void main( void ) { //can't get out of screen until this dude is DEAD screenlock(1); int &mcounter; sp_brain(¤t_sprite, 9); sp_speed(¤t_sprite, 1); sp_nohit(¤t_sprite, 0); sp_distance(¤t_sprite, 50); sp_timing(¤t_sprite, 33); sp_exp(¤t_sprite, 40); sp_base_walk(¤t_sprite, 530); sp_base_death(¤t_sprite, 550); sp_base_attack(¤t_sprite, 540); sp_defense(¤t_sprite, 3); sp_strength(¤t_sprite, 8); sp_touch_damage(¤t_sprite, 5); sp_hitpoints(¤t_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); }
void main( void ) { int &mcounter; screenlock(1); sp_brain(¤t_sprite, 9); sp_speed(¤t_sprite, 1); sp_nohit(¤t_sprite, 0); sp_distance(¤t_sprite, 50); sp_timing(¤t_sprite, 0); sp_exp(¤t_sprite, 25); sp_base_walk(¤t_sprite, 610); sp_base_death(¤t_sprite, 550); sp_base_attack(¤t_sprite, 620); sp_defense(¤t_sprite, 3); sp_strength(¤t_sprite, 8); sp_touch_damage(¤t_sprite, 5); sp_hitpoints(¤t_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); }
void main( ) { sp_pseq(¤t_sprite, 178); sp_frame(¤t_sprite, 4); //so the seq will start // sp_brain(¤t_sprite, 6); sp_touch_damage(¤t_sprite, -1); sp_nohit(¤t_sprite, 1); }
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(); } }
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 }
void damage( void ) { int &hold = sp_editor_num(&missile_target); if (&missile_target == 0) { sp_speed(¤t_sprite, 0); sp_brain(¤t_sprite, 0); sp_nohit(¤t_sprite, 1); playsound(41, 22050,0,0,0); // sp_script(¤t_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(¤t_sprite); sp_active(¤t_sprite, 0); playsound(41, 22050,0,0,0); return; } sp_speed(¤t_sprite, 0); sp_brain(¤t_sprite, 0); playsound(41, 22050,0,0,0); // sp_script(¤t_sprite, ""); return; } kill_shadow(¤t_sprite); sp_active(¤t_sprite, 0); playsound(41, 22050,0,0,0); // sp_script(¤t_sprite, ""); kill_this_task(); }
void main( void ) { screenlock(1); sp_brain(¤t_sprite, 9); sp_speed(¤t_sprite, 2); sp_nohit(¤t_sprite, 0); sp_exp(¤t_sprite, 10); sp_base_walk(¤t_sprite, 130); sp_base_death(¤t_sprite, 140); sp_touch_damage(¤t_sprite, 3); sp_hitpoints(¤t_sprite, 15); preload_seq(131); preload_seq(133); preload_seq(141); preload_seq(143); if (random(2,1) == 1) { sp_target(¤t_sprite, 1); } }
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 (); } }
void hit ( void ) { //play noise int &hold = sp_editor_num(¤t_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(¤t_sprite, -1); &save_y = sp_y(¤t_sprite, -1); external("make", "gheart"); sp_seq(¤t_sprite, 177); sp_script(¤t_sprite, ""); sp_notouch(¤t_sprite, 1); sp_nohit(¤t_sprite, 1); kill_this_task(); }
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 hit( void ) { playsound(37, 28050, 0,0,0); sp_active(¤t_sprite, 0); sp_nohit(¤t_sprite, 1); }
void main( void ) { preload_seq(221); preload_seq(223); preload_seq(225); preload_seq(227); preload_seq(229); sp_base_walk(¤t_sprite,220); sp_brain(¤t_sprite, 16); sp_speed(¤t_sprite,1); sp_timing(¤t_sprite,33); sp_nohit(¤t_sprite, 1); sp_nodraw(¤t_sprite, 1); int &wait; loop: &wait = random(3000,1000); wait(&wait); &wait = random(5, 1); if (&wait == 1) { say_stop("`#Woe are us!",¤t_sprite); } if (&wait == 2) { say_stop("`#You cannot hurt us Dink.",¤t_sprite); } if (&wait == 3) { sp_nodraw(¤t_sprite, 1); say_stop("`#You cannot see us Dink.",¤t_sprite); } if (&wait == 4) { sp_nodraw(¤t_sprite, 0); say_stop("`#LOOK UPON MY DEFORMED FACE!",¤t_sprite); wait(500); say_stop("Spirit, leave me alone!",1); } if (&wait == 5) { say_stop("`#Some of us like to eat humans. I would leave if I were you.",¤t_sprite); wait(500); say_stop("I am not afraid, ghost.",1); } goto loop; }