-- A basic encounter script skeleton you can copy and modify for your own creations. music = "music" --Either OGG or WAV. Extension is added automatically. Uncomment for custom music. deathmusic = "lol_u_ded" encountertext = "Citrus Is Ready To Train!" --Modify as necessary. It will only be read out in the action select screen. nextwaves = {"bullettest_chaserorb"} wavetimer = 10.5 arenasize = {150, 100} enemies = { "poseur" } enemypositions = { {0, 3} } -- 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() require "Animations/CitrusAnimation" Inventory.AddCustomItems ({"Cinnamon Bun"}, {0}) Inventory.Setinventory({"Cinnamon Bun"}) end function EnemyDialogueStarting() -- Good location for setting monster dialogue depending on how the battle is going. end function Update() AnimateCitrus() 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 (20) end