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@aalok74
Created August 29, 2013 03:25
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Project RPG Release v0.0.5 -RPG game
Project RPG Tab Order Version: 0.0.5
------------------------------
This file should not be included in the Codea project.
#Main
#Characters
#Events
#Images
#Items
#Map1
#Map2
#Map3
#Map4
#Maps
#Menus
#NPCs
#Objects
#Tiles
#Menu01
#Menu06
#Menu07
#Menu10
#Menu11
#Menu02
#Menu03
#Menu04
#Menu05
#WorldMap
-- Characters
-- table of available characters
-- face: index of faceset to be used
-- faceX/faceY: location of face on the faceset
-- sheet: index of the charaset to use
function loadCharacters()
local characters = {
{ face = 6, faceX = 0, faceY = 0, sheet = 1 }, --Hero
{ face = 2, faceX = 2, faceY = 0, sheet = 2 }, -- Aalok
{ face = 1, faceX = 2, faceY = 0, sheet = 3 }, -- Keginator
{ face = 1, faceX = 3, faceY = 0, sheet = 4 }, -- Sosa
{ face = 1, faceX = 2, faceY = 1, sheet = 5 }, -- Fistandilus
{ face = 4, faceX = 0, faceY = 0, sheet = 7 }, -- Ambu
{ face = 5, faceX = 0, faceY = 0, sheet = 7 }, -- Midnight
}
return characters
end
function loadPartyMembers()
local partyMembers = {
{ id = 14, name = "Main Hero", characterClass = "Warrior", character = 1, equipment = { 2, 3, 4, 5, 6 },
stats = { lvl = 99, exp = 999999999, nxtlvl = 999999999,
hp = 99999, maxHp = 99999, mp = 99999, maxMp = 99999,
str = 10, spd = 10, vit = 10, int = 10, mnd = 10,
atk = 10, acc = 10, eva = 10, def = 10, res = 10
}
},
{ id = 15, name = "Aalok", characterClass = "Paladin", character = 4, equipment = { 2, 3, 4, 5, 6 },
stats = { lvl = 1, exp = 0, nxtlvl = 100,
hp = 100, maxHp = 100, mp = 10, maxMp = 10,
str = 10, spd = 10, vit = 10, int = 10, mnd = 10,
atk = 10, acc = 10, eva = 10, def = 10, res = 10
}
},
{ id = 16, name = "Keginator", characterClass = "Druid", character = 3, equipment = { 2, 3, 4, 5, 6 },
stats = { lvl = 1, exp = 0, nxtlvl = 100,
hp = 100, maxHp = 100, mp = 10, maxMp = 10,
str = 10, spd = 10, vit = 10, int = 10, mnd = 10,
atk = 10, acc = 10, eva = 10, def = 10, res = 10
}
},
{ id = 17, name = "Sosa", characterClass = "Shaman", character = 2, equipment = { 2, 3, 4, 5, 6 },
stats = { lvl = 1, exp = 0, nxtlvl = 100,
hp = 100, maxHp = 100, mp = 10, maxMp = 10,
str = 10, spd = 10, vit = 10, int = 10, mnd = 10,
atk = 10, acc = 10, eva = 10, def = 10, res = 10
}
},
{ id = 18, name = "Fistandilus", characterClass = "Ranger", character = 5, equipment = { 2, 3, 4, 5, 6 },
stats = { lvl = 1, exp = 0, nxtlvl = 100,
hp = 100, maxHp = 100, mp = 10, maxMp = 10,
str = 10, spd = 10, vit = 10, int = 10, mnd = 10,
atk = 10, acc = 10, eva = 10, def = 10, res = 10
}
},
{ id = 19, name = "Ambu", characterClass = "Cleric", character = 6, equipment = { 2, 3, 4, 5, 6 },
stats = { lvl = 1, exp = 0, nxtlvl = 100,
hp = 100, maxHp = 100, mp = 10, maxMp = 10,
str = 10, spd = 10, vit = 10, int = 10, mnd = 10,
atk = 10, acc = 10, eva = 10, def = 10, res = 10
}
},
{ id = 20, name = "Midnight", characterClass = "Necromancer", character = 7, equipment = { 2, 3, 4, 5, 6 },
stats = { lvl = 1, exp = 0, nxtlvl = 100,
hp = 100, maxHp = 100, mp = 10, maxMp = 10,
str = 10, spd = 10, vit = 10, int = 10, mnd = 10,
atk = 10, acc = 10, eva = 10, def = 10, res = 10
}
},
{ id = 21, name = "Stovetop", characterClass = "Wizard", character = 6, equipment = { 2, 3, 4, 5, 6 },
stats = { lvl = 1, exp = 0, nxtlvl = 100,
hp = 100, maxHp = 100, mp = 10, maxMp = 10,
str = 10, spd = 10, vit = 10, int = 10, mnd = 10,
atk = 10, acc = 10, eva = 10, def = 10, res = 10
}
},
{ id = 22, name = "Squidget", characterClass = "Hunter", character = 6, equipment = { 2, 3, 4, 5, 6 },
stats = { lvl = 1, exp = 0, nxtlvl = 100,
hp = 100, maxHp = 100, mp = 10, maxMp = 10,
str = 10, spd = 10, vit = 10, int = 10, mnd = 10,
atk = 10, acc = 10, eva = 10, def = 10, res = 10
}
}
}
return partyMembers
end
-- Events
-- table of map events
-- teleport.map: the map the event will teleport the player to
-- teleport.x/y: the coordinates to teleport to
-- popup.text: the text to display as a popup
-- entrance: combination of teleport and popup events
function loadEvents()
local events = {
{ type = "teleport", map = 2, x = 10, y = 10 }, -- Event 1
{ type = "teleport", map = 1, x = 19, y = 9 }, -- 2
{ type = "popup", text = "Popup Event Example. Move left to teleport." },
{ type = "entrance", text = "Tap the screen to enter this location.", map = 3, x = 10, y = 10 },
{ type = "teleport", map = 3, x = 10, y = 10 }, -- 5
{ type = "weather", weather = "rain", rate = 3, puddles = false }, -- 6 - Make it rain
{ type = "weather", weather = "snow", rate = 4, puddles = false }, -- 7 - Make it snow
{ type = "weather", weather = "rain", rate = 0, puddles = false } -- 8 - Make rain stop
}
return events
end
-- Images
-- downloads and/or initializes the images necessary for the project to run
-- sheet: determines the tileset/charaset to use
-- x: number of sheets/sprites per row
-- y: number of rows
-- m: character sprite move order (column ids)
-- d: character sprite direction order { up, right, left, down } (row ids)
function loadSheets()
local tilesets = {
-- { sheet = readImage("Dropbox:Tilesheet-001"), x = 8, y = 8 },
-- { sheet = readImage("Dropbox:Tilesheet-002"), x = 8, y = 3 },
--{ sheet = readImage("Dropbox:Tilesheet-003"), x = 8, y = 2 },
--{ sheet = readImage("Dropbox:Tilesheet-004"), x = 32, y = 48 },
--{ sheet = readImage("Dropbox:WorldTilesheet"), x = 16, y = 16 },
--{ sheet = readImage("Small World:Beam"), x = 1, y = 1 },
--{ sheet = readImage("Small World:Base Small"), x = 1, y = 1 },
--{ sheet = readImage("Dropbox:Tileset-002"), x = 8, y = 4 },
--{ sheet = readImage("Dropbox:Tile-Auto-W-1"), x = 8, y = 6 },
{ sheet = readImage("Dropbox:Tile-Auto-W-1"), x = 8, y = 6 },
{ sheet = readImage("Dropbox:Tile-Auto-G-1"), x = 8, y = 28 },
{ sheet = readImage("Dropbox:Tile-G-1"), x = 8, y = 32 },
{ sheet = readImage("Dropbox:Tile-Auto-B-1"), x = 8, y = 6 },
{ sheet = readImage("Dropbox:WorldTilesheet"), x = 16, y = 16 },
{ sheet = readImage("Dropbox:Tile-Outdoors-2"), x = 16, y = 16 },
{ sheet = readImage("Dropbox:Tilesheet-004"), x = 32, y = 48 },
{ sheet = readImage("Dropbox:Tile-Outdoors-3"), x = 16, y = 16 },
}
local charasets = {
{ sheet = readImage("Dropbox:Character-012"), x = 3, y = 4, m = {0,2,1,0}, d = {0,1,2,3} }, -- player
{ sheet = readImage("Dropbox:Character-002"), x = 4, y = 4, m = {0,1,2,3}, d = {0,1,2,3} }, -- male dwarf
{ sheet = readImage("Dropbox:Character-003"), x = 4, y = 4, m = {0,1,2,3}, d = {0,1,2,3} }, -- male guard
{ sheet = readImage("Dropbox:Character-004"), x = 4, y = 4, m = {0,1,2,3}, d = {0,1,2,3} }, -- frog
{ sheet = readImage("Dropbox:Character-005"), x = 3, y = 4, m = {1,2,1,0}, d = {3,2,0,1} }, -- blonde female
{ sheet = readImage("Dropbox:Character-006"), x = 3, y = 4, m = {1,2,1,0}, d = {0,1,2,3} } -- death
}
local facesets = {
{ sheet = readImage("Dropbox:Facesets-001"), x = 4, y = 2 },
{ sheet = readImage("Dropbox:Facesets-002"), x = 4, y = 2 },
{ sheet = readImage("Dropbox:Facesets-003"), x = 4, y = 2 },
{ sheet = readImage("Dropbox:Facesets-005"), x = 1, y = 1 }, --ambu
{ sheet = readImage("Dropbox:facesets-008"), x = 1, y = 1 }, --Midnight
{ sheet = readImage("Dropbox:facesets-007"), x = 1, y = 1 }, --Hero
}
local iconsets = {
{ sheet = readImage("Dropbox:Itemset-001"), x = 16, y = 32 }
}
return tilesets, charasets, facesets, iconsets
end
function loadImages()
imageStatus = "Ready"
if imageStatus == "Ready" then
loadImage("Dropbox:Tilesheet-001", "https://dl.dropboxusercontent.com/s/wly1w95sb8dan3n/Tilesheet-001.png", 1)
end
if imageStatus == "Ready" then
loadImage("Dropbox:Tilesheet-002", "https://dl.dropboxusercontent.com/s/6m5u6ddkge8aph9/Tilesheet-002.png", 2)
end
if imageStatus == "Ready" then
loadImage("Dropbox:Tilesheet-003", "https://dl.dropboxusercontent.com/s/ory16n5tbdw6m2h/Tilesheet-003.png", 3)
end
if imageStatus == "Ready" then
loadImage("Dropbox:Character-001", "https://dl.dropboxusercontent.com/s/5jcfknfrwj7gbpl/Character-001.png", 4)
end
if imageStatus == "Ready" then
loadImage("Dropbox:Character-002", "https://dl.dropboxusercontent.com/s/lrytxiuqklhqknw/Character-002.png", 5)
end
if imageStatus == "Ready" then
loadImage("Dropbox:Character-003", "https://dl.dropboxusercontent.com/s/7zaq49bawr4vy89/Character-003.png", 6)
end
if imageStatus == "Ready" then
loadImage("Dropbox:Character-004", "https://dl.dropboxusercontent.com/s/g8m4h7wzdsr9aqn/Character-004.png", 7)
end
if imageStatus == "Ready" then
loadImage("Dropbox:Facesets-001", "https://dl.dropboxusercontent.com/s/2osjogd0ixs91qv/Facesets-001.png", 8)
end
if imageStatus == "Ready" then
loadImage("Dropbox:Facesets-002", "https://dl.dropboxusercontent.com/s/oh902oev1o3xp4v/Facesets-002.png", 9)
end
if imageStatus == "Ready" then
loadImage("Dropbox:Facesets-003", "https://dl.dropboxusercontent.com/s/zs5tu4gw58wygph/Facesets-003.png", 10)
end
if imageStatus == "Ready" then
loadImage("Dropbox:Tilesheet-004", "https://dl.dropboxusercontent.com/s/te3hr49tka856gp/Tilesheet-004.png", 11)
end
if imageStatus == "Ready" then
loadImage("Dropbox:Character-005", "https://dl.dropboxusercontent.com/s/jsra04rcnjv0erx/Character-005.png", 17)
end
if imageStatus == "Ready" then
loadImage("Dropbox:Itemset-001", "https://dl.dropboxusercontent.com/s/3fm97r8lirq0pb3/Itemset-001.png", 18)
end
if imageStatus == "Ready" then
loadImage("Dropbox:Character-006", "https://dl.dropboxusercontent.com/s/n07723kbdeugslm/Character-013.png", 19)
end
if imageStatus == "Ready" and imageTable == nil then
print("Finshed downloading all images. If game does not start, close Codea completely and restart.")
setup2()
end
end
function loadImage(fileName, url, index)
local i = readImage(fileName)
if i ~= nil or imageState[index] then
return
else
imageTable = { name = fileName, url = url }
imageStatus = "Loading"
http.request(imageTable.url, imageDownloaded)
end
end
function imageDownloaded(img, status)
saveImage(imageTable.name, img)
if status == 200 then
imageCount = imageCount + 1
imageState[imageCount] = true
end
print(imageTable.name.." downloaded")
imageTable = nil
loadImages()
end
-- Items
-- table of items
-- name: name of the item
-- info1: item information to be displayed when item is selected (stat bonuses/short description)
-- info2: more detailed item information to be displayed when player selects info from item sub menu (history/long description)
-- set: determines the iconset to be used from the iconsets table in the Images tab
-- x/y: indicates the position of the item in the itemset with (0,0) being the bottom left item
-- type: 0=consumable, 1=1handed weapon, 2=2handed weapon, 3=shield, 4=helm, 5=armor, 6=accessory, 7=key item, 8=quest item
-- consumable: item is consumed (item count decreases) when used
-- 1handed weapon: weapon item that can be placed in right or left hand equipment slot
-- 2handed weapon: weapon item that can be placed in right or left hand equipment slot, cannot equip with shield
-- shield: shield item that can be placed in right or left hand equipment slot
-- helm: helmet item that can be placed in head equipment slot
-- armor: armor item that can be placed in body equipment slot
-- accessory: accessory item that can be placed in accessory equipment slot
-- key item: item that is required by the main story line
-- quest item: item that is required by a side quest
-- quest: determines what quest the item is for (if item id is 8, this is required)
function loadItems()
local items = {
{ id = 1, name = "Health Potion", info1 = "Restore 50 Health", info2 = "The first Health Potion was formulated by alchemists almost 2000 years ago. Its simple formula is still used today, however, we have also created more potent versions.", count = 999, set = 1, x = 0, y = 11, type = 0 },
{ id = 2, name = "Mana Potion", info1 = "Restore 10 Mana", info2 = "Drink up pledge and receive 10 mana in return.", count = 10, set = 1, x = 1, y = 11, type = 0 },
{ id = 3, name = "Dagger", info1 = "ATK +5", info2 = "A small blade.", count = 1, set = 1, x = 8, y = 15, type = 1 },
{ id = 4, name = "Wooden Shield", info1 = "DEF +5", info2 = "A small flimsy shield.", count = 1, set = 1, x = 12, y = 30, type = 3 },
{ id = 5, name = "Leather Cap", info1 = "DEF +2", info2 = "A hat made of leather.", count = 1, set = 1, x = 12, y = 23, type = 4 },
{ id = 6, name = "Leather Armor", info1 = "DEF +5", info2 = "A chest piece made of leather.", count = 1, set = 1, x = 7, y = 29, type = 5 },
{ id = 7, name = "Leather Boots", info1 = "DEF +1 SPD +1", info2 = "Boots made of leather.", count = 1, set = 1, x = 0, y = 12, type = 6 },
{ id = 8, name = "Light Orb", info1 = "The orb of light.", info2 = "One of the six magical orbs.", count = 1, set = 1, x = 0, y = 9, type = 7 },
{ id = 9, name = "Cherry", info1 = "A tasty fruit.", info2 = "NPC dude needs these.", count = 8, set = 1, x = 7, y = 2, type = 8, quest = 1 }
}
return items
end
-- Main
VERSION = "0.0.5" -- Use this to set Version Numbers Or set Version in class creation
PROJECTNAME = "Project RPG"
supportedOrientations(LANDSCAPE_ANY)
noSmooth()
myDevice = deviceMetrics().platform
print (myDevice)
function checkUpdate()
VersionUpdateChecker.check()
end
function toggleGhost()
if player.ghost then
player.ghost = false
else
player.ghost = true
end
end
function setup()
parameter.action("Check for Update", checkUpdate)
parameter.integer("PartyMember",1,5,1)
parameter.action("Toggle Ghost", toggleGhost)
parameter.integer("WeatherRate",0,4,0)
parameter.integer("WeatherType",0,1,0)
parameter.boolean("Lightning",false)
parameter.boolean("SpawnPuddles",false)
parameter.integer("Light",0,2,0)
parameter.action("Print", function () print(displayMode()) end)
displayMode(STANDARD)
imageState = {}
imageCount = 0
loadImages()
end
function setup2()
displayMode(FULLSCREEN)
tilesets, charasets, facesets, iconsets = loadSheets()
characters = loadCharacters()
partyMembers = loadPartyMembers()
npcs = loadNPCs()
maps = loadMaps()
tiles = loadTiles()
aTiles = loadAnimatedTiles()
objects = loadObjects()
decor = loadDecor()
events = loadEvents()
items = loadItems()
menus = loadMenus()
ss = {}
-- tables to store generated maps and characters
gFloor = {}
gAnimated = {{},{},{}}
gObjects = {}
gDecor = {}
gCharacters = {}
gFaces = {}
gIcons = {}
for i=1,#characters do
gCharacters[i] = {}
end
-- animation tile variables
ca = 1 -- current animation tilesheet
aDirection = 1 -- determines whether the next animation tilesheet will increase or decrease from current
aStep = 0 -- next animation step
-- weather variables
weather = WeatherAnimations()
gWeather = {}
--lightning = LightningAnimation()
-- lightning = drawLightning()
-- dialogue variablese
showDialogue = false
dialogueChoice = nil
dialogueNPC = nil
currentPage = 0
-- player character
player = {
id = 0,
character = 0,
imgX = 1,
imgY = 1,
moveX = 0,
moveY = 0,
speed = 2,
map = 2,
-- position = vec2(24,20),
position = vec2(10,10),
money = 100000,
time = 7800,
allParty = { 1, 2, 3, 4, 5, 6, 7, 8, 9 },
party = { 1, 2, 3, 4, 6 },
behind = false,
ghost = false
}
player.character = partyMembers[player.allParty[player.party[PartyMember]]].character
player.imgY = charasets[characters[player.character].sheet].d[4]
player.id = partyMembers[player.allParty[player.party[PartyMember]]].id
-- menu variables
currentMenu = 1
invZeroCount = {}
inventoryScroll = 0
inventoryControls = {}
inventorySort = 0
currentSort = nil
itemInfo = nil
itemSelected = nil
itemControls = {}
itemuse,iteminfo,itemtrash = nil,nil,nil
itemPopup = 0
partyScroll = 0
partyControls = {}
partySelected = nil
gameMenuButton = TextButton('MENU', 924, 718, 1024, 768, function () currentMenu = 6 end, nil, 20)
-- initialize fps
fps = 0
fpsStep = 0
fpsCount = 0
fpsTotal = 0
-- joypad variables
GlobalTouches = {}
joypadOP = {}
joypad = {
x = 120,
y = 150,
radius = 80,
stickRadius = 40
}
-- generate our starting map
teleport(player.map,player.position.x,player.position.y)
end
function touched(touch)
if touch.state == BEGAN and not joypadOP.status then
startScroll = inventoryScroll
startId = touch.id
startX = touch.x
startY = touch.y
end
if currentMenu ~= 0 then
for _,v in pairs(itemControls) do
v:touched(touch)
end
for i,v in pairs(inventoryControls) do
if itemPopup == i or itemPopup == 0 then
v:touched(touch)
end
end
for _,v in ipairs(menus[currentMenu].controls) do
v:touched(touch)
end
else
gameMenuButton:touched(touch)
end
if touch.state == MOVING and not joypadOP.status and itemPopup == 0 then
if touch.id == startId then
local invS = inventoryScroll
if startY - touch.y > 30 then -- swipe down
if currentMenu ~= 0 then
if menus[currentMenu].name == "Inventory" then
inventoryScroll = math.max(invS-1,0)
end
end
elseif touch.y - startY > 30 then -- swipe up
if currentMenu ~= 0 then
if menus[currentMenu].name == "Inventory" then
inventoryScroll = math.min(invS+1,inventoryScrollMax)
end
end
end
if invS ~= inventoryScroll then
startY = touch.y
inventoryControls = {}
invZeroCount = {}
end
if startX - touch.x > 100 then -- swipe left
elseif touch.x - startX > 100 then -- swipe right
end
end
end
if touch.state == ENDED then
if not joypadOP.status then -- tap on screen other than use of joypad
if showDialogue and dialogueNPC ~= nil then
currentPage = currentPage + 1
return
end
if dialogueNPC ~= nil and not showDialogue then
dialogue(dialogueNPC)
end
local e = maps[currentMap].events[player.position.y][player.position.x]
if e > 0 then
local event = events[e]
if event.type == "entrance" and not showDialogue then -- execute entrance event if it exists on map at current location
teleport(event.map,event.x,event.y)
end
end
end
GlobalTouches[touch.id] = nil
joypadOP.status = false
elseif not showDialogue then
GlobalTouches[touch.id] = touch
end
end
function keyboard(key)
if CCActiveTextBox then
CCActiveTextBox:acceptKey(key)
end
end
function orientationChanged(newOrientation)
end
function draw()
if imageStatus ~= "Ready" and imageTable ~= nil then return end -- this line must be at the top of draw()
background(75,75,75,255)
if currentMenu == 1 then
-- sprite("Dropbox:Photo May 16, 9 49 01 PM", WIDTH/2, HEIGHT/2, WIDTH, HEIGHT)
sprite("Dropbox:ood_background_2", WIDTH/2, HEIGHT/2, WIDTH, HEIGHT)
drawMenu(menus[currentMenu])
end
if currentMenu == 12 then
sprite("Dropbox:WorldMap", WIDTH/2, HEIGHT/2, WIDTH, HEIGHT)
drawMenu(menus[currentMenu])
end
if currentMenu ~= 0 then
if displayMode() ~= 2 and menus[currentMenu].name ~= "Main Menu" then
displayMode(FULLSCREEN_NO_BUTTONS)
end
drawMenu(menus[currentMenu])
else
if displayMode() == 2 then
displayMode(FULLSCREEN)
end
drawMap()
end
showFPS()
end
function GameMenuDraw()
gameMenuButton:draw()
end
function JoypadDraw()
pushStyle()
fill(255, 255, 255, 80)
ellipseMode(RADIUS)
ellipse(joypad.x, joypad.y, joypad.radius)
for _,touch in pairs(GlobalTouches) do
fill(0, 0, 0, 100)
local dx, dy, r = (touch.x-joypad.x), (touch.y-joypad.y), joypad.radius
if ((dx * dx) + (dy * dy)) < (r * r) then
ellipse(touch.x, touch.y, joypad.stickRadius)
joypadOP.status = true
joypadOP.x = dx
joypadOP.y = dy
end
end
popStyle()
end
function showFPS()
if fpsStep < ElapsedTime then
fpsStep = ElapsedTime + 1
fps = math.floor(1/DeltaTime)
end
fpsCount = fpsCount + 1
fpsTotal = fpsTotal + math.floor(1/DeltaTime)
pushStyle()
fill(0, 0, 0, 255)
rect(WIDTH - 80, 20, 80, 20)
if fps >= 50 then
fill(0, 255, 0, 255)
else
fill(255, 0, 0, 255)
end
rect(WIDTH - 80, 0, 80, 20)
fill(0, 0, 0, 255)
text("FPS: "..fps, WIDTH - 38, 10)
fill(255, 255, 255, 255)
text("AVG: "..math.floor(fpsTotal/fpsCount), WIDTH - 38, 30)
popStyle()
end
-----------------------------
--Update Checker Code added by AutoGist
-----------------------------
VersionUpdateChecker = {}
VersionUpdateChecker.gistURL = "https://api.github.com/gists/5992265"
VersionUpdateChecker.check = function()
local jsonURL = "https://dl.dropboxusercontent.com/s/9e4nvqeu4hsux2q/Json.lua?token_hash=AAFyMB98j4bnt_1gawf9wSke52hsoC7hsIvARcTuZNeOEw&dl=1"
local jsonSuccess = function(data)
local jsonCode = data
if jsonCode then local l = loadstring(jsonCode) l() end
local handleSuccess = function(data)
local gist = json.decode(data)
local version = string.match(gist.description,"%d+%.%d+%.%d+")
if VERSION ~= version then
displayMode(STANDARD)
print("Click Update_Project.")
alert("New Update Availiable! Click Update.","Update")
parameter.action("Update_Project",function() VersionUpdateChecker.GetProject() end)
end
end
http.request(VersionUpdateChecker.gistURL,handleSuccess,function() print("Update Failed") end)
end
http.request(jsonURL,jsonSuccess,function() print("Check Internet Connection") end)
end
function VersionUpdateChecker.GetProject()
local handleSuccess = function(data,i,j)
if listProjectTabs(PROJECTNAME) == nil then
error("Check Project Name")
end
local gist = json.decode(data)
local projName = PROJECTNAME
if gist.files["1aTabOrder"] then
print("***Tab Order Found***")
local taborder = gist.files["1aTabOrder"].content
local strStart =1
local strEnd =0
strStart = string.find(taborder,"#",strEnd)
strEnd = string.find(taborder,"\n",strStart)
while strStart do
local tmp = string.sub(taborder,strStart+1,strEnd-1)
local name = PROJECTNAME..":"..tmp
tmp = tmp..".lua"
saveProjectTab(name,gist.files[tmp].content)
strStart = string.find(taborder,"#",strEnd)
strEnd = string.find(taborder,"\n",strStart)
end
else
for k,v in pairs(gist.files) do
local name = PROJECTNAME .. ":" .. string.gsub(k,".lua","")
saveProjectTab(name, v.content)
end
end
if gist.files["ChangeLog.lua"] then
local str = gist.files["ChangeLog.lua"].content
alert(str,"Version Notes")
end
sound(SOUND_PICKUP, 24058)
print("Reload Project to finish update!")
end
http.request(VersionUpdateChecker.gistURL,handleSuccess,function(data) print("Update Failed") end)
end
--End of Update Checker
--------------------------------------------------
map1=
{ name = "Region 1",
tileWidth = 48, tileHeight = 48, -- width and height of each tile
floor = { -- numbers indicate the tile sheet used in the tiles table
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7,7,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7,7,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7,7,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7,7,7,2,1,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{2,2,2,2,2,2,2,2,2,2,2,2,1,1,1,1,7,7,2,2,2,2,2,2,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7,7,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7,7,2,2,2,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7,7,2,2,2,2,2,3,3,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7,7,2,1,2,2,3,3,3,3,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7,7,2,1,2,2,3,3,3,3,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7,7,1,1,2,3,3,3,3,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7,7,1,2,2,1,1,1,3,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7,7,1,2,1,1,1,3,3,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7,7,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7,7,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7,7,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7,7,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7,7,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7,7,1,1,1,1,2,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7,7,7,7,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7,7,7,7,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,7,7,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
},
animated = { -- numbers indicate the tile sheet used in the aTiles table
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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decor = { -- numbers indicate the object used in the decor table
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
}
}
map2=
{ name = "Oar's Rest",
tileWidth = 64, tileHeight = 64, -- width and height of each tile
floor = { -- numbers indicate the tile sheet used in the tiles table
{0,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{0,8,8,8,8,8,8,8,8,8,8,8,8,8,8,5,5,5,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{0,0,0,0,0,0,0,0,0,8,8,8,8,5,5,1,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{0,0,0,0,0,0,0,0,0,8,8,8,8,8,5,5,5,5,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{0,0,0,0,0,0,0,0,0,0,0,0,0,5,5,1,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{8,8,8,8,0,0,0,0,0,0,0,0,0,5,5,5,5,5,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{17,17,17,17,17,17,17,5,5,0,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,4,4,1,1,1,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,4,4,1,4,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,4,4,4,4,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,4,4,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,5,4,4,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,26,27,28,5,5,5,0,0,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{5,5,5,5,5,5,5,5,23,24,25,5,5,5,0,0,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5},
{0,0,5,5,5,5,5,5,20,21,22,5,5,5,0,0,0,0,0,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5}
},
animated = { -- numbers indicate the tile sheet used in the aTiles table
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
},
objects = { -- numbers indicate the tile sheet used in the objects table (0 = no object)
{0,0,0,0,0,0,0,0,0,29,29,29,29,29,29,29,29,29,29,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,29,29,29,29,29,0,0,0,0,29,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,29,29,29,29,29,29,29,29,29,29,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,29,29,29,29,29,0,0,0,0,29,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,29,29,29,29,29,29,29,29,29,29,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,29,29,29,29,29,0,0,0,0,29,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,29,29,29,29,29,0,0,0,0,29,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,21,21,21,21,21,21,29,0,29,29,29,29,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{1,0,0,0,0,0,0,21,21,21,21,21,21,0,0,1,29,29,29,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,21,21,21,0,0,21,0,0,0,0,29,29,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{1,0,0,0,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}
},
decor = { -- numbers indicate the object used in the decor table
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,12,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,15,10,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,14,0,0,9,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,13,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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},
events = { -- numbers indicate the event called from the events table
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{5,3,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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}
}
map3 =
{ name = "Broken Coast",
tileWidth = 64, tileHeight = 64,
floor = {
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{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
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{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
{3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3},
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},
animated = {
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mapX =
{ name = "Large Map",
tileWidth = 32, tileHeight = 32, -- width and height of each tile
--
floor = { -- numbers indicate the tile sheet used in the tiles table
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events = { -- numbers indicate the event called from the events table
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
}
}
-- Maps
-- table of maps
-- coordinates are (y,x) instead of (x,y) since y is a table row and x is a table column
-- tileWidth: width in pixels of each tile for the given map
-- tileHeight: height in pixels of each tile for the given map
function loadMaps()
local maps = { map1, map2, map3 }
return maps
end
-- button and menu usage
-- TextButton:init(s, left, bottom, right, top, callback, f, fs, fh, ta, va, bg, fg, h)
-- s, left, bottom, right, top, and callback are same as before
--f=font ("HelveticaNeue-Bold"), fs=fontSize (16), fh=fontHighlight (color()), ta=textAlign (LEFT, CENTER, RIGHT), va=verticalAlign (TOP, MIDDLE, BOTTOM), bg=background (color()), fg=foreground (color()), h=highlight (color())
--To use default value, set the parameter to nil.
menu1 = { name = "Main Menu",
controls = {
--Label('Firecracker', 0, 461, 1024, 768, nil, "Copperplate-Light", 130, nil, nil, nil, nil, color( 255,0,0)),
TextButton('Resume', 600, 371, 900, 430, function () currentMenu = 3 end, "Palatino-Roman",45, nil, nil, nil, nil, color(189,148,244)),
TextButton('Load Game', 600, 311, 900, 370, function () currentMenu = 2 end, "Palatino-Roman",45, nil, nil, nil, nil, color(189,148,244)),
TextButton('New Game', 600, 251, 900, 310, function () currentMenu = 0 end, "Palatino-Roman",45, nil, nil, nil, nil, color(189,148,244)),
TextButton('Help', 600, 191, 900, 250, function () currentMenu = 4 end, "Palatino-Roman",45, nil, nil, nil, nil, color(189,148,244)),
TextButton('Config', 600, 131, 900, 190, function () currentMenu = 5 end, "Palatino-Roman",45, nil, nil, nil, nil, color(189,148,244)),
},
shapes = {
-- type, x1, y1, x2, y2, fill color, stroke width, stroke color, line mode
--{ }
}
}
menu2 = { name = "Load Game",
controls = {
TextButton('Back', 825, 707.5, 1024, 768, function () currentMenu = 1 end, nil, 30),
},
shapes = {
-- type, x1, y1, x2, y2, fill color, stroke width, stroke color, line mode
--{ }
}
}
menu3 = { name = "Confirm Load",
controls = {
TextButton('Back', 825, 707.5, 1024, 768, function () currentMenu = 1 end, nil, 30),
},
shapes = {
-- type, x1, y1, x2, y2, fill color, stroke width, stroke color, line mode
--{ }
}
}
menu4 = { name = "Help",
controls = {
TextButton('Back', 825, 707.5, 1024, 768, function () currentMenu = 1 end, nil, 30),
},
shapes = {
-- type, x1, y1, x2, y2, fill color, stroke width, stroke color, line mode
--{ }
}
}
menu5 = { name = "Config",
controls = {
TextButton('Back', 825, 707.5, 1024, 768, function () currentMenu = 1 end, nil, 30),
},
shapes = {
-- type, x1, y1, x2, y2, fill color, stroke width, stroke color, line mode
--{ }
}
}
menu6 = { name = "Game Menu",
controls = {
TextButton('Inventory', 624, 648, 824, 768, function () currentMenu = 7 end, nil, 30),
TextButton('Equipment', 824, 648, 1024, 768, function () currentMenu = 0 end, nil, 30),
TextButton('Magic/Skills', 624, 528, 824, 648, function () currentMenu = 0 end, nil, 30),
TextButton('Status', 824, 528, 1024, 648, function () currentMenu = 10 end, nil, 30),
TextButton('Party', 624, 408, 824, 528, function () currentMenu = 11 end, nil, 30),
TextButton('Config', 824, 408, 1024, 528, function () currentMenu = 0 end, nil, 30),
TextButton('World Map', 624, 288, 824, 408, function () currentMenu = 12 end, nil, 30),
TextButton('Save', 824, 288, 1024, 408, function () currentMenu = 0 end, nil, 30),
TextButton('Back', 624, 168, 1024, 288, function () currentMenu = 0 end, nil, 40),
},
shapes = {
-- type, x1, y1, x2, y2, fill color, stroke width, stroke color, line mode
--{ }
}
}
menu7 = { name = "Inventory",
controls = {
TextButton('Back', 825, 707.5, 1024, 768,
function ()
inventoryScroll = 0
invZeroCount = {}
inventoryControls = {}
itemPopup = 0
itemControls = {}
itemSelected = nil
itemInfo = nil
menu7.controls[4].selected = false
currentMenu = 6
end,
nil, 30),
TextButton('Sort by Type', 0, 707.5, 275, 768,
function ()
inventoryScroll = 0
invZeroCount = {}
inventoryControls = {}
itemPopup = 0
itemControls = {}
itemSelected = nil
menu7.controls[4].selected = false
if inventorySort < 0 then
inventorySort = 0
else
inventorySort = inventorySort + 1
end
if inventorySort > 8 then
inventorySort = 0
end
if inventorySort == 0 then
itemInfo = "Sorted with consumable items at the top."
elseif inventorySort == 1 then
itemInfo = "Sorted with 1-handed weapons at the top."
elseif inventorySort == 2 then
itemInfo = "Sorted with 2-handed weapons at the top."
elseif inventorySort == 3 then
itemInfo = "Sorted with shields at the top."
elseif inventorySort == 4 then
itemInfo = "Sorted with head gear at the top."
elseif inventorySort == 5 then
itemInfo = "Sorted with body armor at the top."
elseif inventorySort == 6 then
itemInfo = "Sorted with accessories at the top."
elseif inventorySort == 7 then
itemInfo = "Sorted with key items at the top."
elseif inventorySort == 8 then
itemInfo = "Sorted with quest items at the top."
end
end,
nil, 30),
TextButton('Sort by Name', 275, 707.5, 550, 768,
function ()
inventoryScroll = 0
invZeroCount = {}
inventoryControls = {}
itemPopup = 0
itemControls = {}
itemSelected = nil
menu7.controls[4].selected = false
if inventorySort >= 0 or inventorySort == -2 then
inventorySort = -1
itemInfo = "Sorted items by name in ascending order."
elseif inventorySort == -1 then
inventorySort = -2
itemInfo = "Sorted items by name in descending order."
end
end,
nil, 30),
TextButton('Sort Manually', 550, 707.5, 825, 768,
function ()
inventoryScroll = 0
invZeroCount = {}
inventoryControls = {}
itemPopup = 0
itemControls = {}
itemSelected = nil
if inventorySort ~= 9 then
inventorySort = 9
itemInfo = "Sorting items manually. Touch 2 items to swap them. Touch 'Sort Manually' button again when done."
menu7.controls[4].selected = true
else
inventorySort = 10
menu7.controls[4].selected = false
end
end,
nil, 30)
},
shapes = {
-- type, x1, y1, x2, y2, fill color, stroke width, stroke color, line mode
--{ }
}
}
menu10 = { name = "Status",
controls = {
TextButton('Back', 825, 707.5, 1024, 768, function () currentMenu = 6 end, nil, 30),
},
shapes = {
-- type, x1, y1, x2, y2, fill color, stroke width, stroke color, line mode
--{ }
}
}
menu11 = { name = "Party",
controls = {
TextButton('Back', 825, 707.5, 1024, 768, function () currentMenu = 6 end, nil, 30),
},
shapes = {
-- type, x1, y1, x2, y2, fill color, stroke width, stroke color, line mode
--{ }
}
}
-- Menus
-- menu1: Main Menu
-- menu2: Game Menu
-- menu3: Inventory Menu
function loadMenus()
local menus = { menu1, menu2, menu3, menu4, menu5, menu6, menu7, menu8, menu9, menu10, menu11, menu12}
return menus
end
-- NPCs
-- table of NPCs
-- name: name of the NPC (max 10 characters)
-- character: indicates the character to be used from the characters table
-- imgX/imgY: location of the current character image in the charaset sheet
-- moveX/moveY: used for walking animation, no need to change these values
-- speed: how fast the character moves
-- rate: how often the character moves
-- map: which map the character is drawn on
-- position: current location of the character
-- dialogue: what the NPC may say
function loadNPCs()
local npcs = {
{ id = 2, name = "OOOOOOOOOO", character = 1, imgX = 0, imgY = 3,
moveX = 0, moveY = 0, speed = 0, rate = 3,
map = 2, position = vec2(3,3), behind = false,
dialogue = {
{ "first page", "second page", "third page" }, -- dialogue1
{ "only one page" }, -- dialogue2
{ "" } -- dialogue3
}
},
{ id = 3, name = "Test NPC 2", character = 2, imgX = 0, imgY = 3,
moveX = 0, moveY = 0, speed = 0, rate = 3,
map = 2, position = vec2(2,2), behind = false,
dialogue = {
{ "first page", "second page", "third page" }, -- dialogue1
{ "only one page" }, -- dialogue2
{ "" } -- dialogue3
}
},
{ id = 4, name = "Test NPC 3", character = 4, imgX = 0, imgY = 3,
moveX = 0, moveY = 0, speed = 0, rate = 3,
map = 2, position = vec2(2,3), behind = false,
dialogue = {
{ "first page", "second page", "third page" }, -- dialogue1
{ "only one page" }, -- dialogue2
{ "" } -- dialogue3
}
},
{ id = 5, name = "Test NPC 1", character = 3, imgX = 0, imgY = 3,
moveX = 0, moveY = 0, speed = 0, rate = 3,
map = 2, position = vec2(4,3), behind = false,
dialogue = {
{ "first page", "second page", "third page" }, -- dialogue1
{ "only one page" }, -- dialogue2
{ "" } -- dialogue3
}
},
{ id = 6, name = "Test NPC 2", character = 2, imgX = 0, imgY = 3,
moveX = 0, moveY = 0, speed = 1, rate = 3,
map = 2, position = vec2(15,8), behind = false,
dialogue = {
{ "first page", "second page", "third page" }, -- dialogue1
{ "only one page" }, -- dialogue2
{ "" } -- dialogue3
}
},
{ id = 7, name = "Test NPC 3", character = 4, imgX = 0, imgY = 3,
moveX = 0, moveY = 0, speed = 1, rate = 3,
map = 2, position = vec2(5,15), behind = false,
dialogue = {
{ "first page", "second page", "third page" }, -- dialogue1
{ "only one page" }, -- dialogue2
{ "" } -- dialogue3
}
},
{ id = 8, name = "Test NPC 1", character = 3, imgX = 0, imgY = 3,
moveX = 0, moveY = 0, speed = 1, rate = 3,
map = 2, position = vec2(10,7), behind = false,
dialogue = {
{ "first page", "second page", "third page" }, -- dialogue1
{ "only one page" }, -- dialogue2
{ "" } -- dialogue3
}
},
{ id = 9, name = "Test NPC 2", character = 2, imgX = 0, imgY = 3,
moveX = 0, moveY = 0, speed = 1, rate = 3,
map = 2, position = vec2(8,12), behind = false,
dialogue = {
{ "first page", "second page", "third page" }, -- dialogue1
{ "only one page" }, -- dialogue2
{ "" } -- dialogue3
}
},
{ id = 10, name = "Test NPC 3", character = 4, imgX = 0, imgY = 3,
moveX = 0, moveY = 0, speed = 1, rate = 3,
map = 2, position = vec2(7,15), behind = false,
dialogue = {
{ "first page", "second page", "third page" }, -- dialogue1
{ "only one page" }, -- dialogue2
{ "" } -- dialogue3
}
},
{ id = 11, name = "Test NPC 1", character = 3, imgX = 0, imgY = 3,
moveX = 0, moveY = 0, speed = 1, rate = 3,
map = 2, position = vec2(11,6), behind = false,
dialogue = {
{ "first page", "second page", "third page" }, -- dialogue1
{ "only one page" }, -- dialogue2
{ "" } -- dialogue3
}
},
{ id = 12, name = "Test NPC 2", character = 2, imgX = 0, imgY = 3,
moveX = 0, moveY = 0, speed = 1, rate = 3,
map = 2, position = vec2(6,12), behind = false,
dialogue = {
{ "first page", "second page", "third page" }, -- dialogue1
{ "only one page" }, -- dialogue2
{ "" } -- dialogue3
}
},
{ id = 13, name = "Test NPC 3", character = 4, imgX = 0, imgY = 3,
moveX = 0, moveY = 0, speed = 1, rate = 3,
map = 2, position = vec2(10,15), behind = false,
dialogue = {
{ "first page", "second page", "third page" }, -- dialogue1
{ "only one page" }, -- dialogue2
{ "" } -- dialogue3
}
}
}
return npcs
end
-- Objects
-- table of locations for each object tile
-- my tile sheets are broken down from a larg sheet of multiple tile sheets
-- set: determines the tileset to be used from the tilesets table in the Images tab
-- x/y: indicates the position of the sheet in the tileset with (0,0) being the bottom left
-- type: autotile type 1=floor/ceiling 2=roof/wall 3=waterfall 4=none
-- passable: whether or not the player can walk on the tile
-- door: whether or not the player can walk on the tile regardless of other objects on that tile
function loadObjects()
local objects = {
{ set = 6, x = 14, y = 6, type = 4, passable = true }, -- 1 -- town/dungeon bush
{ set = 2, x = 3, y = 23, type = 1, passable = false }, -- 2 -- coral reaf
{ set = 1, x = 1, y = 1, type = 1, passable = true }, -- 3 -- world map desert forest
{ set = 1, x = 1, y = 0, type = 1, passable = true }, -- 4 -- world map snowy forest
{ set = 3, x = 2, y = 3, type = 1, passable = false }, -- 5 -- world map mountains
{ set = 1, x = 2, y = 2, type = 1, passable = false }, -- 6 -- world map arid mountains
{ set = 1, x = 2, y = 1, type = 1, passable = false }, -- 7 -- world map desert mountains
{ set = 1, x = 2, y = 0, type = 1, passable = false }, -- 8 -- world map snowy mountains
{ set = 1, x = 4, y = 3, type = 1, passable = true }, -- 9 -- town/dungeon grass
{ set = 1, x = 4, y = 2, type = 1, passable = true }, -- 10 -- town/dungeon arid grass
{ set = 1, x = 4, y = 1, type = 1, passable = true }, -- 11 -- town/dungeon desert grass
{ set = 1, x = 4, y = 0, type = 1, passable = true }, -- 12 -- town/dungeon snowy grass
{ set = 1, x = 5, y = 3, type = 1, passable = false }, -- 13 -- town/dungeon fence
{ set = 1, x = 5, y = 2, type = 1, passable = false }, -- 14 -- town/dungeon metal fence
{ set = 1, x = 5, y = 1, type = 1, passable = false }, -- 15 -- town/dungeon stone fence
{ set = 1, x = 5, y = 0, type = 1, passable = false }, -- 16 -- town/dungeon snowy fence
{ set = 1, x = 0, y = 2, type = 2, passable = false }, -- 17 -- town/dungeon cobblestone/grass wall
{ set = 1, x = 0, y = 1, type = 2, passable = false }, -- 18 -- house red panel/wood wall
{ set = 1, x = 0, y = 0, type = 2, passable = false }, -- 19 -- town/dungeon dirt wall
{ set = 1, x = 0, y = 1, type = 2, passable = false }, -- 20 -- town/dungeon purple siding/green roof
{ set = 4, x = 4, y = 2, type = 2, passable = false }, -- 21 -- town/dungeon stone siding/blue roof
{ set = 5, x = 14, y = 6, type = 4, passable = true }, -- 22 -- small blue town lower left
{ set = 5, x = 15, y = 6, type = 4, passable = true }, -- 23 -- small blue town lower right
{ set = 5, x = 14, y = 7, type = 4, passable = true}, -- 24 -- small blue town lower right
{ set = 5, x = 15, y = 7, type = 4, passable = true }, -- 25 -- small blue town lower right
{ set = 5, x = 8, y = 3, type = 4, passable = true }, -- 26 -- small blue lighthouse top
{ set = 5, x = 8, y = 2, type = 4, passable = true }, -- 27 -- small blue lighthouse bottom
{ set = 1, x = 0, y = 0, type = 2, passable = true }, -- 28 -- Light Beam
{ set = 1, x = 0, y = 3, type = 2, passable = false },-- 29 -- Brown Cliff with green grass
{ set = 3, x = 0, y = 21, type = 4, passable = true }, -- 30 -- brown rock with green grass stairs
{ set = 1, x = 0, y = 3, type = 2, passable = true },-- 31 -- Brown Cliff with green grass
}
return objects
end
function loadDecor()
local decor = {
{ set = 7, x = 0, y = 5, type = 4, passable = false }, -- pine tree bottom left
{ set = 7, x = 1, y = 5, type = 4, passable = false }, -- pine tree bottom right
{ set = 7, x = 0, y = 6, type = 4, passable = true }, -- pine tree top left
{ set = 7, x = 1, y = 6, type = 4, passable = true }, -- pine tree top right
{ set = 7, x = 2, y = 6, type = 4, passable = false }, -- pine tree forest bottom left
{ set = 7, x = 3, y = 6, type = 4, passable = false }, -- pine tree forest bottom right
{ set = 7, x = 2, y = 7, type = 4, passable = false }, -- pine tree forest top left
{ set = 7, x = 3, y = 7, type = 4, passable = false }, -- pine tree forest top right
{ set = 7, x = 7, y = 26, type = 4, passable = false, door = true }, -- bottom of open door
{ set = 7, x = 7, y = 27, type = 4, passable = false }, -- top of open door
{ set = 7, x = 0, y = 0, type = 4, passable = true }, -- 11 -- disk
{ set = 7, x = 5, y = 18, type = 4, passable = false }, -- 12-- chimnie
{ set = 7, x = 13, y = 28, type = 4, passable = false }, -- 13-- window bottom
{ set = 7, x = 13, y = 29, type = 4, passable = false }, -- 14-- window top
{ set = 7, x = 3, y = 15, type = 4, passable = false }, -- 15 -- bar sign
}
return decor
end
-- Tiles
-- table of locations for the floor tiles
-- my tile sheets are broken down from a large sheet of multiple tile sheets
-- set: determines the tileset to be used from the tilesets table in the Images tab
-- x/y: indicates the position of the sheet in the tileset with (0,0) being the bottom left
-- type: autotile type 1=floor/ceiling 2=roof/wall 3=waterfall 4=none
-- passable: whether or not the player can walk on the tile
function loadTiles()
local tiles = {
{ set = 2, x = 0, y = 19, type = 1, passable = true }, -- 1 -- world map grass --yes
{ set = 2, x = 0, y = 18, type = 1, passable = true }, -- 2 -- world map arid road --yes
{ set = 2, x = 0, y = 17, type = 1, passable = true }, -- 3 -- world map desert -- yes
{ set = 2, x = 3, y = 11, type = 1, passable = true }, -- 4 -- town/dungeon stone road -- yes
{ set = 2, x = 3, y = 13, type = 1, passable = true }, -- 5 -- town/dungeon Dark Green grass--yes
{ set = 3, x = 0, y = 21, type = 4, passable = true }, -- 6 -- brown rock with green grass stairs
{ set = 2, x = 3, y = 17, type = 1, passable = true }, -- 7 -- town/dungeon desert -- yes
{ set = 2, x = 3, y = 3, type = 1, passable = true }, -- 8 -- grass
{ set = 2, x = 0, y = 2, type = 1, passable = true }, -- 9 -- town/dungeon cobblestone -- yes
{ set = 1, x = 6, y = 2, type = 1, passable = true }, -- 10 -- town/dungeon carpet
{ set = 1, x = 6, y = 1, type = 1, passable = true }, -- 11 -- town/dungeon church carpet
{ set = 1, x = 6, y = 0, type = 1, passable = true }, -- 12 -- town/dungeon metal
{ set = 1, x = 7, y = 3, type = 1, passable = true }, -- 13 -- town/dungeon table
{ set = 1, x = 7, y = 2, type = 1, passable = true }, -- 14 -- town/dungeon embossed table
{ set = 1, x = 7, y = 1, type = 1, passable = true }, -- 15 -- town/dungeon stone table
{ set = 1, x = 7, y = 0, type = 1, passable = true }, -- 16 -- town/dungeon ice table
{ set = 1, x = 0, y = 3, type = 2, passable = false }, -- 17 -- Brown Cliff with green grass
{ set = 3, x = 0, y = 21, type = 4, passable = true }, -- 18 -- brown rock with green grass stairs
{ set = 1, x = 0, y = 3, type = 2, passable = true },-- 19 -- Brown Cliff with green grass
{ set = 8, x = 0, y = 0, type = 4, passable = true },-- 20 -- Stone Bridge lower left
{ set = 8, x = 1, y = 0, type = 4, passable = true },-- 21 -- Stone Bridge lower middle
{ set = 8, x = 2, y = 0, type = 4, passable = true },-- 22 -- Stone Bridge lower right
{ set = 8, x = 0, y = 1, type = 4, passable = true },-- 23 -- Stone Bridge middle left
{ set = 8, x = 1, y = 1, type = 4, passable = true },-- 24 -- Stone Bridge middle middle
{ set = 8, x = 2, y = 1, type = 4, passable = true },-- 25 -- Stone Bridge middle right
{ set = 8, x = 0, y = 2, type = 4, passable = true },-- 26 -- stone Bridge upper left
{ set = 8, x = 1, y = 2, type = 4, passable = true },-- 27 -- stone bridge upper middle
{ set = 8, x = 2, y = 2, type = 4, passable = true },-- 28 -- Stone Bridge upper right
}
return tiles
end
function loadAnimatedTiles()
local aTiles = {
{ set = 2, x = 0, y = 7, type = 1, passable = false }, -- 1 -- town/dungeon shore water
{ set = 2, x = 0, y = 6, type = 1, passable = false }, -- 2 -- world map ocean (must overlap floor tile)
{ set = 2, x = 0, y = 22, type = 1, pasable = false }, -- 3 -- Dark Blue water
}
return aTiles
end
menu12 = { name = "World Map",
controls = {
TextButton('Back', 825, 707.5, 1024, 768, function () currentMenu = 6 end, nil, 30),
},
shapes = {
-- type, x1, y1, x2, y2, fill color, stroke width, stroke color, line mode
--{ }
}
}
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