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- -- A basic encounter script skeleton you can copy and modify for your own creations.
- -- music = "anothermedium" --Always OGG. Extension is added automatically. Remove the first two lines for custom music.
- encountertext = "Fax Is Ready To Defeat\nYou!" --Modify as necessary. It will only be read out in the action select screen.
- nextwaves = {"blank"}
- 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_blasters", "bullettest_blue", "bullettest_chaserorb", "bullettest_gasterblastersR", "Co", "Filmos-slice", "bullet_warning", "bullettest_slice"}
- function EncounterStarting()
- -- If you want to change the game state immediately, this is the place.
- State("ENEMYDIALOGUE")
- Player.lv = 18
- Player.hp = 99
- Player.name = "Killer"
- Audio.Stop()
- end
- function EnemyDialogueStarting()
- local intro = GetGlobal("intro")
- if intro == true then
- enemies[1].SetVar('currentdialogue', {"[waitall:3]Hello\n[waitall:8]traitor...", "[waitall:2]I see..[waitall:4]\nyou have\n a knife", "[w:30]", "[waitall:3]you\nkilled\nthem[waitall;4]...", "[waitall:8]You\nkilled\nthem all", "[w:10][waitall:6]you know...", "[waitall:6]Would you like it\nif your family\nwas dead?", "[waitall:5]Would you like it\n[w:5]if i killed your family\nright in front of you?", "no protection", "Hopeless", "[waitall:4]Well...", "[waitall:6]You dont have a soul...", "and", "Chara[waitall:6]...", "[waitall:6]its not your fault", "[waitall:6]Even though i wouldnt\ndo this...", "[waitall:7][noskip][effect:shake]YOU WILL PAY FOR\nTHIS HOOMAN"}
- 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)
- if ItemID == "DOGTEST1" then
- BattleDialog({"You Throw The FireStick At Fax[w:10]\nthough Fax is Amuned To Fire! "})
- Player.Heal(5)
- elseif ItemID == "DOGTEST2" then
- BattleDialog({"You just lick a Test Dog. Yuck!\nYou recovered 5 HP! "})
- Player.Heal(5)
- elseif ItemID == "DOGTEST3" then
- BattleDialog({"You just lick a Test Dog. Yuck!\nYou recovered 5 HP! "})
- Player.Heal(5)
- elseif ItemID == "DOGTEST4" then
- BattleDialog({"You just lick a Test Dog. Yuck!\nYou recovered 5 HP! "})
- Player.Heal(5)
- elseif ItemID == "DOGTEST5" then
- BattleDialog({"You just lick a Test Dog. Yuck!\nYou recovered 5 HP! "})
- Player.Heal(5)
- elseif ItemID == "DOGTEST6" then
- BattleDialog({"You just lick a Test Dog. Yuck!\nYou recovered 5 HP! "})
- Player.Heal(5)
- elseif ItemID == "DOGTEST7" then
- BattleDialog({"You just lick a Test Dog. Yuck!\nYou recovered 5 HP! "})
- Player.Heal(5)
- elseif ItemID == "DOGTEST8" then
- BattleDialog({"You just lick a Test Dog. Yuck!\nYou recovered 5 HP! "})
- Player.Heal(5)
- end
- end
- function EnemyDialogueEnding()
- attack_order = {'bullettest_blue',
- 'bullettest_gasterblastersR',
- 'Co'}
- attacknum = 1
- end end end
- function newmusic(anothermedium)
- Audio.LoadFile(anothermedium)
- end
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