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- -- A basic monster script skeleton you can copy and modify for your own creations.
- music = {"heartache_remix"}
- comments = {"Smells like cinnamon\rand vanilla.", "Emilarc is facing you\rnervously.", "Emilarc studies your\rmovements."}
- commands = {"Talk", "Threaten", "Flirt"}
- randomdialogue = {"Hello..", "Don't\nhurt\nme...", "Can I\nhelp\nyou...?"}
- sprite = "emilarc" --Always PNG. Extension is added automatically.
- name = "Emilarc"
- hp = 150
- atk = 4
- def = 2
- check = "Skeleton Goat Hybrid\rwith a kind heart."
- dialogbubble = "right" -- See documentation for what bubbles you have available.
- canspare = false
- cancheck = true
- -- Happens after the slash animation but before the shaking and hit sound.
- function HandleAttack(attackstatus)
- if attackstatus == -1 then
- -- player pressed fight but didn't press Z afterwards
- else
- -- player did actually attack
- end
- end
- function HandleAttack(attackstatus)
- if attackstatus == -1 then
- currentdialogue = {"P-Please\ndon't\nhurt me.."}
- else
- if hp > 30 then
- currentdialogue = {"Why..."}
- else
- currentdialogue = {"Why are\nyou doing\nthis..."}
- end
- end
- end
- function HandleCustomCommand(command)
- if command == "TALK" then
- if talkcount == 0 then
- currentdialogue = {"It's\nb-been\nok.."}
- BattleDialog({"You ask her how her day\rhas been"})
- elseif talkcount == 1 then
- currentdialogue = {"I-I like\nbaking..."}
- BattleDialog({"You ask about her hobbies."})
- else
- canspare = true
- table.insert(comments, "Emilarc smiles confidently at\ryou.")
- currentdialogue = {"R-Really?\nThank you!"}
- BattleDialog({"You call Emilarc your friend."})
- end
- talkcount = talkcount + 1
- elseif command == "FLIRT" then
- currentdialogue = {"*blushes*\n Um..."}
- BattleDialog({"You wink flirtatiously."})
- elseif command == "THREATEN" then
- currentdialogue = {"No..\rPlease..\nHurt me,\nnot\nthem.."}
- BattleDialog({"You threaten to harm\rEmilarc's family"})
- end
- end
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