StendhalScripting/Lua: Difference between revisions

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Adding Entities: instructions on how to add merchant behavior to NPCs
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logger:error("Could not set zone: " .. zone)
logger:error("Could not set zone: " .. zone)
end
end
</pre>

==== Adding Merchant Behavior ====

Merchant behavior ''(buying/selling)'' can be set with one of the following helper functions:
* ''npcHelper:addMerchant(merchantType, npc, prices, addOffer)''
* ''npcHelper:addBuyer(npc, prices, addOffer)''
* ''npcHelper:addSeller(npc, prices, addOffer)''
** Arguments:
*** ''merchantType:'' (string) If set to "buyer", will add buyer behavior, otherwise will be "seller" (may change type to boolean in future).
*** ''npc:'' (SpeakerNPC) The NPC to add the behavior to.
*** ''prices:'' (Map<String, Integer> or LuaTable) List of items & their prices.
*** ''addOffer:'' (boolean) If <code>true</code>, will add default replies for "offer".

Example of adding seller behavior to an NPC:
<pre>
if game:setZone("0_semos_city") then
local frank = npcHelper.createSpeakerNPC("Frank")
npcHelper:addSeller(frank, shops:get("shopname"), true)

game:add(frank)
end
</pre>

To create a custom shop list, you can use a Lua table (there are multiple ways to add elements to a Lua table):

Method 1:
<pre>
local priceList = {
meat = 50,
["ham"] = 70,
}
</pre>

Method 2:
<pre>
local priceList = {}
priceList.meat = 50
priceList["ham"] = 70
</pre>

The helper methods have special handling for underscore characters as well (the following are all the same):
<pre>
local priceList = {
smoked_ham = 100,
["smoked ham"] = 100,
}
priceList.smoked_ham = 100
priceList["smoked ham"] = 100
</pre>

Then add the seller behavior using the custom list:
<pre>
npcHelper:addSeller(frank, priceList, true)
</pre>
</pre>

Revision as of 09:09, 2 April 2020


this page is a work-in progress

Stendhal supports Lua scripting via the LuaJ library.

Lua scripts end in the .lua extension & are stored in the data/script directory.

Objects and Functions

The following objects & functions are exposed to the Lua engine:

game

The main object that handles setting zone & adding entities to game.

Methods:

  • game:add(object) - Adds an object to the current zone.
  • game:setZone(name) - Sets the current zone.
  • game:createSign(visible) - Creates a new Sign instance.
  • game:createShopSign(name, title, caption, seller) - Creates a new ShopSign instance.

npcHelper

This object helps to create instances of SpeakerNPC & SilentNPC classes.

Methods:

  • npcHelper:createSpeakerNPC(name) - Creates a new SpeakerNPC.
  • npcHelper:createSilentNPC() - Creates a new SilentNPC.
  • npcHelper:setPath(npc, path, loop) - Sets the path for the specified NPC.
  • npcHelper:setPathAndPosition(npc, path, loop) - Sets the path & starting position of the specified NPC.
  • npcHelper:addMerchant(merchantType, npc, items, offer) - Adds merchant behavior to npc of either a buyer or seller defined by merchantType.
  • npcHelper:addSeller(npc, items, offer) - Adds seller merchant behavior to npc.
  • npcHelper:addBuyer(npc, items, offer) - Adds buyer merchant behavior to npc.

Setting Zone

To set the zone to work with, use the game object:

game:setZone("0_semos_city")

The logger is exposed to Lua via the logger object:

local zone = "0_semos_city"
if game:setZone(zone) then
	-- do something
else
	logger:error("Could not set zone: " .. zone)
end

Adding Entities

Signs

Signs can be created with game:createSign and game:createShopSign:

local zone = "0_semos_city"
if game:setZone(zone) then
	-- create the sign instance
	local sign = game:createSign()
	sign:setEntityClass("signpost")
	sign:setPosition(12, 55)
	sign:setText("Meet Lua!")

	-- Add it to the world
	game:add(sign)
else
	logger:error("Could not set zone: " .. zone)
end

NPCs

Use the game:createSpeakerNPC method to create an interactive NPC:

local zone = "0_semos_city"
if game:setZone(zone) then
	-- Use helper object to create a new NPC
	local npc = npcHelper:createSpeakerNPC("Lua")
	npc:setEntityClass("littlegirlnpc")
	npc:setPosition(10, 55)
	npc:setBaseSpeed(0.1)
	npc:setCollisionAction(CollisionAction.STOP)

	local nodes = {
		{10, 55},
		{11, 55},
		{11, 56},
		{10, 56},
	}

	-- Use helper object to create NPC path
	npcHelper:setPath(npc, nodes)

	-- Dialogue
	npc:addJob("Actually, I am jobless.")
	npc:addGoodbye();

	-- Add to the world
	game:add(npc)
else
	logger:error("Could not set zone: " .. zone)
end

Adding Merchant Behavior

Merchant behavior (buying/selling) can be set with one of the following helper functions:

  • npcHelper:addMerchant(merchantType, npc, prices, addOffer)
  • npcHelper:addBuyer(npc, prices, addOffer)
  • npcHelper:addSeller(npc, prices, addOffer)
    • Arguments:
      • merchantType: (string) If set to "buyer", will add buyer behavior, otherwise will be "seller" (may change type to boolean in future).
      • npc: (SpeakerNPC) The NPC to add the behavior to.
      • prices: (Map<String, Integer> or LuaTable) List of items & their prices.
      • addOffer: (boolean) If true, will add default replies for "offer".

Example of adding seller behavior to an NPC:

if game:setZone("0_semos_city") then
	local frank = npcHelper.createSpeakerNPC("Frank")
	npcHelper:addSeller(frank, shops:get("shopname"), true)

	game:add(frank)
end

To create a custom shop list, you can use a Lua table (there are multiple ways to add elements to a Lua table):

Method 1:

local priceList = {
	meat = 50,
	["ham"] = 70,
}

Method 2:

local priceList = {}
priceList.meat = 50
priceList["ham"] = 70

The helper methods have special handling for underscore characters as well (the following are all the same):

local priceList = {
	smoked_ham = 100,
	["smoked ham"] = 100,
}
priceList.smoked_ham = 100
priceList["smoked ham"] = 100

Then add the seller behavior using the custom list:

npcHelper:addSeller(frank, priceList, true)