guard_scorpion = { default_defense; default_magic_defense; default_action_idle; default_action_hurt; new_defense = 255; new_magic_defense = 384; new_action_idle = "action_idle_stance_1"; new_action_hurt = "action_hurt_stance_1"; stage = 0; count = 0; warning = false; on_start = function(self) self.default_defense = fighter_self.data.defense; self.default_magic_defense = fighter_self.data.magic_defense; self.default_action_idle = fighter_self.data.action_idle; self.default_action_hurt = fighter_self.data.action_hurt; return 0; end; on_action = function(self) if self.count == 0 or self.count == 2 then set_random_enemy_as_target(); temp_target = fighters_target; battle:run_command(Battle.MONSTER_ACTION, 284); -- DisplayText(2c4f434b4544002f4e00344152474554ff)(Locked On Target) self.count = self.count + 1; elseif self.count == 1 or self.count == 3 then fighters_target = temp_target; if math.random(3) == 1 then battle:run_command(Battle.MONSTER_ACTION, 283); else if fighter_self.data.current_hp < (fighter_self.data.max_hp / 2) then battle:run_command(Battle.MONSTER_ACTION, 283); else battle:run_command(Battle.MONSTER_ACTION, 282); end; end; self.count = self.count + 1; elseif self.count == 4 then set_self_as_target(); battle:run_command(Battle.MONSTER_ACTION, 287); fighter_self.data.defense = self.new_defense; fighter_self.data.macic_defense = self.new_magic_defense; fighter_self.data.action_idle = self.new_action_idle; fighter_self.data.action_hurt = self.new_action_hurt; self.stage = 1; if self.warning == false then --[[ if player1_is_dead() == false then if player2_is_dead() == true then --DisplayText([variableea0000]00b22954075300474f4e4e4100464952450054484154004c41534552a9b3ff)( “It's gonna fire that laser…”) battle:run_command(Battle.DISPLAY_TEXT, 0); else --DisplayText([variableea0000]00b2[variableea0001]0c004245004341524546554c01b3ff)( “, be careful!”) battle:run_command(Battle.DISPLAY_TEXT, 0); --DisplayText(b221545441434b005748494c450049540753005441494c075300555001ff)(“Attack while it's tail's up!) battle:run_command(Battle.DISPLAY_TEXT, 0); --DisplayText(2954075300474f4e4e4100434f554e54455241545441434b005749544800495453004c415345520eb3ff)(It's gonna counterattack with its laser.”) battle:run_command(Battle.DISPLAY_TEXT, 0); end; else --DisplayText([variableea0001]00b2290044554e4e4f0057484154075300474f494e07004f4e0c00425554a9ff)( “I dunno what's goin' on, but…) battle:run_command(Battle.DISPLAY_TEXT, 0); --DisplayText(004954004c4f4f4b5300505245545459004241440eff)( it looks pretty bad.) battle:run_command(Battle.DISPLAY_TEXT, 0); --DisplayText(002c4554075300534545005748415400495400444f4553005748454e0049540753005441494c0753005550a9b3ff)( Let's see what it does when it's tail's up…”) battle:run_command(Battle.DISPLAY_TEXT, 0); end; ]] self.warning = true; end; self.count = self.count + 1; elseif self.count == 5 or self.count == 6 then self.count = self.count + 1; elseif self.count == 7 then set_self_as_target(); battle:run_command(Battle.MONSTER_ACTION, 288); fighter_self.data.defense = self.default_defense; fighter_self.data.magic_defense = self.default_magic_defense; fighter_self.data.action_idle = self.default_action_idle; fighter_self.data.action_hurt = self.default_action_hurt; self.stage = 0; self.count = 0; end; return 0; end; on_counter = function(self) if self.stage == 1 then fighters_target = fighters_enemy; battle:run_command(Battle.MONSTER_ACTION, 286); end; return 0; end; on_death = function(self) if self.stage == 1 then set_self_as_target(); battle:run_command(Battle.MONSTER_ACTION, 288); fighter_self.data.action_idle = self.default_action_idle; fighter_self.data.action_hurt = self.default_action_hurt; end; return 0; end; action_idle_stance_0 = function(self) fighter_self:play_animation("0"); return 0; end; action_hurt_stance_0 = function(self) fighter_self:play_animation("1"); return 0; end; action_idle_stance_1 = function(self) fighter_self:play_animation("20"); return 0; end; action_hurt_stance_1 = function(self) fighter_self:play_animation("21"); return 0; end; action_rifle_1 = function(self) fighter_self:play_animation("2"); script:play_hurt_action(fighters_target[1], 0.5); fighter_self:play_animation("3"); fighter_self:play_animation("4"); fighter_self:play_animation("5"); return 0; end; action_scorpion_tail = function(self) fighter_self:play_animation("6"); fighter_self:play_animation("7"); fighter_self:play_animation("8"); script:play_hurt_action(fighters_target[1], 0.1); fighter_self:play_animation("9"); return 0; end; action_search_scope = function(self) fighter_self:play_animation("10"); fighter_self:play_animation("11"); fighter_self:play_animation("12"); fighter_self:play_animation("13"); return 0; end; -- this is never used in real game action_rifle_2 = function(self) fighter_self:play_animation("22"); script:play_hurt_action(fighters_target[1], 0.5); fighter_self:play_animation("23"); fighter_self:play_animation("24"); fighter_self:play_animation("25"); return 0; end; action_tail_laser = function(self) fighter_self:play_animation("26"); fighter_self:play_animation("27"); fighter_self:play_animation("28"); fighter_self:play_animation("29"); return 0; end; action_go_to_stance_1 = function(self) fighter_self:play_animation("0"); fighter_self:play_animation("14"); fighter_self:play_animation("20"); return 0; end; action_go_to_stance_0 = function(self) fighter_self:play_animation("20"); fighter_self:play_animation("30"); fighter_self:play_animation("0"); return 0; end; };