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); }
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_distance(¤t_sprite, 60); sp_range(¤t_sprite, 45); sp_frame_delay(¤t_sprite, 45); sp_timing(¤t_sprite, 0); sp_exp(¤t_sprite, 200); sp_base_walk(¤t_sprite, 640); //sp_base_death(¤t_sprite, 680); sp_base_attack(¤t_sprite, 630); sp_defense(¤t_sprite, 5); sp_strength(¤t_sprite, 20); sp_touch_damage(¤t_sprite, 10); sp_hitpoints(¤t_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); }
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( void ) { int &mcounter; sp_brain(¤t_sprite, 9); sp_target(¤t_sprite, 1); sp_speed(¤t_sprite, 1); sp_range(¤t_sprite, 60); sp_distance(¤t_sprite, 60); sp_timing(¤t_sprite, 33); sp_exp(¤t_sprite, 400); sp_base_walk(¤t_sprite, 820); sp_base_attack(¤t_sprite, 810); sp_defense(¤t_sprite, 18); sp_strength(¤t_sprite, 35); sp_touch_damage(¤t_sprite, 25); sp_hitpoints(¤t_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); }
void hit( void ) { sp_speed(¤t_sprite, 0); wait(400); say_stop_npc("`6Please don't wreck the place, thanks.", &temphold); wait(800); goto mainloop; }
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 ) { preload_seq(331); preload_seq(333); preload_seq(337); preload_seq(339); sp_base_walk(¤t_sprite, 330); sp_speed(¤t_sprite, 1); //sp_timing(¤t_sprite, 66); sp_pseq(¤t_sprite, 339); sp_pframe(¤t_sprite, 1); }
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"); }
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"); }
void main( void ) { preload_seq(381); preload_seq(383); preload_seq(385); preload_seq(387); preload_seq(389); sp_base_walk(¤t_sprite, 380); sp_hitpoints(¤t_sprite, 50); sp_brain(¤t_sprite, 16); sp_speed(¤t_sprite, 1); sp_timing(¤t_sprite, 33); }
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; }
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"); }
void main( void ) { sp_brain(¤t_sprite, 9); sp_speed(¤t_sprite, 1); sp_timing(¤t_sprite, 10); sp_exp(¤t_sprite, 3); sp_base_walk(¤t_sprite, 670); sp_base_death(¤t_sprite, 680); sp_base_attack(¤t_sprite, -1); sp_touch_damage(¤t_sprite, 3); sp_hitpoints(¤t_sprite, 13); preload_seq(671); preload_seq(673); preload_seq(681); preload_seq(683); if (random(2,1) == 1) { sp_target(¤t_sprite, 1); } }
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 talk( void ) { freeze(1); freeze(¤t_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!!", ¤t_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", ¤t_sprite); wait(250); say_stop("`0But fine, I'll go home...", ¤t_sprite); wait(500); &old_womans_duck = 2; sp_speed(¤t_sprite, 2); sp_timing(¤t_sprite, 0); move_stop(¤t_sprite, 8, -12, 1); sp_active(¤t_sprite, 0); } 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 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; }
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 () { 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 (); }
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; }
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 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"); }
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 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 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); }