void click ( void ) { sp_brain(1, 0); load(); sp_brain(1, 13); if (&result != 11) Say_xy("`%Try loading a saved game that exists, friend.", 0, 390); }
void main( void ) { //set the vision, so can't or can use stairs if (&story > 10) { //saved town, lets use the stairs and whatnot &vision = 2; } if (&story < 11) { //can't use stairs Debug("Yeah!"); &vision = 1; } //Make Parents & Little girl preload_seq(69); preload_seq(411); preload_seq(339); int &mom; int &dad; int &girl; &mom = create_sprite(377, 127, 0, 0, 0); sp_brain(&mom, 16); sp_base_walk(&mom, 220); sp_speed(&mom, 1); sp_timing(&mom, 0); //set starting pic sp_pseq(&mom, 221); sp_pframe(&mom, 1); sp_script(&mom, "s4-h2p1"); //Now the dad &dad = create_sprite(405, 148, 0, 0, 0); &temp4hold = &dad; sp_brain(&dad, 16); sp_base_walk(&dad, 410); sp_speed(&dad, 1); sp_timing(&dad, 0); //set starting pic sp_pseq(&dad, 411); sp_pframe(&dad, 1); sp_script(&dad, "s4-h2p2"); &girl = create_sprite(235, 178, 0, 0, 0); sp_brain(&girl, 16); sp_base_walk(&girl, 330); sp_speed(&girl, 1); sp_timing(&girl, 0); //set starting pic sp_pseq(&girl, 331); sp_pframe(&girl, 1); sp_script(&girl, "s4-h2p3"); freeze(&mom); freeze(&dad); }
void main( void ) { //can't get out of screen until this dude is DEAD screenlock(1); int &mcounter; sp_brain(¤t_sprite, 9); sp_speed(¤t_sprite, 1); sp_nohit(¤t_sprite, 0); sp_distance(¤t_sprite, 50); sp_timing(¤t_sprite, 33); sp_exp(¤t_sprite, 40); sp_base_walk(¤t_sprite, 530); sp_base_death(¤t_sprite, 550); sp_base_attack(¤t_sprite, 540); sp_defense(¤t_sprite, 3); sp_strength(¤t_sprite, 8); sp_touch_damage(¤t_sprite, 5); sp_hitpoints(¤t_sprite, 20); preload_seq(531); preload_seq(533); preload_seq(537); preload_seq(539); preload_seq(551); preload_seq(553); preload_seq(557); preload_seq(559); preload_seq(542); preload_seq(544); preload_seq(546); preload_seq(548); }
void main( void ) { int &mcounter; sp_brain(¤t_sprite, 9); sp_target(¤t_sprite, 1); sp_speed(¤t_sprite, 1); sp_range(¤t_sprite, 60); sp_distance(¤t_sprite, 60); sp_timing(¤t_sprite, 33); sp_exp(¤t_sprite, 400); sp_base_walk(¤t_sprite, 820); sp_base_attack(¤t_sprite, 810); sp_defense(¤t_sprite, 18); sp_strength(¤t_sprite, 35); sp_touch_damage(¤t_sprite, 25); sp_hitpoints(¤t_sprite, 40); preload_seq(812); preload_seq(814); preload_seq(816); preload_seq(818); preload_seq(825); preload_seq(821); preload_seq(823); preload_seq(827); preload_seq(829); }
void main( void ) { int &mcounter; screenlock(1); sp_brain(¤t_sprite, 9); sp_speed(¤t_sprite, 1); sp_nohit(¤t_sprite, 0); sp_distance(¤t_sprite, 50); sp_timing(¤t_sprite, 0); sp_exp(¤t_sprite, 25); sp_base_walk(¤t_sprite, 610); sp_base_death(¤t_sprite, 550); sp_base_attack(¤t_sprite, 620); sp_defense(¤t_sprite, 3); sp_strength(¤t_sprite, 8); sp_touch_damage(¤t_sprite, 5); sp_hitpoints(¤t_sprite, 30); preload_seq(611); preload_seq(613); preload_seq(617); preload_seq(619); preload_seq(621); preload_seq(623); preload_seq(627); preload_seq(629); preload_seq(542); preload_seq(544); preload_seq(546); preload_seq(548); }
void main( void ) { int &mcounter; screenlock(1); sp_brain(¤t_sprite, 9); sp_speed(¤t_sprite, 1); sp_distance(¤t_sprite, 60); sp_range(¤t_sprite, 45); sp_frame_delay(¤t_sprite, 45); sp_timing(¤t_sprite, 0); sp_exp(¤t_sprite, 200); sp_base_walk(¤t_sprite, 640); //sp_base_death(¤t_sprite, 680); sp_base_attack(¤t_sprite, 630); sp_defense(¤t_sprite, 5); sp_strength(¤t_sprite, 20); sp_touch_damage(¤t_sprite, 10); sp_hitpoints(¤t_sprite, 100); preload_seq(632); preload_seq(634); preload_seq(636); preload_seq(638); preload_seq(641); preload_seq(643); preload_seq(647); preload_seq(649); }
void buttonoff( void ) { sp_pframe(¤t_sprite, 1); Playsound(21,22050,0,0,0); sp_brain(&crap, 7); sp_reverse(&crap, 1); sp_seq(&crap, 200); }
void main( void ) { //shrink to nothing in 1 second wait(1000); sp_brain_parm(¤t_sprite, 40); sp_brain(¤t_sprite, 12); }
void hit( void ) { sp_brain(¤t_sprite, 9); sp_target(¤t_sprite, &enemy_sprite); //lock on to the guy who just hit us //playsound playsound(28, 28050,0,¤t_sprite, 0); }
void main(void ) { int &mycrap = create_sprite(&save_x, &save_y, 0, 161, 1); sp_script(&mycrap, "dam-bomn"); sp_range(&mycrap, 30); sp_brain(&mycrap, 17); playsound(6, 22050, 0,0,0); sp_seq(&mycrap, 161); //sp_touch_damage(&mycrap, 10); sp_strength(&mycrap, 25); }
void damage( void ) { int &hold = sp_editor_num(&missile_target); if (&missile_target == 0) { sp_speed(¤t_sprite, 0); sp_brain(¤t_sprite, 0); sp_nohit(¤t_sprite, 1); playsound(41, 22050,0,0,0); // sp_script(¤t_sprite, ""); kill_this_task(); } if (&hold != 0) { &scrap = sp_brain(&missile_target, -1); if (&scrap != 0) { //looks like we should not make the arrow stick kill_shadow(¤t_sprite); sp_active(¤t_sprite, 0); playsound(41, 22050,0,0,0); return; } sp_speed(¤t_sprite, 0); sp_brain(¤t_sprite, 0); playsound(41, 22050,0,0,0); // sp_script(¤t_sprite, ""); return; } kill_shadow(¤t_sprite); sp_active(¤t_sprite, 0); playsound(41, 22050,0,0,0); // sp_script(¤t_sprite, ""); kill_this_task(); }
void touch( void ) { freeze(1); sp_x(1, 283); sp_y(1, 320); sp_seq(1, 452); sp_frame(1, 1); sp_nocontrol(1, 1); //dink can't move until anim is done! sp_touch_damage(¤t_sprite, 0); sp_brain(1, 0); wait(2000); script_attach(1000); fade_down(); &player_map = 198; sp_x(1, 315); sp_y(1, 375); load_screen(198); sp_brain(1, 1); draw_screen(); fade_up(); kill_this_task(); }
void main( void ) { preload_seq(381); preload_seq(383); preload_seq(385); preload_seq(387); preload_seq(389); sp_base_walk(¤t_sprite, 380); sp_hitpoints(¤t_sprite, 50); sp_brain(¤t_sprite, 16); sp_speed(¤t_sprite, 1); sp_timing(¤t_sprite, 33); }
void maketraveler( void ) { int &spawnx; int &spawny; int &crap; &spawnx = random(200,200); &spawny = random(100,150); &crap = create_sprite(&spawnx, &spawny, 9, 341, 5); sp_speed(&crap, 1); sp_timing(&crap, 33); sp_brain(&crap, 16); sp_base_walk(&crap, 340); sp_script(&crap, "s1-wand"); }
void click () { freeze (1); load_game (-1); // This is reached if the game didn't exist. sp_brain (g_dink, "person"); sp_base_idle (g_dink, "idle"); sp_base_walk (g_dink, "walk"); sp_timing (g_dink, 33); sp_speed (g_dink, 2); freeze (g_dink); move_stop (g_dink, 2, 400, 1); sp_dir (g_dink, 2); say_stop ("Continue?", g_dink); say_stop ("You haven't even started yet!", g_dink); say_stop ("Hmpf!", g_dink); move_stop (g_dink, 8, 350, 1); sp_y (g_dink, 350); sp_seq (g_dink, collection_code ("walk") + 3); sp_brain (g_dink, "repeat"); sp_brain (1, "pointer"); unfreeze (1); }
void other( void ) { int &spawnx; int &spawny; int &crap; &spawnx = random(200,200); &spawny = random(100,150); &crap = create_sprite(&spawnx, &spawny, 9, 381, 2); sp_speed(&crap, 1); sp_timing(&crap, 33); sp_brain(&crap, 16); sp_base_walk(&crap, 380); sp_script(&crap, "s1-wand2"); }
void touch( void ) { int &mcrap = random(10,2); &gold += &mcrap; say("I found &mcrap gold.",1); sp_brain_parm(¤t_sprite, 10); sp_brain(¤t_sprite, 12); sp_touch_damage(¤t_sprite, 0); sp_timing(¤t_sprite, 0); //kill this item so it doesn't show up again for this player int &hold = sp_editor_num(¤t_sprite); if (&hold != 0) editor_type(&hold, 1); }
void touch(void) { //dink touched this sprite Playsound(10,22050,0,0,0); sp_brain_parm(¤t_sprite, 10); sp_brain(¤t_sprite, 12); sp_touch_damage(¤t_sprite, 0); sp_timing(¤t_sprite, 0); add_magic("item-fb",422, 7); say("I now have the hellfire magic!", 1); //kill this item so it doesn't show up again for this player int &hold = sp_editor_num(¤t_sprite); if (&hold != 0) editor_type(&hold, 1); }
void main( void ) { int &bsword; int &bnut int &crap = create_sprite(180,260, 0, 0, 0); &temphold = &crap; preload_seq(389); preload_seq(383); int &myrand; sp_brain(&temphold, 0); sp_base_walk(&temphold, 380); sp_speed(&temphold, 0); //set starting pic sp_pseq(&temphold, 383); sp_pframe(&temphold, 1); mainloop: wait(500); &myrand = random(8, 1); if (&myrand == 1) { sp_pseq(&temphold, 383); } if (&myrand == 2) { sp_pseq(&temphold, 389); } &myrand = random(20, 1); if (&myrand == 1) { say_stop_npc("`6Let me know if I can help you find something.", &temphold); } goto mainloop; }
void main( void ) { //Create text on wall int &text = say_xy("The best in bows", 18, 23); debug("Ok, changing sprite &text"); sp_kill(&text, 0); //Create salesperson or something int &pep; &pep = create_sprite(300, 130, 0, 0, 0); sp_brain(&pep, 16); sp_base_walk(&pep, 370); sp_speed(&pep, 1); sp_timing(&pep, 0); //set starting pic sp_pseq(&pep, 373); sp_pframe(&pep, 1); sp_script(&pep, "s3-st2p"); }
void load( void ) { Playsound(18,22050,0,0,0); choice_start(); "&savegameinfo" "&savegameinfo" "&savegameinfo" "&savegameinfo" "&savegameinfo" "&savegameinfo" "&savegameinfo" "&savegameinfo" "&savegameinfo" "&savegameinfo" choice_end(); int &mycrap = game_exist(&result); if (&mycrap == 0) goto again; sp_brain(1, 1); sp_nohit(1, 0); stopmidi(); script_attach(1000); //script now can't die when the load is preformed.. init("load_sequence_now graphics\dink\walk\ds-w1- 71 43 38 72 -14 -9 14 9"); init("load_sequence_now graphics\dink\walk\ds-w2- 72 43 37 69 -13 -9 13 9"); init("load_sequence_now graphics\dink\walk\ds-w3- 73 43 38 72 -14 -9 14 9"); init("load_sequence_now graphics\dink\walk\ds-w4- 74 43 38 72 -12 -9 12 9"); init("load_sequence_now graphics\dink\walk\ds-w6- 76 43 38 72 -13 -9 13 9"); init("load_sequence_now graphics\dink\walk\ds-w7- 77 43 38 72 -12 -10 12 10"); init("load_sequence_now graphics\dink\walk\ds-w8- 78 43 37 69 -13 -9 13 9"); init("load_sequence_now graphics\dink\walk\ds-w9- 79 43 38 72 -14 -9 14 9"); init("load_sequence_now graphics\dink\idle\ds-i2- 12 250 33 70 -12 -9 12 9"); init("load_sequence_now graphics\dink\idle\ds-i4- 14 250 30 71 -11 -9 11 9"); init("load_sequence_now graphics\dink\idle\ds-i6- 16 250 36 70 -11 -9 11 9"); init("load_sequence_now graphics\dink\idle\ds-i8- 18 250 32 68 -12 -9 12 9"); load_game(&result); //loading a game kills ALL tasks }
void die () { int r; freeze (1); sp_base_idle (1, ""); sp_brain (1, "none"); sp_seq (1, "die"); sp_frame (1, 1); sp_nohit (1, 1); wait (3000); while (1) { r = choice ("Load", "Restart", "Quit"); if (r == 1) escape.load (); else if (r == 2) restart_game (); else if (r == 3) kill_game (); } }
void main( void ) { screenlock(1); sp_brain(¤t_sprite, 9); sp_speed(¤t_sprite, 2); sp_nohit(¤t_sprite, 0); sp_exp(¤t_sprite, 10); sp_base_walk(¤t_sprite, 130); sp_base_death(¤t_sprite, 140); sp_touch_damage(¤t_sprite, 3); sp_hitpoints(¤t_sprite, 15); preload_seq(131); preload_seq(133); preload_seq(141); preload_seq(143); if (random(2,1) == 1) { sp_target(¤t_sprite, 1); } }
void main( void ) { sp_brain(¤t_sprite, 9); sp_speed(¤t_sprite, 1); sp_timing(¤t_sprite, 10); sp_exp(¤t_sprite, 3); sp_base_walk(¤t_sprite, 670); sp_base_death(¤t_sprite, 680); sp_base_attack(¤t_sprite, -1); sp_touch_damage(¤t_sprite, 3); sp_hitpoints(¤t_sprite, 13); preload_seq(671); preload_seq(673); preload_seq(681); preload_seq(683); if (random(2,1) == 1) { sp_target(¤t_sprite, 1); } }
void die( void ) { freeze(1); &update_status = 0; int &mholdx = sp_x(1,-1); int &mholdy = sp_y(1,-1) //int &crap = create_sprite(&mholdx,&mholdy,5,436,1); sp_seq(1, 436); sp_base_idle(1, -1); wait(3000); sp_nohit(1, 1); sp_brain(1, 0); again: choice_start(); "Load a previously saved game" "Restart game" "Quit to system" choice_end(); if (&result == 1) { load(); kill_this_task(); } if (&result == 2) { sp_nohit(1, 0); restart_game(); } if (&result == 3) { kill_game(); } }
void main( void ) { int &crap = create_sprite(185,150, 0, 0, 0); &temphold = &crap; int &amount = 0; preload_seq(251); preload_seq(253); int &myrand; sp_brain(&temphold, 0); sp_base_walk(&temphold, 250); sp_speed(&temphold, 0); //set starting pic sp_pseq(&temphold, 253); sp_pframe(&temphold, 1); mainloop: wait(500); &myrand = random(8, 1); if (&myrand == 1) { sp_pseq(&temphold, 253); } if (&myrand == 2) { sp_pseq(&temphold, 251); } &myrand = random(20, 1); goto mainloop; }
void main( void ) { if (&caveguy == 5) { script_attach(1000); //preload_seq(740); <-- for sucking. preload_seq(375); preload_seq(168); int &junk; int &dude; int &evil; int &evil2; int &evil3; freeze(1); &dude = create_sprite(551, 157, 0, 0, 0); sp_brain(&dude, 0); sp_base_walk(&dude, 370); sp_speed(&dude, 2); sp_timing(&dude, 0); //set starting pic sp_pseq(&dude, 371); sp_pframe(&dude, 1); //Now EVIL &evil = create_sprite(-20, 130, 0, 0, 0); sp_brain(&evil, 0); sp_base_walk(&evil, 300); sp_speed(&evil, 1); sp_timing(&evil, 0); //set starting pic sp_pseq(&evil, 303); sp_pframe(&evil, 1); //Now EVIL's friend &evil2 = create_sprite(-20, 210, 0, 0, 0); sp_brain(&evil2, 0); sp_base_walk(&evil2, 300); sp_speed(&evil2, 1); sp_timing(&evil2, 0); //set starting pic sp_pseq(&evil2, 303); sp_pframe(&evil2, 1); //And the third EVIL &evil3 = create_sprite(300, 470, 0, 0, 0); sp_brain(&evil3, 0); sp_base_walk(&evil3, 300); sp_speed(&evil3, 1); sp_timing(&evil3, 0); //set starting pic sp_pseq(&evil3, 307); sp_pframe(&evil3, 1); Playmidi("1004.mid"); say_stop("`5Ok, let's get going before they come.", &dude); wait(500); say_stop("`5This way.", &dude); move(&dude, 4, 500, 1); wait(50); move(1, 4, 550, 1); wait(150); say("`4Not so fast.", &evil); move(&evil, 6, 100, 1); wait(850); move(&evil3, 8, 380, 1); move_stop(&evil2, 6, 67, 1); say_stop("`4We have a small matter to discuss with your friend.", &evil); say("`4Hahahaaahaha", &evil); say("`4Haha ha ha", &evil2); say_stop("`4Ha ha haaa", &evil3); wait(800); sp_dir(&dude, 3); say_stop("`5It's okay Dink, I can take 'em.", &dude); wait(250); say("`5Allright.", &dude); move_stop(&dude, 4, 400, 1); sp_dir(&dude, 1); say_stop("`5Which one of you is first?", &dude); wait(250); say("`4Haha ha ha", &evil2); wait(500); say_stop("`4Ha ha haaa", &evil3); wait(500); say_stop("`4I am!!", &evil); move_stop(&evil, 2, 157, 1); move_stop(&evil, 6, 170, 1); wait(500); //say("`4I'm attacking now...", &evil); &junk = create_sprite(240, 157, 11, 506, 1); sp_seq(&junk, 506); sp_dir(&junk, 6); sp_speed(&junk, 6); sp_flying(&junk, 1); wait(390); sp_active(&junk, 0); &junk = create_sprite(390, 157, 7, 168, 1); sp_seq(&junk, 168); sp_pseq(&dude, 375); sp_pframe(&dude, 1); say_stop("`5Ahhhhhh!", &dude); wait(50); sp_active(&junk, 0); //Kill guy too say("Noooo!!", 1); move(1, 4, 450, 1); wait(500); say("`4Haha ha ha", &evil2); say_stop("`4Ha ha haaa", &evil3); wait(500); say_stop("`4Our work is done here.", &evil); wait(500); say_stop("`4You may live, if you forget all that you've seen here.", &evil); wait(250); say_stop("Forget ...", 1); wait(500); say_stop("I'll forget allright.", 1); wait(250); move(&evil, 4, -20, 1); wait(360); move(&evil2, 4, -20, 1); move_stop(&evil3, 4, 180, 1); move_stop(&evil3, 2, 470, 1); sp_active(&evil, 0); sp_active(&evil2, 0); sp_active(&evil3, 0); wait(250); say_stop("Forget to remove my foot from your ASS!!", 1); wait(500); say_stop("Are you okay?", 1); wait(500); say_stop("`5I just got hit by a fireball", &dude); wait(500); say_stop("`5I'm going to die!", &dude); wait(250); say_stop("I'm sorry I wasn't fast enough.", 1); wait(500); say_stop("`5It's not your fault", &dude); wait(500); say_stop("`5Just .. just be careful... also, take this...", &dude); wait(500); say_stop("Alright.. what is it?", 1); wait(500); say_stop("`5The Mordavia scroll. It contains magic I needed to...", &dude); say_stop("`5Ahhhhhh.", &dude); wait(1000); say_stop("Ah man...", 1); sp_active(&dude, 0); &caveguy = 6; add_magic("item-p1", 438,14); &story = 7; unfreeze(1); //Fade fade_down(); fill_screen(0); //move Dink &player_map = 625; sp_x(1, 268); sp_y(1, 173); sp_dir(1, 8); load_screen(); draw_screen(); draw_status(); fade_up(); kill_this_task(); } }
void main( void ) { int &crap; int &jcrap; sp_brain(¤t_sprite, 0); sp_base_walk(¤t_sprite, 370); sp_speed(¤t_sprite, 2); sp_timing(¤t_sprite, 0); //set starting pic sp_pseq(¤t_sprite, 377); sp_pframe(¤t_sprite, 1); //Ok Go freeze(1); move_stop(1, 8, 375, 1); move_stop(1, 4, 300, 1); move_stop(1, 8, 350, 1); move_stop(¤t_sprite, 8, 330, 1); //playmidi("mystery.mid"); say_stop("`2Ok, it's up here", ¤t_sprite); move_stop(¤t_sprite, 8, 200, 1); say_stop("`2Follow me...", ¤t_sprite); move_stop(¤t_sprite, 6, 399, 1); move_stop(¤t_sprite, 8, 165, 1); playsound(19, 22052, 0, 0, 0); wait(100); playsound(19, 44102, 0, 0, 0); wait(100); playsound(19, 44102, 0, 0, 0); say("`2Now if I can just pick this lock...", ¤t_sprite); move_stop(1, 8, 190, 1); move_stop(1, 6, 350, 1); say_stop("What are we doing?", 1); playsound(19, 44102, 0, 0, 0); wait(100); playsound(19, 44102, 0, 0, 0); say_stop("`2Just one more second...", ¤t_sprite); playmidi("battle.mid"); //build guards preload_seq(291); preload_seq(293); preload_seq(297); preload_seq(299); preload_seq(722); preload_seq(724); preload_seq(725); preload_seq(726); &crap = create_sprite(380,450, 9, 0, 0); freeze(&crap); sp_base_walk(&crap, 290); sp_base_attack(&crap, 720); sp_speed(&crap, 1); sp_strength(&crap, 10); sp_touch_damage(&crap, 2); sp_timing(&crap, 0); move(&crap, 7,250, 1); sp_target(&crap, 1); sp_hitpoints(&crap, 40); &jcrap = create_sprite(280,450, 9, 0, 0); freeze(&jcrap); sp_base_walk(&jcrap, 290); sp_base_attack(&jcrap, 720); sp_strength(&jcrap, 10); sp_distance(&crap, 50); sp_touch_damage(&jcrap, 2); sp_speed(&jcrap, 1); sp_timing(&jcrap, 0); move_stop(&jcrap, 9,400, 1); sp_distance(&jcrap, 50); sp_target(&jcrap, 1); sp_hitpoints(&jcrap, 40); say_stop("`2Oh no, guards!! Run for it!", ¤t_sprite); wait(250); sp_dir(1, 2); &thief = 3; say_stop("This ain't good.", 1); unfreeze(1); unfreeze(&jcrap); unfreeze(&crap); move_stop(¤t_sprite, 6, 700, 1); sp_active(¤t_sprite, 0); }
void main () { if (herb > 0) sp_brain (current_sprite, "person"); }
void order() { sp_brain (g_adelbrecht, "person"); sp_brain (g_dink, "person"); sp_brain (g_eggeric, "person"); sp_brain (g_machteld, "person"); freeze (g_adelbrecht); freeze (g_dink); freeze (g_eggeric); freeze (g_machteld); sp_base_walk (g_adelbrecht, "soldier"); sp_base_walk (g_dink, "walk"); sp_base_walk (g_eggeric, "merchant"); sp_base_walk (g_machteld, "bluemaiden"); sp_timing (g_dink, 33); sp_speed (g_dink, 2); move_stop (g_dink, 2, 400, 1); say_stop ("I'll do some ordering for you!", g_dink); sp_pseq (g_dink, "walk 7"); sp_pseq (g_eggeric, "merchant 1"); sp_pseq (g_machteld, "bluemaiden 1"); say_stop ("Adelbrecht, turn around!", g_dink); say_stop ("`9Allright, relax.", g_adelbrecht); sp_pseq (g_adelbrecht, "soldier 7"); sp_pseq (g_dink, "walk 9"); say_stop ("Eggeric, sit down!", g_dink); sp_brain (g_eggeric, "none"); say_stop ("`0I don't take orders from you!", g_eggeric); sp_pseq (g_dink, "walk 4"); say_stop ("Daniel, sit straight!", g_dink); sp_pseq (g_machteld, "bluemaiden 1"); say_stop ("`#Er, excuse me, Dink?", g_machteld); sp_pseq (g_dink, "walk 6"); sp_pseq (g_adelbrecht, "soldier 3"); say_stop ("Yes, dear?", g_dink); sp_pseq (g_eggeric, "merchant 3"); say_stop ("`#I think 'ordering' is about buying this game.", g_machteld); sp_pseq (g_eggeric, "merchant 1"); say_stop ("Buying?", g_dink); say_stop ("You mean it's not free?", g_dink); sp_pseq (g_eggeric, "merchant 3"); say_stop ("`#I think so...", g_machteld); sp_pseq (g_eggeric, "merchant 1"); say_stop ("No way!", g_dink); say_stop ("Don't you know who wrote this?", g_dink); say_stop ("Bas Wijnen, [email protected]!", g_dink); say_stop ("`9I thought it was shevek", g_adelbrecht); sp_pseq (g_dink, "walk 7"); say_stop ("That's his nickname.", g_dink); say_stop ("`9Oh, right. Sorry.", g_adelbrecht); sp_pseq (g_dink, "walk 6"); say_stop ("He's a free software freak!", g_dink); say_stop ("Anything he writes is free and open source.", g_dink); sp_pseq (g_eggeric, "merchant 3"); say_stop ("`#But why did he put this button in then?", g_machteld); say_stop ("`#I'm sure he doesn't want you to give orders.", g_machteld); sp_pseq (g_eggeric, "merchant 1"); say_stop ("No, that's true.", g_dink); say_stop ("I suppose he just used all the available buttons", g_dink); say_stop ("His editor doesn't support custom artwork yet, you know.", g_dink); sp_pseq (g_eggeric, "merchant 3"); say_stop ("`#Oh, really?", g_machteld); say_stop ("`#He should fix that.", g_machteld); sp_pseq (g_eggeric, "merchant 1"); say_stop ("Indeed.", g_dink); say_stop ("`0Hey you, with the ugly clothes!", g_eggeric); sp_pseq (g_dink, "walk 9"); say_stop ("Are you talking to me?", g_dink); say_stop ("`0You bet I am!", g_eggeric); say_stop ("`0Are you done talking to my wife?", g_eggeric); say_stop ("`0Why are you called Dink, and the king Daniel?", g_eggeric); say_stop ("`0And why is my wife called Machteld?", g_eggeric); say_stop ("Of course the king really should be called emperor Karel", g_dink); say_stop ("Or Charlemagne in English.", g_dink); say_stop ("And I should be called Elegast.", g_dink); say_stop ("Or Elbegast in English.", g_dink); say_stop ("But then faithful Dink-players would get confused.", g_dink); say_stop ("Now Machteld is a different story.", g_dink); say_stop ("She doesn't have a name in the original story.", g_dink); say_stop ("But this game is made in honour of her birthday.", g_dink); say_stop ("`3You told me it was to test your dmod builder!", g_daniel); sp_pseq (g_dink, "walk 4"); say_stop ("Yes, that too.", g_dink); sp_pseq (g_adelbrecht, "soldier 1"); say_stop ("`#What?", g_machteld); sp_pseq (g_adelbrecht, "soldier 3"); sp_pseq (g_eggeric, "merchant 3"); sp_pseq (g_dink, "walk 6"); say_stop ("`#But I thought it was for me!", g_machteld); sp_pseq (g_eggeric, "merchant 1"); say_stop ("It is!", g_dink); sp_pseq (g_eggeric, "merchant 3"); say_stop ("`#Pff, you just say that!", g_machteld); sp_pseq (g_eggeric, "merchant 1"); say_stop ("No, really!", g_dink); say_stop ("Oh, forget it!", g_dink); move_stop (g_dink, 8, 350, 1); sp_y (g_dink, 350); sp_brain (g_dink, "repeat"); sp_seq (g_dink, "walk 3"); sp_pseq (g_adelbrecht, "soldier 3"); sp_brain (g_adelbrecht, "repeat"); sp_pseq (g_eggeric, "merchant 3"); sp_brain (g_eggeric, "repeat"); sp_pseq (g_machteld, "bluemaiden 3"); sp_brain (g_machteld, "repeat"); }