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); }
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); }
void talk () { freeze (1); say_stop ("`%Cabbage, grapes, cake, fish and oil.", 1); say_stop ("In other words, a shopping list.", 1); unfreeze (1); }
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); }
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); }
void main( void ) { freeze(1); freeze(¤t_sprite); say_stop("`0Welcome young BallWood.", ¤t_sprite); wait(250); say_stop("It's Smallwood sir.", 1); say_stop("`0Yes, now what did you want?", ¤t_sprite); unfreeze(1); unfreeze(¤t_sprite); }
void talk( void ) { if (&story > 10) { say_stop("`%Super-Fry Chicken opening soon.", ¤t_sprite); return; } freeze(1); say_stop("`%Hear ye, hear ye ...", ¤t_sprite); say_stop("`%By order of our great ducks the monthly tax shall be doubled.", ¤t_sprite); say_stop("`%This also applies to food donations.", ¤t_sprite); say_stop("`%Long live the ducks.", ¤t_sprite; unfreeze(1); }
void talk( void ) { freeze(1); say_stop("`0To get passage on the boat with Death", ¤t_sprite); say_stop("`0please order the full version.", ¤t_sprite); wait(200); say_stop("`0You'll be glad you did!", ¤t_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); }
//old woman who has a pet duck void main( void ) { if (&old_womans_duck == 5) { say("`3Hello murderer!!", ¤t_sprite); } if (&old_womans_duck == 0) { say("`3Why hello, Dink.", ¤t_sprite); } if (&old_womans_duck == 1) { say("`3Oh Dink, I'm so worried - have you found him?", ¤t_sprite); } if (&old_womans_duck == 2) { &old_womans_duck = 4; say_stop("`3Oh Dink, look who is here!", ¤t_sprite); wait(200); say("`3Also Dink, your mother was looking for you.", ¤t_sprite); } }
void hit( void ) { &play = random(3, 1); if (&play == 1) { say_stop("`2Must you hit me?", ¤t_sprite); } if (&play == 2) { say_stop("`2You're a murderer aren't you?", ¤t_sprite); } if (&play == 3) { say_stop("`2So, hitting the owner of a weapons store huh?", ¤t_sprite); say_stop("`2Some people.", ¤t_sprite); } }
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); }
void talk( void ) { if (&s4-duck < 2) { say("`%Duck Worship Center", ¤t_sprite); return; } say_stop("`%Dink Worship Center", ¤t_sprite); say("It sure is easy to be deified these days.", 1); }
void talk( void ) { freeze(1); freeze(¤t_sprite); &nut = sp_dir(1, -1); if (&talker == 0) { say_stop("`3Hi, we are the giant ducks of Koka Isle.", ¤t_sprite); wait(250); say_stop("`3Who are you?", ¤t_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.", ¤t_sprite); } unfreeze(1); unfreeze(¤t_sprite); }
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 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); }
void talk( void ) { freeze(1); freeze(¤t_sprite); if (&story > 10) { say_stop("Hi little girl ..", 1); wait(250); say_stop("`1Hi mister, thanks for letting us all eat.", ¤t_sprite); wait(250); say_stop("You're welcome.", 1); unfreeze(1); unfreeze(¤t_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.", ¤t_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,", ¤t_sprite); say_stop("`1because of the ducks.", ¤t_sprite); wait(250); say_stop("`1I don't like the ducks.", ¤t_sprite); } unfreeze(1); unfreeze(¤t_sprite); }
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 (); }
void talk( void ) { freeze(1); freeze(¤t_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!!", ¤t_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", ¤t_sprite); wait(250); say_stop("`0But fine, I'll go home...", ¤t_sprite); wait(500); &old_womans_duck = 2; sp_speed(¤t_sprite, 2); sp_timing(¤t_sprite, 0); move_stop(¤t_sprite, 8, -12, 1); sp_active(¤t_sprite, 0); } unfreeze(1); unfreeze(¤t_sprite); }
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"); }
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); }
void hit( void ) { say_stop("I'm gonna rock your world!", 1); }
void talk( void ) { if (&caveguy == 2) { freeze(1); freeze(¤t_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.", ¤t_sprite); wait(250); say_stop("`0You will now understand the Acid Rain magic.", ¤t_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!", ¤t_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(¤t_sprite); return; } say_stop("`0I'm sorry Smallweed, but your magic is not powerful enough yet.", ¤t_sprite); wait(250); say_stop("`0You must have at least 5 magic for the new spell.", ¤t_sprite); &caveguy = 3; unfreeze(1); unfreeze(¤t_sprite); return; } if (&caveguy == 3) { freeze(¤t_sprite); freeze(1); //First check him if (&magic > 4) { say_stop("`0I sense you are powerful enough now Tallwood.", ¤t_sprite); wait(250); say_stop("`0You will now understand the Acid Rain magic.", ¤t_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!", ¤t_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(¤t_sprite); return; } //Otherwise say_stop("`0You are still not powerful enough Brickwood.", ¤t_sprite); wait(250); say_stop("Smallwood sir.", 1); wait(250); say_stop("`0You need 5 magic for this spell.", ¤t_sprite); wait(500); sp_dir(1, 2); wait(500); say_stop("Aww man.", 1); unfreeze(1); unfreeze(¤t_sprite); return; } freeze(1); freeze(¤t_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.", ¤t_sprite); wait(250); say_stop("Ok, no problem... and my name isn't.. oh.", 1); unfreeze(1); unfreeze(¤t_sprite); }
void talk(void) { say_stop("`0I'm tree years old.. HAW HAW HAW!", ¤t_sprite); wait(400); say_stop("That is also the LAMEST thing I've ever heard.", 1); }
void hit( void ) { say_stop("`2No mister!", ¤t_sprite); }
void talk( void ) { if (&old_womans_duck == 5) { say("`3Get away from me!", ¤t_sprite); return; } if (&story > 3) { say_stop("`3I'm so sorry about your mother Dink,", ¤t_sprite); wait(200); say_stop("`3she was a good woman.", ¤t_sprite); if (&old_womans_duck == 3) { say_stop("`3Kinda funny, my duck missing and your Mom dead.", ¤t_sprite); } if (&old_womans_duck == 5) { say_stop("`3Kinda funny, my duck and your Mom dead.", ¤t_sprite); } // goto talk; unfreeze(¤t_sprite); unfreeze(1); return; } if (&old_womans_duck == 2) { say_stop("`3I'm so grateful to you, Dink! You are such a dear!", ¤t_sprite); unfreeze(¤t_sprite); unfreeze(1); return; } if (&old_womans_duck == 4) { say_stop("`3I'm so grateful to you, Dink! You are wonderful!", ¤t_sprite); unfreeze(¤t_sprite); unfreeze(1); return; } if (&old_womans_duck == 3) { say_stop("`3I wonder where my duck is?", ¤t_sprite); unfreeze(¤t_sprite); unfreeze(1); say("<chortles>", 1); return; } if (&old_womans_duck == 1) { say_stop("`3You must keep searching for Quackers! I loved him!", ¤t_sprite); unfreeze(¤t_sprite); unfreeze(1); return; } talk: freeze(1); freeze(¤t_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(¤t_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!", ¤t_sprite); unfreeze(¤t_sprite); unfreeze(1); return; } say_stop("`3I'm fine Dink, thank you for asking.", ¤t_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?", ¤t_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!", ¤t_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.", ¤t_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>", ¤t_sprite); wait(500); unfreeze(1); unfreeze(¤t_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?", ¤t_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 ..", ¤t_sprite); say_stop("`3You've got problems.", ¤t_sprite); } }
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 die( void ) { &old_womans_duck = 3; say_stop("Haw haw!", 1); }
void hit( void ) { freeze(¤t_sprite); say_stop("`3Quack. No!!", ¤t_sprite); unfreeze(¤t_sprite); }
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); }
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(); } }