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171 lines
4.0 KiB
171 lines
4.0 KiB
--tags represent what the object *is*
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--traitss represent *special qualities* *beyoond* the default for that object.
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testing = true
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story = {
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main=1,
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branch_lenore=1,
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branch_hans=1,
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branch_brigitte=1,
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hans_talked=false,
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got_gunpowder_book=false,
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got_crystal_book=false,
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}
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story.main = 1
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library={}
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library.traits={
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large={"large", 10,0, 3,3},
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shiny={"shiny", 14,0, 3,3},
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fine={"fine", 27,0, 3,2},
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red={"red", 29,0, 3,3},
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blue={"blue", 7,0, 3,3},
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green={"green", 17,0, 3,3},
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}
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library.item_blueprints = {
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charcoal = {
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title="charcoal", tags={"black", "fuel"},
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quality_base=40, quality_range=20,
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trait_pool={"fine", "shiny"}, trait_chance=10,
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description="basket of \ncharcoal",
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sprite=37, sprite_recolor={[12]=0},
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},
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well_water = {
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title="well water", tags={"water"},
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quality_base=30, quality_range=20,
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trait_pool={"blue", "shiny"}, trait_chance=20,
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description="water from\na well",
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sprite=37,
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},
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herb = {
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title="herb", tags={},
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quality_base = 40, quality_range=30,
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trait_pool={"green"}, trait_chance=30,
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description="healing herb",
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sprite=34,
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},
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crystal = {
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title="crystal", tags={},
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quality_base=40, quality_range=60,
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trait_pool={"shiny", "large", "blue"}, trait_chance=50,
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description="cliff \ncrystals",
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sprite=38,
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},
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sand = {
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title="sand", tags={},
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quality_base=30, quality_range=40,
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trait_pool={"fine"}, trait_chance=40,
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description="beach sand",
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sprite=32, sprite_recolor={[6]=15}
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},
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distilled_water={
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title="pure water",tags={"water", "pure"},
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quality_base=50, quality_range=20, --this should only be crafted, so this will be mostly irrelevant
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trait_pool={}, trait_chance=0, -- again no use
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description="filtered \npure water",
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sprite=33,
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},
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reagent = {
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title="reagent", tags={"red"},
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quality_base = 50, quality_range=10,
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trait_pool={"shiny"}, trait_chance=20,
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description="red reagent",
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sprite=33, sprite_recolor={[12]=8},
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},
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bomb = {
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title="bomb", tags={"explosive"},
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quality_base=60, quality_range=30,
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trait_pool={}, trait_chance=0,
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description="explodes for \nfun & profit",
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sprite=35,
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},
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gunpowder={
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title="gunpowder", tags={"explosive"},
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quality_base=30, quality_range=10,
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trait_pool={"fine"}, trait_chance=30,
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description="be careful!",
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sprite=32, sprite_recolor={[6]=5},
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},
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potion = {
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title="potion", tags={},
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quality_base = 50, quality_range=10,
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trait_pool={"red", "shiny", "curing"}, trait_chance=10,
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description="a healing\npotion",
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sprite=33, sprite_recolor={[12]=11}
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},
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polishing_powder = {
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title="polish", tags={},
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quality_base=70, quality_range=30,
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trait_pool={"shiny", "fine"}, trait_chance=30,
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description="polishing \npowder",
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sprite=32,
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},
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starshine_gem={
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title="starshine", tags={},
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quality_base=100, quality_range=50,
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trait_pool={"shiny","large"}, trait_chance=40,
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description="starshine \ngem!~",
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sprite=39,
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}
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}
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library.recipes={
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distilled_water={
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title="pure water",
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ingredients={"well water", "charcoal"},
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result="distilled_water"
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},
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reagent={
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title="reagent",
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ingredients={"pure water", "charcoal", "herb"},
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result="reagent"
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},
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bomb={
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title="small bomb",
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ingredients={"gunpowder", "fuel"},
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result="bomb"
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},
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gunpowder={
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title="gunpowder",
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ingredients={"crystal", "charcoal", "reagent"},
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result="gunpowder"
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},
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potion={
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title="potion",
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ingredients={"pure water", "herb", "reagent"},
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result="potion"
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},
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polishing_powder={
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title="polish",
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ingredients={"crystals","sand","charcoal"},
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result="polishing_powder"
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},
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starshine_gem={
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title="starshine",
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ingredients={"crystals", "polish", "reagent"},
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result="starshine_gem"
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}
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}
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if testing then
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inventory = {}
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for i=1,4 do
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local c = make_item(library.item_blueprints.charcoal)
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c.traits = {"fine", "red"}
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add(inventory, c)
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end
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for i=1,4 do
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local w = make_item(library.item_blueprints.well_water)
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w.traits = {"shiny", "blue"}
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add(inventory, w)
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end
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else
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inventory = {}
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end
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grimoire = {library.recipes.distilled_water, library.recipes.potion} |