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- comments = {"Smells like revenge.", "Toriel.", "Toriel's eyes are practically\nblazing."}
- commands = {"Taunt", "Talk"}
- randomdialogue = {"My child...", "You are not\nabove\nconsequences.", "Time for your\npunishment.", "You chose\nthis path."}
- sprite = "torielcyf" --Always PNG. Extension is added automatically.
- name = "Toriel"
- hp = 1200
- atk = 35
- def = 25
- check = "[color:ff0000]In my way."
- dialogbubble = "rightlarge" -- See documentation for what bubbles you have available.
- canspare = false
- cancheck = true
- xp = 999,999
- gold = 100
- tauntcount = 0
- -- Happens after the slash animation but before
- function HandleAttack(attackstatus)
- if attackstatus == -1 then
- currentdialogue = {"My goodness!\rPut that knife down\rthis instant!"}
- else
- if hp < 30 then
- currentdialogue = {"P-plese...\nstop."}
- -- player pressed fight but didn't press Z afterwards
- else
- -- player did actually attack
- end
- end
- end
- function HandleCustomCommand(command)
- if command == "TALK" then
- BattleDialog({"[color:ff0000]Not worth talking to."})
- if command == "TAUNT" then
- if tauntcount == 0 then
- currentdialogue = {"My child...\nhow could you\nsay that?"}
- BattleDialog({"You tell Toriel that she was too\nweak to save any of them.\nShe flinches."})
- elseif tauntcount == 1 then
- currentdialogue = {"I... no.\nYou're right.\nI was a fool\nto try to protect YOU."}
- BattleDialog({"You tell Toriel that she was\rstupid to try to protect you.\rShe's shaking with rage."})
- elseif tauntcount == 2 then
- currentdialogue = {"You...\nyou really\nshouldn't have\nsaid that."}
- BattleDialog({"You tell Toriel she didn't\reven try to save her son.", "Toriel's finally had it.\rToriel's ATK up!"})
- end
- end
- end
- end
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