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Encounter

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Feb 28th, 2020
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  1. -- A basic encounter script skeleton you can copy and modify for your own creations.
  2.  
  3. music = "knifetrousle" --Either OGG or WAV. Extension is added automatically. Uncomment for custom music.
  4. encountertext = "Poseur strikes a pose!" --Modify as necessary. It will only be read out in the action select screen.
  5. nextwaves = {"bullettest_chaserorb"}
  6. arenasize = {155, 130}
  7.  
  8. enemies = {
  9. "Chara"
  10. }
  11.  
  12. enemypositions = {
  13. {0, 0}
  14. }
  15. attacknum = 0
  16. talk = 0
  17. -- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.
  18. possible_attacks = {"bullettest_bouncy", "bullettest_chaserorb", "bullettest_touhou"}
  19.  
  20. function EncounterStarting()
  21. -- If you want to change the game state immediately, this is the place.
  22. Player.name = "FRISK"
  23. end
  24.  
  25. function EnemyDialogueStarting()
  26. -- Good location for setting monster dialogue depending on how the battle is going.
  27. end
  28.  
  29. function EnemyDialogueEnding()
  30. attacknum = attacknum + 1
  31. if attacknum == 1 then
  32. nextwaves = {"bullettest_chaserorb"}
  33. end
  34. end
  35.  
  36. function DefenseEnding() --This built-in function fires after the defense round ends.
  37. encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.
  38. end
  39.  
  40. function HandleSpare()
  41. State("ENEMYDIALOGUE")
  42. end
  43.  
  44. function HandleItem(ItemID)
  45. BattleDialog({"Selected item " .. ItemID .. "."})
  46. end
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