- Created room1.tmx and room1.lua for the first room in the game, including tiles, collision objects, and NPCs. - Added room2.tmx and room2.lua for the second room, featuring tiles, collision objects, and an enemy. - Introduced a world template to manage map transitions and layout. - Implemented a new tileset (castle.tsx and castle.lua) for the castle theme, including tile properties and image references.
24 lines
1007 B
Lua
24 lines
1007 B
Lua
return {
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-- The inclusion of the below line tells the language server that the first parameter of the cutscene is `BattleCutscene`.
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-- This allows it to fetch us useful documentation that shows all of the available cutscene functions while writing our cutscenes!
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---@param cutscene BattleCutscene
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susie_punch = function(cutscene, battler, enemy)
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-- Open textbox and wait for completion
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cutscene:text("* Susie threw a punch at\nthe dummy.")
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-- Hurt the target enemy for 1 damage
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Assets.playSound("damage")
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enemy:hurt(1, battler)
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-- Wait 1 second
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cutscene:wait(1)
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-- Susie text
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cutscene:text("* You,[wait:5] uh,[wait:5] look like a weenie.[wait:5]\n* I don't like beating up\npeople like that.", "nervous_side", "susie")
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if cutscene:getCharacter("ralsei") then
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-- Ralsei text, if he's in the party
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cutscene:text("* Aww,[wait:5] Susie!", "blush_pleased", "ralsei")
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end
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end
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} |