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- -- A basic monster script skeleton you can copy and modify for your own creations.
- comments = {"Smells like the work\rof an enemy stand.", "Poseur is posing like his\rlife depends on it.", "Poseur's limbs shouldn't be\rmoving in this way."}
- commands = {"Act 1", "Act 2", "Act 3"}
- randomdialogue = {"Random\nDialogue\n1.", "Random\nDialogue\n2.", "Random\nDialogue\n3."}
- sprite = "chara" --Always PNG. Extension is added automatically.
- name = "Chara"
- hp = 900
- atk = 1
- def = -5
- check = "Check message goes here."
- dialogbubble = "rightwide" -- See documentation for what bubbles you have available.
- canspare = false
- cancheck = false
- -- Happens after the slash animation but before
- function HandleAttack(attackstatus)
- if attackstatus == -1 then
- -- player pressed fight but didn't press Z afterwards
- else
- -- player did actually attack
- talk = talk + 1
- if talk == 1 then
- currentdialogue = {"[voice:v_sschara]Asi que prefieres\nir de esta manera?","[voice:v_sschara]Entonces,[w:5]\npresencia mi ATAQUE\nESPECIAL!"}
- Audio.Stop("knifetrousle")
- elseif talk == 2 then
- currentdialogue = {"[voice:v_sschara]Veo que has resistido mi[w:10]\nuhh... [w:10]ATAQUE MAS DEBIL!!","[voice:v_sshara]JAJAJAJ![w:5]\nPENSABAS QUE ESE ERA MI\nATAQUE MAS FUERTE!?","[voice:v_sschara]PUES NO! QUE EMPIEZE\nLA BATALLA![w:5][func:StartSong]"}
- end
- end
- end
- -- This handles the commands; all-caps versions of the commands list you have above.
- function HandleCustomCommand(command)
- if command == "ACT 1" then
- currentdialogue = {"Selected\nAct 1."}
- elseif command == "ACT 2" then
- currentdialogue = {"Selected\nAct 2."}
- elseif command == "ACT 3" then
- currentdialogue = {"Selected\nAct 3."}
- end
- BattleDialog({"You selected " .. command .. "."})
- end
- function StartSong()
- Audio.Play("knifetrousle")
- end
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