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-- A basic encounter script skeleton you can copy and modify for your own creations. | ||
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-- music = "shine_on_you_crazy_diamond" --Always OGG. Extension is added automatically. Remove the first two lines for custom music. | ||
encountertext = "Poseur 摆了一个姿势!" --Modify as necessary. It will only be read out in the action select screen. | ||
nextwaves = {"bullettest_chaserorb"} | ||
wavetimer = 4.0 | ||
arenasize = {155, 130} | ||
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enemies = { | ||
"poseur" | ||
} | ||
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enemypositions = { | ||
{0, 0} | ||
} | ||
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-- 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"} | ||
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function EncounterStarting() | ||
-- If you want to change the game state immediately, this is the place. | ||
end | ||
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function EnemyDialogueStarting() | ||
-- Good location for setting monster dialogue depending on how the battle is going. | ||
enemies[1].SetVar('currentdialogue', {"It's\n测试测试测试working."}) | ||
end | ||
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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 | ||
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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 | ||
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function HandleSpare() | ||
State("ENEMYDIALOGUE") | ||
end | ||
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function HandleItem(ItemID) | ||
BattleDialog({"你选择了物品 " .. ItemID .. "。"}) | ||
end |
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-- A basic monster script skeleton you can copy and modify for your own creations. | ||
comments = {"闻起来像敌人。", "Poseur 摆着姿势\n就好像他的生活依靠于摆姿势。", "Poseur 的四肢不应该\n以这种方式移动。"} | ||
commands = {"行动 1", "行动 2", "行动 3"} | ||
randomdialogue = {"Random\nDialogue\n1.", "Random\nDialogue\n2.", "Random\nDialogue\n3."} | ||
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sprite = "poseur" --Always PNG. Extension is added automatically. | ||
name = "Poseur" | ||
hp = 100 | ||
atk = 1 | ||
def = 1 | ||
check = "这里是检查信息~" | ||
dialogbubble = "right" -- See documentation for what bubbles you have available. | ||
canspare = false | ||
cancheck = true | ||
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-- Happens after the slash animation but before | ||
function HandleAttack(attackstatus) | ||
if attackstatus == -1 then | ||
-- player pressed fight but didn't press Z afterwards | ||
else | ||
-- player did actually attack | ||
end | ||
end | ||
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-- This handles the commands; all-caps versions of the commands list you have above. | ||
function HandleCustomCommand(command) | ||
if command == "行动 1" then | ||
currentdialogue = {"Selected\nAct 1."} | ||
elseif command == "行动 2" then | ||
currentdialogue = {"Selected\nAct 2."} | ||
elseif command == "行动 3" then | ||
currentdialogue = {"Selected\nAct 3."} | ||
end | ||
BattleDialog({"你选择了 " .. command .. "。"}) | ||
end |
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-- The bouncing bullets attack from the documentation example. | ||
spawntimer = 0 | ||
bullets = {} | ||
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function Update() | ||
spawntimer = spawntimer + 1 | ||
if spawntimer%30 == 0 then | ||
local posx = 30 - math.random(60) | ||
local posy = Arena.height/2 | ||
local bullet = CreateProjectile('bullet', posx, posy) | ||
bullet.SetVar('velx', 1 - 2*math.random()) | ||
bullet.SetVar('vely', 0) | ||
table.insert(bullets, bullet) | ||
end | ||
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for i=1,#bullets do | ||
local bullet = bullets[i] | ||
local velx = bullet.GetVar('velx') | ||
local vely = bullet.GetVar('vely') | ||
local newposx = bullet.x + velx | ||
local newposy = bullet.y + vely | ||
if(bullet.x > -Arena.width/2 and bullet.x < Arena.width/2) then | ||
if(bullet.y < -Arena.height/2 + 8) then | ||
newposy = -Arena.height/2 + 8 | ||
vely = 4 | ||
end | ||
end | ||
vely = vely - 0.04 | ||
bullet.MoveTo(newposx, newposy) | ||
bullet.SetVar('vely', vely) | ||
end | ||
end |
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-- The chasing attack from the documentation example. | ||
chasingbullet = CreateProjectile('bullet', Arena.width/2, Arena.height/2) | ||
chasingbullet.SetVar('xspeed', 0) | ||
chasingbullet.SetVar('yspeed', 0) | ||
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function Update() | ||
local xdifference = Player.x - chasingbullet.x | ||
local ydifference = Player.y - chasingbullet.y | ||
local xspeed = chasingbullet.GetVar('xspeed') / 2 + xdifference / 100 | ||
local yspeed = chasingbullet.GetVar('yspeed') / 2 + ydifference / 100 | ||
chasingbullet.Move(xspeed, yspeed) | ||
chasingbullet.SetVar('xspeed', xspeed) | ||
chasingbullet.SetVar('yspeed', yspeed) | ||
end |
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-- You've seen this one in the trailer (if you've seen the trailer). | ||
spawntimer = 0 | ||
bullets = {} | ||
yOffset = 180 | ||
mult = 0.5 | ||
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function Update() | ||
spawntimer = spawntimer + 1 | ||
if(spawntimer % 30 == 0) then | ||
local numbullets = 10 | ||
for i=1,numbullets+1 do | ||
local bullet = CreateProjectile('bullet', 0, yOffset) | ||
bullet.SetVar('timer', 0) | ||
bullet.SetVar('offset', math.pi * 2 * i / numbullets) | ||
bullet.SetVar('negmult', mult) | ||
bullet.SetVar('lerp', 0) | ||
table.insert(bullets, bullet) | ||
end | ||
mult = mult + 0.05 | ||
end | ||
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for i=1,#bullets do | ||
local bullet = bullets[i] | ||
local timer = bullet.GetVar('timer') | ||
local offset = bullet.GetVar('offset') | ||
local lerp = bullet.GetVar('lerp') | ||
local neg = 1 | ||
local posx = (70*lerp)*math.sin(timer*bullet.GetVar('negmult') + offset) | ||
local posy = (70*lerp)*math.cos(timer + offset) + yOffset - lerp*50 | ||
bullet.MoveTo(posx, posy) | ||
bullet.SetVar('timer', timer + 1/40) | ||
lerp = lerp + 1 / 90 | ||
if lerp > 4.0 then | ||
lerp = 4.0 | ||
end | ||
bullet.SetVar('lerp', lerp) | ||
end | ||
end |
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