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  1. music = "Anticipation_Amplified" --Either OGG or WAV. Extension is added automatically. Uncomment for custom music.
  2. encountertext = "[color:ff0000]Time to finish this." --Modify as necessary. It will only be read out in the action select screen.
  3. nextwaves = {"bullettest_chaserorb"}
  4. wavetimer = 0
  5. arenasize = {155, 130}
  6. autolinebreak = true
  7. flee = false
  8. enemies = {
  9. "ToddDragon"
  10. }
  11.  
  12. enemypositions = {
  13. {-20, 90}
  14. }
  15.  
  16.  
  17.  
  18. -- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.
  19. possible_attacks = {"bullettest_bouncy"}
  20.  
  21. function EncounterStarting()
  22. Player.name = "Draco"
  23. Player.lv = 99
  24. Player.hp = 415
  25. Player.atk = 3000
  26. Audio.Pitch(0.2)
  27. Audio.Pause()
  28. require "Animations/sans_anim"
  29. 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})
  30. Inventory.SetInventory({"C. Ide", "M. Healing", "M. Healing", "C. Ide", "C. Burger", "H. Burger", "M. Powder"})
  31. end
  32. -- If you want to change the game state immediately, this is the place.
  33. function HandleItem(ItemID)
  34. -- (ItemID is in all uppercase, LIKE THIS)
  35. if ItemID == "C. IDE" then
  36. Player.Heal(415)
  37. BattleDialog({"You drank the cyanide.\nTastes like acid and almonds.\nYour HP was maxed out."})
  38. elseif ItemID == "M. HEALING" then
  39. Player.Heal(200)
  40. BattleDialog({"You drank the Magic Elixer\rof Healing.\nTastes...Magical???\nYou recovered 200 HP."})
  41. elseif ItemID == "C. BURGER" then
  42. Player.Heal(150)
  43. BattleDialog({"You ate the Coolio Burger.\nCOOLness increased by 15!.\nYou recovered 150 HP."})
  44. elseif ItemID == "H. BURGER" then
  45. Player.Heal(350)
  46. BattleDialog({"You ate the Hot Dog-\rHam-n-Cheeseburger.\nYou recovered 350 HP."})
  47. elseif ItemID == "M. POWDER" then
  48. Player.Heal(100)
  49. BattleDialog({"You inhaled the Mook Powder.\nYou recovered 100 HP."})
  50. end
  51. end
  52.  
  53. function EnemyDialogueStarting()
  54.  
  55. -- Good location for setting monster dialogue depending on how the battle is going.
  56. end
  57.  
  58. function EnemyDialogueEnding()
  59. -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.
  60. nextwaves = { possible_attacks[math.random(#possible_attacks)] }
  61. end
  62.  
  63. function DefenseEnding() --This built-in function fires after the defense round ends.
  64. encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.
  65. end
  66.  
  67. function HandleSpare()
  68. State("ENEMYDIALOGUE")
  69. end
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