Esempio n. 1
0
void die( void )
{
if (get_sprite_with_this_brain(9, &current_sprite) == 0)
 {
  //no more brain 9 monsters here, lets unlock the screen

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

 }




  int &hold = sp_editor_num(&current_sprite);
  if (&hold != 0)
  editor_type(&hold, 6); 



&save_x = sp_x(&current_sprite, -1);
&save_y = sp_y(&current_sprite, -1);
external("emake","xlarge");

}
Esempio n. 2
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();
}
Esempio n. 3
0
void die( void )
{
  int &hold = sp_editor_num(&current_sprite);
  if (&hold != 0)
  editor_type(&hold, 6); 

&save_x = sp_x(&current_sprite, -1);
&save_y = sp_y(&current_sprite, -1);


 external("emake","xlarge");


}
Esempio n. 4
0
void die( void )
{
if (get_sprite_with_this_brain(9, &current_sprite) == 0)
 {
  //no more brain 9 monsters here, lets unlock the screen
  screenlock(0);
  playsound(43, 22050,0,0,0);
 }

&save_x = sp_x(&current_sprite, -1);
&save_y = sp_y(&current_sprite, -1);
external("emake","large");

void attack( void )
{
playsound(8, 5050,0,&current_sprite, 0);
&mcounter = random(4000,0);
sp_attack_wait(&current_sprite, &mcounter);
}
Esempio n. 5
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();
   }


}
Esempio n. 6
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);
}
Esempio n. 7
0
void hit ( void )
 {
  //play noise
  int &hold = sp_editor_num(&current_sprite);

  if (&hold != 0)
    {
     //this was placed by the editor, lets make the chest stay open
     editor_type(&hold, 4); 
     editor_seq(&hold, 177);
     editor_frame(&hold, 6);
     //type means show this seq/frame combo as background in the future
    }
  &save_x = sp_x(&current_sprite, -1);
  &save_y = sp_y(&current_sprite, -1);
  external("make", "gheart");

  sp_seq(&current_sprite, 177);
  sp_script(&current_sprite, "");
  sp_notouch(&current_sprite, 1);
  sp_nohit(&current_sprite, 1);
  kill_this_task();
 }
Esempio n. 8
0
void use( void )
{
    activate_bow();
    &mypower = get_last_bow_power();

    &mholdx = sp_x(1, -1);
    &mholdy = sp_y(1, -1);

    &mydir = sp_dir(1, -1);

    if (&mypower < 100)
    {
        return;
    }


    playsound(44, 22050,0,0,0);


    if (&mydir == 6)
    {
        &mholdx += 30;
        &junk = create_sprite(&mholdx, &mholdy, 11, 25, 6);
        sp_dir(&junk, 6);
    }

    if (&mydir == 4)
    {
        &mholdx -= 30;
        &junk = create_sprite(&mholdx, &mholdy, 11, 25, 4);
        sp_dir(&junk, 4);
    }

    if (&mydir == 2)
    {
        &junk = create_sprite(&mholdx, &mholdy, 11, 25, 2);
        sp_dir(&junk, 2);
    }

    if (&mydir == 8)
    {
        &junk = create_sprite(&mholdx, &mholdy, 11, 25, 8);
        sp_dir(&junk, 8);
    }

    if (&mydir == 9)
    {
        &junk = create_sprite(&mholdx, &mholdy, 11, 25, 5);
        sp_dir(&junk, 9);
    }
    if (&mydir == 1)
    {
        &junk = create_sprite(&mholdx, &mholdy, 11, 25, 1);
        sp_dir(&junk, 1);
    }
    if (&mydir == 7)
    {
        &junk = create_sprite(&mholdx, &mholdy, 11, 25, 7);
        sp_dir(&junk, 7);
    }

    if (&mydir == 3)
    {
        &junk = create_sprite(&mholdx, &mholdy, 11, 25, 3);
        sp_dir(&junk, 3);
    }

    &mypower / 100;
    &temp = &strength;
    &temp / 5;


    if (&temp == 0)
    {
        &temp = 1;
    }
    &mypower * &temp;
    sp_timing(&junk, 0);

    if (&bowlore == 1)
    {
        &temp = random(2, 1);

        if (&temp == 1)
        {
            //critical hit
            &mypower * 3;
            playsound(44, 14050,0,0,0);

            say("`4* POWER SHOT *", 1);
        }
    }
    sp_speed(&junk, 6);

    sp_strength(&junk, &mypower);
    sp_range(&junk, 10);
    //this makes it easier to hit stuff
    sp_flying(&junk, 1);
    sp_script(&junk, "dam-a1");
    //when the fireball hits something, it will look to this script, this way
    //we can burn trees when appropriate
    &mshadow = create_sprite(&mholdx, &mholdy, 15, 432, 3);
    sp_brain_parm(&mshadow, &junk);
    sp_que(&mshadow, -500);
    sp_brain_parm(&junk, 1);
    sp_brain_parm2(&junk, &mshadow);
    sp_nohit(&mshadow, 1);


    return;
}
Esempio n. 9
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");
}
Esempio n. 10
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);

}
Esempio n. 11
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();
 }
}
Esempio n. 12
0
void talk( void )
{
knocked:

    if (&caveguy == 2)
    {
        int &me;
        &me = &current_sprite;
        script_attach(1000);
        freeze(1);
        wait(500);
        playsound(45, 12000, 0,0,0);
        wait(500);
        say_stop("Hello, anyone in there?", 1);
        wait(500);
        say_stop("Hello?!?", 1);
        wait(300);
        say_stop("`0Who wants to know?", &me);
        wait(300);
        say_stop("I .. I'm Dink Smallwood, I'm trying to help...", 1);
        wait(200);
        say_stop("a poor guy who is imprisoned in the dungeon south of here.", 1);
        wait(300);
        say_stop("`0Young Maulwood, people get trapped in places they shouldn't go all the time.", &me);
        wait(200);
        say_stop("`0Why should I care what happens to this man?", &me);
        wait(500);
        sp_dir(1, 2);
        wait(500);
        sp_dir(1, 4);
        wait(500);
        say_stop("It's Smallwood sir, and he says...", 1);
        wait(200);
        say_stop("he was imprisoned by agents of the Cast and that the lock can only be broken with magic!", 1);
        wait(300);
        say_stop("`0Are you high?", &me);
        wait(300);
        say_stop("No.", 1);
        say_stop("`0Oh.", &me);
        wait(200);
        say_stop("`0Well, if those Cast members are involved I'd best help.", &me);
        wait(200);
        say_stop("`0Come in.", &me);
        fade_down();
        fill_screen(0);
//move Dink
        &player_map = 38;
        sp_x(1, 261);
        sp_y(1, 350);
        load_screen();
        draw_screen();
        draw_status();
        fade_up();
        kill_this_task();
        return;
    }
    if (&caveguy == 3)
    {
        int &me;
        &me = &current_sprite;
        script_attach(1000);
        freeze(1);
        playsound(45, 12000, 0,0,0);
        wait(700);
        say_stop("Hey, I'm back!", 1);
        wait(300);
        say_stop("`0Ah, yes Smallwand, come in ..", &me);
        fade_down();
        fill_screen(0);
//move Dink
        &player_map = 38;
        sp_x(1, 261);
        sp_y(1, 350);
        load_screen();
        draw_screen();
        draw_status();
        fade_up();
        kill_this_task();
        return;
    }

    freeze(1);
    wait(500);
    playsound(45, 12000, 0,0,0);
    wait(500);
    say_stop("Hello, anyone home?", 1);
    unfreeze(1);

}
Esempio n. 13
0
void main ()
{
	if (debug)
	{
		player_map = 400;
		sp_x (1, 320);
		sp_y (1, 200);
		kill_this_task ();
	}
	script_attach (1000);
	player_map = 1;
	dink_can_walk_off_screen (1);
	sp_x (1, 320);
	sp_y (1, 500);
	load_screen ();
	draw_screen ();
	wait (1);
	int daniel = sp ("daniel-intro");
	int knight = create_sprite (320, 500, "none", "silverknight 7", 1);
	sp_base_walk (knight, "silverknight");
	freeze (1);
	sp_speed (knight, 3);
	freeze (knight);
	move_stop (knight, 8, 270, 1);
	say_stop ("`7Sire! Listen!", knight);
	say_stop ("`3What is it, John?", daniel);
	say_stop ("`7The maid in the bar says Dink has been rude to her!", knight);
	say_stop ("`3What?! That's outrageous!", daniel);
	say_stop ("`3Fetch him for me!", daniel);
	say_stop ("`7At once, sire!", knight);
	move_stop (knight, 2, 500, 1);
	sp_active (knight, 0);
	say_stop ("`3What would be a good punishment...", daniel);
	sp_x (1, 320);
	sp_y (1, 500);
	move_stop (1, 8, 270, 1);
	say_stop ("`3SMALLWOOD HAS RETURNED!", daniel);
	say_stop ("And his ears hurt...", 1);
	say_stop ("`3Dink! Your behaviour is intolerable!", daniel);
	say_stop ("`3You are banished from the kingdom!", daniel);
	say_stop ("Whatever you say, Danny. Bye!", 1);
	move_stop (1, 2, 500, 1);
	say_stop ("`3I hope that was a good idea...", daniel);
	fade_down_stop ();
	player_map = 400;
	load_screen ();
	draw_screen ();
	wait (1);
	bedink.main ();
	freeze (1);
	sp_x (1, 320);
	sp_y (1, -50);
	fade_up_stop ();
	move_stop (1, 2, 200, 1);
	say_stop ("Hmm, what to do now?", 1);
	say_stop ("I need money to buy food...", 1);
	say_stop ("Stealing is too evil for me...", 1);
	say_stop ("Unless... That's an idea!", 1);
	fade_down_stop ();
	say_stop_xy ("Dink decided to steal only from those who could spare it.", 10, 200);
	say_stop_xy ("When he wasn't 'working', he wore armour to hide himself.", 10, 200);
	say_stop_xy ("After a few years, he had become a very skilled thief.", 10, 200);
	say_stop_xy ("Then, one night...", 10, 200);
	beknight.main ();
	save_game (-1);
	kill_this_task ();
}
Esempio n. 14
0
void load( void )
{
Playsound(18,22050,0,0,0);
        choice_start();
        "&savegameinfo"
        "&savegameinfo"
        "&savegameinfo"
        "&savegameinfo" 
        "&savegameinfo" 
        "&savegameinfo" 
        "&savegameinfo" 
        "&savegameinfo" 
        "&savegameinfo" 
        "&savegameinfo" 
        "Nevermind"
        choice_end();

if (&result == 11)
   return;

if (game_exist(&result) == 0)
    return;



    stopmidi();
    stopcd();
     sp_active(1, 1);
   sp_x(1, 334);
   sp_y(1, 161);
   sp_base_walk(1, 70);
   sp_base_attack(1, 100);
    sp_dir(1, 4);
    sp_brain(1, 1);
    sp_que(1, 0);
    sp_noclip(1, 0);
    set_mode(2);
   //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");

init("load_sequence_now graphics\dink\hit\normal\ds-h2- 102 75 60 72 -19 -9 19 9");
init("load_sequence_now graphics\dink\hit\normal\ds-h4- 104 75 61 73 -19 -10 19 10");
init("load_sequence_now graphics\dink\hit\normal\ds-h6- 106 75 58 71 -18 -10 18 10");
init("load_sequence_now graphics\dink\hit\normal\ds-h8- 108 75 61 71 -19 -10 19 10");

   load_game(&result);
  kill_this_task();
}