Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- -- A basic encounter script skeleton you can copy and modify for your own creations.
- music = "shine_on_you_crazy_diamond" --Either OGG or WAV. Extension is added automatically. Uncomment for custom music.
- encountertext = "Poseur strikes a pose!" --Modify as necessary. It will only be read out in the action select screen.
- nextwaves = {"bullettest_chaserorb"}
- wavetimer = 4.0
- arenasize = {155, 130}
- autolinebreak = true
- enemies = {
- "poseur"
- }
- 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 = {"attack1"}
- function EncounterStarting()
- Inventory.AddCustomItems({"Cinnamon Bun", "Real Knife"}, {0, 1})
- Inventory.SetInventory({"Cinnamon Bun", "Real Knife"})
- -- 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.
- 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)] }
- if nextwaves[1] == "attack1"
- wavetimer = 1.0
- arenasize = {100, 50}
- elseif
- wavetimer = 4.0
- arenasize = {155, 130}
- 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 == "CINNAMON BUN" then
- Player.Heal(24)
- BattleDialog({"You ate the Cinnamon Bun."})
- elseif ItemId == "REAL KNIFE" then
- Inventory.SetAmount(100)
- end
- end
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement