-- A basic encounter script skeleton you can copy and modify for your own creations. music = "bonequarrel" --Always OGG. Extension is added automatically. Remove the first two lines for custom music. encountertext = "Sans se interpone en\rtu camino!" --Modify as necessary. It will only be read out in the action select screen. nextwaves = {"bullettest_chaserorb"} wavetimer = 4.0 arenasize = {155, 130} enemies = { "Sans" } 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() Player.lv = 1 Player.hp = 20 Player.name = "CHARA" -- If you want to change the game state immediately, this is the place. end function EnemyDialogueStarting() -- Good location for setting monster dialogue depending on how the battle is going. --enemies[1].SetVar('currentdialogue', {"It's\nworking."}) 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. Audio["RESETDICTIONARY"] = "dogsecret" end function HandleSpare() State("ENEMYDIALOGUE") end function HandleItem(ItemID) BattleDialog({"Selected item " .. ItemID .. "."}) end