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- --[[ Flowey Battle Encounter Script
- By MarioMario456 --]]
- music = "mus_f_finale_intro" --Either OGG or WAV. Extension is added automatically. Uncomment for custom music.
- encountertext = "encounter text will go here" --Modify as necessary. It will only be read out in the action select screen.
- nextwaves = {"bullettest_chaserorb"}
- wavetimer = 4.0
- arenasize = {155, 130}
- Intro = true
- enemies = {
- "floweyb"
- }
- 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()
- -- If you want to change the game state immediately, this is the place.
- Inventory.AddCustomItems({"Pie"}, {0})
- Inventory.SetInventory({"Pie"})
- Player.name = "Chara"
- 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, position)
- if ItemID == "PIE" then
- Player.Heal(Player.maxhp)
- require("Monsters/floweyb") -- to avoid a crash
- DecreaseFloweyStats()
- BattleDialog({"You ate the Butterscotch Pie.\nYour HP was maxed out.", "Flowey seems to remember\rsomething...", "Flowey's ATK decreased!\nFlowey's DEF decreased!"})
- end
- end
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