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- -- An animation demo with a rotating Sans head.
- -- music = "shine_on_you_crazy_diamond" --Always OGG. Extension is added automatically. Remove the first two lines for custom music.
- encountertext = "It's an animation!" --Modify as necessary. It will only be read out in the action select screen.
- nextwaves = {"bullettest_chaserorb"}
- wavetimer = 4.0
- arenasize = {155, 130}
- autolinebreak = true
- Death = false
- Death2 = false
- enemies = {
- "sans"
- }
- enemypositions = {
- {0, 0}
- }
- -- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.
- possible_attacks = {"bullettest_bouncy", "bullettest_chaserorb", "bullettest_touhou"}
- function EncounterStarting()
- --Include the animation Lua file. It's important you do this in EncounterStarting, because you can't create sprites before the game's done loading.
- --Be careful that you use different variable names as you have here, because the encounter's will be overwritten otherwise!
- --You can also use that to your benefit if you want to share a bunch of variables with multiple encounters.
- require "Animations/sans_anim"
- end
- function Update()
- --By calling the AnimateSans() function on the animation Lua file, we can create some movement
- if Death == false then
- AnimateSans()
- elseif Death2 == false then
- Death2 = true
- sanstorso.Dust(false)
- sanslegs.Dust(false)
- sanshead.Dust()
- end
- end
- function EnemyDialogueEnding()
- -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.
- -- This example line below takes a random attack from 'possible_attacks'.
- nextwaves = { possible_attacks[math.random(#possible_attacks)] }
- end
- function DefenseEnding() --This built-in function fires after the defense round ends.
- encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.
- end
- function HandleSpare()
- State("ENEMYDIALOGUE")
- end
- function HandleItem(ItemID)
- BattleDialog({"Selected item " .. ItemID .. "."})
- end
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