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- number_of_hits = 0
- comments = {"He seems to hear you over\rhis headphones.", "You can hear stereos from\rsomewhere in the distance.", "You can't read his facial\rexpressions.", "He looks. . .tired."}
- commands = {"Talk", "Taunt"}
- sprite = "empty" --Always PNG. Extension is added automatically.
- name = "Him"
- hp = 1
- atk = 1
- def = 1
- def = 999
- check = "He's got nothing left."
- dialogbubble = "rightwideminus" -- See documentation for what bubbles you have available.
- canspare = false
- cancheck = true
- xp = 0
- gold = 0
- -- Happens after the slash animation but before
- function HandleAttack(attackstatus)
- if attackstatus == -1 then
- currentdialogue = "[font:sans]Nice try."
- -- player pressed fight but didn't press Z afterwards
- else
- -- player did actually attack
- number_of_hits = number_of_hits + 1
- if number_of_hits == 1 then
- currentdialogue = {"[font:sans]Attacking\nalready?"}
- end
- if number_of_hits == 2 then
- currentdialogue = {"[font:sans]So yeah.\nThis is\nit."}
- end
- if number_of_hits == 2 then
- currentdialogue = {"[font:sans]First\nyou\nkilled\nmy\nfriends."}
- end
- if number_of_hits == 3 then
- currentdialogue = {"[font:sans]Then you\ncome\nafter me."}
- end
- if number_of_hits == 4 then
- def = -999
- currentdialogue = {"[font:sans]H u h."}
- end
- end
- -- This handles the commands; all-caps versions of the commands list you have above.
- function HandleCustomCommand(command)
- if command == "TALK" then
- BattleDialog ({"He doesn't acknowledge\ryour conversing."})
- elseif command == "TAUNT" then
- BattleDialog ({"Your remarks don't\rfaze him."})
- end
- end
- end
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