- Create Your Frisk Apk
- Create Your Frisk 2020
- Create Your Frisk Tutorial
- Create Your Frisk Latest Version
Create Your Frisk Apk
Example (My own AU) Name: Underswitch Type of AU: Swapping Swaps: Frisk/Asriel (the humans let Asriel stay on the surface in this AU), Toriel/Flowey, Sans/Alphys, Undyne/Papyrus, Monster Kid/Chara (because why not), Mettaton/Amalgamates (the amalgamates are the different Mettaton forms), Muffet/Asgore. How is Create Your Frisk abbreviated? CYF stands for Create Your Frisk. CYF is defined as Create Your Frisk very rarely.
First of all, who is your favourite UNDERTALE character?, What is your favourite colour? (sorry:3), Choose an Element. Quiz Questions: First of all, who is your favourite UNDERTALE character? Removed the 'Create Your Frisk's new features' section and moved the items inside of it to more fitting sections; Replaced the 'Wave scripts' page with 'The Arena Object', and moved its singular function and variable to 'Misc. Functions' and 'Special Variables' where they belong.(These features were already in the engine, but undocumented). This is Create Your Frisk with a lot of mods where you can ruin the fun. If you want to refill your health in a battle, just press C at any time. If you import your own mods into the game and want to add the code to it, go to the folder of the mod. Next, go into the LUA folder. Then, go into the encounter folder.
Create Your Frisk 2020
Create Your Frisk Tutorial
- * Overworld basis system (collisions, player deplac.)
- * Overworld Text Manager
- * Event Manager : basis (still need autotrigger and touching event trigger)
- + Save System (ready but not implemented yet)
- - Menu in-map
- * Title Screen
- - Event Manager : optimization
- input stop at the end of a wave : resizing the arena at the end of a wave, before the menu
- Functions :
- * TeleportEvent (int x, int y) * MoveEventToPoint (int x, int y, bool checkCollisions)
- * SetAnimation (string eventName, string animName)
- * WaitUntilPress
- - AddItem, RemoveItem (must have Inventory first) - AddMoney (int amount) (negative amount to remove money)
- * SetTone (with image above all current images by default)
- - Flash(float duration in s, color (4 ints) for the color) - Rumble(float intensity, float duration in s)
- - StopBGM (parameter for 'fondu' in s) - PlayBGM (parameter for 'fondu' in s)
- * SetBattle (string encounterName, bool quickAnim)
- - Shop (string[] itemNames/int[] itemIDs, int[] prices) (must have Shop GUI first) (maybe directly in scenes)
- - Heal(amount) - Damage(amount) (must not die, 1HP min)
- - Save (must have Save option first)
- * GameOver (string[] deathText) - TitleScreen (must have Title Screen scene first)
- * GetReturnPoint(index) <--- Alternative to 'while' iterations ---> * SetReturnPoint(index)
- - Keep event pages between scenes
- Text commands : 'speed' + 1 int --> number of letters printed per frame
- 'letters' + 1 int --> number of letters printed on this frame only
- 'mugshot' + 1 string --> changes the current text mugshot. Only available on the overworld
- 'noskipatall' --> Used for events, it will prevent the player from going to the next text. You better not use it
- Added features : - Now HandleSpare() is executed right before a successful spare that ends the battle. You're now free to make a spare scene !
- - Mugshot system on overworld texts : you know, the faces of the character you're talking to and such