chore: add Radiance datas

This commit is contained in:
Kazhnuz 2021-11-25 10:52:26 +01:00
parent cb8ec6dd39
commit 8c04e08b25
144 changed files with 5986 additions and 530 deletions

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@ -0,0 +1,10 @@
local CONST = {}
CONST.ACCURACY = 100
CONST.ATKWRONGTYPE = 0.66
CONST.DAMAGE = {}
CONST.DAMAGE.DIVISOR = 10
CONST.DAMAGE.DEFFACTOR = 0.66
return CONST

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local CONST = {}
CONST.HPMAX = "hpmax"
CONST.PPMAX = "ppmax"
CONST.ATTACK = "attack"
CONST.POWER = "power"
CONST.DEFENSE = "defense"
CONST.MIND = "mind"
CONST.TECHNIC = "technic"
CONST.SPEED = "speed"
CONST.DAMAGE = "damage"
CONST.ACCURACY = "accuracy"
CONST.EVASION = "evasion"
CONST.LUCK = "luck"
CONST.ARMOR = "armor"
CONST.CRITICAL = "critical"
CONST.HPREGEN = "hpregen"
CONST.PPREGEN = "ppregen"
CONST.RANK_E = 10
CONST.RANK_D = 25
CONST.RANK_C = 40
CONST.RANK_B = 60
CONST.RANK_A = 80
CONST.RANK_S = 100
CONST.MULT_HP = 4.5
CONST.LIST = {CONST.HPMAX, CONST.PPMAX, CONST.ATTACK, CONST.POWER, CONST.DEFENSE, CONST.MIND, CONST.TECHNIC, CONST.SPEED}
CONST.BATTLELIST = {CONST.ACCURACY, CONST.EVASION, CONST.LUCK, CONST.DAMAGE, CONST.ARMOR, CONST.CRITICAL, CONST.HPREGEN, CONST.PPREGEN}
CONST.NOBONUS = {CONST.HPMAX, CONST.PPMAX, CONST.HPREGEN, CONST.PPREGEN}
CONST.SIMPLENAME = {}
CONST.SIMPLENAME[CONST.HPMAX] = "HP"
CONST.SIMPLENAME[CONST.PPMAX] = "PP"
CONST.SIMPLENAME[CONST.ATTACK] = "ATK"
CONST.SIMPLENAME[CONST.POWER] = "POW"
CONST.SIMPLENAME[CONST.DEFENSE] = "DEF"
CONST.SIMPLENAME[CONST.MIND] = "MND"
CONST.SIMPLENAME[CONST.TECHNIC] = "TEK"
CONST.SIMPLENAME[CONST.SPEED] = "SPD"
CONST.EXP_MULTIPLICATOR = 4
CONST.EXP_RATIO = 5
CONST.BASE_STAT = 5
CONST.BASE_HP = 15
CONST.BASE_MP = 8
CONST.MULT_STAT = 2
CONST.MULT_HP = 7.5
CONST.SALT_HP = 35
CONST.MULT_MP = 1.5
local function createBattleStat(name, valueHero, valueEnnemy)
CONST.BATTLESTAT.HERO[name] = valueHero
CONST.BATTLESTAT.ENNEMI[name] = valueEnnemy or valueHero
end
CONST.BATTLESTAT = {}
CONST.BATTLESTAT.HERO = {}
CONST.BATTLESTAT.ENNEMI = {}
createBattleStat("accuracy", 100)
createBattleStat("evasion", 0)
createBattleStat("luck", 66, 40)
createBattleStat("damage", 0)
createBattleStat("armor", 0)
createBattleStat("critical", 0)
createBattleStat("hpregen", 0)
createBattleStat("ppregen", 0)
CONST.ARMOR_AND_DAMAGE_RATIO = .5
CONST.BONUS = {0.75, 0.8125, 0.875, 0.9375, 1, 1.125, 1.25, 1.375, 1.5}
return CONST

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return {
["none"] = {
fullname = "None",
weakTo = {},
resists = {}
},
["water"] = {
fullname = "Water",
weakTo = {"light"},
resists = {"fire", "water"}
},
["fire"] = {
fullname = "Fire",
weakTo = {"water"},
resists = {"ice", "fire"}
},
["ice"] = {
fullname = "Fire",
weakTo = {"fire"},
resists = {"wind", "ice"}
},
["wind"] = {
fullname = "Fire",
weakTo = {"ice"},
resists = {"earth", "wind"}
},
["earth"] = {
fullname = "Fire",
weakTo = {"wind"},
resists = {"light", "earth"}
},
["light"] = {
fullname = "Fire",
weakTo = {"earth"},
resists = {"water", "light"}
},
["chaos"] = {
fullname = "Chaos",
weakTo = {"chaos"},
resists = {}
}
}

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return {
["basic"] = {
resistTo = {},
backDamage = {}
},
["aerial"] = {
resistTo = {"basic"},
backDamage = {}
},
["shielded"] = {
resistTo = {"basic", "projectile"},
backDamage = {}
},
["spiked"] = {
resistTo = {"basic", "aerial"},
backDamage = {"basic", "aerial"}
},
["backspiked"] = {
resistTo = {"aerial"},
backDamage = {"aerial"}
},
}

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return {
music = "battle1",
ennemies = {
{"normal", "classics", "motobug", 1},
{"normal", "classics", "spinner", 1},
{"normal", "classics", "motobug", 1},
}
}
-- There are three possible type of ennemies
-- NORMAL {"normal", category, name, number}
-- BOSS : {"boss", category, pvbonus, statbonus}
-- RIVALS : {"rival", charname, level, pvbonus}

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return {
music = "battle2",
ennemies = {
{"normal", "classics", "motobug", 1},
{"boss", "classics", "motobug", 10, 1.8, true},
{"normal", "classics", "motobug", 1}}
}
-- There are three possible type of ennemies
-- NORMAL {"normal", category, name, number}
-- BOSS : {"boss", category, pvbonus, statbonus}
-- RIVALS : {"rival", charname, level, pvbonus}

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local actions = {}
actions.aerial = {}
function actions.aerial.start(n, actor)
end
function actions.aerial.update(dt, actor)
end
function actions.aerial.onGround(actor)
end
return actions

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return {
x = 120,
y = -16
}

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return {
metadata = {
width = 64,
height = 54,
defaultAnim = "default",
ox = 32,
oy = 48,
},
animations = {
["default"] = {
startAt = 1,
endAt = 15,
loop = 1,
speed = 30,
pauseAtEnd = false,
},
}
}

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return {
name = "Amy",
fullname = "Amy Rose",
class = "power",
speed = 3,
jump = 3,
turns = 2,
move = 4,
startlevel = 1,
isUnlockedAtStart = true,
canGoSuper = true,
canBreakCraft = false,
weakTo = {},
resists = {},
icon = 3,
charset = "perso",
charId = 3,
}

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return {
gloves = "basicgloves",
shoes = "lightsneakers",
accessories = "simplehammer",
}

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return {
{"hitcombo", 2},
{"tornado", 8},
}

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return {
metadata = {
height = 64,
width = 64,
ox = 32,
oy = 32,
defaultAnim = "idle"
},
animations = {
["idle"] = {
startAt = 1,
endAt = 8,
loop = 1,
speed = 10,
pauseAtEnd = false,
},
["walk"] = {
startAt = 9,
endAt = 17,
loop = 10,
speed = -1,
pauseAtEnd = false,
},
["jump"] = {
startAt = 18,
endAt = 21,
loop = 21,
speed = 10,
pauseAtEnd = true,
},
["fall"] = {
startAt = 22,
endAt = 24,
loop = 26,
speed = 10,
pauseAtEnd = true,
},
["hit1start"] = {
startAt = 29,
endAt = 32,
loop = 32,
speed = 25,
pauseAtEnd = true,
},
["hit1end"] = {
startAt = 33,
endAt = 34,
loop = 34,
speed = 25,
pauseAtEnd = true,
},
["hit2start"] = {
startAt = 35,
endAt = 37,
loop = 37,
speed = 25,
pauseAtEnd = true,
},
["hit2end"] = {
startAt = 38,
endAt = 39,
loop = 39,
speed = 25,
pauseAtEnd = true,
},
["hit3start"] = {
startAt = 40,
endAt = 44,
loop = 44,
speed = 25,
pauseAtEnd = true,
},
["hit3end"] = {
startAt = 45,
endAt = 46,
loop = 46,
speed = 25,
pauseAtEnd = true,
},
["spindash"] = {
startAt = 59,
endAt = 62,
loop = 59,
speed = 25,
pauseAtEnd = false,
},
["spindash_full"] = {
startAt = 59,
endAt = 62,
loop = 59,
speed = 25,
pauseAtEnd = false,
},
["spin"] = {
startAt = 55,
endAt = 58,
loop = 55,
speed = 25,
pauseAtEnd = false,
},
["spinjump"] = {
startAt = 49,
endAt = 54,
loop = 51,
speed = 25,
pauseAtEnd = false,
},
["spinjump_nucurl"] = {
startAt = 51,
endAt = 54,
loop = 51,
speed = 25,
pauseAtEnd = false,
},
["hurt"] = {
startAt = 47,
endAt = 49,
loop = 49,
speed = 15,
pauseAtEnd = true,
},
["getKo"] = {
startAt = 50,
endAt = 52,
loop = 52,
speed = 15,
pauseAtEnd = true,
},
["ko"] = {
startAt = 52,
endAt = 52,
loop = 52,
speed = 15,
pauseAtEnd = true,
},
["defend"] = {
startAt = 53,
endAt = 54,
loop = 54,
speed = 15,
pauseAtEnd = true,
},
["heal"] = {
startAt = 63,
endAt = 66,
loop = 64,
speed = 15,
pauseAtEnd = false,
},
["healend"] = {
startAt = 67,
endAt = 68,
loop = 68,
speed = 15,
pauseAtEnd = true,
},
["hammer1"] = {
startAt = 69,
endAt = 82,
loop = 69,
speed = 15,
pauseAtEnd = false,
},
["upper"] = {
startAt = 83,
endAt = 95,
loop = 83,
speed = 15,
pauseAtEnd = false,
signal = {{5, "tornado"}, {7, "hitconnect"}}
},
["gift"] = {
startAt = 96,
endAt = 106,
loop = 96,
speed = 15,
pauseAtEnd = false,
}
}
}

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local CONST = require "datas.consts.stats"
return {
hpmax = CONST.RANK_A, --
ppmax = CONST.RANK_C, --
attack = CONST.RANK_A, --
defense = CONST.RANK_B, --
technic = CONST.RANK_C, -- How much items & wisps will be powerfull for this character.
power = CONST.RANK_B, --
mind = CONST.RANK_C, -- Magic defense.
speed = CONST.RANK_B, -- Où le personnage se trouve dans le tour.
}

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@ -1 +1 @@
return {"sonic"} return {"sonic", "tails", "amy"}

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@ -1,7 +1,6 @@
local actions = {} local actions = {}
actions.aerial = {} actions.aerial = {}
actions.special = {}
function actions.aerial.start(n, actor) function actions.aerial.start(n, actor)
@ -15,16 +14,4 @@ function actions.aerial.onGround(actor)
end end
function actions.special.start(n, actor)
end
function actions.special.update(dt, actor)
end
function actions.special.onGround(actor)
end
return actions return actions

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return {
x = 120,
y = -32
}

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return {
lifeicon = 1,
spriteset = "sonic",
}

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@ -1,10 +1,22 @@
return { return {
name = "Sonic", name = "Sonic",
fullname = "Sonic the Hedgehog", fullname = "Sonic the Hedgehog",
class = "speedster",
speed = 5,
jump = 3,
turns = 3,
move = 4,
class = "speed", startlevel = 1,
alignement = "hero",
team = "heroes",
description = "Lorem Ipsum...", isUnlockedAtStart = true,
canGoSuper = true,
canBreakCraft = false,
weakTo = {"water"},
resists = {"wind"},
icon = 1,
charset = "perso",
charId = 1,
} }

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return {
gloves = "basicgloves",
shoes = "lightsneakers",
accessories = "",
}

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@ -1,3 +1,16 @@
return { return {
--{skill_flag}, --{attack_name, level},
{"spindash", 2},
--{"spinjump", 3},
{"homming", 5},
{"tornado", 9},
{"sonicwind", 9},
-- {"spinattack", 15},
-- {"sonicflare", 18},
-- {"spindash", 26},
-- {"soniccracker", 30},
-- {"hommingattack", 35},
-- {"bluetornado", 40},
-- {"boost", 62},
-- {"lightspeedattack", 70},
} }

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return {
metadata = {
height = 64,
width = 64,
ox = 32,
oy = 32,
defaultAnim = "idle"
},
animations = {
["idle"] = {
startAt = 1,
endAt = 6,
loop = 1,
speed = 12,
pauseAtEnd = false,
},
["walk"] = {
startAt = 7,
endAt = 14,
loop = 7,
speed = -1,
pauseAtEnd = false,
},
["jump"] = {
startAt = 15,
endAt = 18,
loop = 18,
speed = 10,
pauseAtEnd = true,
},
["fall"] = {
startAt = 19,
endAt = 21,
loop = 21,
speed = 10,
pauseAtEnd = true,
},
["hit1start"] = {
startAt = 22,
endAt = 24,
loop = 24,
speed = 25,
pauseAtEnd = true,
},
["hit1end"] = {
startAt = 24,
endAt = 26,
loop = 26,
speed = 25,
pauseAtEnd = true,
},
["hit2start"] = {
startAt = 28,
endAt = 30,
loop = 30,
speed = 25,
pauseAtEnd = true,
},
["hit2end"] = {
startAt = 30,
endAt = 32,
loop = 32,
speed = 25,
pauseAtEnd = true,
},
["hit3start"] = {
startAt = 33,
endAt = 35,
loop = 35,
speed = 25,
pauseAtEnd = true,
},
["hit3end"] = {
startAt = 36,
endAt = 36,
loop = 36,
speed = 25,
pauseAtEnd = true,
},
["spindash"] = {
startAt = 37,
endAt = 40,
loop = 37,
speed = 25,
pauseAtEnd = false,
},
["spindash_full"] = {
startAt = 41,
endAt = 44,
loop = 41,
speed = 25,
pauseAtEnd = false,
},
["spin"] = {
startAt = 45,
endAt = 48,
loop = 45,
speed = 25,
pauseAtEnd = false,
},
["spinjump"] = {
startAt = 49,
endAt = 54,
loop = 51,
speed = 25,
pauseAtEnd = false,
},
["spinjump_nucurl"] = {
startAt = 51,
endAt = 54,
loop = 51,
speed = 25,
pauseAtEnd = false,
},
["hurt"] = {
startAt = 55,
endAt = 57,
loop = 57,
speed = 15,
pauseAtEnd = true,
},
["getKo"] = {
startAt = 58,
endAt = 62,
loop = 62,
speed = 15,
pauseAtEnd = true,
},
["ko"] = {
startAt = 62,
endAt = 62,
loop = 62,
speed = 15,
pauseAtEnd = true,
},
["defend"] = {
startAt = 63,
endAt = 64,
loop = 64,
speed = 15,
pauseAtEnd = true,
},
["flare"] = {
startAt = 65,
endAt = 80,
loop = 65,
speed = 20,
pauseAtEnd = false,
},
["upper"] = {
startAt = 81,
endAt = 89,
loop = 81,
speed = 18,
pauseAtEnd = false,
signal = {{2, "tornado"}, {3, "hitconnect"}}
},
["heal"] = {
startAt = 90,
endAt = 93,
loop = 91,
speed = 15,
pauseAtEnd = false,
},
["healend"] = {
startAt = 94,
endAt = 95,
loop = 95,
speed = 15,
pauseAtEnd = false,
},
["gift"] = {
startAt = 96,
endAt = 101,
loop = 96,
speed = 15,
pauseAtEnd = false,
}
}
}

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@ -1,13 +1,13 @@
return { local CONST = require "datas.consts.stats"
startlevel = 1,
hpmax = 50, -- Les points de vie du personnages
spd = 5,
jmp = 3,
atk = 5,
jumpaction_power = 2,
action_power = 1,
action_cost = 30,
canGoSuper = true, return {
canBreakCraft = false hpmax = CONST.RANK_B, --
ppmax = CONST.RANK_C, --
attack = CONST.RANK_B, --
defense = CONST.RANK_B, --
technic = CONST.RANK_C, -- How much items & wisps will be powerfull for this character.
power = CONST.RANK_C, --
mind = CONST.RANK_D, -- Magic defense.
speed = CONST.RANK_S, -- Où le personnage se trouve dans le tour.
} }

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local actions = {}
actions.aerial = {}
function actions.aerial.start(n, actor)
end
function actions.aerial.update(dt, actor)
end
function actions.aerial.onGround(actor)
end
return actions

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return {
x = 128,
y = -40
}

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return {
name = "Tails",
fullname = "Miles \"Tails\" Prower",
class = "technic",
speed = 2,
jump = 5,
turns = 2,
move = 3,
startlevel = 1,
isUnlockedAtStart = true,
canGoSuper = true,
canBreakCraft = false,
weakTo = {"light"},
resists = {"earth"},
icon = 2,
charset = "perso",
charId = 2,
}

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return {
gloves = "basicgloves",
shoes = "lightsneakers",
accessories = "",
}

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return {
}

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return {
metadata = {
height = 64,
width = 64,
ox = 32,
oy = 32,
defaultAnim = "idle"
},
animations = {
["idle"] = {
startAt = 1,
endAt = 8,
loop = 1,
speed = 10,
pauseAtEnd = false,
},
["walk"] = {
startAt = 9,
endAt = 17,
loop = 10,
speed = -1,
pauseAtEnd = false,
},
["jump"] = {
startAt = 18,
endAt = 21,
loop = 21,
speed = 10,
pauseAtEnd = true,
},
["fall"] = {
startAt = 22,
endAt = 26,
loop = 26,
speed = 10,
pauseAtEnd = true,
},
["hit1start"] = {
startAt = 27,
endAt = 30,
loop = 30,
speed = 25,
pauseAtEnd = true,
},
["hit1end"] = {
startAt = 31,
endAt = 32,
loop = 32,
speed = 25,
pauseAtEnd = true,
},
["hit2start"] = {
startAt = 33,
endAt = 37,
loop = 37,
speed = 25,
pauseAtEnd = true,
},
["hit2end"] = {
startAt = 38,
endAt = 38,
loop = 38,
speed = 25,
pauseAtEnd = true,
},
["hit3start"] = {
startAt = 42,
endAt = 46,
loop = 46,
speed = 25,
pauseAtEnd = true,
},
["hit3end"] = {
startAt = 46,
endAt = 48,
loop = 48,
speed = 25,
pauseAtEnd = true,
},
["spindash"] = {
startAt = 66,
endAt = 73,
loop = 66,
speed = 25,
pauseAtEnd = false,
},
["spindash_full"] = {
startAt = 66,
endAt = 73,
loop = 66,
speed = 25,
pauseAtEnd = false,
},
["spin"] = {
startAt = 62,
endAt = 65,
loop = 65,
speed = 25,
pauseAtEnd = false,
},
["spinjump"] = {
startAt = 49,
endAt = 54,
loop = 51,
speed = 25,
pauseAtEnd = false,
},
["spinjump_nucurl"] = {
startAt = 51,
endAt = 54,
loop = 51,
speed = 25,
pauseAtEnd = false,
},
["hurt"] = {
startAt = 49,
endAt = 51,
loop = 51,
speed = 15,
pauseAtEnd = true,
},
["getKo"] = {
startAt = 53,
endAt = 59,
loop = 59,
speed = 15,
pauseAtEnd = true,
},
["ko"] = {
startAt = 59,
endAt = 59,
loop = 59,
speed = 15,
pauseAtEnd = true,
},
["defend"] = {
startAt = 60,
endAt = 61,
loop = 61,
speed = 15,
pauseAtEnd = true,
}
}
}

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local CONST = require "datas.consts.stats"
return {
hpmax = CONST.RANK_C, --
ppmax = CONST.RANK_A, --
attack = CONST.RANK_D, --
defense = CONST.RANK_C, --
technic = CONST.RANK_S, -- How much items & wisps will be powerfull for this character.
power = CONST.RANK_C, --
mind = CONST.RANK_A, -- Magic defense.
speed = CONST.RANK_B, -- Où le personnage se trouve dans le tour.
}

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return {
name = "Motobug",
fullname = "E-03 Motobug",
type = "badnics",
element = "none",
protectypes = {},
rarity = 0,
isAerial = false,
distAttack = false,
turns = 2,
hudHeight = 18,
behaviour = "random",
behaviourAlt = "random",
giveExp = 20,
giveRings = 30,
}

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@ -0,0 +1,3 @@
return {
"tackle",
}

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return {
metadata = {
height = 64,
width = 64,
ox = 32,
oy = 32,
defaultAnim = "idle"
},
animations = {
["idle"] = {
startAt = 1,
endAt = 4,
loop = 1,
speed = 12,
pauseAtEnd = false,
},
["walk"] = {
startAt = 5,
endAt = 8,
loop = 5,
speed = 12,
pauseAtEnd = false,
}
}
}

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return {
hpmax = 25, --
ppmax = 20, --
attack = 15, --
power = 20, --
defense = 05, --
technic = 10, --
mind = 10, --
luck = 02, --
speed = 15, --
}

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@ -0,0 +1,18 @@
return {
name = "Spinner",
fullname = "E-06 Spinner",
type = "badnics",
element = "none",
protectypes = {"aerial"},
rarity = 0,
isAerial = true,
distAttack = false,
turns = 2,
hudHeight = 24,
behaviour = "random",
behaviourAlt = "random",
giveExp = 20,
giveRings = 30,
}

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@ -0,0 +1,3 @@
return {
"tackle",
}

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@ -0,0 +1,25 @@
return {
metadata = {
width = 64,
height = 64,
ox = 32,
oy = 32,
defaultAnim = "idle"
},
animations = {
["idle"] = {
startAt = 1,
endAt = 6,
loop = 1,
speed = 12,
pauseAtEnd = false,
},
["walk"] = {
startAt = 1,
endAt = 6,
loop = 1,
speed = 12,
pauseAtEnd = false,
}
}
}

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return {
hpmax = 25, --
ppmax = 20, --
attack = 15, --
power = 20, --
defense = 05, --
technic = 10, --
mind = 10, --
luck = 02, --
speed = 15, --
}

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return {
"classics",
}

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-- A basic file describing the basic attack, in order to make it customizable one
-- day ?
-- Also serve as a tutoriel for how to create a file attack and choregraphy
return {
name = "tackle",
cost = 0,
targetNumber = 1, -- 0 for targeting all ennemies
targetEnnemies = true,
isSpecial = false,
choregraphy = { -- the main attack choregraphy
{"goTo3D", "none", "actor", "target", -0.4, 0, 0, 0.5, true},
{"sendDamage", "none", 120, "basic", "none", false},
{'addGFX', "sentDamage", 'hit1', "target", -0.4, 0, 0, true, false},
{'playSFX', "sentDamage", 'hitconnect'},
{'jumpBack', "none", "actor", 4, 8, true},
{"wait", "none", 0.1},
{'goTo3D', "none", "actor", "start", 0, 0, 0, 0.3, true},
},
onContact = { -- if the attack move and touch multiple ennemies, you can add
-- specific effect when you touch the ennemy.
},
}

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return {
["actions"] = {
{"dialogBox", "", "Hello Sonic. I'm testing the dialog system of Sonic Radiance. Here, I should do an in-character joke, but the dev is too lazy to even think about that. But don't do that. Remember than only training and discipline will help you.", "Espio", ""}
}
}

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return {
["actions"] = {
{"dialogBox", "haveMoney:eq:0", "You don't have any rings !", "Mighty", ""},
{"dialogBox", {"haveMoney:lt:300", "haveMoney:gt:0"}, "You seems to only have a few rings", "Mighty", ""},
{"dialogBox", "haveMoney:ge:300", "Wow you're rich !", "Mighty", ""}
}
}

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return {
["actions"] = {
{"dialogBox", "", "Hi Big Blue. Let's test a bit the choice dialog.", "Rouge", ""},
{"optionBox", "", "What do you want ?", "Rouge", "", "Ring", "A health fruit", "Battling badnics", "optionFlag"},
{"dialogBox", {"optionFlag:1", "haveMoney:lt:300"}, "Oooh, in need of cash ?", "Rouge", ""},
{"dialogBox", {"optionFlag:1", "haveMoney:gt:300"}, "You doesn't seem that poor to me.", "Rouge", ""},
{"dialogBox", "optionFlag:2", "Did you failed your battle ? Well, you'll have to train more", "Rouge", ""},
{"dialogBox", "optionFlag:3", "Let's see if you can keep it up", "Rouge", ""},
}
}

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return {
datapacks = {
["battles"] = {"battles", {"test"}, true, {}},
["items"] = {"items", {"medicines", "powerups", "gloves", "shoes", "accessories"}, true, {}},
["ennemies"] = {"ennemies", {"classics"}, false, {"stats", "skills"}},
["characters"] = {"characters", {}, false, {"stats", "skills", "inventory"}},
["skills"] = {"skills", {}, true, {}},
["badskills"] = {"ennemies.skills", {}, true, {}}
},
singlefile = {}
}

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return {
name = "simplehammer",
fullname = "Simple Hammer",
description = "A basic hammer",
conditions = {},
effects = {},
statsBoost = {
attack = 3
},
isEquipement = true,
usableInBattle = false,
usableOnMap = false,
affectEverybody = false,
duration = 0
}

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return {
name = "basicgloves",
fullname = "Basic Gloves",
description = "Basic gloves that help fighting",
conditions = {},
effects = {},
statsBoost = {
attack = 2,
defense = 1
},
isEquipement = true,
usableInBattle = false,
usableOnMap = false,
affectEverybody = false,
duration = 0
}

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return {
name = "darkgloves",
fullname = "Dark Gloves",
description = "Gloves engluffed with darkness",
conditions = {},
effects = {},
statsBoost = {
attack = 5,
hpmax = -10
},
isEquipement = true,
usableInBattle = false,
usableOnMap = false,
affectEverybody = false,
duration = 0
}

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return {
[1] = {
name = "medicines",
fullname = "Medicines",
description = "Healing items",
inBattle = true,
isEquipement = false,
},
[2] = {
name = "powerups",
fullname = "Powerups",
description = "Helping items usable in battle",
inBattle = true,
isEquipement = false,
},
[3] = {
name = "wisps",
fullname = "Wisps",
description = "Little alien creatures that can attack ennemies",
inBattle = true,
isEquipement = false,
},
[4] = {
name = "gloves",
fullname = "Gloves",
description = "All equipables gloves",
inBattle = false,
isEquipement = true,
},
[5] = {
name = "shoes",
fullname = "Shoes",
description = "All equipables shoes",
inBattle = false,
isEquipement = true,
},
[6] = {
name = "accessories",
fullname = "Accessories",
description = "All equipables accessories",
inBattle = false,
isEquipement = true,
},
[7] = {
name = "chao",
fullname = "Chao's Items",
description = "All chao-related items",
inBattle = false,
isEquipement = false,
},
[8] = {
name = "quest",
fullname = "Quest Items",
description = "All quest items",
inBattle = false,
isEquipement = false,
},
}

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return {
name = "antidote",
fullname = "Antidote",
description = "A medicine that heal a character from poison",
conditions = {
{"status", "poison", true},
},
effects= {
{"setStatus", "poison", false},
},
usableInBattle=true,
usableOnMap=true,
affectEverybody=false,
}

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return {
name = "awakener",
fullname = "Awakener",
description = "A medicine that awaken an asleep character.",
conditions = {
{"status", "sleep", true}
},
effects= {
{"setStatus", "sleep", false}
},
usableInBattle=true,
usableOnMap=true,
affectEverybody=false,
}

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return {
name = "chilidog",
fullname = "Chili Dog",
description = "Sonic's favorite meal, complete with jalapeños. Heal a bit",
conditions = {
{"status", "ko", false}
},
effects= {
{"heal", "hp", "fixed", 10}
},
usableInBattle=true,
usableOnMap=true,
affectEverybody=false,
}

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return {
name = "cureallspray",
fullname = "Cure-All Spray",
description = "A medicine that cure every illness",
conditions = {
{"status", "haveNegative", true},
{"status", "ko", false},
},
effects= {
{"setStatus", "allNegative", false}
},
usableInBattle=true,
usableOnMap=true,
affectEverybody=false,
}

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return {
name = "defenserestorer",
fullname = "Defense Restorer",
description = "A medicine that restore a character's defense",
conditions = {
{"status", "vulnerable", true}
},
effects= {
{"setStatus", "vulnerable", false}
},
usableInBattle=true,
usableOnMap=true,
affectEverybody=false,
}

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return {
name = "eggdog",
fullname = "Egg Dog",
description = "Eggman's best hot dog, complete with motor oil. Doesn't really heal.",
conditions = {
{"status", "ko", false}
},
effects= {
{"heal", "hp", "fixed", -1}
},
usableInBattle=true,
usableOnMap=true,
affectEverybody=false,
}

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return {
name = "healthfruit",
fullname = "Health Fruit",
description = "The fruit of a plant known for its healing effects. Heal completely.",
conditions = {
{"status", "ko", false}
},
effects= {
{"heal", "hp", "percent", 100}
},
usableInBattle=true,
usableOnMap=true,
affectEverybody=false,
}

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return {
name = "healthleaf",
fullname = "Health Leaf",
description = "The leaf of a plant known for its healing effects. Heal a good amount.",
conditions = {
{"status", "ko", false}
},
effects= {
{"heal", "hp", "fixed", 100}
},
usableInBattle=true,
usableOnMap=true,
affectEverybody=false,
}

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return {
name = "healthroot",
fullname = "Health Root",
description = "The root of a plant known for its healing effects. Heal grealty.",
conditions = {
{"status", "ko", false}
},
effects= {
{"heal", "hp", "fixed", 250}
},
usableInBattle=true,
usableOnMap=true,
affectEverybody=false,
}

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return {
name = "healthseed",
fullname = "Health Seed",
description = "The seed of a plant known for its healing effects. Heal a bit",
conditions = {
{"status", "ko", false}
},
effects= {
{"heal", "hp", "fixed", 50}
},
usableInBattle=true,
usableOnMap=true,
affectEverybody=false,
}

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return {
name = "healunit",
fullname = "Heal Unit",
description = "A special medicine that restore entirely the body.",
conditions = {
{"status", "ko", false}
},
effects= {
{"setStatus", "allNegative", false},
{"heal", "hp", "percent", 100}
},
usableInBattle=true,
usableOnMap=true,
affectEverybody=false,
}

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return {
name = "medemmiter",
fullname = "Med Emmiter",
description = "A device that produces an energy pulse that heals all party members",
conditions = {
{"status", "ko", false}
},
effects= {
{"heal", "hp", "fixed", 100}
},
usableInBattle=true,
usableOnMap=true,
affectEverybody=true,
}

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return {
name = "movementrestorer",
fullname = "Movement Restorer",
description = "A medicine that restore a character's movement capacity.",
conditions = {
{"status", "paralysis", true}
},
effects= {
{"setStatus", "paralysis", false}
},
usableInBattle=true,
usableOnMap=true,
affectEverybody=false,
}

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return {
name = "refresherwave",
fullname = "Refresher Wave",
description = "A device that produces an energy pulse that invigorates all party members",
conditions = {
{"status", "ko", false}
},
effects= {
{"heal", "mp", "fixed", 20}
},
usableInBattle=true,
usableOnMap=true,
affectEverybody=true,
}

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return {
name = "revivalring",
fullname = "Revival Ring",
description = "A ring with the power to put the fallen back on their feet. Revives partially. ",
conditions = {
{"status", "ko", true}
},
effects= {
{"setStatus", "ko", false},
{"heal", "hp", "percent", 25}
},
usableInBattle=true,
usableOnMap=true,
affectEverybody=false,
}

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return {
name = "ringoflife",
fullname = "Ring of Life",
description = "A ring with the power to put the fallen back into fighting shape. Revives entirely.",
conditions = {
{"status", "ko", true}
},
effects= {
{"setStatus", "ko", false},
{"heal", "hp", "percent", 100}
},
usableInBattle=true,
usableOnMap=true,
affectEverybody=false,
}

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return {
name = "strenthrestorer",
fullname = "Strenth Restorer",
description = "A medicine that restore a character's strenth",
conditions = {
{"status", "weakened", true}
},
effects= {
{"setStatus", "weakened", false}
},
usableInBattle=true,
usableOnMap=true,
affectEverybody=false,
}

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@ -0,0 +1,14 @@
return {
name = "tonicdrink",
fullname = "Tonic Drink",
description = "A refreshing formula that invigorates mind and body.",
conditions = {
{"status", "ko", false}
},
effects= {
{"heal", "mp", "fixed", 10}
},
usableInBattle=true,
usableOnMap=true,
affectEverybody=false,
}

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@ -0,0 +1,14 @@
return {
name = "tonicinfusion",
fullname = "Tonic Infusion",
description = "A refreshing formula that invigorates mind and body.",
conditions = {
{"status", "ko", false}
},
effects= {
{"heal", "mp", "fixed", 25}
},
usableInBattle=true,
usableOnMap=true,
affectEverybody=false,
}

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return {
name = "tonicpotion",
fullname = "Tonic Potion",
description = "A refreshing formula that invigorates mind and body.",
conditions = {
{"status", "ko", false}
},
effects= {
{"heal", "mp", "fixed", 50}
},
usableInBattle=true,
usableOnMap=true,
affectEverybody=false,
}

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return {
name = "cloverjuice",
fullname = "Clover Juice",
description = "The potion to take before going to Casinopolis",
conditions = {
{"status", "ko", false}
},
effects= {
{"setStatus", "lucky", true}
},
usableInBattle=true,
usableOnMap=false,
affectEverybody=false,
duration=5,
}

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return {
name = "fireshield",
fullname = "Fire Shield",
description = "A special shield to protect a hero from fire damage",
conditions = {
{"status", "ko", false}
},
effects= {
{"setStatus", "fortified", true},
{"protectElement", "fire"}
},
usableInBattle=true,
usableOnMap=false,
affectEverybody=false,
duration=3,
}

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return {
name = "focusrock",
fullname = "Focus Rock",
description = "A curious rock that makes one more focused",
conditions = {
{"status", "ko", false}
},
effects= {
{"setStatus", "focus", true}
},
usableInBattle=true,
usableOnMap=false,
affectEverybody=false,
duration=5,
}

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return {
name = "fireshield",
fullname = "Fire Shield",
description = "A special shield to protect a hero and give him back some pp",
conditions = {
{"status", "ko", false}
},
effects= {
{"setStatus", "fortified", true},
{"regen", "pp", 6}
},
usableInBattle=true,
usableOnMap=false,
affectEverybody=false,
duration=3,
}

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return {
name = "immunitybooster",
fullname = "Immunity Booster",
description = "A rather immediate yet short-term vaccine",
conditions = {
{"status", "ko", false}
},
effects= {
{"blockStatus", "negative"}
},
usableInBattle=true,
usableOnMap=false,
affectEverybody=false,
duration=5,
}

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return {
name = "invincibility",
fullname = "Invincibility",
description = "Make a character",
conditions = {
{"status", "ko", false}
},
effects= {
{"setStatus", "invincibility", true}
},
usableInBattle=true,
usableOnMap=false,
affectEverybody=false,
duration=1,
}

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return {
name = "powerring",
fullname = "Power Ring",
description = "A fantastic ring infused with Chaos Energy",
conditions = {
{"status", "ko", false}
},
effects= {
{"setStatus", "hyper", true}
},
usableInBattle=true,
usableOnMap=false,
affectEverybody=false,
duration=5,
}

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return {
name = "psychicwater",
fullname = "Psychic Water",
description = "A strange infusion that enhance stealth",
conditions = {
{"status", "ko", false}
},
effects= {
{"setStatus", "hidden", true}
},
usableInBattle=true,
usableOnMap=false,
affectEverybody=false,
duration=5,
}

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return {
name = "shield",
fullname = "Shield",
description = "A basic yet effective shield to protect a hero",
conditions = {
{"status", "ko", false}
},
effects= {
{"setStatus", "fortified", true}
},
usableInBattle=true,
usableOnMap=false,
affectEverybody=false,
duration=5,
}

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return {
name = "speedup",
fullname = "Speed Up",
description = "Improve a character ability to attack several time",
conditions = {
{"status", "ko", false}
},
effects= {
{"setStatus", "speedup", true}
},
usableInBattle=true,
usableOnMap=false,
affectEverybody=false,
duration=1,
}

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return {
name = "thundershield",
fullname = "Thunder Shield",
description = "A special shield to protect a hero from lightning damage",
conditions = {
{"status", "ko", false}
},
effects= {
{"setStatus", "fortified", true},
{"protectElement", "light"}
},
usableInBattle=true,
usableOnMap=false,
affectEverybody=false,
duration=3,
}

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@ -0,0 +1,16 @@
return {
name = "watershield",
fullname = "Water Shield",
description = "A special shield to protect a hero from water damage",
conditions = {
{"status", "ko", false}
},
effects= {
{"setStatus", "fortified", true},
{"protectElement", "water"}
},
usableInBattle=true,
usableOnMap=false,
affectEverybody=false,
duration=3,
}

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return {
name = "lightsneakers",
fullname = "Light Sneakers",
description = "Simple sneakers that protect a little",
conditions = {},
effects= {},
statsBoost = {
speed = 2,
defense = 1
},
isEquipement = true,
usableInBattle=false,
usableOnMap=false,
affectEverybody=false,
duration=0,
}

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@ -0,0 +1,16 @@
return {
name = "slowmoshoes",
fullname = "SlowMo Shoes",
description = "Shoes that make you slower",
conditions = {},
effects = {},
statsBoost = {
speed = -5,
mind = 6
},
isEquipement = true,
usableInBattle = false,
usableOnMap = false,
affectEverybody = false,
duration = 0
}

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@ -0,0 +1,21 @@
return {
areaName = "testmap2",
canSave = true,
color = {0.3, 0.3, 0.3},
maps = {
{
name = "Not Hidden Grotto",
music = "testmap",
folder = "test",
map = "map",
x = 0,
y = 0,
}
},
exitTo = {
area = "test.plain",
x = 21,
y = 7,
charDir = "down"
}
}

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@ -0,0 +1,23 @@
return {
areaName = "testmap",
canSave = true,
color = {0.3, 0.3, 0.3},
maps = {
{
name = "Test Plains Field",
music = "testmap",
folder = "plain",
map = "test",
x = 0,
y = 0,
},
{
name = "Test Road Zone",
music = "testmap2",
folder = "plain",
map = "test2",
x = 0,
y = 640,
}
}
}

View file

@ -1,5 +1,5 @@
return { return {
name = "Chao Ruins", name = "Club Rouge",
blocks = { blocks = {
{ 56, 128, 16, 96, "top1", "side1"}, { 56, 128, 16, 96, "top1", "side1"},
{248, 128, 16, 96, "top1", "side1"}, {248, 128, 16, 96, "top1", "side1"},

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@ -0,0 +1 @@
return {"aroom", "bhighway", "crouge", "cruins", "ebeach", "ghill", "hsummit", "library", "mdepot", "tlab"}

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@ -1,37 +1,44 @@
return { return {
["forest"] = { ["forest"] = {
name = "Jade Forest", name = "Jade Forest",
tiles = 4, borders = 0,
tiles = 0,
background = "forest" background = "forest"
}, },
["city"] ={ ["city"] ={
name = "Diamond Highway", name = "Diamond Highway",
borders = 1,
tiles = 1, tiles = 1,
background = "city" background = "city"
}, },
["tunnel"] ={ ["tunnel"] ={
name = "Peridot Tunnel", name = "Peridot Tunnel",
borders = 2,
tiles = 2, tiles = 2,
background = "tunnel", background = "tunnel",
music = nil music = nil
}, },
["mountain"] ={ ["mountain"] ={
name = "Pearl Mountain", name = "Pearl Mountain",
borders = 3,
tiles = 3, tiles = 3,
background = "mountain" background = "mountain"
}, },
["coast"] ={ ["hills"] ={
name = "Olivine Coast", name = "Calcite Hills",
tiles = 0, borders = 4,
tiles = 4,
background = "hills" background = "hills"
}, },
["bridge"] ={ ["bridge"] ={
name = "Carnelian Bridge", name = "Carnelian Bridge",
borders = 5,
tiles = 5, tiles = 5,
background = "bridge" background = "bridge"
}, },
["castle"] ={ ["castle"] ={
name = "Ametist Castle", name = "Ametist Castle",
borders = 6,
tiles = 6, tiles = 6,
background = "castle", background = "castle",
music = nil music = nil

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