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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}
- autolinebreak = true
- enemies = {
- "Sr Pelo"
- }
- 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()
- -- If you want to change the game state immediately, this is the place.
- Player.name = "Kizuna"
- Player.lv = 1
- Player.hp = 20
- Audio.Stop()
- Audio.LoadFile("table abuse")
- -- Intro text!
- enemies[1]["currentdialogue"] = {"[effect:none]En Guarde!", "[color:ff0000][effect:none]BITCH!", "[noskip][func:LaunchMusic][func:State, ACTIONSELECT][next]"}
- -- Starts the battle with set text
- State("ENEMYDIALOGUE")
- 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.
- -- The wavetype is set in bullet_testing_poseur's act commands.
- 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)
- BattleDialog({"Selected item " .. ItemID .. "."})
- end
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