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Sep 21st, 2017
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  1. Start-Up
  2. (0:0) When everything is starting up,
  3. (5:300) set variable %MonsterHealth to the value 20.
  4. (5:300) set variable %Attack to the value 0.
  5.  
  6. Initiate Combat
  7. (0:31) When a furre says {Attack},
  8. I used floor type simply because it is the easiest way to figure out where they are
  9. standing. You can use whatever other means you like.
  10. (1:17) and the triggering furre (moved from/is standing at) floor type #,
  11. (5:312) set variable %Attack to the total of rolling 1 dice with 10 sides plus 0.
  12.  
  13. Combat Damage Resolve - Kill Monster (Overkill)
  14. (0:31) When a furre says {Attack},
  15. I used floor type simply because it is the easiest way to figure out where they are
  16. standing. You can use whatever other means you like.
  17. (1:17) and the triggering furre (moved from/is standing at) floor type #,
  18. (1:205) and variable %MonsterHealth is less than variable %Attack,
  19. (5:200) emit message {You have slain the monster!} to the triggering furre.
  20. (5:300) set variable %MonsterHealth to the value 20.
  21. (5:300) set variable %Attack to the value 0.
  22. And whatever DS to get them out of the combat area.
  23.  
  24. Combat Damage Resolve - Kill Monster (Exact Damage)
  25. (0:31) When a furre says {Attack},
  26. I used floor type simply because it is the easiest way to figure out where they are
  27. standing. You can use whatever other means you like.
  28. (1:17) and the triggering furre (moved from/is standing at) floor type #,
  29. (1:203) and variable %MonsterHealth is equal to variable %Attack,
  30. (5:200) emit message {You have slain the monster!} to the triggering furre.
  31. (5:300) set variable %MonsterHealth to the value 20.
  32. (5:300) set variable %Attack to the value 0.
  33. And whatever DS to get them out of the combat area.
  34.  
  35. Combat Damage Resolve - Deal Damage
  36. (0:31) When a furre says {Attack},
  37. I used floor type simply because it is the easiest way to figure out where they are
  38. standing. You can use whatever other means you like.
  39. (1:17) and the triggering furre (moved from/is standing at) floor type #,
  40. (1:204) and variable %MonsterHealth is more than variable %Attack,
  41. (5:305) take variable %MonsterHealth and subtract variable %Attack, from it.
  42. (5:200) emit message {You agressively deal %Attack damage, putting the monster to %MonsterHealth life.} to the triggering furre.
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