This isn't in Roblox, But I think you guys can Help me
-- A basic encounter script skeleton you can copy and modify for your own creations. -- music = "shine_on_you_crazy_diamond" --Always OGG. Extension is added automatically. Remove the first two lines for custom music. encountertext = "Papyrus is Paping :D!" --Modify as necessary. It will only be read out in the action select screen. nextwaves = {"bullettest_bouncy"} wavetimer = 4.0 arenasize = {155, 130} enemies = { "Papyrus The Unpaping"} 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. end function EnemyDialogueStarting() -- Good location for setting monster dialogue depending on how the battle is going. enemies[1].SetVar('currentdialogue', {"NYEHEHE!"}) end 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) BattleDialog({"Selected item " .. ItemID .. "."}) end animationFrames = {"poseur", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15"} currentFrame = poseur animationTimer = 0 function Update() animationTimer = animationTimer + 1 if(animationTimer%20 == 0) then currentframe = (currentframe % (#animationframes)) + 1 animationTimer = 0 enemies[1].SetSprite(animationFrames[currentFrame]) end end
Typo: animationframes
instead of animationFrames
(note the capital F
).
EDIT:
Looks like you also forgot to capitalize the F
in currentframe
on line 52.
ANOTHER EDIT:
I think you mean for currentFrame to start at 1, not poseur
(which is a nil value).
Line 46:
currentFrame = 1
-- A basic encounter script skeleton you can copy and modify for your own creations. -- music = "shine_on_you_crazy_diamond" --Always OGG. Extension is added automatically. Remove the first two lines for custom music. encountertext = "Papyrus is Paping :D!" --Modify as necessary. It will only be read out in the action select screen. nextwaves = {"bullettest_bouncy"} wavetimer = 4.0 arenasize = {155, 130} enemies = { "Papyrus The Unpaping"} 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. end function EnemyDialogueStarting() -- Good location for setting monster dialogue depending on how the battle is going. enemies[1].SetVar('currentdialogue', {"NYEHEHE!"}) end 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) BattleDialog({"Selected item " .. ItemID .. "."}) end animationFrames = {"poseur", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15"} currentFrame = poseur animationTimer = 0 function Update() animationTimer = animationTimer + 1 if(animationTimer%20 == 0) then currentFrame = (currentFrame % (#animationFrames)) + 1 animationTimer = 0 enemies[1].SetSprite(animationFrames[currentFrame]) end end