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Encounter script

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Oct 26th, 2021
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  1. require "Libraries/CYK/Util" -- NEEDED FOR CYK TO RUN
  2.  
  3. encountertext = "Time to proceed..." -- Modify as necessary. It will only be read out in the action select screen.
  4.  
  5. music = "Proceed"
  6. wavetimer = 4
  7. arenasize = { 155, 130 }
  8. arenapos = { 320, 200 } -- Position of the middle of the bottom of the arena at the start of the next wave.
  9.  
  10. -- List of Players. Each Player added here must have a script with the same name in the mod's Lua/Players folder.
  11. players = { "KrisBasic"}
  12. -- Position of each Player on the screen. It is made of tables with two values.
  13. -- Each table contains an x value and a y value. These values move the bottom left corner of each Player's sprite.
  14. playerpositions = {
  15. { 60, 250 }
  16. }
  17.  
  18. -- List of enemies. Each enemy added here must have a script with the same name in the mod's Lua/Monsters folder.
  19. enemies = { "Noelle" }
  20. -- Position of each enemy on the screen. It is made of tables with two values.
  21. -- Each table contains an x value and a y value. These values move the bottom left corner of each enemy's sprite.
  22. enemypositions = {
  23. { 500, 260 },
  24. }
  25.  
  26. -- unescape = false -- Uncomment me to remove the pesky QUITTING text when trying to exit the encounter!
  27.  
  28. -- CYK's debug level:
  29. -- 0- = No warning
  30. -- 1 = Important warnings
  31. -- 2 = All warnings
  32. -- 3+ = All debug messages
  33. CYKDebugLevel = 0
  34. gold = 1
  35. Pissedoff = false
  36.  
  37. -- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.
  38.  
  39. -- Function called at the very beginning of the encounter.
  40. function EncounterStarting()
  41. -- Set the player's inventory up here!
  42. -- Intro text!
  43. nextwaves = {"Snow"}
  44. 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]"}
  45. end
  46.  
  47. -- Function called after the enemies have spoken, before entering a wave
  48. function EnemyDialogueEnding()
  49. end
  50.  
  51. -- Function called after the defense round ends
  52. function DefenseEnding()
  53. if tauntcount == 4 then
  54. nextwaves = {"Empty"}
  55.  
  56. elseif Pissedoff == true then
  57. nextwaves = {"SnowTarget", "Snow"}
  58. end
  59. end
  60.  
  61. require "Libraries/CYK/CYKPreProcessing" -- NEEDED FOR CYK TO RUN
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