Advertisement
Guest User

Untitled

a guest
Apr 23rd, 2020
304
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 1.83 KB | None | 0 0
  1. -- A basic encounter script skeleton you can copy and modify for your own creations.
  2.  
  3. -- music = "pelo theme" --Either OGG or WAV. Extension is added automatically. Uncomment for custom music.
  4. encountertext = "Pelo Attacks!" --Modify as necessary. It will only be read out in the action select screen.
  5. nextwaves = {"bullettest_chaserorb"}
  6. wavetimer = 4.0
  7. arenasize = {155, 130}
  8. autolinebreak = true
  9.  
  10. enemies = {
  11. "Sr Pelo"
  12. }
  13.  
  14. enemypositions = {
  15. {0, 0}
  16. }
  17.  
  18. -- A custom list with attacks to choose from. Actual selection happens in EnemyDialogueEnding(). Put here in case you want to use it.
  19. possible_attacks = {"bullettest_bouncy", "bullettest_chaserorb", "bullettest_touhou"}
  20.  
  21. function EncounterStarting()
  22. -- If you want to change the game state immediately, this is the place.
  23. Player.name = "Kizuna"
  24. Player.lv = 1
  25. Player.hp = 20
  26. Audio.Stop()
  27. Audio.LoadFile("table abuse")
  28. -- Intro text!
  29. enemies[1]["currentdialogue"] = {"[effect:none]En Guarde!", "[color:ff0000][effect:none]BITCH!", "[noskip][func:LaunchMusic][func:State, ACTIONSELECT][next]"}
  30. -- Starts the battle with set text
  31. State("ENEMYDIALOGUE")
  32. end
  33.  
  34.  
  35. function EnemyDialogueStarting()
  36. -- Good location for setting monster dialogue depending on how the battle is going.
  37. end
  38.  
  39. function EnemyDialogueEnding()
  40. -- Good location to fill the 'nextwaves' table with the attacks you want to have simultaneously.
  41. -- The wavetype is set in bullet_testing_poseur's act commands.
  42. end
  43.  
  44. function DefenseEnding() --This built-in function fires after the defense round ends.
  45. encountertext = RandomEncounterText() --This built-in function gets a random encounter text from a random enemy.
  46. end
  47.  
  48. function HandleSpare()
  49. State("ENEMYDIALOGUE")
  50. end
  51.  
  52. function HandleItem(ItemID)
  53. BattleDialog({"Selected item " .. ItemID .. "."})
  54. end
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement