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base repository: RhenaudTheLukark/CreateYourFrisk
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head repository: Pop4484/FunnyUrFlosk
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  • 7 commits
  • 74 files changed
  • 1 contributor

Commits on Nov 16, 2021

  1. adding stuff

    lol
    Pop4484 committed Nov 16, 2021
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    5d8a016 View commit details
  2. shit didnt update

    old music was fnf lol
    Pop4484 committed Nov 16, 2021
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    76eff76 View commit details
  3. level fix

    level to 1 lol
    Pop4484 committed Nov 16, 2021
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    53c206a View commit details

Commits on Nov 17, 2021

  1. Load stats from overworld to encounters

    cool
    Pop4484 committed Nov 17, 2021
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    f154af2 View commit details
  2. fix the loading

    it was this simple??? lol
    Pop4484 committed Nov 17, 2021
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    4a34257 View commit details
  3. fixed more stuff lol

    Pop4484 committed Nov 17, 2021
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    0decb92 View commit details
  4. change equipped item softlock fix

    fucking shit
    Pop4484 committed Nov 17, 2021
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    f4020cb View commit details
Showing with 1,770 additions and 905 deletions.
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42 changes: 42 additions & 0 deletions Assets/Mods/Examples 2/Lua/Encounters/Ronald.lua
Original file line number Diff line number Diff line change
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-- A basic encounter script skeleton you can copy and modify for your own creations.

music = "ronald" --Either OGG or WAV. Extension is added automatically. Uncomment for custom music.
encountertext = "Here's Ronald McDonald!" --Modify as necessary. It will only be read out in the action select screen.
nextwaves = {"bullettest_chaserorb"}
wavetimer = 20
arenasize = {155, 130}
enemies = {
"ronald"
}

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 = {"hamborger"}

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.
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)
BattleDialog({"Selected item " .. ItemID .. "."})
end
7 changes: 7 additions & 0 deletions Assets/Mods/Examples 2/Lua/Encounters/Ronald.lua.meta

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49 changes: 49 additions & 0 deletions Assets/Mods/Examples 2/Lua/Encounters/pPenny.lua
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-- A basic encounter script skeleton you can copy and modify for your own creations.

music = "battlelol" --Either OGG or WAV. Extension is added automatically. Uncomment for custom music.
encountertext = "Proto Penny blocks your way!" --Modify as necessary. It will only be read out in the action select screen.
nextwaves = {"bullettest_chaserorb"}
wavetimer = 10
arenasize = {155, 130}

enemies = {
"protopenny"
}

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.
-- Pause the music to start it when you need to start it.
Audio.Pause()
-- Intro text!
enemies[1]["currentdialogue"] = {"[voice:pPenny]I'm gonna \nstop you\nright \nthere!", "[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.
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
7 changes: 7 additions & 0 deletions Assets/Mods/Examples 2/Lua/Encounters/pPenny.lua.meta

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4 changes: 2 additions & 2 deletions Assets/Mods/Examples 2/Lua/Monsters/bullet_testing_poseur.lua
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@@ -10,8 +10,8 @@ def = 1
check = "Do not insult its hair."
dialogbubble = "right" -- See documentation for what bubbles you have available.
canspare = false
xp = 10
gold = 20
xp = 69420
gold = 69420

posecount = 0

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