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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_south_entrance = 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 entrance"
-- The number of rows, and columns that compose the map
num_tile_cols = 32
num_tile_rows = 24
-- 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_house_exterior"
tileset_filenames[2] = "mountain_house_exterior2"
tileset_filenames[3] = "mountain_landscape"
tileset_filenames[4] = "water_tileset"
tileset_filenames[5] = "harrvah_house_exterior"
tileset_filenames[6] = "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] = { 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1 }
map_grid[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, 0, 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 }
map_grid[2] = { 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, 1, 0, 0 }
map_grid[3] = { 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, 1, 1, 1 }
map_grid[4] = { 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, 1, 0, 0 }
map_grid[5] = { 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, 1, 0, 0 }
map_grid[6] = { 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, 1, 0, 0 }
map_grid[7] = { 1, 1, 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, 1, 1, 1 }
map_grid[8] = { 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, 1, 1, 1 }
map_grid[9] = { 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, 1, 1, 1 }
map_grid[10] = { 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, 1, 1, 1 }
map_grid[11] = { 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, 1, 1 }
map_grid[12] = { 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, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1 }
map_grid[13] = { 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, 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 }
map_grid[14] = { 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, 1, 1 }
map_grid[15] = { 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, 0, 0, 0, 0, 0, 0, 0, 0, 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 }
map_grid[16] = { 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, 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, 1, 1 }
map_grid[17] = { 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, 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, 1 }
map_grid[18] = { 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, 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, 1, 1 }
map_grid[19] = { 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, 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, 1, 1 }
map_grid[20] = { 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, 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, 1, 1 }
map_grid[21] = { 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, 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, 0, 0, 0, 0, 0, 0, 0, 1 }
map_grid[22] = { 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, 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, 0, 0, 0, 0, 0, 0, 1, 1 }
map_grid[23] = { 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, 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, 0, 0, 0, 0, 0, 0, 1, 1 }
map_grid[24] = { 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, 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, 1, 1 }
map_grid[25] = { 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, 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, 1 }
map_grid[26] = { 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, 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, 1, 1 }
map_grid[27] = { 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, 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, 1, 1, 0 }
map_grid[28] = { 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, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0 }
map_grid[29] = { 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, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0 }
map_grid[30] = { 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, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 0, 0 }
map_grid[31] = { 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, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 0, 0 }
map_grid[32] = { 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, 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, 0, 0, 0, 0, 0, 1, 0, 0 }
map_grid[33] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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 }
map_grid[34] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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 }
map_grid[35] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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 }
map_grid[36] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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 }
map_grid[37] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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 }
map_grid[38] = { 0, 0, 0, 0, 0, 0, 0, 0, 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, 1, 1, 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, 0, 0, 0, 0, 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, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1 }
map_grid[40] = { 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, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1 }
map_grid[41] = { 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, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0 }
map_grid[42] = { 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, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0 }
map_grid[43] = { 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, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0 }
map_grid[44] = { 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, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0 }
map_grid[45] = { 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, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0 }
map_grid[46] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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, 0, 0 }
map_grid[47] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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 }
-- The tile layers. The numbers are indeces to the tile_mappings table.
layers = {}
layers[0] = {}
layers[0].type = "ground"
layers[0].name = "Background"
layers[0][0] = { 591, 590, 591, 606, 590, 607, 591, 606, 606, 591, 607, 590, 606, 606, 607, 591, 607, 606, 591, 591, 607, 591, 607, 591, 607, 606, 590, 607, 606, 606, 607, 607 }
layers[0][1] = { 607, 607, 591, 607, 591, 606, 591, 590, 607, 590, 591, 606, 606, 523, 524, 525, 591, 607, 591, 607, 607, 590, 590, 590, 607, 591, 590, 591, 606, 590, 606, 607 }
layers[0][2] = { 591, 591, 607, 606, 591, 607, 590, 590, 590, 606, 606, 591, 591, 555, 638, 623, 525, 591, 590, 590, 607, 590, 606, 607, 607, 606, 607, 590, 590, 591, 591, 607 }
layers[0][3] = { 590, 606, 591, 591, 607, 607, 590, 606, 591, 590, 606, 591, 591, 591, 539, 540, 541, 606, 591, 607, 590, 607, 590, 590, 606, 590, 607, 590, 591, 590, 607, 590 }
layers[0][4] = { 591, 590, 591, 591, 590, 590, 607, 606, 590, 606, 607, 606, 607, 607, 555, 556, 557, 606, 591, 607, 591, 590, 590, 590, 591, 607, 590, 606, 591, 607, 591, 606 }
layers[0][5] = { 606, 606, 591, 591, 607, 591, 607, 591, 606, 607, 590, 590, 607, 607, 590, 606, 607, 607, 607, 590, 590, 591, 606, 590, 607, 607, 590, 606, 590, 591, 607, 590 }
layers[0][6] = { 607, 591, 590, 590, 607, 606, 606, 591, 606, 607, 590, 607, 606, 607, 590, 607, 607, 607, 607, 591, 606, 607, 590, 607, 590, 606, 606, 606, 606, 606, 590, 591 }
layers[0][7] = { 590, 591, 591, 591, 591, 607, 606, 591, 606, 590, 590, 607, 606, 607, 524, 525, 606, 607, 606, 591, 607, 606, 591, 590, 590, 590, 591, 607, 591, 590, 590, 607 }
layers[0][8] = { 607, 591, 607, 591, 523, 524, 607, 607, 591, 606, 606, 607, 591, 606, 607, 590, 591, 607, 590, 590, 606, 590, 606, 607, 607, 590, 590, 0, 590, 590, 591, 606 }
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layers[1].name = "Background 2"
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layers[2] = {}
layers[2].type = "ground"
layers[2].name = "Background 3"
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layers[3] = {}
layers[3].type = "sky"
layers[3].name = "Sky"
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layers[3][17] = { -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 448, 449, 450, 451, 452, 453, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }
layers[3][18] = { -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 366, 315, 366, -1, 464, -1, -1, -1, -1, 469, -1, 366, 316, 366, -1, -1, -1, -1, -1, -1 }
layers[3][19] = { -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 317, 382, 331, 382, 286, -1, 747, 747, 747, 747, -1, 286, 382, 332, 382, 286, -1, -1, -1, -1, -1 }
layers[3][20] = { -1, 458, -1, 316, -1, 316, -1, 315, -1, 366, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 412, -1, -1, -1, -1, -1 }
layers[3][21] = { 363, 426, 364, 332, 364, 332, 364, 331, 364, 382, 427, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 366, -1, -1, -1 }
layers[3][22] = { -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 286, 364, 382, 364, 427, -1 }
layers[3][23] = { -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 443, -1 }
layers[4] = {}
layers[4].type = "sky"
layers[4].name = "sky2"
layers[4][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 }
layers[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, -1 }
layers[4][2] = { -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }
layers[4][3] = { -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }
layers[4][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[4][5] = { -1, -1, -1, -1, -1, -1, -1, -1, -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[4][6] = { -1, -1, -1, -1, -1, -1, -1, -1, -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[4][7] = { -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }
layers[4][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 }
layers[4][9] = { -1, -1, -1, -1, -1, -1, -1, -1, -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[4][10] = { -1, -1, -1, -1, -1, -1, -1, -1, -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[4][11] = { -1, -1, -1, -1, -1, -1, -1, -1, -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[4][12] = { -1, -1, -1, -1, -1, -1, -1, -1, -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[4][13] = { -1, -1, -1, -1, -1, -1, -1, -1, -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[4][14] = { -1, -1, -1, -1, -1, -1, -1, -1, -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[4][15] = { -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 236, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }
layers[4][16] = { -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 236, 237, 238, 239, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }
layers[4][17] = { -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 252, 253, 254, 255, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }
layers[4][18] = { -1, -1, -1, -1, -1, -1, -1, -1, -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[4][19] = { -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 413, -1, -1, -1, -1, -1 }
layers[4][20] = { -1, -1, -1, -1, -1, -1, -1, -1, -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[4][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, -1 }
layers[4][22] = { -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 560, -1 }
layers[4][23] = { -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 576, -1 }
-- Valyria Tear map editor end. Do not edit this line. Place your scripts after this line. --
local bronann = {};
local orlinn = {};
-- 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();
-- 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", 32, 4);
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(3, 34);
bronann:SetDirection(hoa_map.MapMode.EAST);
elseif (GlobalManager:GetPreviousLocation() == "from right house") then
bronann:SetPosition(48, 34);
bronann:SetDirection(hoa_map.MapMode.SOUTH);
AudioManager:PlaySound("snd/door_close.wav");
elseif (GlobalManager:GetPreviousLocation() == "from left house") then
bronann:SetPosition(20, 34);
bronann:SetDirection(hoa_map.MapMode.SOUTH);
AudioManager:PlaySound("snd/door_close.wav");
end
Map:AddGroundObject(bronann);
end
function _CreateNPCs()
local npc = {}
local text = {}
local dialogue = {}
local event = {}
npc = CreateSprite(Map, "Herth", 45, 39);
Map:AddGroundObject(npc);
if (GlobalManager:DoesEventExist("story", "Quest2_forest_event_done") == true) then
-- At that moment, Herth isn't there anymore.
npc:SetVisible(false);
npc:SetCollisionMask(hoa_map.MapMode.NO_COLLISION);
else
npc:SetDirection(hoa_map.MapMode.SOUTH);
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("Hi Bronann.");
dialogue:AddLine(text, npc);
text = hoa_system.Translate("Hi Herth. I see you've blocked the gate, why so?");
dialogue:AddLine(text, bronann);
text = hoa_system.Translate("Don't worry too much, I'm just preventing from strangers to sneak in at night.");
dialogue:AddLine(text, npc);
text = hoa_system.Translate("Some people have been reporting thefts in the villages around lately.");
dialogue:AddLine(text, npc);
text = hoa_system.Translate("Wow, do you think they would come here?");
dialogue:AddLine(text, bronann);
text = hoa_system.Translate("It's a possibility but don't worry too much, ok?");
dialogue:AddLine(text, npc);
DialogueManager:AddDialogue(dialogue);
npc:AddDialogueReference(dialogue);
-- The second time, just repeat the sentence
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("It's a possibility but don't worry too much, ok?");
dialogue:AddLine(text, npc);
DialogueManager:AddDialogue(dialogue);
npc:AddDialogueReference(dialogue);
end
orlinn = CreateSprite(Map, "Orlinn", 29, 22);
orlinn:SetDirection(hoa_map.MapMode.EAST);
orlinn:SetMovementSpeed(hoa_map.MapMode.VERY_FAST_SPEED);
Map:AddGroundObject(orlinn);
_UpdateOrlinnState();
end
function _CreateObjects()
local object = {}
object = CreateObject(Map, "Tree Big1", 42, 10);
if (object ~= nil) then Map:AddGroundObject(object) end;
-- Small door lights
Map:AddLight("img/misc/lights/sun_flare_light_small_main.lua",
"img/misc/lights/sun_flare_light_small_secondary.lua",
20.0, 29.5,
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",
48.0, 29.5,
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);
end
-- Creates all events and sets up the entire event sequence chain
function _CreateEvents()
local event = {};
-- Triggered Events
event = hoa_map.MapTransitionEvent("to Village center", "dat/maps/layna_village/layna_village_center.lua", "from_village_south");
EventManager:RegisterEvent(event);
event = hoa_map.MapTransitionEvent("to Village riverbank", "dat/maps/layna_village/layna_village_riverbank.lua", "from_village_south");
EventManager:RegisterEvent(event);
event = hoa_map.MapTransitionEvent("to left house", "dat/maps/layna_village/layna_village_south_entrance_left_house.lua", "from_village_south");
EventManager:RegisterEvent(event);
event = hoa_map.MapTransitionEvent("to right house", "dat/maps/layna_village/layna_village_south_entrance_right_house.lua", "from_village_south");
EventManager:RegisterEvent(event);
-- Orlinn events
event = hoa_map.ScriptedEvent("Quest1: Start Orlinn Hide n Seek2", "Quest1_Orlinn_Start_Hide_N_Seek2", "");
event:AddEventLinkAtEnd("Quest1: Make Orlinn run");
EventManager:RegisterEvent(event);
event = hoa_map.PathMoveSpriteEvent("Quest1: Make Orlinn run", orlinn, 30, 2, true);
event:AddEventLinkAtEnd("Quest1: Make Orlinn disappear");
EventManager:RegisterEvent(event);
event = hoa_map.ScriptedSpriteEvent("Quest1: Make Orlinn disappear", orlinn, "MakeInvisible", "");
EventManager:RegisterEvent(event);
end
function _CreateZones()
-- N.B.: left, right, top, bottom
village_center_zone = hoa_map.CameraZone(8, 62, 0, 2, hoa_map.MapMode.CONTEXT_01);
Map:AddZone(village_center_zone);
to_village_riverbank_zone = hoa_map.CameraZone(0, 1, 26, 43, hoa_map.MapMode.CONTEXT_01);
Map:AddZone(to_village_riverbank_zone);
to_left_house_zone = hoa_map.CameraZone(18, 22, 32, 33, hoa_map.MapMode.CONTEXT_01);
Map:AddZone(to_left_house_zone);
to_right_house_zone = hoa_map.CameraZone(46, 50, 32, 33, hoa_map.MapMode.CONTEXT_01);
Map:AddZone(to_right_house_zone);
end
function _CheckZones()
if (village_center_zone:IsCameraEntering() == true) then
-- Stop the character as it may walk in diagonal, which is looking strange
-- when entering
bronann:SetMoving(false);
EventManager:StartEvent("to Village center");
end
if (to_village_riverbank_zone:IsCameraEntering() == true) then
-- Stop the character as it may walk in diagonal, which is looking strange
-- when entering
bronann:SetMoving(false);
EventManager:StartEvent("to Village riverbank");
end
if (to_left_house_zone:IsCameraEntering() == true) then
-- Stop the character as it may walk in diagonal, which is looking strange
-- when entering
bronann:SetMoving(false);
AudioManager:PlaySound("snd/door_open2.wav");
EventManager:StartEvent("to left house");
end
if (to_right_house_zone:IsCameraEntering() == true) then
-- Stop the character as it may walk in diagonal, which is looking strange
-- when entering
bronann:SetMoving(false);
AudioManager:PlaySound("snd/door_open2.wav");
EventManager:StartEvent("to right house");
end
end
-- Custom inner map functions
function _UpdateOrlinnState()
local text = {}
local dialogue = {}
local event = {}
event = hoa_map.PathMoveSpriteEvent("Hide n Seek1: Orlinn goes right", orlinn, 31, 22, false);
event:AddEventLinkAtEnd("Hide n Seek1: Orlinn looks south");
EventManager:RegisterEvent(event);
event = hoa_map.ChangeDirectionSpriteEvent("Hide n Seek1: Orlinn looks south", orlinn, hoa_map.MapMode.SOUTH);
event:AddEventLinkAtEnd("Hide n Seek1: Orlinn goes left", 800);
EventManager:RegisterEvent(event);
event = hoa_map.PathMoveSpriteEvent("Hide n Seek1: Orlinn goes left", orlinn, 29, 22, false);
event:AddEventLinkAtEnd("Hide n Seek1: Orlinn goes right", 8000); -- finish the event loop.
EventManager:RegisterEvent(event);
if (GlobalManager:DoesEventExist("layna_south_entrance", "quest1_orlinn_hide_n_seek1_done") == true) then
-- Orlinn shouldn't be here, so we make him invisible
orlinn:SetCollisionMask(hoa_map.MapMode.NO_COLLISION);
orlinn:SetVisible(false);
return;
elseif (GlobalManager:DoesEventExist("layna_center", "quest1_orlinn_dialogue1_done") == true) then
-- Start the hide and seek 1 position when it has to happen
EventManager:StartEvent("Hide n Seek1: Orlinn goes right", 8000);
-- Set up the dialogue.
dialogue = hoa_map.SpriteDialogue();
text = hoa_system.Translate("Yiek!!!");
dialogue:AddLineEvent(text, orlinn, "", "Quest1: Start Orlinn Hide n Seek2");
DialogueManager:AddDialogue(dialogue);
orlinn:AddDialogueReference(dialogue);
return;
end
-- Orlinn default behaviour
orlinn:SetCollisionMask(hoa_map.MapMode.NO_COLLISION);
orlinn:SetVisible(false);
end
-- Map Custom functions
if (map_functions == nil) then
map_functions = {}
end
map_functions = {
Quest1_Orlinn_Start_Hide_N_Seek2 = 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_south_entrance", "quest1_orlinn_hide_n_seek1_done", 1);
end,
MakeInvisible = function(sprite)
if (sprite ~= nil) then
sprite:SetVisible(false);
sprite:SetCollisionMask(hoa_map.MapMode.NO_COLLISION);
end
end
}
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