StendhalScripting/Lua: Difference between revisions

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imported>AntumDeluge
Misc: typecasting
imported>AntumDeluge
add categories
 
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-- table variable
local var4 = {}
</pre>
 
=== Strings ===
 
==== String Concatenation ====
 
String concatenation is simple, much like Java uses a plus operator (<code>+</code>) to join strings, Lua uses two periods (<code>..</code>).
 
Example:
<pre>
-- create a string variable
local var = "Hello"
 
-- append another string
var = var .. " world!"
 
print(var) -- prints "Hello world!"
</pre>
 
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=== Add Zone Music ===
 
Music can be added to zones with the <code>setZoneMusicgame:setMusic</code> global function. It supports the following arguments:
* ''<span style="color:darkgreen; font-style:italic;>filename:''</span> Basename of the OGG audio file to use stored in {{StendhalFile|master|data/music|data/music}}.
* <span style="color:darkgreen; font-style:italic;>args:</span> A table of key=value integers.
* ''volume:'' (optional) Volume level.
* Valid keys:
* ''x:'' (optional) The horizontal point for the source of the music.
** <span style="color:darkblue; font-style:italic;">volume:</span> Volume level (default: 100).
* ''y:'' (optional) The vertical point for the source of the music.
** ''<span style="color:darkblue; font-style:italic;">x:'' (optional)</span> The horizontal point for the source of the music (default: 1).
* ''radius:'' (optional) The radial range at which the music can be heard.
** ''<span style="color:darkblue; font-style:italic;">y:'' (optional)</span> The vertical point for the source of the music (default: 1).
** ''<span style="color:darkblue; font-style:italic;">radius:'' (optional)</span> The radial range at which the music can be heard (default: 10000).
 
Example:
<pre>
if game:setZone("0_semos_plains_n") then
setZoneMusicgame:setMusic("pleasant_creek_loop", {volume=85, radius=100})
end
</pre>
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}
 
entitiesnpc:setPath(npc, nodes)
-- Use helper object to create NPC path
entities:setPath(npc, nodes)
 
-- Dialogue
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This simply adds a response to saying "hello" & sets the NPC to attend to the player (equivalent of <code>frank:addGreeting("Hello")</code>).
 
For more complicated behavior, we need to use some helper methods. If we want to check a condition we use the <code>newConditionconditions:create</code> globalmethod. function:The first parameter is the string name of the ChatCondition we want to instantiate. The second parameter is a table that contains the values that should be passed to the ChatCondition constructor.
 
Example:
<pre>
frank:add(ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES,
newConditionconditions:create("PlayerHasItemWithHimCondition", {"money"}),
ConversationStates.ATTENDING,
"Hello.",
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In this scenario, the NPC will only respond if the player is carrying <item>money</item>.
 
A NotCondition instance can be created with the <code>newNotCondition</code> global function or using the <code>conditions.notactions:notCondition</code> method:
 
Example usage:
<pre>
local condition = conditions.notnotCondition(newConditionconditions:create("PlayerHasItemWithHimCondition", {"money"})
-- using newNotCondition
local condition = newNotCondition("PlayerHasItemWithHimCondition", "money")
 
-- using conditions.not
local condition = conditions.not(newCondition("PlayerHasItemWithHimCondition", "money")
</pre>
 
To add a ChatAction, we use the <code>newActionactions:create</code> globalmethod. functionIts usage is identical to <code>conditions:create</code>.
 
Example:
<pre>
frank:add(ConversationStates.IDLE,
ConversationPhrases.GREETING_MESSAGES,
newConditionconditions:create("PlayerHasItemWithHimCondition", {"money"}),
ConversationStates.ATTENDING,
"Hello.",
newActionactions:create("NPCEmoteAction", {"looks greedily at your pouch of money.", false}))
</pre>
 
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ConversationPhrases.GREETING_MESSAGES,
{
newConditionconditions:create("PlayerHasItemWithHimCondition", {"money"}),
newNotConditionconditions:notCondition(newConditionconditions:create("NakedCondition")),
},
ConversationStates.ATTENDING,
nil,
{
newActionactions:create("SayTextAction", {"Hello."}),
newActionactions:create("NPCEmoteAction", {"looks greedily at your pouch of money.", false}),
})
</pre>
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<pre>
local conditions = {
newConditionconditions:create("PlayerHasItemWithHimCondition", {"money"}),
{
newNotConditionconditions:notCondition(newConditionconditions:create("NakedCondition")),
},
}
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nil,
{
newActionactions:create("SayTextAction", {"Hello."}),
newActionactions:create("NPCEmoteAction", {"looks greedily at your pouch of money.", false}),
})
 
</pre>
 
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bestiary:setOwner("Ted")
</pre>
 
= See Also =
 
* [[StendhalScripting/LuaAPI|Lua API]]
 
 
[[Category:Stendhal]]
[[Category:Documentation]]
[[Category:API]]
[[Category:Scripting]]
[[Category:Lua]]