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- music = "Anticipation_Amplified" --Either OGG or WAV. Extension is added automatically. Uncomment for custom music.
- encountertext = "[color:ff0000]Time to finish this." --Modify as necessary. It will only be read out in the action select screen.
- nextwaves = {"bullettest_chaserorb"}
- wavetimer = 0
- arenasize = {155, 130}
- autolinebreak = true
- flee = false
- enemies = {
- "ToddDragon"
- }
- enemypositions = {
- {-20, 90}
- }
- -- 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"}
- function EncounterStarting()
- Player.name = "Draco"
- Player.lv = 99
- Player.hp = 415
- Player.atk = 3000
- Audio.Pitch(0.2)
- Audio.Pause()
- require "Animations/sans_anim"
- Inventory.AddCustomItems({"Pie", "C. Ide", "M. Healing", "M. Healing", "C. Ide", "C. Burger", "H. Burger", "M. Powder"}, {0, 0, 0, 0, 0, 0, 0, 0})
- Inventory.SetInventory({"C. Ide", "M. Healing", "M. Healing", "C. Ide", "C. Burger", "H. Burger", "M. Powder"})
- end
- -- If you want to change the game state immediately, this is the place.
- function HandleItem(ItemID)
- -- (ItemID is in all uppercase, LIKE THIS)
- if ItemID == "C. IDE" then
- Player.Heal(415)
- BattleDialog({"You drank the cyanide.\nTastes like acid and almonds.\nYour HP was maxed out."})
- elseif ItemID == "M. HEALING" then
- Player.Heal(200)
- BattleDialog({"You drank the Magic Elixer\rof Healing.\nTastes...Magical???\nYou recovered 200 HP."})
- elseif ItemID == "C. BURGER" then
- Player.Heal(150)
- BattleDialog({"You ate the Coolio Burger.\nCOOLness increased by 15!.\nYou recovered 150 HP."})
- elseif ItemID == "H. BURGER" then
- Player.Heal(350)
- BattleDialog({"You ate the Hot Dog-\rHam-n-Cheeseburger.\nYou recovered 350 HP."})
- elseif ItemID == "M. POWDER" then
- Player.Heal(100)
- BattleDialog({"You inhaled the Mook Powder.\nYou recovered 100 HP."})
- end
- 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
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