class PapyrusBattle(Battle): def __init__(self): self.enemy_name = "Papyrus" self.hp = 150 self.mercy = 0 self.turns = 0 self.spare_threshold = 80def act_effect(self, action): if action == "Flirt": self.mercy += 25 show_text("Papyrus: NGAHHH! You're making me blush!") elif action == "Insult": self.mercy += 5 show_text("Papyrus: I'LL FORGIVE THAT BECAUSE I'M GREAT!") elif action == "Trick": self.mercy += 15 show_text("Papyrus: NYEH? A PUZZLE? WHERE??") def enemy_attack(self): if self.turns < 2: return attack_patterns["Papyrus"][0] # bones elif self.hp < 50: return attack_patterns["Papyrus"][2] # blue attack else: return attack_patterns["Papyrus"][1] def on_spare(self): show_text("Papyrus: I, THE GREAT PAPYRUS, SPARE YOU HUMAN!") end_battle(victory=True)
START → PLAYER_TURN → ENEMY_TURN → PLAYER_DODGE → CHECK_VICTORY → END
↑_______________↓ (repeat)
If Sans had a specific attack pattern that could be described with math, for example: Undertale Boss Battles Script
$$ \textDamage = 10 \times \textAttack Power $$ START → PLAYER_TURN → ENEMY_TURN → PLAYER_DODGE →
This could be part of a strategy discussion. If Sans had a specific attack pattern that
Before we dive into the boss battles, let's briefly overview the battle system in Undertale. The game uses a custom-built battle system, which allows for a mix of turn-based and real-time elements. The player can choose to either attack, defend, or use a special ability during battles.
// Step event - player turn
if (turn_over)
show_menu();
turn_over = false;