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 "store" instead of "callfunc".
Store npc
Object type: NPC
Object name: FooBar#Baz
Property | Value |
---|---|
sprite | 112 |
store | Item:*1,Item:*1,Item:9 |
Gives:
009-1,25,25,0|shop|FooBar#Baz|112,Item:*1,Item:*1,Item:9
When using "store" instead of "callfunc" the optional "sprite" and "direction" properties can be used
Basic npc
Object type: NPC
Object name: FooBar#Baz
Property | Value |
---|---|
callfunc | Qux |
Gives:
009-1,25,25,0|script|FooBar#Baz|127 { set @npcname$, "FooBar"; callfunc "Qux"; end; }
That's nice but the NPC does not have a visible sprite, it defaults to 127. Let's add a sprite.
@wushin: There is a "end;" instead of a "close;" because not all function send "mes" so "close2;" should be put before "return;" in the functions
Adding a sprite
Object type: NPC
Object name: FooBar#Baz
Property | Value |
---|---|
sprite | 161 |
callfunc | Qux |
Gives:
009-1,25,25,0|script|FooBar#Baz|161 { set @npcname$, "FooBar"; callfunc "Qux"; end; }
The "sprite" property is non-mandatory and defaults to 127 when not set.
Setting the direction
Tiled has a built-in "Rotation" properties for objects so to set the direction just set the rotation to any multiple of 90. For example, 90 is facing west and 180 is facing north.
Object type: NPC
Object name: FooBar#Baz
Rotation: 90
Property | Value |
---|---|
sprite | 161 |
callfunc | Qux |
Gives:
009-1,25,25,3|script|FooBar#Baz|161 { set @npcname$, "FooBar"; callfunc "Qux"; end; }
Setting as debug npc
Object type: NPC
Object name: FooBar#Baz
Property | Value |
---|---|
debug | true |
direction | 3 |
sprite | 161 |
callfunc | Qux |
Gives:
009-1,25,25,3|script|FooBar#Baz|161 { set @npcname$, "FooBar"; callfunc "Qux"; end; OnInit: if(DEBUG) end; disablenpc "FooBar#Baz"; end; }
Adding a trigger area
Object type: NPC
Object name: FooBar#Baz
Property | Value |
---|---|
trigger | 2,4 |
debug | true |
direction | 3 |
sprite | 161 |
callfunc | Qux |
Gives:
009-1,25,25,3|script|FooBar#Baz|161,2,4 { end; OnTouch: set @npcname$, "FooBar"; callfunc "Qux"; end; OnInit: if(DEBUG) end; disablenpc "FooBar#Baz"; end; }
Adding custom variables
Object type: NPC
Object name: FooBar#Baz
Property | Value |
---|---|
@quux | 19 |
@norf$ | baz |
trigger | 2,4 |
debug | true |
direction | 3 |
sprite | 161 |
callfunc | Qux |
Gives:
009-1,25,25,3|script|FooBar#Baz|161,2,4 { end; OnTouch: set @quux, 19; set @norf$, "baz"; set @npcname$, "FooBar"; callfunc "Qux"; end; OnInit: if(DEBUG) end; disablenpc "FooBar#Baz"; end; }
Any property starting with @ is treated as a custom variable. Variables should be FIXED values (ie. 3), not dynamic values (ie. @foo - 3). Only temporary variables (@) can be set through NPC objects. To set global variables, please manually add a floating NPC.
@wushin: Should variables be cleaned before the "end;" ?
Arrays
To add arrays, simply use : as a separator
Automatically added variables
Variable | Value |
---|---|
@npcname$ | Anything that comes before the # (if any) in the object name |
Examples
Debug npc
Object type: NPC
Object name: Debug#3
Property | Value |
---|---|
sprite | 154 |
debug | true |
callfunc | Debug |
Gives:
020-1,75,85,0|script|Debug#3|154 { set @npcname$, "Debug"; callfunc "Debug"; end; OnInit: if(DEBUG) end; disablenpc "Debug#3"; end; }
Banker
Object type: NPC
Object name: Richard
Property | Value |
---|---|
sprite | 161 |
callfunc | Banker |
Gives:
009-2,20,99,0|script|Richard|161 { set @npcname$, "Richard"; callfunc "Banker"; end; }