This proposal is to enable npc creation from Tiled. For Hercules only. 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".
Shop npc
Object type: npc
Object name: FooBar#Baz
Property | Value |
---|---|
sprite | 112 |
shop | 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" only the optional "sprite" property can be used
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.
Object type: npc
Object name: #
Property | Value |
---|---|
callfunc | Qux |
Gives:
009-1,25,25,0|script|#009-1_anon0|127 { callfunc "Qux", "FooBar", 25, 25; end; }
Basic npc
Object type: npc
Object name: FooBar#Baz
Property | Value |
---|---|
callfunc | Qux |
Gives:
009-1,25,25,0|script|FooBar#Baz|127 { callfunc "Qux", "FooBar", 25, 25; 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 { callfunc "Qux", "FooBar", 25, 25; end; }
The "sprite" property is non-mandatory and defaults to 127 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:
009-1,25,25,3|script|FooBar#Baz|161 { callfunc "Qux", "FooBar", 25, 25; end; }
Setting as debug npc
Object type: npc
Object name: FooBar#Baz
Rotation: 90
Property | Value |
---|---|
debug | true |
sprite | 161 |
callfunc | Qux |
Gives:
009-1,25,25,3|script|FooBar#Baz|161 { callfunc "Qux", "FooBar", 25, 25; end; OnInit: if(DEBUG) end; disablenpc "FooBar#Baz"; end; }
Adding a trigger area
Object type: npc
Object name: FooBar#Baz
Rotation: 90
Property | Value |
---|---|
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", 25, 25; 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", 25, 25; end; OnTimer10000: callfunc "Function", "FooBar", 25, 25; initnpctimer; end; OnInit: if(DEBUG >= 2) end; initnpctimer; if(DEBUG) end; disablenpc "FooBar#Baz"; end; }
Passing arguments to the function
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:
009-1,25,25,3|script|FooBar#Baz|161,2,4 { end; OnTouch: callfunc "Qux", "FooBar", 25, 25, 19, "ba,z"; end; OnTimer10000: callfunc "Function", "FooBar", 25, 25; initnpctimer; end; OnInit: if(DEBUG >= 2) end; initnpctimer; if(DEBUG) end; disablenpc "FooBar#Baz"; end; }
Automatically added properties
Property | Value |
---|---|
name | Anything that comes before the # (if any) in the object name |
X | the X location of the npc |
Y | the Y location of the npc |
Any custom property is added after the default properties
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 { callfunc "Debug"; end; OnInit: if(DEBUG) end; disablenpc "Debug#3", "Debug", 75, 85; end; }
Banker
Object type: npc
Object name: Richard
Property | Value |
---|---|
sprite | 161 |
callfunc | Banker |
Gives:
009-2,20,99,0|script|Richard|161 { callfunc "Banker", "Richard", 20, 99; end; }