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Otowa Kotori
Tales of MajEyal
Commits
65072186
Commit
65072186
authored
6 years ago
by
Chris Davidson
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parent
ae8d16f8
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game/modules/tome/dialogs/debug/DebugMain.lua
+40
-40
40 additions, 40 deletions
game/modules/tome/dialogs/debug/DebugMain.lua
with
40 additions
and
40 deletions
game/modules/tome/dialogs/debug/DebugMain.lua
+
40
−
40
View file @
65072186
...
@@ -318,50 +318,50 @@ function _M:getZones(zones)
...
@@ -318,50 +318,50 @@ function _M:getZones(zones)
end
end
function
_M
:
clearLevel
()
function
_M
:
clearLevel
()
local
act
=
game
.
player
local
act
=
game
.
player
local
data
=
{}
local
data
=
{}
data
.
items_list
=
{}
data
.
items_list
=
{}
data
.
items_skipped
=
{}
data
.
items_skipped
=
{}
data
.
exp_list
=
{}
data
.
exp_list
=
{}
data
.
ranks
=
{}
data
.
ranks
=
{}
data
.
total_exp
=
0
data
.
total_exp
=
0
data
.
start_level
=
act
:
getExpChart
(
act
.
level
+
1
)
data
.
start_level
=
act
:
getExpChart
(
act
.
level
+
1
)
data
.
end_level
=
act
.
level
data
.
end_level
=
act
.
level
-- Ensure any early turn state stuff happens like NPCs spawning their escorts
-- Ensure any early turn state stuff happens like NPCs spawning their escorts
for
i
=
1
,
20
do
for
i
=
1
,
20
do
game
.
player
.
energy
.
value
=
0
game
.
player
.
energy
.
value
=
0
game
:
tick
(
game
.
level
)
game
:
tick
(
game
.
level
)
end
end
local
l
=
{}
local
l
=
{}
for
uid
,
e
in
pairs
(
game
.
level
.
entities
)
do
for
uid
,
e
in
pairs
(
game
.
level
.
entities
)
do
if
e
.
__is_actor
and
not
game
.
party
:
hasMember
(
e
)
and
(
act
:
reactionToward
(
e
)
<
0
)
then
l
[
#
l
+
1
]
=
e
end
if
e
.
__is_actor
and
not
game
.
party
:
hasMember
(
e
)
and
(
act
:
reactionToward
(
e
)
<
0
)
then
l
[
#
l
+
1
]
=
e
end
end
end
-- Technically we should simulate this with actual player movement in case kill sequence is important.. not worth the effort
-- Technically we should simulate this with actual player movement in case kill sequence is important.. not worth the effort
for
i
,
e
in
ipairs
(
l
)
do
for
i
,
e
in
ipairs
(
l
)
do
local
rname
,
rcolor
=
e
:
TextRank
()
local
rname
,
rcolor
=
e
:
TextRank
()
data
.
exp_list
[
#
data
.
exp_list
+
1
]
=
{
exp
=
e
:
worthExp
(
act
),
name
=
e
.
name
,
rank
=
e
.
rank
,
rank_name
=
rname
:
capitalize
(),
rank_color
=
rcolor
}
data
.
exp_list
[
#
data
.
exp_list
+
1
]
=
{
exp
=
e
:
worthExp
(
act
),
name
=
e
.
name
,
rank
=
e
.
rank
,
rank_name
=
rname
:
capitalize
(),
rank_color
=
rcolor
}
data
.
ranks
[
e
:
TextRank
()]
=
data
.
ranks
[
e
:
TextRank
()]
or
0
data
.
ranks
[
e
:
TextRank
()]
=
data
.
ranks
[
e
:
TextRank
()]
or
0
data
.
ranks
[
e
:
TextRank
()]
=
data
.
ranks
[
e
:
TextRank
()]
+
1
data
.
ranks
[
e
:
TextRank
()]
=
data
.
ranks
[
e
:
TextRank
()]
+
1
data
.
total_exp
=
data
.
total_exp
+
e
:
worthExp
(
act
)
data
.
total_exp
=
data
.
total_exp
+
e
:
worthExp
(
act
)
e
:
die
(
act
)
e
:
die
(
act
)
end
end
-- Grab all items on the map
-- Grab all items on the map
for
x
=
0
,
game
.
level
.
map
.
w
-
1
do
for
y
=
0
,
game
.
level
.
map
.
h
-
1
do
for
x
=
0
,
game
.
level
.
map
.
w
-
1
do
for
y
=
0
,
game
.
level
.
map
.
h
-
1
do
for
i
=
game
.
level
.
map
:
getObjectTotal
(
x
,
y
),
1
,
-
1
do
for
i
=
game
.
level
.
map
:
getObjectTotal
(
x
,
y
),
1
,
-
1
do
local
o
=
game
.
level
.
map
:
getObject
(
x
,
y
,
i
)
local
o
=
game
.
level
.
map
:
getObject
(
x
,
y
,
i
)
if
o
and
self
:
pickupObject
(
i
,
x
,
y
)
then
if
o
and
self
:
pickupObject
(
i
,
x
,
y
)
then
if
act
:
transmoFilter
(
o
)
then
o
.
__transmo
=
true
end
if
act
:
transmoFilter
(
o
)
then
o
.
__transmo
=
true
end
data
.
items_list
[
#
data
.
items_list
+
1
]
=
o
-- Store items incase we want to do analysis on drops or some such.. should clone?
data
.
items_list
[
#
data
.
items_list
+
1
]
=
o
-- Store items incase we want to do analysis on drops or some such.. should clone?
end
end
end
end
end
end
end
end
data
.
end_level
=
act
:
getExpChart
(
act
.
level
+
1
)
data
.
end_level
=
act
:
getExpChart
(
act
.
level
+
1
)
return
data
return
data
end
end
-- TODO:
-- TODO:
...
...
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