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- -- A basic monster script skeleton you can copy and modify for your own creations.
- comments = {"Spinel Is Done Playing Games."}
- commands = {"Act 1", "Act 2", "Act 3"}
- randomdialogue = {"STOP TRYING TO HELP ME!.", "Random\nDialogue\n2.", "Random\nDialogue\n3."}
- sprite = "empty" --Always PNG. Extension is added automatically.
- name = "Spinel"
- hp = 200
- atk = 5
- def = 2
- check = "Been In The Garden For\r6000 Years."
- dialogbubble = "right" -- See documentation for what bubbles you have available.
- canspare = false
- cancheck = true
- -- Happens after the slash animation but before
- function HandleAttack(attackstatus)
- if attackstatus == -1 then
- -- player pressed fight but didn't press Z afterwards
- else
- -- player did actually attack
- end
- end
- -- This handles the commands; all-caps versions of the commands list you have above.
- function HandleCustomCommand(command)
- if command == "ACT 1" then
- currentdialogue = {"Selected\nAct 1."}
- elseif command == "ACT 2" then
- currentdialogue = {"Selected\nAct 2."}
- elseif command == "ACT 3" then
- currentdialogue = {"Selected\nAct 3."}
- end
- BattleDialog({"You selected " .. command .. "."})
- end
- -- A basic encounter script skeleton you can copy and modify for your own creations.
- music = "otherfriends" --Either OGG or WAV. Extension is added automatically. Uncomment for custom music.
- encountertext = "Spinel Is Done Playing Games" --Modify as necessary. It will only be read out in the action select screen.
- nextwaves = {"bullettest_chaserorb"}
- wavetimer = 7.0
- arenasize = {155, 130}
- enemies = {
- "poseur"
- }
- 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()
- Player.lv = 2
- Player.hp = 24
- Player.name = "Steven"
- require "Animations/spinel_anim"
- end
- function Update()
- --By calling the AnimateSans() function on the animation Lua file, we can create some movement!
- Animatespinel()
- end
- function EnemyDialogueStarting()
- -- Good location for setting monster dialogue depending on how the battle is going.
- end
- function EnemyDialogueEnding()
- -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.
- 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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