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- music = "Theme" --Either OGG or WAV. Extension is added automatically. Uncomment (remove the two dashes) for custom music.
- encountertext = "Your flesh begins to crawl." --Modify as necessary. It will only be read out in the action select screen.
- nextwaves = {"bullettest_chaserorb"}
- wavetimer = 4.0
- arenasize = {155, 130}
- enemies = {
- "Him"
- }
- 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()
- Inventory.AddCustomItems({"Ramen","Sushi",},{0,0})
- Inventory.SetInventory({"Ramen","Sushi"})
- -- If you want to change the game state immediately, this is the place.
- 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()
- BattleDialogue = ("You have nowhere\nleft to run.")
- end
- function HandleItem(ItemID)
- if (ItemID == "RAMEN") then
- if Player.hp <= 20 then
- Player.Heal(20)
- BattleDialog({"You ate the Ramen. Your HP\nwas maxed out!"})
- end
- if (ItemID == "SUSHI") then
- if Player.hp <= 11 then
- Player.Heal(10)
- BattleDialog({"You ate the Sushi.\nYou recovered 10 HP!"})
- elseif Player.hp < 20 then
- Player.Heal(10)
- BattleDialog({"You ate the Sushi. Your HP\nwas maxed out!"})
- end
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