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- physical3384
-
Scratcher
5 posts
Undertale Battle Creator
Can you also make it so it is possible to make the enemy use different attacks after a certain thing happens… Like the dumb fight when the dummy is out of knives, and the mettaton fight when he switches
- SpadeZ_160
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Scratcher
6 posts
Undertale Battle Creator
Just finished my first battle creation! i worked hard. come check it out! https://scratch.mit.edu/projects/112192522/
- pococikapusta
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Scratcher
38 posts
Undertale Battle Creator
Could you add ratings from mettaton ex fight?I don't see much sense in doing that. You could copy ratings drawing sprite from my Mettaton EX battle and upload it to your project (make variable “Ratings” before doing it)
- pococikapusta
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Scratcher
38 posts
Undertale Battle Creator
Can you also make it so it is possible to make the enemy use different attacks after a certain thing happens… Like the dumb fight when the dummy is out of knives, and the mettaton fight when he switchesIt can be done in a lot of ways
when green flag clicked // something like this if you want to set a variable
wait until <(g.turncounter)=[number of turns before something happens...]>
... // thing that will happen
define Put attack 1 here! //if you want different attack to be used...
if <(g.turncounter) = [number of turn when something different will happen]
... // "special" attack
else
... // regular attack
end
- 24petegrey
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Scratcher
6 posts
Undertale Battle Creator
PLEASE ADD MEGALO STRIKE BACK AND WATERS OF MEGALOVANIA
- 24petegrey
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Scratcher
6 posts
Undertale Battle Creator
PLEASE ADD MEGALO STRIKE BACK AND WATERS OF MEGALOVANIA
- Pancakesxp
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Scratcher
500+ posts
Undertale Battle Creator
Nice. I really like Undertale battles. They helped me with my coding.
- HolaImFredbear
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Scratcher
15 posts
Undertale Battle Creator
PLEASE ADD MEGALO STRIKE BACK AND WATERS OF MEGALOVANIAhe already has… ( and for waters of megalovania… if you want it, ill tell you)
- HolaImFredbear
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Scratcher
15 posts
Undertale Battle Creator
hey poco… is there a way to completely remove the battle box… i tried but then i cant move the soul at all, or its there just invisible



















- IvanStdio
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Scratcher
96 posts
Undertale Battle Creator
BEST ENGINE EVER!
Thank you for this engine. It is so simple ^_^
Thank you for this engine. It is so simple ^_^
define Put attack 1 here!
[ATTACK - Kill anyone -_-]
- NeilandNASA
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Scratcher
34 posts
Undertale Battle Creator
when green flag clicked
if <him> then
end
move () steps
- HolaImFredbear
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Scratcher
15 posts
Undertale Battle Creator
lol i dont knowwhat are you doingmove (21) steps
- NeilandNASA
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Scratcher
34 posts
Undertale Battle Creator
coollol i dont knowwhat are you doingmove (21) steps
- IvanStdio
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Scratcher
96 posts
Undertale Battle Creator
STOP ASK ABOUT DODGING
Player damage - you can do it 0.1 for example, monster hp - any big value, because in end we set it to 0.
It was easy way, but this is HARDER way:
Monster Defense - 5, Monster HP - any not big value (player attacks will MISS anyway)
when green flag clicked
set (dodges) to (0)
define Extra things that will happen after FIGHT is used (no attacks here)
if <(dodges) < (24)> //dodges
change x by (-10)
wait (1) secs
change x by (10)
else
if <(dodges) = (24)> //final dodge
set (g.mon_hp) to (-9999) //after this dodge we can kill enemy 1 fight use
change x by (-10)
wait (1) secs
change x by (10)
end
end
change (dodges) by (1)//next dodge
Player damage - you can do it 0.1 for example, monster hp - any big value, because in end we set it to 0.
It was easy way, but this is HARDER way:
when green flag clicked
set (dodges) to (0)
set (g.pl_att) to (0) //set player attack to 0
define Extra things that will happen after FIGHT is used (no attacks here)
if <(dodges) < (24)>
change x by (-10) // you can do better animation, like 5 repeats of CHANGE X BY -2, it is just bad example.
wait (1) secs
change x by (10)
else
if <(dodges) = (24)>
change x by (-10)
wait (1) secs
change x by (10)
set (g.pl_att) to (99999999999999) //you can put any value you want, after final dodge we can kill him 1 FIGHT use.
end
end
change (dodges) by (1)
Monster Defense - 5, Monster HP - any not big value (player attacks will MISS anyway)
Last edited by IvanStdio (June 7, 2016 11:07:02)
- IvanStdio
-
Scratcher
96 posts
Undertale Battle Creator
FIGHT-progress battle (like Sans):
Block with “Put attack X here!” you can customizable by your option. My example:
when green flag clicked
set (atks) to (0)
define Put attacks here! //define it by yourself
if <(atks) = (1)>
... //attack after 1st fight
end
if <(atks) = (2)>
... //attack after 2nd fight
end
if <(atks) = (3)>
... //attack after 3rd fight
end
if <(atks) = (4)>
... //attack after 4th fight
end
if <(atks) = (5)>
... //attack after 5th fight
end
if <...> // you can add more attacks
end
define Extra things that will happen after FIGHT is used (no attacks here)
change (atks) by (1)
Block with “Put attack X here!” you can customizable by your option. My example:
define Extra things that will happen after FIGHT is used (no attacks here)
change (atks) by (1)
set (prev.fight?) to (1)
define Put attack 1 here!
if <(prev.fight?) = (0)>
if <(PHASE) = (1)>
... //random attack
end
if <(PHASE) = (2)>
... //random attack on 2nd phase
end
else
Put attacks here!::custom
end
- IvanStdio
-
Scratcher
96 posts
Undertale Battle Creator
define Put attack (X) here!After this you already CAN make monster spaeable, because it wasn't true spare.
if <(atks) = (14)> // you can do any attack here. In the Sans battle this is the number of attack when he ask to spare him.
... //enemy can say stuff, can attack you - this is you customizable
set (Dunking) to (1)
stop [this script] //debug
end
if <(Dunking) = (2)>
wait (1) secs //I recommending it.
ATTACK - Dunk On::custom
end
if <(Dunking) = (1)>
set (Dunking) to (0)
... //stuff if we is alive
end
define Extra things that will happen after SPARE is used and monster wasn't spared //you can do your stuff here, but put this script.
if <(Dunking) = (1)>
set (Dunking) to (2)
set (atks) to [Dunk] // it is debug if you have Fight-progress game.
end
NOTE: when sans dunking, his name goes pink. If you good at coding, you can:
1. Find script for spare text
2. Duplicate S P A R E words, color it to any color (example pink)
3. Make code: if Dunking = 1, SPARE goes pink/yellow/etc.
- pococikapusta
-
Scratcher
38 posts
Undertale Battle Creator
define Put attack (X) here!After this you already CAN make monster spaeable, because it wasn't true spare.
if <(atks) = (14)> // you can do any attack here. In the Sans battle this is the number of attack when he ask to spare him.
... //enemy can say stuff, can attack you - this is you customizable
set (Dunking) to (1)
stop [this script] //debug
end
if <(Dunking) = (2)>
wait (1) secs //I recommending it.
ATTACK - Dunk On::custom
end
if <(Dunking) = (1)>
set (Dunking) to (0)
... //stuff if we is alive
end
define Extra things that will happen after SPARE is used and monster wasn't spared //you can do your stuff here, but put this script.
if <(Dunking) = (1)>
set (Dunking) to (2)
set (atks) to [Dunk] // it is debug if you have Fight-progress game.
end
NOTE: when sans dunking, his name goes pink. If you good at coding, you can:
1. Find script for spare text
2. Duplicate S P A R E words, color it to any color (example pink)
3. Make code: if Dunking = 1, SPARE goes pink/yellow/etc.
Dunking can be made in a better way by using some of custom blocks I added recently:
define Put attack X here!
if <(atks) = [14]> then
Make monster possible to spare::custom
... //if you want monster to say something add it here
else
Make monster not possible to spare::custom
...//other turns (put attacks here)
end
define Put stuff monster will say after it's spared here!
... //if you want monster to say something
Change fight state to Monster's turn::custom //to make attacks work
Set game over text to [gettt dunked on!!]::custom //change game over text
Set game over music to [2]::custom //change game over music to sped up dogsong
ATTACK - Dunk on::custom
Thanks for writing these tutorials by the way

Last edited by pococikapusta (June 7, 2016 19:19:05)
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