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19891919

My encounter.lua file

Aug 3rd, 2020
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Lua 2.24 KB | None | 0 0
  1. -- A basic encounter script skeleton you can copy and modify for your own creations.
  2.  
  3. -- music = "shine_on_you_crazy_diamond" --Always OGG. Extension is added automatically. Remove the first two lines for custom music.
  4. encountertext = "Toriel is here to stop you!" --Modify as necessary. It will only be read out in the action select screen.
  5. nextwaves = {"bullettest_touhou"}
  6. wavetimer = 4.0
  7. arenasize = {155, 130}
  8.  
  9. enemies = {
  10. "Toriel"
  11. }
  12.  
  13. enemypositions = {
  14. {0, 0}
  15. }
  16.  
  17. -- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.
  18. possible_attacks = {"bullettest_bouncy", "bullettest_chaserorb", "bullettest_touhou"}
  19.  
  20. function EncounterStarting()
  21.     -- If you want to change the game state immediately, this is the place.
  22.     battle_progress = 0
  23.     enemies[1].setVar("currentdialogue", {"[color:fca600][effect:shake]For the sake of a\n better ending\n I must\n\n\nDEFEAT YOU"})
  24.     State("ENEMYDIALOGUE")
  25.     Player.lv = 10
  26.     Player.hp = 56
  27.     Audio.LoadFile("toriel_theme")
  28. end
  29.  
  30. function EnemyDialogueStarting()
  31.     if battle_progress == 0 then
  32.         currentdialogue, ("After all you've \ndone, you want \nme to\n stand aside? \nAll I've got to\n say is \n[effect:shake][color:fca600]HECK NO!.")
  33.     elseif battle_progress == 1 then
  34.         currentdialogue, ("[color:fca600][effect:shake]For the sake of \na better ending\n I must\n[color:ff0000]DEFEAT YOU")
  35.     else
  36.         currentdialogue, ("[color:fca600]I can't give up...")
  37.  
  38.     end-- Good location for setting monster dialogue depending on how the battle is going.
  39. end
  40.  
  41. function EnemyDialogueEnding()
  42.     -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.
  43.     -- This example line below takes a random attack from 'possible_attacks'.
  44.     nextwaves = { possible_attacks[math.random(#possible_attacks)] }
  45. end
  46.  
  47. function DefenseEnding() --This built-in function fires after the defense round ends.
  48.     encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.
  49. end
  50.  
  51. function HandleSpare()
  52.     BattleDialog("[color:ff0000]NO SPARING =)")
  53. end
  54.  
  55. function HandleItem(ItemID)
  56.     BattleDialog({"You ate the " .. ItemID .. "."})
  57.     Player.heal(15)
  58. end
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