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- -- A basic monster script skeleton you can copy and modify for your own creations.
- comments = {"Voodoo is stitching up a hole.", "Voodoo is laughing like a madman.", "Voodoo is having a great time.", "Voodoo seems to be\nthinking about someone."}
- commands = {"Sew", "Laugh", "Cuddle"}
- randomdialogue = {"AHAHAHA!", "LET'S\nHAVE\nSOME\nFUN!", "TIME FOR\nSOME\nSNIPPING!"}
- sprite = "Voodoo" --Always PNG. Extension is added automatically.
- name = "Voodoo"
- hp = 800
- atk = 6
- def = 2
- check = "This living ragdoll loves\nto cut and stitch."
- dialogbubble = "right" -- See documentation for what bubbles you have available.
- canspare = false
- cancheck = true
- -- Happens after the slash animation but before
- function HandleAttack(attackstatus)
- if attackstatus == -1 then
- -- player pressed fight but didn't press Z afterwards
- else
- SetSprite("Voodoo Hurt")
- -- player did actually attack
- end
- end
- function EnemyDialogueStarting(sprite)
- if sprite == "Voodoo Hurt" then
- SetSprite("Voodoo")
- elseif sprite == "Voodoo" then
- SetSprite("Voodoo")
- end
- -- This handles the commands; all-caps versions of the commands list you have above.
- function HandleCustomCommand(command)
- if command == "SEW" then
- BattleDialog({"You stitched up\nan old blanket."})
- currentdialogue = {"YES! LET'S SEW\nSOME THINGS UP!"}
- elseif command == "LAUGH" then
- BattleDialog({"You laughed as hard\nas you could."})
- currentdialogue = {"YES! LAUGH WITH\nME! HEEHEEHEE!"}
- elseif command == "CUDDLE" then
- BattleDialog({"You picked up Voodoo,\n and held him tightly."})
- currentdialogue = {"n-no... I\nfeel weird..."}
- end
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