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- -- A basic encounter script skeleton you can copy and modify for your own creations.
- -- music = "pelo theme" --Either OGG or WAV. Extension is added automatically. Uncomment for custom music.
- encountertext = "Pelo Attacks!" --Modify as necessary. It will only be read out in the action select screen.
- nextwaves = {"bullettest_chaserorb"}
- wavetimer = 4.0
- arenasize = {155, 130}
- SetGlobal("intro", true)
- enemies = {
- "Sr Pelo"
- }
- enemypositions = {
- {0, 0}
- }
- SetBubbleOffset = {
- {-155, 0}
- }
- -- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.
- attack_counter = 0
- attack_list = {"fast","green1","greenrandom"}
- function EnemyDialogueEnding()
- attack_counter = attack_counter + 1
- if attack_counter > #attack_list then
- attack_counter = 1
- end
- nextwaves = { attack_list[attack_counter] }
- end
- function EncounterStarting()
- -- If you want to change the game state immediately, this is the place.
- Player.lv = 1
- Player.hp = 20
- Player.name = "Kizuna"
- Audio.LoadFile("pelo theme")
- end
- function EnemyDialogueStarting()
- -- Good location for setting monster dialogue depending on how the battle is going.
- local intro = GetGlobal("intro") --updates the variable "intro" everytime the EnemyDialogueStarting() function is triggered
- if intro == true then
- enemies[1].SetVar('currentdialogue', {"[noskip]As Long As Your[color:1eff00]GREEN[color:000000] your\nAss Can't Escape!.", "[noskip]computers are\nhumming,[w:20]\nlights are dimmed...", "[noskip]on days like these,[w:20]\nkids like you..."})
- SetGlobal("intro", false) -- sets the variable "intro" to false so that this line of dialogue only plays once
- end
- end
- function EnemyDialogueEnding()
- -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.
- attack_counter = 0
- attack_list = {"fast","green1","greenrandom"}
- function EnemyDialogueEnding()
- attack_counter = attack_counter + 1
- if attack_counter > #attack_list then
- attack_counter = 1
- end
- nextwaves = { attack_list[attack_counter] }
- end
- 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)
- end
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