Exemple #1
0
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);

}
Exemple #2
0
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);
}
Exemple #3
0
void main( void )
{
//can't get out of screen until this dude is DEAD
screenlock(1);
int &mcounter;
sp_brain(&current_sprite, 9);
sp_speed(&current_sprite, 1);
sp_nohit(&current_sprite, 0);
sp_distance(&current_sprite, 50);
sp_timing(&current_sprite, 33);
sp_exp(&current_sprite, 40);
sp_base_walk(&current_sprite, 530);
sp_base_death(&current_sprite, 550);
sp_base_attack(&current_sprite, 540);
sp_defense(&current_sprite, 3);
sp_strength(&current_sprite, 8);
sp_touch_damage(&current_sprite, 5);
sp_hitpoints(&current_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);

}
Exemple #4
0
void main( void )
{
int &mcounter;
sp_brain(&current_sprite, 9);
sp_target(&current_sprite, 1);
sp_speed(&current_sprite, 1);
sp_range(&current_sprite, 60);
sp_distance(&current_sprite, 60);
sp_timing(&current_sprite, 33);
sp_exp(&current_sprite, 400);
sp_base_walk(&current_sprite, 820);
sp_base_attack(&current_sprite, 810);
sp_defense(&current_sprite, 18);
sp_strength(&current_sprite, 35);
sp_touch_damage(&current_sprite, 25);
sp_hitpoints(&current_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);

}
Exemple #5
0
void main( void )
{
int &mcounter;
screenlock(1);
sp_brain(&current_sprite, 9);
sp_speed(&current_sprite, 1);
sp_nohit(&current_sprite, 0);
sp_distance(&current_sprite, 50);
sp_timing(&current_sprite, 0);
sp_exp(&current_sprite, 25);
sp_base_walk(&current_sprite, 610);
sp_base_death(&current_sprite, 550);
sp_base_attack(&current_sprite, 620);
sp_defense(&current_sprite, 3);
sp_strength(&current_sprite, 8);
sp_touch_damage(&current_sprite, 5);
sp_hitpoints(&current_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);

}
Exemple #6
0
void main( void )
{
int &mcounter;
screenlock(1);
sp_brain(&current_sprite, 9);
sp_speed(&current_sprite, 1);
sp_distance(&current_sprite, 60);
sp_range(&current_sprite, 45);
sp_frame_delay(&current_sprite, 45);
sp_timing(&current_sprite, 0);
sp_exp(&current_sprite, 200);
sp_base_walk(&current_sprite, 640);
//sp_base_death(&current_sprite, 680);
sp_base_attack(&current_sprite, 630);
sp_defense(&current_sprite, 5);
sp_strength(&current_sprite, 20);
sp_touch_damage(&current_sprite, 10);
sp_hitpoints(&current_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);

}
Exemple #7
0
void buttonoff( void )
{
sp_pframe(&current_sprite, 1);
Playsound(21,22050,0,0,0);
sp_brain(&crap, 7);
sp_reverse(&crap, 1);
sp_seq(&crap, 200);
}
Exemple #8
0
void main( void )
{
//shrink to nothing in 1 second

wait(1000);
sp_brain_parm(&current_sprite, 40);
sp_brain(&current_sprite, 12);
 }
Exemple #9
0
void hit( void )
{
sp_brain(&current_sprite, 9);
sp_target(&current_sprite, &enemy_sprite);
//lock on to the guy who just hit us
//playsound
playsound(28, 28050,0,&current_sprite, 0);

}
Exemple #10
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);
 }
Exemple #11
0
void damage( void )
{
    int &hold = sp_editor_num(&missile_target);

if (&missile_target == 0)
  {
     sp_speed(&current_sprite, 0);
     sp_brain(&current_sprite, 0);
    sp_nohit(&current_sprite, 1);
    playsound(41, 22050,0,0,0);
//    sp_script(&current_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(&current_sprite);
    sp_active(&current_sprite, 0);
    playsound(41, 22050,0,0,0);
     return;
      }
     sp_speed(&current_sprite, 0);
     sp_brain(&current_sprite, 0);
    playsound(41, 22050,0,0,0);
  //  sp_script(&current_sprite, "");
    return;
    }
    kill_shadow(&current_sprite);
   sp_active(&current_sprite, 0);
    playsound(41, 22050,0,0,0);
  //  sp_script(&current_sprite, "");

    kill_this_task();

   

}
Exemple #12
0
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(&current_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();
}
Exemple #13
0
void main( void )
{
 preload_seq(381);
 preload_seq(383);
 preload_seq(385);
 preload_seq(387);
 preload_seq(389);
 sp_base_walk(&current_sprite, 380);
 sp_hitpoints(&current_sprite, 50);
 sp_brain(&current_sprite, 16);
 sp_speed(&current_sprite, 1);
 sp_timing(&current_sprite, 33);

}
Exemple #14
0
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");
}
Exemple #15
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 #16
0
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");
}
Exemple #17
0
void touch( void )
{
int &mcrap = random(10,2);
&gold += &mcrap;
say("I found &mcrap gold.",1);
sp_brain_parm(&current_sprite, 10);
sp_brain(&current_sprite, 12);
sp_touch_damage(&current_sprite, 0);
sp_timing(&current_sprite, 0);

  //kill this item so it doesn't show up again for this player
  int &hold = sp_editor_num(&current_sprite);
  if (&hold != 0)
  editor_type(&hold, 1); 

}
Exemple #18
0
void touch(void)
{
//dink touched this sprite
Playsound(10,22050,0,0,0);
sp_brain_parm(&current_sprite, 10);
sp_brain(&current_sprite, 12);
sp_touch_damage(&current_sprite, 0);
sp_timing(&current_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(&current_sprite);
  if (&hold != 0)
  editor_type(&hold, 1); 

}
Exemple #19
0
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;
}
Exemple #20
0
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");
}
Exemple #21
0
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
}
Exemple #22
0
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 ();
	}
}
Exemple #23
0
void main( void )
{
screenlock(1);
sp_brain(&current_sprite, 9);
sp_speed(&current_sprite, 2);
sp_nohit(&current_sprite, 0);
sp_exp(&current_sprite, 10);
sp_base_walk(&current_sprite, 130);
sp_base_death(&current_sprite, 140);
sp_touch_damage(&current_sprite, 3);
sp_hitpoints(&current_sprite, 15);
preload_seq(131);
preload_seq(133);
preload_seq(141);
preload_seq(143);

if (random(2,1) == 1)
 {
 sp_target(&current_sprite, 1);
 }
}
Exemple #24
0
void main( void )
{
sp_brain(&current_sprite, 9);
sp_speed(&current_sprite, 1);
sp_timing(&current_sprite, 10);
sp_exp(&current_sprite, 3);
sp_base_walk(&current_sprite, 670);
sp_base_death(&current_sprite, 680);
sp_base_attack(&current_sprite, -1);
sp_touch_damage(&current_sprite, 3);
sp_hitpoints(&current_sprite, 13);
preload_seq(671);
preload_seq(673);
preload_seq(681);
preload_seq(683);

if (random(2,1) == 1)
 {
 sp_target(&current_sprite, 1);
 }
}
Exemple #25
0
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();
   }


}
Exemple #26
0
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;
}
Exemple #27
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();
 }
}
Exemple #28
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 #29
0
void main ()
{
	if (herb > 0)
		sp_brain (current_sprite, "person");
}
Exemple #30
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");
}