local room_builder = require "maproombuilder" local module = {} local random = map_random local texturePaths = { aquatic0 = "Characters/Aquatic0.png", aquatic1 = "Characters/Aquatic1.png", avian0 = "Characters/Avian0.png", avian1 = "Characters/Avian1.png", cat0 = "Characters/Cat0.png", cat1 = "Characters/Cat1.png", demon0 = "Characters/Demon0.png", demon1 = "Characters/Demon1.png", dog0 = "Characters/Dog0.png", dog1 = "Characters/Dog1.png", elemental0 = "Characters/Elemental0.png", elemental1 = "Characters/Elemental1.png", humanoid0 = "Characters/Humanoid0.png", humanoid1 = "Characters/Humanoid1.png", misc0 = "Characters/Misc0.png", misc1 = "Characters/Misc1.png", pest0 = "Characters/Pest0.png", pest1 = "Characters/Pest1.png", pant0 = "Characters/Plant0.png", plant1 = "Characters/Plant1.png", player0 = "Characters/Player0.png", player1 = "Characters/Player1.png", quadroped0 = "Characters/Quadraped0.png", quadroped1 = "Characters/Quadraped1.png", reptile0 = "Characters/Reptile0.png", reptile1 = "Characters/Reptile1.png", rodent0 = "Characters/Rodent0.png", rodent1 = "Characters/Rodent1.png", slime0 = "Characters/Slime0.png", slime1 = "Characters/Slime1.png", undead0 = "Characters/Undead0.png", undead1 = "Characters/Undead1.png", } local behaviour = { pacifist = 0, normal = 1, hostile = 2, guerilla = 3, coward = 4, sentinel = 5, fire_demon = 6, sorcerer = 7, assassin = 8 } local stats = { default = { hp = 12, dmg = 2, atk = 0, def = 0, speed = 1 }, pest = { hp = 6, dmg = 1, atk = 0, def = 0, speed = 1 }, misc = { hp = 18, dmg = 2, atk = 0, def = 0, speed = 1 }, dog = { hp = 12, dmg = 2, atk = 0, def = 0, speed = 1 }, undead = { hp = 24, dmg = 1, atk = 0, def = 0, speed = 1 }, orc = { hp = 20, dmg = 2, atk = 0, def = 0, speed = 1 }, boss = { hp = 60, dmg = 3, atk = 1, def = 0, speed = 1 }, platino = { hp = 90, dmg = 1, atk = 0, def = 0, speed = 1 }, shopkeeper = { hp = 200, dmg = 10, atk = 2, def = 0, speed = 1 }, } local function concat(table1, table2) for i=1,#table2 do table1[#table1+1] = table2[i] end return table1 end local pests = { { stats.pest, 96, 0, "A Slim Worm", behaviour.pacifist }, { stats.pest, 112, 0, "A Fat Worm", behaviour.pacifist }, { stats.pest, 16, 16, "A Fly", behaviour.pacifist }, { stats.pest, 48, 16, "A Moth", behaviour.pacifist }, { stats.pest, 80, 16, "A Gnat", behaviour.pacifist }, { stats.pest, 0, 32, "A Small Spider", behaviour.pacifist }, { stats.pest, 16, 32, "A Medium Spider", behaviour.pacifist }, { stats.pest, 32, 32, "A Large Spider", behaviour.pacifist }, { stats.pest, 48, 32, "A Small Scorpion", behaviour.pacifist }, { stats.pest, 64, 32, "A Medium Scorpion", behaviour.pacifist }, { stats.pest, 80, 32, "A Large Scorpion", behaviour.pacifist }, { stats.pest, 0, 48, "A Slug", behaviour.pacifist }, { stats.pest, 16, 48, "A Large Slug", behaviour.pacifist }, { stats.pest, 48, 48, "A Red Slug", behaviour.pacifist }, { stats.pest, 64, 48, "A Large Red Slug", behaviour.pacifist }, { stats.pest, 0, 64, "A Giant Brown Ant", behaviour.pacifist }, { stats.pest, 16, 64, "A Giant Black Ant", behaviour.pacifist }, } for i=1,#pests do pests[i] = concat({ texturePaths.pest0, texturePaths.pest1 }, pests[i]) end local avian = { { stats.default, 0, 11*16, "A Small Brown Bat", behaviour.pacifist }, { stats.default, 16, 11*16, "A Big Brown Bat", behaviour.normal }, { stats.default, 32, 11*16, "A Vampire Bat", behaviour.guerilla }, { stats.default, 48, 11*16, "A Rabid Bat", behaviour.hostile }, } for i=1,#avian do avian[i] = concat({ texturePaths.avian0, texturePaths.avian1 }, avian[i]) end local misc = { { stats.misc, 0, 0, "A Giant Black Rat", behaviour.sentinel }, { stats.misc, 16, 0, "A Giant White Rat", behaviour.sentinel }, { stats.misc, 64, 0, "An Owl Bear", behaviour.sentinel }, } for i=1,#misc do misc[i] = concat({ texturePaths.misc0, texturePaths.misc1 }, misc[i]) end local reanimated = { { stats.undead, 0, 32, "A Skeleton", behaviour.normal }, { stats.undead, 48, 32, "A Black Skeleton", behaviour.normal }, { stats.undead, 64, 32, "A Zombie", behaviour.normal }, { stats.undead, 80, 32, "A Zombie", behaviour.normal } } for i=1,#reanimated do reanimated[i] = concat({ texturePaths.undead0, texturePaths.undead1 }, reanimated[i]) end local undead = { { stats.undead, 5*16, 16, "A Mummy", behaviour.normal }, { stats.undead, 6*16, 16, "A Two Headed Mummy", behaviour.sentinel }, { stats.undead, 0*16, 32, "A Skeleton", behaviour.normal }, { stats.misc, 1*16, 32, "A Burning Skeleton", behaviour.fire_demon }, { stats.misc, 2*16, 32, "An Eldritch Skeleton", behaviour.sorcerer }, { stats.misc, 3*16, 32, "A Black Skeleton", behaviour.guerilla }, { stats.misc, 4*16, 32, "A Zombie", behaviour.coward }, { stats.misc, 5*16, 32, "A Pale Zombie", behaviour.coward }, { stats.misc, 7*16, 32, "A Scorched Zombie", behaviour.fire_demon }, { stats.undead, 0*16, 4*16, "A Whight", behaviour.coward }, { stats.undead, 1*16, 4*16, "A Ghast", behaviour.sentinel }, { stats.misc, 1*16, 4*16, "A Ghost", behaviour.guerilla }, { stats.misc, 0*16, 5*16, "A Spectre", behaviour.sentinel }, { stats.undead, 1*16, 5*16, "An Eldritch Spectre", behaviour.sorcerer }, { stats.undead, 2*16, 5*16, "A Scorched Spectre", behaviour.fire_demon }, } for i=1,#undead do undead[i] = concat({ texturePaths.undead0, texturePaths.undead1 }, undead[i]) end local dogs = { { stats.dog, 0, 16, "A Rabid Dog", behaviour.normal }, { stats.dog, 16, 16, "An Angry Rabid Dog", behaviour.hostile } } for i=1,#dogs do dogs[i] = concat({ texturePaths.dog0, texturePaths.dog1 }, dogs[i]) end local reptile = { { stats.default, 0, 64, "A Small Brown Snake", behaviour.coward }, { stats.default, 16, 64, "A Medium Brown Snake", behaviour.guerilla }, { stats.default, 32, 64, "A Large Brown Snake", behaviour.hostile }, { stats.default, 48, 64, "A Small Black Snake", behaviour.coward }, { stats.default, 64, 64, "A Medium Black Snake", behaviour.guerilla }, { stats.default, 80, 64, "A Large Black Snake", behaviour.hostile }, } for i=1,#reptile do reptile[i] = concat({ texturePaths.reptile0, texturePaths.reptile1 }, reptile[i]) end local demon = { { stats.default, 0, 0, "A Demon", behaviour.hostile }, { stats.default, 16, 0, "A Demon", behaviour.hostile }, { stats.default, 32, 0, "A Demon", behaviour.hostile }, { stats.default, 48, 0, "A Demon", behaviour.hostile }, { stats.default, 64, 0, "A Demon", behaviour.hostile }, { stats.default, 80, 0, "A Demon", behaviour.hostile }, { stats.default, 96, 0, "A Demon", behaviour.hostile }, { stats.default, 112, 0, "A Demon", behaviour.hostile }, } for i=1,#demon do demon[i] = concat({ texturePaths.demon0, texturePaths.demon1 }, demon[i]) end local orcs = { { stats.orc, 0, 4*16, "An Orc Guard", behaviour.normal }, { stats.orc, 16, 4*16, "An Orc Seargeant", behaviour.coward }, { stats.orc, 32, 4*16, "An Orc Militia", behaviour.hostile }, { stats.orc, 48, 4*16, "An Orc Sentry", behaviour.sentinel }, { stats.orc, 64, 4*16, "An Orc Brute", behaviour.guerilla }, { stats.orc, 80, 4*16, "An Orc Captain", behaviour.hostile }, { stats.orc, 96, 4*16, "An Orc Pyro", behaviour.fire_demon }, } for i=1,#orcs do orcs[i] = concat({ texturePaths.humanoid0, texturePaths.humanoid1 }, orcs[i]) end local assassins = { { stats.misc, 1*16, 6*16, "A Reaper", behaviour.assassin }, { stats.misc, 0*16, 7*16, "An Assassin", behaviour.assassin }, { stats.misc, 1*16, 7*16, "A Royal Assassin", behaviour.assassin }, } for i=1,#assassins do assassins[i] = concat({ texturePaths.undead0, texturePaths.undead1 }, assassins[i]) end local bosses = { { stats.boss, 16, 5*16, "The Hell Hound", behaviour.fire_demon, true }, { stats.boss, 16, 23*16, "The Cleric", behaviour.sorcerer, true }, { stats.boss, 16, 8*16, "The Shadow", behaviour.assassin, true }, } bosses[1] = concat({ texturePaths.dog0, texturePaths.dog1 }, bosses[1]) bosses[2] = concat({ texturePaths.humanoid0, texturePaths.humanoid1 }, bosses[2]) bosses[3] = concat({ texturePaths.undead0, texturePaths.undead1 }, bosses[3]) local eastereggs = { { stats.misc, 6*16, 1*16, "Linus, the Developer", behaviour.passive }, { stats.misc, 2*16, 3*16, "Lialynn, the Ranger", behaviour.passive }, { stats.misc, 4*16, 3*16, "Miniel, the Paladin", behaviour.passive }, { stats.misc, 2*16,12*16, "Feng, the Fighter", behaviour.passive }, { stats.misc, 0*16, 7*16, "Adnis, the Ranger", behaviour.passive }, { stats.misc, 7*16, 8*16, "Ti, the Mage", behaviour.passive }, } for i=1,#eastereggs do eastereggs[i] = concat({ texturePaths.player0, texturePaths.player1 }, eastereggs[i]) end local shopkeeperBehaviour = behaviour.passive if PlayerData.shopOwnerKiller then shopkeeperBehaviour = behaviour.hostile end local shopkeeper = { texturePaths.humanoid0, texturePaths.humanoid1, stats.shopkeeper, 16, 12*16, "The Trader", shopkeeperBehaviour } local bodyguard = { texturePaths.humanoid0, texturePaths.humanoid1, stats.orc, 32, 12*16, "A Bodyguard", behaviour.hostile } -- Add Platino table.insert(eastereggs, { texturePaths.reptile0, texturePaths.reptile1, stats.platino, 48, 12*16, "Platino", behaviour.sentinel, true }) local function repack(data) return { texturePath1 = data[1], texturePath2 = data[2], stats = data[3], clipX = data[4], clipY = data[5], label = data[6] or "", behaviour = data[7] or behaviour.normal, boss = data[8] or false, } end -- Begin script local enemies = {} if(CURRENT_LEVEL > 0) then if (CURRENT_LEVEL == 1) then enemies = concat(enemies, pests) enemies = concat(enemies, avian) enemies = concat(enemies, misc) enemies = concat(enemies, dogs) elseif (CURRENT_LEVEL > 15 or (QUICK_MODE and CURRENT_LEVEL > 9)) then enemies = {} enemies = concat(enemies, undead) enemies = concat(enemies, orcs) enemies = concat(enemies, assassins) elseif (CURRENT_LEVEL > 10 or (QUICK_MODE and CURRENT_LEVEL > 6)) then enemies = {} enemies = concat(enemies, undead) enemies = concat(enemies, avian) elseif (CURRENT_LEVEL > 5 or (QUICK_MODE and CURRENT_LEVEL > 3)) then enemies = {} enemies = concat(enemies, orcs) enemies = concat(enemies, avian) elseif (CURRENT_LEVEL > 1) then enemies = {} enemies = concat(enemies, reanimated) enemies = concat(enemies, reptile) enemies = concat(enemies, avian) enemies = concat(enemies, misc) enemies = concat(enemies, dogs) end end local addSpecialInLevel = random(100) == 1 local function add_monster_to_tile(room, roomx, roomy, rx, ry, monster) local x = (roomx * 512) + rx * 32 local y = (roomy * 384) + ry * 32 room.monsters[rx][ry] = { x, y, monster } end function module.add_monsters_to_room(room, roomx, roomy) local addSpecial = addSpecialInLevel and random(5) == 1 local count = random(3) if (CURRENT_LEVEL > 3) then count = random(4) end count = count + 1 local i = 0 while i < count do local rx = random(13) + 1 local ry = random(9) + 1 if room_builder.is_tile_avilable(room, rx, ry) then if addSpecial then addSpecialInLevel = false addSpecial = false add_monster_to_tile(room, roomx, roomy, rx, ry, eastereggs[random(#eastereggs)]) else add_monster_to_tile(room, roomx, roomy, rx, ry, enemies[random(#enemies)]) end i = i + 1 end end end function module.add_boss_to_room(room, roomx, roomy) local boss = bosses[CURRENT_LEVEL / 5] if QUICK_MODE then boss = bosses[CURRENT_LEVEL / 3] end local success = false while not success do local rx = random(13) + 1 local ry = random(9) + 1 if room_builder.is_tile_avilable(room, rx, ry) then local x = (roomx * 512) + rx * 32 local y = (roomy * 384) + ry * 32 room.monsters[rx][ry] = { x, y, boss } success = true end end end function module.add_shopkeeper_to_room(room, roomx, roomy) local success = false while not success do local rx = random(13) + 1 local ry = random(9) + 1 if room_builder.is_tile_avilable(room, rx, ry) then local x = (roomx * 512) + rx * 32 local y = (roomy * 384) + ry * 32 room.monsters[rx][ry] = { x, y, shopkeeper } success = true end end end function module.add_bodyguard_to_room(room, roomx, roomy) local success = false while not success do local rx = random(13) + 1 local ry = random(9) + 1 if room_builder.is_tile_avilable(room, rx, ry) then local x = (roomx * 512) + rx * 32 local y = (roomy * 384) + ry * 32 room.monsters[rx][ry] = { x, y, bodyguard } success = true end end end function module.load_monsters(map, monsters) for i=0,15 do for j=0,11 do monster = monsters[i][j] if monster then add_monster(map, monster[1], monster[2], repack(monster[3])) end end end end return module