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Apr 22nd, 2020
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  1. -- A basic monster script skeleton you can copy and modify for your own creations.
  2. comments = {"Spinel Is Done Playing Games."}
  3. commands = {"Act 1", "Act 2", "Act 3"}
  4. randomdialogue = {"STOP TRYING TO HELP ME!.", "Random\nDialogue\n2.", "Random\nDialogue\n3."}
  5.  
  6. sprite = "empty" --Always PNG. Extension is added automatically.
  7. name = "Spinel"
  8. hp = 200
  9. atk = 5
  10. def = 2
  11. check = "Been In The Garden For\r6000 Years."
  12. dialogbubble = "right" -- See documentation for what bubbles you have available.
  13. canspare = false
  14. cancheck = true
  15.  
  16. -- Happens after the slash animation but before
  17. function HandleAttack(attackstatus)
  18. if attackstatus == -1 then
  19. -- player pressed fight but didn't press Z afterwards
  20. else
  21. -- player did actually attack
  22. end
  23. end
  24.  
  25. -- This handles the commands; all-caps versions of the commands list you have above.
  26. function HandleCustomCommand(command)
  27. if command == "ACT 1" then
  28. currentdialogue = {"Selected\nAct 1."}
  29. elseif command == "ACT 2" then
  30. currentdialogue = {"Selected\nAct 2."}
  31. elseif command == "ACT 3" then
  32. currentdialogue = {"Selected\nAct 3."}
  33. end
  34. BattleDialog({"You selected " .. command .. "."})
  35. end
  36.  
  37. -- A basic encounter script skeleton you can copy and modify for your own creations.
  38.  
  39. music = "otherfriends" --Either OGG or WAV. Extension is added automatically. Uncomment for custom music.
  40. encountertext = "Spinel Is Done Playing Games" --Modify as necessary. It will only be read out in the action select screen.
  41. nextwaves = {"bullettest_chaserorb"}
  42. wavetimer = 7.0
  43. arenasize = {155, 130}
  44.  
  45. enemies = {
  46. "poseur"
  47. }
  48.  
  49. enemypositions = {
  50. {0, 0}
  51. }
  52.  
  53. -- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.
  54. possible_attacks = {"bullettest_bouncy", "bullettest_chaserorb", "bullettest_touhou"}
  55.  
  56. function EncounterStarting()
  57. Player.lv = 2
  58. Player.hp = 24
  59. Player.name = "Steven"
  60. require "Animations/spinel_anim"
  61. end
  62.  
  63. function Update()
  64. --By calling the AnimateSans() function on the animation Lua file, we can create some movement!
  65. Animatespinel()
  66. end
  67.  
  68. function EnemyDialogueStarting()
  69. -- Good location for setting monster dialogue depending on how the battle is going.
  70. end
  71.  
  72. function EnemyDialogueEnding()
  73. -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.
  74. nextwaves = { possible_attacks[math.random(#possible_attacks)] }
  75. end
  76.  
  77. function DefenseEnding() --This built-in function fires after the defense round ends.
  78. encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.
  79. end
  80.  
  81. function HandleSpare()
  82. State("ENEMYDIALOGUE")
  83. end
  84.  
  85. function HandleItem(ItemID)
  86. BattleDialog({"Selected item " .. ItemID .. "."})
  87. end
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