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( 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 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; }
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 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 main( void ) { int &crap; int &jcrap; sp_brain(¤t_sprite, 0); sp_base_walk(¤t_sprite, 370); sp_speed(¤t_sprite, 2); sp_timing(¤t_sprite, 0); //set starting pic sp_pseq(¤t_sprite, 377); sp_pframe(¤t_sprite, 1); //Ok Go freeze(1); move_stop(1, 8, 375, 1); move_stop(1, 4, 300, 1); move_stop(1, 8, 350, 1); move_stop(¤t_sprite, 8, 330, 1); //playmidi("mystery.mid"); say_stop("`2Ok, it's up here", ¤t_sprite); move_stop(¤t_sprite, 8, 200, 1); say_stop("`2Follow me...", ¤t_sprite); move_stop(¤t_sprite, 6, 399, 1); move_stop(¤t_sprite, 8, 165, 1); playsound(19, 22052, 0, 0, 0); wait(100); playsound(19, 44102, 0, 0, 0); wait(100); playsound(19, 44102, 0, 0, 0); say("`2Now if I can just pick this lock...", ¤t_sprite); move_stop(1, 8, 190, 1); move_stop(1, 6, 350, 1); say_stop("What are we doing?", 1); playsound(19, 44102, 0, 0, 0); wait(100); playsound(19, 44102, 0, 0, 0); say_stop("`2Just one more second...", ¤t_sprite); playmidi("battle.mid"); //build guards preload_seq(291); preload_seq(293); preload_seq(297); preload_seq(299); preload_seq(722); preload_seq(724); preload_seq(725); preload_seq(726); &crap = create_sprite(380,450, 9, 0, 0); freeze(&crap); sp_base_walk(&crap, 290); sp_base_attack(&crap, 720); sp_speed(&crap, 1); sp_strength(&crap, 10); sp_touch_damage(&crap, 2); sp_timing(&crap, 0); move(&crap, 7,250, 1); sp_target(&crap, 1); sp_hitpoints(&crap, 40); &jcrap = create_sprite(280,450, 9, 0, 0); freeze(&jcrap); sp_base_walk(&jcrap, 290); sp_base_attack(&jcrap, 720); sp_strength(&jcrap, 10); sp_distance(&crap, 50); sp_touch_damage(&jcrap, 2); sp_speed(&jcrap, 1); sp_timing(&jcrap, 0); move_stop(&jcrap, 9,400, 1); sp_distance(&jcrap, 50); sp_target(&jcrap, 1); sp_hitpoints(&jcrap, 40); say_stop("`2Oh no, guards!! Run for it!", ¤t_sprite); wait(250); sp_dir(1, 2); &thief = 3; say_stop("This ain't good.", 1); unfreeze(1); unfreeze(&jcrap); unfreeze(&crap); move_stop(¤t_sprite, 6, 700, 1); sp_active(¤t_sprite, 0); }
void main( void ) { if (&caveguy == 5) { script_attach(1000); //preload_seq(740); <-- for sucking. preload_seq(375); preload_seq(168); int &junk; int &dude; int &evil; int &evil2; int &evil3; freeze(1); &dude = create_sprite(551, 157, 0, 0, 0); sp_brain(&dude, 0); sp_base_walk(&dude, 370); sp_speed(&dude, 2); sp_timing(&dude, 0); //set starting pic sp_pseq(&dude, 371); sp_pframe(&dude, 1); //Now EVIL &evil = create_sprite(-20, 130, 0, 0, 0); sp_brain(&evil, 0); sp_base_walk(&evil, 300); sp_speed(&evil, 1); sp_timing(&evil, 0); //set starting pic sp_pseq(&evil, 303); sp_pframe(&evil, 1); //Now EVIL's friend &evil2 = create_sprite(-20, 210, 0, 0, 0); sp_brain(&evil2, 0); sp_base_walk(&evil2, 300); sp_speed(&evil2, 1); sp_timing(&evil2, 0); //set starting pic sp_pseq(&evil2, 303); sp_pframe(&evil2, 1); //And the third EVIL &evil3 = create_sprite(300, 470, 0, 0, 0); sp_brain(&evil3, 0); sp_base_walk(&evil3, 300); sp_speed(&evil3, 1); sp_timing(&evil3, 0); //set starting pic sp_pseq(&evil3, 307); sp_pframe(&evil3, 1); Playmidi("1004.mid"); say_stop("`5Ok, let's get going before they come.", &dude); wait(500); say_stop("`5This way.", &dude); move(&dude, 4, 500, 1); wait(50); move(1, 4, 550, 1); wait(150); say("`4Not so fast.", &evil); move(&evil, 6, 100, 1); wait(850); move(&evil3, 8, 380, 1); move_stop(&evil2, 6, 67, 1); say_stop("`4We have a small matter to discuss with your friend.", &evil); say("`4Hahahaaahaha", &evil); say("`4Haha ha ha", &evil2); say_stop("`4Ha ha haaa", &evil3); wait(800); sp_dir(&dude, 3); say_stop("`5It's okay Dink, I can take 'em.", &dude); wait(250); say("`5Allright.", &dude); move_stop(&dude, 4, 400, 1); sp_dir(&dude, 1); say_stop("`5Which one of you is first?", &dude); wait(250); say("`4Haha ha ha", &evil2); wait(500); say_stop("`4Ha ha haaa", &evil3); wait(500); say_stop("`4I am!!", &evil); move_stop(&evil, 2, 157, 1); move_stop(&evil, 6, 170, 1); wait(500); //say("`4I'm attacking now...", &evil); &junk = create_sprite(240, 157, 11, 506, 1); sp_seq(&junk, 506); sp_dir(&junk, 6); sp_speed(&junk, 6); sp_flying(&junk, 1); wait(390); sp_active(&junk, 0); &junk = create_sprite(390, 157, 7, 168, 1); sp_seq(&junk, 168); sp_pseq(&dude, 375); sp_pframe(&dude, 1); say_stop("`5Ahhhhhh!", &dude); wait(50); sp_active(&junk, 0); //Kill guy too say("Noooo!!", 1); move(1, 4, 450, 1); wait(500); say("`4Haha ha ha", &evil2); say_stop("`4Ha ha haaa", &evil3); wait(500); say_stop("`4Our work is done here.", &evil); wait(500); say_stop("`4You may live, if you forget all that you've seen here.", &evil); wait(250); say_stop("Forget ...", 1); wait(500); say_stop("I'll forget allright.", 1); wait(250); move(&evil, 4, -20, 1); wait(360); move(&evil2, 4, -20, 1); move_stop(&evil3, 4, 180, 1); move_stop(&evil3, 2, 470, 1); sp_active(&evil, 0); sp_active(&evil2, 0); sp_active(&evil3, 0); wait(250); say_stop("Forget to remove my foot from your ASS!!", 1); wait(500); say_stop("Are you okay?", 1); wait(500); say_stop("`5I just got hit by a fireball", &dude); wait(500); say_stop("`5I'm going to die!", &dude); wait(250); say_stop("I'm sorry I wasn't fast enough.", 1); wait(500); say_stop("`5It's not your fault", &dude); wait(500); say_stop("`5Just .. just be careful... also, take this...", &dude); wait(500); say_stop("Alright.. what is it?", 1); wait(500); say_stop("`5The Mordavia scroll. It contains magic I needed to...", &dude); say_stop("`5Ahhhhhh.", &dude); wait(1000); say_stop("Ah man...", 1); sp_active(&dude, 0); &caveguy = 6; add_magic("item-p1", 438,14); &story = 7; unfreeze(1); //Fade fade_down(); fill_screen(0); //move Dink &player_map = 625; sp_x(1, 268); sp_y(1, 173); sp_dir(1, 8); load_screen(); draw_screen(); draw_status(); fade_up(); kill_this_task(); } }
void talk( void ) { knocked: if (&caveguy == 2) { int &me; &me = ¤t_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 = ¤t_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); }
void main( void ) { int &guy; int &what; &what = random(3,1); //Spawn the guy... &guy = create_sprite(258, 146, 0, 0, 0); sp_brain(&guy, 0); sp_base_walk(&guy, 410); sp_speed(&guy, 1); sp_timing(&guy, 0); //set starting pic sp_pseq(&guy, 417); sp_pframe(&guy, 1); //Coversation freeze(1); freeze(&guy); move_stop(1, 8, 222, 1); move_stop(&guy, 3, 265, 1); wait(250); if (&what == 1) { say_stop("`9Can I HELP you?", &guy); wait(250); say_stop("Uhh ... maybe.", 1); wait(1000); say_stop("`9Yeah well, what the hell are you doing??", &guy); wait(250); say_stop("What do you mean?", 1); wait(250); say_stop("`9I mean you just barging in here, no knocking, nothing!", &guy); say_stop("`9What's with that?", &guy); wait(500); sp_dir(1, 2); wait(500); sp_dir(1, 8); wait(1000); say_stop("And there's like ... something WRONG with that?", 1); wait(250); say_stop("`9YES, now get the HELL OUT!!", &guy); } if (&what == 2) { say_stop("`9Can I HELP you?", &guy); wait(250); say_stop("Nope, just looking through houses and stuff.", 1); wait(750); say_stop("`9You know, you've got a lot of nerve.", &guy); wait(250); say_stop("Yea whatever ...", 1); wait(250); say_stop("`9Hmmmph.", &guy); wait(250); say_stop("Hey old man, the funeral house called ...", 1); say_stop("they're ready for you now!", 1); wait(250); say_stop("`9WHAT, now get OUT!!", &guy); } if (&what == 3) { say_stop("`9What do you want?", &guy); wait(250); say_stop("I've come for your daughter.", 1); wait(250); say_stop("`9Just ... just please leave.", &guy); } //Leave. unfreeze(1); move_stop(1, 2, 640, 0); unfreeze(&guy); }
void main( void ) { preload_seq(251); preload_seq(253); preload_seq(257); preload_seq(259); if (&mayor == 1) { return; } if (&mayor == 2) { return; } if (&mayor == 5) { playmidi("lovin.mid"); freeze(1); preload_seq(253); preload_seq(251); preload_seq(257); preload_seq(259); preload_seq(271); preload_seq(273); preload_seq(277); preload_seq(279); preload_seq(281); preload_seq(283); preload_seq(287); preload_seq(289); preload_seq(371); preload_seq(373); preload_seq(377); preload_seq(379); preload_seq(361); preload_seq(363); preload_seq(367); preload_seq(369); preload_seq(411); preload_seq(413); preload_seq(417); preload_seq(419); preload_seq(291); preload_seq(293); preload_seq(297); preload_seq(299); int &pp1; int &pp2; int &pp3; int &pp4; int &pp5; int &pp6; int &pp7; int &pp8; int &pp9; int &woman; int &mp1; int &mp2; int &mp3; int &mp4; int &mp5; int &mp6; int &mp7; //Actually Spawn the girl, and her script &woman = create_sprite(400, 110, 0, 0, 0); sp_brain(&woman, 16); sp_base_walk(&woman, 250); sp_speed(&woman, 1); sp_timing(&woman, 0); //set starting pic sp_pseq(&woman, 253); sp_pframe(&woman, 1); //Create more & more & more!! &pp1 = create_sprite(125, 115, 0, 0, 0); sp_brain(&pp1, 16); sp_base_walk(&pp1, 270); sp_speed(&pp1, 1); sp_timing(&pp1, 0); sp_script(&pp1, "s3-peeps"); //set starting pic sp_pseq(&pp1, 273); sp_pframe(&pp1, 1); &pp2 = create_sprite(250, 141, 0, 0, 0); sp_brain(&pp2, 16); sp_script(&pp2, "s3-peeps"); sp_base_walk(&pp2, 280); sp_speed(&pp2, 1); sp_timing(&pp2, 0); //set starting pic sp_pseq(&pp2, 283); sp_pframe(&pp2, 1); &pp3 = create_sprite(45, 370, 0, 0, 0); sp_brain(&pp3, 16); sp_base_walk(&pp3, 370); sp_speed(&pp3, 1); sp_script(&pp3, "s3-peeps"); sp_timing(&pp3, 0); //set starting pic sp_pseq(&pp3, 379); sp_pframe(&pp3, 1); &pp4 = create_sprite(410, 380, 0, 0, 0); sp_brain(&pp4, 16); sp_base_walk(&pp4, 360); sp_speed(&pp4, 1); sp_timing(&pp4, 0); //set starting pic sp_pseq(&pp4, 367); sp_pframe(&pp4, 1); sp_script(&pp4, "s3-peeps"); &pp5 = create_sprite(520, 360, 0, 0, 0); sp_brain(&pp5, 16); sp_base_walk(&pp5, 410); sp_speed(&pp5, 1); sp_timing(&pp5, 0); //set starting pic sp_pseq(&pp5, 417); sp_pframe(&pp5, 1); sp_script(&pp5, "s3-peeps"); &pp6 = create_sprite(70, 180, 0, 0, 0); sp_brain(&pp6, 16); sp_base_walk(&pp6, 220); sp_speed(&pp6, 1); sp_timing(&pp6, 0); //set starting pic sp_pseq(&pp6, 223); sp_pframe(&pp6, 1); sp_script(&pp6, "s3-peeps"); &pp7 = create_sprite(320, 400, 0, 0, 0); sp_brain(&pp7, 16); sp_base_walk(&pp7, 220); sp_speed(&pp7, 1); sp_timing(&pp7, 0); //set starting pic sp_pseq(&pp7, 229); sp_pframe(&pp7, 1); sp_script(&pp7, "s3-peeps"); &pp8 = create_sprite(295, 50, 0, 0, 0); sp_brain(&pp8, 16); sp_base_walk(&pp8, 370); sp_speed(&pp8, 1); sp_timing(&pp8, 0); //set starting pic sp_pseq(&pp8, 373); sp_pframe(&pp8, 1); sp_script(&pp8, "s3-peeps"); &pp9 = create_sprite(175, 350, 0, 0, 0); sp_brain(&pp9, 16); sp_base_walk(&pp9, 390); sp_speed(&pp9, 1); sp_timing(&pp9, 0); //set starting pic sp_pseq(&pp9, 399); sp_pframe(&pp9, 1); sp_script(&pp9, "s3-peeps"); //Let's Go movers!! &mp1 = create_sprite(640, 200, 0, 0, 0); sp_brain(&mp1, 16); sp_base_walk(&mp1, 290); sp_speed(&mp1, 1); sp_timing(&mp1, 0); //set starting pic sp_pseq(&mp1, 291); sp_pframe(&mp1, 1); &mp2 = create_sprite(640, 305, 0, 0, 0); sp_brain(&mp2, 16); sp_base_walk(&mp2, 290); sp_speed(&mp2, 1); sp_timing(&mp2, 33); //set starting pic sp_pseq(&mp2, 291); sp_pframe(&mp2, 1); &mp3 = create_sprite(640, 320, 0, 0, 0); sp_brain(&mp3, 16); sp_base_walk(&mp3, 380); sp_speed(&mp3, 1); sp_timing(&mp3, 20); //set starting pic sp_pseq(&mp3, 381); sp_pframe(&mp3, 1); &mp4 = create_sprite(700, 340, 0, 0, 0); sp_brain(&mp4, 16); sp_base_walk(&mp4, 370); sp_speed(&mp4, 1); sp_timing(&mp4, 0); //set starting pic sp_pseq(&mp4, 371); sp_pframe(&mp4, 1); &mp5 = create_sprite(670, 210, 0, 0, 0); sp_brain(&mp5, 16); sp_base_walk(&mp5, 390); sp_speed(&mp5, 1); sp_timing(&mp5, 33); //set starting pic sp_pseq(&mp5, 391); sp_pframe(&mp5, 1); &mp6 = create_sprite(710, 180, 0, 0, 0); sp_brain(&mp6, 16); sp_base_walk(&mp6, 410); sp_speed(&mp6, 1); sp_timing(&mp6, 0); //set starting pic sp_pseq(&mp6, 411); sp_pframe(&mp6, 1); &mp7 = create_sprite(640, 175, 0, 0, 0); sp_brain(&mp7, 16); sp_base_walk(&mp7, 290); sp_speed(&mp7, 1); sp_timing(&mp7, 16); //set starting pic sp_pseq(&mp7, 291); sp_pframe(&mp7, 1); //Let's Go freeze(&woman); freeze(&pp1); freeze(&pp2); //wait(1); freeze(&pp3); freeze(&pp4); freeze(&pp5); freeze(&pp6); freeze(&pp7); freeze(&pp8); freeze(&pp9); freeze(&mp1); freeze(&mp2); freeze(&mp3); freeze(&pp4); freeze(&mp4); freeze(&mp6); freeze(&mp7); move(&mp1, 4, -1500, 1); move(&mp2, 4, -1500, 1); move(&mp3, 4, -1500, 1); move(&mp4, 4, -1500, 1); move(&mp5, 4, -1500, 1); move(&mp6, 4, -1500, 1); move(&mp7, 4, -1500, 1); wait(500); say_stop("`9Dink, Dink, over here.", &woman); move_stop(1, 2, 105, 1); move_stop(1, 6, 450, 1); say_stop("`9Isn't it just beautiful?", &woman); sp_dir(1, 4); wait(250); say_stop("Yup, it's a parade allright.", 1); wait(250); say_stop("A lot of people too, I shudder at what could've happened.", 1); wait(250); say_stop("`9You really saved the town Dink...", &woman); wait(250); say_stop("`9I'm really proud of you.", &woman); wait(250); say_stop("Thanks, but I couldn't have done it without you.", 1); wait(250); say_stop("`9Well I have to be going, I have to meet with my father.", &woman); wait(250); say_stop("`9Take care Dink, I hope I'll see you again.", &woman); wait(1000); unfreeze(&pp1); unfreeze(&pp2); unfreeze(&pp3); unfreeze(&pp4); unfreeze(&pp5); unfreeze(&pp6); unfreeze(&pp7); unfreeze(&pp8); unfreeze(&pp9); sp_dir(1, 2); move_stop(&woman, 3, 660, 1); say_stop("Oh, you will baby, you will...", 1); &story = 10; &mayor = 6; unfreeze(1); return; } if (&mayor == 6) { int &loser; &loser = create_sprite(350, 210, 0, 0, 0); sp_brain(&loser, 16); sp_base_walk(&loser, 410); sp_speed(&loser, 1); sp_timing(&loser, 0); sp_pseq(&loser, 413); sp_pframe(&loser, 1); sp_script(&loser, "s3-loser"); return; } if (&mayor == 7) { return; } int &poopy; int &woman; //Actually Spawn the girl, and her script &woman = create_sprite(300, 130, 0, 0, 0); sp_brain(&woman, 16); sp_base_walk(&woman, 250); sp_speed(&woman, 1); sp_timing(&woman, 0); //set starting pic sp_pseq(&woman, 253); sp_pframe(&woman, 1); sp_script(&woman, "s3-chick"); }
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(); }