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- return function(newENV)
- _ENV = newENV
- ----- DO NOT MODIFY ABOVE -----
- -- A basic Enemy Entity script skeleton you can copy and modify for your own creations.
- comments = { "Smells like the work of an enemy stand.", "Poseur is posing like his life depends on it.", "Poseur's limbs shouldn't be moving in this way." }
- commands = { "Check", "MEGA-SLASH", "Repair", "Repair-X" }
- randomdialogue = { "It's working." }
- AddAct("Check", "", 0)
- AddAct("MEGA-SLASH", "", 0, { "Susie" , "Ralsei"})
- AddAct("Repair", "", 0)
- AddAct("Repair-X", "", 25, { "Susie", "Ralsei" })
- name = "T1VO"
- hp = 50000
- atk = 10
- def = -200
- dialogbubble = "DRBubble" -- See documentation for what bubbles you have available.
- canspare = false
- cancheck = false
- check = "WANTS TO GET HIS PARTS BACK!!"
- -- CYK variables
- mag = 9001 -- MAGIC stat of the enemy
- targetType = "single" -- Specifies how many (or which) target(s) this enemy's bullets will target
- -- Check the "Special Variables" page of the documentation to learn how to modify this mess
- animations = {
- Hurt = { { 0 }, 1 , { next = "Idle" } },
- Idle = { { 0, 1, 2, 3, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }, 1 / 15, { } },
- }
- -- Triggered when a Player attacks (or misses) this enemy in the ATTACKING state
- function HandleAttack(attacker, attackstatus)
- if attackstatus == -1 then
- -- Player pressed fight but didn't press Z afterwards
- else
- -- Player did actually attack
- end
- end
- -- Triggered when a Player uses an Act on this enemy.
- -- You don't need an all-caps version of the act commands here.
- function HandleCustomCommand(user, command)
- local text = { "" }
- if command == "Check" then
- BattleDialog({ name .. " - " .. "150 ATK " .. "95 DEF\n" .. check })
- elseif command == "MEGA-SLASH" then
- Susie.ForceAttack(enemyid, damage = normal_damage_values)
- BattleDialog({"Used " .. command .. "."})
- end
- end
- ----- DO NOT MODIFY BELOW -----
- end
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