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( 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; 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 main () { if (count_item ("item-fst")) return; if (count_item ("item-axe")) kill_this_item ("item-axe"); sp_base_walk (1, "walk"); sp_base_attack (1, "hit"); sp_base_idle (1, "idle"); add_item ("item-fst", "item-w", 1); cur_weapon = 1; arm_weapon (); push_active (1); }
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 ) { 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 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(); }