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- -- A basic encounter script skeleton you can copy and modify for your own creations.
- music = "megasomeplaceholder"
- encountertext = "Mega is here to judge you." --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
- flee = false
- enemies = {
- "mega"
- }
- 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 = {"bullet_quar", "bullettest_chaserorb"}
- function EncounterStarting()
- Inventory.AddCustomItems(("Cinnamon Bun"), (0))
- Inventory.SetInventory(("Cinnamon Bun"))
- 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)
- if ItemID == "CINNAMON BUN" then
- Player.Heal(87)
- BattleDialog(("You ate the cinnamon bun."))
- end
- end
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