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This will let you convert all your monsters from XML files to lua files.
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local coniditionImmunities = {"earth","fire","energy","bleed","paralyze","outfit","invisible","drunk","drown","ice","holy","death"} | ||
local combatImmunities = {"physical","energy","earth","fire","undefined","lifedrain","manadrain","heal","drown","ice","holy","death"} | ||
local races = {"venom","blood","undead","fire","energy"} | ||
local convertElements = { | ||
[1] = "COMBAT_PHYSICALDAMAGE", [2] = "COMBAT_ENERGYDAMAGE", [4] = "COMBAT_EARTHDAMAGE", [8] = "COMBAT_FIREDAMAGE", [16] = "COMBAT_UNDEFINEDDAMAGE", [32] = "COMBAT_LIFEDRAIN", [64] = "COMBAT_MANADRAIN", [128] = "COMBAT_HEALING", | ||
[256] = "COMBAT_DROWNDAMAGE", [512] = "COMBAT_ICEDAMAGE", [1024] = "COMBAT_HOLYDAMAGE", [2048] = "COMBAT_DEATHDAMAGE" | ||
} | ||
local combats = { | ||
["physical"] = "COMBAT_PHYSICALDAMAGE", ["bleed"] = "COMBAT_PHYSICALDAMAGE", ["poison"] = "COMBAT_EARTHDAMAGE", ["earth"] = "COMBAT_EARTHDAMAGE", ["fire"] = "COMBAT_FIREDAMAGE", ["energy"] = "COMBAT_ENERGYDAMAGE", | ||
["drown"] = "COMBAT_DROWNDAMAGE", ["ice"] = "COMBAT_ICEDAMAGE", ["holy"] = "COMBAT_HOLYDAMAGE", ["death"] = "COMBAT_DEATHDAMAGE", ["lifedrain"] = "COMBAT_LIFEDRAIN", ["manadrain"] = "COMBAT_MANADRAIN", ["healing"] = "COMBAT_HEALING" | ||
} | ||
local combatBits = { | ||
[1] = "physical", [2] = "energy", [4] = "poison", [8] = "fire", [16] = "undefined", [32] = "lifedrain", [64] = "manadrain", [128] = "healing", | ||
[256] = "drown", [512] = "ice", [1024] = "holy", [2048] = "death" | ||
} | ||
local conditionBits = { | ||
[1] = "poison", [2] = "fire", [4] = "energy", [8] = "physical", [16] = "haste", [32] = "paralyze", [64] = "outfit", [128] = "invisible", | ||
[256] = "light", [512] = "manashield", [1024] = "infight", [2048] = "drunk", [32768] = "drown", [1048576] = "freezing", | ||
[bit.lshift(1, 21)] = "holy", [bit.lshift(1, 22)] = "cursed" | ||
} | ||
local conditions = { | ||
["firecondition"] = "CONDITION_FIRE", ["earthcondition"] = "CONDITION_POISON", ["poisoncondition"] = "CONDITION_POISON", ["energycondition"] = "CONDITION_ENERGY", ["drowncondition"] = "CONDITION_DROWN", | ||
["icecondition"] = "CONDITION_FREEZING", ["freezecondition"] = "CONDITION_FREEZING", ["holycondition"] = "CONDITION_DAZZLED", ["deathcondition"] = "CONDITION_CURSED", ["cursecondition"] = "CONDITION_CURSED", ["physicalcondition"] = "CONDITION_BLEEDING", ["bleedcondition"] = "CONDITION_BLEEDING" | ||
} | ||
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||
local function serializeOutfit(mType) | ||
local outfit = mType:getOutfit() | ||
local s = "" | ||
local first = true | ||
for k,v in pairs(outfit) do | ||
if v ~= 0 then | ||
if not first then | ||
s = s ..',\n ' | ||
end | ||
s = s ..''.. k ..' = '.. v | ||
first = false | ||
end | ||
end | ||
return s | ||
end | ||
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local function serializeEvents(mType) | ||
local events = mType:getCreatureEvents() | ||
local s = "" | ||
local first = true | ||
for k,v in pairs(events) do | ||
if not first then | ||
s = s ..',\n ' | ||
end | ||
s = s ..'"'.. v ..'"' | ||
first = false | ||
end | ||
return s | ||
end | ||
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||
local function serializeSummons(mType) | ||
local summons = mType:getSummonList() | ||
local s = "" | ||
local first = true | ||
for i = 1, #summons do | ||
if not first then | ||
s = s ..',\n ' | ||
end | ||
s = s ..'{name = "'.. summons[i].name ..'", chance = '.. summons[i].chance ..', interval = '.. summons[i].speed ..'}' | ||
first = false | ||
end | ||
return s | ||
end | ||
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||
local function serializeVoices(mType) | ||
local voices = mType:getVoices() | ||
local s = "" | ||
local first = true | ||
for i = 1, #voices do | ||
if not first then | ||
s = s ..',\n ' | ||
end | ||
s = s ..'{text = "'.. voices[i].text ..'", yell = '.. tostring(voices[i].yellText == 1 and true or false) ..'}' | ||
first = false | ||
end | ||
return s | ||
end | ||
|
||
local function serializeElements(mType) | ||
local elements = mType:getElementList() | ||
local s = "" | ||
local first = true | ||
for k,v in pairs(elements) do | ||
if not first then | ||
s = s ..',\n ' | ||
end | ||
s = s ..'{type = '.. convertElements[k] ..', percent = '.. v ..'}' | ||
first = false | ||
end | ||
return s | ||
end | ||
|
||
local function serializeImmunities(mType) | ||
local condition = mType:getConditionImmunities() | ||
local combat = mType:getCombatImmunities() | ||
local s = "" | ||
local first = true | ||
local t = {} | ||
for k,v in pairs(conditionBits) do | ||
hasCondition = hasBitSet(k, condition) | ||
if hasCondition then | ||
t[v] = {condition = hasCondition} | ||
end | ||
end | ||
for k,v in pairs(combatBits) do | ||
hasCombat = hasBitSet(k, combat) | ||
if hasCombat then | ||
if t[v] then | ||
t[v].combat = hasCombat | ||
else | ||
t[v] = {combat = hasCombat} | ||
end | ||
end | ||
end | ||
for k,v in pairs(t) do | ||
if not first then | ||
s = s ..',\n ' | ||
end | ||
s = s ..'{type = "'.. k ..'", condition = '.. tostring(v.condition == 1 and true or false) ..', combat = '.. tostring(v.combat == 1 and true or false) ..'}' | ||
first = false | ||
end | ||
return s | ||
end | ||
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local function serializeLoot(mType) | ||
local loot = mType:getLoot() | ||
local s = "" | ||
local first = true | ||
for i = 1, #loot do | ||
if not first then | ||
s = s ..',\n ' | ||
end | ||
s = s ..'{id = '.. loot[i].itemId ..' --[['.. ItemType(loot[i].itemId):getName() ..']], ' | ||
if loot[i].maxCount > 1 then | ||
s = s ..'maxCount = '.. loot[i].maxCount ..', ' | ||
end | ||
if loot[i].subType ~= -1 then | ||
s = s ..'subType = '.. loot[i].subType ..', ' | ||
end | ||
if loot[i].actionId ~= -1 then | ||
s = s ..'actionId = '.. loot[i].actionId ..', ' | ||
end | ||
s = s ..'chance = '.. loot[i].chance ..'}' | ||
first = false | ||
end | ||
return s | ||
end | ||
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local function serializeAttacks(mType) | ||
local attacks = mType:getAttackList() | ||
local s = "" | ||
local first = true | ||
for i = 1, #attacks do | ||
if not first then | ||
s = s ..',\n ' | ||
end | ||
if table.contains({"physical","bleed","poison","earth","fire","energy","drown","ice","holy","death","lifedrain","manadrain","healing"}, attacks[i].name) then | ||
s = s ..'{name = "combat", type = '.. combats[attacks[i].name] ..', ' | ||
elseif table.contains({"firecondition","earthcondition","poisoncondition","energycondition","freezecondition","icecondition","cursecondition","deathcondition","dazzlecondition","holycondition","physicalcondition","bleedcondition","drowncondition"}, attacks[i].name) then | ||
s = s ..'{name = "condition", type = '.. conditions[attacks[i].name] ..', ' | ||
else | ||
s = s ..'{name = "'.. attacks[i].name ..'", ' | ||
end | ||
if attacks[i].name == "melee" then | ||
s = s ..' attack = '.. attacks[i].attack ..', skill = '.. attacks[i].skill ..', minDamage = '.. attacks[i].minCombatValue ..', maxDamage = '.. attacks[i].maxCombatValue ..', interval = '.. attacks[i].speed ..'}' | ||
else | ||
s = s ..' chance = '.. attacks[i].chance ..', interval = '.. attacks[i].speed ..', minDamage = '.. attacks[i].minCombatValue ..', maxDamage = '.. attacks[i].maxCombatValue ..'' | ||
if attacks[i].needTarget == 1 then | ||
s = s ..', target = '.. tostring(attacks[i].needTarget == 1 and true or false) ..'' | ||
end | ||
if attacks[i].duration ~= nil then | ||
s = s ..', duration = '.. attacks[i].duration ..'' | ||
end | ||
if attacks[i].speedChange ~= nil then | ||
s = s ..', speedChange = '.. attacks[i].speedChange ..'' | ||
end | ||
if attacks[i].range ~= nil then | ||
s = s ..', range = '.. attacks[i].range ..'' | ||
end | ||
if attacks[i].length ~= nil then | ||
s = s ..', length = '.. attacks[i].length ..'' | ||
end | ||
if attacks[i].spread ~= nil then | ||
s = s ..', spread = '.. attacks[i].spread ..'' | ||
end | ||
if attacks[i].radius ~= nil then | ||
s = s ..', radius = '.. attacks[i].radius ..'' | ||
end | ||
if attacks[i].shootType ~= nil then | ||
s = s ..', shootEffect = '.. attacks[i].shootType ..'' | ||
end | ||
s = s ..'}' | ||
end | ||
first = false | ||
end | ||
return s | ||
end | ||
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local function serializeDefenses(mType) | ||
local defenses = mType:getDefenseList() | ||
local first = true | ||
local s = 'defense = '.. mType:defense() ..',\n armor = '.. mType:armor() ..',\n ' | ||
for i = 1, #defenses do | ||
if not first then | ||
s = s ..',\n ' | ||
end | ||
if table.contains({"physical","bleed","poison","earth","fire","energy","drown","ice","holy","death","lifedrain","manadrain","healing"}, defenses[i].name) then | ||
s = s ..'{name = "combat", type = '.. combats[defenses[i].name] ..', ' | ||
elseif table.contains({"firecondition","earthcondition","poisoncondition","energycondition","freezecondition","icecondition","cursecondition","deathcondition","dazzlecondition","holycondition","physicalcondition","bleedcondition","drowncondition"}, defenses[i].name) then | ||
s = s ..'{name = "condition", type = '.. conditions[defenses[i].name] ..', ' | ||
else | ||
s = s ..'{name = "'.. defenses[i].name ..'", ' | ||
end | ||
if defenses[i].name == "melee" then | ||
s = s ..' attack = '.. defenses[i].attack ..', skill = '.. defenses[i].skill ..', minDamage = '.. attacks[i].minCombatValue ..', maxDamage = '.. attacks[i].maxCombatValue ..', interval = '.. defenses[i].speed ..'}' | ||
else | ||
s = s ..' chance = '.. defenses[i].chance ..', interval = '.. defenses[i].speed ..', minDamage = '.. defenses[i].minCombatValue ..', maxDamage = '.. defenses[i].maxCombatValue ..'' | ||
if defenses[i].needTarget == 1 then | ||
s = s ..', target = '.. tostring(defenses[i].needTarget == 1 and true or false) ..'' | ||
end | ||
if defenses[i].duration ~= nil then | ||
s = s ..', duration = '.. defenses[i].duration ..'' | ||
end | ||
if defenses[i].speedChange ~= nil then | ||
s = s ..', speedChange = '.. defenses[i].speedChange ..'' | ||
end | ||
if defenses[i].range ~= nil then | ||
s = s ..', range = '.. defenses[i].range ..'' | ||
end | ||
if defenses[i].length ~= nil then | ||
s = s ..', length = '.. defenses[i].length ..'' | ||
end | ||
if defenses[i].spread ~= nil then | ||
s = s ..', spread = '.. defenses[i].spread ..'' | ||
end | ||
if defenses[i].radius ~= nil then | ||
s = s ..', radius = '.. defenses[i].radius ..'' | ||
end | ||
if defenses[i].shootType ~= nil then | ||
s = s ..', shootEffect = '.. defenses[i].shootType ..'' | ||
end | ||
s = s ..'}' | ||
end | ||
first = false | ||
end | ||
return s | ||
end | ||
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local talk = TalkAction("/xmltolua") | ||
|
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function talk.onSay(player, words, param) | ||
if not player:getGroup():getAccess() then | ||
return true | ||
end | ||
for name, mType in pairs(Game.getMonsterTypes()) do | ||
if mType then | ||
local exists = io.open("data/xmltolua/monsters/".. name ..".lua", "r") | ||
if exists then | ||
exists:close() | ||
goto continue | ||
end | ||
local f = io.open("data/xmltolua/monsters/".. name ..".lua", "w") | ||
f:write('local mtype = Game.createMonsterType("'.. name ..'")\n') | ||
f:write('local monster = {}\n') | ||
f:write('monster.description = "'.. mType:nameDescription():lower() ..'"\n') | ||
f:write('monster.experience = '.. mType:experience() ..'\n') | ||
f:write('monster.outfit = {\n '.. serializeOutfit(mType) ..'\n}\n\n') | ||
f:write('monster.health = '.. mType:health() ..'\n') | ||
f:write('monster.maxHealth = monster.health\n') | ||
f:write('monster.race = "'.. races[mType:race()] ..'"\n') | ||
f:write('monster.corpse = '.. mType:corpseId() ..'\n') | ||
f:write('monster.speed = '.. mType:baseSpeed() ..'\n') | ||
if mType:runHealth() > 0 then | ||
f:write('monster.runHealth = '.. mType:runHealth() ..'\n') | ||
end | ||
f:write('monster.maxSummons = '.. mType:maxSummons() ..'\n\n') | ||
f:write('monster.changeTarget = {\n interval = '.. mType:changeTargetSpeed() ..',\n chance = '.. mType:changeTargetChance() ..'\n}\n\n') | ||
f:write('monster.flags = {\n healthHidden = '.. tostring(mType:isHealthHidden()) ..',\n summonable = '.. tostring(mType:isSummonable()) ..',\n attackable = '.. tostring(mType:isAttackable()) ..',\n hostile = '.. tostring(mType:isHostile()) ..',\n convinceable = '.. tostring(mType:isConvinceable()) ..',\n illusionable = '.. tostring(mType:isIllusionable()) ..',\n canPushItems = '.. tostring(mType:canPushItems()) ..',\n canPushCreatures = '.. tostring(mType:canPushCreatures()) ..',\n targetDistance = '.. mType:getTargetDistance() ..',\n staticAttack = '.. mType:getStaticAttackChance() ..'\n}\n\n') | ||
if #mType:getSummonList() ~= 0 then | ||
f:write('monster.summons = {\n '.. serializeSummons(mType) ..'\n}\n\n') | ||
end | ||
if #mType:getVoices() ~= 0 then | ||
f:write('monster.voices = {\n interval = '.. mType:yellSpeedTicks() ..',\n chance = '.. mType:yellChance() ..',\n') | ||
f:write(' '.. serializeVoices(mType) ..'\n}\n\n') | ||
end | ||
if #mType:getLoot() ~= 0 then | ||
f:write('monster.loot = {\n '.. serializeLoot(mType) ..'\n}\n\n') | ||
end | ||
if #mType:getAttackList() ~= 0 then | ||
f:write('monster.attacks = {\n '.. serializeAttacks(mType) ..'\n}\n\n') | ||
end | ||
if #mType:getDefenseList() ~= 0 then | ||
f:write('monster.defenses = {\n '.. serializeDefenses(mType) ..'\n}\n\n') | ||
end | ||
if #mType:getElementList() ~= 0 then | ||
f:write('monster.elements = {\n '.. serializeElements(mType) ..'\n}\n\n') | ||
end | ||
if mType:getConditionImmunities() or mType:getCombatImmunities() then | ||
f:write('monster.immunities = {\n '.. serializeImmunities(mType) ..'\n}\n\n') | ||
end | ||
if #mType:getCreatureEvents() ~= 0 then | ||
f:write('monster.events = {\n '.. serializeEvents(mType) ..'\n}\n\n') | ||
end | ||
f:write('mtype:register(monster)') | ||
f:close() | ||
::continue:: | ||
end | ||
end | ||
return false | ||
end | ||
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talk:register() |
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