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- Start-Up
- (0:0) When everything is starting up,
- (5:300) set variable %MonsterHealth to the value 20.
- (5:300) set variable %Attack to the value 0.
- Initiate Combat
- (0:31) When a furre says {Attack},
- I used floor type simply because it is the easiest way to figure out where they are
- standing. You can use whatever other means you like.
- (1:17) and the triggering furre (moved from/is standing at) floor type #,
- (5:312) set variable %Attack to the total of rolling 1 dice with 10 sides plus 0.
- Combat Damage Resolve - Kill Monster (Overkill)
- (0:31) When a furre says {Attack},
- I used floor type simply because it is the easiest way to figure out where they are
- standing. You can use whatever other means you like.
- (1:17) and the triggering furre (moved from/is standing at) floor type #,
- (1:205) and variable %MonsterHealth is less than variable %Attack,
- (5:200) emit message {You have slain the monster!} to the triggering furre.
- (5:300) set variable %MonsterHealth to the value 20.
- (5:300) set variable %Attack to the value 0.
- And whatever DS to get them out of the combat area.
- Combat Damage Resolve - Kill Monster (Exact Damage)
- (0:31) When a furre says {Attack},
- I used floor type simply because it is the easiest way to figure out where they are
- standing. You can use whatever other means you like.
- (1:17) and the triggering furre (moved from/is standing at) floor type #,
- (1:203) and variable %MonsterHealth is equal to variable %Attack,
- (5:200) emit message {You have slain the monster!} to the triggering furre.
- (5:300) set variable %MonsterHealth to the value 20.
- (5:300) set variable %Attack to the value 0.
- And whatever DS to get them out of the combat area.
- Combat Damage Resolve - Deal Damage
- (0:31) When a furre says {Attack},
- I used floor type simply because it is the easiest way to figure out where they are
- standing. You can use whatever other means you like.
- (1:17) and the triggering furre (moved from/is standing at) floor type #,
- (1:204) and variable %MonsterHealth is more than variable %Attack,
- (5:305) take variable %MonsterHealth and subtract variable %Attack, from it.
- (5:200) emit message {You agressively deal %Attack damage, putting the monster to %MonsterHealth life.} to the triggering furre.
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