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Scratchtober--Trick or Treat

FOFogger123•Created October 14, 2020
Scratchtober--Trick or Treat
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Instructions

Trick or Treat WIP In this Halloween RPG, you play as three trick-or-treaters who battle monsters to gain candy. When you decide to quit, you get points for your candy, but if all your characters are knocked out first, you get no points. There are MANY bugs and unimplemented features, but I just wanted to get it published before the end of October. Let me know if you find a bug, and I will fix it if I can. Instructions Each turn, click on one of your three characters to select them. Their three abilities will then appear at the bottom of the screen. Click on one of these abilities, and if it is a targeted ability, click on the character you want to target. Then, click on another of your characters and repeat. When each of your characters has taken a turn, the enemies will take their turn. Candy Getting candy is the goal of the game. Whenever you defeat an enemy, they will drop candy. Candy is your score, but you can also use it as an item in battle. Clicking on the treat bag in the top left corner of the screen will open your inventory. From there, you can click on a candy to use it. Note that this counts as your character's action for that turn, and that only the candy on top of your list is shown. There are currently three types of candy: Red Candy: 1 Point Heals 20 HP Blue Candy: 5 Points Removes all status effects Pink Candy: 10 Points Shields the user Scoring Every five battles, you will be taken to the store where your characters will be healed and have their status cleared, you can buy items (WIP), and you can cash out. You will see two buttons on the right side of the screen. One button will allow you to "cash out" and receive your score, ending the game. The other will allow you to continue on, risking it all. Enemies Ghost 50 HP 20 DMG Can turn incorporeal Zombie 50 HP 20 DMG 50% chance of zombfying victim Devil 60 HP 40 DMG 50% chance of burning victim Wolfman 70 HP 50 DMG Vampire 70 HP 30 DMG Can send a cloud of bats to blind victim Status Effects Each character or enemy can only have one status effect at a time. Advanced strategies revolve around switching out one status effect for another. Incorporeal: Immune to damage, but not to status effects Shielded: Immune to damage and status effects Blind: Attacks have a 50% chance of failing Poisoned: Takes 5 DMG every turn Burned: Takes 10 DMG every turn Zombified: Cannot be healed. This effect does not wear off normally.

Description

*High Scores* 1. Fogger123: 1327 Points 2. ILOVECATSHUN: 31 Points Music Funeral March of a Marionette -- Charles Gounod Waltz of the Eyes -- Stavros Lansias Spooky Spooks -- Clay Pool, played by Joe Rinaudo on an American Fotoplayer Ghost Parade -- John Scott, played by Joe Rinaudo on an American Fotoplayer Bogie Wail -- Jack Hylton Nightmare -- Artie Shaw In the Hall of the Mountain King -- Edvard Grieg Sarabande -- George Frideric Handel Dance of the Knights -- Sergei Prokofiev Dance of the Pagan Monster -- Sergei Prokofiev La Llarona -- Traditional, played by Monica Sauza on a Theremin Anitra's Dance -- Edvard Grieg Prelude and Fugue in A Minor -- Johann Sebastian Bach House on Haunted Hill -- Frank DeVol Ghost Dance -- Truett & George Haunted House -- Betty Grable Satan Takes a Holiday -- John Cali White Shivers (or White Ghost Shivers according to some sources) -- New Orleans Owls Changelog V 1.1 ~ Blindness clouds don't stop you from selecting enemies. ~Fire can be clicked through. ~Enemies *shouldn't* attack after they are defeated anymore. ~The Plunder ability works against all enemies. V 1.2 ~Added reset command for testing purposes. ~All enemies make a noise to indicate when they take poison damage. ~Added blindness cloud for pirate. V 1.3 ~Added new song: Anitra's Dance ~Added blindness clouds for princess and ninja. V 1.4 ~Finally gave an effect to blue candy: removes all status effects. ~The fire effect no longer shows up when the candy bag is open ~Added new song: Prelude and Fugue in A Minor ~Added new song: House on Haunted Hill ~Once again, I made a change that will hopefully stop dead enemies from attacking. V 1.5 ~The burning animation should now work for the Princess. ~Vampires' blinding cloud attack now works. ~Vampires should not attack defeated party members anymore. V 1.6 ~Added new song: Ghost Dance ~Added new song: Haunted House ~Added new song: Satan Takes a Holiday ~Characters and enemies light up when the mouse touches them. ~Fixed a missing texture on the Vampire's pants. ~Characters' ability icons also light up when moused over. ~Fixed mistaken use of the Enemy 2 variable in place of the Enemy 3 variable in the Vampire portion of the Enemy 3 sprite's startup code. (Boy, I sure sound like I know what I'm doing, don't I?) ~Fixed bug that would cause Enemy 3 to generate in the wrong location when starting a new level as a Ghost. ~Revamped the random target selection system (used only when an enemy's ai can't determine the best possible target) so that the enemy cannot target a defeated character. Except for the Zombie; I thought it was thematically appropriate for the Zombie to be stupid enough to attack thin air. ~Added new song: White Shivers

Project Details

Project ID436223124
CreatedOctober 14, 2020
Last ModifiedAugust 22, 2024
SharedOctober 29, 2020
Visibilityvisible
CommentsAllowed