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-- Valyria Tear map editor begin. Do not edit this line or put anything before this line. --
-- Set the namespace according to the map name.
local ns = {};
setmetatable(ns, {__index = _G});
layna_village_center = ns;
setfenv(1, ns);
-- A reference to the C++ MapMode object that was created with this file
map = {}
-- The map name, subname and location image
map_name = "Mountain Village of Layna"
map_image_filename = "img/menus/locations/mountain_village.png"
map_subname = "Village center"
-- The number of rows, and columns that compose the map
num_tile_cols = 60
num_tile_rows = 40
-- The contexts names and inheritance definition
-- Tells the context id the current context inherit from
-- This means that the parent context will be used as a base, and the current
-- context will only have its own differences from it.
-- At least, the base context (id:0) can't a parent context, thus it should be equal to -1.
-- Note that a context cannot inherit from itself or a context with a higher id
-- since it would lead to nasty and useless loading use cases.
contexts = {}
contexts[0] = {}
contexts[0].name = "Base"
contexts[0].inherit_from = -1
-- The music file used as default background music on this map.
-- Other musics will have to handled through scripting.
music_filename = "mus/Caketown_1-OGA-mat-pablo.ogg"
-- The names of the tilesets used, with the path and file extension omitted
tileset_filenames = {}
tileset_filenames[1] = "mountain_landscape"
tileset_filenames[2] = "mountain_house_exterior"
tileset_filenames[3] = "mountain_house_exterior2"
tileset_filenames[4] = "village_exterior"
-- The map grid to indicate walkability. The size of the grid is 4x the size of the tile layer tables
-- Walkability status of tiles for 32 contexts. Zero indicates walkable for all contexts. Valid range: [0:2^32-1]
-- Example: 1 (BIN 001) = wall for first context only, 2 (BIN 010) means wall for second context only, 5 (BIN 101) means Wall for first and third context.
map_grid = {}
map_grid[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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[1] = { 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[2] = { 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, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 1, 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, 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 }
map_grid[3] = { 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, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 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, 1, 1, 1, 1, 1, 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, 0, 0, 0 }
map_grid[4] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[5] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[6] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 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, 1, 1, 1, 1, 1, 0, 0, 0, 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 }
map_grid[7] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 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, 1, 1, 1, 1, 0, 0, 0, 0, 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 }
map_grid[8] = { 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, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 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, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[9] = { 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, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 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, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[10] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 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, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[11] = { 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, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 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, 0, 0, 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 }
map_grid[12] = { 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 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, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[13] = { 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, 0, 0, 0, 0, 0, 0, 0, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 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 }
map_grid[14] = { 0, 0, 0, 0, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 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, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 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 }
map_grid[15] = { 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 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, 0, 0, 0, 0, 0, 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, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[16] = { 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, 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, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0 }
map_grid[17] = { 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, 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, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0 }
map_grid[18] = { 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, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0 }
map_grid[19] = { 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, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0 }
map_grid[20] = { 1, 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1 }
map_grid[21] = { 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1 }
map_grid[22] = { 0, 0, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1 }
map_grid[23] = { 0, 0, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1 }
map_grid[24] = { 0, 0, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0 }
map_grid[25] = { 0, 0, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0 }
map_grid[26] = { 0, 0, 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, 0, 0, 1, 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, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }
map_grid[27] = { 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 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, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 }
map_grid[28] = { 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 1, 1, 1 }
map_grid[29] = { 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 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, 1, 1, 1, 1, 1, 1 }
map_grid[30] = { 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[31] = { 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[32] = { 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 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 }
map_grid[33] = { 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[34] = { 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 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 }
map_grid[35] = { 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 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 }
map_grid[36] = { 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, 1, 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 }
map_grid[37] = { 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, 1, 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 }
map_grid[38] = { 0, 0, 0, 0, 0, 1, 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 }
map_grid[39] = { 0, 0, 0, 0, 1, 1, 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 }
map_grid[40] = { 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[41] = { 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[42] = { 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 1, 1, 1, 1, 1, 1, 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, 0, 0, 0, 0, 0, 0, 0 }
map_grid[43] = { 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 1, 1, 1, 1, 1, 1, 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, 1, 1, 1, 1, 1, 1, 1, 1, 1 }
map_grid[44] = { 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 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, 0, 0, 0, 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, 1, 1, 1, 1, 1, 1, 1, 1, 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, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[45] = { 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 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, 0, 0, 0, 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, 1, 1, 1, 1, 1, 1, 1, 1, 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, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[46] = { 1, 1, 1, 0, 0, 0, 0, 0, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 1, 1, 1, 1, 1, 1, 1, 1, 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[47] = { 1, 1, 0, 0, 0, 0, 0, 0, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 1, 1, 1, 1, 1, 1, 1, 1, 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[48] = { 1, 0, 0, 0, 0, 0, 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, 0, 0, 0, 0, 0, 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, 1, 1, 1, 1, 1, 1, 1, 1, 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[49] = { 1, 0, 0, 0, 0, 0, 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, 0, 0, 0, 0, 0, 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, 1, 1, 1, 1, 1, 1, 1, 1, 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[50] = { 1, 0, 0, 0, 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, 0, 0, 0, 0, 0, 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, 1, 1, 1, 1, 1, 1, 1, 1, 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[51] = { 1, 0, 0, 0, 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, 0, 0, 0, 0, 0, 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, 1, 1, 1, 1, 1, 1, 1, 1, 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[52] = { 1, 0, 0, 0, 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, 0, 0, 0, 0, 0, 0, 0, 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, 1, 1, 1, 1, 1, 1, 1, 1, 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, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1 }
map_grid[53] = { 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 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, 0, 0, 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, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1 }
map_grid[54] = { 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 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, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 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, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1 }
map_grid[55] = { 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 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, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 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, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0 }
map_grid[56] = { 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 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, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[57] = { 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 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, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[58] = { 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 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, 1, 1, 1, 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, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[59] = { 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 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, 1, 1, 1, 1, 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, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 }
map_grid[60] = { 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 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, 1, 1, 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, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0 }
map_grid[61] = { 0, 0, 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, 1, 1, 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, 1, 1, 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, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0 }
map_grid[62] = { 1, 0, 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, 1, 1, 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, 1, 1, 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, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0 }
map_grid[63] = { 1, 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, 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, 0, 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, 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, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0 }
map_grid[64] = { 1, 1, 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, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 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, 1, 1, 1, 1, 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, 1, 1, 1, 1, 0, 0, 0 }
map_grid[65] = { 1, 1, 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, 1, 1, 1, 1, 1, 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, 0, 0, 0, 0, 0, 0, 0, 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, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0 }
map_grid[66] = { 1, 1, 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 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, 1, 1, 1, 1, 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, 1, 1, 1, 1, 1, 0, 0 }
map_grid[67] = { 0, 1, 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, 0, 0, 0, 0, 1, 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, 1, 1, 1, 1, 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, 1, 1, 1, 1, 1, 0, 0 }
map_grid[68] = { 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, 1, 1, 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, 1, 1, 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, 0, 0 }
map_grid[69] = { 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, 1, 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, 1, 1, 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, 0, 0 }
map_grid[70] = { 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 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, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0 }
map_grid[71] = { 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, 1, 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, 1, 0, 0 }
map_grid[72] = { 0, 0, 1, 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, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 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, 1, 0, 0 }
map_grid[73] = { 0, 0, 0, 1, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 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, 1, 0, 0 }
map_grid[74] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 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, 1, 1, 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, 1, 0, 0 }
map_grid[75] = { 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, 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, 1, 0, 0 }
map_grid[76] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 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, 1, 1, 0, 0 }
map_grid[77] = { 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, 1, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 0, 0, 0 }
map_grid[78] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 0, 0, 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 0, 0, 0, 0 }
map_grid[79] = { 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, 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, 1, 1, 0, 0, 0, 0, 0 }
-- The tile layers. The numbers are indeces to the tile_mappings table.
layers = {}
layers[0] = {}
layers[0].type = "ground"
layers[0].name = "Village ground"
layers[0][0] = { 10, 10, 10, 10, 10, 10, 111, 12, 13, 95, 78, 95, 11, 110, 42, 111, 110, 26, 26, 78, 78, 111, 13, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 111, 110, 78, 78, 26, 10, 10, 10, 10, 111, 12, 13, 94, 78, 95, 95, 78 }
layers[0][1] = { 78, 78, 78, 78, 78, 10, 10, 10, 111, 13, 95, 78, 27, 10, 26, 42, 42, 78, 78, 78, 78, 78, 29, 78, 78, 78, 78, 78, 78, 78, 79, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 10, 10, 111, 12, 13, 95, 11, 13 }
layers[0][2] = { 78, 78, 78, 78, 78, 78, 78, 10, 10, 111, 12, 13, 27, 10, 10, 10, 78, 78, 78, 78, 78, 78, 111, 12, 12, 13, 78, 78, 11, 12, 12, 13, 11, 12, 110, 10, 10, 10, 10, 10, 10, 10, 10, 78, 78, 95, 95, 78, 78, 78, 78, 78, 78, 78, 78, 10, 111, 13, 43, 45 }
layers[0][3] = { 78, 78, 78, 78, 78, 78, 78, 78, 10, 10, 10, 111, 110, 42, 10, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 111, 12, 12, 110, 10, 10, 111, 110, 78, 78, 78, 78, 78, 78, 78, 78, 10, 10, 10, 13, 95, 95, 95, 79, 79, 27, 10, 78, 78, 78, 10, 10, 111, 13, 95 }
layers[0][4] = { 78, 78, 78, 78, 78, 78, 78, 78, 10, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 42, 10, 10, 42, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 42, 42, 111, 12, 13, 95, 79, 11, 110, 10, 10, 10, 10, 10, 127, 126, 29, 78 }
layers[0][5] = { 78, 78, 78, 79, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 42, 42, 111, 12, 12, 110, 127, 44, 126, 10, 10, 78, 111, 110, 29, 78 }
layers[0][6] = { 78, 79, 79, 79, 78, 79, 78, 78, 78, 78, 78, 78, 78, 78, 78, 95, 78, 79, 78, 79, 95, 78, 95, 95, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 42, 42, 42, 111, 13, 27, 28, 10, 78, 10, 10, 29, 78 }
layers[0][7] = { 78, 78, 79, 79, 79, 78, 78, 78, 78, 78, 78, 78, 78, 78, 95, 78, 95, 78, 79, 78, 79, 79, 79, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 79, 78, 79, 95, 95, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 111, 110, 28, 10, 78, 78, 10, 111, 12 }
layers[0][8] = { 78, 78, 79, 79, 78, 79, 78, 78, 78, 78, 79, 78, 11, 12, 13, 78, 79, 78, 78, 79, 78, 79, 78, 79, 79, 95, 78, 78, 78, 78, 79, 78, 79, 95, 79, 79, 79, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 127, 126, 10, 78, 78, 78, 10, 10 }
layers[0][9] = { 78, 78, 78, 79, 79, 11, 12, 12, 12, 13, 79, 11, 110, 10, 111, 12, 12, 13, 78, 79, 11, 12, 13, 78, 78, 79, 95, 78, 78, 78, 79, 79, 78, 11, 13, 95, 95, 79, 95, 79, 78, 79, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 29, 27, 10, 10, 10, 78, 78, 78 }
layers[0][10] = { 78, 78, 78, 11, 12, 110, 26, 26, 42, 111, 12, 110, 10, 42, 42, 26, 26, 29, 95, 11, 110, 28, 111, 12, 12, 12, 13, 78, 78, 95, 79, 79, 95, 43, 45, 79, 78, 79, 95, 95, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 111, 110, 28, 10, 10, 78, 78, 78 }
layers[0][11] = { 78, 78, 78, 27, 26, 59, 60, 60, 60, 60, 60, 60, 60, 60, 60, 60, 61, 111, 13, 43, 44, 126, 28, 28, 28, 127, 45, 78, 78, 79, 78, 79, 79, 78, 79, 95, 79, 95, 79, 78, 79, 11, 12, 13, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 10, 10, 10 }
layers[0][12] = { 78, 78, 78, 27, 26, 75, 76, 76, 76, 76, 76, 76, 76, 76, 76, 30, 77, 26, 111, 13, 78, 43, 44, 44, 44, 45, 11, 12, 13, 79, 79, 79, 95, 79, 78, 79, 79, 78, 79, 95, 79, 43, 126, 111, 12, 12, 13, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78, 78 }
layers[0][13] = { 78, 78, 78, 27, 26, 75, 76, 76, 76, 76, 76, 76, 76, 76, 76, 76, 77, 127, 126, 111, 13, 11, 12, 12, 13, 11, 110, 10, 111, 12, 12, 13, 79, 78, 79, 79, 79, 79, 95, 79, 78, 78, 43, 44, 126, 28, 111, 13, 78, 78, 78, 78, 95, 95, 78, 78, 78, 78, 78, 78 }
layers[0][14] = { 42, 78, 78, 43, 126, 75, 76, 76, 76, 76, 76, 76, 76, 76, 76, 30, 77, 111, 110, 28, 111, 110, 59, 61, 111, 110, 10, 10, 10, 42, 42, 111, 13, 79, 78, 79, 79, 95, 79, 95, 78, 79, 95, 78, 43, 44, 44, 45, 78, 95, 78, 95, 95, 79, 78, 78, 78, 78, 78, 79 }
layers[0][15] = { 42, 42, 78, 78, 27, 75, 76, 76, 76, 76, 76, 76, 76, 76, 76, 76, 47, 61, 59, 60, 60, 60, 46, 47, 60, 60, 61, 10, 42, 28, 42, 42, 29, 78, 78, 78, 78, 95, 78, 95, 95, 95, 95, 79, 95, 79, 78, 79, 78, 79, 79, 79, 95, 78, 78, 78, 78, 78, 78, 78 }
layers[0][16] = { 126, 42, 78, 78, 27, 75, 76, 76, 76, 76, 76, 76, 76, 76, 76, 76, 15, 77, 91, 62, 76, 76, 31, 76, 76, 14, 47, 61, 127, 126, 28, 127, 45, 79, 78, 95, 95, 95, 78, 79, 95, 79, 79, 78, 79, 78, 79, 78, 79, 79, 11, 12, 13, 78, 11, 12, 13, 78, 78, 78 }
layers[0][17] = { 27, 42, 78, 11, 110, 75, 76, 76, 76, 76, 76, 76, 76, 76, 76, 31, 30, 47, 61, 91, 62, 76, 76, 76, 30, 76, 31, 77, 111, 110, 28, 29, 79, 79, 95, 79, 79, 79, 11, 13, 78, 95, 95, 95, 95, 78, 79, 79, 79, 79, 43, 44, 45, 11, 110, 28, 111, 12, 12, 12 }
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layers[2][31] = { 37, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 432, 353, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 360, 441, -1, -1, -1, -1, -1, -1, -1, -1 }
layers[2][32] = { 53, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 16, 17, 20, 21, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 448, 369, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 376, 457, -1, -1, -1, -1, -1, -1, -1, -1 }
layers[2][33] = { 115, 21, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, 112, 113, 36, 37, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 464, 465, -1, -1, -1, -1, -1, -1, -1, -1, -1, 365, 472, 473, -1, -1, -1, -1, -1, -1, -1, -1 }
layers[2][34] = { -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 16, 17, 128, -1, 52, 53, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }
layers[2][35] = { -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 32, -1, -1, -1, 114, 115, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }
layers[2][36] = { -1, 115, 2, 3, 8, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 48, -1, -1, -1, -1, 131, 24, 25, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }
layers[2][37] = { -1, 131, 18, 19, 24, 25, 8, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1, 112, 113, -1, -1, -1, -1, -1, -1, 20, 21, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }
layers[2][38] = { -1, -1, -1, -1, 40, 41, 24, 25, 4, -1, -1, -1, -1, -1, -1, -1, -1, 16, 17, 128, 196, 197, 198, -1, -1, -1, -1, -1, 115, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }
layers[2][39] = { -1, -1, -1, -1, -1, -1, 40, 41, 20, 21, -1, -1, -1, -1, -1, -1, -1, 32, -1, -1, 212, 213, 214, -1, -1, -1, -1, -1, -1, 20, 21, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }
-- Valyria Tear map editor end. Do not edit this line. Place your scripts after this line. --
local bronann = {};
local kalya = {};
-- Main npcs
local orlinn = {};
local georges = {};
local carson = {};
local herth = {};
local olivia = {}; -- Olivia npc, guarding the forest entrance
-- special objets
local blocking_rock = {};
-- the main map loading code
function Load(m)
Map = m;
ObjectManager = Map.object_supervisor;
DialogueManager = Map.dialogue_supervisor;
EventManager = Map.event_supervisor;
Map.unlimited_stamina = true;
_CreateCharacters();
-- Set the camera focus on Bronann
Map:SetCamera(bronann);
_CreateNPCs();
_CreateObjects();
_CreateEvents();
_CreateZones();
_TriggerPotentialDialogueAfterFadeIn();
-- Add clouds overlay
Map:GetEffectSupervisor():EnableAmbientOverlay("img/ambient/clouds.png", 5.0, 5.0, true);
_HandleCredits();
end
-- Handle the display of the new game credits
function _HandleCredits()
-- Handle small credits triggering
if (GlobalManager:DoesEventExist("game", "Start_Credits") == false) then
-- Triggers the small credits display
GlobalManager:SetEventValue("game", "Start_Credits", 1);
end
if (GlobalManager:DoesEventExist("game", "Credits_shown") == false) then
Map:GetScriptSupervisor():AddScript("dat/credits/episode1_credits.lua");
end
end
function Update()
-- Check whether the character is in one of the zones
_CheckZones();
end
-- Character creation
function _CreateCharacters()
bronann = CreateSprite(Map, "Bronann", 12, 63);
bronann:SetDirection(hoa_map.MapMode.SOUTH);
bronann:SetMovementSpeed(hoa_map.MapMode.NORMAL_SPEED);
-- set up the position according to the previous map
if (GlobalManager:GetPreviousLocation() == "from_riverbank") then
bronann:SetPosition(30, 77);
bronann:SetDirection(hoa_map.MapMode.NORTH);
elseif (GlobalManager:GetPreviousLocation() == "from_village_south") then
bronann:SetPosition(79, 77);
bronann:SetDirection(hoa_map.MapMode.NORTH);
elseif (GlobalManager:GetPreviousLocation() == "from_kalya_house_path") then
bronann:SetPosition(3, 11);
bronann:SetDirection(hoa_map.MapMode.EAST);
elseif (GlobalManager:GetPreviousLocation() == "from_shop") then
bronann:SetPosition(94, 72);
bronann:SetDirection(hoa_map.MapMode.SOUTH);
AudioManager:PlaySound("snd/door_close.wav");
elseif (GlobalManager:GetPreviousLocation() == "from_secret_path") then
bronann:SetPosition(3, 60);
bronann:SetDirection(hoa_map.MapMode.EAST);
elseif (GlobalManager:GetPreviousLocation() == "from sophia's house") then
AudioManager:PlaySound("snd/door_close.wav");
bronann:SetPosition(22, 20);
bronann:SetDirection(hoa_map.MapMode.NORTH);
elseif (GlobalManager:GetPreviousLocation() == "from_layna_forest_entrance") then
bronann:SetPosition(115, 37);
bronann:SetDirection(hoa_map.MapMode.WEST);
elseif (GlobalManager:GetPreviousLocation() == "from_bronanns_home") then
AudioManager:PlaySound("snd/door_close.wav");
end
Map:AddGroundObject(bronann);
end
function _CreateNPCs()
local npc = {}
local text = {}
local dialogue = {}
local event = {}
kalya = CreateSprite(Map, "Kalya", 42, 18);
Map:AddGroundObject(kalya);
event = hoa_map.RandomMoveSpriteEvent("Kalya random move", kalya, 1000, 2000);
event:AddEventLinkAtEnd("Kalya random move", 2000); -- Loop on itself
EventManager:RegisterEvent(event);
EventManager:StartEvent("Kalya random move");
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("Please, leave me alone, Bronann...");
dialogue:AddLineEmote(text, kalya, "exclamation");
DialogueManager:AddDialogue(dialogue);
kalya:AddDialogueReference(dialogue);
orlinn = CreateSprite(Map, "Orlinn", 40, 18);
Map:AddGroundObject(orlinn);
-- Setup Orlinn's state and dialogue depending on the story current context
_UpdateOrlinnAndKalyaState();
carson = CreateSprite(Map, "Carson", 0, 0);
-- Default behaviour - not present on map.
carson:SetVisible(false);
carson:SetCollisionMask(hoa_map.MapMode.NO_COLLISION);
Map:AddGroundObject(carson);
herth = CreateSprite(Map, "Herth", 0, 0);
-- Default behaviour - not present on map.
herth:SetVisible(false);
herth:SetCollisionMask(hoa_map.MapMode.NO_COLLISION);
Map:AddGroundObject(herth);
npc = CreateNPCSprite(Map, "Old Woman1", "Brymir", 72, 64);
Map:AddGroundObject(npc);
npc:SetDirection(hoa_map.MapMode.WEST);
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("Ahh sure! (gossip, gossip)");
dialogue:AddLine(text, npc);
DialogueManager:AddDialogue(dialogue);
npc:AddDialogueReference(dialogue);
npc = CreateNPCSprite(Map, "Woman1", "Martha", 70, 64);
Map:AddGroundObject(npc);
npc:SetDirection(hoa_map.MapMode.EAST);
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("Did you hear that? (gossip, gossip)");
dialogue:AddLine(text, npc);
DialogueManager:AddDialogue(dialogue);
npc:AddDialogueReference(dialogue);
npc = CreateNPCSprite(Map, "Woman2", "Sophia", 22, 38);
Map:AddGroundObject(npc);
npc:SetDirection(hoa_map.MapMode.SOUTH);
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("You're too young to trade stuff with me!");
if (GlobalManager:DoesEventExist("layna_south_entrance", "quest1_orlinn_hide_n_seek1_done") == true) then
if (GlobalManager:DoesEventExist("layna_riverbank", "quest1_orlinn_hide_n_seek2_done") == false) then
text = hoa_system.Translate("If you're running after Orlinn, I just saw him disappear near your house.");
end
end
dialogue:AddLine(text, npc);
DialogueManager:AddDialogue(dialogue);
npc:AddDialogueReference(dialogue);
-- Add her cat, Nekko
object = CreateObject(Map, "Cat1", 24, 37.6);
if (object ~= nil) then Map:AddGroundObject(object) end;
georges = CreateNPCSprite(Map, "Man1", "Georges", 32, 76);
Map:AddGroundObject(georges);
georges:SetDirection(hoa_map.MapMode.WEST);
_UpdateGeorgesDialogue(georges);
-- Olivia, guardian of the forest access
olivia = CreateNPCSprite(Map, "Girl1", "Olivia", 115, 34);
olivia:SetDirection(hoa_map.MapMode.SOUTH);
Map:AddGroundObject(olivia);
-- Don't grant access to the forest so easily
if (GlobalManager:DoesEventExist("story", "Quest2_forest_event_done") == false) then
if (GlobalManager:DoesEventExist("story", "Quest2_started") == false) then
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("Bronann! Sorry, you know you can't access the forest without permission.");
dialogue:AddLineEmote(text, olivia, "exclamation");
text = hoa_system.Translate("Aww... Ok.");
dialogue:AddLineEventEmote(text, bronann, "Bronann looks at Olivia", "", "sweat drop");
DialogueManager:AddDialogue(dialogue);
olivia:AddDialogueReference(dialogue);
elseif (GlobalManager:DoesEventExist("story", "Quest2_wants_to_buy_sword_dialogue") == false) then
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("Bronann! Sorry, you can't access the forest without permission. You don't even have a sword..");
dialogue:AddLineEmote(text, olivia, "exclamation");
text = hoa_system.Translate("Aww... Ok.");
dialogue:AddLineEventEmote(text, bronann, "Bronann looks at Olivia", "", "sweat drop");
text = hoa_system.Translate("(Hmm, I should maybe get a sword, then.)");
dialogue:AddLineEventEmote(text, bronann, "Bronann looks south", "", "thinking dots");
DialogueManager:AddDialogue(dialogue);
olivia:AddDialogueReference(dialogue);
end
else
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("Good luck Bronann.");
dialogue:AddLine(text, olivia);
DialogueManager:AddDialogue(dialogue);
olivia:AddDialogueReference(dialogue);
end
-- Special event triggered when Bronann hasn't go the right to enter the forest yet.
event = hoa_map.DialogueEvent("Bronann can't enter the forest so easily", dialogue);
event:SetStopCameraMovement(true);
EventManager:RegisterEvent(event);
-- Needed look at events
event = hoa_map.LookAtSpriteEvent("Bronann looks at Olivia", bronann, olivia);
EventManager:RegisterEvent(event);
event = hoa_map.ChangeDirectionSpriteEvent("Bronann looks south", bronann, hoa_map.MapMode.SOUTH);
EventManager:RegisterEvent(event);
end
function _CreateObjects()
local object = {}
object = CreateObject(Map, "Tree Big2", 22, 78);
if (object ~= nil) then Map:AddGroundObject(object) end;
object = CreateObject(Map, "Tree Small1", 22, 16);
if (object ~= nil) then Map:AddGroundObject(object) end;
object = CreateObject(Map, "Tree Big1", 9, 16);
if (object ~= nil) then Map:AddGroundObject(object) end;
object = CreateObject(Map, "Tree Big1", 65, 18);
if (object ~= nil) then Map:AddGroundObject(object) end;
object = CreateObject(Map, "Tree Big2", 74, 20);
if (object ~= nil) then Map:AddGroundObject(object) end;
object = CreateObject(Map, "Tree Big1", 67, 32);
if (object ~= nil) then Map:AddGroundObject(object) end;
object = CreateObject(Map, "Tree Big2", 80, 36);
if (object ~= nil) then Map:AddGroundObject(object) end;
object = CreateObject(Map, "Tree Small1", 92, 22);
if (object ~= nil) then Map:AddGroundObject(object) end;
object = CreateObject(Map, "Tree Big2", 98, 24);
if (object ~= nil) then Map:AddGroundObject(object) end;
object = CreateObject(Map, "Tree Small2", 79, 16);
if (object ~= nil) then Map:AddGroundObject(object) end;
object = CreateObject(Map, "Rock1", 3, 64);
if (object ~= nil) then Map:AddGroundObject(object) end;
object = CreateObject(Map, "Rock2", 2, 62);
if (object ~= nil) then Map:AddGroundObject(object) end;
object = CreateObject(Map, "Rock1", 33, 12);
if (object ~= nil) then Map:AddGroundObject(object) end;
object = CreateObject(Map, "Rock2", 29, 16);
if (object ~= nil) then Map:AddGroundObject(object) end;
object = CreateObject(Map, "Rock2", 109, 34);
if (object ~= nil) then Map:AddGroundObject(object) end;
object = CreateObject(Map, "Rock2", 113, 34);
if (object ~= nil) then Map:AddGroundObject(object) end;
object = CreateObject(Map, "Rock2", 117, 34);
if (object ~= nil) then Map:AddGroundObject(object) end;
object = CreateObject(Map, "Rock2", 109, 42);
if (object ~= nil) then Map:AddGroundObject(object) end;
object = CreateObject(Map, "Rock2", 117, 42);
if (object ~= nil) then Map:AddGroundObject(object) end;
object = CreateObject(Map, "Rock2", 113, 42);
if (object ~= nil) then Map:AddGroundObject(object) end;
-- collision bug hidders
object = CreateObject(Map, "Barrel1", 14, 38);
if (object ~= nil) then Map:AddGroundObject(object) end;
object = CreateObject(Map, "Vase1", 15, 39);
if (object ~= nil) then Map:AddGroundObject(object) end;
object = CreateObject(Map, "Barrel1", 30, 38);
if (object ~= nil) then Map:AddGroundObject(object) end;
-- Lights
-- big round windows light flares
Map:AddLight("img/misc/lights/sun_flare_light_main.lua",
"img/misc/lights/sun_flare_light_secondary.lua",
74.0, 55.0,
hoa_video.Color(1.0, 1.0, 1.0, 0.6),
hoa_video.Color(1.0, 1.0, 0.85, 0.3),
hoa_map.MapMode.CONTEXT_01);
Map:AddLight("img/misc/lights/sun_flare_light_main.lua",
"img/misc/lights/sun_flare_light_secondary.lua",
86.0, 67.0,
hoa_video.Color(1.0, 1.0, 1.0, 0.6),
hoa_video.Color(1.0, 1.0, 0.85, 0.3),
hoa_map.MapMode.CONTEXT_01);
Map:AddLight("img/misc/lights/sun_flare_light_main.lua",
"img/misc/lights/sun_flare_light_secondary.lua",
22.0, 32.0,
hoa_video.Color(1.0, 1.0, 1.0, 0.6),
hoa_video.Color(1.0, 1.0, 0.85, 0.3),
hoa_map.MapMode.CONTEXT_01);
-- Small door lights
Map:AddLight("img/misc/lights/sun_flare_light_small_main.lua",
"img/misc/lights/sun_flare_light_small_secondary.lua",
12.0, 57.5,
hoa_video.Color(1.0, 1.0, 1.0, 0.6),
hoa_video.Color(1.0, 1.0, 0.85, 0.3),
hoa_map.MapMode.CONTEXT_01);
Map:AddLight("img/misc/lights/sun_flare_light_small_main.lua",
"img/misc/lights/sun_flare_light_small_secondary.lua",
94.0, 67.5,
hoa_video.Color(1.0, 1.0, 1.0, 0.6),
hoa_video.Color(1.0, 1.0, 0.85, 0.3),
hoa_map.MapMode.CONTEXT_01);
-- Treasure vase
local nekko_vase = CreateTreasure(Map, "layna_center_nekko_vase", "Vase1", 27, 37);
if (nekko_vase ~= nil) then
nekko_vase:AddObject(11, 1);
Map:AddGroundObject(nekko_vase);
end
-- Create the special rock
blocking_rock = CreateObject(Map, "Rock1", 7, 45);
Map:AddGroundObject(blocking_rock);
-- Set the rock state based on the story point
_UpdateBlockingRock();
-- Quest 2: Forest event
-- The wooden sword sprite
wooden_sword = CreateObject(Map, "Wooden Sword1", 1, 1);
Map:AddGroundObject(wooden_sword);
wooden_sword:SetVisible(false);
wooden_sword:SetCollisionMask(hoa_map.MapMode.NO_COLLISION);
end
-- Creates all events and sets up the entire event sequence chain
function _CreateEvents()
local event = {};
local text = {};
local dialogue = {};
-- Triggered Events
event = hoa_map.MapTransitionEvent("to Bronann's home", "dat/maps/layna_village/layna_village_bronanns_home.lua", "from_village_center");
EventManager:RegisterEvent(event);
event = hoa_map.MapTransitionEvent("to Riverbank", "dat/maps/layna_village/layna_village_riverbank.lua", "from_village_center");
EventManager:RegisterEvent(event);
event = hoa_map.MapTransitionEvent("to Village south entrance", "dat/maps/layna_village/layna_village_south_entrance.lua", "from_village_center");
EventManager:RegisterEvent(event);
event = hoa_map.MapTransitionEvent("to Kalya house path", "dat/maps/layna_village/layna_village_kalya_house_path.lua", "from_village_center");
EventManager:RegisterEvent(event);
event = hoa_map.MapTransitionEvent("to Flora's Shop", "dat/maps/layna_village/layna_village_center_shop.lua", "from_village_center");
EventManager:RegisterEvent(event);
event = hoa_map.MapTransitionEvent("to sophia house", "dat/maps/layna_village/layna_village_center_sophia_house.lua", "from_village_center");
EventManager:RegisterEvent(event);
event = hoa_map.MapTransitionEvent("to secret cliff", "dat/maps/layna_village/layna_village_riverbank.lua", "from_secret_path");
EventManager:RegisterEvent(event);
event = hoa_map.MapTransitionEvent("to layna forest entrance", "dat/maps/layna_forest_entrance.lua", "from_village_center");
EventManager:RegisterEvent(event);
-- Generic events
event = hoa_map.ScriptedEvent("Map:PushState(SCENE)", "Map_SceneState", "");
EventManager:RegisterEvent(event);
event = hoa_map.ScriptedEvent("Map:PopState()", "Map_PopState", "");
EventManager:RegisterEvent(event);
-- Quest events
-- Bronann wonders where he can find barley meal
event = hoa_map.ScriptedEvent("Quest1: Bronann wonders where he can find some barley meal", "Map_SceneState", "");
event:AddEventLinkAtEnd("Quest1: Bronann wants to see Flora for the barley meal", 1000);
EventManager:RegisterEvent(event);
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("Hmm, I'll go to Flora's shop. I hope she'll help me...");
dialogue:AddLineEmote(text, bronann, "thinking dots");
DialogueManager:AddDialogue(dialogue);
event = hoa_map.DialogueEvent("Quest1: Bronann wants to see Flora for the barley meal", dialogue);
event:SetStopCameraMovement(true);
event:AddEventLinkAtEnd("Map:PopState()");
EventManager:RegisterEvent(event);
-- Georges
event = hoa_map.ScriptedEvent("Quest1: GeorgesDialogueDone", "Quest1GeorgesDialogueDone", "");
EventManager:RegisterEvent(event);
-- Orlinn
event = hoa_map.ScriptedEvent("Quest1: Make Orlinn run and hide", "Quest1OrlinnRunAndHide", "");
event:AddEventLinkAtEnd("Quest1: Make Orlinn run");
EventManager:RegisterEvent(event);
event = hoa_map.PathMoveSpriteEvent("Quest1: Make Orlinn run", orlinn, 30, 79, true);
event:AddEventLinkAtEnd("Quest1: Make Orlinn disappear");
EventManager:RegisterEvent(event);
event = hoa_map.ScriptedSpriteEvent("Quest1: Make Orlinn disappear", orlinn, "MakeInvisible", "");
EventManager:RegisterEvent(event);
-- Georges event
event = hoa_map.ScriptedEvent("Quest1: Georges tells whom the barley meal was for", "Quest1GeorgesTellsBronannAboutLilly", "");
EventManager:RegisterEvent(event);
-- Quest 2: Bronann wants to go to Flora's and buy a sword to go in the forest
event = hoa_map.ScriptedEvent("Quest2: Bronann wants to buy a sword from Flora", "Map_SceneState", "");
event:AddEventLinkAtEnd("Quest2: Bronann wants to see Flora for equipment", 1000);
event:AddEventLinkAtEnd("Bronann is sad");
EventManager:RegisterEvent(event);
event = hoa_map.AnimateSpriteEvent("Bronann is sad", bronann, "hero_stance", 2000);
EventManager:RegisterEvent(event);
event = hoa_map.AnimateSpriteEvent("Bronann is frightnened", bronann, "frightened", 0);
EventManager:RegisterEvent(event);
event = hoa_map.AnimateSpriteEvent("Bronann searches", bronann, "searching", 0);
EventManager:RegisterEvent(event);
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("Why everybody doesn't want to tell me what's going on!!");
dialogue:AddLineEmote(text, bronann, "exclamation");
text = hoa_system.Translate("Still, I have go there, and figure out what they're trying to hide from me.");
dialogue:AddLineEmote(text, bronann, "thinking dots");
DialogueManager:AddDialogue(dialogue);
event = hoa_map.DialogueEvent("Quest2: Bronann wants to see Flora for equipment", dialogue);
event:SetStopCameraMovement(true);
event:AddEventLinkAtEnd("Map:PopState()");
EventManager:RegisterEvent(event);
-- Quest 2: Bronann doesn't want to see his parents for the moment
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("No, I won't go there. I just can't talk to them at the moment...");
dialogue:AddLine(text, bronann);
DialogueManager:AddDialogue(dialogue);
event = hoa_map.DialogueEvent("Quest2: Bronann doesn't want to see his parents", dialogue);
event:SetStopCameraMovement(true);
EventManager:RegisterEvent(event);
-- Quest 2: The forest event
event = hoa_map.ScriptedEvent("Quest2: Forest event", "Prepare_forest_event", "");
event:AddEventLinkAtEnd("Quest2: Forest event - light", 1200);
EventManager:RegisterEvent(event);
event = hoa_map.ScriptedEvent("Quest2: Forest event - light", "BrightLightStart", "BrightLightUpdate");
event:AddEventLinkAtEnd("Quest2: Bronann wonders what was that", 500);
event:AddEventLinkAtEnd("Bronann searches");
EventManager:RegisterEvent(event);
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("Huh? What was that light?");
dialogue:AddLineEmote(text, bronann, "interrogation");
text = hoa_system.Translate("... Bronann! Wait!");
dialogue:AddLine(text, carson);
DialogueManager:AddDialogue(dialogue);
event = hoa_map.DialogueEvent("Quest2: Bronann wonders what was that", dialogue);
event:SetStopCameraMovement(true);
event:AddEventLinkAtEnd("Quest2: Carson moves to Bronann");
event:AddEventLinkAtEnd("Quest2: Bronann looks at his father");
EventManager:RegisterEvent(event);
event = hoa_map.PathMoveSpriteEvent("Quest2: Carson moves to Bronann", carson, 89.0, 74.0, false);
event:AddEventLinkAtEnd("Quest2: Carson starts to talk to Bronann");
EventManager:RegisterEvent(event);
event = hoa_map.ChangeDirectionSpriteEvent("Quest2: Bronann looks at his father", bronann, hoa_map.MapMode.WEST);
EventManager:RegisterEvent(event);
event = hoa_map.ChangeDirectionSpriteEvent("Quest2: Herth looks at Carson", herth, hoa_map.MapMode.NORTH);
EventManager:RegisterEvent(event);
event = hoa_map.ChangeDirectionSpriteEvent("Quest2: Herth looks at Kalya", herth, hoa_map.MapMode.WEST);
EventManager:RegisterEvent(event);
event = hoa_map.ChangeDirectionSpriteEvent("Quest2: Carson looks at Herth", carson, hoa_map.MapMode.SOUTH);
EventManager:RegisterEvent(event);
event = hoa_map.ChangeDirectionSpriteEvent("Quest2: Carson looks at Kalya", carson, hoa_map.MapMode.WEST);
EventManager:RegisterEvent(event);
event = hoa_map.ChangeDirectionSpriteEvent("Quest2: Carson looks at Bronann", carson, hoa_map.MapMode.EAST);
EventManager:RegisterEvent(event);
event = hoa_map.ChangeDirectionSpriteEvent("Quest2: Kalya looks at Carson", kalya, hoa_map.MapMode.NORTH);
EventManager:RegisterEvent(event);
event = hoa_map.ChangeDirectionSpriteEvent("Quest2: Kalya looks at Bronann", kalya, hoa_map.MapMode.EAST);
EventManager:RegisterEvent(event);
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("I suppose you just saw that light, right?");
dialogue:AddLine(text, carson);
text = hoa_system.Translate("... Hmmm...");
dialogue:AddLine(text, bronann);
text = hoa_system.Translate("Bronann, there is something I have to tell you. We've been afraid of that moment, I mean your mother and I...");
dialogue:AddLine(text, carson);
text = hoa_system.Translate("They're coming!");
dialogue:AddLineEvent(text, herth, "", "Quest2: Carson looks at Herth");
DialogueManager:AddDialogue(dialogue);
event = hoa_map.DialogueEvent("Quest2: Carson starts to talk to Bronann", dialogue);
event:SetStopCameraMovement(true);
event:AddEventLinkAtEnd("Quest2: Herth moves to Carson");
EventManager:RegisterEvent(event);
event = hoa_map.PathMoveSpriteEvent("Quest2: Herth moves to Carson", herth, 90.0, 76.0, false);
event:AddEventLinkAtEnd("Quest2: Herth looks at Carson");
event:AddEventLinkAtEnd("Quest2: Second part of talk");
EventManager:RegisterEvent(event);
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("Carson, they've passed the river. They shall be here in no time.");
dialogue:AddLine(text, herth);
text = hoa_system.Translate("...");
dialogue:AddLineEmote(text, carson, "sweat drop");
text = hoa_system.Translate("Huh? Hey, what's happening here?!");
dialogue:AddLineEventEmote(text, bronann, "", "Quest2: Carson looks at Bronann", "exclamation");
text = hoa_system.Translate("Bronann, I ...");
dialogue:AddLine(text, carson);
text = hoa_system.Translate("Father!");
dialogue:AddLineEvent(text, kalya, "", "Quest2: Herth looks at Kalya");
DialogueManager:AddDialogue(dialogue);
event = hoa_map.DialogueEvent("Quest2: Second part of talk", dialogue);
event:SetStopCameraMovement(true);
event:AddEventLinkAtEnd("Quest2: Kalya runs to her father");
EventManager:RegisterEvent(event);
event = hoa_map.PathMoveSpriteEvent("Quest2: Kalya runs to her father", kalya, 88.0, 76.0, true);
event:AddEventLinkAtEnd("Quest2: Third part of talk");
EventManager:RegisterEvent(event);
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("Father! Orlinn has disappeared. I saw him taking the forest pathway!");
dialogue:AddLineEvent(text, kalya, "", "Quest2: Carson looks at Herth");
text = hoa_system.Translate("Kalya! You were supposed to keep an eye on him!");
dialogue:AddLineEmote(text, herth, "exclamation");
text = hoa_system.Translate("I did, but he just slipped through my fingers at the very second that strange light appeared.");
dialogue:AddLineEmote(text, kalya, "sweat drop");
text = hoa_system.Translate("Kalya, the army is coming. I'll deal with them, you, go and find Orlinn as fast as possible.");
dialogue:AddLineEmote(text, herth, "thinking dots");
text = hoa_system.Translate("Gosh! But you might be hurt!!");
dialogue:AddLineEmote(text, kalya, "exclamation");
text = hoa_system.Translate("No, don't worry. We'll simply talk and they'll move on. You know what you have to do, right?");
dialogue:AddLine(text, herth);
text = hoa_system.Translate("Herth, we both know It'll likely...");
dialogue:AddLine(text, kalya);
text = hoa_system.Translate("Do as I say and it'll be alright.");
dialogue:AddLine(text, herth);
text = hoa_system.Translate("But...");
dialogue:AddLineEvent(text, kalya, "", "Quest2: Carson looks at Bronann");
text = hoa_system.Translate("Bronann, you should go with her.");
dialogue:AddLineEventEmote(text, carson, "", "Quest2: Kalya looks at Carson", "thinking dots");
text = hoa_system.Translate("What?!?");
dialogue:AddLineEventEmote(text, kalya, "", "Quest2: Kalya looks at Herth", "exclamation");
text = hoa_system.Translate("Huh?");
dialogue:AddLineEvent(text, bronann, "","Bronann is frightnened");
text = hoa_system.Translate("Carson is right, Kalya. Bronann shall go with you.");
dialogue:AddLineEvent(text, herth, "", "Quest2: Kalya looks at Bronann");
text = hoa_system.Translate("But he would just be a burden!");
dialogue:AddLineEvent(text, kalya, "", "Bronann is sad");
text = hoa_system.Translate("Huh? Hey! But...");
dialogue:AddLineEmote(text, bronann, "exclamation");
text = hoa_system.Translate("He won't slow you down, believe me, right Bronann?");
dialogue:AddLineEvent(text, carson, "", "Quest2: Carson looks at Bronann");
text = hoa_system.Translate("But Father!");
dialogue:AddLineEvent(text, kalya, "", "Quest2: Kalya looks at Herth");
text = hoa_system.Translate("Carson is right, Kalya. Bronann shall go with you. It's... It's an order.");
dialogue:AddLineEmote(text, herth, "thinking dots");
DialogueManager:AddDialogue(dialogue);
event = hoa_map.DialogueEvent("Quest2: Third part of talk", dialogue);
event:AddEventLinkAtEnd("Quest2: Kalya goes back and forth");
EventManager:RegisterEvent(event);
-- Small event chain making kalya go back and forth.
event = hoa_map.PathMoveSpriteEvent("Quest2: Kalya goes back and forth", kalya, 85.0, 76.0, false);
event:AddEventLinkAtEnd("Quest2: Carson looks at Kalya");
event:AddEventLinkAtEnd("Quest2: Kalya goes back and forth 2");
EventManager:RegisterEvent(event);
event = hoa_map.PathMoveSpriteEvent("Quest2: Kalya goes back and forth 2", kalya, 88.0, 76.0, false);
event:AddEventLinkAtEnd("Quest2: Kalya goes back and forth 3");
EventManager:RegisterEvent(event);
event = hoa_map.PathMoveSpriteEvent("Quest2: Kalya goes back and forth 3", kalya, 85.0, 76.0, false);
event:AddEventLinkAtEnd("Quest2: Kalya goes back and forth 4");
EventManager:RegisterEvent(event);
event = hoa_map.PathMoveSpriteEvent("Quest2: Kalya goes back and forth 4", kalya, 88.0, 76.0, false);
event:AddEventLinkAtEnd("Quest2: Fourth part of talk");
EventManager:RegisterEvent(event);
event = hoa_map.ScriptedEvent("Quest2: Show the wooden sword item in front of carson", "Show_wooden_sword", "");
EventManager:RegisterEvent(event);
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("Gahh... ok.");
dialogue:AddLineEvent(text, kalya, "", "Quest2: Carson looks at Bronann");
text = hoa_system.Translate("Bronann, take this sword, you'll probably need it there to make your way through.");
dialogue:AddLineEvent(text, carson, "", "Quest2: Show the wooden sword item in front of carson");
text = hoa_system.Translate("What? But one minute ago you said...");
dialogue:AddLineEmote(text, bronann, "exclamation");
text = hoa_system.Translate("I know, but everything has changed. I'll explain you once all that is finished, now go, my son.");
dialogue:AddLine(text, carson);
DialogueManager:AddDialogue(dialogue);
event = hoa_map.DialogueEvent("Quest2: Fourth part of talk", dialogue);
event:AddEventLinkAtEnd("Quest2: Bronann goes and take the sword");
EventManager:RegisterEvent(event);
event = hoa_map.PathMoveSpriteEvent("Quest2: Bronann goes and take the sword", bronann, 92.0, 73.0, false);
event:AddEventLinkAtEnd("Quest2: Hide the wooden sword item");
event:AddEventLinkAtEnd("Quest2: Add the wooden sword in inventory");
EventManager:RegisterEvent(event);
event = hoa_map.ScriptedEvent("Quest2: Hide the wooden sword item", "Hide_wooden_sword", "");
EventManager:RegisterEvent(event);
event = hoa_map.TreasureEvent("Quest2: Add the wooden sword in inventory");
event:AddObject(10001, 1); -- The wooden sword item
event:AddEventLinkAtEnd("Quest2: Fifth part of talk");
EventManager:RegisterEvent(event);
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("Thanks dad, we'll find him in no time.");
dialogue:AddLine(text, bronann);
text = hoa_system.Translate("We shall go now, ... Good luck, both of you.");
dialogue:AddLineEvent(text, herth, "", "Quest2: Herth looks at Kalya");
DialogueManager:AddDialogue(dialogue);
event = hoa_map.DialogueEvent("Quest2: Fifth part of talk", dialogue);
event:AddEventLinkAtEnd("Quest2: Herth leaves to south");
event:AddEventLinkAtEnd("Quest2: Carson starts to leave to south");
EventManager:RegisterEvent(event);
event = hoa_map.PathMoveSpriteEvent("Quest2: Herth leaves to south", herth, 92.0, 78.0, false);
event:AddEventLinkAtEnd("Quest2: Herth disappears");
EventManager:RegisterEvent(event);
event = hoa_map.ScriptedSpriteEvent("Quest2: Herth disappears", herth, "MakeInvisible", "");
EventManager:RegisterEvent(event);
event = hoa_map.PathMoveSpriteEvent("Quest2: Carson starts to leave to south", carson, 90.0, 76.0, false);
event:AddEventLinkAtEnd("Quest2: Carson talks to Bronann once last time");
event:AddEventLinkAtEnd("Quest2: Carson looks at Bronnan from south");
EventManager:RegisterEvent(event);
event = hoa_map.ChangeDirectionSpriteEvent("Quest2: Carson looks at Bronnan from south", carson, hoa_map.MapMode.NORTH);
EventManager:RegisterEvent(event);
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("Good luck, Son.");
dialogue:AddLine(text, carson);
DialogueManager:AddDialogue(dialogue);
event = hoa_map.DialogueEvent("Quest2: Carson talks to Bronann once last time", dialogue);
event:AddEventLinkAtEnd("Quest2: Carson leaves to south");
EventManager:RegisterEvent(event);
event = hoa_map.PathMoveSpriteEvent("Quest2: Carson leaves to south", carson, 92.0, 78.0, false);
event:AddEventLinkAtEnd("Quest2: Carson disappears");
EventManager:RegisterEvent(event);
event = hoa_map.ScriptedSpriteEvent("Quest2: Carson disappears", carson, "MakeInvisible", "");
event:AddEventLinkAtEnd("Quest2: End part of talk", 1000);
EventManager:RegisterEvent(event);
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("Ok, we'll go together, but slow me down, and I'll make you regret it...");
dialogue:AddLine(text, kalya);
text = hoa_system.Translate("Don't worry, we'll find him, ok?");
dialogue:AddLine(text, bronann);
text = hoa_system.Translate("Ok ...");
dialogue:AddLine(text, kalya);
DialogueManager:AddDialogue(dialogue);
event = hoa_map.DialogueEvent("Quest2: End part of talk", dialogue);
event:AddEventLinkAtEnd("Quest2: Kalya joins Bronann's party");
EventManager:RegisterEvent(event);
-- TODO: Turns this into an actual join party event once functional
event = hoa_map.PathMoveSpriteEvent("Quest2: Kalya joins Bronann's party", kalya, 92.0, 73.0, false);
event:AddEventLinkAtEnd("Quest2: Kalya disappears");
event:AddEventLinkAtEnd("Quest2: Add Kalya to the party");
EventManager:RegisterEvent(event);
event = hoa_map.ScriptedSpriteEvent("Quest2: Kalya disappears", kalya, "MakeInvisible", "");
EventManager:RegisterEvent(event);
event = hoa_map.ScriptedEvent("Quest2: Add Kalya to the party", "Add_kalya_to_party", "");
event:AddEventLinkAtEnd("Quest2: Kalya joins speech");
EventManager:RegisterEvent(event);
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("Kalya joins your party!");
dialogue:AddLine(text, kalya); --used for now to show her portrait
DialogueManager:AddDialogue(dialogue);
event = hoa_map.DialogueEvent("Quest2: Kalya joins speech", dialogue);
event:AddEventLinkAtEnd("Map:PopState()");
EventManager:RegisterEvent(event);
-- Kalya explains Bronnan about dungeons and equipment,
event = hoa_map.ScriptedEvent("Quest2: Kalya's equipment and dungeons speech start", "Quest2_equip_speech_start", "");
event:AddEventLinkAtEnd("Quest2: Kalya walks off from Bronann");
event:AddEventLinkAtEnd("Quest2: Bronann goes in front of Kalya");
EventManager:RegisterEvent(event);
event = hoa_map.ChangeDirectionSpriteEvent("Kalya looks east", kalya, hoa_map.MapMode.EAST);
EventManager:RegisterEvent(event);
event = hoa_map.ChangeDirectionSpriteEvent("Bronann looks west", bronann, hoa_map.MapMode.WEST);
EventManager:RegisterEvent(event);
event = hoa_map.ScriptedSpriteEvent("Turn Kalya's collisions on", kalya, "Sprite_Collision_on", "");
EventManager:RegisterEvent(event);
event = hoa_map.PathMoveSpriteEvent("Quest2: Kalya walks off from Bronann", kalya, 114, 37, false);
event:AddEventLinkAtEnd("Kalya looks east");
event:AddEventLinkAtEnd("Turn Kalya's collisions on");
event:AddEventLinkAtEnd("Quest2: Kalya's speech about equipment and dungeons.");
EventManager:RegisterEvent(event);
event = hoa_map.PathMoveSpriteEvent("Quest2: Bronann goes in front of Kalya", bronann, 116, 37, false);
event:AddEventLinkAtEnd("Bronann looks west");
EventManager:RegisterEvent(event);
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("By the way, did you ever prepare yourself for such things before?");
dialogue:AddLine(text, kalya);
text = hoa_system.Translate("Huh? Well, Orlinn doesn't disappear every day, you know?");
dialogue:AddLineEmote(text, bronann, "thinking dots");
text = hoa_system.Translate("I see ... Then there are two things very important you need to know:");
dialogue:AddLine(text, kalya);
text = hoa_system.Translate("First of all, before going there, you might need a better equipment. Tell me you'll go and see Flora, ok?");
dialogue:AddLine(text, kalya);
text = hoa_system.Translate("Ok.");
dialogue:AddLine(text, bronann);
text = hoa_system.Translate("And tell me you equipped your sword ... If you haven't, open your inventory by pressing the menu key (")
.. InputManager:GetMenuKeyName()
.. hoa_system.Translate("), and select 'Equip', then you'll be able to select your sword and add it as your main weapon, ok?");
dialogue:AddLine(text, kalya);
text = hoa_system.Translate("You mean, like, I need to push a key to open my bag??");
dialogue:AddLineEmote(text, bronann, "interrogation");
text = hoa_system.Translate("Nevermind that, just do it.");
dialogue:AddLine(text, kalya);
text = hoa_system.Translate("The second thing is that the one in front of the battle line will lead the group in the forest. "..
"I mean that the person on top of the battle formation will actually appear, the others will stay hidden.");
dialogue:AddLine(text, kalya);
text = hoa_system.Translate("Hmm, right, I'm not sure to get fully what you mean, but ...");
dialogue:AddLine(text, bronann);
text = hoa_system.Translate("Rrrr ... Bronann. Just listen.");
dialogue:AddLine(text, kalya);
text = hoa_system.Translate("Err, wow, ok!");
dialogue:AddLineEmote(text, bronann, "sweat drop");
text = hoa_system.Translate("That will be the case only in certain area. Here in the village, you'll be the one leading, or may you believe that ...");
dialogue:AddLine(text, kalya);
text = hoa_system.Translate("(Sigh) ... Ok.");
dialogue:AddLine(text, bronann);
DialogueManager:AddDialogue(dialogue);
event = hoa_map.DialogueEvent("Quest2: Kalya's speech about equipment and dungeons.", dialogue);
event:AddEventLinkAtEnd("Quest2: Kalya re-joins Bronann after speech");
EventManager:RegisterEvent(event);
event = hoa_map.PathMoveSpriteEvent("Quest2: Kalya re-joins Bronann after speech", kalya, 116, 37, false);
event:AddEventLinkAtEnd("Quest2: Kalya disappears after speech");
EventManager:RegisterEvent(event);
event = hoa_map.ScriptedSpriteEvent("Quest2: Kalya disappears after speech", kalya, "MakeInvisible", "");
event:AddEventLinkAtEnd("Map:PopState()");
EventManager:RegisterEvent(event);
end
function _CreateZones()
-- N.B.: left, right, top, bottom
bronanns_home_entrance_zone = hoa_map.CameraZone(10, 14, 60, 61, hoa_map.MapMode.CONTEXT_01);
Map:AddZone(bronanns_home_entrance_zone);
to_riverbank_zone = hoa_map.CameraZone(19, 35, 78, 79, hoa_map.MapMode.CONTEXT_01);
Map:AddZone(to_riverbank_zone);
to_village_entrance_zone = hoa_map.CameraZone(60, 113, 78, 79, hoa_map.MapMode.CONTEXT_01);
Map:AddZone(to_village_entrance_zone);
to_kalya_house_path_zone = hoa_map.CameraZone(0, 1, 8, 15, hoa_map.MapMode.CONTEXT_01);
Map:AddZone(to_kalya_house_path_zone);
shop_entrance_zone = hoa_map.CameraZone(92, 96, 70, 71, hoa_map.MapMode.CONTEXT_01);
Map:AddZone(shop_entrance_zone);
secret_path_zone = hoa_map.CameraZone(0, 1, 55, 61, hoa_map.MapMode.CONTEXT_01);
Map:AddZone(secret_path_zone);
to_layna_forest_zone = hoa_map.CameraZone(117, 119, 30, 43, hoa_map.MapMode.CONTEXT_01);
Map:AddZone(to_layna_forest_zone);
sophia_house_entrance_zone = hoa_map.CameraZone(21, 23, 21, 22, hoa_map.MapMode.CONTEXT_01);
Map:AddZone(sophia_house_entrance_zone);
end
function _CheckZones()
if (bronanns_home_entrance_zone:IsCameraEntering() == true) then
-- If Bronann has started the quest 2, he doesn't want to go back and see his parents.
if (GlobalManager:DoesEventExist("story", "Quest2_started") == true
and GlobalManager:DoesEventExist("story", "Quest2_forest_event_done") == false) then
EventManager:StartEvent("Quest2: Bronann doesn't want to see his parents");
return;
end
bronann:SetMoving(false);
AudioManager:PlaySound("snd/door_open2.wav");
EventManager:StartEvent("to Bronann's home");
elseif (to_riverbank_zone:IsCameraEntering() == true) then
bronann:SetMoving(false);
EventManager:StartEvent("to Riverbank");
elseif (to_village_entrance_zone:IsCameraEntering() == true) then
bronann:SetMoving(false);
EventManager:StartEvent("to Village south entrance");
elseif (to_kalya_house_path_zone:IsCameraEntering() == true) then
bronann:SetMoving(false);
EventManager:StartEvent("to Kalya house path");
elseif (secret_path_zone:IsCameraEntering() == true) then
bronann:SetMoving(false);
EventManager:StartEvent("to secret cliff");
elseif (to_layna_forest_zone:IsCameraEntering() == true) then
bronann:SetMoving(false);
if (GlobalManager:DoesEventExist("story", "Quest2_forest_event_done") == false) then
EventManager:StartEvent("Bronann can't enter the forest so easily");
elseif (GlobalManager:DoesEventExist("story", "Quest2_kalya_equip_n_dungeons_speech_done") == false) then
EventManager:StartEvent("Quest2: Kalya's equipment and dungeons speech start");
else
EventManager:StartEvent("to layna forest entrance");
end
elseif (shop_entrance_zone:IsCameraEntering() == true) then
bronann:SetMoving(false);
AudioManager:PlaySound("snd/door_open2.wav");
EventManager:StartEvent("to Flora's Shop");
elseif (sophia_house_entrance_zone:IsCameraEntering() == true) then
bronann:SetMoving(false);
EventManager:StartEvent("to sophia house");
AudioManager:PlaySound("snd/door_open2.wav");
end
end
-- Inner custom functions
function _TriggerPotentialDialogueAfterFadeIn()
-- Trigger the forest and Orlinn runaway event
if (GlobalManager:DoesEventExist("story", "Quest2_flora_dialogue_done") == true
and GlobalManager:DoesEventExist("story", "Quest2_forest_event_done") == false) then
EventManager:StartEvent("Quest2: Forest event");
GlobalManager:SetEventValue("story", "Quest2_forest_event_done", 1);
return;
end
if (GlobalManager:DoesEventExist("story", "Quest2_started") == true) then
if (GlobalManager:DoesEventExist("story", "Quest2_wants_to_buy_sword_dialogue") == false) then
EventManager:StartEvent("Quest2: Bronann wants to buy a sword from Flora");
GlobalManager:SetEventValue("story", "Quest2_wants_to_buy_sword_dialogue", 1);
return;
end
elseif (GlobalManager:DoesEventExist("layna_center", "first_time_in_village_center") == false) then
EventManager:StartEvent("Quest1: Bronann wonders where he can find some barley meal");
GlobalManager:SetEventValue("layna_center", "first_time_in_village_center", 1);
return;
end
end
-- Make the rock blocks the secret passage as long as the kid hasn't been found once.
function _UpdateBlockingRock()
if (GlobalManager:DoesEventExist("layna_south_entrance", "quest1_orlinn_hide_n_seek1_done") == true) then
blocking_rock:SetCollisionMask(hoa_map.MapMode.NO_COLLISION);
blocking_rock:SetVisible(false);
else
blocking_rock:SetCollisionMask(hoa_map.MapMode.ALL_COLLISION);
blocking_rock:SetVisible(true);
end
end
-- Updates Georges dialogue depending on how far is the story going.
function _UpdateGeorgesDialogue()
local text = {}
local dialogue = {}
georges:ClearDialogueReferences();
if (GlobalManager:DoesEventExist("story", "quest1_barley_meal_done") == true) then
-- default behaviour once the barley meal is given
elseif (GlobalManager:DoesEventExist("layna_center", "quest1_pen_given_done") == true
and GlobalManager:DoesEventExist("story", "quest1_barley_meal_done") == false) then
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("In fact, the barley meal was for Lilly.");
dialogue:AddLine(text, georges);
text = hoa_system.Translate("!! What?");
dialogue:AddLineEmote(text, bronann, "exclamation");
text = hoa_system.Translate("Don't thank me for that, it's my pleasure.");
dialogue:AddLine(text, georges);
DialogueManager:AddDialogue(dialogue);
georges:AddDialogueReference(dialogue);
return;
-- Quest 1 done as for Georges
elseif (GlobalManager:DoesEventExist("layna_riverbank", "quest1_orlinn_hide_n_seek3_done") == true) then
-- Give the pen to Georges
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("Here it is, Georges.");
dialogue:AddLine(text, bronann);
text = hoa_system.Translate("You're the nicest of all, Bronnan. I well tell everyone how brave you...");
dialogue:AddLine(text, georges);
text = hoa_system.Translate("(Sigh...) Georges!");
dialogue:AddLine(text, bronann);
text = hoa_system.Translate("Ok ok. Just having a bit of spirit, here, young man.");
dialogue:AddLine(text, georges);
text = hoa_system.Translate("In fact, the barley meal was for Lilly.");
dialogue:AddLine(text, georges);
text = hoa_system.Translate("!! What?");
dialogue:AddLineEmote(text, bronann, "exclamation");
text = hoa_system.Translate("Don't thank me for that, it's my pleasure.");
dialogue:AddLineEvent(text, georges, "", "Quest1: Georges tells whom the barley meal was for");
DialogueManager:AddDialogue(dialogue);
georges:AddDialogueReference(dialogue);
return;
elseif (GlobalManager:DoesEventExist("layna_center", "quest1_georges_dialogue_done") == true) then
-- Once talked to him after the shop conversation, just put the end of the dialogue
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("You see, I lost my beloved pen. Was it near a tree or next to the waving child of the mountain snow?");
dialogue:AddLine(text, georges);
text = hoa_system.Translate("Shall you find it, I would be entrustfully obliged to you!");
dialogue:AddLine(text, georges);
text = hoa_system.Translate("(Sigh...) Hmm, ok.");
dialogue:AddLine(text, bronann);
DialogueManager:AddDialogue(dialogue);
georges:AddDialogueReference(dialogue);
return;
elseif (GlobalManager:DoesEventExist("layna_center_shop", "quest1_flora_dialogue_done") == true) then
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("Hi Georges. Erm, I'm coming from the shop and I ...");
dialogue:AddLine(text, bronann);
text = hoa_system.Translate("Can you hear this?");
dialogue:AddLine(text, georges);
text = hoa_system.Translate("Erm, ... Well, I don't hear anything special...");
dialogue:AddLineEmote(text, bronann, "interrogation");
text = hoa_system.Translate("That's the point! Can't you hear the magnificient sound of nature, so invisible to our used hears.");
dialogue:AddLine(text, georges);
text = hoa_system.Translate("Huh, please Georges, I wouldn't like to run away like the last time...");
dialogue:AddLine(text, bronann);
text = hoa_system.Translate("... The incredible and amazing, I could even say, stunning feel in in the wind...");
dialogue:AddLine(text, georges);
text = hoa_system.Translate("Georges, I simply wanted to ask you whether you had some barley meal left!");
dialogue:AddLineEmote(text, bronann, "sweat drop");
text = hoa_system.Translate("Ah I see, well unfortunately, I'm so much sad for the loss I just had, I can't tell you that with the right words.");
dialogue:AddLine(text, georges);
text = hoa_system.Translate("Huh?");
dialogue:AddLineEmote(text, bronann, "interrogation");
text = hoa_system.Translate("You see, I lost my beloved pen. Was it near a tree or next to the waving child of the mountain snow?");
dialogue:AddLine(text, georges);
text = hoa_system.Translate("Shall you find it, I would be entrustfully obliged to you!");
dialogue:AddLine(text, georges);
text = hoa_system.Translate("(Sigh...) Hmm, ok.");
dialogue:AddLineEvent(text, bronann, "", "Quest1: GeorgesDialogueDone");
DialogueManager:AddDialogue(dialogue);
georges:AddDialogueReference(dialogue);
return;
end
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("Ah, the river is so beautiful at this time of the year. I feel like writing some poetry...");
dialogue:AddLine(text, georges);
DialogueManager:AddDialogue(dialogue);
georges:AddDialogueReference(dialogue);
end
-- Updates Orlinn's dialogue and state depending on how far is the story going.
function _UpdateOrlinnAndKalyaState()
local text = {};
local dialogue = {};
local event = {};
orlinn:ClearDialogueReferences();
if (GlobalManager:DoesEventExist("story", "Quest2_forest_event_done") == true) then
-- At that moment, Orlinn has disappeared and Kalya is now in Bronann's party.
orlinn:SetVisible(false);
orlinn:SetCollisionMask(hoa_map.MapMode.NO_COLLISION);
kalya:ClearDialogueReferences();
kalya:SetVisible(false);
kalya:SetCollisionMask(hoa_map.MapMode.NO_COLLISION);
EventManager:TerminateAllEvents(kalya);
kalya:SetMoving(false);
return;
end
if (GlobalManager:DoesEventExist("layna_riverbank", "quest1_orlinn_hide_n_seek3_done") == true) then
-- Bronann got Georges' pen, update orlinn dialogue
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("I promise I won't bother you again ...");
dialogue:AddLine(text, orlinn);
text = hoa_system.Translate("Don't worry for that, Orlinn, ok?");
dialogue:AddLine(text, bronann);
DialogueManager:AddDialogue(dialogue);
orlinn:AddDialogueReference(dialogue);
-- Update kalya's dialogue too
kalya:ClearDialogueReferences();
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("...");
dialogue:AddLine(text, kalya);
DialogueManager:AddDialogue(dialogue);
kalya:AddDialogueReference(dialogue);
elseif (GlobalManager:DoesEventExist("layna_center", "quest1_orlinn_dialogue1_done") == true) then
-- At that time, Orlinn isn't in the village center anymore.
orlinn:SetVisible(false);
orlinn:SetCollisionMask(hoa_map.MapMode.NO_COLLISION);
return;
elseif (GlobalManager:DoesEventExist("layna_center", "quest1_georges_dialogue_done") == true) then
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("Hi hi hi!!");
dialogue:AddLine(text, orlinn);
text = hoa_system.Translate("What makes you laugh, Orlinn?");
dialogue:AddLineEmote(text, bronann, "interrogation");
text = hoa_system.Translate("You'll never find it!");
dialogue:AddLine(text, orlinn);
text = hoa_system.Translate("Huh? Wait! Are you talking about Georges' lost pen?");
dialogue:AddLineEmote(text, bronann, "exclamation");
text = hoa_system.Translate("Hi hi hi! Yes!");
dialogue:AddLine(text, orlinn);
text = hoa_system.Translate("Please tell me more! Have you found it?");
dialogue:AddLine(text, bronann);
text = hoa_system.Translate("Maybe yes, maybe no!");
dialogue:AddLine(text, orlinn);
text = hoa_system.Translate("Oh no, please Orlinn, I need it!");
dialogue:AddLineEmote(text, bronann, "sweat drop");
text = hoa_system.Translate("Sure, I'll help you but only if you can catch me!");
dialogue:AddLineEvent(text, orlinn, "", "Quest1: Make Orlinn run and hide");
DialogueManager:AddDialogue(dialogue);
orlinn:AddDialogueReference(dialogue);
else
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("Heya Bro! Wanna play with me?");
dialogue:AddLine(text, orlinn);
DialogueManager:AddDialogue(dialogue);
orlinn:AddDialogueReference(dialogue);
end
-- Default behaviour
EventManager:TerminateAllEvents(orlinn);
event = hoa_map.RandomMoveSpriteEvent("Orlinn random move", orlinn, 4000, 2000);
event:AddEventLinkAtEnd("Orlinn random move", 3000); -- Loop on itself
EventManager:RegisterEvent(event);
EventManager:StartEvent("Orlinn random move");
end
-- Helps with the two step fade in the forest event
local bright_light_time = {}
-- Map Custom functions
if (map_functions == nil) then
map_functions = {}
end
map_functions = {
Quest1GeorgesDialogueDone = function()
GlobalManager:SetEventValue("layna_center", "quest1_georges_dialogue_done", 1);
-- Makes Orlinn aware that Bronann has talked to Georges.
_UpdateOrlinnAndKalyaState();
_UpdateGeorgesDialogue();
end,
Quest1OrlinnRunAndHide = function()
orlinn:SetMoving(false); -- in case he's moving
orlinn:SetMovementSpeed(hoa_map.MapMode.VERY_FAST_SPEED);
orlinn:ClearDialogueReferences();
EventManager:TerminateAllEvents(orlinn);
-- Updates Orlinn's state
GlobalManager:SetEventValue("layna_center", "quest1_orlinn_dialogue1_done", 1);
end,
Quest1GeorgesTellsBronannAboutLilly = function()
GlobalManager:SetEventValue("layna_center", "quest1_pen_given_done", 1);
-- Remove the pen key item from inventory
local pen_item_id = 70001;
if (GlobalManager:IsObjectInInventory(pen_item_id) == true) then
GlobalManager:RemoveFromInventory(pen_item_id);
end
-- Updates Georges dialogue
_UpdateGeorgesDialogue();
end,
Prepare_forest_event = function()
-- Scene event
Map:PushState(hoa_map.MapMo