Пример #1
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);
}
Пример #2
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);

}
Пример #3
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);

}
Пример #4
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);

}
Пример #5
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);

}
Пример #6
0
void hit( void )
{
sp_speed(&current_sprite, 0);
wait(400);
say_stop_npc("`6Please don't wreck the place, thanks.", &temphold);
wait(800);  
goto mainloop;
}
Пример #7
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();

   

}
Пример #8
0
void main( void )
{
preload_seq(331);
preload_seq(333);
preload_seq(337);
preload_seq(339);
sp_base_walk(&current_sprite, 330);
sp_speed(&current_sprite, 1);
//sp_timing(&current_sprite, 66);
sp_pseq(&current_sprite, 339);
sp_pframe(&current_sprite, 1);
}
Пример #9
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");
}
Пример #10
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");
}
Пример #11
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);

}
Пример #12
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;
}
Пример #13
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");
}
Пример #14
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);
 }
}
Пример #15
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);
 }
}
Пример #16
0
void talk( void )
{
freeze(1);
freeze(&current_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!!", &current_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", &current_sprite);
 wait(250);
 say_stop("`0But fine, I'll go home...", &current_sprite);
 wait(500);
 &old_womans_duck = 2;
 sp_speed(&current_sprite, 2);
 sp_timing(&current_sprite, 0);

 move_stop(&current_sprite, 8, -12, 1);
 sp_active(&current_sprite, 0);

   }
unfreeze(1);
unfreeze(&current_sprite);
}
Пример #17
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);
}
Пример #18
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;
}
Пример #19
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;
}
Пример #20
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 ();
}
Пример #21
0
void main( void )
{
 preload_seq(221);
 preload_seq(223);
 preload_seq(225);
 preload_seq(227);
 preload_seq(229);
 sp_base_walk(&current_sprite,220);
 sp_brain(&current_sprite, 16);
 sp_speed(&current_sprite,1);
 sp_timing(&current_sprite,33);
 sp_nohit(&current_sprite, 1);
 sp_nodraw(&current_sprite, 1);
 int &wait;

loop:

&wait = random(3000,1000);
wait(&wait);

&wait = random(5, 1);

if (&wait == 1)
  {
    say_stop("`#Woe are us!",&current_sprite);

  }

if (&wait == 2)
  {

    say_stop("`#You cannot hurt us Dink.",&current_sprite);

  }

if (&wait == 3)
  {
    sp_nodraw(&current_sprite, 1);
    say_stop("`#You cannot see us Dink.",&current_sprite);

  }

if (&wait == 4)
  {
    sp_nodraw(&current_sprite, 0);
    say_stop("`#LOOK UPON MY DEFORMED FACE!",&current_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.",&current_sprite);
    wait(500);
    say_stop("I am not afraid, ghost.",1);
  }



goto loop;

}
Пример #22
0
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);
}
Пример #23
0
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");
}
Пример #24
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");
}
Пример #25
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);

}
Пример #26
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();
 }
}
Пример #27
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);
}