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- Hey I want to create an dialogue at the beginning but the posuer just says: Random Dialogue 3
- -- A basic encounter script skeleton you can copy and modify for your own creations.
- -- music = "Asriel" --Always OGG. Extension is added automatically. Remove the first two lines for custom music.
- encountertext = "Poseur strikes a pose!" --Modify as necessary. It will only be read out in the action select screen.
- nextwaves = {"bullettest_chaserorb"}
- wavetimer = 4.0
- arenasize = {155, 130}
- enemies = {
- "poseur"
- }
- enemypositions = {
- {0, 0}
- }
- SetGlobal("Intro", true)
- -- 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.
- State("ENEMYDIALOGUE")
- Player.lv = 19
- Player.hp = 92
- Player.name = "Chara"
- Audio.Stop()
- end
- function EnemyDialogueStarting()
- local intro = GetGlobal("intro")
- if intro == true then
- enemies[1].SetVar('currentdialogue', {"[waitall]Hey Chara!", "[noskip]Well I have to stop you...", "[instant]Because if I don't you will kill them all", "[font:sans]Okay just start..."})
- SetGlobal("intro", false)
- end
- end
- function EnemyDialogueEnding()
- -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.
- -- This example line below takes a random attack from 'possible_attacks'.
- 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)
- BattleDialog({"Selected item " .. ItemID .. "."})
- end
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