-- 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 = {"bullettest_bouncy", "bullettest_chaserorb", "bullettest_touhou"}
function EncounterStarting() Inventory.AddCustomItems({"Cinnamon Bun", "Rusty Sword", "burger"}, {0, 1, 0}) Inventory.SetInventory({"Cinnamon Bun", "Rusty Sword", "burger"}) 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)] } 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(10) BattleDialog({"You ate the cinnamon bun."}) elseif ItemID == "RUSTY SWORD" then Inventory.SetAmount(15) BattleDialog({"You equipped the rusty sword."}) elseif ItemID == "BURGER" then Player.Heal(20) BattleDialog({"You ate the burger."})
end