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- 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;
- };
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