Exemple #1
0
void touch( void )
{

    freeze(1);
    move_stop(1, 6, 300,1 );
    sp_dir(1,4);
    if (&caveguy == 2)
    {
        say_stop("This looks like the place, but it's locked.", 1);
        say_stop("Maybe I should try knocking..", 1);
        unfreeze(1);

        return;
    }

    if (&caveguy == 3)
    {
        say_stop("I hope that damn old man gives me that spell.", 1);
        unfreeze(1);
        return;
    }

    say("It's locked.", 1);
    unfreeze(1);
}
Exemple #2
0
void talk ()
{
	freeze (1);
	say_stop ("It's a map. It looks like king Daniel's castle.", 1);
	say_stop ("Why would Eggeric have a map of that?", 1);
	unfreeze (1);
}
Exemple #3
0
void talk ()
{
	freeze (1);
	say_stop ("`%Cabbage, grapes, cake, fish and oil.", 1);
	say_stop ("In other words, a shopping list.", 1);
	unfreeze (1);
}
Exemple #4
0
void talk ()
{
	freeze (1);
	say_stop ("Something about king Daniel being a jerk.", 1);
	say_stop ("Ah, this is 'the Awful Truth', a forbidden newspaper.", 1);
	unfreeze (1);
}
Exemple #5
0
void talk ()
{
	freeze (1);
	say_stop ("It's a payment confirmation.", 1);
	say_stop ("He bought a bomb.", 1);
	say_stop ("Why does he need that, it's not war?", 1);
	unfreeze (1);
}
Exemple #6
0
void main( void )
{
 freeze(1);
 freeze(&current_sprite);

 say_stop("`0Welcome young BallWood.", &current_sprite);
 wait(250);
 say_stop("It's Smallwood sir.", 1);
 say_stop("`0Yes, now what did you want?", &current_sprite);
 unfreeze(1);
  unfreeze(&current_sprite);
}
Exemple #7
0
void talk( void )
{
if (&story > 10)
  {
  say_stop("`%Super-Fry Chicken opening soon.", &current_sprite);
  return;
  }

 freeze(1);
 say_stop("`%Hear ye, hear ye ...", &current_sprite);
 say_stop("`%By order of our great ducks the monthly tax shall be doubled.", &current_sprite);
 say_stop("`%This also applies to food donations.", &current_sprite);
 say_stop("`%Long live the ducks.", &current_sprite;
 unfreeze(1);
}
Exemple #8
0
void talk( void )
{
 freeze(1);
 say_stop("`0To get passage on the boat with Death", &current_sprite);
 say_stop("`0please order the full version.", &current_sprite);
 wait(200);
 say_stop("`0You'll be glad you did!", &current_sprite);
 move_stop(1, 2, 147, 1);
 wait(200);
 say_stop("Buy me please!", 1);
 if(&story > 4)
 {
 say_stop("My Mom's dead and I need a home.", 1);
 }
 unfreeze(1);
}
Exemple #9
0
//old woman who has a pet duck
void main( void )
{
 if (&old_womans_duck == 5)
 {
  say("`3Hello murderer!!", &current_sprite);
 
 }

 if (&old_womans_duck == 0)
 {
  say("`3Why hello, Dink.", &current_sprite);
 
 }

 if (&old_womans_duck == 1)
 {
  say("`3Oh Dink, I'm so worried - have you found him?", &current_sprite);
 }

 if (&old_womans_duck == 2)
 {
  &old_womans_duck = 4;
  say_stop("`3Oh Dink, look who is here!", &current_sprite);
  wait(200);
  say("`3Also Dink, your mother was looking for you.", &current_sprite);
 }
}
Exemple #10
0
void hit( void )
{
 &play = random(3, 1);
 if (&play == 1)
 {
  say_stop("`2Must you hit me?", &current_sprite);
 }
 if (&play == 2)
 {
  say_stop("`2You're a murderer aren't you?", &current_sprite);
 }
 if (&play == 3)
 {
  say_stop("`2So, hitting the owner of a weapons store huh?", &current_sprite);
  say_stop("`2Some people.", &current_sprite);
 }
}
Exemple #11
0
void main( void )
{
 //This is the rest of the robbery
 int &bad1;
 int &bad2;
 int &guy;
 &bad1 = sp(4);
 &bad2 = sp(3);
 &guy = sp(5);
 int &mcounter;
 sp_strength(&bad1, 3);
 sp_strength(&bad2, 2);
 sp_distance(&bad1, 50);
 sp_distance(&bad2, 50);
 sp_exp(&bad1, 30);
 sp_exp(&bad2, 35);

 freeze(1);
 freeze(&bad1);
 freeze(&bad2);
 freeze(&guy);
 //Ok, now start it!
 wait(1000);
 playmidi("battle.mid");
 say_stop("`3Please, I've no money, I'm just traveling light.", &guy);
 wait(200);
 say_stop("`4We'll be the judge of that, where are you headed?", &bad2);
 wait(200);
 move(&guy, 6, 455, 0);
 say_stop("`3I'm just passing through to Windemere sir.", &guy);
 wait(200);
 say_stop("Those are Royal Guards, what are they doing out here ...", 1);
 wait(200);
 say_stop("`4Hah, you still owe us 5 gold pieces for passing through the land.", &bad1);
 wait(200);
 move(&guy, 4, 400, 0);
 say_stop("`3I don't have that much sir.", &guy);
 wait(200);
 say_stop("I don't remember ever being charged.", 1);
 say("`4Ha ha ha ha", &bad1);
 say_stop("`4Ha ha ha ha", &bad2);
 wait(200);
 say("`3Someone, help!", &guy);
 //They attack him...
 sp_target(&bad1, &guy);
 sp_target(&bad2, &guy);
 unfreeze(1);
 unfreeze(&bad1);
 unfreeze(&bad2);
 unfreeze(&guy); 
}
Exemple #12
0
void talk( void )
{
 if (&s4-duck < 2)
   {
    say("`%Duck Worship Center", &current_sprite);
   return;
   }

    say_stop("`%Dink Worship Center", &current_sprite);
    say("It sure is easy to be deified these days.", 1);

}
Exemple #13
0
void talk( void )
{
 freeze(1);
 freeze(&current_sprite);
 &nut = sp_dir(1, -1);
 if (&talker == 0)
 {
  say_stop("`3Hi, we are the giant ducks of Koka Isle.", &current_sprite);
  wait(250);
  say_stop("`3Who are you?", &current_sprite);
  wait(500);
  sp_dir(1, 2);
  wait(1000);
  sp_dir(1, &nut);
  wait(250);
  say_stop("Uh, I'm Dink.", 1);
  wait(250);
  say_stop("`3Hello Dink.", &current_sprite);
 }
 unfreeze(1);
 unfreeze(&current_sprite);
}
Exemple #14
0
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);
}
Exemple #15
0
void main ( void )
{
   wait(2000);
   say_stop("I've come to get my meat", 1);
   wait(500);
   say_stop("I've come to get my meat", 1);
   wait(500);
   say_stop("I've come to get my meat", 1);
   wait(500);
   say_stop("I've come to get my meat", 1);
   wait(500);
   say_stop("I've come to get my meat", 1);
   wait(500);
   say_stop("I've come to get my meat", 1);
   wait(500);
   say_stop("I've come to get my meat", 1);
   wait(500);
   say_stop("I've come to get my meat", 1);
}
Exemple #16
0
void talk( void )
{
 freeze(1);
 freeze(&current_sprite);
 if (&story > 10)
 {
  say_stop("Hi little girl ..", 1);
  wait(250);
  say_stop("`1Hi mister, thanks for letting us all eat.", &current_sprite);
  wait(250);
  say_stop("You're welcome.", 1);
  unfreeze(1);
  unfreeze(&current_sprite);
  return;
 }
 choice_start()
 "Say hi"
 "Ask about food"
 "Never mind"
 choice_end()
  if (&result == 1)
  {
   say_stop("Hi little girl ..", 1);
   wait(250);
   say_stop("`1Hi mister.", &current_sprite);
  }
  if (&result == 2)
  {
   say_stop("Do you get to eat much little girl?", 1);
   wait(250);
   say_stop("`1Not much lately, mommy says we can't eat that much,", &current_sprite);
   say_stop("`1because of the ducks.", &current_sprite);
   wait(250);
   say_stop("`1I don't like the ducks.", &current_sprite);
  }
 unfreeze(1);
 unfreeze(&current_sprite);
}
Exemple #17
0
int main ()
{
	freeze (1);
	update_status = 0;
	sp_nodraw (1, 1);
	fill_screen (0);
	sp_noclip (create_sprite (76, 40, "none", "button-start", 1), 1);
	sp_noclip (create_sprite (524, 40, "none", "button-continue", 2), 1);
	sp_noclip (create_sprite (104, 440, "none", "button-ordering", 1), 1);
	sp_noclip (create_sprite (560, 440, "none", "button-quit", 1), 1);
	make_start.build ();
	say_stop ("I thought you won already?", g_daniel);
	say_stop ("I did!", g_dink);
	say_stop ("Am I dead already?", g_eggeric);
	say_stop ("I'm afraid so...", g_adelbrecht);
	say_stop ("That's not a bad thing at all!", g_machteld);
	say_stop ("Anyway, no point to continue, the story is over.", g_daniel);
	restart_game ();
}
Exemple #18
0
void talk( void )
{
freeze(1);
freeze(&current_sprite);
    choice_start();
   "Tell the duck to go home"
   "Yell at it"
    choice_end();
   if (&result == 1)
   {
 wait(500);
 say_stop("Hey little duck, you gotta get home to Ethel.", 1);
 wait(500);
 say_stop("`0QUACK!!", &current_sprite);
 wait(500);
   }
   if (&result == 2)
   {
 wait(500);
 say_stop("You suck little duck guy, not even I run away from home.", 1);
 wait(250);
 say_stop("You should be ashamed.", 1);
 wait(500);
 say_stop("`0Bite me", &current_sprite);
 wait(250);
 say_stop("`0But fine, I'll go home...", &current_sprite);
 wait(500);
 &old_womans_duck = 2;
 sp_speed(&current_sprite, 2);
 sp_timing(&current_sprite, 0);

 move_stop(&current_sprite, 8, -12, 1);
 sp_active(&current_sprite, 0);

   }
unfreeze(1);
unfreeze(&current_sprite);
}
Exemple #19
0
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");
}
Exemple #20
0
void main( void )
{

//playsound(43, 22050,0,0,0);

&s4-duck = 2;
&story = 11;
freeze(1);
//cutscene

//create man
int &man = create_sprite(290, 460, 0, 0, 0);
sp_base_walk(&man, 380);
sp_speed(&man, 1);
sp_timing(&man, 33);
preload_seq(381);
preload_seq(383);
preload_seq(387);
preload_seq(389);

//create little girl
int &girl = create_sprite(290, 460, 0, 0, 0);
sp_base_walk(&girl, 250);
sp_speed(&girl, 1);
sp_timing(&girl, 33);
preload_seq(251);
preload_seq(253);
preload_seq(257);
preload_seq(259);

int &junk = sp_y(1, -1);
if (&junk < 220)
   sp_dir(1, 2);

say("`0Hurry up, Kelly!", &man);
move_stop(&man, 8, 430, 1);
move_stop(&man, 9, 380, 1);
say_stop("`0This is gonna be so great and...", &man);
wait(250);
say_stop("`0WHAT THE!?!?!", &man);
sp_pseq(&man,387);
sp_pframe(&man,1);
sp_seq(&man,0);
wait(250);
sp_pseq(&man,381);
sp_pframe(&man,1);
sp_seq(&man,0);
say_stop("Uh oh.", 1);
wait(250);
sp_pseq(&man,383);
sp_pframe(&man,1);
sp_seq(&man,0);

wait(250);
sp_pseq(&man,389);
sp_pframe(&man,1);
sp_seq(&man,0);
say_stop("`0NO!!!!!", &man);
move_stop(&girl, 9, 350, 1);
move_stop(&girl, 7, 280, 1);
say_stop("`#Daddy, what happened?", &girl);
wait(250);
say_stop("`0GUARDS!!!!!!!", &man);
wait(250);
say_stop("`0HELP!", &man);
wait(250);
say_stop("`0THIS GUY KILLED THE BLESSED FOWL!", &man);
wait(250);


int &guard = create_sprite(290, 460, 0, 0, 0);
sp_base_walk(&guard, 290);
sp_speed(&guard, 1);
sp_timing(&guard, 33);
preload_seq(291);
preload_seq(293);
preload_seq(297);
preload_seq(299);

move_stop(&guard, 8, 380, 1);
say_stop("`5I MUST AVENGE THE WINGED GODDESS!", &guard);
wait(300);
say_stop("`0Kelly, what are you doing?", &man);
wait(300);
say_stop("`#I'm eating.", &girl);
wait(300);
move_stop(&guard, 9, 330, 1);
say_stop("`5Sir, your daughter is eating our god.", &guard);
wait(300);
say_stop("`5I guess we have to kill her too.", &guard);
wait(300);
say_stop("`#This meat.. tastes good!", &girl);
wait(300);
say_stop("`0Wait..isn't it all raw and such?", &man);
wait(300);
say_stop("`5I guess one piece won't hurt...", &guard);
wait(1000);
say_stop("`5IT TASTES GREAT!", &guard);
say_stop("`0LESS FILLING TOO!", &man);
wait(300);
say_stop("`5Dink, you magically changed our supreme beings into food!", &guard);
wait(300);
say_stop("No.. there is a perfect explanation, you see, the friction seemed to cook and...", 1);

wait(300);
say_stop("`0Who cares about that!", &man);
wait(300);
say_stop("`5Dink is a hero!  WE MUST GO TELL THE OTHERS!", &guard);
unfreeze(1);
move(&guard, 1, 300, 1);
move_stop(&man, 4, 300, 1);
move(&guard, 2, 480, 1);
move_stop(&man, 2, 480, 1);
move_stop(&girl, 3, 310, 1);
say_stop("`#Bye, Dink.", &girl);
move_stop(&girl, 2, 470, 1);

}
Exemple #21
0
void hit( void )
{
 say_stop("I'm gonna rock your world!", 1);
}
Exemple #22
0
void talk( void )
{
 if (&caveguy == 2)
 {
  freeze(1);
 freeze(&current_sprite);
  say_stop("Please.  Teach me some incredibly strong sorcerous enchantment!", 1);
  wait(250);
  say_stop("Er, to help the man trapped in the dungeon I mean.", 1);
  wait(250);
  if (&magic > 4)
  {
   say_stop("`0I sense you are powerful enough now Tallwood.", &current_sprite);
  wait(250);
   say_stop("`0You will now understand the Acid Rain magic.", &current_sprite);
  wait(250);
  say_stop("Rain?  Rain is the big magic you will teach?", 1);
  wait(250);
   say_stop("`0Scoff not child or you shall burn and kill yourself with it!", &current_sprite);
   //Give magic here
   add_magic("item-ice",437, 5);

   //SETH!!!
   //Give magic here
   //This magic will allow Dink to free the guy in the cave ..
   //Even though the guy only walks a few feet to be killed again anyway...
   //Ooops
   playsound(22,22050,0,0,0);
   &caveguy = 4;
   say_stop("I now have Rain Magic.  Yay.", 1);
   unfreeze(1);
  unfreeze(&current_sprite);
     return;
  }
  say_stop("`0I'm sorry Smallweed, but your magic is not powerful enough yet.", &current_sprite);
  wait(250);
  say_stop("`0You must have at least 5 magic for the new spell.", &current_sprite);
  &caveguy = 3;
  unfreeze(1);
  unfreeze(&current_sprite);
  return;
 }
 if (&caveguy == 3)
 {
 freeze(&current_sprite);
  freeze(1);
  //First check him
  if (&magic > 4)
  {
   say_stop("`0I sense you are powerful enough now Tallwood.", &current_sprite);
   wait(250);
   say_stop("`0You will now understand the Acid Rain magic.", &current_sprite);
  wait(250);
  say_stop("Rain?  Rain is the big magic you will teach?", 1);
  wait(250);
   say_stop("`0Scoff not child or you shall burn and kill yourself with it!", &current_sprite);
   //Give magic here
   add_magic("item-ice",437, 5);
   playsound(10,22050,0,0,0);
   &caveguy = 4;
   say_stop("I now have Rain Magic.  Yay.", 1);

   unfreeze(1);
  unfreeze(&current_sprite);
    return;
  }
  //Otherwise
  say_stop("`0You are still not powerful enough Brickwood.", &current_sprite);
  wait(250);
  say_stop("Smallwood sir.", 1);
  wait(250);
  say_stop("`0You need 5 magic for this spell.", &current_sprite);
  wait(500);
  sp_dir(1, 2);
  wait(500);
  say_stop("Aww man.", 1);
  unfreeze(1);
  unfreeze(&current_sprite);
  return;
 }
 freeze(1);
 freeze(&current_sprite);
 say_stop("Hey Mister, you know anymore magic you can teach me?", 1);
 wait(250);
 say_stop("`0No Smallwood, I'm too old and tired anyway.", &current_sprite);
 wait(250);
 say_stop("Ok, no problem... and my name isn't.. oh.", 1);

 unfreeze(1);
  unfreeze(&current_sprite);
}
Exemple #23
0
void talk(void)
{
 say_stop("`0I'm tree years old.. HAW HAW HAW!", &current_sprite);
 wait(400);
 say_stop("That is also the LAMEST thing I've ever heard.", 1);
}
Exemple #24
0
void hit( void )
{
 say_stop("`2No mister!", &current_sprite);
}
Exemple #25
0
void talk( void )
{

if (&old_womans_duck == 5)
  {
   say("`3Get away from me!", &current_sprite);
   return;
  }




if (&story > 3)
  {
  say_stop("`3I'm so sorry about your mother Dink,", &current_sprite);
  wait(200);
  say_stop("`3she was a good woman.", &current_sprite);
  if (&old_womans_duck == 3)
   {
   say_stop("`3Kinda funny, my duck missing and your Mom dead.", &current_sprite);
   }
  if (&old_womans_duck == 5)
   {
   say_stop("`3Kinda funny, my duck and your Mom dead.", &current_sprite);
   }
 // goto talk;
  unfreeze(&current_sprite);
  unfreeze(1);

  return;
  }

if (&old_womans_duck == 2)
  {
  say_stop("`3I'm so grateful to you, Dink!  You are such a dear!", &current_sprite);
  unfreeze(&current_sprite);
  unfreeze(1);
  return;
  }

if (&old_womans_duck == 4)
  {
  say_stop("`3I'm so grateful to you, Dink!  You are wonderful!", &current_sprite);
  unfreeze(&current_sprite);
  unfreeze(1);
  return;

  }


if (&old_womans_duck == 3)
  {
  say_stop("`3I wonder where my duck is?", &current_sprite);

  unfreeze(&current_sprite);
  unfreeze(1);
 say("<chortles>", 1);
  return;
  }



if (&old_womans_duck == 1)
  {
  say_stop("`3You must keep searching for Quackers!  I loved him!", &current_sprite);
  unfreeze(&current_sprite);
  unfreeze(1);
  return;
  }

talk:
freeze(1);
freeze(&current_sprite);
choice_start()
"Ask about her well being"
(&old_womans_duck == 0)"Ask after her pet"
"Inquire about all her bottles"
"Leave"
choice_end()

if (&result == 4)
  {

  unfreeze(&current_sprite);
  unfreeze(1);

  }

wait(300);
if (&result == 1)
 {
  say_stop("How are you today, Ethel?", 1); 
  wait(500);
  if (&old_womans_duck == 0)
  {
  say_stop("`3Not so good, Dink.  Little Quackers is missing!", &current_sprite);
  unfreeze(&current_sprite);
  unfreeze(1);
  return;
  }
  say_stop("`3I'm fine Dink, thank you for asking.", &current_sprite);
 }

if (&result == 2)
 {
  say_stop("Where is the little one today?", 1); 
  wait(500);
  say_stop("`3Quackers is gone!  Will you help me find him?", &current_sprite);
  wait(500);
  choice_start()
  "Agree whole heartedly"
  "Barely agree"
  "Tell her where she can stick 'Quackers'"
  choice_end()
  wait(300);

  if (&result == 1)
   {
  say_stop("I will find him at once dear Ethel, do not doubt this!", 1); 
  wait(500);
  say_stop("`3Thank you Dink!", &current_sprite);
  wait(500);
  &old_womans_duck = 1;
  }

  if (&result == 2)
   {
  say_stop("Yeah, I guess if I see 'em I'll send him home.  Maybe.", 1); 
  wait(500);
  say_stop("`3I see...thank.. you .. I guess.", &current_sprite);
  wait(500);
  &old_womans_duck = 1;
  }
  if (&result == 3)
   {
  say_stop("You're pathetic.  Find your own duck.", 1); 
  wait(500);
  say_stop("`3I.. I... didn't know... <begins to tear up>", &current_sprite);
  wait(500);
  unfreeze(1);
  unfreeze(&current_sprite);
  return;
  }
}
if (&result == 3)
 { 
  say_stop("Hey Ethel, what's with all the spirits on the wall there?", 1);
  say_stop("You really like to party don't you?", 1);
  wait(200);
  say_stop("`3What Dink?", &current_sprite);
  wait(200);
  say_stop("You know, all drowning away your problems on the weekend", 1);
  say_stop("waking up with guys you don't even know.", 1);
  say_stop("Ahh the regrets, right Ethel?", 1);
  wait(200);
  say_stop("`3Dink ..", &current_sprite);
  say_stop("`3You've got problems.", &current_sprite);
 }


}
Exemple #26
0
void main( void )
{
 int &crap;
 int &jcrap;
 sp_brain(&current_sprite, 0);
 sp_base_walk(&current_sprite, 370);
 sp_speed(&current_sprite, 2);
 sp_timing(&current_sprite, 0);
//set starting pic
 sp_pseq(&current_sprite, 377);
 sp_pframe(&current_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(&current_sprite, 8, 330, 1);
 //playmidi("mystery.mid");
 say_stop("`2Ok, it's up here", &current_sprite);
 move_stop(&current_sprite, 8, 200, 1);
 say_stop("`2Follow me...", &current_sprite);
 move_stop(&current_sprite, 6, 399, 1);
 move_stop(&current_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...", &current_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...", &current_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!", &current_sprite);
 wait(250);
 sp_dir(1, 2);
 &thief = 3;
 say_stop("This ain't good.", 1);
 unfreeze(1);
 unfreeze(&jcrap);
 unfreeze(&crap);
 move_stop(&current_sprite, 6, 700, 1);
 sp_active(&current_sprite, 0);
}
Exemple #27
0
void die( void )
{
 &old_womans_duck = 3;
 say_stop("Haw haw!", 1);
}
Exemple #28
0
void hit( void )
{
 freeze(&current_sprite);
 say_stop("`3Quack.  No!!", &current_sprite);
 unfreeze(&current_sprite);
}
Exemple #29
0
void talk ()
{
	freeze (1);
	freeze (current_sprite);
	if (herb == 1)
	{
		say_stop ("`9Did you find the flower?", current_sprite);
		say_stop ("Not yet.", 1);
		say_stop ("`9Do you want me to help you find it?", current_sprite);
		say_stop ("No! Er, I'll find it soon!", 1);
		say_stop ("You just stay here and don't do anything stupid!", 1);
		say_stop ("`9Sure thing.", current_sprite);
	}
	else if (herb == 2)
	{
		int duck = sp ("eggeric_duck");
		int pig = sp ("eggeric_pig");
		say_stop ("I've found the flower.", 1);
		say_stop ("`9Great, now what do we do?", current_sprite);
		say_stop ("We put it in our mouth.", 1);
		say_stop ("`9And then what?", current_sprite);
		say_stop ("Then we listen.", 1);
		say_stop ("`6Dude! The king is walking around outside the castle!", pig);
		say_stop ("`4Dude! Is he mad?", duck);
		say_stop ("`6Dude! I guess he has his reasons!", pig);
		say_stop ("`4Dude! I suppose so!", duck);
		say_stop ("The king? We can't risk getting caught!", 1);
		say_stop ("We shouldn't steal tonight.", 1);
		say_stop ("`9Are you afraid? I thought you were brave!", current_sprite);
		say_stop ("Well, yes, but... The King!", 1);
		say_stop ("Come on, what do those beasts know of us.", current_sprite);
		say_stop ("`9Let's focus on the task at hand.", current_sprite);
		say_stop ("Allright. Please return the flower to me.", 1);
		say_stop ("`9Hey, it's gone, where did it go?", current_sprite);
		say_stop ("Dude, you're no thief at all!", 1);
		say_stop ("You'd get caught before you even started!", 1);
		say_stop ("`9Well, eh, ...", current_sprite);
		say_stop ("I took the flower from under your nose.", 1);
		say_stop ("`9Oh, that explains it...", current_sprite);
		say_stop ("Well then. I'll go inside.", 1);
		herb = 3;
		save_game (-1);
	}
	else if (herb == 3)
	{
		say_stop ("`9What are you waiting for?", current_sprite);
		say_stop ("Nothing, I'll go inside now.", 1);
	}
	else if (herb == 4)
	{
		say_stop ("`9Are we done?", current_sprite);
		say_stop ("No, I didn't find anything yet.", 1);
		say_stop ("I'll go back in.", 1);
		say_stop ("`9Hurry up, will you?", current_sprite);
		say_stop ("Relax, all will be fine.", 1);
		herb = 3;
	}
	else if (herb == 5)
	{
		say_stop ("`9Are we done?", current_sprite);
		say_stop ("No, I found some gold, but not the saddle.", 1);
		say_stop ("It must be worth at least 10000 gold pieces.", 1);
		say_stop ("It is decorated with bells and everything.", 1);
		say_stop ("`9Hurry up, will you?", current_sprite);
		say_stop ("Relax, all will be fine.", 1);
		herb = 6;
		save_game (-1);
	}
	else if (herb == 6)
	{
		say_stop ("`9Are we done?", current_sprite);
		say_stop ("No, I didn't find the saddle yet.", 1);
		say_stop ("`9Hurry up, will you?", current_sprite);
		say_stop ("Relax, all will be fine.", 1);
	}
	unfreeze (current_sprite);
	unfreeze (1);
}
Exemple #30
0
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();
 }
}