Undertale Boss - Battles Script !exclusive!

if action.lower() == "a": undyne.hp -= 10 print("You attacked Undyne!") if undyne.is_alive(): undyne_attack = undyne.attack_player() print(f"Undyne used undyne_attack on you!") player_hp -= 20 elif action.lower() == "s": mercy_chance = undyne.check_mercy() if mercy_chance > 5: print("You spared Undyne!") player_mercy += 10 else: print("Undyne didn't spare you!") player_hp -= 20 elif action.lower() == "r": print("You ran away!") break

Use the encounter script’s Update() function to monitor the boss’s HP and trigger phase changes:

If the player chooses to fight, the game delivers a gut-punch. A single, accidental critical hit reduces Toriel to ash in seconds. The game stops. The music cuts. The realization hits: I didn't have to do that. Undertale Boss Battles Script

: His fight is scripted to be impossible to "lose" in the traditional sense, as he will eventually capture you rather than kill you, subverting the threat level of a typical mid-game boss.

// Blue bones only damage when touching if (collision_circle(px, py, 5, obj_bone, false, true)) if (soul_color == "blue") hp -= 1; if action

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function fight() let baseDamage = 10 + (player.lv * 4); let defenseFactor = boss.defense / 10; let damage = Math.floor(baseDamage / defenseFactor); The music cuts

Another key aspect of Undertale's boss battles is the use of repetition and variation. Many of the game's encounters involve repeated interactions with the same character, often with slight variations in dialogue or behavior. This repetition creates a sense of familiarity and allows the player to develop a deeper understanding of the character and their motivations.

Use the HandleCustomCommand(actcommand) function to implement each Act’s effect. A successful Act might increase a mercy global variable, heal the player slightly, or change the boss’s attack pattern.

Each attack is a function that runs in real time for ~5 seconds.