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- require "Libraries/CYK/Util" -- NEEDED FOR CYK TO RUN
- encountertext = "Time to proceed..." -- Modify as necessary. It will only be read out in the action select screen.
- music = "Proceed"
- wavetimer = 4
- arenasize = { 155, 130 }
- arenapos = { 320, 200 } -- Position of the middle of the bottom of the arena at the start of the next wave.
- -- List of Players. Each Player added here must have a script with the same name in the mod's Lua/Players folder.
- players = { "KrisBasic"}
- -- Position of each Player on the screen. It is made of tables with two values.
- -- Each table contains an x value and a y value. These values move the bottom left corner of each Player's sprite.
- playerpositions = {
- { 60, 250 }
- }
- -- List of enemies. Each enemy added here must have a script with the same name in the mod's Lua/Monsters folder.
- enemies = { "Noelle" }
- -- Position of each enemy on the screen. It is made of tables with two values.
- -- Each table contains an x value and a y value. These values move the bottom left corner of each enemy's sprite.
- enemypositions = {
- { 500, 260 },
- }
- -- unescape = false -- Uncomment me to remove the pesky QUITTING text when trying to exit the encounter!
- -- CYK's debug level:
- -- 0- = No warning
- -- 1 = Important warnings
- -- 2 = All warnings
- -- 3+ = All debug messages
- CYKDebugLevel = 0
- gold = 1
- Pissedoff = false
- -- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.
- -- Function called at the very beginning of the encounter.
- function EncounterStarting()
- -- Set the player's inventory up here!
- -- Intro text!
- nextwaves = {"Snow"}
- enemies[1]["currentdialogue"] = {"[voice:v_noelle]Kris...", "[voice:v_noelle]Why are you doing this?", "[voice:v_noelle]I though we were friends!", "[voice:v_noelle]But now look...", "[voice:v_noelle]Kris... [w:7]Susie's gone because of...", "[voice:v_noelle]You...[noskip][func:LaunchMusic]"}
- end
- -- Function called after the enemies have spoken, before entering a wave
- function EnemyDialogueEnding()
- end
- -- Function called after the defense round ends
- function DefenseEnding()
- if tauntcount == 4 then
- nextwaves = {"Empty"}
- elseif Pissedoff == true then
- nextwaves = {"SnowTarget", "Snow"}
- end
- end
- require "Libraries/CYK/CYKPreProcessing" -- NEEDED FOR CYK TO RUN
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