar#Baz";
    end;
}


Passing arguments to the function (Hercules only)

Object type: npc
Object name: FooBar#Baz
Rotation: 90

Property Value
arguments 19,"ba,z"
interval 10000,Function
trigger 2,4
debug true
sprite 161
callfunc Qux

Gives in Hercules:

009-1,25,25,3    script    FooBar#Baz    161,2,4,{
    end;
OnTouch:
    callfunc "Qux", "FooBar#Baz", 25, 25, 19, "ba,z";
    end;
OnTimer10000:
    callfunc "Function";
    initnpctimer;
    end;
OnInit:
    if(DEBUG >= 2) end;
    initnpctimer;
    if(DEBUG) end;
    disablenpc "FooBar#Baz";
    end;
}

Automatically added properties

Property Value
name the full object name. unlike TMWA we can send the full name because Hercules has explode()
X the X location of the npc
Y the Y location of the npc

Any custom property is added after the default properties


Adding custom variables (TMWA only)

For TMWA, any property that starts with @ is interpreted as a custom variable.

Object type: npc
Object name: FooBar#Baz
Rotation: 90

Property Value
@integer 19
@string$ ba,z
interval 10000,Function
trigger 2,4
debug true
sprite 161
callfunc Qux

Gives in TMWA:

009-1,25,25,3|script|FooBar#Baz|161,2,4
{
    end;
OnTouch:
    set @integer, 19;
    set @string$, "ba,z";
    setarray @npcname$, "FooBar", "#Baz";
    setarray @npcloc, 25, 25;
    callfunc "Qux";
    end;
OnTimer10000:
    callfunc "Function";
    initnpctimer;
    end;
OnInit:
    if(DEBUG >= 2) end;
    initnpctimer;
    if(DEBUG) end;
    disablenpc "FooBar#Baz";
    end;
}

Automatically added variables

Variable Value
@npcname$ an array of everything that comes before (and after if any) the "#" in the object name
@npcloc an array of the X and the Y location of the npc